Recapturing 1st Edition Feelings

Lord Vangarel

First Post
All this talk about what people miss from the 1st Edition has got me thinking about my own experiences back in the day and I began to seriously think why D&D felt different then mechanics wise and how 3rd Edition differs. I'm not really interested in returning to 1st Edition mechanics as 3rd Edition is much better in those terms. Anyway I've now reached the stage where more input could be useful so here goes with some of my thoughts.

Combat was quicker. We played combat rounds where each player in turn had an action and the process repeated until no players had any actions left. (Most players only got a move and action sequence not multiple attacks). Looking back combat also seemed to be easier to interpret with characters not getting all their actions at once. My thoughts could be to reduce the number of multiple attacks characters get but make all attacks at maximum rating. Combat goes in action turns again where each player gets one action at a time. A character could move up to their maximum distance in the whole round but no more than half distance in a single action. Spells that require 1 action would complete at the beginning of the spellcasters next action or at the end of the round whenever that was giving opponents a chance to disrupt spellcasting without having to have a Ready Action.

Feats and Skills didn't exist. Now while I could never imagine losing either of them entirely they add a layer of complication that just didn't exist in 1st Edition. It seems to me that players now either spend a lot of time thinking of how to make the opitmal choices or spend a lot of time refiguring all their options in combat making things slower. My thoughts would be to remove feats entirely and make them class abilities. To me feats fall into one of three categories: Feats that improve skills, Feats that improve abilities, Feats that give you something you otherwise wouldn't have. These could be replaced with class abilities, bonus skill points (see below) and stuff that all characters could attempt anyway. With Skills each class could have set class skills and bonus points each level. The bonus points could be used on either class skills or non-class skills but not exclusive skills to another class. A Skill check becomes 1d20+appropriate class levels+modifiers.

Multi-classing in 1st Edition meant that a multi-classed spellcaster was one level behind a single classed spellcaster. In 3rd Edition players generally refuse to multi-class if spellcasters as the power drop is too high. I did some working out and the 1 level behind would begin to increase to 2 levels or more after about 10th level using 1E Experience. If players could select a multi-class option in 3E and their experience was split equally they would still be one level behind until about 10th level when the gap starts to widen. Of course in 1E campaigns rarely got high enough for this to be noticed so our memory was that a multi-class character was never that far behind.

That's my thoughts, anyone else have any ideas? I realise some players will be opposed to some if not all of the above but I'm just throwing ideas up.
 

log in or register to remove this ad


Back in 1st ed days.... Heh, I remember trying to work out the weapon speed factors, adding them up, then calculating who went when in each round. It made sense a lot of the time, the big, clmsy weapon wielders would go last, but if they hit they did a lot more damage!

Ahh, and qualifying to be a bard! Now there was a quest for a character, paying out those early fighter and thief levels, before reaching the target! And lets not forget the maxing out of levels for some classes, the quests that the poor monks and druids had to endure to find the next person to defeat/circle to be admitted to etc.
 


And oh the joy of rolling an 18 strength for your fighter and getting the opportunity to break out the percentile dice!

Then wincing in pain when the result is a regrettable 50!
 

Particle_Man, I was under the impression that Castles and Crusades introduces elements from the 1st Edition such as 5 Saving Throws etc. I'm really in favour of keeping d20 mechanics but wonder whether tweaking things will do the job. I'm still planning on picking up a copy of Castles and Crusades to see if it recaptures the 'magic'.
 

Recapturing a bit of simplicity does seem to be a recurring theme on the boards
these days.

I don't know about changing the iterative attacks. I really like 3e's version of this, I think it's a stroke of brilliance and a great way to smooth out the increasing effectiveness of PCs. I never liked the vast bump in power that the fighting classes got at 7th and 12th level or thereabouts in 1/2e.

On the subject of skills, you might want to check out this recent thread:

http://www.enworld.org/forums/showthread.php?t=100965

If you have ideas for simplifying feats too, start a new thread on the House Rules
forum and I'd be interested in discussing it.

--Ben
 

Hrmm... Maybe I'm not understanding something, but the combat ideas you have seem like they would simply change when someone did soemthing as opposed to how long it took.

I suppose if an enemy died before you used all of your actions it might speed it up somewhat.

I wonder if it's the battlemat element? What I mean is, because there is a mat in front of you showing everyone's position, how far you have to move to get to him/her what obstacles are around, etc... People tend to think more strategicaly, which takes more time.

I know in second edition, my group and I never used a battlemat or minis. When a person's turn came up in the combat round, they performed their action, and then it moved on. There weren't any AOOs, or movement segments and such.

Has anyone who currently does not use minis or a battlemat noticed a difference in play speed?
 


Scribble said:
I wonder if it's the battlemat element? What I mean is, because there is a mat in front of you showing everyone's position, how far you have to move to get to him/her what obstacles are around, etc... People tend to think more strategicaly, which takes more time.

We stopped using a battlemat precisely for this reason. Combat became even slower because players stopped saying what they wanted to do and started counting squares and could they move this way to avoid AoO's.

As a quick example of my ideas we have two groups, one of 4 pc's and one of 4 orc's. The Initiative is determined as follows - Fighter 1, Orc 3, Rogue 1, Orc 2, Wizard 1, Fighter 2, Orc 1, and Orc 4. The two groups are 15-ft apart when they first spot each other and neither is surprised.

Round 1
Fighter 1 charges the nearest Orc (Orc 1) and attacks for 12 damage killing it.
Orc 3 attacks Fighter 1, hitting for 5 damage.
Rogue 1 slips towards the back of the party and attempts to Hide.
Orc 2 attacks Fighter 1 missing.
Wizard 1 begins casting Magic Missile.
Fighter 2 charges into the combat attacking Orc 2 hitting for 6 damage but not killing it.
Orc 4 attacks Fighter 2 hitting for 7 points of damage.

All sides have now performed one action so we now complete the remaining actions for the round.

Rogue 1 Moves Silently around the outskirts of the cavern hoping none of the Orcs can Spot him.
Wizard 1's Magic Missile goes off hitting Orc 2 for 4 points of damage killing it.

This completes Round 1.


My idea is that the combat as we played it in 1E was easier to imagine because things happened in turn. No one action ever seemed to take too long because a character only had to think of 1 action at a time. In 3E, and it could be just the group I play with, players can take an age to decide their actions calculating the effects of this ability or that feat. I seem to remember combat as cinematic but nowadays, even without a battlemat, combat seems an exercise in character abilities and thinking of maximum advantages. Maybe it's just the group I play with :\
 
Last edited:

Remove ads

Top