so you essentially have a -1 to -9 initiative penalty (except for cantrips and bonus or quickened spells). Yeah, I guess that would work. The trick then would convincing players to go along with it and not argue because the DM thinks it's kewl![]()
Weapon speeds make perfect sense in a real world simulation. If you're in cramped quarters, you pull out two daggers and knife the bad guy with the slow, bulky broadsword before he can recover from his swing. In D&D, that degree of realism doesn't fit in.
Not sure what I can do about Weapons Speed (not sure if I'd want to), but for the spells, my homebrew/houserule is a blanket +1 round of casting per spell level over 3. So a 4th level spell takes 2 rounds (in 5e terms, 2 actions), 3 rounds @ 5th, and so on.
It REALLY helps maintain that "gotta keep the foes off the mage/the mage safe" even when at levels where the mage could take care of themselves.
That's another thing for the 1e feel: Spell disruption. It happens. It screws you up. You lose the spell, no effect (or if you're feeling VERY 1e, give 'em a roll on yon Sorcerer's Wild Magic table, for a particularly 'bad" disruption).
I can not stress enough the XP for gold and keeping/incorporating training at level up. That, to me is the biggest mechanic crutch of a 1e style experience. Perhaps only matched by/along with...
Differing XP tables. Everybody levels at a different rate. "Simple" classes: Fighters, Thieves, et al. level the fastest. "Rarer/more complex" classes: I'd put your Barbarians, your clerics, your rangers here, level slower. The most unusual/rare/specialized powers classes: your Mages, Paladins, [Psions if you use them], et al. level the slowest to keep their "more powerful than everybody else" in check.
Exactly what I would do.fuindordm said:Grant XP for treasure at a 1xp=1gp rate. Introduce training costs as a way of soaking up the treasure. Grant XP for monsters at 10%, so combat still contributes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.