House Rules for 1st Edition Flavor

Here's a list of simple changes that can be made to the D&D 3rd Edition game rules to bring them more in line with the tone of 1st Edition AD&D:

  • Enforce suggested limitations on race/class options (DMG21).
  • Use "Variant: 1st-Level Multiclass Characters" (DMG40).
  • Use "Variant: Gaining Class Abilities" for training (DMG42).
  • At 1st level, roll for hit points, but with a minimum of at least an average roll (half maximum), as per Table 2-23 (DMG42).
  • At 1st level, don't allow wizards to choose their 1st-level spells; roll on a table specific to their school or specialty (giving one each offensive, defensive, and miscellaneous spell).
  • Remove the "Massive Damage" rule (PH129), replacing it by making all falling/environmental damage cumulatively increasing (see www.superdan.net/environs.html).
  • Treat the shield spell as granting a +7 armor bonus (not cover, as given on PH251. See www.superdan.net/adndfaq1.html for more explanation).
  • Constitution checks are required for transformative magic (aging, petrification, polymorph others), at DC 7, or the subject dies. Any resurrection spell (raise dead, etc.) requires a similar check (at a +1 bonus) or the character is dead forever.
  • Use individual weapon-versus-armor-class adjustments for attacks, directly from 1st Ed. rules. Alternatively, use the approximations to these adjustments, by weapon type, shown below:

Approximate 1st Ed. Weapon Type vs. Armor Class Adjustments

Armor

Armor

Piercing,

Bonus

Worn

Bludgeoning

Slashing*

Subdual**

0

None

0

+1

+2

1

Padded

0

+1

0

2

Leather

0

+1

0

3

Studded, Hide

0

+1

-1

4

Scale, Chain shirt

0

0

-2

5

Chain, Breastplate

+1

0

-3

6

Splint, Banded

+1

0

-5

7

Half-plate

+1

-1

-7

8

Full plate

+1

-2

-8

9

Full plate & Shield (sm)

+1

-2

-10

10

Full plate & Shield (lg)

+1

-3

-11


* These simple Bludgeoning weapons must use the Piercing table: Gauntlet, Club (including Greatclub), Quarterstaff, and Sling.

** Weapons which normally do Subdual damage must use the special column above, including: Unarmed Strike, Sap, and Whip. (Note that this replaces the normal limitation for a Whip.)



This page last updated on 01/24/02. E-mail your comments here.
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