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First Edition feel with 4E rules
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<blockquote data-quote="NewJeffCT" data-source="post: 5331656" data-attributes="member: 10784"><p>To use 4E rules, but give it a 1E feel. My stab at it – I am qualifying this by saying I have played a lot more 1E D&D than 4E (or 3.5E or 3E or 2E for that matter)</p><p></p><p>1) Roll hit points at first level for everybody using the old school rules (d4 for wizards, d6 for thieves, etc) and for each level after that until level 8/9/10.</p><p>2) Do the same for monsters, and make sure to give them far fewer hit points and far less diversity – almost every orc is the same orc with d8 hit points (except for the tribal leaders), almost every goblin has d8-1 hit points (meaning, most low level monsters have a good chance of dying from a single hit, just like a minion…)</p><p>3) Monster XP is divided by 5, but you also award XP for treasure. XP grows exponentially instead of incrementally (meaning, a midway through level 7 fighter has about the same XP as two level 6 fighters midway through level 6. I don’t have my 1E books with me, so I can’t confirm if that is exactly true for 1E)</p><p>4) Bring back alignments as they were.</p><p>5) Eliminate healing surges, feats and skills for every class, except the rogue having Thievery to encompass any thief-y action.</p><p>6) Condense races & classes down to the originals from 1E</p><p>7) Wizards have a single daily power at first level and then must use their dagger, quarterstaff or darts after that daily is used.</p><p>8) Clerics and Druids are the only ones that can heal, and they’re limited to Cure Light Wounds in the beginning. And, the clerics must use blunt weapons.</p><p>9) Make the base save DC to be around 16 instead of 10.</p><p>10) Disallow humans to multiclass, but allow non-humans to start off at level 1 in two or three classes. However, give non-humans level limits that most people will ignore.</p><p>11) Make up an extensive table for weapons vs AC that will be ignored by most people as well.</p><p>12) Re-do the "to hit" system so a low AC is better.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5331656, member: 10784"] To use 4E rules, but give it a 1E feel. My stab at it – I am qualifying this by saying I have played a lot more 1E D&D than 4E (or 3.5E or 3E or 2E for that matter) 1) Roll hit points at first level for everybody using the old school rules (d4 for wizards, d6 for thieves, etc) and for each level after that until level 8/9/10. 2) Do the same for monsters, and make sure to give them far fewer hit points and far less diversity – almost every orc is the same orc with d8 hit points (except for the tribal leaders), almost every goblin has d8-1 hit points (meaning, most low level monsters have a good chance of dying from a single hit, just like a minion…) 3) Monster XP is divided by 5, but you also award XP for treasure. XP grows exponentially instead of incrementally (meaning, a midway through level 7 fighter has about the same XP as two level 6 fighters midway through level 6. I don’t have my 1E books with me, so I can’t confirm if that is exactly true for 1E) 4) Bring back alignments as they were. 5) Eliminate healing surges, feats and skills for every class, except the rogue having Thievery to encompass any thief-y action. 6) Condense races & classes down to the originals from 1E 7) Wizards have a single daily power at first level and then must use their dagger, quarterstaff or darts after that daily is used. 8) Clerics and Druids are the only ones that can heal, and they’re limited to Cure Light Wounds in the beginning. And, the clerics must use blunt weapons. 9) Make the base save DC to be around 16 instead of 10. 10) Disallow humans to multiclass, but allow non-humans to start off at level 1 in two or three classes. However, give non-humans level limits that most people will ignore. 11) Make up an extensive table for weapons vs AC that will be ignored by most people as well. 12) Re-do the "to hit" system so a low AC is better. [/QUOTE]
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