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<blockquote data-quote="John Quixote" data-source="post: 9888540" data-attributes="member: 694"><p>My edition of choice is BECMI/Cyclopedia, but with a few major house rules pulled from earlier editions (or their retro clones) and two important bits that are at least partially borrowed from later editions (2nd and 3rd).</p><p></p><p>From various LBB/Oe clones like Swords & Wizardry and White Box FMAG, I borrow the ability score modifier table that only goes up to ±1 (rather than the BXcetera standard that goes to ±3). Because I prefer to cut down on the power creep.</p><p></p><p>From 1st Edition, I borrow a scaled-down version of the all-important rules for training to level up, which are very necessary to an old-school campaign if you want players developing whole stables of player characters over time. This, in conjunction with the 1:1 time rules outlined in both Oe and 1e.</p><p></p><p>From 2nd Edition, I take the idea behind my version of the monk class, which is a divine caster. Monks were fully a sub-class of clerics in Oe, but they're always this weird thiefy martial artist weird power-user class in their every incarnation (Oe Blackmoor, 1e PHB and OA and Dragon Magazine, 2e Scarlet Brotherhood, everything 3e and later except for 4e where they're kinda psionic) — <em>except</em> for the 2e priest kit and the priest-type monk from Players Option Spells & Magic. I like that priestly spellcaster monk vibe, so I use it.</p><p></p><p>From 3rd Edition (or rather, 3e-based games like Pulp Heroes and d20 Past), I get the mechanics for my tinker/engineer class.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 9888540, member: 694"] My edition of choice is BECMI/Cyclopedia, but with a few major house rules pulled from earlier editions (or their retro clones) and two important bits that are at least partially borrowed from later editions (2nd and 3rd). From various LBB/Oe clones like Swords & Wizardry and White Box FMAG, I borrow the ability score modifier table that only goes up to ±1 (rather than the BXcetera standard that goes to ±3). Because I prefer to cut down on the power creep. From 1st Edition, I borrow a scaled-down version of the all-important rules for training to level up, which are very necessary to an old-school campaign if you want players developing whole stables of player characters over time. This, in conjunction with the 1:1 time rules outlined in both Oe and 1e. From 2nd Edition, I take the idea behind my version of the monk class, which is a divine caster. Monks were fully a sub-class of clerics in Oe, but they're always this weird thiefy martial artist weird power-user class in their every incarnation (Oe Blackmoor, 1e PHB and OA and Dragon Magazine, 2e Scarlet Brotherhood, everything 3e and later except for 4e where they're kinda psionic) — [I]except[/I] for the 2e priest kit and the priest-type monk from Players Option Spells & Magic. I like that priestly spellcaster monk vibe, so I use it. From 3rd Edition (or rather, 3e-based games like Pulp Heroes and d20 Past), I get the mechanics for my tinker/engineer class. [/QUOTE]
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