Super 2E Hybrid

Given a little time, druids in 1e (and I presume in 2e, though I didn't play that as much) generate awesome shock troop value. In one adventure, we were being dogged by a moderately sized force of enemies so my 12th level druid summoned up a little rain, cast call lightning, cast summon animal to get some brown bears, and then animal growth. Called down a couple of 14d8 lightning bolts and sent in a handful of brown bears with double hit dice to shred the opponent's core of war wizards. It wasn't a pretty sight, it was a GLORIOUS sight.

So, a weak option? Heck no. Granted, it took a little time, but it was very effective. I never had a problem making a druid pull his own weight in 1e.
 

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There's your trouble. 1E/2E game balance is illusory at best and most commonly is actually delusional. Forget balance because the idea of "balance" is that all class/race/etc. choices must be equivalent. Bah! IMbalance is always far more interesting and dynamic. Just roll the dice.

I second that.

One of the things that I admire about 1e/2e is that not everything is balanced nor is there the attempt to do so. Wizards start off weak, take a lot of XP to gain levels, but at higher levels can hold their own. Fighters start off as a good class for beginning players. Paladins and Rangers are meant to be superior to fighters, but one has to role high stats to qualify for them.
Druid fulfill a particular niche and can do it quite well.

Another thing I admire about 1e/2e is that a DM can tinker with the rules without creating "ripple affects" throughout the entire system. So, if one feels that the Druid is underpowered, having the Druid be able to turn undead won't be a game breaker or affect a bunch of other skills and powers.
 

While 2E may not have been exactly balanced, I never found balance to be a big issue, aside from the first few levels of the single classed Wizard and the Thief class overall outside of Fighter/Thief and Mage/Thief multiclasses. This is largely because I never played in or witnessed a 2E game that went past 10th level. If I was to run 2E again, I would definitely stick to that philosophy.
 

I run a 2E house rules game that has been very fun with *minimal* changes.

1. 3e Conceal rules (6, 11, incorporeal)
2. Handbooks allowed, and I play the detriments to kits so they are easily balanced.
3. Crit Chart
4. No dex bonus for heavy armor.
5. Added minor *at-will* spell for low-level wizard.
6. Level limits gone, but racial limits still apply unless you can come up with a REALLY good reason.
7. Humans get to roll more dice for stats, usually an extra d4 added to one, decided BEFORE rolling (so rolling a 4 to add to that 16 is only really a 2)
8. I allow the Hard Bard as essentially the only "Prestige Class".
9. Adding 4e powers for fighter-type attacks when you roll a 16+.
10. Specialization still costs slots, but weapon proficiencies done in groups vs. single weapons.

This works surprisingly well and is greatly balanced and a lot of fun.
 

Changes I've been considering:

1. Dropping the Weapon Proficiency rules as written, classes are proficient in all allowable weapons.
2. Single class Fighters get the benefits of Specialization for all weapons.
3. Single class Thieves get the benefits of Specialization for the dagger.
4. Multiclass Fighters and Paladins get multiple attacks as if specialized.
5. Rangers get penalty free Two Weapon Fighting, as well as the benefits for weapon specialization(+1 attack, +2 damage, better multiple attacks) with ranged weapons.
6. Other classes get multiple attacks as non-specialized Fighter
7. Character classes either get full BAB as per 3E, or a 2/3 progression similar to the Cleric progression from 2E. There are reasons for this.
8. 4E implements exist as ranged weapons similar to the bow. They perform basic ranged attacks using Int or Wis and can be enchanted like other weapons, with +1 attack/damage for 16Int/Wis, +2 attack/damage for 17-18, and +3 attack/damage for 19+. These attacks target AC. (this is why Wizards get a decent BAB). Must be able to cast spells to use these.
9. Backstab is replaced by 4E sneak attack(x2=2d6, x3=3d6, x4=5d6).
10. Dexterity adds to the damage of Ranged attacks, and Javelins, Handaxes and Throwing Hammers count as 4E Heavy Thrown weapons.
11. 4E movement and positioning, with standard, move, minor actions. Some spells will be minor actions(examples bless, shield).
12. Cure X Wounds spells are minor actions that target an ally within 5.
13. Spontaneous cure spells for Clerics as per 3E.
14. Use 1E spell lists, especially Illusionist and Druid. Bards can choose Mage or Illusionist spells but not both(choose at creation).
15. Strength rules change:

15 str: +0attack/+1damage
16 str: +1attack/+1damage
17 str: +1attack/+2damage
18 str: +2attack/+3damage
19 str: +3attack/+6damage
20+ as normal

16. No racial limits on classes or levels
17. Single class Fighters get 4E Combat Challenge and Superiority
18. Multiclass Fighters get Combat Challenge
19. Paladins get Divine Challenge
20. Use 4E skill system
 
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