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Getting the AD&D feel in 5th edition
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<blockquote data-quote="Anth" data-source="post: 6427215" data-attributes="member: 9636"><p>I also want a 5E game with a 1E feel, but for the moment I'm waiting for the DMG and the conversion guide before I set up any definitive house rules.</p><p></p><p>So far this is what I got:</p><p></p><p><strong>Generating ability scores</strong></p><p>3d6 in order.</p><p>You may reroll (if you want) the whole row if:</p><p>- no ability is above 13.</p><p>- two abilities are below 8.</p><p>- the sum of the ability modifiers are below +1.</p><p></p><p>You can swap two (and only two) abilities with each other.</p><p></p><p>You can raise one ability 1 step if you lower another ability 1 step. You can repeat this two times, but no ability can be raised or lowered more than 1 step and no ability can be outside the 3-18 range.</p><p></p><p>The above method should generate similar values as roll 4d6 drop lowest, but I think it has a more old school feel to it.</p><p></p><p></p><p><strong>No max hp at level 1</strong></p><p>Instead roll for hp twice and drop lowest. If the roll is still under ½ max hp, you get ½ max hp instead.</p><p></p><p>When you gain a level you reroll all your hp. You still roll twice, drop lowest for level 1.</p><p>So when a fighter become 2nd level he roll 3d10 and drop the lowest.</p><p>Would he instead choose to multiclass to a wizard he would roll 2d10 and drop lowest + 1d6.</p><p>If the new hp is equal or lower than the old hp you still gain 1 hp.</p><p></p><p></p><p><strong>Xp for gold</strong></p><p></p><p>Exactly what I would do.</p><p></p><p></p><p><strong>Natural healing</strong></p><p>First: I wouldn't change the magical healing, remember that in 5E all monsters have about twice as much hp as in 1E. The characters need the magical healing as it is.</p><p></p><p>Secondly: I would use/tweak the tools I have in 5E: short rest, long rest, and tiers (level 1-4, 5-10, 11-16, 17-20).</p><p></p><p>Short rest:</p><p>The number of HD you have is equal to your tier:</p><p>1 HD at level 1-4</p><p>2 HD at level 5-10</p><p>3 HD at level 11-16</p><p>4 HD at level 17-20.</p><p></p><p>Long rest</p><p>You spend a number of HD equal to your tier (see short rest above).</p><p>The HD not used during a long rest is used to replentish your short rest HD pool.</p><p></p><p>Resting in bed a whole day between two long rests is treated as one more long rest.</p><p></p><p>I wouldn't use rules for wounds/vitality, because it didn't exist in 1E.</p><p></p><p>I wouldn't have special rules for different damage types.</p><p>But I will probably have some special rule for life drain when your maximum hp is lowered, as this equals the old energy level drain.</p><p>Probably a CON save after a long rest to get rid of the effect, DC 8 + monsters proficiency bonus + monsters CHA modifier.</p><p></p><p></p><p><strong>Death</strong></p><p>Every time a character is reduced to zero hp and start making death saves he gains a level of exhaustion.</p><p></p><p>Instant death</p><p>When you drop to zero hp you must make a instant death saving throw (no ability modifier) or die, DC is the remaining damage divided by your proficiency bonus.</p><p></p><p>Instead of losing a death save if you take damage when already at 0 hp you have to make a new instant death save or die.</p><p></p><p>For more fun: do not roll any death saves / instant death saves until someone spending an action on the unconscious character.</p><p>The character is like Schrödingers cat: no one, not even the characters player, knows if the character is dead or alive until someone looking after him.</p><p></p><p></p><p><strong>Learn spells</strong></p><p>To learn new spells (including the spells automatically gained at level 1 and higher levels) a wizard must make an INT check vs. DC 15. Yes it is a high DC, but I would allow rerolls of failed checks when the caster gain a new level.</p></blockquote><p></p>
[QUOTE="Anth, post: 6427215, member: 9636"] I also want a 5E game with a 1E feel, but for the moment I'm waiting for the DMG and the conversion guide before I set up any definitive house rules. So far this is what I got: [b]Generating ability scores[/b] 3d6 in order. You may reroll (if you want) the whole row if: - no ability is above 13. - two abilities are below 8. - the sum of the ability modifiers are below +1. You can swap two (and only two) abilities with each other. You can raise one ability 1 step if you lower another ability 1 step. You can repeat this two times, but no ability can be raised or lowered more than 1 step and no ability can be outside the 3-18 range. The above method should generate similar values as roll 4d6 drop lowest, but I think it has a more old school feel to it. [b]No max hp at level 1[/b] Instead roll for hp twice and drop lowest. If the roll is still under ½ max hp, you get ½ max hp instead. When you gain a level you reroll all your hp. You still roll twice, drop lowest for level 1. So when a fighter become 2nd level he roll 3d10 and drop the lowest. Would he instead choose to multiclass to a wizard he would roll 2d10 and drop lowest + 1d6. If the new hp is equal or lower than the old hp you still gain 1 hp. [b]Xp for gold[/b] Exactly what I would do. [b]Natural healing[/b] First: I wouldn't change the magical healing, remember that in 5E all monsters have about twice as much hp as in 1E. The characters need the magical healing as it is. Secondly: I would use/tweak the tools I have in 5E: short rest, long rest, and tiers (level 1-4, 5-10, 11-16, 17-20). Short rest: The number of HD you have is equal to your tier: 1 HD at level 1-4 2 HD at level 5-10 3 HD at level 11-16 4 HD at level 17-20. Long rest You spend a number of HD equal to your tier (see short rest above). The HD not used during a long rest is used to replentish your short rest HD pool. Resting in bed a whole day between two long rests is treated as one more long rest. I wouldn't use rules for wounds/vitality, because it didn't exist in 1E. I wouldn't have special rules for different damage types. But I will probably have some special rule for life drain when your maximum hp is lowered, as this equals the old energy level drain. Probably a CON save after a long rest to get rid of the effect, DC 8 + monsters proficiency bonus + monsters CHA modifier. [b]Death[/b] Every time a character is reduced to zero hp and start making death saves he gains a level of exhaustion. Instant death When you drop to zero hp you must make a instant death saving throw (no ability modifier) or die, DC is the remaining damage divided by your proficiency bonus. Instead of losing a death save if you take damage when already at 0 hp you have to make a new instant death save or die. For more fun: do not roll any death saves / instant death saves until someone spending an action on the unconscious character. The character is like Schrödingers cat: no one, not even the characters player, knows if the character is dead or alive until someone looking after him. [b]Learn spells[/b] To learn new spells (including the spells automatically gained at level 1 and higher levels) a wizard must make an INT check vs. DC 15. Yes it is a high DC, but I would allow rerolls of failed checks when the caster gain a new level. [/QUOTE]
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