Post by Falconer on Dec 20, 2008 23:42:55 GMT -6
As a mirror of sorts to the “4e and OD&D” thread, what sorts of steps can be taken to make a game of AD&D 1e feel like OD&D? Let’s talk specifics. No “whatever works for you, man” kind of answers—I want to know your real opinions, and I’ll proceed to do “whatever works for me” anyway!
Obviously each player owns a copy of the Players Handbook. (Otherwise the discussion is moot because I as referee can use OD&D or any rules I want, “behind the screen.”) So let’s start with stuff printed in the Players Handbook. How much can be changed without inviting rebelliousness?
To quote Gygax, “I ignore the weapon speed factor, the effects of weapons vs. armor, generally don’t pay attention to anything but gross violations of encumbrance, and NEVER use psionics.” I’ve never had a player object to me cutting those things out. The Ability Score Minimums & Maximums By Racial Type table is another that I have no trouble dropping.
I have in the past given the players a restricted list of class/race choices (identical to Holmes’s list) at the start of a campaign, but in the long run, players will want to have access to all the choices in the book. But I could probably get away with disallowing one or two classes if “I had my reasons”. What do you think? Monk? Bard? Assassin? Thief? Half-Orcs and Gnomes (and even Half-Elves) make the game AD&Dish but I really have no objection to any of them in particular. Should I? I also insist on Hobbits instead of Halflings, heh!
Alignment is a pretty simple thing to toss out or simplify as I want, or depending on what’s appropriate to the setting.
Spell selection, of course, is always under a referee’s control. If I wanted, I could only ever give out OD&D spells. (It’s probably not necessary to be entirely restrictive in this sense—and part of the OD&D spirit involves invention of my own new spells, I reckon.)
I’d love to drop most Ability Adjustments—bonuses to hit and damage from Strength (and Dexterity), additional Cleric spells from Wisdom, and bonuses to AC from Dexterity are probably the biggies (any others?). It’s probably pushing my luck to try to cross these out of the book, but these are Major Things I Don’t Like.
I’d probably have to simply live with the “facts of life” of HD and XP and Spell Level progressions per the Players Handbook (and Dungeon Masters Screen. Cutting things out is one thing, but when it comes to replacing whole tables with new tables, it’s time to stop even pretending we’re playing AD&D. I’d particularly like to prevent the Cleric from having any spells at 1st Level—or even for just part of 1st Level—and can probably swing that through some mumbo-jumbo about proving himself worthy to the gods, but after that the progression will have to stand.
Does that about cover the Players Handbook? In any case, it’s a good transition point. Monster strength (especially HD) per the Monster Manual and combat tables per the Dungeon Masters Screen? I see no reason to mess with them.
Overall, I have nothing in particular to say about the Monster Manual. Monster selection is like spell selection. But is there anything that really changes the game the way magic missile does? Nothing comes to mind. I guess you could say monsters that have literary and mythological roots should be more prominent, alongside my own inventions, whereas monsters created specifically for D&D by D&D authors should be de-emphasized. Creatures with Tolkien roots need to be more Tolkienish; creatures with Greek Mythology roots need to be more Greek; likewise Arabian Nights and so on; and more White Apes and Thouls and Losels and such added into the mix.
The Dungeons Masters Guide—ah, there’s the beast! Suffice it to say there is a LOT in here that is not in OD&D, and for starters, the players won’t miss it if they don’t have to train for their levels! Perhaps something akin to the Special Interests rules from The First Fantasy Campaign would be a more interesting way to divest players of their treasures.
But overall I have always approached this book as a tool chest of optional stuff I can use. I’m now too tired to make a list of specific things I would throw out. Most of combat (initiative!) is too complicated. I’m kind of thinking of just not using the Dungeons Masters Guide at all, other than what’s already on the Dungeon Masters Screen, till I’ve gotten used to it. (Wasn’t there an issue or two of The Dragon that contained the bare essential parts of the not-yet-published Dungeon Masters Guide needed to play?) I’ll let you guys flesh out this part of the discussion.
Any other facets of this that I am missing?
Obviously each player owns a copy of the Players Handbook. (Otherwise the discussion is moot because I as referee can use OD&D or any rules I want, “behind the screen.”) So let’s start with stuff printed in the Players Handbook. How much can be changed without inviting rebelliousness?
To quote Gygax, “I ignore the weapon speed factor, the effects of weapons vs. armor, generally don’t pay attention to anything but gross violations of encumbrance, and NEVER use psionics.” I’ve never had a player object to me cutting those things out. The Ability Score Minimums & Maximums By Racial Type table is another that I have no trouble dropping.
I have in the past given the players a restricted list of class/race choices (identical to Holmes’s list) at the start of a campaign, but in the long run, players will want to have access to all the choices in the book. But I could probably get away with disallowing one or two classes if “I had my reasons”. What do you think? Monk? Bard? Assassin? Thief? Half-Orcs and Gnomes (and even Half-Elves) make the game AD&Dish but I really have no objection to any of them in particular. Should I? I also insist on Hobbits instead of Halflings, heh!
Alignment is a pretty simple thing to toss out or simplify as I want, or depending on what’s appropriate to the setting.
Spell selection, of course, is always under a referee’s control. If I wanted, I could only ever give out OD&D spells. (It’s probably not necessary to be entirely restrictive in this sense—and part of the OD&D spirit involves invention of my own new spells, I reckon.)
I’d love to drop most Ability Adjustments—bonuses to hit and damage from Strength (and Dexterity), additional Cleric spells from Wisdom, and bonuses to AC from Dexterity are probably the biggies (any others?). It’s probably pushing my luck to try to cross these out of the book, but these are Major Things I Don’t Like.
I’d probably have to simply live with the “facts of life” of HD and XP and Spell Level progressions per the Players Handbook (and Dungeon Masters Screen. Cutting things out is one thing, but when it comes to replacing whole tables with new tables, it’s time to stop even pretending we’re playing AD&D. I’d particularly like to prevent the Cleric from having any spells at 1st Level—or even for just part of 1st Level—and can probably swing that through some mumbo-jumbo about proving himself worthy to the gods, but after that the progression will have to stand.
Does that about cover the Players Handbook? In any case, it’s a good transition point. Monster strength (especially HD) per the Monster Manual and combat tables per the Dungeon Masters Screen? I see no reason to mess with them.
Overall, I have nothing in particular to say about the Monster Manual. Monster selection is like spell selection. But is there anything that really changes the game the way magic missile does? Nothing comes to mind. I guess you could say monsters that have literary and mythological roots should be more prominent, alongside my own inventions, whereas monsters created specifically for D&D by D&D authors should be de-emphasized. Creatures with Tolkien roots need to be more Tolkienish; creatures with Greek Mythology roots need to be more Greek; likewise Arabian Nights and so on; and more White Apes and Thouls and Losels and such added into the mix.
The Dungeons Masters Guide—ah, there’s the beast! Suffice it to say there is a LOT in here that is not in OD&D, and for starters, the players won’t miss it if they don’t have to train for their levels! Perhaps something akin to the Special Interests rules from The First Fantasy Campaign would be a more interesting way to divest players of their treasures.
But overall I have always approached this book as a tool chest of optional stuff I can use. I’m now too tired to make a list of specific things I would throw out. Most of combat (initiative!) is too complicated. I’m kind of thinking of just not using the Dungeons Masters Guide at all, other than what’s already on the Dungeon Masters Screen, till I’ve gotten used to it. (Wasn’t there an issue or two of The Dragon that contained the bare essential parts of the not-yet-published Dungeon Masters Guide needed to play?) I’ll let you guys flesh out this part of the discussion.
Any other facets of this that I am missing?