Post by Admin on Jan 5, 2016 19:56:21 GMT
Note: Everything that follows is just theory, a rough copy.
If you have any thoughts on any of the following, please post!
Core: 1st ed. MM, PH, DMG, UA
MM
Large monsters have +1 HP per HD.
Large monsters have a damage bonus of 1/2 their HD, rounded down.
Small monsters have -1 HP per HD.
Small monsters do -1 point of damage.
Bear, Polar: use cave bear stats for polar bear
Undead: Use the rules from REF5 for level-draining undead, and, ghosts.
PH & DMG
BACKGROUND
Social Class does not affect class entry, unless you are a cavalier.
ABILITIES
Method V is used for human characters.
For demi-humans, roll 4d6 (drop lowest), and arrange to taste. Comeliness is rolled on 3d6.
The exception to the above are the half-ogre and drow characters, which have their own method of generating stats.
All characters need two 15s: if you need to, raise the 1 or 2 highest scores of your choice to 15.
Characters begin at level 3.
Luck Points: Instead of DM fudging on your behalf, Luck Points are used. You get one per level (multi-class characters begin with 2 or 3 at level 1). If you fail a save, a Luck Point is permanently used, and the save is a success.
Charisma determines how many additional creatures (henchmen, hirelings, followers, animals, animated undead, etc.) that you can take with you in the party.
Comeliness modifiers generally only apply when interacting with the opposite sex.
RACES
Races: Add the half-ogre.
As well, any TSR AD&D race (incl. those from Dragon) may be played.
Age: Add 2 years to your starting age.
Aging: In addition to ability penalties, you lose 1 level when you reach the middle-aged and higher categories.
CLASSES
Classes: Add bandit, mountebank, jester, savant, and hunter.
Add specialty priests and specialist wizards.
In GH, no 5/6/7 demi-/lesser/greater god spell limitation
Bards begin as a bard.
As well, any TSR AD&D class (incl. those from Dragon) may be played.
Clerics may use the weapon of their deity.
Magic-users gain bonus spells for Intelligence, as per clerics.
Multi-classed characters are combined into a single class.
Elves are the only ones to be able to cast MU spells in armor (exception: gnome illusionists & leather armor).
Fighter/Magicians can only cast in elf mail.
Gnomes instead can cast Illusionist spells in leather armor only.
ALIGNMENT
Personality: Players may dice on the DMG tables for personality. This can be done at character creation, or, any time you advance a level.
SKILLS
Proficiencies are used. Any proficiency from a TSR AD&D source may be selected.
EQUIPMENT
Characters roll on the Appendix P tables to see if they begin with magic items.
Other equipment is purchased normally.
Equipment from any TSR AD&D source may be purchased.
100 cp = 10 sp = 1 gp.
Encumbrance: measure in pounds -- anything less than 1#, don't worry about, unless you have 10 or more of that item.
There are 100 coins to the pound.
MAGIC
Spells beyond 9th level and 7th level exist.
EXPERIENCE
Experience: Only train when you gain a new class ability or new proficiencies (skills). Training cost is 1000 gp per your current level.
Individual XP awards are given, as per 2E.
Experience is awarded for achieving story goals: sometimes, this might just be simple exploration.
You get XP for just showing up -- 240 XP per session, 1 per minute.
COMBAT
Weapon vs. AC: Use this only for AC0, AC1, AC9, and AC10
Initiative: Group d10, with the lowest roll winning. Weapon speed factors are only used to break ties.
Multiple routines do not allow "first strike".
Max HP at 1st level, take the best of 2 rolls for each level thereafter.
-HP: Your CON score determines your -HP. Once you are brought to 1, you are conscious and ready to go. A 1-round "Bandage" action brings a character to 0 (unconsicous, no longer bleeding).
A hit that takes you to -6 to -8 will take off a point from an ability score (roll d6, with 7=Comeliness, and 8=no loss).
A hit that that takes you to -9 indicates loss of limb, or possible decapitation/skull crushed.
Critical hits: Double damage on a 20, including modifiers.
Fumbles: A fumble opens you up to an attack (or attack routine) from your opponent.
Item saving throws: Only roll these if you fail your save, or, if the attack form does not allow a save.
SPELLS
cure wounds spells -- reroll 1s
identify completely identifies a magic item.
PSIONICS
Psionics: Use the 2e rules.
SURVIVAL
Food: miss a day of food, -1 HP at sunset.
Water: miss a day of water, -1 HP at sunset.
Sleep: miss a day of sleep, -1 HP at sunset.
Cool: -2 HP if unprotected
Cold: -4 HP if unprotected
Warm: -2 HP if unprotected
Hot: -4 HP if unprotected
Weather: A simplified weather table should be used.
If you have any thoughts on any of the following, please post!
Core: 1st ed. MM, PH, DMG, UA
MM
Large monsters have +1 HP per HD.
Large monsters have a damage bonus of 1/2 their HD, rounded down.
Small monsters have -1 HP per HD.
Small monsters do -1 point of damage.
Bear, Polar: use cave bear stats for polar bear
Undead: Use the rules from REF5 for level-draining undead, and, ghosts.
PH & DMG
BACKGROUND
Social Class does not affect class entry, unless you are a cavalier.
ABILITIES
Method V is used for human characters.
For demi-humans, roll 4d6 (drop lowest), and arrange to taste. Comeliness is rolled on 3d6.
The exception to the above are the half-ogre and drow characters, which have their own method of generating stats.
All characters need two 15s: if you need to, raise the 1 or 2 highest scores of your choice to 15.
Luck Points: Instead of DM fudging on your behalf, Luck Points are used. You get one per level (multi-class characters begin with 2 or 3 at level 1). If you fail a save, a Luck Point is permanently used, and the save is a success.
Charisma determines how many additional creatures (henchmen, hirelings, followers, animals, animated undead, etc.) that you can take with you in the party.
Comeliness modifiers generally only apply when interacting with the opposite sex.
RACES
Races: Add the half-ogre.
As well, any TSR AD&D race (incl. those from Dragon) may be played.
Aging: In addition to ability penalties, you lose 1 level when you reach the middle-aged and higher categories.
CLASSES
Classes: Add bandit, mountebank, jester, savant, and hunter.
Add specialty priests and specialist wizards.
In GH, no 5/6/7 demi-/lesser/greater god spell limitation
Bards begin as a bard.
As well, any TSR AD&D class (incl. those from Dragon) may be played.
Clerics may use the weapon of their deity.
Magic-users gain bonus spells for Intelligence, as per clerics.
Multi-classed characters are combined into a single class.
Elves are the only ones to be able to cast MU spells in armor (exception: gnome illusionists & leather armor).
Fighter/Magicians can only cast in elf mail.
Gnomes instead can cast Illusionist spells in leather armor only.
ALIGNMENT
Personality: Players may dice on the DMG tables for personality. This can be done at character creation, or, any time you advance a level.
SKILLS
Proficiencies are used. Any proficiency from a TSR AD&D source may be selected.
EQUIPMENT
Characters roll on the Appendix P tables to see if they begin with magic items.
Other equipment is purchased normally.
Equipment from any TSR AD&D source may be purchased.
100 cp = 10 sp = 1 gp.
Encumbrance: measure in pounds -- anything less than 1#, don't worry about, unless you have 10 or more of that item.
There are 100 coins to the pound.
MAGIC
Spells beyond 9th level and 7th level exist.
EXPERIENCE
Experience: Only train when you gain a new class ability or new proficiencies (skills). Training cost is 1000 gp per your current level.
Individual XP awards are given, as per 2E.
Experience is awarded for achieving story goals: sometimes, this might just be simple exploration.
You get XP for just showing up -- 240 XP per session, 1 per minute.
COMBAT
Weapon vs. AC: Use this only for AC0, AC1, AC9, and AC10
Initiative: Group d10, with the lowest roll winning. Weapon speed factors are only used to break ties.
Multiple routines do not allow "first strike".
Max HP at 1st level, take the best of 2 rolls for each level thereafter.
-HP: Your CON score determines your -HP. Once you are brought to 1, you are conscious and ready to go. A 1-round "Bandage" action brings a character to 0 (unconsicous, no longer bleeding).
A hit that takes you to -6 to -8 will take off a point from an ability score (roll d6, with 7=Comeliness, and 8=no loss).
A hit that that takes you to -9 indicates loss of limb, or possible decapitation/skull crushed.
Critical hits: Double damage on a 20, including modifiers.
Fumbles: A fumble opens you up to an attack (or attack routine) from your opponent.
Item saving throws: Only roll these if you fail your save, or, if the attack form does not allow a save.
SPELLS
cure wounds spells -- reroll 1s
identify completely identifies a magic item.
PSIONICS
Psionics: Use the 2e rules.
SURVIVAL
Food: miss a day of food, -1 HP at sunset.
Water: miss a day of water, -1 HP at sunset.
Sleep: miss a day of sleep, -1 HP at sunset.
Cool: -2 HP if unprotected
Cold: -4 HP if unprotected
Warm: -2 HP if unprotected
Hot: -4 HP if unprotected
Weather: A simplified weather table should be used.