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What 1e Rules Did You Change?
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<blockquote data-quote="Lanefan" data-source="post: 5015412" data-attributes="member: 29398"><p>Man in the Funny Hat, I tip my not-as-funny hat to you for finding the obvious workaround to my screwed-up poll...</p><p></p><p>So, my own vote would have gone:</p><p></p><p>Experience points for treasure found (dropped)</p><p> <span style="color: Yellow">- Gone in 60 seconds.</span></p><p></p><p>Demi-human class-level limits (eased or tightened)</p><p> <span style="color: yellow">- Eased, eased again, eased again, and now almost gone. (corollary change: some racial abilities - Elves in particular - were dialled back a little)</span></p><p></p><p>Grappling (changed or ignored)</p><p> <span style="color: yellow">- Ignored as written. I have an over-simplistic system that involves some d12s being rolled and me winging the results.</span></p><p></p><p>Hit point gain after name {9th+} level (changed)</p><p> <span style="color: yellow">- 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.</span></p><p></p><p>Weapon speed (changed/dropped/ignored)</p><p>Weapon type vs. armour type (changed)</p><p>Weapon type vs. armour type (dropped/ignored)</p><p> <span style="color: yellow">- All gone before they knew what hit 'em. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></p><p></p><p>Initial roll-up (used different method than in PH)</p><p><span style="color: yellow"> - We've used 5d6 drop 2 rearrange to suit since time immemorial.</span></p><p></p><p>Encumbrance</p><p><span style="color: yellow"> - I only bother with this if I think someone's abusing it. One or two of my players, however, track it to the ounce.</span></p><p></p><p>Initiative (changed system)</p><p> <span style="color: yellow">- I *think* what I use is not original, as I've never quite been sure what the original is. Everything works on a d6...</span></p><p></p><p>Initiative (re-roll individually every round)</p><p><span style="color: yellow"> - ...and it's re-rolled every round.</span></p><p></p><p>Spell casting times (changed or ignored)</p><p><span style="color: yellow"> - 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.</span></p><p></p><p>Spells (minor tweaks to some/many)</p><p>Spells (major changes to some/many/all)</p><p>Spells (complete rebuild)</p><p><span style="color: yellow"> - I'd say major changes, but not a complete rebuild.</span></p><p></p><p>Spell casting (used spell points or non-Vancian)</p><p><span style="color: yellow"> - 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.</span></p><p></p><p>Regaining health/h.p. via resting (changed or eased)</p><p> <span style="color: yellow">- Eased. An overnight rest gets you back 1/10 of your full h.p., rounded up.</span></p><p></p><p>Class-alignment options (eased or tightened)</p><p><span style="color: yellow"> - Eased. Rangers can be any. Cavaliers can be any L, or any G, or pure N.</span></p><p></p><p>Alignment-change consequences (changed or ignored)</p><p> <span style="color: yellow">- Largely ignored except for Clerics and Paladins; I see alignment as a more fluid thing that can develop along with a character.</span></p><p></p><p>To-hit matrix (changed)</p><p> <span style="color: yellow">- Changed; smoothed out and some tweaking to how well some classes can fight.</span></p><p></p><p>Item or character saving throw matrices (changed)</p><p><span style="color: yellow"> - Minor tweaks only, except adding a few new item categories to the save matrix.</span></p><p></p><p>Clerics affecting undead (changed or rebuilt)</p><p><span style="color: yellow"> - Smoothed out, and more udead types added to the matrix.</span></p><p></p><p>Psionics (changed or dropped)</p><p><span style="color: yellow"> - Changed seventeen ways from Sunday, never worked, so now dropped.</span></p><p></p><p>Armour and shield (e.g. changed AC values)</p><p><span style="color: yellow"> - Changed. Chain and scale armour swapped places. Shields now give 2 AC, bucklers and two-handed melee weapons give 1.</span></p><p></p><p>Weapons (e.g. changed damage dice)</p><p><span style="color: yellow"> - No change that I know of.</span></p><p></p><p>Must state action before each round (ignored)</p><p><span style="color: yellow"> - 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.</span></p><p></p><p>Core classes (one or more changed or rebuilt)</p><p><span style="color: yellow"> - 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.</span></p><p></p><p>Monster morale (changed or ignored)</p><p><span style="color: yellow"> - I never use the ratings in the monster write-ups, but instead play it case by case.</span></p><p></p><p>Henchmen and-or loyalty (changed)</p><p><span style="color: yellow"> - Again done case by case as there are so few henches.</span></p><p></p><p>The Wandering Prostitute Table (changed or ignored)</p><p> <span style="color: yellow">- No change.</span></p><p></p><p>And one other change I keep forgetting about as it has become simply second nature:</p><p> <span style="color: Yellow">- Barbarian is a race - a sub-race of Human - not a class.</span></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5015412, member: 29398"] 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) [COLOR="Yellow"]- Gone in 60 seconds.[/COLOR] Demi-human class-level limits (eased or tightened) [COLOR="yellow"]- Eased, eased again, eased again, and now almost gone. (corollary change: some racial abilities - Elves in particular - were dialled back a little)[/COLOR] Grappling (changed or ignored) [COLOR="yellow"]- Ignored as written. I have an over-simplistic system that involves some d12s being rolled and me winging the results.[/COLOR] Hit point gain after name {9th+} level (changed) [COLOR="yellow"]- 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.[/COLOR] Weapon speed (changed/dropped/ignored) Weapon type vs. armour type (changed) Weapon type vs. armour type (dropped/ignored) [COLOR="yellow"]- All gone before they knew what hit 'em. :)[/COLOR] Initial roll-up (used different method than in PH) [COLOR="yellow"] - We've used 5d6 drop 2 rearrange to suit since time immemorial.[/COLOR] Encumbrance [COLOR="yellow"] - I only bother with this if I think someone's abusing it. One or two of my players, however, track it to the ounce.[/COLOR] Initiative (changed system) [COLOR="yellow"]- I *think* what I use is not original, as I've never quite been sure what the original is. Everything works on a d6...[/COLOR] Initiative (re-roll individually every round) [COLOR="yellow"] - ...and it's re-rolled every round.[/COLOR] Spell casting times (changed or ignored) [COLOR="yellow"] - 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.[/COLOR] Spells (minor tweaks to some/many) Spells (major changes to some/many/all) Spells (complete rebuild) [COLOR="yellow"] - I'd say major changes, but not a complete rebuild.[/COLOR] Spell casting (used spell points or non-Vancian) [COLOR="yellow"] - 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.[/COLOR] Regaining health/h.p. via resting (changed or eased) [COLOR="yellow"]- Eased. An overnight rest gets you back 1/10 of your full h.p., rounded up.[/COLOR] Class-alignment options (eased or tightened) [COLOR="yellow"] - Eased. Rangers can be any. Cavaliers can be any L, or any G, or pure N.[/COLOR] Alignment-change consequences (changed or ignored) [COLOR="yellow"]- Largely ignored except for Clerics and Paladins; I see alignment as a more fluid thing that can develop along with a character.[/COLOR] To-hit matrix (changed) [COLOR="yellow"]- Changed; smoothed out and some tweaking to how well some classes can fight.[/COLOR] Item or character saving throw matrices (changed) [COLOR="yellow"] - Minor tweaks only, except adding a few new item categories to the save matrix.[/COLOR] Clerics affecting undead (changed or rebuilt) [COLOR="yellow"] - Smoothed out, and more udead types added to the matrix.[/COLOR] Psionics (changed or dropped) [COLOR="yellow"] - Changed seventeen ways from Sunday, never worked, so now dropped.[/COLOR] Armour and shield (e.g. changed AC values) [COLOR="yellow"] - Changed. Chain and scale armour swapped places. Shields now give 2 AC, bucklers and two-handed melee weapons give 1.[/COLOR] Weapons (e.g. changed damage dice) [COLOR="yellow"] - No change that I know of.[/COLOR] Must state action before each round (ignored) [COLOR="yellow"] - 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.[/COLOR] Core classes (one or more changed or rebuilt) [COLOR="yellow"] - 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.[/COLOR] Monster morale (changed or ignored) [COLOR="yellow"] - I never use the ratings in the monster write-ups, but instead play it case by case.[/COLOR] Henchmen and-or loyalty (changed) [COLOR="yellow"] - Again done case by case as there are so few henches.[/COLOR] The Wandering Prostitute Table (changed or ignored) [COLOR="yellow"]- No change.[/COLOR] And one other change I keep forgetting about as it has become simply second nature: [COLOR="Yellow"]- Barbarian is a race - a sub-race of Human - not a class.[/COLOR] Lanefan [/QUOTE]
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