What I like about D&D 1,2,3 and how it influenced my houserules

Raven Crowking

First Post
This is just an attempt to explain what I wanted to capture in my home game. I've played D&D under various incarnations, from the Holmes blue box, through basic/expert, 1e, 2e, 3e, and 3.5e. In addition, I've played other rpgs (such as Traveller, Paranoia, FASA Doctor Who and Star Trek, Gamma World, Villians & Vigilantes, etc., etc.).

In order to get the D&D I wanted, I needed to get what I thought was best out of each of the editions I've played.

3e/3.5e: Simply unified mechanic. The ability to stat out just about anything, and the ability to create diverse and unique character types. Skills and feats (expanded to include weapon skills). Monsters divided by types, with each type having shared overarching qualities (actually expanded on this). A system for magic item creation that allows PCs to participate. NPC classes. Prestige classes.

2e: Specialty priests and specialty wizards (solved using the prestige class system from 3e/3.5e), detailed setting, options that describe culture and racial type (kits in 2e, racial levels taken from Arcana Unearthed and class limits by race in my houserules), interesting equipment options (solved by expanding equipment lists).

1e: Speed of play (streamlined combat, wound/vitality system means that riffraff fall quickly), smaller stat blocks (streamlined monsters, largely removing the mechanical "grace" of 3e monster development for the more intuitive 1e method), advice to players, names and feel of some spells, weapon speed (simple bonus system based on Very Slow, Slow, Normal, Fast, and Very Fast weapons), return of the electrum piece.
 

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Raven Crowking said:
1e: Speed of play (streamlined combat, wound/vitality system means that riffraff fall quickly),
Where are you getting a "wound/vitality system"? I've never heard of such a thing in 1e. (Streamlined combat is, of course, a matter of opinion; some people find it time-consuming to look up numbers in tables.)
weapon speed (simple bonus system based on Very Slow, Slow, Normal, Fast, and Very Fast weapons)
The actual 1e rule is speed factor (1-10). There's actually no explanation of how to use it in the rules, incidentally. How does your very slow/slow/normal, etc. variant work?
 

Raven Crowking said:
weapon speed (simple bonus system based on Very Slow, Slow, Normal, Fast, and Very Fast weapons)
You had me right up to that point. WSF's died a well-deserved death with 3E. They did not work in 1E the way they were really meant to. I could go into detail but... why? If you're replacing the initiative system ENTIRELY with those kind of general categories that would be something I might get behind but as modifiers to initiative they are just wrong on so many levels.
 

I don't use much, mechanically, from 1st or 2nd Edition. In fact, I don't own very many 2nd Edition books because that version killed the game, for me. I do, however, use 1st Edition adventures for storylines, and I get out my 1st Edition books sometimes and go through them for story resources, backgrounds and to acquire a certain "feel" that I'd like to maintain in my games. It's probably just an old coot's nostalgia, but hell, at my age, I've earned the right to feel it.
 

ruleslawyer said:
Where are you getting a "wound/vitality system"? I've never heard of such a thing in 1e. (Streamlined combat is, of course, a matter of opinion; some people find it time-consuming to look up numbers in tables.)

Complete rip-off of Star Wars d20, by way of Unearthed Arcana, and modified to my own uses.

The actual 1e rule is speed factor (1-10). There's actually no explanation of how to use it in the rules, incidentally. How does your very slow/slow/normal, etc. variant work?

The modifiers are -4, -2, 0, +2, +4.

It isn't my main goal to reproduce the rules from earlier editions that I liked, but to reproduce the effects of those rules on the game I am running. So mooks don't generally get Vitality; you can mow them down more easily. They are worth fewer XP (did I mention that I prefer an objective XP system?). Like early D&D humanoids, most orcs are simply there to die.

The initiative system I am using is 1d10, roll each round, count down initiative. Initiatives over 20 allow an extra action, so that a character who rolls 21 gets to go on 21 and 1. Initiatives lower than 0 don't go until the next turn (if you roll a -4, you go on count 16 of the next round, but you also roll init that round). Slow monsters therefore may take several rounds to attack, and the spells Slow and Haste can simply modify init.


EDIT: Related to this, I decided that finesse weapons do not require a feat to use with Dex, Power Attack is automatically possible using weapon skills (no feat required), and not every weapon is conducive to Quickdrawing. (Unless you're a really good artist :lol: )

I also revised Epic feats so you can gain them earlier, and made a number of other modifications that aren't specifically tied to liking anything from a particular edition.


RC
 
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molonel said:
In fact, I don't own very many 2nd Edition books because that version killed the game, for me.

Heh. Those modules, with their railroading plots. Meh. The longest I stopped playing D&D since I started in 1979 was due to 2e. Still, I have the books, and there is good material in them. It was just the total game that started to seem unfun.

I do, however, use 1st Edition adventures for storylines, and I get out my 1st Edition books sometimes and go through them for story resources, backgrounds and to acquire a certain "feel" that I'd like to maintain in my games. It's probably just an old coot's nostalgia, but hell, at my age, I've earned the right to feel it.

Me too. :D
 

Raven Crowking said:
Complete rip-off of Star Wars d20, by way of Unearthed Arcana, and modified to my own uses.

Then why in the world do you list it with 1e bits?
 

As I said elsewhere, what my games see as the inspiration/resource from the various editions is:

1e (and BECM): The adventures
2e: The settings
3e: The rules.

I see little of value rules-wise from prior editions that wasn't retained in the 3e rules already.
 

Psion said:
As I said elsewhere, what my games see as the inspiration/resource from the various editions is:

1e (and BECM): The adventures
2e: The settings
3e: The rules.

I see little of value rules-wise from prior editions that wasn't retained in the 3e rules already.

Yep, I think that nicely captures my current use of previous edition material, too.
 

Despite owning the 3rd edition book with all the Faerun dieties, I still go back and read the 2nd edition Faiths and Pantheons series when I am studying up on a god. Man those were possibly the best DnD books of all time. Its too bad they had to use that GOD AWFUL blue/white background paper or they would be so perfect the Modrons would have approved.

I totally agree with Psion about adventures/settings/rules. 100%

Electrum pieces....never saw the need to ruin the decimalness of everything else.

DS
 

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