D&D 3E/3.5 Anybody use any 1E rules in 3.5?

rgard

Adventurer
Was wondering, does anybody else use any 1E (or 2E for that matter) rules in their 3.5 campaigns? Rules that never made it to 3.5?

I use the 1E Potion Miscibility rules in my 3.5 campaign as well as the Magic User (now Arcane) version of the Reincarnate spell.

Thanks,
Rich
 

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I use the race/class combos (elves & halflings can't be psionicists, for instance), and a slightly modified clerical casting cap (demi-gods can't grant 7th+ level spells unrelated to their domains, for instance).
 

I converted the 1e version of multiclassing to 3.5e, including the ability for elven, half-elven and gnomish spellcasters to wear some armor while casting at a reduced penalty.
 

I played in a campaign that used a variant of the 1E rules for magic item destruction. That was pretty cool actually, because it struck what I felt to be the right balance between the fairly harsh 1E rules, and the pretty soft 3.5E approach.
 

I use the pummelling and overbearing tables.

... what?

Seriously, I do use glassteel and a few other spells. I have druidic councils and grandfathers of assassins.
 


Lots.

I use both 3e and 1e style multiclassing, my rangers have wizarrd and druid spells, the bard gets druid spells, fly has a random duration and no parachute, fort save in place of ressurection survival and system shock, old school energy drain, the 1e haste spell (yes, complete with the aging effect), ghosts still age people, no magic item creation feats except brew potion and scribe scroll, no magic item shops for that matter.
 

Piratecat said:
I use the pummelling and overbearing tables.
Ha! Heck yeah.

I don't use any rules as such, but a few aspects of my world resemble 1e more than 3e: again the druid/assassin/monk duel-to-advance aspect; the general lack of magic item shops and greater restrictions on magic item creation, including requirements to collect rare components instead of just throwing money at the problem (I'm softer on potions/wands, though); willingness to use aging effects (potions of longevity! why not? as long as they weren't generally available); the general level spread (things top out around 10th-13th level, mostly: go beyond that and you're heading towards extraplanar adventures); along with that, the general idea of "name level" where your character may wind up building a stronghold...
 

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