I also want a 5E game with a 1E feel, but for the moment I'm waiting for the DMG and the conversion guide before I set up any definitive house rules.
So far this is what I got:
Generating ability scores
3d6 in order.
You may reroll (if you want) the whole row if:
- no ability is above 13.
- two abilities are below 8.
- the sum of the ability modifiers are below +1.
You can swap two (and only two) abilities with each other.
You can raise one ability 1 step if you lower another ability 1 step. You can repeat this two times, but no ability can be raised or lowered more than 1 step and no ability can be outside the 3-18 range.
The above method should generate similar values as roll 4d6 drop lowest, but I think it has a more old school feel to it.
No max hp at level 1
Instead roll for hp twice and drop lowest. If the roll is still under ½ max hp, you get ½ max hp instead.
When you gain a level you reroll all your hp. You still roll twice, drop lowest for level 1.
So when a fighter become 2nd level he roll 3d10 and drop the lowest.
Would he instead choose to multiclass to a wizard he would roll 2d10 and drop lowest + 1d6.
If the new hp is equal or lower than the old hp you still gain 1 hp.
Xp for gold
fuindordm said:
Grant XP for treasure at a 1xp=1gp rate. Introduce training costs as a way of soaking up the treasure. Grant XP for monsters at 10%, so combat still contributes.
Exactly what I would do.
Natural healing
First: I wouldn't change the magical healing, remember that in 5E all monsters have about twice as much hp as in 1E. The characters need the magical healing as it is.
Secondly: I would use/tweak the tools I have in 5E: short rest, long rest, and tiers (level 1-4, 5-10, 11-16, 17-20).
Short rest:
The number of HD you have is equal to your tier:
1 HD at level 1-4
2 HD at level 5-10
3 HD at level 11-16
4 HD at level 17-20.
Long rest
You spend a number of HD equal to your tier (see short rest above).
The HD not used during a long rest is used to replentish your short rest HD pool.
Resting in bed a whole day between two long rests is treated as one more long rest.
I wouldn't use rules for wounds/vitality, because it didn't exist in 1E.
I wouldn't have special rules for different damage types.
But I will probably have some special rule for life drain when your maximum hp is lowered, as this equals the old energy level drain.
Probably a CON save after a long rest to get rid of the effect, DC 8 + monsters proficiency bonus + monsters CHA modifier.
Death
Every time a character is reduced to zero hp and start making death saves he gains a level of exhaustion.
Instant death
When you drop to zero hp you must make a instant death saving throw (no ability modifier) or die, DC is the remaining damage divided by your proficiency bonus.
Instead of losing a death save if you take damage when already at 0 hp you have to make a new instant death save or die.
For more fun: do not roll any death saves / instant death saves until someone spending an action on the unconscious character.
The character is like Schrödingers cat: no one, not even the characters player, knows if the character is dead or alive until someone looking after him.
Learn spells
To learn new spells (including the spells automatically gained at level 1 and higher levels) a wizard must make an INT check vs. DC 15. Yes it is a high DC, but I would allow rerolls of failed checks when the caster gain a new level.