Post by scottenkainen on Dec 11, 2014 11:24:28 GMT -6
Interestingly, it took 11 months and a suggestion from a player before I got around to comparing saving throws between Holmes ed. Basic and AD&D. It turns out that the Holmes saves are almost uniformly easier to make. So, instead of everyone phasing onto the AD&D saving throw chart at 4th level, the Holmes saving throws will be retained until a level when AD&D saves become, on average, better. By class, these are:
Post by scottenkainen on Dec 11, 2014 11:32:58 GMT -6
To Hit Tables
I've been similar encouraged to compare the to hit tables and I can see phasing between editions will not be as smooth there as I would have wished either.
Clerics will remain, as planned. Fighters will need to get +1 to hit at 3rd level, and then will phase onto the AD&D table. Magic-Users and Thieves will stay on the Holmes table until 6th and 5th level, respectively.
No, that was a hasty and heavily flawed analysis. Actually, Holmes' to hit table is a little more generous. Fighters will keep Holmes until level 3, when they switch to AD&D. Clerics, Thieves, and Magic-Users won't have to switch tables until 4th, 9th, and 11th levels respectively.
Post by scottenkainen on Jan 28, 2015 11:49:01 GMT -6
Cure Light Wounds
I have long delayed on this ruling, as it has been hard to decide between the 2-7 hit points it heals in Holmes Basic and the 1-8 hit points it heals in AD&D. Obviously, there is a plus and a minus to each of them.
So I'm not going to choose at all. Rather, starting at levels 2+, I will simply let the clerics choose themselves. You can ask for the 2-7 version of the spell or the 1-8 version of the spell, at the time you prepare spells for the day.
Post by scottenkainen on Feb 6, 2015 12:54:06 GMT -6
It does run the risk of splitting up the characters even further, but
a) I'm trying to start moving us faster now, and b) We will be roleplaying training, but it should still go fast. When you are done with your training, you may well be four days ahead of everyone else, but if anyone else wants to catch up with you, they should be able to do more downtime stuff and move faster as well.
Post by scottenkainen on Feb 8, 2015 9:55:20 GMT -6
Weapon Proficiencies Both Fighters and Thieves are assumed to be proficient in all weapons in Holmes Basic, and this will not be lost when PCs switch to AD&D.
Clerics and Magic-Users are also assumed to be proficient in all of the limited number of weapons they are allowed to use. They will pick up weapon proficiencies at higher levels, though, which they can use to learn to use a weapon that is not normally allowed to them in AD&D.
Post by scottenkainen on May 5, 2015 8:47:18 GMT -6
Anyone can choose to do subdual damage instead of real damage with an attack at any time before hitting. Subdual damage can reduce the victim's hp to 0 or lower, but the victim is then unconscious instead of dead. Subdual damage heals at the rate of 1 hp per 10 minutes of rest.
Experience Point Capping XP will never completely cap, but if you have gained enough for next level and have still not finished training, you can only earn 1 xp per week of real time. half experience points until leveled.