sunrisekid
Explorer
(I'm not sure if this is the right place to post this - admins, feel free to move it)
I'm interested in trying a 1E session for nostalgia's sake, as soon as I can acquire the 1E core books, but I recall a number of rules that always bugged me. So I'm going to use some ideas from 4E that I like and scrap what I don't like from 1E. I'm quite curious what some of the other old-schoolers have cooked up over the years to help their game. To that end, please comment with your own preferences (and/or if you think mine are sane).
Things I'd like to try:
* scrap 1E weapon speed and reach - this is not "fun", strictly speaking
* scrap race/class stat requirements - life is short, let them play what they want
* scrap race restrictions on class - see above
* scrap bonus XP based on high stats - the less bookkeeping exceptions the better
* roll initiative once at the start of combat - ties go to the player
* combat spell durations last the whole encounter - no more duration bookkeeping
* 4E alignment system (I understand this will nerf some 1E spells - meh)
* 4E minions (this is a cinematic foil - obviously would have to fudge XP to compensate)
* triple starting HP
* scrap wizard spell pre-selection, let spell allotment be selected and fired ad hoc
* let non-class NPCs cast "rituals" - this is a good plot device but the mechanics justifying it would have to be handwaved.
This will result in wizards becoming more powerful, but I've never liked the ridiculously weak nature of wizards at low levels. Letting the player just fire & forget means they get to be involved at the table. Maybe give them an at-will, DEX-based Magic Missile attack a la 4E?
The race/class stat requirements seem to simply reinforce Tolkinesque expectations (which, personally, I enjoy). Is there any other reason why they should remain? I would rather pander to my players interests and let them play what they want.
1E fighters seem pretty lame - any suggestions on making them appealing? IIRC, weapon specialization and proficiencies were introduced in Unearthed Arcana but I prefer the simplicity of the original "permitted weapons" for each class. Still, that leaves the fighter kinda dull. Would giving them more combat abilities result in gross imbalance?
I've never met a player who enjoyed playing a cleric and will not force a player to suffer this. But I'm not sure how to make 1E combats feasible without one (other than to inflate starting HPs); any suggestions would be gratefully received.
Also, can anyone recommend how to make combats easy to calculate? I seem to recall something about strangely complex "to hit" tables for weapons. If possible, I'd like to somehow incorporate an easy calculation of hitting-vs-AC.
My changes are likely to lead to some power-inflation later on down the road, but frankly I prefer that than the traditional lethality of 1E. Also, we probably won't play this beyond a few sessions so I likely won't have to worry about game balancing stuff too much anyways.
Anyhow, comments are welcomed and appreciated!
I'm interested in trying a 1E session for nostalgia's sake, as soon as I can acquire the 1E core books, but I recall a number of rules that always bugged me. So I'm going to use some ideas from 4E that I like and scrap what I don't like from 1E. I'm quite curious what some of the other old-schoolers have cooked up over the years to help their game. To that end, please comment with your own preferences (and/or if you think mine are sane).
Things I'd like to try:
* scrap 1E weapon speed and reach - this is not "fun", strictly speaking
* scrap race/class stat requirements - life is short, let them play what they want
* scrap race restrictions on class - see above
* scrap bonus XP based on high stats - the less bookkeeping exceptions the better
* roll initiative once at the start of combat - ties go to the player
* combat spell durations last the whole encounter - no more duration bookkeeping
* 4E alignment system (I understand this will nerf some 1E spells - meh)
* 4E minions (this is a cinematic foil - obviously would have to fudge XP to compensate)
* triple starting HP
* scrap wizard spell pre-selection, let spell allotment be selected and fired ad hoc
* let non-class NPCs cast "rituals" - this is a good plot device but the mechanics justifying it would have to be handwaved.
This will result in wizards becoming more powerful, but I've never liked the ridiculously weak nature of wizards at low levels. Letting the player just fire & forget means they get to be involved at the table. Maybe give them an at-will, DEX-based Magic Missile attack a la 4E?
The race/class stat requirements seem to simply reinforce Tolkinesque expectations (which, personally, I enjoy). Is there any other reason why they should remain? I would rather pander to my players interests and let them play what they want.
1E fighters seem pretty lame - any suggestions on making them appealing? IIRC, weapon specialization and proficiencies were introduced in Unearthed Arcana but I prefer the simplicity of the original "permitted weapons" for each class. Still, that leaves the fighter kinda dull. Would giving them more combat abilities result in gross imbalance?
I've never met a player who enjoyed playing a cleric and will not force a player to suffer this. But I'm not sure how to make 1E combats feasible without one (other than to inflate starting HPs); any suggestions would be gratefully received.
Also, can anyone recommend how to make combats easy to calculate? I seem to recall something about strangely complex "to hit" tables for weapons. If possible, I'd like to somehow incorporate an easy calculation of hitting-vs-AC.
My changes are likely to lead to some power-inflation later on down the road, but frankly I prefer that than the traditional lethality of 1E. Also, we probably won't play this beyond a few sessions so I likely won't have to worry about game balancing stuff too much anyways.
Anyhow, comments are welcomed and appreciated!