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<blockquote data-quote="fuindordm" data-source="post: 5034902" data-attributes="member: 5435"><p>I'm running 1e now, but made several modifications to satisfy my modern sensibilities.</p><p></p><p>The easy ones:</p><p></p><p>*AC counts up from 10, becomes the target number.</p><p>*14-15 in a stat gives the first bonus, the strength table starts giving bonuses a bit earlier but maxes out in the same place.</p><p>*A short list of feat-like abilities so that players can customize their characters' abilities a bit (gain a single thief skill, an extra weapon prof and +1 to hit with that weapons, spontaneously cast healing spells, that sort of thing).</p><p>*Humans pick two "feats"; non-humans pick just one. I have only one non-human in the party (a half-orc).</p><p></p><p>The harder ones: </p><p></p><p>* Revised psionics extensively, introduced a few high-level class specializations akin to the thief-acrobat such as a MU specialized in summoning, created some new skills for thieves and other characters.</p><p>Changed monk to a psionic class, made my own bard class, toned down the</p><p>barbarian. </p><p></p><p>An interesting point:</p><p></p><p>I think that lacking a skill system is actually an advantage of AD&D. I decided not to include non-weapon proficiencies, and just assume that the characters are all competent in a wide range of situations. Everyone can swim, ride a horse if needed, has some basic artistic talent, and so on as appropriate to their background. If they try something difficult or I need to gauge the quality of success, I call for rolls under their stat on a d20 (standard difficulty) or 4d6 (challenging). </p><p></p><p>The problem with skill systems is that if you have to define what the characters CAN do, then you've also defined dozens of things that they CAN'T do. Yes, lots of skills can be used untrained, etc. etc. but I'm really enjoying the level of creativity in my players when they're not defined by their boni.</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 5034902, member: 5435"] I'm running 1e now, but made several modifications to satisfy my modern sensibilities. The easy ones: *AC counts up from 10, becomes the target number. *14-15 in a stat gives the first bonus, the strength table starts giving bonuses a bit earlier but maxes out in the same place. *A short list of feat-like abilities so that players can customize their characters' abilities a bit (gain a single thief skill, an extra weapon prof and +1 to hit with that weapons, spontaneously cast healing spells, that sort of thing). *Humans pick two "feats"; non-humans pick just one. I have only one non-human in the party (a half-orc). The harder ones: * Revised psionics extensively, introduced a few high-level class specializations akin to the thief-acrobat such as a MU specialized in summoning, created some new skills for thieves and other characters. Changed monk to a psionic class, made my own bard class, toned down the barbarian. An interesting point: I think that lacking a skill system is actually an advantage of AD&D. I decided not to include non-weapon proficiencies, and just assume that the characters are all competent in a wide range of situations. Everyone can swim, ride a horse if needed, has some basic artistic talent, and so on as appropriate to their background. If they try something difficult or I need to gauge the quality of success, I call for rolls under their stat on a d20 (standard difficulty) or 4d6 (challenging). The problem with skill systems is that if you have to define what the characters CAN do, then you've also defined dozens of things that they CAN'T do. Yes, lots of skills can be used untrained, etc. etc. but I'm really enjoying the level of creativity in my players when they're not defined by their boni. Ben [/QUOTE]
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