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

I seem to recall a lot of NPC's having notations like "Chaotic Neutral (Good Tendencies)", which always seemed strange- the alignment system generally assumed you were one alignment or another, with massive penalties for switching (Dragonlance Adventures, I think, had a tracker showing your slide towards one alignment or another, but that wasn't the default- if the DM says you're Lawful Evil now, you're Lawful Evil, now lose those experience points!).

I guess NPC's get away with this nonsense because they don't have to worry about losing xp? Actually, on that note, I think only the Wizard spell, energy drain, actually specifies what happens if a monster is hit by a level drain attack!
 

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Plausible.

It was easy to impersonate a 1st-to-3rd level AD&D thief:
They couldn't open locks, find traps, or pick pockets, either.

(Climb walls was their only semi-reliable skill. If you were an elf. With 18 or 19 DEX. And wearing no armor, after UA was published.)
I do remember the following happening a couple times after note passing with me and my rolling dice:

"I don't see any traps but I am going to step back while you open it anyway."
 

That hits on another obscure (quasi-)rule that I'm not sure everyone always adhered to: that dungeons were supposed to have clearly distinct and increasing difficulty levels within them corresponding to how many floors underground you were.

Sticking to this idea rather narrows one's options when designing adventures.
It was always described as a guideline for the standard dungeon style play, intended to help players make smart decisions and play the "press your luck" game. But the encounter tables also easily allow you to encounter more deadly monsters from the more dangerous levels of the dungeon, even if you're sticking to the easier levels, so it's clearly not intended as a concrete rule that you can't encounter a higher level monster on a lower level dungeon level.

And it's pretty clear that it was never intended as a constraint to creative adventures designed to be played differently than the standard multi-level dungeon crawl. Steading of the Hill Giant Chief was the first module TSR published, after all! The first two modules ever published were Jaquays' F'Chelrak's Tomb and Wee Warriors' Palace of the Vampire Queen. As far as I can tell PotVQ does function with higher dungeon levels getting more difficult (though you start at the ground level and work your way up), but F'Chelrak's tomb doesn't function that way.

So in practice we don't see that it narrowed the options for adventure design, when you look at published examples from the period, at least.

Natch, not quite at your hand but as Lanefan noted you still need to line yourself up, which while perhaps not as automatically dangerous as needing to be adjacent to the start point it was still more difficult to achieve and potentially isolating (and still all reasons why the reflectivity made lightning bolt more worthwhile as an option vs fireball back then than it is right now I'd say). :)
"not quite at your hand" seems like a serious understatement when we're talking about being able to start it at least 90' distant from yourself in all cases, and farther as you gain in levels! ;)

I'm pretty sure that's an incorrect version of how the spell is supposed to work. If you get "hit" twice by the bolt, you don't take double damage. Instead, you need to succeed on two saves to take half damage (basically, disadvantage).
1E is not clear about that. A lot of folks (Lanefan has attested his group being among them) interpreted it as being hit twice (ie: double damage), and treated that as an advantage of the spell over Fireball, which is the same level but covers a much larger area. 2E did change the spell description to explicitly work the way you're describing, but then, 2E also caps both spells at 10d6, so 2E in general was down-powering some spells.

I'm curious if anyone knows the rationale here- as I understand it, a normal human starts being slowed down when they carry more than 20% of their own bodyweight, and here I have a character who can carry around over 150% of their own bodyweight and not care, and then suddenly another 40 pounds and they're staggering around at half sleep, lol.
Every Encumbrance rule in every edition has the same issue of having arbitrary break points where you pick up one more dagger or coin and now you're suddenly slowed. This is just the nature of the beast.

The break points on the categories are, AFAIK just arbitrarily chosen to match standardized movement rates. I supposed one could do a calculation with a calculator or slide rule (or longhand on paper!) to proportionally reduce movement speed based on what percentage of your maximum weight carried you're currently toting, but that seems a bit annoying and impractical. Every time you pick up or put something down doing the calculation again? "Ok, I with the loot from the last room my movement rate is now 25.6'/rd!"

Another obscure rule: as far as I'm aware, there's no explicit statement in AD&D 1E that the monsters can deviate from their alignments as listed in the Monster Manual.

While the AD&D 2E DMG seems to (if I recall correctly) explicitly echo this sentiment, PHBR10 The Complete Book of Humanoids walks it back, stating that individual creatures can have any alignment.

EDIT: I'm pretty sure the 2E Monstrous Manual also, in its introductory section's notation of what a monster's "Alignment" entry meant, explicitly stated that individual creatures could have alignments different from what's listed.
As Snarf pointed out, the 1E MM says this is the monster's "characteristic bent". I read that as synonymous with "typical inclination". We're talking about abstractions covering broad groups. It seems obvious to me that there will always be exceptions to such descriptions unless they're explicitly ruled out.
 

Not an obscure rule, but something very strange. Encumbrance!
I just finished making a new 2e character, and when writing down her Encumbrance categories, I was suddenly struck by how weird they are.

So with 18/56 (woot!) Strength, she can lift 305 pounds. She is unencumbered until she exceeds 160 pounds. Then it gets weird.

At 161-200 pounds...no allowance for fractional weights, which there are several items that weight 1/2 or 1/10 of a pound, which leads me to wonder what you're intended to do if you're at 160.2 pounds, lol, her speed drops from 12" (lol) to 8".

Ok, that's a 39 pound range. Then we go to 200-238 where she's down to 6". Then 239-277 for 4", and finally 270-305 where she's down to 1"- which means she wouldn't even be able to move 5' at combat speed, if that ever were to happen, as I understand the rules for combat speed.

Ok so, the weirdness. She can carry over half her maximum press without any problems, and then suddenly there's these comparatively small 35-38 pound increments where she starts being increasingly more burdened.

I don't know, it just seems strange to be like "yeah, 160 pounds no problem...oh wait, you went from 199-200?! Half speed for you!"
I'm curious if anyone knows the rationale here- as I understand it, a normal human starts being slowed down when they carry more than 20% of their own bodyweight, and here I have a character who can carry around over 150% of their own bodyweight and not care, and then suddenly another 40 pounds and they're staggering around at half sleep, lol.
I think it's because in 1e, encumbrance was first based on fixed weights – something like 35, 70, and 105 lbs (well, 350, 700, and 1050 coins). Strength would then give an increase to all of these, but the steps remained the same size. This then got translated over to 2e encumbrance categories.
I believe this is it. It comes from oD&D(plus Greyhawk). The initial rules allowed you to carry 750, 1000, or 1500 coins, depending on the speed you wanted to move. Greyhawk came along and added a flat -100 to 1200 coins to that number (depending on Str score), but didn't re-calculate the speeds (so it's just added on top of each one).
I s'pose they could say that they were a fighter, and just wearing leather armor, but still. In the world of Skilled Play, you never trust a thief with a shield.
You can probably just leave the last three words off that last statement. :p
I seem to recall a lot of NPC's having notations like "Chaotic Neutral (Good Tendencies)", which always seemed strange- the alignment system generally assumed you were one alignment or another, with massive penalties for switching (Dragonlance Adventures, I think, had a tracker showing your slide towards one alignment or another, but that wasn't the default- if the DM says you're Lawful Evil now, you're Lawful Evil, now lose those experience points!).
IIRC a few BECMI monster entries even have them listed as lawful or chaotic, but in the monster description stating that they actually acted in the completely opposite manner. Perhaps merely indicating that they were part of Team Law, but personally free spirits or whatnot. Still, it's another highlight that there wasn't exactly a consistent voice on all this.
I guess NPC's get away with this nonsense because they don't have to worry about losing xp? Actually, on that note, I think only the Wizard spell, energy drain, actually specifies what happens if a monster is hit by a level drain attack!
It certainly was an effect-by-effect affair, rather than a coordinated system.
I recall a story of Gary and crew running an undead-vs-undead fight. Everyone was flying, and whenever a creature was drained it would lose HD and change into the creature type consistent with the new HD (Vampires would get drained down to spectres, etc.). Until they got drained down to mummy, at which point the fell out of the sky! I don't think anyone has suggested that that was intended to be in the rules, so much as enjoyable madness.
 

1E is not clear about that. A lot of folks (Lanefan has attested his group being among them) interpreted it as being hit twice (ie: double damage), and treated that as an advantage of the spell over Fireball, which is the same level but covers a much larger area. 2E did change the spell description to explicitly work the way you're describing, but then, 2E also caps both spells at 10d6, so 2E in general was down-powering some spells.
True. But I believe the issue was brought into the current discussion via a reference to someone getting hit by it in the Baldur's Gate CRPG (one of the old ones), and those are supposed to be based on 2e.
 

True. But I believe the issue was brought into the current discussion via a reference to someone getting hit by it in the Baldur's Gate CRPG (one of the old ones), and those are supposed to be based on 2e.
Ah, I see. We were talking about the 1E description before that, and I missed the origin of the tangent.
 

True. But I believe the issue was brought into the current discussion via a reference to someone getting hit by it in the Baldur's Gate CRPG (one of the old ones), and those are supposed to be based on 2e.
Yeah it is supposed to be based on 2e, so if it were using those rules, that's exactly what would have happened. But every video game version of D&D has taken liberties with the source material, and who knows, maybe whoever came up with that trap was recalling the 1e spell.

All I know is, my party died rather unfairly, lol.
 

1E is not clear about that. A lot of folks (Lanefan has attested his group being among them) interpreted it as being hit twice (ie: double damage), and treated that as an advantage of the spell over Fireball, which is the same level but covers a much larger area. 2E did change the spell description to explicitly work the way you're describing, but then, 2E also caps both spells at 10d6, so 2E in general was down-powering some spells.
Yeah. We always played it as it hit you twice, you took damage twice. Or three times if foolish enough to cast it in a small room.
 

I do remember the following happening a couple times after note passing with me and my rolling dice:

"I don't see any traps but I am going to step back while you open it anyway."
That's standard procedure round here. The Thief checks for traps (and picks the lock, if necessary) then lets someone tougher do the actual opening.
 

Yeah it is supposed to be based on 2e, so if it were using those rules, that's exactly what would have happened. But every video game version of D&D has taken liberties with the source material, and who knows, maybe whoever came up with that trap was recalling the 1e spell.

All I know is, my party died rather unfairly, lol.
More likely, the devs just took the easy way and had the bolt be a "front" that traveled forward and did damage to anything it hit, and if it hit something twice it took damage twice. Doing it differently would mean pre-calculating the AOE and determining whether anything in it would be hit twice. Also, I don't think there's anything else in 2e (at least not in Baldur's Gate) that "gives disadvantage", which means they'd have to figure out a way to do that for that one spell.
 

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