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Post by Admin on Oct 30, 2016 22:51:26 GMT
Trying to get myself together, to start on this. In a matter of months, I've posted about 3000 posts in the Aerth forum. I'm thinking that I will 'stop' when I hit about 4000 posts, and, hopefully return to working with 1st Ed. Looking back at the history of AD&D, the first edition was basically: OD&D + Dragon. What if... there was an AD&D(1) + Dragon? Is there any interest in such a thing, around here? I'd love to work as part of a team, with regular (daily?) meetings on Skype. I estimate that this project would take 10 or so years to do. Any interest out there? Prespos
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Post by christopher house on Nov 1, 2016 5:03:47 GMT
why possible it all depends on what you want to do? areafiftyonegames@gmail.com 903-3371285.?> I have in my possession many revisions and such already.
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Post by Admin on Nov 1, 2016 20:55:45 GMT
Thanks! In the very simplest terms, I hope to be part of a 1e Dragon compilation project, one day... something for the fans! Prespos
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Post by Admin on Nov 24, 2016 22:42:50 GMT
What would happen if one played with all of the 1e rules from the official TSR material, to, unofficial additions and changes, as set forth in the various periodicals of the era? The outline that follows answers this question, in part.
First, with regards to sources: * Official TSR AD&D * Dragon * White Dwarf * Imagine * Polyhedron
Combining everything together, this is how the game would look like.
Note that the end result, BtB, would likely be unplayable. Unless, of course, certain things are not used and/or simplified.
MONSTER MANUAL * There would be a Monster Manual III * There would be a Fiend Folio II
PLAYER'S HANDBOOK
Characters begin at level 0.
ABILITIES Method V is used for all characters. Comeliness is replaced by 3 numbers (Face, Body, Voice), on the standard 3-18 spectrum. An 8th ability score, Perception, is added. This comes into play when searching for secret doors, et al. Hero Points.
RACES Elf, Aquatic Half-Ogre Half-Dryad Half-Satyr Uldra
The UA races are all revised, for balance.
CLASSES In total, there would be about 100 classes.
Clerics gain a new ability: conversion. Fighters may spend weapon proficiency slots on combat maneuvers. The ranger gains many new abilities. Magic-users may set up strongholds. The Assassin class is slightly revised.
Followers for fighters & rangers are revised.
The UA barbarian & cavalier are revised, for balance.
ALIGNMENT Chaotic evil characters can make pacts with demons.
Note that there are now paladins for each of the 9 alignments.
PROFICIENCIES A few new proficiencies (heraldry and alchemy proficiencies) are added.
The White Dwarf rules for languages are used.
Weapon specialization is revised.
EQUIPMENT A silver standard is used, with 219+ coins to the pound. (A coin is about the same size as an American dime).
Knives, and, a few new weapon types are added. Firearms are available. Ships, incl. those of up to the 19th century, are available.
Gliders. Chariots.
MAGIC A spell point system is used. Spellcasting can cause strain on the spellcaster. Alternate material components can be used for some spells.
EXPERIENCE The training rules are revised.
COMBAT Critical hits & fumbles are used. Pain. Permanent Damage.
Melee initiative is revised.
Morale rules are revised.
Armor and weapons can get damaged in combat.
TREASURE 10% of all magic items have a quirk or a curse.
Magic weapons work differently.
ENCOUNTERS Surprise rules are revised.
Encounter reaction rules are revised.
NPCs Loyalty rules are revised.
PSIONICS Complete overhaul of the system, as per White Dwarf. In addition to the standard roll for psionics (which is now more influenced by charisma), there is another roll to check if the character is a latent psionic. When checking for psionics, check for Dreamer ability, as well.
If there are any questions about specifics, please post!
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