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Recommended 1E house rule compliations?
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<blockquote data-quote="Lanefan" data-source="post: 4185283" data-attributes="member: 29398"><p>I largely agree with Grodog here, except as noted below:</p><p>Depends how high of level you think the party will get. Bonus spells make MU's a bit more useful at low level, but get out of hand later on. See below... I make Clerics wild-card on everything...if their god'll give it to 'em and they have the juice (i.e. slots) left, they can cast it. Makes them more distinct from arcane types.Agreed. Exceptional strength also should be for single-class only. But absolutely keep proficiencies, and spec.; and weapon-of-choice for Cavaliers.</p><p></p><p>A few more notes and thoughts:</p><p></p><p>* - "Comeliness" from UA: don't bother. It's a waste of time.</p><p></p><p>* - Watch out for some of the spells in UA.</p><p></p><p>* - If you scrap the ExP-for-g.p. idea (and I recommend you do) you'll have to revise your level advancement charts, otherwise the characters will never bump. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> That said, slower advancement can be fun too...but if you go this route, give the MU's the bonus spells!</p><p></p><p>* - I let Rangers and Druids be any alignment, mostly because there's no logical reason not to. (and evil Druids make *excellent* opponents!)</p><p></p><p>And one last note: if you're going to be nasty enough to start her in Hommlet (T1) then get her to roll up about 8 characters, 'cause she's gonna need 'em! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (says he, who as a player went into that adventure with a party of 4th-levels and lost 4 of 6 characters...)</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4185283, member: 29398"] I largely agree with Grodog here, except as noted below: Depends how high of level you think the party will get. Bonus spells make MU's a bit more useful at low level, but get out of hand later on. See below... I make Clerics wild-card on everything...if their god'll give it to 'em and they have the juice (i.e. slots) left, they can cast it. Makes them more distinct from arcane types.Agreed. Exceptional strength also should be for single-class only. But absolutely keep proficiencies, and spec.; and weapon-of-choice for Cavaliers. A few more notes and thoughts: * - "Comeliness" from UA: don't bother. It's a waste of time. * - Watch out for some of the spells in UA. * - If you scrap the ExP-for-g.p. idea (and I recommend you do) you'll have to revise your level advancement charts, otherwise the characters will never bump. :) That said, slower advancement can be fun too...but if you go this route, give the MU's the bonus spells! * - I let Rangers and Druids be any alignment, mostly because there's no logical reason not to. (and evil Druids make *excellent* opponents!) And one last note: if you're going to be nasty enough to start her in Hommlet (T1) then get her to roll up about 8 characters, 'cause she's gonna need 'em! :) (says he, who as a player went into that adventure with a party of 4th-levels and lost 4 of 6 characters...) Lanefan [/QUOTE]
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