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What makes a D&D game have a 1E feel?
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<blockquote data-quote="Lanefan" data-source="post: 8109684" data-attributes="member: 29398"><p>You're preaching to the choir! <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=":)" /></p><p></p><p>Not just cut out, but also replace, augment, or design and add new.</p><p></p><p>In my case, hitting only the major bits:</p><p></p><p><strong>Replaced and-or redesigned from scratch</strong>: roll-up mechanics, initiative system, Monks, Bards, Druids, Paladins, Half-Elves, Half-Orcs, magic item pricing, level-advance table, combat matrix, spellcasting mechanics, some spells, etc.</p><p><strong>Removed</strong>: xp-for-gp, weapon vs armour type, weapon speed, demihuman level limits, Human two-classing, PC psionics, some spells, gender-based stats for Humans,</p><p><strong>Augmented</strong>: Clerics v undead, multiclassing*, languages, secondary skills, level-driven stat advancement, a few spells</p><p><strong>Toned down or restricted</strong>: shapeshift and polymorph, multiclassing*, a few spells</p><p><strong>Added new</strong>: classes (War Cleric, Necromancer), genetic taints, 'attributes and quirks', fumbles, criticals, wild magic, some spells, death's-door mechanics, high-level feats, etc.</p><p></p><p>After 40 years of our banging on it there's very little - if anything - left untouched of the original game. <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=":)" /></p><p></p><p>* - multiclassing is augmented in that anyone can do it and it's more flexible, but toned down in that most classes don't get quite the same benefits if multi-ed as opposed to single.</p><p></p><p>Next on my radar: an examination and (probably) complete re-do of the saving throw matrix; at the very least I want to split out paralyzation, poison and death into their own categories rather than having them combined as now.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8109684, member: 29398"] You're preaching to the choir! :) Not just cut out, but also replace, augment, or design and add new. In my case, hitting only the major bits: [B]Replaced and-or redesigned from scratch[/B]: roll-up mechanics, initiative system, Monks, Bards, Druids, Paladins, Half-Elves, Half-Orcs, magic item pricing, level-advance table, combat matrix, spellcasting mechanics, some spells, etc. [B]Removed[/B]: xp-for-gp, weapon vs armour type, weapon speed, demihuman level limits, Human two-classing, PC psionics, some spells, gender-based stats for Humans, [B]Augmented[/B]: Clerics v undead, multiclassing*, languages, secondary skills, level-driven stat advancement, a few spells [B]Toned down or restricted[/B]: shapeshift and polymorph, multiclassing*, a few spells [B]Added new[/B]: classes (War Cleric, Necromancer), genetic taints, 'attributes and quirks', fumbles, criticals, wild magic, some spells, death's-door mechanics, high-level feats, etc. After 40 years of our banging on it there's very little - if anything - left untouched of the original game. :) * - multiclassing is augmented in that anyone can do it and it's more flexible, but toned down in that most classes don't get quite the same benefits if multi-ed as opposed to single. Next on my radar: an examination and (probably) complete re-do of the saving throw matrix; at the very least I want to split out paralyzation, poison and death into their own categories rather than having them combined as now. [/QUOTE]
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