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General Tabletop Discussion
D&D Older Editions
Seriously contemplating an attempt at a retro AD&D
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<blockquote data-quote="Mannahnin" data-source="post: 9290327" data-attributes="member: 7026594"><p>OSRIC is of course a hugely useful tool, but I agree with prior posters that Gygax's original language is enchanting and enjoyable and rewarding, so the original books are definitely worth reading.</p><p></p><p></p><p>I actually liked the 3.x level drain mechanics quite a bit for speeding play while retaining the fearsomeness of level drain.</p><p></p><p>Every character or creature has a number of Life Energy Levels equal to its level or HD. Each time a level drainer hits you, you suffer one or more Negative Energy Levels. When you get one of those, your max and current HP are reduced by 5, you lose your highest level maximum and highest currently-prepared spell, and you take a -1 penalty to attacks, saves, skill checks and ability checks per negative level. If you get negative levels equal to your level or HD, you're dead (and likely going to spawn as that kind of undead). </p><p></p><p>Restoration and Greater Restoration can get rid of negative energy levels. If you don't get them soon enough, 24 hours after getting a negative energy level you get to make a Fortitude save for each negative level (DC varies based on how powerful the attacker was). Any successes go away. Any fails become actual lost levels, adjust as needed. Which can be some work, but you're not doing it in the middle of a fight. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've strongly considered back-porting this rule into my old school games.</p><p></p><p></p><p>We always did this back in my AD&D groups. Write down the individual hit point rolls for each level. Spell slots you can always recreate by looking at the charts.</p><p></p><p></p><p>Another good part of that book. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Dyson Logos also did an<a href="https://dysonlogos.blog/2011/01/11/labyrinth-lord-uniquely-undead/" target="_blank"> article with alternatives to level drain back in 2011</a>. An updated version of the article was printed in the first issue of Knock! as well. </p><p></p><p></p><p>It's not a bible. It's just a really detailed tool for understanding and putting the entire AD&D initiative system as printed in the DMG, including special cases like potion onset times which are buried in the potion rules, in one place. Some people ignore the entire AD&D initiative system and just use the B/X one. Some people use MOST of the AD&D system and ADDICT is a handy tool for figuring out what all the pieces are and which ones you want to change or ignore. Consciously. As opposed to just doing it from the DMG, which will inevitably mean the reader will miss details or misunderstand them. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>This is a good approach, though a lot of work. I'm extremely fond of the simplified approach Dan "Delta" Collins used in his <a href="http://www.oedgames.com/" target="_blank">Original Edition Delta</a>, which is a set of house rules for OD&D but the multiclassing rules could be ported to AD&D with no or very little change.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9290327, member: 7026594"] OSRIC is of course a hugely useful tool, but I agree with prior posters that Gygax's original language is enchanting and enjoyable and rewarding, so the original books are definitely worth reading. I actually liked the 3.x level drain mechanics quite a bit for speeding play while retaining the fearsomeness of level drain. Every character or creature has a number of Life Energy Levels equal to its level or HD. Each time a level drainer hits you, you suffer one or more Negative Energy Levels. When you get one of those, your max and current HP are reduced by 5, you lose your highest level maximum and highest currently-prepared spell, and you take a -1 penalty to attacks, saves, skill checks and ability checks per negative level. If you get negative levels equal to your level or HD, you're dead (and likely going to spawn as that kind of undead). Restoration and Greater Restoration can get rid of negative energy levels. If you don't get them soon enough, 24 hours after getting a negative energy level you get to make a Fortitude save for each negative level (DC varies based on how powerful the attacker was). Any successes go away. Any fails become actual lost levels, adjust as needed. Which can be some work, but you're not doing it in the middle of a fight. :) I've strongly considered back-porting this rule into my old school games. We always did this back in my AD&D groups. Write down the individual hit point rolls for each level. Spell slots you can always recreate by looking at the charts. Another good part of that book. :) Dyson Logos also did an[URL='https://dysonlogos.blog/2011/01/11/labyrinth-lord-uniquely-undead/'] article with alternatives to level drain back in 2011[/URL]. An updated version of the article was printed in the first issue of Knock! as well. It's not a bible. It's just a really detailed tool for understanding and putting the entire AD&D initiative system as printed in the DMG, including special cases like potion onset times which are buried in the potion rules, in one place. Some people ignore the entire AD&D initiative system and just use the B/X one. Some people use MOST of the AD&D system and ADDICT is a handy tool for figuring out what all the pieces are and which ones you want to change or ignore. Consciously. As opposed to just doing it from the DMG, which will inevitably mean the reader will miss details or misunderstand them. :) This is a good approach, though a lot of work. I'm extremely fond of the simplified approach Dan "Delta" Collins used in his [URL='http://www.oedgames.com/']Original Edition Delta[/URL], which is a set of house rules for OD&D but the multiclassing rules could be ported to AD&D with no or very little change. [/QUOTE]
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