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NOT AN EDITION WARS THREAD: 1E'ing 3E
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<blockquote data-quote="Melan" data-source="post: 3282947" data-attributes="member: 1713"><p>The closest I got to the damn thing with actually recognisable 3.0 rules featured the following changes:</p><p>1. Higher XP requirements for level advancement: 2000*current level instead of 1000*current level - so it goes like:</p><p>1st 0</p><p>2nd 2000</p><p>3rd 6000</p><p>4th 12000</p><p>5th 20000</p><p>etc.</p><p>This change comes from Necromancer's <strong>Player's Guide to the Wilderlands</strong>. In general, PCs and NPCs should be below 9th level; anything above should be considered very powerful.</p><p></p><p>2. Restrict choice to the core PHB classes. Don't allow multiclassing beyond two classes (I know 1e had tri-classed PCs, but you shouldn't! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ).</p><p></p><p>3. Reintroduce level limits. I know you explicitely wrote you wouldn't like that, but consider: with 3e's multiclassing rules, demi-humans can very easily change classes once they hit their respective level caps. It is a pretty powerful thematic element in its own right.</p><p></p><p>4. Roll ability scores with the 4d6, drop lowest method, but roll them in order, no rearranging. I allowed two series, and also added a nasty little rule where a PC could sell his soul to a demon lord during character generation for +2 points... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>5. In general, discourage stat creep. Don't allow stats above 18. That's very important. Don't allow spells and magic devices to boost stats above 18 (or 20, if you'd like). They should <em>set</em> an ability score to a certain value; say, 18 Str for Bull's Strength, 20 for Girdle of Giant Strength. This way, extraordinary scores really become extraordinary. And don't forget: in 3e, a 18 score already nets you a +4 bonus. That means a 1st level fighter with a 18 Str fights as well as a 5th level one! That's a lot!</p><p></p><p>6. Character death at -5 hit points. It puts the fear of God into the hearts of players.</p><p></p><p>That's what I can remember right now. Unfortunately, you would still be missing out on a lot of good stuff - especially the illusionist class, who, IMHO, really adds a lot to the game. Still, you can achieve a good feel with these additions. Not real AD&D, but something with a similar spirit. The rest is mostly world presentation, adventure design and window dressing.</p></blockquote><p></p>
[QUOTE="Melan, post: 3282947, member: 1713"] The closest I got to the damn thing with actually recognisable 3.0 rules featured the following changes: 1. Higher XP requirements for level advancement: 2000*current level instead of 1000*current level - so it goes like: 1st 0 2nd 2000 3rd 6000 4th 12000 5th 20000 etc. This change comes from Necromancer's [b]Player's Guide to the Wilderlands[/b]. In general, PCs and NPCs should be below 9th level; anything above should be considered very powerful. 2. Restrict choice to the core PHB classes. Don't allow multiclassing beyond two classes (I know 1e had tri-classed PCs, but you shouldn't! :D ). 3. Reintroduce level limits. I know you explicitely wrote you wouldn't like that, but consider: with 3e's multiclassing rules, demi-humans can very easily change classes once they hit their respective level caps. It is a pretty powerful thematic element in its own right. 4. Roll ability scores with the 4d6, drop lowest method, but roll them in order, no rearranging. I allowed two series, and also added a nasty little rule where a PC could sell his soul to a demon lord during character generation for +2 points... :] 5. In general, discourage stat creep. Don't allow stats above 18. That's very important. Don't allow spells and magic devices to boost stats above 18 (or 20, if you'd like). They should [i]set[/i] an ability score to a certain value; say, 18 Str for Bull's Strength, 20 for Girdle of Giant Strength. This way, extraordinary scores really become extraordinary. And don't forget: in 3e, a 18 score already nets you a +4 bonus. That means a 1st level fighter with a 18 Str fights as well as a 5th level one! That's a lot! 6. Character death at -5 hit points. It puts the fear of God into the hearts of players. That's what I can remember right now. Unfortunately, you would still be missing out on a lot of good stuff - especially the illusionist class, who, IMHO, really adds a lot to the game. Still, you can achieve a good feel with these additions. Not real AD&D, but something with a similar spirit. The rest is mostly world presentation, adventure design and window dressing. [/QUOTE]
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