What 1e Rules Did You Change?

1e Rule Changes - tick if what's in brackets applies to you

  • Experience points for treasure found (dropped)

    Votes: 2 11.8%
  • Demi-human class-level limits (eased or tightened)

    Votes: 0 0.0%
  • Grappling (changed or ignored)

    Votes: 0 0.0%
  • Hit point gain after name {9th+} level (changed)

    Votes: 0 0.0%
  • Weapon speed (changed/dropped/ignored)

    Votes: 2 11.8%
  • Weapon type vs. armour type (changed)

    Votes: 0 0.0%
  • Weapon type vs. armour type (dropped/ignored)

    Votes: 1 5.9%
  • Initial roll-up (used different method than in PH)

    Votes: 0 0.0%
  • Encumbrance

    Votes: 0 0.0%
  • Initiative (changed system)

    Votes: 0 0.0%
  • Initiative (re-roll individually every round)

    Votes: 0 0.0%
  • Spell casting times (changed or ignored)

    Votes: 0 0.0%
  • Spells (minor tweaks to some/many)

    Votes: 0 0.0%
  • Spells (major changes to some/many/all)

    Votes: 0 0.0%
  • Spells (complete rebuild)

    Votes: 0 0.0%
  • Spell casting (used spell points or non-Vancian)

    Votes: 1 5.9%
  • Regaining health/h.p. via resting (changed or eased)

    Votes: 0 0.0%
  • Class-alignment options (eased or tightened)

    Votes: 0 0.0%
  • Alignment-change consequences (changed or ignored)

    Votes: 0 0.0%
  • To-hit matrix (changed)

    Votes: 0 0.0%
  • Item or character saving throw matrices (changed)

    Votes: 0 0.0%
  • Clerics affecting undead (changed or rebuilt)

    Votes: 0 0.0%
  • Psionics (changed or dropped)

    Votes: 3 17.6%
  • Armour and shield (e.g. changed AC values)

    Votes: 0 0.0%
  • Weapons (e.g. changed damage dice)

    Votes: 0 0.0%
  • Must state action before each round (ignored)

    Votes: 3 17.6%
  • Core classes (one or more changed or rebuilt)

    Votes: 0 0.0%
  • Monster morale (changed or ignored)

    Votes: 0 0.0%
  • Henchmen and-or loyalty (changed)

    Votes: 1 5.9%
  • The Wandering Prostitute Table (changed or ignored)

    Votes: 0 0.0%
  • Other, noted in discussion

    Votes: 2 11.8%
  • None. I likes my 1e served RAW!

    Votes: 2 11.8%

I voted only for weapon vs armor type. We pretty much ignored that. Otherwise we played as written, at least as for as the poll choices are concerned. Most of the gamers I know did the same.

And why ignore weapon speed? It only applied during formal duels or in the case of initiative ties. I can't believe that came up very often.
 

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Man in the Funny Hat, I tip my not-as-funny hat to you for finding the obvious workaround to my screwed-up poll...

So, my own vote would have gone:

Experience points for treasure found (dropped)
- Gone in 60 seconds.

Demi-human class-level limits (eased or tightened)
- Eased, eased again, eased again, and now almost gone. (corollary change: some racial abilities - Elves in particular - were dialled back a little)

Grappling (changed or ignored)
- Ignored as written. I have an over-simplistic system that involves some d12s being rolled and me winging the results.

Hit point gain after name {9th+} level (changed)
- Changed. Instead of a flat h.p. gain you roll a die half the size of what you had before (in almost all cases, the average is the same) and you still get Con. bonus on top of what you roll.

Weapon speed (changed/dropped/ignored)
Weapon type vs. armour type (changed)
Weapon type vs. armour type (dropped/ignored)
- All gone before they knew what hit 'em. :)

Initial roll-up (used different method than in PH)
- We've used 5d6 drop 2 rearrange to suit since time immemorial.

Encumbrance
- I only bother with this if I think someone's abusing it. One or two of my players, however, track it to the ounce.

Initiative (changed system)
- I *think* what I use is not original, as I've never quite been sure what the original is. Everything works on a d6...

Initiative (re-roll individually every round)
- ...and it's re-rolled every round.

Spell casting times (changed or ignored)
- Changed. I took 1e's 10-segment-per-round casting system and mushed it into a 6-segment round, so something that previously took 5 seg. (half a round) to cast now takes 3 segs, and so on.

Spells (minor tweaks to some/many)
Spells (major changes to some/many/all)
Spells (complete rebuild)
- I'd say major changes, but not a complete rebuild.

Spell casting (used spell points or non-Vancian)
- Spell points up until my current campaign. Now they all work like 3e Sorcerers; any spell can go in any slot for its level, chosen at time of casting.

Regaining health/h.p. via resting (changed or eased)
- Eased. An overnight rest gets you back 1/10 of your full h.p., rounded up.

Class-alignment options (eased or tightened)
- Eased. Rangers can be any. Cavaliers can be any L, or any G, or pure N.

Alignment-change consequences (changed or ignored)
- Largely ignored except for Clerics and Paladins; I see alignment as a more fluid thing that can develop along with a character.

To-hit matrix (changed)
- Changed; smoothed out and some tweaking to how well some classes can fight.

Item or character saving throw matrices (changed)
- Minor tweaks only, except adding a few new item categories to the save matrix.

Clerics affecting undead (changed or rebuilt)
- Smoothed out, and more udead types added to the matrix.

Psionics (changed or dropped)
- Changed seventeen ways from Sunday, never worked, so now dropped.

Armour and shield (e.g. changed AC values)
- Changed. Chain and scale armour swapped places. Shields now give 2 AC, bucklers and two-handed melee weapons give 1.

Weapons (e.g. changed damage dice)
- No change that I know of.

Must state action before each round (ignored)
- Ignored to some degree; deciding to do something now (e.g. attack the left Ogre) that might make no sense when your initiative comes up (you're on a 2 and the left Ogre died on a 4) is unrealistic.

Core classes (one or more changed or rebuilt)
- Monks rebuilt from the ground up. Bards made a core class (can start at 1st-level) and rebuilt from the ground up. Added Necromancer, built from scratch.

Monster morale (changed or ignored)
- I never use the ratings in the monster write-ups, but instead play it case by case.

Henchmen and-or loyalty (changed)
- Again done case by case as there are so few henches.

The Wandering Prostitute Table (changed or ignored)
- No change.

And one other change I keep forgetting about as it has become simply second nature:
- Barbarian is a race - a sub-race of Human - not a class.

Lanefan
 
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of this list the only one we changed was rolling init individually.

i made it so each player was their own caller.

since we didn't have the optimal 20 players i figured i could handle 11-14 of them calling for themselves.
 

Simple explanation for me- we ran OD&D "mechanics" with AD&D classes, items, and spells. early on that was the LBBS + GH/BM/EW. Later it was Moldvay Cook/Marsh
 

In our games the following rule changes from the list applied:
Demi-human class-level limits (eased)
Grappling (ignored)
Weapon speed (ignored)
Weapon type vs. armour type (ignored)
Initial roll-up (used different method than in PH)
Spells (major changes to some/many/all)
Psionics (changed)
Henchmen and-or loyalty (ignored)
The Wandering Prostitute Table (ignored)

We never used Henchmen since our parties were always too big, anyway (at one time I had 11 players).
We never used any of the official random tables. We used our own, customized tables.

We also added a bunch of rules over time, the most memorable being critical hit / fumble tables.
 

Shaman said:
Our major change was to replace rounds with segments as the basic unit of time in combat. It tended to make spellcasters a bit trickier to play - no lobbing a fireball or lightning bolt every turn, more disruption of spells during casting, greater use of shield and other defensive magic, every magic-user tended to have a fighter henchman/bodyguard, made wands and staves more valuable.
I did this with my AD&D1 game, too.

Bullgrit
 

You really, really might want to relaunch the poll.

But anyways (Note, this applies to my pre 3E games).

Yes, much of the time:

Experience points for treasure found (dropped)
Demi-human class-level limits (eased)
Grappling (ignored)
Weapon speed (ignored)
Initial roll-up (used different method than in PH)
Psionics (dropped)
Core classes (one or more changed or rebuilt)
Monster morale (ignored)
Henchmen and-or loyalty (ignored)

Also tinkered with many, many things. Like trying to make the theif viable, or giving wizards reserve spells.

Also, you could add training rules to the list (altered).

As for The Wandering Prostitute Table, this I wish I had used more.
 



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