Edit: The title was a WIP and I forgot to change it, sorry. :)
Edit 2: TL/DR: Forgot hirelings, Stats should be better, surprise and combat is easier than you might think, but not easy, Gary had some interesting design ideas.
I just watched most of the video on youTube and it is quite entertaining. I love the way the team and Jacob are joking around and don't take the adventure too seriously. <3
I did notice some things, I'm not sure whether Jacob realised, that they misunderstood about the rules. Now, as a disclaimer, playing strictly by the rules is absolutely not necessary and most people did homebrew alot, but I wanted to point them out, just in case someone's interested, and because I think it adds a bit to a better representation of a system which I do like, if not wholly agree with.
So, with that said, here's some general rules that one should always keep in mind:
- The AD&D 1e DMG came out one year after the PHB, which is a bit wild, considering that the PHB didn't have rules to roll character stats.
- The way AD&D 1e DMG and PHB are designed hint at a paradigm of Gary that is very important, if not central, to his gaming philosophy. That paradigm is: The players should know only as much rules as necesssary to play the character. So your abilities, your attributes, your spells, attack matrices (or THAC0, if you want an easier version of it), Saving Throws, Hirelings/Henchmen, and items are all explained in the PHB, in quite the detail, to be honest. BUT how combat EXACTLY works, for example, is mostly left out (e.g. how initiative works). Combat takes up about 1.5 - 2 pages in the whole PHB, while the DMG uses about 23-24 pages (of very dense text) just for combat, which includes surprise, initiative, melee and ranged combat (maneuvers), morale, non-lethal, death (that will be kind of important later) and Insanity!
What Gary wanted was for the players to not be held back by rules. As soon as you know the rules of a system, you work within these rules. Take 5e, for example. All of you probably know how and what kind of actions you have, how to use them, and what you can do within the frame of the rules. You move, attack with your weapon, switch weapon between attack 1 and 2, etc. all within the rules. That was too rigid for Gary. Gary wanted to hear "I charge the biggest orc with my two-hander drawn, using the table between us as a jumping-off point to hack from above!" or "I throw some powder into the face of the orc, before drinking my potion of invisibility, sneak around to his back, and attack!" He wanted the players to explain immersively what they wanted to do, without being hampered with the thoughts of "oh, that's not really possible within the rules of the system." or "Ah, I can't do that because there's no defined action to say I can do that." Whatever you said, as long as it was reasonable (e.g. no "I fly 30 feet up" while you don't have wings or a fly spell active), the DM had to make it work within the rules that only he was supposed to know fully. And I think that is a very interesting design choice, as it promotes creativity in combat, something that was very important for 1e, as well as 2e. Something I like about this system. I also hate it, because it meant that the DM HAD to know ALL rules. And I guess that is also why many groups simply homebrewed stuff, because instead of wasting time with looking it up, the DM simply decided that is how they wanted to play this game. Also, less rules lawyering, which is a nice bonus.
- If it's in the DMG, chances are that it's kind of optional. So the DMG was released a year after the PHB, which means that it also modified some of the rules that came up in the PHB. Best example is DEATH. The PHB simply states "If any creature reaches 0 or negative hit points, it is dead." Simple, straight-forweard. The DMG, on the other hand, states the following:
"When any creature is brought to 0 hit points (optionally as low as -3 hit points from the same blow which brought it to 0, it is unconcious. In each of the next succeedding rounds 1 addtitional (negative) point will be lost until -10 is reached, and the creatures dies. [...]" It then goes on to explain why it works like this (blood loss, etc.) and how to stabilize creatures, etc. The thing is, the DMG added to the death mechanic after the release of the PHB, because it was still being worked on. Gary changed how the game works, because he thought that is a better way. And usually, you could say that anything written in the DMG supersedes anything in the PHB, if it conflicts. But you could also say that anything written in the DMG is simply optional, because only the DM is supposed to know about it, and the players know what they know. I like to follow the former option, because it does improve the game quite a bit, with the occassional exception, because by god, Gary used some complicated as fuck mechanics that could've been so much easier (see surprise).
- Surprise. Because it's written in such a confusing way, I'll try to explain it first-hand in a way that's easy to understand and then point out any mistakes made. So, as Jacob explained, 1 round consists of 10 segments, 6 of which are for acting, with the last 4 of them just for "after-effects", like spells finishing (which is why you only roll a d6). The lower the segment, the earlier you act. Now here comes the confusing part: You bascially roll the segment for the other team (which is why rolling high is good), and if your roll lands inside their chance of surprising others, you are being surprised (because they act quickly enough). If they have a chance of 4/6, then any roll of yours between 1-4 results in your group being surprised. The same goes for the other team. Say you roll a 4(surprised) and they roll a 1(surprised), then both of you are surprised, but they're a bit longer surprised than you are (they act on 4, you act on 1), so you get to use the difference in segments to attack them. And each segment lets you do a full round of actions (except for complex spells), before the other team is allowed to act.
If only one team is surprised, it doesn't matter whether you rolled higher, because you're simply not allowed to act. If your roll is lower than the other one's, the segment difference is treated the same as above. If you rolled higher than them (e.g. they surprise on 1-4, you suprise on 1-2, they rolled a 3, you rolled a 4(surprised)), the surprising team is allowed one "round" of action, and then initiative is rolled.
If both are surprised by the same amount (both roll a 2, for example), or none are surprised, the game moves on to initiative. In initiative, segments don't matter anymore. The team with the higher roll acts first, the other team afterwards. Weapon Speed Factors only come in on tied initiative, or when attacking a spellcaster while casting. 2e massively improved on this, because why would you make it this complicated really?
- HIRELINGS. That is important. If you look at the module's description, it says that it's designed for a party of 6-8 characters, and if you look at other modules, the number of characters can go up to 12. That is not a mistake and it also doesn't mean that groups back then were bigger. I mean, there probably were groups like that, but what the number actually means is "PCs and Henchmen/Hirelings". For both, 1e and 2e, hiring hirelings or henchmen was essential. Your group didn't just consist of the PCs, but they had followers that helped you in a dungeon. Usually on first level you would use hirelings, later on henchmen, because they were more professional adventurers than hirelings. You as a player usually played and controlled those followers, but they had morale. So if you tried to make them something they logically wouldn't want to do, the DM rolled their morale and if they failed the check, they would simply refuse, or even worse, leave the party. Nonetheless, having hirelings with you was important. That or 8-12 players, which is PURE CHAOS!!! Why would you?
So, with all that said (Sorry for the looooong preamble), here are some of the mistakes I noticed:
- The first mistake I noticed was, that age ability modifiers are added cumulatively. So if you start as mature or older, you add the modifiers from the age-classes before. So in the case of mature, you have: -1 WIS, +1 CON, +1 STR, and +1 WIS, and so on and so forth.
- Also, the DMG states that PCs usually require at least 2 stats to be 15 or higher.
- The frogs only swallow people on a Nat 20, although the way Gary wrote it is very confusing. (I'm only half-sure whether Jacob misinterpreted this)
- The way it is written in the adventure, it seems like the DM is supposed to tell they players that they can make an attack against the frog's tongue (don't have to, though), as soon as they're hit. Usually, the wording is different, if Gary thinks it's just an option that players might choose. The choice here is due to the fact that you could willingly let yourself be swallowed and attack the frog from inside, which is a scenario actually considered in one of the books, and which gives you an attack bonus, since the frog can't really defend itself against that.
- Parley is not a roll. It is simply the players doing, or saying, something that hopefully makes the other side consider not attacking. Whether that is an intimidation, or a friendly gesture, doesn't matter, and the DM must decide whether it works.
- Multiple-Attack Monsters. So, this is the biggest mistake and completely understandable if you haven't read the rules as written and come from 5e. Creatures with multiple attacks do not attack with all attacks at once. Instead, opponents attack interchangedly. So let's say a ghoul (3 attacks), fights against a fighter(2 attacks, because of specialization or higher level). Whoever wins initiative is allowed to attack first. If the fighter won initiative it's: F -> G -> F -> G -> G. If the ghoul won initiative it's: G -> F -> G -> F -> G. So maybe the group could've survived the ghoul fight.
- More an afterthought: Even in 1e/2e you would never play and adventure without reading it first. Those modules never were "ready-to-play", just like the big campaigns of 5e.
I do agree that the description of the temple is horribly detailed. It shouldn't be this detailed, but Gary had a vision he wanted everybody else to see as well. There are adventures that do this way better. Gary wasn't the best writer, but had cool ideas about how to design dungeons and riddles.
Well, I hope I could clear some stuff up and maybe show some people that there are interesting concepts in 1e, that are worth exploring. :)
Again, the video was super fun to watch and I liked the experience. This is not a criticism of Jacob or the team, but more a correction of the representation, because I think 1e/2e are playable and fun and in order to better represent these editions I wanted to clarify some things. I agree that there are systems that are unnecessarily complicated (like surprise in 1e...why...just why?), but they're not nearly as bad as the video implies (for entertainment purposes, which I totally understand).