Without shops to buy more powerful gear, I think the main motivation to collect treasure was to up your experience points back in the day. It being the first RPG, and everybody with programming skills immediately trying to figure out how to adapt it to computer. It's so interesting to me that this is so close to the OD&D rules released one year earlier. I am very impressed with this game, thank you for playing it. Gold and treasure counting for XP is also an ancient d&d trope. You can trace that version of the ruleset even in Rogue, where you and your enemies take turns simultaneously. PEDIT is trying to simulate simultaneous melee, it seems to me. ![]() There are many variations of rules about initiative, as 0D&D was very vague. You declared what your character wanted to do at the preemptive phase and the dungeon master selected what his dudes would do and then the actions were resolved by phase. Early d&d resolved ranged attacks & spells, and then a melee phase simultaneously. ![]() This game is a sensible adaption of the 0edition d&d ruleset (a cryptic three booklets if there ever were such).ġ in 6 for spotting secret doors unless you're a dwarf is as old a rule as any.Ĭombat is fascinating because early era d&d did not resolve combat in succession of turns like we're used in crpgs today. Obviously, I don't recommend playing it now, except as an archaeological exercise any roguelike will give you a similar challenge with a better gameplay experience. For my money, this is at least as good a game as Akalabeth, one of the first commercial CRPGs, which had fewer monsters and encounters, fewer spells, and less sensible character progression. It's a bit too hard, of course, but hell, when it was the only CRPG in existence, a little challenge-and the ability to rate your score against your friends'-was the whole point. (In fact, I've played this game it was called Braminar, and it came out 12 years after PEDIT5.) Instead, we get a fairly large dungeon, a solid set of attributes, challenging random encounters, 8 spells, monsters with resistances based on type, and graphics that the DOS platform won't surpass until Ultima III. I would have forgiven the first CRPG for being really basic and dumb: perhaps a text-only game in which you managed some basic attributes against some random encounters. ![]() I suspect that it doesn't really acknowledge the "win" or do anything special, and that you just have to smile in satisfaction at your high score in the Hall of Fame. I Googled a bit, but I was unable to find a testimonial or screenshots from anyone who won the game. RPGCodex user Elzair (who sometimes comments in my blog) did a "let's play" almost three years ago and had similar ill luck his posting on it is worth reading if you want more screenshots and rage faces. Some people did it, though: the "Hall of Fame" lists at least 10 players who got more than 20,000 experience the highest is someone named just "Bob." I'm not sure if this is some original file that reflects players from the 1970s, or if it just shows recent players with Cyber1 accounts. I'd like to be able to say that I played it all the way to 20,000 experience points and "won" the first CRPG, but after I fielded about 25 characters, all of them dying within the first 6 combats, none of them achieving more than 250 experience points, I realized it would take far too long.
0 Comments
Leave a Reply. |