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General Tabletop Discussion
D&D Older Editions
Tell me about your AD&D 1E house rules
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<blockquote data-quote="jgsugden" data-source="post: 8167853" data-attributes="member: 2629"><p>1.) We had alignment, but it was relative. It was defined by the God that granted the ability that interacted with alignment. You might consider your PC to be LG, but different Gods might disagree.</p><p>2.) Demi-human level limits were soft. Once you hit the level limit, the cost to advance was double what was listed in the book, but you could still advance. This was important as we often adventured to very high levels.</p><p>3.) Segmented combat. Rather than having one set of actions that you took on your turn during a round, everybody moved a bit every second. </p><p> It was a complex system, where everything had a speed cost. It gave fighters a chance to do a lot of attacks, in the space of one high level wizard spell. I miss it at times, as it created a more 'realistic' combat scenario, but it was incredibly fiddly and hard to balance.</p><p>4.) Insane amounts of homebrew materials. I have thousands of spells and monsters that were created for old campaigns. I dig through the bin often and update the materials into 5E. Homebrew monsters and spells keep players from always knowing what they're facing. When I play, my experience as a DM often leaves me with lot of information about monsters floating around in my head - and they hate it when I know how many HPs a monster has off the top of my head. I suggest to them that they either reskin the monsters so that they are not as easy to recognize, or use homebrew.</p><p>5.) Psionics. The PHB rules were broken, so we revised them. My favorite version was not something that the others liked so much, but it used physical props. You had a pyramid built with 7 spaces at the base (and one at the top) in front of you. The bottom square in each space had a color (which represented a discipline). When you engaged in psionic combat, your defenses would do a variety of things - add levels of defense (by 'coloring in' higher blocks in the pyramid, narrow your pyramid (removing blocks), etc... Psionic attacks would have a pattern that repeated until they hit obstructions, and then would do something based upon what the obstruction was (edge of the pyramid was different than hitting a colored block, different colored blocks had different effects, etc...) Rolls were involved. If your attack broke through the defense and had an impact beyond the bottom of the pyramid, the psionic abilities then acted like a spell with a saving throw, etc... Players could lay down multiple defenses and offensive powers at once, with the costs of doing so increasing for each additional power evoked. It was not perfectly balanced, but it was very evocative and better than the PHB rules.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8167853, member: 2629"] 1.) We had alignment, but it was relative. It was defined by the God that granted the ability that interacted with alignment. You might consider your PC to be LG, but different Gods might disagree. 2.) Demi-human level limits were soft. Once you hit the level limit, the cost to advance was double what was listed in the book, but you could still advance. This was important as we often adventured to very high levels. 3.) Segmented combat. Rather than having one set of actions that you took on your turn during a round, everybody moved a bit every second. It was a complex system, where everything had a speed cost. It gave fighters a chance to do a lot of attacks, in the space of one high level wizard spell. I miss it at times, as it created a more 'realistic' combat scenario, but it was incredibly fiddly and hard to balance. 4.) Insane amounts of homebrew materials. I have thousands of spells and monsters that were created for old campaigns. I dig through the bin often and update the materials into 5E. Homebrew monsters and spells keep players from always knowing what they're facing. When I play, my experience as a DM often leaves me with lot of information about monsters floating around in my head - and they hate it when I know how many HPs a monster has off the top of my head. I suggest to them that they either reskin the monsters so that they are not as easy to recognize, or use homebrew. 5.) Psionics. The PHB rules were broken, so we revised them. My favorite version was not something that the others liked so much, but it used physical props. You had a pyramid built with 7 spaces at the base (and one at the top) in front of you. The bottom square in each space had a color (which represented a discipline). When you engaged in psionic combat, your defenses would do a variety of things - add levels of defense (by 'coloring in' higher blocks in the pyramid, narrow your pyramid (removing blocks), etc... Psionic attacks would have a pattern that repeated until they hit obstructions, and then would do something based upon what the obstruction was (edge of the pyramid was different than hitting a colored block, different colored blocks had different effects, etc...) Rolls were involved. If your attack broke through the defense and had an impact beyond the bottom of the pyramid, the psionic abilities then acted like a spell with a saving throw, etc... Players could lay down multiple defenses and offensive powers at once, with the costs of doing so increasing for each additional power evoked. It was not perfectly balanced, but it was very evocative and better than the PHB rules. [/QUOTE]
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