AD&D 1E Rules that are kinda cool but everyone forgot

Death at -10 had to have come in a lot earlier than 1989 (2e release), as we were using it by about 1983 (or maybe sooner?) and it's not something our crew would have invented themselves.
Could have been introduced in a Dragon. A fair amount of the stuff in those was deemed 'official' rule content even if optional.
 

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Death at -10 had to have come in a lot earlier than 1989 (2e release), as we were using it by about 1983 (or maybe sooner?) and it's not something our crew would have invented themselves.
It's in the 1e DMG. If you are reduced exactly to 0 HP, you do not die, but are unconscious and lose 1 HP per round until you reach -10. Optionally, the range which makes a character unconscious, can be extend to -3.
 

Hirelings were usually overlooked in my experience. I always liked the rules for hiring a gem cutter in the DMG which could improve the value of your gems or ruin them. Pg.30
A weird one that came up when I was looking for rules dealing with blocking movement and such, is that a medium character can be attacked by a maximum of six opponents, and each only through one of the eight cardinal direction (six if using hexes). DMG pg.69
I am sad I've never seen all the rules for collecting eggs or the young of various flying creatures to raise as mounts used in a campaign. Griffon MM pg 50
For that matter, I've never heard of a dragon subdued and then sold. MM pg 30
 

Hirelings were usually overlooked in my experience. I always liked the rules for hiring a gem cutter in the DMG which could improve the value of your gems or ruin them. Pg.30
Never used expert hirelings. General hirelings e.g. porters, labourers, etc. come up now and then.
A weird one that came up when I was looking for rules dealing with blocking movement and such, is that a medium character can be attacked by a maximum of six opponents, and each only through one of the eight cardinal direction (six if using hexes). DMG pg.69
We use this one, with the exception being that a foe who can (by flight or however) get directly above the foe can be a 7th attacker.
I am sad I've never seen all the rules for collecting eggs or the young of various flying creatures to raise as mounts used in a campaign. Griffon MM pg 50
Biggest problem with that is that it takes those creatures many years to grow up big enough to be ride-able, by which time the campaign's adventuring timespan is long since over.
For that matter, I've never heard of a dragon subdued and then sold. MM pg 30
I once DMed a group who killed a mother dragon then carefully scooped, cared for, and sold off its eggs; using the rather significant proceeds from said sales to found a corporation that eventually ended up buying (what seemed like) about a quarter of the continent. The PCs made a fortune. I-as-DM nearly died of boredom watching them sort out all their business dealings. :)
 

Death at -10 had to have come in a lot earlier than 1989 (2e release), as we were using it by about 1983 (or maybe sooner?) and it's not something our crew would have invented themselves.

Could have been introduced in a Dragon. A fair amount of the stuff in those was deemed 'official' rule content even if optional.

It's in the 1e DMG. If you are reduced exactly to 0 HP, you do not die, but are unconscious and lose 1 HP per round until you reach -10. Optionally, the range which makes a character unconscious, can be extend to -3.
This.

Not sure why people didn't just read the rules I quoted. It's right in that text.

The original death at -10 rule is the one in the 1E DMG, but you only qualify to bleed until -10 if knocked to exactly 0HP, or optionally as low as -3. Under the 1E rule if damage takes you to -1 or below (or, optionally, -4 or below) you just die. If you're knocked to 0 (or optionally as low as -3) you get the bleeding rule and can last until -10. Here, I'll quote it again.

1979 1E DMG p 82:

Zero Hit Points:

When any creature is brought to 0 hit points (optionally as low as -3 hit points if from the same blow which brought the total to 0), it is unconscious. In each of the next succeeding rounds 1 additional (negative) point will be lost until -10 is reached and the creature dies. Such loss and death are caused from bleeding, shock, convulsions, non-respiration, and similar causes. It ceases immediately on any round a friendly creature administers aid to the unconscious one. Aid consists of binding wounds, starting respiration, administering a draught (spirits, healing potion, etc.), or otherwise doing whatever is necessary to restore life.

Any character brought to 0 (or fewer) hit points and then revived will remain in a coma far 1-6 turns. Thereafter, he or she must rest for a full week, minimum. He or she will be incapable of any activity other than that necessary to move slowly to a place of rest and eat and sleep when there. The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else. This is true even if cure spells and/or healing potions are given to him or her, although if a heal spell is bestowed the prohibition no longer applies.

If any creature reaches a state of -6 or greater negative paints before being revived, this could indicate scarring or the loss of some member, if you so choose. For example, a character struck by a fireball and then treated when at -9 might have horrible scar tissue on exposed areas of flesh - hands, arms, neck, face.

2E made the whole thing an optional rule and simplified it so you qualify to bleed if you're knocked anywhere between 0 and -9.

2E DMG p75:
Hovering on Death's Door (Optional Rule)

You may find that your campaign has become particularly deadly. Too many player characters are dying. If this happens, you may want to allow characters to survive for short periods of time even after their hit points reach or drop below zero.
When this rule is in use, a character can remain alive until his hit points reach -10. However, as soon as the character reaches 0 hit points, he falls to the ground unconscious.
Thereafter, he automatically loses one hit point each round. His survival from this point depends on the quick thinking of his companions. If they reach the character before his hit points reach -10 and spend at least one round tending to his wounds (stanching the flow of blood, etc.), the character does not die immediately.
If the only action is to bind his wounds, the injured character no longer loses one hit point each round, but neither does he gain any. He remains unconscious and vulnerable to further attacks.
If a cure spell of some type is cast upon him the character is immediately restored to 1 hit point - no more. Further cures do the character no good until he has had at least one day of rest. Until such time, he is weak and feeble, unable to fight and barely able to move. He must stop and rest often, can't cast spells (the shock of near-death has wiped them from his mind), and is generally confused and feverish. He is able to move and can hold somewhat disjointed conversations, and that's it.
If a heal spell is cast on the character, his his points are restored as per the spell, and he has full vitality and wits. Any spells he may have known are still wiped from his memory, however. (Even this powerful spell does not negate the shock of the experience).
 
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Which is weird, because the spell descriptions are different. These are just two of the spells that infer that you still keep the 3:1 ratio

Fireball:
View attachment 431222

Or blade barrier
View attachment 431223
Must be an editorial error.

Maybe they were playing with areas of effect multiplied as well for a while and then Gary changed his mind? Or maybe someone (or multiple someones) inferred the areas of effect being increased and then Gary corrected them, but the edit didn't get propagated through the spell descriptions?
 
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