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<blockquote data-quote="Luce" data-source="post: 5960808" data-attributes="member: 29760"><p>First good luck. I started with 2e and it holds a special place in my hearth.</p><p></p><p>Few suggestions/rule interpretations on my table.</p><p></p><p>Max hp at first level the edition is deadly enough at low levels as it is.</p><p></p><p>Spells do not have to be memorized all at once- it is fine to leave a slot open then spend the time between encounters to fill it in as needed. This came into play mid to high levels when the party needed a knock, dispel magic or remove curse etc. Spend the 10min/spell level (knock will take 20 min of uninterrupted study with the traveling spellbook) and you are good to go. Since casters have fairly limited number of spells to begin with this solved the problem of not having utility spells ready while heightening the danger for the caster (such as running out of combat spells in mid fight) while increasing his problem solving utility.</p><p></p><p>No 2.5e.</p><p></p><p>Start with the core 3 books and only once you are comfortable again with the rules contemplate optional things like the complete handbooks. While that holds true on general principle, I have seen people (GMs) who have not gamed for a while try to recapture the past glories and try to jump right back into 10+ sources game only to burn out overwhelmed.</p><p></p><p>Even if you are not a module GM consider digging into your Dungeon magazine and reading few modules. You may or may not run them but it helps to get into the spirit of things once again.</p><p>Some low level examples:</p><p>"Visiting Tylwyth" Dungeon 77 </p><p>"Bad Seeds" Dungeon 79</p><p>"Race Against Time" Dungeon 81</p></blockquote><p></p>
[QUOTE="Luce, post: 5960808, member: 29760"] First good luck. I started with 2e and it holds a special place in my hearth. Few suggestions/rule interpretations on my table. Max hp at first level the edition is deadly enough at low levels as it is. Spells do not have to be memorized all at once- it is fine to leave a slot open then spend the time between encounters to fill it in as needed. This came into play mid to high levels when the party needed a knock, dispel magic or remove curse etc. Spend the 10min/spell level (knock will take 20 min of uninterrupted study with the traveling spellbook) and you are good to go. Since casters have fairly limited number of spells to begin with this solved the problem of not having utility spells ready while heightening the danger for the caster (such as running out of combat spells in mid fight) while increasing his problem solving utility. No 2.5e. Start with the core 3 books and only once you are comfortable again with the rules contemplate optional things like the complete handbooks. While that holds true on general principle, I have seen people (GMs) who have not gamed for a while try to recapture the past glories and try to jump right back into 10+ sources game only to burn out overwhelmed. Even if you are not a module GM consider digging into your Dungeon magazine and reading few modules. You may or may not run them but it helps to get into the spirit of things once again. Some low level examples: "Visiting Tylwyth" Dungeon 77 "Bad Seeds" Dungeon 79 "Race Against Time" Dungeon 81 [/QUOTE]
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