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Old 8th November 2008, 02:00 PM   #1 (permalink)
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InVinoVeritas Hobgoblin Soldier (Lvl 3)
[Recruiting] The Old School: 1e AD&D

Okay, so there's a lot of talk on the boards about previous edition nostalgia... Let's celebrate it. I'm making a fast-and-loose game of 1e AD&D, nothing serious, but enough for everyone to get their game on.

Rulebook: Original 1e AD&D. No Unearthed Arcana. Just simple and straightforward. For simplicity's sake, no weapon speeds or weapon type modifiers against armor.

Rolling for stats: Because it'll be fun not to get control over which stat has what high score, let's use Method III. That's roll 3d6 for each ability, in order, and choose the highest score. The order for abilities is: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. Use Invisible Castle and make a note for each set of six rolls which ability is being rolled.

Characters are first level. Full HP at first level. Roll for starting gold.

If you don't know 1e but want to give it a try, roll up some stats and I'll make you a character from them.

The campaign world:

The Old School was founded by the Wizard Telveno. Telveno originally chose a spot far from civilization, nestled in the Dragonspike Mountains, in a small valley. He eventually opened a small wizard's school, and was willing to teach his craft to those brave enough to seek him out in the wilderness. One of his enterprising students found gold in the Dragonspikes nearby, and a boomtown rose around the tower. Nowadays, people from all over come to search their fortune, protect the tower of knowledge, or profit from dealing with the others.

There is no magic shop; magic items are still closely guarded enough to prevent the creation of a market.

Enjoy!
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Old 8th November 2008, 02:26 PM   #2 (permalink)
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InVinoVeritas Hobgoblin Soldier (Lvl 3)
Here's an example roll for stats:

Strength (3d6=13, 3d6=8, 3d6=13, 3d6=12, 3d6=10, 3d6=7)
Intelligence (3d6=9, 3d6=15, 3d6=9, 3d6=16, 3d6=5, 3d6=14)
Wisdom (3d6=17, 3d6=5, 3d6=14, 3d6=14, 3d6=13, 3d6=10)
Dexterity (3d6=9, 3d6=14, 3d6=12, 3d6=11, 3d6=16, 3d6=5)
Constitution (3d6=13, 3d6=9, 3d6=8, 3d6=5, 3d6=10, 3d6=10)
Charisma (3d6=10, 3d6=9, 3d6=8, 3d6=9, 3d6=10, 3d6=9)

So, choosing the highest roll each time, my stats are:

Strength 13
Intelligence 15
Wisdom 17
Dexterity 16
Constitution 13
Charisma 10

A Half-Elf Cleric/Fighter/Magic-User is very tempting here, but I can actually become an Illusionist. I'll switch to Cleric later.

Human Illusionist
Neutral Good

HP: 4
AC: 8

Saving Throws:
Paralysis, poison, death magic: 14
Petrification, Polymorph: 13
Rod, Staff, Wand: 11
Breath Weapon: 15
Spell: 12

Roll for starting money: Money (2d4=8) 80 gp! Sweet!

Roll for starting spells: Spells (1d12=3, 1d12=7, 1d12=9)
That's Color Spray, Detect Invisibility, and Hypnotism.

Height and weight:
Height, Height if average, Weight, Weight if average (1d100=34, 1d100=20, 1d100=55, 1d100=46)
Height Difference (1d8=3)
Height: 5' 10", Weight 175 lbs

Age: Age (30+1d6=36) 36 years old.

That's Mature, so I get +1 Con, +1 Str (-1 Wis and +1 Wis).

Secondary Skills: Secondary Skills (1d100=59)
Trader/Barterer

And finally... Psionics!
Psionics (1d100+1.5=55.5)
No psionics.

I'll clean this up and buy equipment later.

(still working)
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Old 8th November 2008, 05:51 PM   #3 (permalink)
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Where my plate not already full I would so want to try this. I wish I had more hours in the day. Best of luck.
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Old 9th November 2008, 12:18 AM   #4 (permalink)
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InVinoVeritas Hobgoblin Soldier (Lvl 3)
Hey, don't worry too much, it's going to be rather simple.

So, here's the total for a character (mine, I guess, although I'm running):

Vesmer
Male Human Illusionist, Neutral Good
First Level

Strength 14
Intelligence 15
Wisdom 17
Dexterity 16
Constitution 14
Charisma 10

AC 8 HP 4

Saving Throws:
Paralysis, poison, death magic: 14
Petrification, Polymorph: 13
Rod, Staff, Wand: 11
Breath Weapon: 15
Spell: 12

Spells: Color Spray, Detect Invisibility, Hypnotism

Weapon Proficiencies: Dagger

Languages: Common, Neutral Good, Gnome (can learn 3 more)

Equipment: Daggers(4), Robe, Cloak, Hat, Broad Girdle, Low Soft Boots, Leather Scroll cases (4), Backpack, Iron Rations, Waterskin, Spellbook, 50' Rope, 10' Pole, Iron Spikes(10), Bullseye Lantern, Oil Flasks(4), Tinderbox, Large Metal Mirror, Wax Candles(4)

Money: 35 gp, 9 sp, 7 cp

Height: 5'10", Weight: 175 lbs., Age 36

Ready to go!

If you would like to try it out, but don't know how to play, no worries, just say so and I'll walk you through it!
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Old 9th November 2008, 02:13 AM   #5 (permalink)
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Leif Hobgoblin Soldier (Lvl 3)
I am likewise very interested. It'd be great for all of my old AD&D books to do something besides just gather dust. But, alas, I, too, am already woefully overcommitted. Via Con Dios, Senor InVinoVeritas!
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Old 9th November 2008, 04:56 AM   #6 (permalink)
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Interested but I haven't done a play by post before, so I'm a little unsure of the particulars . . . including using Invisible Castle
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Old 9th November 2008, 05:01 AM   #7 (permalink)
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Here are my rolls:

Strength (3d6=11, 3d6=11, 3d6=5, 3d6=8, 3d6=12, 3d6=11)
Intelligence (3d6=5, 3d6=10, 3d6=5, 3d6=7, 3d6=12, 3d6=10)
Wisdom (3d6=5, 3d6=17, 3d6=11, 3d6=14, 3d6=11, 3d6=9)
Dexterity (3d6=12, 3d6=11, 3d6=8, 3d6=7, 3d6=18, 3d6=11)
Constitution (3d6=8, 3d6=7, 3d6=13, 3d6=12, 3d6=15, 3d6=5)
Charisma (3d6=12, 3d6=11, 3d6=10, 3d6=13, 3d6=9, 3d6=6)

So that's...

STR - 12
INT - 12
WIS - 17
DEX - 18
CON - 15
CHA - 13

I'm thinking cleric or thief. Or multi-class or dual-class cleric/thief. Any advice? How about race? I started with 2e (which I haven't looked at seriously since 3e came out), so 1e is a new experience for me.

I don't have a 1e PHB, but I believe OSRIC replicates those rules. Would it be acceptable to build my PC using OSRIC?

OSRIC

EDIT: I just realized that I do have a 1E PHB. Picked it up at a used book store a few years back. It was just misfiled in my bookshelves. Awesome.

Upon further review, the only race that looks like it allows cleric/thief multi-classing is the half-orc, which has a Dex limit of 17 and a Wis limit of 14. Dang it! Those rolls were meant to be a cleric/thief!
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Last edited by garyh; 9th November 2008 at 07:53 AM..
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Old 9th November 2008, 07:55 AM   #8 (permalink)
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I'm not absolutely positive on this, but I'll at least put my name in the hat.

I don't have a 1e AD&D player's handbook, but if you'll allow someone to play something simple like a fighter without one, I'm at least interested.

3d6=7, 3d6=5, 3d6=13, 3d6=13, 3d6=4, 3d6=10,
3d6=11, 3d6=12, 3d6=11, 3d6=7, 3d6=12, 3d6=13,
3d6=13, 3d6=16, 3d6=6, 3d6=9, 3d6=7, 3d6=12,
3d6=7, 3d6=11, 3d6=10, 3d6=12, 3d6=11, 3d6=14,
3d6=5, 3d6=10, 3d6=10, 3d6=7, 3d6=10, 3d6=11,
3d6=13, 3d6=11, 3d6=9, 3d6=12, 3d6=11, 3d6=9


Str 13
Int 13
Wis 16
Dex 14
Con 11
Cha 13
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Old 9th November 2008, 08:59 AM   #9 (permalink)
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ghostcat Goblin Sharpshooter (Lvl 2)
I'd love to play in you game if you'll have me. I started playing AD&D (1e) in 1980 and had a great time.

Rolls as follows:

Strength (3d6=7, 3d6=9, 3d6=6, 3d6=11, 3d6=14, 3d6=10)
Intellegence (3d6=9, 3d6=7, 3d6=7, 3d6=9, 3d6=8, 3d6=8)
Wisdom (3d6=10, 3d6=15, 3d6=10, 3d6=14, 3d6=6, 3d6=12)
Dexterity (3d6=13, 3d6=14, 3d6=8, 3d6=12, 3d6=11, 3d6=9)
Constitution (3d6=13, 3d6=13, 3d6=13, 3d6=13, 3d6=13, 3d6=9)
Charisma (3d6=8, 3d6=15, 3d6=13, 3d6=11, 3d6=12, 3d6=12)

So it looks like

Str 14
Int 9
Wis 15
Dex 14
Con 13
Cha 15

Will consult the books and post a character later.

Regards
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Old 9th November 2008, 12:26 PM   #10 (permalink)
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1e? I'm Hooked!



I am thinking Human Cleric. What are the gods of the land?

Cleric of Solinar, giver of light and truth

Alignment: LG

Austin Haarelsen

Str: 13 doors: 1-2 BBLG 4%
Int: 13
Wis: 15
Dex: 10
Con: 15
Chr: 15

Age: 24 height 5' 9" weight 207
Hit Points: 9 Level: 1
Exp: 0000/1550

A/C 5 (scale + Shield)

2ndary skill :Trader/Barterer (business man)

Saves:
Rod, Staff, Wand:14
Breath Weapon: 16
Death Magic, Paralysis, Poison: 10
Petrifaction, Polymorph: 13
Spells:15


Cash: 25 gp 22 sp 7 cp
weight allowence Base:150 Str:+10 total 140 lb

equipemnt

armour
scale mail 45 gp
shield, small 10 gp
great helm 15 gp

weapons
mace, footman's 8 gp 100 gpw 2-7/1-6
Hammer, Lucern 7 gp 150 gpw dam 2-8/1-6
Hammer 1 gp 50 gpw (non-weapon)

Misc Eqpt
leather backpack 2 gp
case, bone, map/scroll 5 gp
Lanturn, hooded, 7 gp
Oil, flask of X 10 10 gp
Large belt pouch X 2 2 gp
rope X 100' 8sp
waterskin 15 sp
-mead-pint 5 sp
iron spikes X 10 1 sp
tinderbox, flint/steel 1 gp
torch X3 3 cp
rations, iron, 1 week 5gp
holy symbo, iron 2 gp

clothing
belt 3 sp
boots, hi, hard 2 gp
cloak 5 sp



history/background

Austin was an orphan, the son of traders in the local area. His parents were busy on a usual trade run to one of the mines when they were attacked and killed in a bandit raid. he was one of two survivors, the other being another trader. the kindly gentleman turned the lad over to the temple of Solinar to give him direction, other then revenge.

It was a gambit that paid off. Austin has been working in the temple, studieing the ways of the light bringer, while giving back by working itn the stors and purchases department. However, this young lad has the typical wanderlust of one his age, not to mention the traveling desirews of his parents bred into him.

Today, he finishes his work a bit early and wanders down to the tavern where the celebratory fests are occuring succeeding the graduation cerimony, and enters the tavern...



By the way, there is a web document floating out there you might find handy. It is talked about here: mortality.net

and found over here

it is called OSRIC : Old School Reference & Index Compilation
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Last edited by Scott DeWar; 18th November 2008 at 01:19 AM..
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Old 9th November 2008, 03:02 PM   #11 (permalink)
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Quote:
Originally Posted by Thondor View Post
Interested but I haven't done a play by post before, so I'm a little unsure of the particulars . . . including using Invisible Castle
Thondor:

Invisible Castle is an online dice roller and roll database that lets you post the results of rolls into a forum post like this one. Take a look around; you'll figure it out quickly. You're welcome to join--the best way to handle it is to jump right in.

There's a whole lot of Wisdom in this group, isn't there? If you want a Cleric, feel free to make up a deity. In 1e, it doesn't really affect anything. Heck, if we get a bunch of Clerics... would you all want the same deity or different ones?

Also, OSRIC is fine... I'll be reviewing the characters anyway, so if something turns out to be different, then I'll just modify it to whatever's closest and in the ruleset.
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Old 9th November 2008, 04:01 PM   #12 (permalink)
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Question - "Character Race Table II: Class Level Limitations" on page 14 shows that Gnomes can be clerics up to 7th level, although that isn't mentioned in the gnome write-up. The gnome write up then says on page 16 that gnomes can combine two classes.

Soooooooo... could I be a gnome cleric/thief? Garl Glittergold would be proud!
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Old 9th November 2008, 04:31 PM   #13 (permalink)
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Quote:
Originally Posted by garyh View Post
Question - "Character Race Table II: Class Level Limitations" on page 14 shows that Gnomes can be clerics up to 7th level, although that isn't mentioned in the gnome write-up. The gnome write up then says on page 16 that gnomes can combine two classes.

Soooooooo... could I be a gnome cleric/thief? Garl Glittergold would be proud!
(Boo-yeah, let the rulemongering begin!)

No, I'm afraid not. Only NPC gnome clerics are allowed in 1e, so any gnome cleric/thief would also be an NPC.

Yeah, if you want to be a half-orc Cleric/Thief, you need to have suboptimal prime abilities. Sad, huh?

You'd still make an awesome elf or halfling thief, though.
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Old 9th November 2008, 04:34 PM   #14 (permalink)
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Quote:
Originally Posted by InVinoVeritas View Post
(Boo-yeah, let the rulemongering begin!)

No, I'm afraid not. Only NPC gnome clerics are allowed in 1e, so any gnome cleric/thief would also be an NPC.

Yeah, if you want to be a half-orc Cleric/Thief, you need to have suboptimal prime abilities. Sad, huh?

You'd still make an awesome elf or halfling thief, though.
So begins my introduction to the wonkiness of 1e. I'll take a closer look at those options, though.

It's strange that half-elves can be darn near any combination EXCEPT cleric/thief, too.
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Old 9th November 2008, 05:01 PM   #15 (permalink)
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Quote:
Originally Posted by Creamsteak View Post
I'm not absolutely positive on this, but I'll at least put my name in the hat.

I don't have a 1e AD&D player's handbook, but if you'll allow someone to play something simple like a fighter without one, I'm at least interested.

3d6=7, 3d6=5, 3d6=13, 3d6=13, 3d6=4, 3d6=10,
3d6=11, 3d6=12, 3d6=11, 3d6=7, 3d6=12, 3d6=13,
3d6=13, 3d6=16, 3d6=6, 3d6=9, 3d6=7, 3d6=12,
3d6=7, 3d6=11, 3d6=10, 3d6=12, 3d6=11, 3d6=14,
3d6=5, 3d6=10, 3d6=10, 3d6=7, 3d6=10, 3d6=11,
3d6=13, 3d6=11, 3d6=9, 3d6=12, 3d6=11, 3d6=9


Str 13
Int 13
Wis 16
Dex 14
Con 11
Cha 13
Let's see...

You could be a Cleric, Fighter, Magic-User, Thief, or Assassin with these scores, and you could be an Elf, Gnome, Half-Elf, Halfling, or Human with these scores. Here's my recommendations:

Human Fighter - Maximum simplicity.

Elf Fighter/Thief - Gives you a bit more to do, but nothing you haven't seen before. Thieves are much simpler than rogues in 1e. A pure Elf Thief would work, too.

Half-Elf Cleric/Fighter - Spells and uses the high Wisdom, but a little more complicated.

Myself, I'd probably make an Elf Fighter/Thief.
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