And at least in Moldvay's Basic, the DM rolls for the damage! See p.B25 and the combat example; I suppose that's to keep the players guessing as to how much damage they have inflicted.
Yes, 2e DMG. I never used level limits with 2e, those optional rules worked exceedingly well. Each race paid 2x XP up to their level limit, but based on primary ability scores, those limits could be exceeded. When the adjusted limit was reached, the character started paying 3x XP. Advancement...
I have toyed with the idea of reproducing the 2e optional level limits system by using XP penalties. So each race will have a defined level limit, which can be exceeded by high enough ability scores tied to the class; but when that limit is reached, you don't stop advancing, you simply pay more...
The original alignments were Law, Chaos, and Neutrality. The Holmes set started mixing them with Good and Evil (but not in all possible combinations), and AD&D combined them fully.
That's the 1995 edition of the DMG. The material the OP was referring to is the original 1989 DMG (the same information is on p.23 of the 1995 edition). Still, there are no sex-based Dex limits in either 2e print runs, nor in 1e; the OP must have been confused with Strength limits for females...
But they are not sex-based, they are generic limits. Limits on strength only exist in 1e, and then they affect only fighters. A female elf thief wouldn't have limits in 1e, and the limits would be the same as males in 2e (12th level, with possible extension by Table 8 DMG, and possibly unlimited...
Right. Then my other answer applies for using the other optional rule in the DMG: keep the characters as they are, but they will require x2 to x4 XP to advance, subject to DM approval. For the female elf thief, you might want to increase the level as the limits don't exist in 2e anymore...
I am not sure I understand the question, but in 2e the 20th level limit doesn't seem like a hard limit, as you can keep spending the thief skill points until you reach 95% in an ability. I haven't done the calculation, but it seems unlikely that by 20th level you will have capped all thief...
Reading the Pathfinder core book I am surprised at how much easier they made for spellcasters to craft magic items by allowing crafting even in adverse conditions and during adventuring. I am not sure what the design goal was here, considering that the classes are also more powerful than 3.5...
I think a separate thread would be helpful to avoid derail this one, but briefly:
The 3.0 DMG (not the 3.5 revision, though, for some reason!) suggests to reduce the frequency of magic items, and that there are no shops where to buy them. PF1e adopts the solution of reducing the amount of...
I am definitely in the same camp, although I quite like some aspects of PF: for example different rates of XP progression, explicit guidelines for low-magic campaigns, reduced skill lists, level-independent XP values for monsters/traps. But I could never run it as-is, even core book only...
There was a simple option, and a more complex one with various tables. I used the simple option because it was effective and not very intrusive (you had to roll a natural 18 or more, and had to hit the AC by 5 points; this made it more likely for Warriors to crit.)
Taladas is one of the best ever D&D settings. Brilliant world building, and just with the core 2e rules. It helps perhaps that Zeb went into it, as he stated in an interview, as an "outsider" (he never worked on Dragonlance before.) "Classic" Dragonlance is my all-time favourite AD&D setting...
Note the 1e PHB's comment about Magic-user crafting levels were considered errata, and the DMG values were the actual level. So it's not clear why 2e went with 9th level for 2e (and kept 11th level anyway for magic items other than scrolls and potions.)
3e follows Holmes D&D in allowing scrolls...