Rebuild 1E...

What I find interesting is how everyone agrees, or seems to agree, that 1E needs some "tweaking" but there it stops. One person says X needs to change but someone else says it's part of 1E and can't change. Nearly, anyway. Further, no one can agree on the "1E-ness" of the system!

The problem is 1E is big. It isn't just X. It is A,B,C,D,E,....,X,Y,Z,.... And for every person who likes A there is someone else who detests A and wants A' or A removed entirely instead. These threads are for consensus. They are for sharing ideas.
 

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The problem is 1E is big. It isn't just X. It is A,B,C,D,E,....,X,Y,Z,.... And for every person who likes A there is someone else who detests A and wants A' or A removed entirely instead. These threads are for consensus. They are for sharing ideas.

Well, okay, kinda.

I don't think 1E is big, going only by DMG, PH and MM.

What I do think, is as others have said. 1E had enough sub systems that it was easy for a particular DM or group to "tweak" it as they like it. And that's fine! I would have written off 1E before this thread as unplayable but this thread has taught me a lot!

It's interesting to read what others do with 1E. That's what I have found really cool in reading this. As I said, lots of good ideas here! Someone should start a document of options, or share if they are willing.

edg
 

The problem is 1E is big. It isn't just X. It is A,B,C,D,E,....,X,Y,Z,.... And for every person who likes A there is someone else who detests A and wants A' or A removed entirely instead. These threads are for consensus. They are for sharing ideas.

Plus, frankly, why's there any need to pin down or capture any sort of "corrected" or "rebuilt" 1E? IMHO, one of the system's strengths is how easily it can be modified to fit personalized preferences for classes, races, combat modifiers, spells, advancement rates, et cetera. This gives people plenty of ability to tailor the mechanics to fit their own campaign needs.
 

Plus, frankly, why's there any need to pin down or capture any sort of "corrected" or "rebuilt" 1E? IMHO, one of the system's strengths is how easily it can be modified to fit personalized preferences for classes, races, combat modifiers, spells, advancement rates, et cetera. This gives people plenty of ability to tailor the mechanics to fit their own campaign needs.

Why post about 1E at all? The best part of this is in your prior post. It gives people ideas.

I'd still like to see this same thread started from BECMI/RC. But discussed as if "you" were contacted to write RC 2nd Ed. What would you do? (I'm sure there would be a few responses of "Absolutely nothing.")
 

My reason for removing Strength is simplicity. All attacks get your dex bonus to the to hit roll. Simple. No questions. Damage is affect by Strength unless it is obvious that the user's strength is not involved: crossbows, guns, catapults, cannons, etc.
Understood. I'd still prefer Strength to deal with offense and Dex. to deal with defense (in your original summation, no ability affects AC or physical defenses e.g. dodging); in other words, simple but in a different way.
Undead turning is a sore spot with me. I'd probably do something simple like d8 per level of damage to one specific undead creature, once per creature. Or 1d6 per level of damage to a group of undead, hitting the lowest level undead creature first and carrying damage over to the next lowest undead creature until used up. This makes it formidable against a serious undead threat and against underling undead as it always was.
Why does it have to be damage-based at all? The idea of undead turning is to make them run away - they don't take damage from it, except if the turning Cleric is really successful the undead are destroyed outright. The fun part of the run-away turning is that you know they're going to come back - all you've done is give yourself time to prepare.
I think you misunderstood. There would be only a set number of charts 5, maybe 6. And each class and multiclass combo would refer to one of the charts: Cleric = B, Fighter = B, Mage = D, Thief = A, Cl/thf = C, Cl/ftr = D, ftr/thf = C, ftr/mu = E, etc. So you still have variable progression rates. They just aren't as arbitrary as 1e originally was.
Yes, I think I did misunderstand, and I still don't get it. Also, how does this handle (if at all) someone who wants flexibility in how their classes advance? For example, if I'm playing a Fighter-Thief and want it to be mostly Fighter with just a bit of Thieving on the side (e.g. about a 75-25%ExP division), can your idea do this? Leaving the classes' ExP charts independent allows for this...
Messy? I can understand not like effects based damage. But calling an effect that changes by level messy means you don't want 1e. Second, most people focus on 1e being a class system and ignore that it is a class and level system. I want level to have more meaning in my 1e. And weapon damage by class AND LEVEL is a great place to get it. A 7th level fighter is more formidable with ALL weapons than a 1st level fighter not only because he hits more often but because his hits are more dangerous.
I call anything messy that makes the player do more bookkeeping at level-up, because in my own experience even the simplest of bookkeeping gets regularly missed, forgotten, or screwed up. Add to this that you're thinking of a 36-level game (as noted below), meaning characters are probably bumping on a relatively frequent basis, and you're staring down the barrel of a bookkeeping nightmare.

That said, I'd prefer very infrequent level bumps but each being significant. I don't at all mind the idea of a 1-10 or 1-15 game design; and while I like the idea of a 10th being much more powerful than a 1st I also want to see a system where a lucky 1st *can* seriously threaten a 10th. My example here is and always has been Merry, Eohyl, and the Ringwraith: you've got a somewhat-experienced Fighter and a nobody bringing down one of the most feared and powerful foes in the world. Any game of mine absolutely has to allow for this to happen, somehow.
My experience with 1e never stopped at 10th-12th level. In fact, we usually started at 20,000 xp (around 4th-5th level depending on class/multiclass combo) and stopped in the teens. Adventuring with 6th-8th level spells in play is a lot of fun that I continue to be surprised by how many people avoided it when reading threads about 1e here and elsewhere on the net.
I've found the game tends to break down badly around name level; many years of tweaks and changes have extended the playable range to (maybe) 12th-14th here, but that's it, I think.
For the record, I would have there be levels 1-36 like in BECMI and move name level to 15th level. The details would be in the spells and monsters and I'm not going to go too deeply into that. (Name level: This is of course the spot where owning castles comes into play as an option in the DMG. I always hated that stuff being in the PHB.)
I never used the BECMI system as written (though I've poached many an adventure from it), but having read some of the high-level adventures for it I really have to wonder how well it plays after about the 12th-15th range.
Clerics are annoying on so many levels. I can imagine a whole pantheon of bureaucratic deities that will not lift a finger to help their clerics if the forget to bow at precisely a 37 degree angle when casting a spell and as such clerics of that religion carry around prayer books so that they don't make even the slightest error when casting a prayer. I can also imagine a deity with only one 5th level cleric who will show up at the drop of a hat to do anything to keep that cleric alive. Between these extremes there are many kinds of deities and many levels of strictness to their requirements for clerics to cast spells. I picked the most restrictive method because it mirrors the wizard's method of prepping spells and is therefore somewhat more balanced. That makes it a great default. DMs are free to lift these restrictions however they like.
Where I'd just go with the simplest, with the balancing mechanism being how many (or few) they can cast in a day.

Lanefan
 

Why post about 1E at all? The best part of this is in your prior post. It gives people ideas.

I'd still like to see this same thread started from BECMI/RC. But discussed as if "you" were contacted to write RC 2nd Ed. What would you do? (I'm sure there would be a few responses of "Absolutely nothing.")

Eh, look, maybe I've come across the wrong way. I have enjoyed reading this thread. Approaching 1E rules adjustments from the perspective of "changing x to y is what works for me" is great - maybe I too will appreciate some of those insights or changes (in fact, months ago, I started a thread about "1E house rules" because I was getting a 1E campaign together and wanted to see what people had done). Approaching it from the perspective of "can we all agree that x needs to be eliminated/added" seems futile (for the reasons you mentioned) unless you want a bland, lowest common denominator type result.

Maybe I have misunderstood you though? I'm not trying to be antagonistic.
 
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Why post about 1E at all? The best part of this is in your prior post. It gives people ideas.

I'd still like to see this same thread started from BECMI/RC. But discussed as if "you" were contacted to write RC 2nd Ed. What would you do? (I'm sure there would be a few responses of "Absolutely nothing.")

Honestly? This!

Race/class split? Check.
Upwards AC? Check.

Of course, I'd tweak it a bit more (such as adding a reason to high a high score in a prime, like bonuses to thieving skills or bonus spells) and I'd claify a few rules (when does Wis add to your save vs spells?) and begin to add some elements from the Olde Dungeoneer's Almanack in as well (to simulate some of RC's higher-level options) but its a great foundation IMHO for a 2e of the Basic/RC game.
 

I left out "as a jumping off point for something like AD&D". I want the options of AD&D without the cruft. So starting from RC and adding complexity (cruft I like) might work better than starting from AD&D and decrufting it.

BF lacks the added cruft I like. Arguably BF is all you need, I know. But I'd like some of the "advanced" bits thrown in as well. But, that's a different thread.
 

I think 1E breaks down above 12th level, or so, because DM's and groups were not willing to acknowledge that the game was now a fantasy super heroes game. When I accepted wild and crazy as the norm I was able to run games into the low 20's.

To preserve the settings I used, Greyhawk and Faerun, I took them to other planes for the vast majority of what they did. Plus it gave me the freedom to so "wild and crazy" with the NPC's as well. So I ran games that went into the Abyss, travelled the elemental planes, went to the home world of the Mind Flayers, etc...

I think the only way to change that is to do one of two things, either completely down grade the powers of spells from start to finish, so that what are now 2 or 3 levels from the top rank spells will be the top ranks spells, and get rid of the current top tier spells; or accept that higher levels have much in common with "super heroes" and make all the other classes as "super" as all the spell casting classes.

Something we saw touched upon in a certain 3.5E book where even fighters have semi super powers. I am blanking on the title right now.
 

Something we saw touched upon in a certain 3.5E book where even fighters have semi super powers. I am blanking on the title right now.
The Book of Nine Swords. It was a product that I liked very much and I was in fact working on a magic system that would adopt most of the mechanics (to further equalize spellcasters and warrior-types) when 4E was announced.
 

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