Will 1e AD&D have me back?


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kaomera said:
I <3 1e Initiative. But then again we probably used a pretty watered-down version. IIRC:

Yeah. That doesn't bear much resemblance to 1e initiative.

It went something like this...

Both sides roll 1d6. The higher die wins it.

* If one (or both sides) charged, then you ignored the die and just used weapon length: longer weapon strikes first.
* In melee, the higher die wins, except on a tie.
* In a tie, action is simultaneous except...
* ...if both combatants are using weapons, the lower speed goes first. If that speed was 5 or more factors below the higher speed, then they get two attacks.
* ...if one combatant is using a weapon and the other casting a spell, you compare values of weapon speed, casting time and initiative die rolls to see who acts first.
* If you're firing a bow, you adjust the initiative roll for Dexterity. You don't otherwise adjust the roll.
* If one combatant (A) gets two attack routines to the opponent's (B) one, then you ignore initiative and the exchange of blows goes A, B, A.
* For a monster, an attack routine can be "claw, claw, bite". A fighter with 2 attacks would attack first, then the monster would claw, claw, bite, then the fighter attack again.

Bunches of stuff I'm forgetting!

Cheers!
 

Man, don't worry about your players, make yourself happy first dude. All you need is one or two other guys right, and it sounds like you have them. Of course, you seem a bit wishy washy about really wanting to try it out again.

As for house ruling 3.5 into 1E AD&D, probably a bad idea for now (though maybe a little of it later on). As others have pointed out, first know what the game is supposed to feel like again (the class roles, the simplicity) and who knows you might like it just fine the way it is.
I'd give it 5 or 6 sessions at least before you house rule. Give the game a fare shake.

I would suggest downloading OSRIC from here: http://www.knights-n-knaves.com/osric/
Next read the DMG and PH along side OSRIC document to help clarify it. This is by far the fastest way I've found to get newbies (or guys from the distant past) looking at 1E AD&D.
The rules books for 1E have always been confusing to many, and often required someone to explain them before they made since. Now that problem is solved (though I don't think that was the documents original intent).

Enjoy
 

Treebore said:
Plus I am running an online I6 Ravenloft in October using SKYPE (a "talking" program, for talking live to each other) and the C&C rules, I have four more slots in group 3 left, if you would like to try it out, and see if you can beat or survive Strahd. I believe group 3 is for Thursday nights, 9 to midnight EST. Should last no more than 4 weeks, hopefully not as little as one night.

I have Skype. Make it Friday or Saturday nights and your on! Actually, I can do Thursday nights up until mid-November, then again after Christmas, but I'm sure that's not the kind of dedication you'd need.
 

You can do it. I'm starting a (mostly) 1e campaign right now.

I have imported some of the stuff from 3e, however. Basically, I'm allowing each player 2 'perks' to be spent at character creation. It costs one to be non-human, and one for exceptional strength. Otherwise, they can be spent on things like adding a useful skill
to your class abilities, obtaining a new use of your class abilities (like clerics spontaneously
casting healing spells), specializing in a school of magic, and so on. It does make the
characters a bit more powerful, but I'm OK with that.

If you're interested, PM me and I'll send you a copy of the rules I've drawn up.

Dragonsfoot is pretty conservative.

Cheers!
 

If you have a go at 1e, don't let yourself get bogged down with all the minutiae. Since it is a very modular system, you can start with the basics and add the rest along the way if you feel the need to. :D

And of course, you need the 1st edition DMG. One obvious reason is the combat tables, but the more important one is those random encounter charts - also called "1e AD&D's implied setting". Study it. Understand it. Draw your conclusions. :D
 

OK, so here's my story.

I was getting frustrated by 3e & excited by Gygax's stories of the old days. I found Dragonsfoot & was really intrigued as to why people were still sticking with a game I thought had been obsolete since c. 1990.

So, I set about trying to understand that. Between Dragonsfoot, other places, & even discussions here, I slowly began to understand. Part of it was discovering new ways to understand the older editions. Part of it was remembering things that I'd forgotten.

I rediscovered my original Basic & Expert sets. I found that I now not only preferred that D&D over 3e, I preferred it over 1e as well. Played some one-offs, which were a lot of fun. Then ran my group through a campaign that lasted c. 18 months, I think. It was a blast.

So, yes, you can go back.

Personally, I think it is best to try to really understand the game on its own terms first. Re-read the books. Read anything the designers wrote about them, because the books don't always completely & correctly capture what they were going for. Go to DF & other grognard hang-outs & lurk & read the archives.

Now, you may not end up playing the game exactly like Gygax or Mentzer or any of the grogs at DF. But I think that path gives you the best chance to get the most out of the game.

As for house-ruling: Go for it. There are 3e ideas that I'll use in a classic campaign. I still think, though, you're better off house-ruling after you have a firm grasp on the game as played by those who designed it & enjoy it the most.

Hope that helps, & good luck!

Edit: I mean, "Keep playing!" (^_^)
 

kaomera said:
Nope, never played it.

Well, then you're thinking of house rules that coincidentally match up with 2E. :)

Rolling d10's for initiative and modifying that number in any way is a 2E thing (1E used d6's, weapon/casting speed basically broke any ties). The category of "fast" and "slow" actions I've never heard of, so I assumed that was also 2E.
 

Delta said:
Well, then you're thinking of house rules that coincidentally match up with 2E. :)

Rolling d10's for initiative and modifying that number in any way is a 2E thing (1E used d6's, weapon/casting speed basically broke any ties). The category of "fast" and "slow" actions I've never heard of, so I assumed that was also 2E.
Remember that most of the rules changes in 2E arose from widespread 1E house-rules (including THAC0, d10 individual initiative, d20 roll-under ability checks, f/m-us only being able to cast spells in elfin chain, class-based XP awards, and probably more I'm forgetting -- I haven't looked closely at the 2E rulebooks in over 15 years).
 

Deuce Traveler said:
I have Skype. Make it Friday or Saturday nights and your on! Actually, I can do Thursday nights up until mid-November, then again after Christmas, but I'm sure that's not the kind of dedication you'd need.


There is a Friday group going, so it should work. I am hoping to do group 2 on Friday and group 3 on Thrusday. Group 1 is my Monday group.

Please sign up via the TLG boards so I don't lose track of you. Plus that is where all the character creation guidlelines are.
 

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