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Tell me about your AD&D 1E house rules
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<blockquote data-quote="Jack Daniel" data-source="post: 8168704" data-attributes="member: 694"><p>Glad to see the Grand Auld Game still has some love. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I ran my group through the beginning of T1 the other night, as expected. The party met with some familiar faces—Elmo, Spugnoir, Terjon, Rufus & Burne, and others. (Brought back a lot of memories, that.)</p><p></p><p>Based on that experience, I do need to make a couple of addenda to the house-rules up in the OP, as it turns out. We had a fifth player join us, and he too rolled some darned impressive stats (that 4d6-drop-lowest-and-arrange schtick is just something I'm <em>not </em>used to after years of playing 0E). He decided on a monk, which was pretty cool. In the end, I felt the need to codify that AD&D monks should get the same chance to perform feats of acrobatics that they have in BECMI ([Dex × 3] + [level × 2] %), and to give the monk a bit of an extra AC boost in the form of allowing monks to add both their Dexterity defensive adjustment <em>and </em>their Wisdom magical defense adjustment to their starting AC.</p><p></p><p>I think how I'll run it is that monks use whichever AC value is better for them, the straight table unmodified (i.e. starts at AC 10 and gets 1 point better on every level not divisible by five) <em>or</em> AC 10 − Dex adjustment − Wisdom adjustment − 1 point per five levels gained − magical protections from rings and the like. So it would look something like this:</p><p></p><table style='width: 100%'><tr><td><strong>Monk Level</strong></td><td><strong>Base AC</strong></td><td><strong>Alternative AC</strong></td></tr><tr><td>1</td><td>10</td><td>10 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>2</td><td>9</td><td>10 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>3</td><td>8</td><td>10 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>4</td><td>7</td><td>10 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>5</td><td>7</td><td>9 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>6</td><td>6</td><td>9 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>7</td><td>5</td><td>9 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>8</td><td>4</td><td>9 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>9</td><td>3</td><td>9 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>10</td><td>3</td><td>8 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>11</td><td>2</td><td>8 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>12</td><td>1</td><td>8 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>13</td><td>0</td><td>8 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>14</td><td>−1</td><td>8 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>15</td><td>−1</td><td>7 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>16</td><td>−2</td><td>7 − Dex adj. − Wis adj. − magical adj.</td></tr><tr><td>17</td><td>−3</td><td>7 − Dex adj. − Wis adj. − magical adj.</td></tr></table><p></p><p>Basically, either 1st Edition style or 3rd Edition style, whichever grants them the better number. (A Grand Master of Flowers with Dex 18, Wis 18, and a <em>ring of protection +3 </em>would enjoy an AC of −4, so it's actually pretty close to the expected value… but it certainly starts the monk off with a decent boost at level one!)</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8168704, member: 694"] Glad to see the Grand Auld Game still has some love. :) I ran my group through the beginning of T1 the other night, as expected. The party met with some familiar faces—Elmo, Spugnoir, Terjon, Rufus & Burne, and others. (Brought back a lot of memories, that.) Based on that experience, I do need to make a couple of addenda to the house-rules up in the OP, as it turns out. We had a fifth player join us, and he too rolled some darned impressive stats (that 4d6-drop-lowest-and-arrange schtick is just something I'm [I]not [/I]used to after years of playing 0E). He decided on a monk, which was pretty cool. In the end, I felt the need to codify that AD&D monks should get the same chance to perform feats of acrobatics that they have in BECMI ([Dex × 3] + [level × 2] %), and to give the monk a bit of an extra AC boost in the form of allowing monks to add both their Dexterity defensive adjustment [I]and [/I]their Wisdom magical defense adjustment to their starting AC. I think how I'll run it is that monks use whichever AC value is better for them, the straight table unmodified (i.e. starts at AC 10 and gets 1 point better on every level not divisible by five) [I]or[/I] AC 10 − Dex adjustment − Wisdom adjustment − 1 point per five levels gained − magical protections from rings and the like. So it would look something like this: [TABLE] [TR] [TD][B]Monk Level[/B][/TD] [TD][B]Base AC[/B][/TD] [TD][B]Alternative AC[/B][/TD] [/TR] [TR] [TD]1[/TD] [TD]10[/TD] [TD]10 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]2[/TD] [TD]9[/TD] [TD]10 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]3[/TD] [TD]8[/TD] [TD]10 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]4[/TD] [TD]7[/TD] [TD]10 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]5[/TD] [TD]7[/TD] [TD]9 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]6[/TD] [TD]6[/TD] [TD]9 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]7[/TD] [TD]5[/TD] [TD]9 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]8[/TD] [TD]4[/TD] [TD]9 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]9[/TD] [TD]3[/TD] [TD]9 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]10[/TD] [TD]3[/TD] [TD]8 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]11[/TD] [TD]2[/TD] [TD]8 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]12[/TD] [TD]1[/TD] [TD]8 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]13[/TD] [TD]0[/TD] [TD]8 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]14[/TD] [TD]−1[/TD] [TD]8 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]15[/TD] [TD]−1[/TD] [TD]7 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]16[/TD] [TD]−2[/TD] [TD]7 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [TR] [TD]17[/TD] [TD]−3[/TD] [TD]7 − Dex adj. − Wis adj. − magical adj.[/TD] [/TR] [/TABLE] Basically, either 1st Edition style or 3rd Edition style, whichever grants them the better number. (A Grand Master of Flowers with Dex 18, Wis 18, and a [I]ring of protection +3 [/I]would enjoy an AC of −4, so it's actually pretty close to the expected value… but it certainly starts the monk off with a decent boost at level one!) [/QUOTE]
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