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Recommended 1E house rule compliations?
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4186232" data-attributes="member: 20854"><p>I agree.</p><p></p><p>I also think that the justification for changing the saving throws is backed by assumptions based in later editions. For example, the idea that thieves should always be better at saves vs. breath weapons seems backed by the idea that saves vs. breath weapons are all about reflexes and quickness (i.e. it's all about avoiding the flame, or whatever). The 1E rules don't necessarily follow that assumption; the saves aren't categorized that way. You shouldn't think of them as "this one is Dex-based," et cetera, because that's not always the case. Or it might be the case for one class at a certain level, but not for a different class at the same level. The rules don't try to categorize saves like that; they're presented as what they are -- the rules *intend* to make thieves poorer at certain points.</p><p></p><p>I suggest starting with the 1E rules, and going from there, rather than starting with a concept of "how this should work" and then discovering the rules don't model it that way ("look -- it's broken!"). That way you get an accurate feel for the game. That's not to say that you can't house rule, but I think it's best to start out playing the game for what it is (especially if the point is to play some "old school D&D"). I have a <a href="http://www.philotomy.com/#considering" target="_blank">musing about this</a>, too. <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=":)" /> (Although it's aimed at OD&D, I think it still applies.)</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4186232, member: 20854"] I agree. I also think that the justification for changing the saving throws is backed by assumptions based in later editions. For example, the idea that thieves should always be better at saves vs. breath weapons seems backed by the idea that saves vs. breath weapons are all about reflexes and quickness (i.e. it's all about avoiding the flame, or whatever). The 1E rules don't necessarily follow that assumption; the saves aren't categorized that way. You shouldn't think of them as "this one is Dex-based," et cetera, because that's not always the case. Or it might be the case for one class at a certain level, but not for a different class at the same level. The rules don't try to categorize saves like that; they're presented as what they are -- the rules *intend* to make thieves poorer at certain points. I suggest starting with the 1E rules, and going from there, rather than starting with a concept of "how this should work" and then discovering the rules don't model it that way ("look -- it's broken!"). That way you get an accurate feel for the game. That's not to say that you can't house rule, but I think it's best to start out playing the game for what it is (especially if the point is to play some "old school D&D"). I have a [url=http://www.philotomy.com/#considering]musing about this[/url], too. :) (Although it's aimed at OD&D, I think it still applies.) [/QUOTE]
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