You know, I’ve seen some real boneheaded takes in response to my blog but wow!
This one deserves a place of honour where everyone can point at it and laugh.
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You know, I’ve seen some real boneheaded takes in response to my blog but wow!
This one deserves a place of honour where everyone can point at it and laugh.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Reading through the spells in AD&D, I stumble upon a pretty good example case of rules lawyering.
The spell slow poison will cause even a lethal poison to be slowed down such that the poisoned character is able to function and can still be saved, though they take 1 point of damage each turn while the poison is still present. Now here's the passage that could be an issue:
(although the victim will never go below 1 hit point while the slow poison spell’s duration lasts)
The rules lawyer knows that this obviously only applies to damage received from the ongoing poison, but will nonetheless try to argue that it will stop the affected character from dropping to 0 or fewer hit points from any damage source.
Should the rules lawyer not take a firm "no" for an answer and instead continues to argue, you are allowed to poison them.
Developing my campaign world at work, and thinking of introducing a big otherworldly threat into the setting, but I realise it doesn’t really fit together with the other big otherworldly threat that I’ve built stuff around. My coherence!
But then I realise I don’t have to care because there’s no plot, there’s no final boss, and it doesn’t all have to go back to Morgoth.
So you've been invited to join an AD&D campaign and you're all for it, but you don't like crowds? If you can swing the ability score requirements, how about playing a paladin or an assassin?
I've deemed these two very different classes as the best-suited for playing one-on-one with the DM. The paladin is just really powerful, and has restrictions on who they can associate with, so it's easiest to just go question alone. And speaking of quests, those are certainly best to do on your own for that good aulde knight-errant feel, and they'd need to let you do most of the work anyway when you're questing for your steed or holy sword for it to count anyhow.
And as for assassins, they have sort of the opposite problem in that other characters might not be willing to adventure with an evil character. Later on you learn the languages of other alignments so you could disguise yourself in order to join the goodlier characters on expeditions, but they'd blow up your spot while you're trying to sneak in for the kill anyway. The DM might need to post kill contracts for you to undertake rather than expecting you to delve the dungeon on your own. And if your DM is an absolute bastard (like me), they might even give out contracts on player characters who've made powerful enemies!
New alignment system just dropped! Instead of Law vs Chaos and Good vs Evil, there’s Ninja vs Pirate and Vampire vs Werewolf. It’s less about your personal behaviour and more about your coordinates in the ancient cosmic battle.

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"Never use the deck of many things, it will ruin your campaign!"
Verily I tell you, there is nothing within that deck capable of ruining my campaign, not one thing.
Oh, plenty of things that can absolutely ruin a character, for sure. But the campaign is unassailable by such vagaries.
Breathily saying the names of the elven deities is more fun than it has any right to be. Give it a try!
Corellon Larethian Aerdrie Faenya Erevan Ilesere Solonor Thelandira Hanali Celanil Labelas Enoreth
Linguists need to get off their butts and reconstruct more Proto-Uralic grammar so I can use it as High Elvish in my games.
What music, if any, do you listen to while playing D&D or just doing prep for the game? For me it's Rush and Led Zeppelin because I'm basic like that, or some random "tavern music" on youtube.
Unless we're in the realm of the elves. Then it's Enya o' clock.
The five stages of grief:
Denial
Anger
Bargaining
Depression
Acceptance
The three stages of the Shadow:
Surprise
Alarm
Grim determination

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I love it when old spells have really weird rules. Like how the 5th-level illusionist spell chaos only allows saving throws for other illusionists, and also fighters (but not paladins or rangers) and monsters that are sufficiently dumb.
Why is it like that? I have no idea. But it's really funny to me.
could you elaborate on the point from your recent post about wandering monsters not working well in WotC D&D?
WotC editions of D&D have much more granular and precise combat than TSR editions. While wandering monsters do not necessarily result in combat, especially in newer editions this is more likely than not, because combat is generally more rewarding. Anyway, the added granularity and more precise resolution of combat means that throwaway random encounters simply for the sake of taxing character resources are less rewarding from both a player and GM point of view.
Another factor is that the added precision and granularity of the rules means that these games benefit from a more deliberate, "set piece" style encounter design.
“Granular and precise” is a lot of letters to say “slow.”
Have you met any spellcasters and if so what level would you say they were? What would you hazard is the rate of spellcasters in your world? 1-in-10? 1-in-100? 1-in-1,000? Less?
Also what is life like for the average people you see? Are they medieval european peasants or something closer to something else? Is the economy still predominantly focused around the production of bread and textiles? Is that labour gendered?
I have met spellcasters, yes! Most notable among them would probably be Gzalbadyrhh the Magician, who I would assume to be 6th level based on the title. And I have recently become one myself, having finally finished my apprenticeship under Gzalbadyrhh and become a 1st-level magic-user!
I've not done a survey of the land so the spellcasting demographics are largely a mystery, but I would assume less than 1-in-1,000 due the to abundance of non-classed people in addition non-spellcasting adventurers.
And yeah it's very medieval around here, which includes pretty heavily gendered labour. But where that divide starts breaking down is among adventurers, and it seems that life is often an escape for women from their restricted roles in life.
Are the laws of physics and biology in faerun (you are in faerun right?) governed by the rules of the game or not?
I am to the best of my knowledge not in Faerûn. As for the laws of physics, I know that during combat people aren't literally taking turns, so time works the normal way at least. I think the most sure-fire test of this is to see how quickly someone falling reaches terminal velocity, but regrettably maths and physics were never my top subjects so I might not be qualified to run that experiment. But I think for the most part things work as they would over there.
Except for the laws of thermodynamics, I think that one's more of a guideline at best.
I’m not sure if I understand this correctly in AD&D, but can spellcasters memorize their spells multiple times in a day? The rule says “you need a clear head gained from a full night of sleep” but since it takes 10 minutes per level to prepare a spell, your clear head must last a while…
Can my level 1 priest prepare Command, cast it, then pray again later in the day to prepare Detect Magic?
Sure, should your priest have sufficient Wisdom to grant a second 1st-level spell, or you rest for 4 hours in between.
The rest is necessary to refresh your number of daily spells. When a memorised spell is used, its “slot” is expended, it doesn’t remain “primed” for re-use by another spell later.
I’m not trying to cast aspersions at the asker because this could be a genuine question, but if this was argued at the table it would be a pretty good example of rules-lawyering.
I would not only not call this a cheat, but would gladly allow it in my campaign.

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Spell slot question continued - thanks for answering my first ask! I’m not trying to rules lawyer, I just genuinely don’t see where this edition says these spell slots are your spells per day. So I didn’t want to assume it was the same as 3e or 5e.
Right now based on what I’m reading, I see spell slots as a storage limitation, not a “mana” limitation. Do they explain that in the DMG and not the player’s handbook?
No worries on the rules lawyer thing, you just unintentionally gave me a good example of what that looks like. I figured it was most likely a genuine question.
To get to your follow-up, yes, it's a storage limitation, specifically for memorising spells. Because that's what you're doing, you're not preparing spells like in 3rd Edition, you're literally pressing the mystical gestures and words into your memory, from whence they will be wiped after use. The rationales are a bit different for magic-users and clerics but the same basic principle applies, and in both cases you draw the actual power from an outside source, as powering a spell yourself would kill you.
And yeah, a lot of the rules details are in the Dungeon Masters Guide, AD&D is weird like that. Before the DMG was released it was probably assumed you'd be using the rules from the original 1974 game.
I’m not sure if I understand this correctly in AD&D, but can spellcasters memorize their spells multiple times in a day? The rule says “you need a clear head gained from a full night of sleep” but since it takes 10 minutes per level to prepare a spell, your clear head must last a while…
Can my level 1 priest prepare Command, cast it, then pray again later in the day to prepare Detect Magic?
Sure, should your priest have sufficient Wisdom to grant a second 1st-level spell, or you rest for 4 hours in between.
The rest is necessary to refresh your number of daily spells. When a memorised spell is used, its “slot” is expended, it doesn’t remain “primed” for re-use by another spell later.
I’m not trying to cast aspersions at the asker because this could be a genuine question, but if this was argued at the table it would be a pretty good example of rules-lawyering.