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


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I was always confused by the subduing rules because they didn't seem to offer any downside over regular combat but I think I just had a breakthrough.

Was the idea that an attempt to subdue only lasts one round? So if PCs Alice, Bob and Curly manage to position themselves to melee simultaneously, and they all manage to hit doing 20/80 damage, there is a 25% chance that the dragon will submit. But if the roll fails, they wasted the round, did NO damage that counts towards ending the combat, and their next attacks don't cumulatively increase the probability of subdual.

I'm not sure if that interpretation is what GG had in mind, but it makes for a more interesting risk/reward scenario.
 

I was always confused by the subduing rules because they didn't seem to offer any downside over regular combat but I think I just had a breakthrough.

Was the idea that an attempt to subdue only lasts one round? So if PCs Alice, Bob and Curly manage to position themselves to melee simultaneously, and they all manage to hit doing 20/80 damage, there is a 25% chance that the dragon will submit. But if the roll fails, they wasted the round, did NO damage that counts towards ending the combat, and their next attacks don't cumulatively increase the probability of subdual.

I'm not sure if that interpretation is what GG had in mind, but it makes for a more interesting risk/reward scenario.
I think the breath weapon was the main reason to deal damage to the dragon, since it's damage was based on the dragon's current hit points (I think, it's been awhile).
 

This is about expectations.

In most modern games players don't bother making backup copies simply because the concept "taking away my spellbook" just isn't a thing. It does not happen. Nobody even considers it.

However, if the DM is clear about there being an actual risk of "caster - spellbook separation" that'd be okay. Or more like, not exactly okay, but I could live with it.

Thing is, in 2e a spellbook costs 5,000 gp which buys you either a 100-page traditional tome or a 50-page "traveling" spellbook (the 2e rules, at least, are silent on the actual benefits of a traveling spellbook). You're probably going to need multiple spellbooks – a 10th level wizard with Int 16 who has maxed out his spells known (11) for levels 1-3, half max (6) for level 4, and an additional 3 5th-level spells would have a spellbook taking up 42d6+63 pages, for an average of 210 pages. If you have one set of (5) traveling spellbooks and one backup normal set (of 3) at home, that's 40,000 gp in spellbooks. Should you need to replace your traveling set, that's 25,000 gp, and for every backup set you have that's an additional 15,000 gp. You can probably save 5,000, maybe 10,000 by curating your traveling set, but that's still an awful chunk of money. And that's in general class-based expenses, before you get into the high-level tower/lab/library shenanigans.

It also assumes that there is a safe space where you can store your spellbook. Traditionally, low-level characters tend to be itinerant (so-called murderhobos).

But the main limitation of the spellbook mechanic is on the DM. Because the spellbook is so crucial to the wizard, and because it is so expensive, it limits the possible plotlines. For example, the Dark Sun classic Freedom! starts with the PCs, one way or another, being captured and enslaved, and stripped of all their gear. The adventure mentions that the captors will miss the significance of any spellbook, but you still lose it. So long, entire reason for the class's existence. Might as well roll up a new character.
But unless the DM and players go way back, we're talking about pretty extreme levels of clarity here:

My monsters WILL try to take away your spellbook so you MUST keep backups.

Anything less than this level of clarity maybe could fly back when 1E was new, but definitely not today.
 

I was always confused by the subduing rules because they didn't seem to offer any downside over regular combat but I think I just had a breakthrough.

Was the idea that an attempt to subdue only lasts one round? So if PCs Alice, Bob and Curly manage to position themselves to melee simultaneously, and they all manage to hit doing 20/80 damage, there is a 25% chance that the dragon will submit. But if the roll fails, they wasted the round, did NO damage that counts towards ending the combat, and their next attacks don't cumulatively increase the probability of subdual.

I'm not sure if that interpretation is what GG had in mind, but it makes for a more interesting risk/reward scenario.
There is an example in the Monster Manual that makes clear the subdual probability is cumulative.
I think the breath weapon was the main reason to deal damage to the dragon, since it's damage was based on the dragon's current hit points (I think, it's been awhile).
1e says "The breath weapon causes damage equal to the dragon's hit points (half that amount if a saving throw is made)". It is not explicit whether that means current or maximum hit points. (Moldvay basic does clearly say that it's current hit points.) The DMG (p. 67) makes clear that 25% of subdual damage is real, so if the breath weapon is based on current HP, it ought to be at least partly reduced. However, the example of subdual in the MM shows the breath weapon doing damage equal to the dragon's max HP, even though the dragon has already taken 67 subdual damage (and so the breath damage should be reduced by 17 if based on current HP).
 

First of all, how does one afford to make a backup spellbook? At what level will you have the money/time to do so? Second of all, where do you keep it?
5e's spellbook rules are, IMNSHO, anemic and inadequate. By the RAW, it appears that a wizard could hold literally every spell that exists in a single spellbook.

1e had great spellbook rules, including the potential (and commensurate risk) to use your spellbook like a collection of scrolls in extremis, with a chance (I think 1%) of erasing the whole spellbook when you did so. This was one of the best parts of Unearthed Arcana.
 

5e's spellbook rules are, IMNSHO, anemic and inadequate. By the RAW, it appears that a wizard could hold literally every spell that exists in a single spellbook.
The main difference is, I think, that the cost of AD&D spellbooks is front-loaded. You pay 5000 gp for either a 50-page traveling spellbook or a 100-page regular one, but then there's no cost of scribing spells into it. Starting with 3e, the spellbook itself is cheap (15 gp in 3e, 50 gp in 5e), but actual scribing costs money (100 gp per spell level in 3e, half that for making a backup; 50 gp per spell level in 5e with a 10 gp per spell level backup cost).

They do seem to have missed writing how many pages any one spell takes up though in 5e.
 

Starting with 3e, the spellbook itself is cheap (15 gp in 3e, 50 gp in 5e), but actual scribing costs money (100 gp per spell level in 3e, half that for making a backup; 50 gp per spell level in 5e with a 10 gp per spell level backup cost).
Pathfinder 1E, I'll note, lowered the cost of writing spells into spellbooks by quite a bit, making it [spell level squared] x 10 gp.
 

The main difference is, I think, that the cost of AD&D spellbooks is front-loaded. You pay 5000 gp for either a 50-page traveling spellbook or a 100-page regular one, but then there's no cost of scribing spells into it. Starting with 3e, the spellbook itself is cheap (15 gp in 3e, 50 gp in 5e), but actual scribing costs money (100 gp per spell level in 3e, half that for making a backup; 50 gp per spell level in 5e with a 10 gp per spell level backup cost).

They do seem to have missed writing how many pages any one spell takes up though in 5e.
My main complaints are that you can put any number of spells in a spellbook, there's no concept of how long it is or how much a blank one costs (unless a mundane blank book is adequate, which is not to my taste), and you can't prepare spells that you haven't put in your own spellbook. No wizard under these rules should have a library, they should just have a single book.

Nah, I prefer my wizards to have lots of books on shelves in dusty lairs.

My off the cuff system would be 1,000 for a book of 100 pages; 1 page per spell level for a spell formula; and relatively cheap scribing costs (10 gp x spell level seems okay at low levels, but inadequate for high level spells; maybe level squared x 10 gp? Wish costing approx. 1,000 gp to scribe makes sense to me).
 

One of my favorites is not really an obscure rule so much as an obscure origin. Lots of people aren't familiar with Tolkien or not enough to realize that the Aragorn class was in 1e and might be wondering at the oddly specific ability of Rangers to use palant, er, crystal balls.
 

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