1E help!


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Celebrim said:
Of those, only a handful (read and detect magic) were moved down to 0th level in 3rd edition. I think we'll manage.

Well, there are several others that went down to 0 level- light, dancing lights, and I think prolly one or two more, but idhmbifom.

Celebrim said:
Don't use 1st editions overly complex initiative system. I'm not even sure that Gygax used it. The third edition system works just fine.

??? Overly complex??? 1d6, high roll wins, one roll per side rather than per character- it doesn't seem complex to me. Heck, there aren't even more than one or two things that will modify initiative in 1e!

These two things aside, I agree with much of what Celebrim states above- although I'd still allow weapon specialization in some form.
 

the Jester said:
??? Overly complex??? 1d6, high roll wins, one roll per side rather than per character- it doesn't seem complex to me. Heck, there aren't even more than one or two things that will modify initiative in 1e!

You have seen the 20-page document from dragonsfoot, haven't you? :D I wrote up a 1-page version of it for the Gameday 1E game I run, and it's still a little more complicated that what you describe -- ESPECIALLY when spellcasting, simultaneous initiatives, and charges come into play. Having just ran one of these last week as a playtest, we rolled simultaneous inits ELEVEN times in twenty rounds of combat - freakish, but it really did sharpen my skills to adjudicate who went at what time. :)
 



DungeonMaester said:
DD-Is the MONSTER MANUAL one of the books in the bundle?

Also..where can i get the barbarian and other classes?

---Rusty


Y'know what? Sure. I'll pitch in a MONSTER MANUAL.

Also, the back of the DUNGEON MASTERS GUIDE renumerates the monsters. Special attacks and important descriptive bits however are left out. It is a handy reference only.

The barbarian, cavalier and theif-acrobat plus some adjustments to other character classes and races are in UNEARTHED ARCANA which I don't have a spare of to give you.


 

the Jester said:
??? Overly complex??? 1d6, high roll wins, one roll per side rather than per character- it doesn't seem complex to me. Heck, there aren't even more than one or two things that will modify initiative in 1e!
You're talking about 1E initiative as it is commonly used (basically B/X initiative), not 1E initiative as written. Check out ADDICT, which will give references/footnotes on all the rules that impact 1E initiative, RAW.
 


DungeonMaester said:
Where I can find Barbarian/Clavier/Special Preist.
Barbarian and Cavalier can be found in Unearthed Arcana. Despite Philotomy's protestations to the contrary, they are well-thought out classes and can add a good deal of verisimilitude to a campaign. UA also introduced the thief-acrobat.

"Specialty priests" are from the 2e-era.
 

dcas said:
Barbarian and Cavalier can be found in Unearthed Arcana. Despite Philotomy's protestations to the contrary, they are well-thought out classes and can add a good deal of verisimilitude to a campaign. UA also introduced the thief-acrobat.

I never had any problems with the Barbarian or the straight Cavalier. Neither is strictly necessary, but neither is going to detract strongly from the game either. They are roughly on par with Rangers and Paladins in terms of power level, and are 'balanced' through much the same means. Any glaring problems that I have with UA balance, I've already noted.
 

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