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Alternate (A)D&D Core Rules

Solomoriah

Explorer
I've recently been inspired to create an alternate core rule system. The worlds, and the feel, of (A)D&D is special, but there are many things in the rules I don't like.

I happened upon a "laundry list" of defects in AD&D here:

http://kuoi.asui.uidaho.edu/~kamikaze/documents/wrong_adnd.html

Now, Kamikaze is mean-spirited and cross, and the page referenced has a lot of factual errors and all-out nonsense, but there is more than a kernel of truth in many of the complaints.

About the same time I downloaded the "white box" rules from here, and read them for the first time. Frankly they're awful, viewed from here in 2003, but in 1974 when they were published they were literally the only game there was. But there is an attraction there, still... the game is still infectious.

So I wrote this:

http://rook.netfirms.com/project74.html

The rule system presented is not completely playtested as a unit, but all the individual rules have been playtested in various campaigns I have run over the last 23 years (gah that's a long time).

Anyway, I am looking for comments, complaints, submissions of new ideas, etc. Just please, no flames!
 

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