D&D 1E Favorite Obscure Rules from TSR-era D&D

I used to use "harmless" curses that didn't affect your character in a physical way, like the infamous girdle of masculinity/femininity, but I've since learned that sort of thing requires buy-in; some players are uncomfortable with that, and a few are outraged that a DM has "violated the borders of their character sheet"- death, mayhem, and dismemberment, that's a part of the game. Fundamentally changing who their character is? Beyond the pale.
This is all true, but I'll add that stealing from the PCs (or, alternatively, having someone destroy their stuff instead of just taking it) is quite often greeted with similar levels of indignation (especially if it's the wizard's spellbook).
 

log in or register to remove this ad

This is all true, but I'll add that stealing from the PCs (or, alternatively, having someone destroy their stuff instead of just taking it) is quite often greeted with similar levels of indignation (especially if it's the wizard's spellbook).
I content creator I used to follow (before he pretty much stopped doing much of anything) once put it something like this:

If you steal from the party, you can make them go to the ends of the Earth to get their stuff back. But you can only do it once, or your players will revolt.

As for spellbooks, man, I could write a 10,000 word essay on how I feel about how they function in games, and the concept that you have to invest significant resources into a class ability that can be lost, turning you from an adventurer into a 0-level character with extra hit points!

Take away a Fighter's sword, he can use another weapon. Turn his armor to rust, he can put on new armor. Thief lose their Thieves' Tools, they can improvise them or spend the 35 gp (or whatever the price is) to get new ones from the Guild when they hit town.

Only the Wizard is chained to this external hard drive that devours treasure and free time and should they ever lose it, they lose pretty much all their powers, and such a loss can be nearly impossible to recover from. Did I mention this in my "Wizard downsides" post? I better go back and add it!
 

I content creator I used to follow (before he pretty much stopped doing much of anything) once put it something like this:

If you steal from the party, you can make them go to the ends of the Earth to get their stuff back. But you can only do it once, or your players will revolt.
Just out of curiosity, was it The Spoony One? Because I still love his content, and that sounds like something he once said:

 

I content creator I used to follow (before he pretty much stopped doing much of anything) once put it something like this:

If you steal from the party, you can make them go to the ends of the Earth to get their stuff back. But you can only do it once, or your players will revolt.

As for spellbooks, man, I could write a 10,000 word essay on how I feel about how they function in games, and the concept that you have to invest significant resources into a class ability that can be lost, turning you from an adventurer into a 0-level character with extra hit points!

Take away a Fighter's sword, he can use another weapon. Turn his armor to rust, he can put on new armor. Thief lose their Thieves' Tools, they can improvise them or spend the 35 gp (or whatever the price is) to get new ones from the Guild when they hit town.

Only the Wizard is chained to this external hard drive that devours treasure and free time and should they ever lose it, they lose pretty much all their powers, and such a loss can be nearly impossible to recover from. Did I mention this in my "Wizard downsides" post? I better go back and add it!
Yep. It all comes down to what you want out of the game. If you want something that cleaves closer to Appendix N and Jack Vance, that's your wizard. If you want something more freewheeling and pew pew, it sounds like a nightmare.
 


Wow, for all the versions rattling around in my head, I had forgotten just how punishing the 1e version was! 2e's much more lenient (though still prone to vagueness) version is what stuck in my head more.
Cracks me up every time I read it.

I can only imagine Gary furiously banging away on his typewriter "fixing" the spell after some sort of shenanigans was pulled earlier in his game. 😆
 

Yep. It's in the PHB.

It was a footnote under the table for number of attacks per round, so it was often missed by people.

This excludes melee combat with monsters (q.v.) of less than one hit die (d8) and non-exceptional (0 level) humans and semi-humans, i.e. all creatures with less than one eight-sided hit die. All of these creatures entitle a fighter to attack once for each of his or her experience levels.
Hmm. The way that's worded, an ogre and 5 kobolds attacking my 5th level fighter would entitle the fighter to five attacks, which could be taken on the ogre. Muahahahahaha!
 


@Snarf Zagyg

Since getting my JD, my perspective on RPG rules has changed quite a bit. My current take is that game designers have gotten into the bad habit of drafting rules in a wonderland-esque mirror to legalese…and rules discussions have followed an analogous path.

But without the formal training lawyers get in how laws get drafted & reading legalese, that leads to almost as much confusion as clarity.
Can you give a concrete example?
 

Going off topic: I don't like cursed items. But I suppose I should elaborate on that. I don't like items that are basically traps that you can't easily identify. I do to this day use items that have unforeseen side effects and drawbacks, and sometimes yes, divesting yourself of the item does require magic.

But in my mind even a cursed item should have potential use as something other than a trap to the unwary. But a magic sword that makes you fight your allies, a cursed cloak that instantly kills you, or boots that make you dance like a fool in combat? I don't see them as being very fun.
I see cursed items as just another hazard; and I've both DMed and as a player encountered all of those specific examples.

A far more insidious curse, which as DM I've laid on a few characters* over the years, is what I call the "minus curse". How it works: every time you roll any die or combination of dice for any reason whatsoever, that roll is at -1...unless you want to roll low, in which case it's +1. If not found and dealt with this curse can have permanent consequences, as it even affects things like hit point rolls on level-up.

* - once or twice via cursed item, other times by trap or glyph-like effects.
Magic items are a potential reward, it's bad enough when the party can't use a given item, throwing cursed widgets in the game is about the same as giving the party 10,000 lead pieces painted gold.
You hit the nail on the head, though: potential reward. There's a few more steps before that potential becomes reality, one of which is making sure the thing's not cursed. :)
I used to use "harmless" curses that didn't affect your character in a physical way, like the infamous girdle of masculinity/femininity, but I've since learned that sort of thing requires buy-in; some players are uncomfortable with that, and a few are outraged that a DM has "violated the borders of their character sheet"- death, mayhem, and dismemberment, that's a part of the game. Fundamentally changing who their character is? Beyond the pale.
If a player were to come at me with that, the resulting argument would not be pretty - and I'd win it every time. Bad* things can and eventually probably will happen to your character; and those bad things may include fundamental alterations such as gender change, species change, alignment change, height and-or weight changes, growing new unwanted appendages, etc. I don't - and shouldn't have to - spell out every possibility...if only because I want to reserve the right to come up with new ones. :)

* - though I've sometimes had the victims' players see these as good changes; one time I even had a player thank me for an unplanned gender change to his character, which started as male but the player soon realized would have - and later did - work better as female.
 

Remove ads

Top