Hodge Podge Gaming or You Got Your Chocolate in My Peanut Butter

I hodge-podge quite a bit between 1e and 2e...even a few 3e elements thrown in if they're something that I or the players think is cool/very much want to incorporate.

All in all, I still consider my game a 1e game. But I definitely use things that are not. Some things are:

  • Abilities are 7 rolls of 4d6. Drop the lowest of the 7 and drop the lowest die per roll. Arrange as/for the class desired or take 'em in order, player's choice. Ability scores (other than Strength) max out at 18 unless there are some kind of magical/supernatural adjustment. There are no racial or gender restrictions on ability scores.
  • Every class still has its own "To hit" and saving throw charts.
  • Classes do not advance in level by the same XP.
  • 9-point Alignment is used and applies to one's class and abilities (thieves can't be "lawful", paladins must be LG, druids must be "True Neutral", chaotic barbarians, etc.)
  • Not every race can be every class. But if a race can be a certain class, there is no restriction on how high they can advance in it.
  • Basically due to player insistence, more than a few years back, AC became ascending. So, essentially, we still use a "THAC0"-like chart (personally I really don't understand all of the hate that THAC0 gets. A little subtraction never killed anyone). But I guess it would more accurately be called "THAC10."
  • I use/allow the 2e Non-weapon proficiencies (number/class/level and class divided lists) but also allow certain 3.x/srd "Skills" and "Feats" that can be chosen as well to fill NWP slots.
  • Cleric spell choices are dependent on the "spheres of influence" accessible/allowed by their deities...but not nearly so specialized/specific as 3e.
I'm sure there are others, but those are the basic/big ones that come to mind.

So, to answer the original question...YES, I do take certain rules from various editions and make them all part of the same game. Other than getting used to the "reversed" AC none have proven to be a problem/game-breaking.

Have fun and happy homebrewing.
--Steel Dragons
 

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What exactly is the goal?

I also was wondering what the goal is. Having done several d20 mash-ups & conversions, I can tell you it didn't work well most of the time. My suggestion would be to figure out what you want to do with the game, preferably starting with deciding what kind of story you want to tell, and then find a game to use. If you want high fantasy, D&D is a good choice. If you seek pulp, Savage Worlds is great--and works for many genres. There are many, many other games; but those are the 2 that I've had the best luck with. But with any of them, you have to take the bitter with the sweet. I find it easier than trying to house rule something to death. Those changes tend to end badly.

...this is is a hot mess.

And I agree with this assessment and appreciate the humor.
 

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