When I was analyzing the 1e DMG - a project I want to conclude in 2025 - I noticed it has several interesting sub-systems.
While I prefer simpler games, I can see the value of having interesting detail to your games, no matter how idiosyncratic (for example, AD&D seems obsessed with polearms, while swords do not seem to get the same attention).
There was something bothering me about AD&D and it was not the bits that felt unnecessarily complex. The system felt a bit disjointed and I couldn't quite explain it until I gave it a name: dead-end mechanics.
This is not something specific to AD&D - it can potentially happen in any RPG, and it might be closely related to what makes RPGs unique.
AD&D is a good example only because it has so many moving parts.
Let's try a definition: dead-end mechanics are parts of an RPG system that do not meaningfully interact with other important parts, especially when those other parts are thematically related.
This definition can be improved, but let's give some examples.
There is a curious idea in AD&D that you can check monthly to see if the PCs suffer from parasites or mild ear disease. While this feels un-heroic and not particularly exciting, I can see that it would give a campaign a gritty/realistic feels and a sense of urgency (TIME must always have a COST).
[It can also add some gravitas to fights against giant bats, rats and even wolves].
However, the effects of such diseases on usual dungeon activities are not always described. There would be some obvious solutions - for example, diminished chance of listening to doors or greater chance of being surprised - but the book simply does not address this.
If you lose hearing in BOTH ears, the results on "listening to doors" are obvious, even if not described - we'll get to that later. In any case, the results on surprise are not clear.
Similarly, there is no exact consequences to the loss of an eye for ranged attacks, for example.
(Another curious example here is venereal disease. Since the game includes no benefits to intercourse, this just feels disjointed from everything else. Pendragon, for example, has rules for lust and descendants, which might suggest a bigger focus on such issues. Also, the game mentions herbs/gems that ward off disease, but not how they actually affect disease rolls).
Example 2. Time - initiative, segments, weapon speed
My main frustration here is how complicated and disjointed the initiative/segments rules feel.
There is simply a lack of obvious connection between surprise, weapon speed and thief skills. They don't seem to communicate... but they obviously should!
Can a thief surprise a foe with his silent movement? Should a fast weapon be ideal for this job? Can you get more attacks with a fast weapon if your foe is surprised? I'd say "yes" to all of those, but the book either doesn't make it clear or indicates that the answer is negative.
There is also also no clear connection between the speed of melee weapons and ranged weapons, and they seem to work differently in the surprise segments for no apparent reason.
Example 3. Levels, abilities and dungeon/wilderness skills
This is not an AD&D thing, but something common to most versions of TSR D&D.
As the PCs level up, they get better at fighting and surviving, but they do not seem to improve in any other dungeon activity: listening to doors (or breaking them down), find their way in the wilderness, hunting, etc.
The thief is the main exception here, since most of his skills are dungeon related and get better with level.
Curiously, the ranger does not have many special skills in the wilderness: he is not better than any other PC when finding his way in the forest. He can cause upraise and avoid being surprise in any environment, but it is unclear how this fits with the vaguely similar abilities of thieves and even halflings.
Example 4. Drowning
I don't remember the source of this; could be some version of Labyrinth Lord.
But the rule was something like "if you try to cross a river in plate armor, you have 90% chance of drowning".
Just flat 90% (or whatever). Your strength, level or class do not matter. HP? Save versus death? No. You just drown.
Are dead end mechanics even possible?
While I find these mechanics undesirable, I do think there is a natural limit to dead end mechanics.
As I mentioned above, it is obvious that if you lose hearing in BOTH ears you cannot "listen to doors", although the game does not say that, nor does it describe what happens if you lose hearing in ONE ear, which is much more statically probable.
This has something to do with the uniqueness of RPGs.
RPGs give fluff and crunch a peculiar bond, to the point that fluff IS crunch and vice-versa.
This is a long discussion, but in short, in RPGs a spear will NEVER be identical to an axe, even if both deal have the same damage, weight and cost. An axe will ALWAYS be more useful to take down a door even if the game doesn't say so.
My point is: if taking down doors is a frequent activity, the game should address this difference explicitly.
How to write better mechanics
My ideal game would have a big level of integration between the different rules. In the most frequent cases, this should be explicit to make the GM's job easier.
Modern D&D sometimes does a better job at connecting various mechanics. For example, a Constitution saving throw relies on ability AND level AND class. But, sometimes, it creates MORE problems of this kind, like the fact that 5e D&D has at least TWO unrelated ways of disarming opponents (one of them optional), with no clear relation.
I must mention Quidditch as a negative example (despite not being a big fan of Harry Potter). While there is some nuance, it often feels like two guys are playing an entire different game that has a flimsy relation to the rest of the players and a huge possibility to make all other efforts void.
["A Seeker catching the Snitch ends the game and scores the successful Seeker's team an additional 150 points (15 goals). As the team with the most points wins, this often guarantees victory for the successful Seeker's team." - source].
But maybe I can express this point visually, using the two images in this post.
The spheres represent game mechanics. The biggest ones are the most important/common. They are connected by lines; e.g., Constitution and level should both have direct lines to HP, but Constitution does not necessarily have a direct line to level or saving throws.
The first image in this post represents a disjointed game: no clear center, with some important mechanics disconnected from others.
The second image is closer to my idea: the most important spheres are near the center and strongly connected; disconnected mechanics are few and unimportant.
I think there is more to be said about the subject, but I'll leave it here for now.
As a suggestion, I'll say we must consider what are the central mechanics of a game (maybe abilities, levels, classes, maybe also time, money, XP, encumbrance, etc.) and how they related to each other. Dead-end mechanics should be rare.
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