|
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.)
|