AD&D 1E Three Things that can't be Fixed in 1e AD&D

hmm. Did people actually use the random % chance to know a spell rules? From what I remember back in the 1E gaming days, we pretty much let starting mages pick the spells they wanted (they already had a difficult start). I don't think we used the % chance of adding a new spell either.... if they found a scroll, they could copy it in, no problem. I don't remember how we did 'adding new spells when you gained a level', although I think it was just 'add one of whatever you want'....
We do it that the DM randomly rolls what spells they start with (using the DMG as guidance).

We also use the chance-to-learn rules, meaning you have to roll to learn anything new. Exception: the spell you get at training is automatically learned, but rolled at random (in-fiction rationale: that's what your trainer decided to teach you).

That sais, Mages with money to burn can always go to guilds and try to buy access to spells.
 

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I let them choose their starting book and one spell on level up, but it is still subject to the % roll. In my most recent game a MU/T failed to know Sleep so they learned Charm Person instead. There are enough good spells per level so that no PC is crippled. A 15 Int still gives you good odds.
that's not too bad, although you could still end up with a frustrated player who doesn't get anything he wanted. I don't recall all the details about setting up a mage's spellbook (other than it has to have Read Magic in it), but a decent house rule could be 'pick one spell that is in there without randomizing it, and then randomize the rest'.... granted, if the mage has a 15 or higher INT, then chances are he'd get what he wanted anyway...
 

Burning Hands is even pretty marginal in 3e when it goes out in a 10' arc and does 1d4 per level (save for half IIRC).
I extended the range to 5m. I think that makes it a bit more useful in mass combat.
Rolling anything but Sleep, MM, or Charm Person as your starting offensive spells is a decently big incentive to go with darts and daggers and save your spells for defense or utility. It doesn't hurt that MUs are most competitive on THAC0 at level 1 (equal to everybody but the fighter).

Tweaked starting spells. One offensive, one defensive, one info/utility and then four "general" spells. Magic Missile is one of the generals....





MM is excellent for interrupting enemy spells, provided you allow the MM's caster to wait till she sees an enemy starting to cast.
The original "Counterspell."
 


Arguably, one of the things that "can't be fixed" about 1e is magic. The spells are all over the place, cursed items can killl your pc outright, and illusionists are somehow both powerful and useless.

If I had time, I would go through the whole PH and try to at least make the spells of each level similarly useful by adjusting thei power, AoE, and other details.
 

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