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D&D Older Editions, OSR, & D&D Variants
Favorite Obscure Rules from TSR-era D&D
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<blockquote data-quote="JEB" data-source="post: 9354823" data-attributes="member: 10148"><p>Not favorites exactly, but odd rules that stuck with me from the original D&D boxed set:</p><ul> <li data-xf-list-type="ul">All attacks inflict 1d6 unless otherwise specified. Therefore, a dagger does as much damage as a two-handed sword (and costs much less to boot).</li> <li data-xf-list-type="ul">Player characters can't see in the dark, but monsters always can. However, if a monster switches sides and joins the player characters, they can't see in the dark anymore.</li> <li data-xf-list-type="ul">Every single magic sword has an alignment, and damages those of different alignments when they pick them up. Every single magic sword also has to be checked for Intelligence, and possibly Ego, languages, and special powers. Some also have a special origin or purpose tied to their alignment, which automatically maxes out their Intelligence and Ego, and gives them even more powers. (None of this applies to other magic weapons.)</li> <li data-xf-list-type="ul">Once you get within two hexes of a castle in the wilderness, the inhabitants have a chance to challenge you. Fighting-men challenge you to a joust, but magic-users shake you down for magic items or force you to quest for same, and clerics demand a donation or put you under geas.</li> <li data-xf-list-type="ul">If you start a barony but tick off your vassals too much, this invokes the "angry villager rule", which can even lead to Conan-types being sent after you.</li> <li data-xf-list-type="ul">They advise players to designate an heir for their character's stuff if they disappear. (If you don't, the stuff is lost.) If your original character returns, you can transfer the stuff back and keep the heir as an NPC... but they suggest that the heir-NPC might resent this.</li> <li data-xf-list-type="ul">Raise Dead specifically benefits men, dwarves, and elves - but no mention of halflings.</li> <li data-xf-list-type="ul">Slow Spell doesn't explain what it actually does. Haste Spell does the opposite...</li> </ul></blockquote><p></p>
[QUOTE="JEB, post: 9354823, member: 10148"] Not favorites exactly, but odd rules that stuck with me from the original D&D boxed set: [LIST] [*]All attacks inflict 1d6 unless otherwise specified. Therefore, a dagger does as much damage as a two-handed sword (and costs much less to boot). [*]Player characters can't see in the dark, but monsters always can. However, if a monster switches sides and joins the player characters, they can't see in the dark anymore. [*]Every single magic sword has an alignment, and damages those of different alignments when they pick them up. Every single magic sword also has to be checked for Intelligence, and possibly Ego, languages, and special powers. Some also have a special origin or purpose tied to their alignment, which automatically maxes out their Intelligence and Ego, and gives them even more powers. (None of this applies to other magic weapons.) [*]Once you get within two hexes of a castle in the wilderness, the inhabitants have a chance to challenge you. Fighting-men challenge you to a joust, but magic-users shake you down for magic items or force you to quest for same, and clerics demand a donation or put you under geas. [*]If you start a barony but tick off your vassals too much, this invokes the "angry villager rule", which can even lead to Conan-types being sent after you. [*]They advise players to designate an heir for their character's stuff if they disappear. (If you don't, the stuff is lost.) If your original character returns, you can transfer the stuff back and keep the heir as an NPC... but they suggest that the heir-NPC might resent this. [*]Raise Dead specifically benefits men, dwarves, and elves - but no mention of halflings. [*]Slow Spell doesn't explain what it actually does. Haste Spell does the opposite... [/LIST] [/QUOTE]
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