D&D 1E Favorite Obscure Rules from TSR-era D&D

Anyone ever use the aging rules…during character generation?
Yes. I created a 1st level Elf mage in 2E Forgotten Realms. He was old feeble and not too bright as far as wizards go. He was 1 year away from where the aging rules to force the character to be retired. His name was Doderdum Gibb, stuck in the 1070s, and only knew 2 spells, color spray and dancing lights. He lasted all of 20 mins and died when he was eaten by a Tanar'ri after he cast dancing lights and tried to disco passed it. Groovy, far-out man.
 

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In fact, I don't think he's ever rolled for NPC reactions either, nor has he ever asked me for a Charisma check outside of a Non-Weapon Proficiency, so I don't really know if my bonuses to NPC reactions from both high (or low) Charisma/Comeliness are functioning. That's not the say I think he ignores them, but he uses judgment calls and roleplay instead of dice rolls with regards to social interaction with NPC's.

Which is fine, I think lots of DM's do that. Randomly rolling to see if NPC #772 likes you and keeping track of individual NPC attitudes would be tedious, plus it's very possible (especially in 2e, where many Kits grant large bonuses for dealing with particular types of NPC's) that rolling can be a pointless exercise. I have one character who has been around so long that they've drawn the Throne card from the Deck of Many Things on three separate occasions, so they have an 18 Charisma and an additional +10 loyalty adjustment and reaction bonus on top of the normal bonus provided by that ability score (as per the rules of the card)- at this point, if one was slavishly following the rules, it would be rare for any NPC ever to have a negative attitude towards said character.
Most rules that govern NPC reactions are far far too crude and far far to exploitable to be of any use, I find. Mostly, I find that some (not many) players use them to get around actually having to talk to that NPC.

That doesn't mean I can't let a player utilize a great Charisma or whatever. It just means the player has to have his or her character actually engage. What do you actually do and say? (Bribe, persuade, seduce, intimidate etc) You need to take specific and defined actions, and possibly live with them afterwards. You can't just point at your character sheet and ask to drain the NPC of useful info.
And thus* the meme of Charisma being a dump stat is born. :-D
*Actually no, since it still governs henchmen and follower loyalty. It took people not playing those parts of the game before the idea really took hold.
Anyone ever use the aging rules…during character generation? I did.
Constantly. I remember right around when people started really coming to terms with the idea that they were mortal beings (I don't remember when that would be, 12?), people started making long-lived characters as proxy to their own fears about death. IIRC a whole lot of grey elf thieves got started with starting age of 105* showed up. When 2e came out, the whole roll for max age** came in and it started up again with elves who magically rolled 380+ on 4d100 for their 350+4d100 max age***.
*so 1895 years of continued lifespan
**which apparently the DM was supposed to roll and keep secret, but I never saw that happen
***honestly, I am pretty sure I saw more what-must-have-been cheating on this than I ever saw on ability scores.
 

And thus* the meme of Charisma being a dump stat is born. :-D
*Actually no, since it still governs henchmen and follower loyalty. It took people not playing those parts of the game before the idea really took hold.

Constantly. I remember right around when people started really coming to terms with the idea that they were mortal beings (I don't remember when that would be, 12?), people started making long-lived characters as proxy to their own fears about death. IIRC a whole lot of grey elf thieves got started with starting age of 105* showed up. When 2e came out, the whole roll for max age** came in and it started up again with elves who magically rolled 380+ on 4d100 for their 350+4d100 max age***.
*so 1895 years of continued lifespan
**which apparently the DM was supposed to roll and keep secret, but I never saw that happen
***honestly, I am pretty sure I saw more what-must-have-been cheating on this than I ever saw on ability scores.
I recall that it took me longer than it should have to figure out that "d%" was shorthand for d100. I can only presume they wrote it that way as a space-saving gesture, for which the unintuitive nature of it makes that benefit seem less than worthwhile. To this day I still come across people who think it means you multiply a character's listed maximum age value by a given percentage value, and that's how much lifespan they have left.
 

As I noted in the (likely ill-fated) Paladin origins thread, I think it's amusing that the Aura of Courage which is a staple Paladin ability these days wasn't part of the 1e PHB Paladin, but was actually leeched from the Cavalier! And the "circle of power" (Protection From Evil) first got nerfed to a mere -1 to hit in 2e, and then sort of merged with the +2 bonus on saving throws to become the accursed Charisma to saves party buff we have now.
I think you're conflating the paladin's native protection from evil ability with the circle of power created when they wield a holy avenger.
 

I love how this assumes every character out there is right-handed and thus has its shield on the left arm....
I wonder if they had memories of schools and parents forcing lefties to write with and use their right hands.

I suspect they assumed players would be smart enough to substitute the word "left" in that passage on shields for characters actually fighting lefty with a shield.

Most rules that govern NPC reactions are far far too crude and far far to exploitable to be of any use, I find. Mostly, I find that some (not many) players use them to get around actually having to talk to that NPC.

That doesn't mean I can't let a player utilize a great Charisma or whatever. It just means the player has to have his or her character actually engage. What do you actually do and say? (Bribe, persuade, seduce, intimidate etc) You need to take specific and defined actions, and possibly live with them afterwards. You can't just point at your character sheet and ask to drain the NPC of useful info.

Not primarily because it's not role-playing or not fun or something like that, but because it is abstract - it's not explaining how it happened. If a player can't even be arsed to come up with a game plan for interacting with said NPC, perhaps it's best handled by someone else in the party.
I've rarely encountered players trying to substitute a roll for interaction, unless I was deliberately abstracting the interaction for time reasons. The point of reaction rolls isn't to remove the role-playing, it's to let the character be more likeable and charismatic than the player, just as they may be stronger and more dextrous. I still normally require players to talk and interact, even if the dice have a say in how will the NPC reacts. Good or bad arguments or sales pitches can give modifiers to the rolls. Unexpectedly low or high rolls can be good fodder for DM improvisation of WHY the NPC reacted so, and reduce predictability and staleness of play. I love reaction rolls and morale for that reason.

Anyone ever use the aging rules…during character generation? I did.
Yup. We wound up with DMs specifying in our campaigns whether it was allowable or whether we had to start at Young Adult or with the book-defined random ages.
 



As I noted in the (likely ill-fated) Paladin origins thread, I think it's amusing that the Aura of Courage which is a staple Paladin ability these days wasn't part of the 1e PHB Paladin, but was actually leeched from the Cavalier! And the "circle of power" (Protection From Evil) first got nerfed to a mere -1 to hit in 2e, and then sort of merged with the +2 bonus on saving throws to become the accursed Charisma to saves party buff we have now.

I think you're conflating the paladin's native protection from evil ability with the circle of power created when they wield a holy avenger.
You're right that he's using the wrong name, and the circle of power is the dispel magic circle a paladin gets when he's got a holy sword held unsheathed.

But he's right about the protection downgrade. In 1E all paladins, right from first level, have a continual Protection from Evil 10' Radius on them (a 4th level Cleric spell). "The protection encircles the recipient at a one foot* distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls ”to hit” the protected creature, and any saving throws caused by such attacks are made at +2 on the protected creature‘s dice." (1E PH p 44 for the spell description)

*(ten feet for the 4th level spell and the Paladin ability)

In 2E this gets downgraded to just "A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised." (2E PH p27)

As I noted in the (likely ill-fated) Paladin origins thread, I think it's amusing that the Aura of Courage which is a staple Paladin ability these days wasn't part of the 1e PHB Paladin, but was actually leeched from the Cavalier! And the "circle of power" (Protection From Evil) first got nerfed to a mere -1 to hit in 2e, and then sort of merged with the +2 bonus on saving throws to become the accursed Charisma to saves party buff we have now.

Which is only not a game breaking ability in 5e because, from what I've seen, the place any player wants to be in combat is as far from the Paladin as possible!
Really? In our 5E games people love to stay close to the Paladins, at least from 6th level on, because of Aura of Protection. Add the Paladin's Charisma bonus to ALL your saves as long as you're within 10' of him? ! Yes, please! And depending on your Oath it probably gets even better at 7th? Hoo baby.

Aura of Courage doesn't come along until 10th. And it's certainly nice, but more niche in utility.
 

I have had a system for this since the 1e days- roll 1d20 and 1d12. If the d12 is higher, you're left handed. If the numbers match, you're ambidextrous. Otherwise, you're right handed.
5% chance of ambidexterity, and 27.5% chance of being left-handed. That's a dark, sinister world. (Yes, I've made that joke twice, and I don't regret it.) :)
 


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