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<blockquote data-quote="MerricB" data-source="post: 4543934" data-attributes="member: 3586"><p>Interesting list. Here we go for my comments:</p><p></p><p><em>* scrap 1E weapon speed and reach - this is not "fun", strictly speaking</em></p><p>No problem. Most people didn't use it anyway.</p><p></p><p><em>* scrap race/class stat requirements - life is short, let them play what they want</em></p><p><em>* scrap race restrictions on class - see above</em></p><p>These I wouldn't scrap; they're quite important for the feel of AD&D.</p><p></p><p><em>* scrap bonus XP based on high stats - the less bookkeeping exceptions the better</em></p><p>Neutral about this. Not really a problem.</p><p></p><p><em>* roll initiative once at the start of combat - ties go to the player</em></p><p>This may be a problem; you might fix it by saying magic-users/clerics can't cast in melee full stop.</p><p></p><p><em>* combat spell durations last the whole encounter - no more duration bookkeeping</em></p><p>Shouldn't be a problem.</p><p></p><p><em>* 4E alignment system (I understand this will nerf some 1E spells - meh)</em></p><p>Shouldn't be a problem... at all.</p><p></p><p><em>* 4E minions (this is a cinematic foil - obviously would have to fudge XP to compensate)</em></p><p>Why on earth do you need to? Orcs and kobolds are minions to begin with.</p><p></p><p><em>* triple starting HP</em></p><p>Too much! Give them maximum HP and it should be good.</p><p></p><p><em>* scrap wizard spell pre-selection, let spell allotment be selected and fired ad hoc</em></p><p>Hmm.</p><p></p><p><em>1E fighters seem pretty lame - any suggestions on making them appealing? </em></p><p></p><p>They're not lame until high levels. At low levels (1-7) they've very good indeed.</p><p></p><p><em>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.</em></p><p></p><p>Make healing potions easily available and you'll be fine.</p><p></p><p><em>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.</em></p><p></p><p>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.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4543934, member: 3586"] Interesting list. Here we go for my comments: [i]* scrap 1E weapon speed and reach - this is not "fun", strictly speaking[/i] No problem. Most people didn't use it anyway. [i]* scrap race/class stat requirements - life is short, let them play what they want * scrap race restrictions on class - see above[/i] These I wouldn't scrap; they're quite important for the feel of AD&D. [i]* scrap bonus XP based on high stats - the less bookkeeping exceptions the better[/i] Neutral about this. Not really a problem. [i]* roll initiative once at the start of combat - ties go to the player[/i] This may be a problem; you might fix it by saying magic-users/clerics can't cast in melee full stop. [i]* combat spell durations last the whole encounter - no more duration bookkeeping[/i] Shouldn't be a problem. [i]* 4E alignment system (I understand this will nerf some 1E spells - meh)[/i] Shouldn't be a problem... at all. [i]* 4E minions (this is a cinematic foil - obviously would have to fudge XP to compensate)[/i] Why on earth do you need to? Orcs and kobolds are minions to begin with. [i]* triple starting HP[/i] Too much! Give them maximum HP and it should be good. [i]* scrap wizard spell pre-selection, let spell allotment be selected and fired ad hoc[/i] Hmm. [i]1E fighters seem pretty lame - any suggestions on making them appealing? [/i] They're not lame until high levels. At low levels (1-7) they've very good indeed. [i]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] Make healing potions easily available and you'll be fine. [i]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.[/i] 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! [/QUOTE]
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