AD&D 1E Rules that are kinda cool but everyone forgot

This.

Not sure why people didn't just read the rules I quoted. It's right in that text.

The original death at -10 rule is the one in the 1E DMG, but you only qualify to bleed until -10 if knocked to exactly 0HP, or optionally as low as -3. Under the 1E rule if damage takes you to -1 or below (or, optionally, -4 or below) you just die. If you're knocked to 0 (or optionally as low as -3) you get the bleeding rule and can last until -10. Here, I'll quote it again.

[....]

2E made the whole thing an optional rule and simplified it so you qualify to bleed if you're knocked anywhere between 0 and -9.
Somehow we got to the 2e version (or close enough) by about 1983. What we had (and still have today):

Get hit down to anywhere between 0 and -9 and you need to roll equal or under [your Con score modified by your current h.p. amount] in order to stay conscious. Conscious characters in the -1 to -9 range operate at penalties that escalate as you approach -10. Conscious characters bleed out at a slower rate than unconscious characters.

There's lots of other stuff about curing being harder etc. but that's irrelevant here.
 

log in or register to remove this ad

One I remember is item saving throws. One of the reasons that Cone of Cold was higher level than Fireball was because it was less likely to destroy the enemy treasure you were fighting them to obtain.
Huh. I always thought it was higher because fewer creatures had innate cold resistance and that items/devices of cold resistance were less common.

That, and 4th level needed its own AoE damage spell.
 

In the DMG, I feel like there's so much that could be done with the Reputed Magical Properties of Gems and Appendix J: Herbs, Spices, and Medicinal Vegetables sections.
There's massive design space around magical herbs, and they're an excellent element to give Rangers as part of their niche.

We've had magic herbs since forever, and the backstory around the adventure I'm running right now is all about their history and development.
 

Somehow we got to the 2e version (or close enough) by about 1983. What we had (and still have today):

Get hit down to anywhere between 0 and -9 and you need to roll equal or under [your Con score modified by your current h.p. amount] in order to stay conscious. Conscious characters in the -1 to -9 range operate at penalties that escalate as you approach -10. Conscious characters bleed out at a slower rate than unconscious characters.

There's lots of other stuff about curing being harder etc. but that's irrelevant here.

I've got con checks for anyone in body points. Con+HP - so folks might fail at 3/4 body points.
 


Recent & Upcoming Releases

Remove ads

Top