In order to avoid a sheer heart attack,
or, even worse, a visit to the Doctor's office, I am very drunker on cheap
french (resistance) brandy.
Perfect state of mind to write the INTRODUCTION.
To those who exist to bash the OSR, I would almost say: "fuck off", but that would be rood.
Anyway, I am listening to THE FLIGHT OF
ICARUS, by IRON MAIDEN. I Hope that Gary is not Daedalus, and, I Hope that
I am not Icarus!
The whole entire thing here is a fan edition
of D&D, based on the 1e era of Dragon magazine.
Gygaxian wisdom cautions against this,
in my interpretation.
A lot of people exist to bash Gary, and,
I might be 'noid, but I am pretty sure that there is an Anti-Gary Movement,
out there.
One day, I worry that they will start
pulling down the statues of Gary.
When Gary talks about Game design, I Listen.
What follows is a carefully contemplated
divergence from (O)(A)D&D.
However, at the end of the day, I Hope
it is a Game. Nothing more, nothing less.
AD&D is not realism/simulation: it
is game school.
I Hope I got an "A" there.
There is BTB/RAW.
Then there is BTM (By the Magazine).
Using all of the Dragon articles as written:
I think the result would be the most complex
Game in human history.
Which I think is great, from the point
of view of source code.
Now, for actual tabletop play (online or
offline), everything had to be simplified to the nth degree.
Why? Game, because. I Hope that I don't
offend true (O)(A)D&D fans with the simplicity of things.
There is the temptation to leave my own
House Rules out of this, and, to leave Gary's DF/ENW rulings/rules out
of this.
My theoretical D&D is of course awesome,
deriving from the 1e era of Dragon, but it is less awesome than Gary's
game wisdom.
I think that taking Gary Gygax out of
D&D is a very bad thing, in terms of Game design.
That said, this is an attempt at a different
game, some form of D&D based on the 1e era of Dragon magazine.
If you don't like 0 level characters and
critical hit tables, this might not be for you.
Anyway, back to Listening to RIME OF THE
ANCIENT MARINER, by IRON MAIDEN.
Keep the concept of Game in mind, and you
can't go wrong.
Prespos (John Scott)
October 21, 2021
OUTLINE
THE GAME
It is important to keep Gary's original
words here, if only for the purpose of compare and contrast.
This Game requires the 1st Edition MONSTER
MANUAL, PLAYERS HANDBOOK, and DUNGEON MASTERS GUIDE.
For campaign play, it is all guidelines,
with the final authority resting in the hands of the capable DM.
Realism/simulation is a nice theory, but
in practice, the best thing is to start with Game school, overall.
Even then, this D&D is intended to
be more realisitc and deadly than 1st Edition AD&D, overall.
CREATING THE PLAYER CHARACTER
Characters begin at 0 Level (Dragon #51),
with Method V begin used for all characters.
Like most things from the 11 books and 250 issues, I have simplfied character creation for playability.
0. Choose your race/class
1. Use Method V to generate your class
ability scores (Dragon #140)
2. Adjust scores for age.
3. Barbarians: choose a homeland. Rangers:
roll to determine your home climate/terrain.
All classes: at 0 level, you have no class
abilities.
Wizards have the spells Read Magic and
Cantrip at 0 level.
Illusionists have the spells Read Illusionist
Magic and Cantrip.
Priests have the spell Orison at 0 level.
Druids have the spell Orison at 0 level.
4. Choose alignment. Assassins may switch
to a Good alignment for 1000 XP.
5. Skills. A simple skill system is used.
1 skill per point of INT above 10. 1 skill per level.
The secondary skill is a free skill.
Different types of skills: weapon skills,
non-weapon skills, languages.
Certain skills have been removed from
the Game, replaced with Skill Classes.
Any race can multi-class a Skill Class.
There is a limit of 4 classes, when it comes to Multi-Classing.
Armorer, Blacksmith, Weaponsmith: Use
the Smith class instead (note that this class is intended for humans only:
dwarven and gnomish smiths are more powerful).
Bow Specialization: Use the Archer class
instead.
CHARACTER ABILITIES
These are described in Dragon #107.
STRENGTH
+1 STR for male characters, -1 STR for
female characters
increase female STR limits by 1 or by
0.25% if in the 18 range
many monsters are assigned STR scores
INTELLIGENCE
intellgent monsters can be dangerous opponents
(Best of Dragon V).
for every point of INT above 10, the character
gains 1 skill
intelligence affects training time, when
advancing in level
WISDOM
As is.
DEXTERITY
As is.
CONSTITUTION
+1 CON for female characters, -1 CON for
male characters
0 level characters begin with HP = CON
CHARISMA
Max. # of Henchmen becomes Max. # of Figures
Figures are: Henchmen, hirelings, animals,
familiars, followers, charmed and/or fascinated NPCs and/or monsters, animated
undead.
COMELINESS
Comeliness of 18+ allows a character to
fascinate others.
Comeliness can be broken down into 3 sub-abilities:
Face, Body, Voice (Dragon #63)
PERCEPTION
Dragon #133.
Perception affects surprise, the ability
to detect the invisible, the ability to see through illusions, and other
things.
ABILITY TRAINING
1 week + 100 gp = +01%
Ability scores cannot be raised above
race/gender limits
CHARACTER RACES (30)
Aaracockra (Dragon #124)
Centaur
Dwarf (Hill, Mountain, Grey)
Elf (High, Aquatic, Grey, Valley, Snow,
Sylvan, Wild)
Gnome (Deep, Surface)
Goblin (Dragon #141)
Kobold (Dragon #141)
Half-Dryad (Dragon #109)
Half-Elf (Half-high, Half-aquatic, Half-grey,
Half-valley, Half-snow)
Half-Ogre (Best of Dragon IV)
Half-Orc
Half-Satyr (Dragon #109)
Hobbit (Hairfoot, Tallfellow, Stout, Mixed)
Orc (Dragon #141)
Uldra (Dragon #119)
Xvart (Dragon #141)
Human
No monster PCs, beyond those listed above
CHARACTER CLASSES (64)
BUREAUCRAT
Bureaucrat
Politician
CLERIC
Priest (may use the weapon of the deity,
minor spells/powers relating to the deity + 2 new abilities: sacrifice,
convert)
Barbarian Priest (Dragon #109)
Druid (roll 2d6 when praying for spells)
(Get Dragon #119)
Nun/Friar (Best of Dragon Vol. IV)
Shaman (Dragon #141)
Mystic (Adventures Dark & Deep)
ENTERTAINER (Juggler, Acrobat, Troubador)
(Dragon #69)
FIGHTER
Archer (Best of Dragon III)
Barbarian (revised, Dragon #148)
Capoeira Dancer (Battle Dancer)
Berserker (Dragon #133)
Fighter (certain skills can only be chosen
by fighters)
Ranger (many skills, more than any other
class)
Archer-Ranger (Best of Dragon III)
FIGHTER / CAVALIER
Knight (revised, Dragon #148), Elven Knight
(Dragon #114)
Paladin
Anti-Paladin
MAGICK-USER
Wizard
Diviner
Illusionist
Necromancer (Death Master: Best of Dragon
IV)
THIEF
Thief
Assassin (new ability: Forgery, Dragon
#96)
Bandit
MONK
OTHER
Psionicist
HUMOROUS
Accountant
Hopeless
Jock
ALIGNMENT
As is.
SKILLS
Proficiencies are referred to as skills.
AD&D is class-based, not skill-based.
A SSS (Simple Skill System) is used.
For every point of INT above 10, the character gets 1 skill.
For every level the character has, the character gets 1 skill.
0 level characters check for a secondary skill, and get 1 bonus non-combat
skill.
Any 1e skill, combat or non-combat, from a 1e source is available.
Certain skills are not available:
Bow specialization (use the Archer class instead)
Armorer, Blacksmith, Weaponsmith (use the Smith class instead)
HOUSE RULES
The campaign uses the 11 Official AD&D rule books + the 5 Best
of Dragon magazine compilations.
As a general rule of thumb, Dragon magazine articles are not used.
Exceptions are articles written by Gary Gygax, and, Sage Advice.
Listed house rules are most often derived from the posts of Gary Gygax
over at Dragonsfoot and ENWorld.
The 11 Official AD&D rule books (expanded) are all in .html form.
Players, please only access these books: PH, UA (Players Section), OA,
DSG (Players' Section), WSG (Players' Section).
Not referecing the DMG and other DM sources will enhance the mystery, and,
therefore, fun for you as a player.
MM
Large monsters: +1 hp per full Hit Die, +1 damage per 2 full Hit Dice.
Small monsters: -1 hp per full Hit Die, -1 damage.
Energy Drain: a d10 table is consulted, constructed from REF5 Lords of
Darkness.
Dragons: Dragons are deadlier (FR0).
PH
CREATING THE PLAYER CHARACTER
Characters begin at level 0. I've simplified the system in GHA (Greyhawk
Adventures).
STRENGTH
Increase female STR limits by 0.25 or by 1.