Post by Admin on Feb 22, 2018 4:54:37 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
1) Characters begin at Level 0, with -500 XP. The only thing is that they do not have any class abilities, as of yet.
BACKGROUND
Social Class does not affect class entry, unless you are a cavalier.
2) New background options are available.
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.
4) Perception
Roll 5d6 to determine this.
16) Men: +1 STR
17) Women: +1 CON
19) Ability improvement: 100 gp + 1 week = +1%
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.
6) Unburied characters may rise as undead.
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.
13) Clerics and druids now have access to 0 level spells.
Clerics may use the weapon of their deity.
7) Clerics can attempt to convert, and they gain XP if successful.
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.
8) All characters have a small chance of being a Dreamer.
18) Multi-class characters: translate to a single class.
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.
11) Appraising is a NWP. Without it, you may not know the GP value of gems, jewelry, etc.
12) 'Feats' are available to fighters, for WP slots.
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.
15) Shields now provide a -2 AC armor bonus.
20) Money: Silver standard, as in silver dollar. Gold is more rare.
Example: a beginning fighter starts out with $500-$2000
MAGICK
Spells beyond 9th level and 7th level exist.
9) Certain spells (4th level and above) may affect the World Balance.
5) Channeling:
Spell casters may channel their hit points in order to increase the casting level of a spell. For example, say you are a 5th level M-U, casting fireball. By expending 1 HP, that fireball becomes a 6d6 fireball, instead of 5d6. (Note to self: rework this).
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.
3) Pain:
At 2 HP, one is -1 to hit/damage/saves
At 1 HP, one is -2 to hit/damage/saves
10) Weapon and armor damage/breakage.
Your weapon has a 50% chance of breaking if you roll a 2.
Magic weapons: subtract 10% for each +.
On a roll of 19. 50% chance of breaking your targets shield, if you are using a weapon. If no shield, a 50% chance of damaging your opponent's armor (reducing it by 1 step).
TREASURE
14) Magic items have a 10% chance of having a quirk.
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
1) Characters begin at Level 0, with -500 XP. The only thing is that they do not have any class abilities, as of yet.
BACKGROUND
Social Class does not affect class entry, unless you are a cavalier.
2) New background options are available.
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.
4) Perception
Roll 5d6 to determine this.
16) Men: +1 STR
17) Women: +1 CON
19) Ability improvement: 100 gp + 1 week = +1%
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.
6) Unburied characters may rise as undead.
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.
13) Clerics and druids now have access to 0 level spells.
Clerics may use the weapon of their deity.
7) Clerics can attempt to convert, and they gain XP if successful.
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.
8) All characters have a small chance of being a Dreamer.
18) Multi-class characters: translate to a single class.
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.
11) Appraising is a NWP. Without it, you may not know the GP value of gems, jewelry, etc.
12) 'Feats' are available to fighters, for WP slots.
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.
15) Shields now provide a -2 AC armor bonus.
20) Money: Silver standard, as in silver dollar. Gold is more rare.
Example: a beginning fighter starts out with $500-$2000
MAGICK
Spells beyond 9th level and 7th level exist.
9) Certain spells (4th level and above) may affect the World Balance.
5) Channeling:
Spell casters may channel their hit points in order to increase the casting level of a spell. For example, say you are a 5th level M-U, casting fireball. By expending 1 HP, that fireball becomes a 6d6 fireball, instead of 5d6. (Note to self: rework this).
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.
3) Pain:
At 2 HP, one is -1 to hit/damage/saves
At 1 HP, one is -2 to hit/damage/saves
10) Weapon and armor damage/breakage.
Your weapon has a 50% chance of breaking if you roll a 2.
Magic weapons: subtract 10% for each +.
On a roll of 19. 50% chance of breaking your targets shield, if you are using a weapon. If no shield, a 50% chance of damaging your opponent's armor (reducing it by 1 step).
TREASURE
14) Magic items have a 10% chance of having a quirk.
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.