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<blockquote data-quote="Greg K" data-source="post: 5685534" data-attributes="member: 5038"><p>I try to capture a blend of 1e/2e feel. However, as mentioned, what those "feel" are varies by person and group.</p><p></p><p>For myself, some of the things that I do are</p><p>1. Use the Slow Advancement variant in the DMg</p><p></p><p>2. Use the training rules variants in the DMG</p><p>a. you can't learn a new class without a trainer.</p><p>b. wizards can only learn spells they find a) in spell books or scrolls, b) can exchange with another wizard, c) can purchase from a willing wizard. This puts the spells in the campaign back into the DM's hands</p><p></p><p>3. Other Wizard restrictions</p><p>a. Use the 1e memorization rules for regaining spells</p><p></p><p>4. Equipment lists</p><p>a. Several items from the 3e PHB do not exist (sunrods, tanglefoot bags, spiked chains, etc.)</p><p>b. Many of the missing 1e armor and weapons exist either in supplements or the Polearm article in Dragon by Ari. I incorporate them into my campaign</p><p></p><p>5. Barbarians: The official Barbarians Class in 1e was not a rager and the homeland affected skills and weapons</p><p>a. Use the Unearthed Arcana Barbarian Hunter variant</p><p>b. Swap Favored Enemy for Favored Terrain (Unearthed Arcana Variant)</p><p>c. Use Cultural Weapon Groups (see Unearthed Arcana Weapon Group variant)</p><p>d. Allow the Barbarian to swap out the Archery Feats for another combat style Tree that is more relevant to the culture</p><p></p><p>6. Clerics: I am fond of the 2e Speicalty Priests. However, I think the mechanics of 3e allow them to be more balanced.</p><p>a. Clerics are limited to the spell in their deity' domains and alignment (I rewrote many of the domains) and a handful of spells shared by all clerics.</p><p>b. Clerics are spontaneous casters (UA variant)</p><p>c. Cloistered Cleric variant is used for the clerics of some deities</p><p></p><p>7. Skills</p><p>a. Some things are impossible regardless of rolls (searching in the wrong area)</p><p></p><p>b. A successful roll doesnt mean automatic success. Depending upon circumstances it may simply provide a clue (disturbed dust reveals the secret door, but not how to open it, scratches may be a clue to a false panel, etc.)</p><p></p><p>c. Some things are automatic (a player stating that they remove the cap of bedpost finds the scroll or map you placed in there without needing to roll)</p><p></p><p>d. Don't let the players getaway with just a roll for Bluff, Diplomacy, or Intmidation. Have them state what the character is doing or saying. You might give a bonus or penalty, but if the character fails the die roll, what they meant to say did not come across as intended, convincing, or they broke some social grace, etc. On the other hand, the small bonus allowing the low or unskilled character might represent the key point in their missteps being recognized despite the negative factors.</p><p></p><p>8. Monsters</p><p>a. Be sure to use both Tailored (party level is a consideration) and Status Quo Encounters (party level is not a factor) (DMG)</p><p></p><p>8. Use wandrering monsters where it makes sense</p></blockquote><p></p>
[QUOTE="Greg K, post: 5685534, member: 5038"] I try to capture a blend of 1e/2e feel. However, as mentioned, what those "feel" are varies by person and group. For myself, some of the things that I do are 1. Use the Slow Advancement variant in the DMg 2. Use the training rules variants in the DMG a. you can't learn a new class without a trainer. b. wizards can only learn spells they find a) in spell books or scrolls, b) can exchange with another wizard, c) can purchase from a willing wizard. This puts the spells in the campaign back into the DM's hands 3. Other Wizard restrictions a. Use the 1e memorization rules for regaining spells 4. Equipment lists a. Several items from the 3e PHB do not exist (sunrods, tanglefoot bags, spiked chains, etc.) b. Many of the missing 1e armor and weapons exist either in supplements or the Polearm article in Dragon by Ari. I incorporate them into my campaign 5. Barbarians: The official Barbarians Class in 1e was not a rager and the homeland affected skills and weapons a. Use the Unearthed Arcana Barbarian Hunter variant b. Swap Favored Enemy for Favored Terrain (Unearthed Arcana Variant) c. Use Cultural Weapon Groups (see Unearthed Arcana Weapon Group variant) d. Allow the Barbarian to swap out the Archery Feats for another combat style Tree that is more relevant to the culture 6. Clerics: I am fond of the 2e Speicalty Priests. However, I think the mechanics of 3e allow them to be more balanced. a. Clerics are limited to the spell in their deity' domains and alignment (I rewrote many of the domains) and a handful of spells shared by all clerics. b. Clerics are spontaneous casters (UA variant) c. Cloistered Cleric variant is used for the clerics of some deities 7. Skills a. Some things are impossible regardless of rolls (searching in the wrong area) b. A successful roll doesnt mean automatic success. Depending upon circumstances it may simply provide a clue (disturbed dust reveals the secret door, but not how to open it, scratches may be a clue to a false panel, etc.) c. Some things are automatic (a player stating that they remove the cap of bedpost finds the scroll or map you placed in there without needing to roll) d. Don't let the players getaway with just a roll for Bluff, Diplomacy, or Intmidation. Have them state what the character is doing or saying. You might give a bonus or penalty, but if the character fails the die roll, what they meant to say did not come across as intended, convincing, or they broke some social grace, etc. On the other hand, the small bonus allowing the low or unskilled character might represent the key point in their missteps being recognized despite the negative factors. 8. Monsters a. Be sure to use both Tailored (party level is a consideration) and Status Quo Encounters (party level is not a factor) (DMG) 8. Use wandrering monsters where it makes sense [/QUOTE]
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