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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Tell me about your AD&D 1E house rules
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<blockquote data-quote="Helldritch" data-source="post: 8167056" data-attributes="member: 6855114"><p>We played almost raw. What we had changed was level limitations</p><p>Single class level limitation was raised to 5.</p><p>Additionnal level requirement stats were downed by three for every single stats (with a minimum of 1 more than the base requirement for a "power" class). </p><p></p><p>Once max level in a class is reached, you need 2 times as much experience to continue to rise in levels + 1 per additional class that you may had. So an elf fighter/ magic-user/ thief would need 4 times the normal amount of exp to rise beyond his max level in fighter and mu. A fighter/magic-user would need 3 times the normal exp to rise beyond his max level.</p><p></p><p>All sexist limitations were removed but not racial ones.</p><p></p><p>4d6 keep three highest 6 times. No non sense about comeliness. All stats are rolled in order. So getting a "power" class such as paladin was rare, very rare. The most common power class were druids, illusionists and rangers.</p><p></p><p>Maximum HP at fisrt level. After that... </p><p></p><p>Religion was extremely important. No heaten healing. If you do not follow the god or the pantheon of the cleric no magical healing for you save to save your life. If your life is not in danger, no healing. A cleric not attempting to convert people to his religion might get into trouble. And the god can always refuse to give a specific spell to a cleric. Sometimes, negociations with your god or his representative were in order, especially if your requested spells were dubious ethos wise. Only 1st and 2nd level spells were barred from this rule. It also meant that at low level, druids were fairly popular as they did not follow a god and would heal any one in need... (but actually getting a druid was not necessarily easy)</p><p></p><p>Classes that required a fight at certain level were actually forced to seek the current owner of the title and fight. Druids did not have dozens of order of druids but only one world wide. Only three order of monk existed. One for good, one for neutral and one for evil. The Grand Father of assassin was especially hard to reach and you should not expect a fair fight. </p><p></p><p>Action declarations were made before the initiative. Attacking with a bow, a melee weapon and casting a spell were important declarations. A bow fighter could get screwed if an opponent reached him in melee. Same thing for casting spells. </p><p></p><p>Aging was especially harsh. Getting magically age at the point where you would get bonus to intel or wisdom would get you nowhere. Only natural aging would allow you to claim the bonuses. So spell like haste were not used that often and only on dire circumstances. The slow spell was much more popular. Elves were dreaded as they did not fear to use the haste spells as bonuses and penalties were so far away. But even them showed restraint in using the spell as too much aging was not without risks.</p><p>Otherwise, we played mostly raw.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8167056, member: 6855114"] We played almost raw. What we had changed was level limitations Single class level limitation was raised to 5. Additionnal level requirement stats were downed by three for every single stats (with a minimum of 1 more than the base requirement for a "power" class). Once max level in a class is reached, you need 2 times as much experience to continue to rise in levels + 1 per additional class that you may had. So an elf fighter/ magic-user/ thief would need 4 times the normal amount of exp to rise beyond his max level in fighter and mu. A fighter/magic-user would need 3 times the normal exp to rise beyond his max level. All sexist limitations were removed but not racial ones. 4d6 keep three highest 6 times. No non sense about comeliness. All stats are rolled in order. So getting a "power" class such as paladin was rare, very rare. The most common power class were druids, illusionists and rangers. Maximum HP at fisrt level. After that... Religion was extremely important. No heaten healing. If you do not follow the god or the pantheon of the cleric no magical healing for you save to save your life. If your life is not in danger, no healing. A cleric not attempting to convert people to his religion might get into trouble. And the god can always refuse to give a specific spell to a cleric. Sometimes, negociations with your god or his representative were in order, especially if your requested spells were dubious ethos wise. Only 1st and 2nd level spells were barred from this rule. It also meant that at low level, druids were fairly popular as they did not follow a god and would heal any one in need... (but actually getting a druid was not necessarily easy) Classes that required a fight at certain level were actually forced to seek the current owner of the title and fight. Druids did not have dozens of order of druids but only one world wide. Only three order of monk existed. One for good, one for neutral and one for evil. The Grand Father of assassin was especially hard to reach and you should not expect a fair fight. Action declarations were made before the initiative. Attacking with a bow, a melee weapon and casting a spell were important declarations. A bow fighter could get screwed if an opponent reached him in melee. Same thing for casting spells. Aging was especially harsh. Getting magically age at the point where you would get bonus to intel or wisdom would get you nowhere. Only natural aging would allow you to claim the bonuses. So spell like haste were not used that often and only on dire circumstances. The slow spell was much more popular. Elves were dreaded as they did not fear to use the haste spells as bonuses and penalties were so far away. But even them showed restraint in using the spell as too much aging was not without risks. Otherwise, we played mostly raw. [/QUOTE]
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