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3.X DM for a 1E party

There are two options.

A) They are open to new stuff.

Solution: Use 3rd Edition rules.

B) They are diehard 1st edition traditionalists.

Solution: Decline, you are in a lose-lose situation then.
Optional: Try to convert them. ;)

“But it always worked that way...” :p

Bye
Thanee
 

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I see a lot of posts about C&C. I dont own it but mayhaps I should look into it. I think another viable option may be to ask one of them to DM a 1E game and I could play in that. Heck, I learned 3.0 so how hard could it be?
::That sounds like something I may regret saying::
 

IamTheTest said:
I see a lot of posts about C&C. I dont own it but mayhaps I should look into it.

I saw the C&C PHB on amazon.com for only $12, so it's a pretty moderate investment. :) There's a free download of monster stats on the Troll Lords website, plus two scenarios to get you started.
 

Kae'Yoss said:
There were no races and classes, it was all thrown together. So you could play a "fighter" or an "elf". Elven figther wasn't
AD&D 1st edition did have races and classes. What you are referring to is either Basic D&D or OD&D (I'm sure Diaglo will be quick to point out which one it was (is?)).
 


As a matter of fact, I think it is easier to run an AD&D or BD&D game than d20 D&D. There is no need to prepare stats for NPCs as they are very very simple and the amount of spell stacking is pretty low compared to d20 D&D. Still, rules are different. Some you can ask then to take care, such as the enigmatic 1st edition AD&D initiative (I've never mastered it), whereas others you have to know by yourself, such as THAC0 and armour class (different but not hard). Ideally, find someone in your area playing any old edition of D&D and play it for at least one session to get an idea (it shouldn't be hard). Another good idea is to check the forums at Dragonsfoot .In the end, gaming is a social event, discuss with them what they would prefer.
 

The 1st Ed. initiative wasn't that bad. Most people ignored weapon speed, though most kept casting time. Everyone rolled every round. Start low and count up.

The Thac0 chart actually matches up pretty (on average) well with the class bonuses of 3rd Ed., only in chart form. IIRC, the fighters Thac0 dropped two points every two levels, not one every level.

There were classes and races (non-human). Races were not classes, but some races could not be certain classes. Races were the only ones who could multi-class and humans were the only ones who could dual class. At low levels dual classing means nothing, but think of it as 3rd Ed monks and paladins changing to another class.

1st Ed. pre-UA was much simpler than post-UA. Keep it to PHB, DMG, and MM 1 and you would have little problems. There were fewer rules and less crunch. It was all about the RolePlay not RollPlay. Look at the end of the DMG (p. 241 or 249 IIRC) for the picture of the fat succubus. Right above it is a paragraph that explains 1st Ed. It goes something like "It is the spirit of the game not the letter of the rules..."

If the DM and a rule conflict, the DM ALWAYS wins.
 

I would suggest going with what you are comfortable with as a DM so 3e.

1e differences

static saving throw targets based on victim level and whacky save categories.

Classes and races were not balanced.

Races were restricted in what classes they could take and how high level they could go.

Multiclass overlapped instead of stacking and split xp between the classes.

Characters had to stick with the same class(es) forever unless human then they could multiclass like 3e with significant restrictions.

Classes had different xp charts.

Some classes had stat requirements to join (paladins required 17 charisma or something like that).

No CR for monster evaluations.

Nonhumans had infravision, seeing heat, enough for IDing bodies in the dark but not reading.

Only thieves had skills.

Combat rounds were a minute long, initiative was rolled every round.

AC and attacks were backward from 3e math but still started at AC 10.

Attacks and saves were in the DMG, not the PH, players sometimes had no idea about their capabilities.

Stat bonuses were not as regular as in 3e, usually 16 was the least for any bonus so 18s were super important and str 18 gave a percentile score for fighters with higher bonuses.

No feats.

More alignment restrictions for classes (druids must be neutral neutral and rangers had to be good).

magic item costs were wacky and nonstandard.

PCs got xp for killing things and recovering loot.

Wizards (called Magic users) did not get bonus spells.

Item creation was tough, potions and scrolls were not easily available.

After 9th level every class got a flat number of hit points per level based on class.

Classes restricted what armor and weapons a character could use, no penalties for non proficiency, they couldn't use them at all.

Poison did not do ability damage, usually save or die or hp damage.

Energy drain was no save, just lose the levels.

No AoOs.

No separate touch ACs.
 

If C&C is available for $12, I'd use that. I think it's worth saving some time for the cost of a pizza. :) Neither you nor they will have much difficulty adjusting to the system, because it's about halfway between what you're each familiar with.

I think D&D 3 would work well for some level 1 characters, but with C&C they could stat up their old party pretty easily, which sounds like part of the appeal.
 

IamTheTest said:
I see a lot of posts about C&C. I dont own it but mayhaps I should look into it. I think another viable option may be to ask one of them to DM a 1E game and I could play in that. Heck, I learned 3.0 so how hard could it be?
::That sounds like something I may regret saying::

I think that C&C tried to replicate what everyone expected when 3E came out, and I think they did a good job. Major differences with 3E - no multiclassing rules, no skills (other than class features), init is a D10 (easily modified), and "skill checks" are done as a cross between 3E skill checks and 1E "Stat checks", and no critical rules (this is in line with 1E, which left it to the GM). It is a nice "midway in-between" game system that will leave both you and them comfortable, and might usher them into the d20 realm.
 

Into the Woods

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