Musing Mage
Pondering D&D stuff
Ooooh! Now you're talking my language! Must... resist... temptation to overdo... it... aaargh...
Despite 1st Ed being my system of choice, I freely admit that it does require some individual tinkering. That's a feature not a bug!
That gives a rough idea of how my games go.
Great... now I'm missing my campaign group... thanks a lot!
Despite 1st Ed being my system of choice, I freely admit that it does require some individual tinkering. That's a feature not a bug!

- No alignment languages available automatically, but can be learned. (in context they are the natural languages of extraplanar creatures from those respective realms)
- No gender based strength limits, but racial limits still in play.
- Non-human PCs may be clerics, with the printed level caps, but only Half-orcs and Half-elves may be multiclassed clerics.
- Half elves are capped at level 9 for Druid, but of course may multiclass.
- Monks are treated as having natural armour for weapon type adjustments, ergo they don't suffer modifiers from weapons. (as opposed to always being stuck at the super debilitating AC type 10)
- I haven't implemented it, but am toying with giving Monks the 'mook' rule like fighters.
- Crossbows are double base damage dice.
- Shapeshifted druids of 8th level or higher can affect creatures that require magic to affect them.
- Shields negate weapon type bonuses against your AC until they are breached. (ie: a small metal shield is good for two attacks per round before being breached and the bonus is lost; a small wooden shield is good for one etc)
- Surprise rounds are folded into the normal melee round. The segments are resolved first, and the Surprised side automatically loses initiative when determining the sequence for the rest of the round. (technically this isn't a house rule as it's justifiable based on text in the DMG, but I've never seen anyone else run it this way)
- I've also ported over miscellaneous rules like Parrying, Blocking, disarming etc from the 2nd Ed Combat and Tactics book.
- For miscellaneous challenges against attributes, I use a variable d6 system against attributes when a test or check isn't defined. 3d6 being the default which I increase or decrease as necessary. (eg: a character walking over a balance beam trying to keep their balance would roll 3d6 against their dexterity, falling or losing balance if they go over their stat. If the beam is slick, or conditions otherwise unfavourable, I might add 1d6 or 2d6 etc.)
- I do use some elements of UA, but only ones I specifically approve.
- Specialization from UA is allowed, but cannot be learned until level 4, and only if you've found a mentor who is already a specialist in that particular weapon.
- UA spells are available, but not automatically. They must be found or researched.
That gives a rough idea of how my games go.
Great... now I'm missing my campaign group... thanks a lot!

Last edited: