Celebrim
Legend
First - since we're talking about a REBUILD of 1E and not just a construction of a new edition that happens to use a few 1E ideas a designer needs to identify what elements of 1E are important and need to be recognized. At the same time it MUST change things in significant fashion to make the entire exercise meaningful. Keep what works, change what doesn't, yet remain FAITHFUL to the edition it is supposed to be based on.
I agree with this as a mission statement.
For starters 1E is SOLIDLY class-oriented. There are no kits, no prestige classes, no pages of feats for players to choose from. A characters abilities are clearly defined by his class.
And you clearly get it.
A better skill system is quite welcome - but like the skills of 1st Edition they should be very much independant of combat and not intertwined in it mucking things up. Skills in 1E are to fill in the blanks of character background and ongoing development but not dominate or interfere with other aspects of the game.
In particular, they should never get in the way of common player centric challenges. So 1e skills should strongly avoid modifying mental activities, strongly impacting social situations, replacing dungeoneering, or problem solving and instead reflect only unusual skills that the player cannot assert he ought to have. Skills essentially should be reserved for the sort of physical challenge resolution that the combat rules themself. "Can I accomplish this difficult physical or technically difficult feat?" Furthermore, they shouldn't completely overshadow attributes, because 1e basically assumes that someone with high dexterity is widely compotent at virtually everything related to gracefulness. So the modifiers applied by skills should be small when they impact things 'anyone can do' (jumping, dancing, swimming, etc.), or else they should open up abilities we normally associate only with great skill and training. Skills must remain minor benefits to help round out a character. They can't be the focus of a 1e style game.
1E does suffer from ability score charts being at odds with what ought to be a common method of random score determination. The myriad of random generation methods are created in an effort to OVERCOME the design limitations of the charts. Instead, with an eye towards the simple 3d6, or at most 4d6 bell curve bonuses should be seen with scores of 14 or even 13, not at 16. And penalties should be shifted down as well with scores of at most 6, if not 5, rather than scores of 7. The charts should make the generation method work rather than having the generation method struggling to make the charts work. The grail should be having 3d6 be an overwhelmingly acceptible method with perhaps 4d6 for some higher-powered games.
That is very well thought out, and I hereby fully endorse it.
Saving Throws and magic go hand-in-hand in 1E but this is the one area where I would choose to most radically diverge from the source material. The reason is that it is eminently clear that the too-arbitrary all-or-nothing outcome promulgated by saving throws is an unnecessary obstacle, a chronic monkey-wrench thrown into smooth gameplay.
I agree with the existance of the problem, but not with the proposed solution. One of the central strengths of 1e compared to 3e is that at high levels, just as 'save or suck' is becoming common and the loss of a character disasterous, the characters are also getting better and better at avoiding effects. I'm not convinced the solution you propose helps the real problem, and it potentially involves a lot of work that only makes the situation worse.
For example, spells should be kicked the hell off of turf that is supposed to be owned by the thief class. Bump their level or reduce their effects so that spells from a caster of a given level will not subvert the very reason-to-live of a thief of the same level. A spell like Invisibility should not be a 2nd level means of tacit immunity, genuine invisibility shouldn't be available until later, AFTER spells that simply improve stealth and limit detection have been exceeded.
Some amount of spell-rebalancing is probably in order. I think your proposed changes perhaps exceed what I'm comfortable with and sound again more like a solution informed by the problems of 3e than the problems of 1e. For example, you go off on fireball, but fireball is an intensely problimatic spell to both DMs and players. My characters almost never memorized it because when it rocked, it rocked, but there were a huge number of situations in which it was worse than useless. Cone of cold was much nicer than fireball simply because it was so much safer and less likely to backfire on you and kill half the party. Some rebalancing is in order, but I don't see a need to make that the focus of the effort.
Something like Magic Missile should be made a basic, reliably repeatable form of attack (requiring a spell attack roll nonetheless) that a wizard can make outside of his otherwise limited low-level selection of spells. Something that every wizard can do with a wand.
I'm assuming you don't mean a wand of magic missiles. I very much disagree. One of the central ideas of 1e is that your wizard has limited resources that you must horde up and carefully dispense at critical moments. I think that at low levels (below 7th) the wizard might have too few resources (at least until he gets several wands), but I don't agree with unlimited minor resources.
You seem to find balancing the wizard much much more important than I do. I never found the wizard to be particularly problimatic in play. The main problem with Invisibility was essentially that it was permenent. The secondary problem is that the rules regarding detecting and interacting with invisibility didn't take into account things like scent and relied to heavily on intelligence rather than perception. The big problem with fireball was really that invalidated the existance of things like armies, castles, and wooden ships. It wasn't that it was broken in terms of dungeoneering. In general, you seem to find spells more of a problem than I did and I think your efforts here are misplaced.
Thieves with low hit points and poor ability to hit should be replaced by thieves whose agility means they can avoid damage and whose cunning and dexterity means that they can make up for lack of raw damage with useful effects.
I believe I addressed this already.
Mages useless at low levels and overwhelming at higher levels should be replaced by characters whose potential spell effects start at useful ranges and simply remain there without becoming so imbalanced.
I believe that the rumors of 1e M-U's being overwhelming at higher levels is largely a myth. 1e M-U's were incredibly squishy. They had almost no hit points and never really reached the point that they weren't one bad round from trouble. They had relatively bad saving throws. They faced SR and anti-magic fields. Fighters were still essential to a successful high level party.
Characters should NOT gain xp for finding/earning money or magic.
I partly agree. The rule that XP for finding money should be scaled by the relative challenge in obtaining it should be strictly enforced. If a 1st level character takes 100 gp from kobolds, then 100 XP is in order. If a 20th level character takes 100 gp from kobolds, then by the rules this is only worth about 5 XP. I'm fine with 'treasure as a means of keeping score', though I would prefer to rebalance the ratio of monster XP to treasure XP so that you don't have to stuff a dungeon with excessive treasure in order to ensure proper rates of advancement. Not every 10th level character needs to be walking around with the wealth of a whole kingdom.
I'm in general agreement with you that magic should not be fungible with money, but on the other hand, that was never really a 1e problem. That's another 3e problem that we really don't have to worry about.
Speaking of which, characters ARE better than normal folk. The great bulk of the worlds inhabitants are ZERO-level.
I disagree. This never worked that well in practice and it wasn't in practice balanced even with itself. The great bulk of the worlds inhabitants are assumed to be very low level. That's all that really need be said. Everything else is campaign specific.
Significant NPC's are generally represented in terms of PC classes but the DM should NOT be expected to restrict himself to that. DM's can represent the skills and abilities of his NPC's in ANY WAY HE WANTS, although the PC class structure makes the most useful guide.
Sure. But again, you are ranting against a problem not really encountered in 1st edition. This is the game system that in a published module represented a group of warriors as 5HD monsters with 1d10 hitpoints each. Of course the DM can do anything he wants. You are ranting against problems introduced in 3e. We dont' really have to worry about those except to the extent that we want to avoid recreating all of them.