Lanefan
Victoria Rules
There's already been some good suggestions here (and, I have ot say, some rather odd ones), I'll echo a few and throw in some new. And if I ever end up running 5e this is exactly what I'll be going through, to make it play like 1e.
1 - random roll for stats (no point buy), random roll for h.p. (no averaging or best-of or other generosities)
2 - bring back stat requirements for certain classes; intentionally meaning that your stat rolls may ban you from playing what you had in mind
- - - in other words, change the mindset a bit such that a player decides what her character will become based on what the dice give her
3 - bring back system shock and resurrection rolls
4 - slow down the level advance rate. A lot. Gaining a level should be an uncommon achievement, not something that happens every other session.
5 - use training rules
6 - keep multi-classing but go back to splitting the xp, this allows some nice flexibility in how a player defines their character (look at banning some combos that don't make sense)
7 - 7 PC races only: Human, Dwarf, Elf, Gnome, Hobbit, Part-Elf, Part-Orc.
8 - 11 or 12 or 13 PC classes only: Fighter, Ranger, Paladin-Cavalier*, Cleric, Druid, Magic-User, Illusionist**, Thief, Assassin, Monk, Bard***
- - - * - try to find a way to combine these two
- - - ** - I could very easily be talked into adding a Necromancer class as well
- - - *** - completely redesigned from the ground up, or abandon it entirely; the class has never worked well in any edition IMO.
9 - think about banning some race-class combos for flavour reasons e.g. no Dwarf Wizard-types, no Part-Orc Druids, etc. - this would vary by group and DM.
10 - tweak nearly ALL spells to put both the risk and the reward back in, casting time returns, no "combat casting", time-based durations rather than concentration, etc.
- - - in partcular: make illusions able to hurt, make polymorph work like it should (poly self quite limited, poly other has severe risks if cast on allies), take damage-dice caps off, etc.
11 - simultaneous initiatives allowed
12 - change stat increments such that all classes use a 1e-Cavalier-like %-ile system
13 - die at -10, unconscious at 0, drop the death-save mechanic
14 - drop all non-magical healing except actual resting, overnight rest gives a small fraction (1/10? 1/4?) of total h.p. back
15 - look at slightly reducing damage dealt by some monsters
Yes, to do all this would be a huge amount of work. Best bang for the least buck might be to quickly do 1,2,3,4,7,8,12,13,14 above, then try it from there.
Lanefan
1 - random roll for stats (no point buy), random roll for h.p. (no averaging or best-of or other generosities)
2 - bring back stat requirements for certain classes; intentionally meaning that your stat rolls may ban you from playing what you had in mind
- - - in other words, change the mindset a bit such that a player decides what her character will become based on what the dice give her
3 - bring back system shock and resurrection rolls
4 - slow down the level advance rate. A lot. Gaining a level should be an uncommon achievement, not something that happens every other session.
5 - use training rules
6 - keep multi-classing but go back to splitting the xp, this allows some nice flexibility in how a player defines their character (look at banning some combos that don't make sense)
7 - 7 PC races only: Human, Dwarf, Elf, Gnome, Hobbit, Part-Elf, Part-Orc.
8 - 11 or 12 or 13 PC classes only: Fighter, Ranger, Paladin-Cavalier*, Cleric, Druid, Magic-User, Illusionist**, Thief, Assassin, Monk, Bard***
- - - * - try to find a way to combine these two
- - - ** - I could very easily be talked into adding a Necromancer class as well
- - - *** - completely redesigned from the ground up, or abandon it entirely; the class has never worked well in any edition IMO.
9 - think about banning some race-class combos for flavour reasons e.g. no Dwarf Wizard-types, no Part-Orc Druids, etc. - this would vary by group and DM.
10 - tweak nearly ALL spells to put both the risk and the reward back in, casting time returns, no "combat casting", time-based durations rather than concentration, etc.
- - - in partcular: make illusions able to hurt, make polymorph work like it should (poly self quite limited, poly other has severe risks if cast on allies), take damage-dice caps off, etc.
11 - simultaneous initiatives allowed
12 - change stat increments such that all classes use a 1e-Cavalier-like %-ile system
13 - die at -10, unconscious at 0, drop the death-save mechanic
14 - drop all non-magical healing except actual resting, overnight rest gives a small fraction (1/10? 1/4?) of total h.p. back
15 - look at slightly reducing damage dealt by some monsters
Yes, to do all this would be a huge amount of work. Best bang for the least buck might be to quickly do 1,2,3,4,7,8,12,13,14 above, then try it from there.
Lanefan