Favorite AD&D Rulebook
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Poll: Favorite AD&D Rulebook

Deities & Demigods 8%       8%  [ 11 ]
Dungeon Masters Guide 40%       40%  [ 56 ]
Fiend Folio 4%       4%  [ 5 ]
Manual of the Planes 4%       4%  [ 6 ]
Monster Manual 13%       13%  [ 18 ]
Monster Manual II 0%       0%  [ 0 ]
Players Handbook 22%       22%  [ 30 ]
Unearthed Arcana 9%       9%  [ 13 ]
Total votes : 139

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Post Posted: Sun Feb 19, 2012 6:27 pm 
 

i voted for the players handbook.
hated carring loads of books round to a game.
but my favourite book would be the rules cyclopedia(d&d).
one book is all you need,and the gaz series :D

  


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Post Posted: Mon Feb 20, 2012 7:35 am 
 

Keith the Thief wrote:
Page 105 of PHB directs you to the DMG for "To Hit" tables.
Is there a hidden combat matrix somewhere else in the PHB?

The magic items in the old modules are often described in the DMG so I think you'd be missing something without it, but I see your point.


Well, certainly the THAC0 tables are in the DMG. But if you think about it, you don't really need them, do you?

I mean, they're just game mechanics, albeit game mechanics that sit at the core of AD&D. But they're just a way to handle fights.

But in the PHB, you find the true essence of AD&D. If you use the DMG alone, you have to come up with the classes, the alignments, the spells, the items, that whole system of concepts that make up AD&D yourself. The DMG (albeit marketed as "essential" to AD&D really is just secondary. Except for the magic items (and maybe the XP tables for the MM's creatures).

And all of those, you can make up yourself, with a little imagination. Just use the items, weapons and spells from the PHB.

Example: Gandalf's Staff would be an +2 Staff of the Istari, being able to cast Light (like the spell) 3 times a day, and if you hit the ground with it, it would explode like a 10 D6 Fireball (like the spell), shatter any ground yet leave the wizard and his allies unhurt (except that the wizard would likely fall into whatever hole he created, unless his spells would keep him aloft).

As for the XP/monster tables, I think everybody has used custom-made XP tables at least once.

To make it short: If you play with the PHB, you play a recognizable AD&D game.

But if you take the DMG in isolation, you have only a generic book of gamemastering for any fantasy RPG. But all the important things (classes, atributes, alignment, spells, planes, even Psionics) are described in the PHB.

Keith the Thief wrote:We've "gotten the band back together", BTW, and my old college group is starting an AD&D campaign using Google+ video chat.
It's pretty damn cool.
I've been collecting for years.  
Now I might actually get to use my D&D stuff!


Now there's a thought... :idea:

Any idea if there's something like a "virtual game table" where you can sit and play with peoples from around the world? You know, with an igrained dice roll engine so the players can't cheat?

  

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Post Posted: Mon Feb 20, 2012 11:44 am 
 

Ankles wrote:
Now there's a thought... :idea:

Any idea if there's something like a "virtual game table" where you can sit and play with peoples from around the world? You know, with an igrained dice roll engine so the players can't cheat?


Checkout constantcon.blogspot.com. They have a calendar of ongoing online RPG's being played via Google+ hangouts. I think they get up to seven people in a video hangout with a mapping whiteboard in a game. Not sure about the dice rollers.

A complete guide on how they do it is here http://dndwithpornstars.blogspot.com/2011/09/ye-olde-newe-constantcon-post-week-9.html?zx=2edb6afa97b2f9b8

  

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Post Posted: Mon Feb 20, 2012 12:04 pm 
 

A few dice, pencil and paper, the Player's Handbook, and a DM Screen (Any printing from 1st through 10th) (EDIT) and ANY fantasy Adventure Module is all you need to play AD&D.
And you really only need the inside panels of the earlier prints (1st - 6th) of the DM Screen since the outside panels are just artwork and Psionics tables.


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Last edited by Gnat the Beggar on Mon Feb 20, 2012 12:49 pm, edited 2 times in total.
  

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Post Posted: Mon Feb 20, 2012 12:27 pm 
 

Gnat the Beggar wrote:A few dice, pencil and paper, the Player's Handbook, and a DM Screen (Any printing from 1st through 10th) is all you need to play AD&D.
And you really only need the inside panels of the earlier prints (1st - 6th) of the DM Screen since the outside panels are just artwork and Psionics tables.


This only works if you are using TSR modules. Otherwise, you need a Monster Manual.

But point taken.


And I could've bought these damn modules off the 1$ rack!!!

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Post Posted: Mon Feb 20, 2012 12:50 pm 
 

Yes, post above edited to include module. 8)
And with a Monster Manual, you can create your own adventures.


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Post Posted: Thu Feb 23, 2012 6:20 pm 
 

PHB.  8)

  

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Post Posted: Thu Feb 23, 2012 9:13 pm 
 

DMG. It has everything.


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Post Posted: Tue Feb 28, 2012 2:16 pm 
 

Ankles wrote:Any idea if there's something like a "virtual game table" where you can sit and play with peoples from around the world? You know, with an igrained dice roll engine so the players can't cheat?


These are the 3 that were recommended from the guys on DF:
I signed up for the first one but never received a confirmation, so I gave up.

http://www.armchairgeneral.com/forums/s ... p?t=117251

http://itabletop.com/

http://rpgvirtualtabletop.wikidot.com/


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Post Posted: Tue Feb 28, 2012 2:18 pm 
 

Ankles wrote:
Well, certainly the THAC0 tables are in the DMG. But if you think about it, you don't really need them, do you?

I mean, they're just game mechanics, albeit game mechanics that sit at the core of AD&D. But they're just a way to handle fights.

But in the PHB, you find the true essence of AD&D. If you use the DMG alone, you have to come up with the classes, the alignments, the spells, the items, that whole system of concepts that make up AD&D yourself. The DMG (albeit marketed as "essential" to AD&D really is just secondary. Except for the magic items (and maybe the XP tables for the MM's creatures).

And all of those, you can make up yourself, with a little imagination. Just use the items, weapons and spells from the PHB.

Example: Gandalf's Staff would be an +2 Staff of the Istari, being able to cast Light (like the spell) 3 times a day, and if you hit the ground with it, it would explode like a 10 D6 Fireball (like the spell), shatter any ground yet leave the wizard and his allies unhurt (except that the wizard would likely fall into whatever hole he created, unless his spells would keep him aloft).

As for the XP/monster tables, I think everybody has used custom-made XP tables at least once.

To make it short: If you play with the PHB, you play a recognizable AD&D game.

But if you take the DMG in isolation, you have only a generic book of gamemastering for any fantasy RPG. But all the important things (classes, atributes, alignment, spells, planes, even Psionics) are described in the PHB.


I could not do this, but I am a closet dumbass.

Seriously, it's taking all my brain cells just to find the damn tables these days, so I really do need all 3 books.

But you are correct, although I can't remember how the hell you do THAC0.  Doesn't matter.


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Post Posted: Wed Mar 07, 2012 10:27 am 
 

Don't know why but slightly surprised by the lack of love for the Fiend Folio for which I always had a soft spot, certainly for me the best outside the core three...

  

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Post Posted: Wed Mar 07, 2012 10:23 pm 
 

Tough call but had to vote for the PHB over DMG. Though the DMG is a wonderful thing and I find something new or newly-understood every time I dig into it, the PHB is the core of the game for me.

Part of it has to be that for the first six months or so of my AD&D career, a PHB was all we had. I was voluntold to be the DM after our first session with an experienced AD&Der and basically made up my own monsters and combat system based on the things mentioned in the PHB. It was a wild ride and I constantly try to get back to that.

The Players Handbook is my "desert island" gaming item, so it has to get my vote in a poll of favorites.


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Post Posted: Fri Mar 09, 2012 10:35 am 
 

DMG for me.  In my opinion, this is the best RPG rulebook ever published.

  

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Post Posted: Sun Mar 11, 2012 10:55 pm 
 

Toric wrote:DMG for me.  In my opinion, this is the best RPG rulebook ever published.


Toric wrote:DMG for me.  In my opinion, this is the best RPG rulebook ever published.


Is it your favorite, also?

The MM is still my favorite by a long shot.
But now that I've staggered back into playing the game, I think the PHB may be the *best*.
That wasn't the case a few years ago.

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Post Posted: Mon Mar 12, 2012 9:18 pm 
 

DMG for me all the way, I can still pick it up and seem to get something new out of it (perhaps suggests my attention span isn't that great though!)

2 questions about hard backs that have always been a low-grade niggle to me-

1 - why did TSR "present" the DDG
2 - why did the MM2 have stats for the squirrel?

answers on a postcard please........ :D


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Post Posted: Mon Mar 12, 2012 11:39 pm 
 

gyg wrote:DMG for me all the way, I can still pick it up and seem to get something new out of it (perhaps suggests my attention span isn't that great though!)

2 questions about hard backs that have always been a low-grade niggle to me-

1 - why did TSR "present" the DDG
2 - why did the MM2 have stats for the squirrel?

answers on a postcard please........ :D


Because they needed a rival for the housecat...which could easily kill a 0-level standard human.


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Post Posted: Tue Mar 13, 2012 12:25 am 
 

of course, it was obvious really.

Thanks for that Formcritic, with one mystery solved I can sleep more soundly in my bed :roll:


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Post Posted: Wed Mar 14, 2012 2:47 pm 
 

For me, the greatest RPG rulebook ever written is the 1st Edition AD&D DMG. There is a warmth to the writing therein that has never been replicated -- full of personal anecdotes from Gygax. As an aside, I reread all of the core 1st Edition AD&D rulebooks -- DMG, PHB, MM -- every five years simply for pleasure.

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