thedungeondelver
Adventurer
Philotomy Jurament said:'Cause they all fall apart?![]()
I'm not sure; I'm afraid to take them off the shelf to find out how badly they're bound!

Philotomy Jurament said:'Cause they all fall apart?![]()
Celebrim said:Do not use critical hit charts. They can be sorta fun, but they shorten combats game duration, increase combats play duration, and in the long run benefit the monsters more than the PC's and will lead to unnecessary player death/mutilation.
Philotomy Jurament said: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.
I've started handling initiative like this:Olgar Shiverstone said:I think if I went back to play a 1E or BD&D game, I'd keep 3E initiative.
thedungeondelver said:
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.
DungeonMaester said:Dude...You totally rock....
So, what else does UA 1st Ed have to offer? I sure am liking it more then 3.0/2.5 Monte Cook version which only had useful Sub levels.
---Rusty
DungeonMaester said:So, what else does UA 1st Ed have to offer?
DungeonMaester said:Thus far, i felt that the rules are wargamingish, in the sense of the word, combat and the game stop for players to look up what bonus adjustment they get to his against the certain type of armor.