Yes, I suck at thread titles...
Anyhow, since I was reminded of it, I thought I'd read through the old Basic and Expert rulebooks. Which gave me an idea or two. It got me thinking about our old house rules, and how I'd approach it a bit differently if that game were to come out now. Sort of blend in a few extra Character options, while maintaining the original feel and simplicity.
The question is: For those of you who are ancient enough to have actually played this, what combo of optional rules and house rules did you use at your tables? (and yes, I AM that old...)
Our OG house rules as far as I can remember 40 years later:
1) Variable weapon damage option.
2) We did away with racial level limitations entirely. Afair, we extrapolated the required XP for additional levels beyond those in the charts. As I recall, it was appx 10k more xp per level for an Elf vs a single classed fighter, due to the dual classes. We found the significant lag in level vs humans more than made up for the extra class options, and single classed human characters were still the most popular amongst the players.
Other than that, we mostly played it strait. We also allowed 1's on ability score and HP rolls to be re-rolled.
As for what I'd do now,
Character creation: Ability scores: 4d6 6 times, and arrange to taste.
max hp at first level.
High Constitution always boosts HP, regardless of class.
This is to address the often excessive mortality rate of low level characters.
Classes
Give humans some sort of special ability along the lines of those given to Elves, Dwarves, and Halflings. Like an ability score bonus, and a bonus to earned xp (like give them the bonus for a high prime requisite baked right in. This way they'd still advance faster than their demi-human compatriots.)
Halflings: Can choose to be a fighter or a thief.
Dwarves. Can be a fighter or a cleric. (as Moradin and his pantheon play such a big role in Dwarven society, this just makes sense.)
Elves. can choose the standard Elf class OR advance as a single classed magic-user.
ALL classes can advance to 36th level.
I'd also consider giving magic-users proficiency in light crossbows or something. Just to give them some ability to contribute to a fight or dungeon crawl after they use their one freaking spell at first level. OR, maybe use the bonus spell rules for high intelligence from AD&D. This would also apply to clerics- so a first level cleric with a high enough Wisdom score would get a bonus 1st level spell at first level. Again, the mortality issue. Having access to a cure light wounds at first level could help!
This, of course, is for the style of game our group typically plays- with the emphasis on the adventure, exploration, and monster mashing aspects of the game, rather than the political intrigue or in town type stuff. I know the character development and ROLEplaying types would probably not like our games as much, but hey- they made us happy.
Anyhow, since I was reminded of it, I thought I'd read through the old Basic and Expert rulebooks. Which gave me an idea or two. It got me thinking about our old house rules, and how I'd approach it a bit differently if that game were to come out now. Sort of blend in a few extra Character options, while maintaining the original feel and simplicity.
The question is: For those of you who are ancient enough to have actually played this, what combo of optional rules and house rules did you use at your tables? (and yes, I AM that old...)
Our OG house rules as far as I can remember 40 years later:
1) Variable weapon damage option.
2) We did away with racial level limitations entirely. Afair, we extrapolated the required XP for additional levels beyond those in the charts. As I recall, it was appx 10k more xp per level for an Elf vs a single classed fighter, due to the dual classes. We found the significant lag in level vs humans more than made up for the extra class options, and single classed human characters were still the most popular amongst the players.
Other than that, we mostly played it strait. We also allowed 1's on ability score and HP rolls to be re-rolled.
As for what I'd do now,
Character creation: Ability scores: 4d6 6 times, and arrange to taste.
max hp at first level.
High Constitution always boosts HP, regardless of class.
This is to address the often excessive mortality rate of low level characters.
Classes
Give humans some sort of special ability along the lines of those given to Elves, Dwarves, and Halflings. Like an ability score bonus, and a bonus to earned xp (like give them the bonus for a high prime requisite baked right in. This way they'd still advance faster than their demi-human compatriots.)
Halflings: Can choose to be a fighter or a thief.
Dwarves. Can be a fighter or a cleric. (as Moradin and his pantheon play such a big role in Dwarven society, this just makes sense.)
Elves. can choose the standard Elf class OR advance as a single classed magic-user.
ALL classes can advance to 36th level.
I'd also consider giving magic-users proficiency in light crossbows or something. Just to give them some ability to contribute to a fight or dungeon crawl after they use their one freaking spell at first level. OR, maybe use the bonus spell rules for high intelligence from AD&D. This would also apply to clerics- so a first level cleric with a high enough Wisdom score would get a bonus 1st level spell at first level. Again, the mortality issue. Having access to a cure light wounds at first level could help!
This, of course, is for the style of game our group typically plays- with the emphasis on the adventure, exploration, and monster mashing aspects of the game, rather than the political intrigue or in town type stuff. I know the character development and ROLEplaying types would probably not like our games as much, but hey- they made us happy.