1E house rule suggestions

I've been reading another post about someone running their first few Rules Cyclopedia game, and that might be more what I'm craving. Something more free-form, ad hoc, and willy-nilly. The details are fuzzy but I was remembering 1E like that but, in fact, it may be the case that the game I ran back then was simply more ad hoc because I was a kid with few rule books and made stuff up as I went. I glanced through the OSRIC release and it looks promising, but some of the mechanics I don't like are simply not in the Basic set; ergo, why not simply try the Basic set right?
 

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* scrap 1E weapon speed and reach - this is not "fun", strictly speaking

I actually liked these. Its simply a initiative modifier for how big, or small, your weapon is, and further differentiates how "Good" the weapon is. As for reach, I only worried about that for pole arms. IE give first attack upon closing to those with pole arms readied. Or those with bows/crossbows readied.


* scrap race/class stat requirements - life is short, let them play what they want

Yep, did this. Guess what? I was still playing 1E! For over 5 years!


* scrap race restrictions on class - see above

I did this too. Even allowed Dwarven Paladins. GASP!!! I was still playing 1E.

* scrap bonus XP based on high stats - the less bookkeeping exceptions the better

I never did this, but don't see it as destroying anything, except extra book keeping.

* roll initiative once at the start of combat - ties go to the player

Sounds good to me.

* combat spell durations last the whole encounter - no more duration bookkeeping

Another good one! I didn't start doing this until 2E, but it works well!!

* 4E alignment system (I understand this will nerf some 1E spells - meh)

Just turn all reference to "alignment" to "enemy" and it works wonderfully.


* 4E minions (this is a cinematic foil - obviously would have to fudge XP to compensate)

I have always had, effectively, minions, so this is no big change for me.

* triple starting HP

I don't think I would do this, but your group will find out how much you like it soon enough.

* scrap wizard spell pre-selection, let spell allotment be selected and fired ad hoc

I played in games like this, and it worked without destroying game balance until about 10th level, which was the highest that DM wanted to run his games anyways. So it worked.

* let non-class NPCs cast "rituals" - this is a good plot device but the mechanics justifying it would have to be handwaved.

Sounds OK to me.

Maybe give them an at-will, DEX-based Magic Missile attack a la 4E?

Sure, I did this in my C&C house rules, so it will work in 1E too.


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?

Well, don't be afraid to give them cool magic weapons and armor. That helps, a lot. They can already grapple, charge, etc...

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.

I allowed two things in 1E. Spontaneous casting like your allowing mages, which in turn allows them to cast healing spells when needed. Like they do in 3E. So I was waaaayy ahead of my time in regards to much rule design for D&D.

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.

Yeah, use the formula given for 2E or C&C.


Power inflation will happen, but as long as the monsters/NPC's get it too it stays largely balanced. As balanced as 1E can be.

Also realize the magic item treasure charts are intentionally designed to balance the game too. So if this ends up being long term keep that in mind.
If it is only for a few sessions, no need to worry about it.
 


You should play 1E then. As opposed to the game you described in your post. Which isn't any version of AD&D I recognize.



Look, don't take this the wrong way, but the extent of the changes you have proposed basically make this "4E with THAC0". That's not an improvement over 4E or AD&D.

Some of the changes you suggest make it pretty clear you like a cinematic, high heroic, narrative-beats-simulationist kind of game. Just play 4E. It's already what you want and won't require a house rules doc longer than your arm.


You know, I have become convinced your memory of older edition games has become very dim. You need to break out the books and play them again, then come back and make these statements again, if you still think you can.
 

You know, I have become convinced your memory of older edition games has become very dim. You need to break out the books and play them again, then come back and make these statements again, if you still think you can.

I have put together a Rules Cyclopedia group and the first session is this Saturday, so I'm in for a refresher of what it's like to play, but I have been re-reading the rules very closely for the last couple weeks to prepare. Re-reading my comments it seems that there's nothing factually wrong about them.

My main comments about it "not being AD&D" was directed at things like minions, "ties go to players", spells that last for an "Encounter" rather than a period of time, "alignment = enemy" and triple HP at 1st level. These change the feel of the game a great deal from a "somewhat gritty cave clearing sim" feel to a "narrative heroic" feel and anticipate many of 4E's changes. Obviously whether or not something "is" or "is not" D&D/AD&D is subjective, but the aggregate amount of changes to the system proposed by the OP is quite extensive.

This isn't a badwrongfun argument, but rather more of an honest suggestion that while the OP may have nostalgic feelings for AD&D (or BECMI) his house rules suggest that what he really wants to play (as a rules system) is closer to 4E than 1E.
 

It'd been a while since I'd seen a "rounser hates dragonborn warlords!" post. I was beginning to worry something had happened to you.

Seriously, this thread is about how to enjoy 1e. There's no need for bashing 4e here.

Disclaimer - I actually like warforged, dragonborn, and warlords. Crazy, huh?
Given that this is ENWorld, and this is the first time you've contributed to this thread - to defend 4E - then no, I'm not surprised or impressed in the least.

I'm as quick to write off your tastes as niche and irrelevant as you are mine. The only difference is that you've got the latest batch of designers ruining the tone and feel of the game's core implied setting in a way you happen to like.
 
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Truly, ignore the departure of 4E, wave at it as it sails off into a silly sunset of Dragonborn tangoing away with Goliaths and Warforged (apparently someone's idea of cool), and the game is your mollusc of choice.

OR if you like dragonborn, warforged and goliaths, add them too. Not EVERYONE thinks they were bad ideas, ya know (of course you know, but how could you get a rise out of people if you didn't say it :rollseyes:)
 

Interesting list. Here we go for my comments:

* scrap 1E weapon speed and reach - this is not "fun", strictly speaking
No problem. Most people didn't use it anyway.

* scrap race/class stat requirements - life is short, let them play what they want
* scrap race restrictions on class - see above

These I wouldn't scrap; they're quite important for the feel of AD&D.

* scrap bonus XP based on high stats - the less bookkeeping exceptions the better
Neutral about this. Not really a problem.

* roll initiative once at the start of combat - ties go to the player
This may be a problem; you might fix it by saying magic-users/clerics can't cast in melee full stop.

* combat spell durations last the whole encounter - no more duration bookkeeping
Shouldn't be a problem.

* 4E alignment system (I understand this will nerf some 1E spells - meh)
Shouldn't be a problem... at all.

* 4E minions (this is a cinematic foil - obviously would have to fudge XP to compensate)
Why on earth do you need to? Orcs and kobolds are minions to begin with.

* triple starting HP
Too much! Give them maximum HP and it should be good.

* scrap wizard spell pre-selection, let spell allotment be selected and fired ad hoc
Hmm.

1E fighters seem pretty lame - any suggestions on making them appealing?

They're not lame until high levels. At low levels (1-7) they've very good indeed.

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.

Make healing potions easily available and you'll be fine.

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.

If you have an AD&D DM Screen, it's very easy just to look up the numbers in each combat. Seriously, it isn't hard.

Cheers!
 

Given that this is ENWorld, and this is the first time you've contributed to this thread - to defend 4E - then no, I'm not surprised or impressed in the least.

I'm as quick to write off your tastes as niche and irrelevant as you are mine. The only difference is that you've got the latest batch of designers ruining the tone and feel of the game's core implied setting in a way you happen to like.

I was following the thread because I'd never played 1e (started with 2e, currently getting ready to play my frst 1e game here PbP), and was curious to learn about it. That's why I hadn't posted my houserules or made critiques of others. However, I couldn't stand idly by while you were taking needless, petty shots at a game I enjoy. You don't like 4e? Fine. No reason to make the same complaints in every 4e thread, and certainly no reason to make those complaints in a 1e thread.
 

Some of the changes you suggest make it pretty clear you like a cinematic, high heroic, narrative-beats-simulationist kind of game. Just play 4E. It's already what you want and won't require a house rules doc longer than your arm.

I've been playing this sort of game from the late 80s in OD&D, on to every edition of the game. It's never required a "house rules doc longer than my arm." I'm convinced *every* edition of D&D can play well anywhere in the spectrum of High Heroic to Grim and Gritty with a combination of a few house rules and DMing style.
 

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