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<blockquote data-quote="Emirikol" data-source="post: 8741619" data-attributes="member: 10638"><p>Here's what my NEW AD&D rules are. They mainly just replace clunky stuff.</p><p></p><p>1. NO LEVEL LIMITS by race, but you stop gaining new class hp's (only con bonus) over the traditional level limit.</p><p></p><p>2. NO ABILITY SCORE REQUIREMENTS OR LIMITS for class/race/sex. Constitution: any class can get +3+4 hps. Strength: Any non-fighting class can get up to 18/50 (it is a category, not a percent). Half-orcs with +1 STR can push higher into percentiles by category. Characters gain 2 points in two different scores each 5 levels.</p><p></p><p>3. ANYONE CAN DUAL CLASS. No multi-classing. Can start after level 3. Cost to gain is the total of new levels (e.g. Ftr 3 wants to gain wizard-1. Cost is Wizard level 4 to start and goes up from there). XP tracked separately. Yes you can go back to old class.</p><p></p><p>4. NO STUPID CLASS STUFF: Barbarians: no-magic user hatred. Bards ok as starter class. Monk class from Dragon Magazine. No "training" crap. No "gotta wait for your master to die/move up" monk/assassin/druid limits.</p><p></p><p>5. EXPERIENCE POINTS: DM gives at the end of the game by accomplishments. XP is not gained any other way.</p><p></p><p>6. COMBAT: One movement and one attack. No weapon speed nonsense. If you want to use weapon vs. AC, okey dokey. Death at negative CON score.</p><p></p><p>7. ALL SPELLCASTERS get bonus spells same as clerics+wisdon; use appropriate ability.</p><p></p><p>8. ABILITY SCORE CHECKS: Roll under the score. These are the "skill checks" of AD&D. Affected by roleplay and logic. Non-weapon proficiencies are fine as modifiers. (20 always fails, 1 always succeeds)</p><p></p><p>9. UNEARTHED ARCANA: No double weapon specialization.</p><p></p><p>10. UNARMED COMBAT: Punch/kick is 1d2. Grapple is opposed ability score rolls (can use STR, CON, or DEX) and closest to their score wins.</p><p></p><p>11. EVIL IS STILL EVIL AND THAT HAS NOT CHANGED:. Drow and orcs are evil by both their anti-humane culture and innate universal status. There are few exceptions..and they still aren't allowed as PCs.</p><p></p><p>12. LEVEL LOSS FROM WIGHTS, ETC.: Not permanent unless you fail a Charisma (yes, Charisma) ability score check at the each of the session for each level that was drained.</p><p></p><p>13. SAVES EVERY ROUND (ghouls paralysis, etc.). Spell stuff is adjudicated by the DM.</p><p></p><p>14. COMBAT: Critical hit on natural 20 (roll weapon damage twice and add + strength/dex bonus once). Option on natural 1: Drop weapon out of reach, or Destroy Weapon (or drop a plus), to gain a crit.</p><p></p><p>15. HERO POINTS from Dragon Magazine #118</p><p></p><p>16. ABILITY SCORE GENERATION: 74 point buy. You get an extra point for any ability score of 7 or less and 2 extra points if you take a 3 or 4. Warrior classes at Percentile Strength cost 1 point per "category" of percentile.</p><p>-------------------------------------------------------------</p><p>I still have really fond gaming memories of AD&D and recently ran it for some SLAVERS stuff.</p></blockquote><p></p>
[QUOTE="Emirikol, post: 8741619, member: 10638"] Here's what my NEW AD&D rules are. They mainly just replace clunky stuff. 1. NO LEVEL LIMITS by race, but you stop gaining new class hp's (only con bonus) over the traditional level limit. 2. NO ABILITY SCORE REQUIREMENTS OR LIMITS for class/race/sex. Constitution: any class can get +3+4 hps. Strength: Any non-fighting class can get up to 18/50 (it is a category, not a percent). Half-orcs with +1 STR can push higher into percentiles by category. Characters gain 2 points in two different scores each 5 levels. 3. ANYONE CAN DUAL CLASS. No multi-classing. Can start after level 3. Cost to gain is the total of new levels (e.g. Ftr 3 wants to gain wizard-1. Cost is Wizard level 4 to start and goes up from there). XP tracked separately. Yes you can go back to old class. 4. NO STUPID CLASS STUFF: Barbarians: no-magic user hatred. Bards ok as starter class. Monk class from Dragon Magazine. No "training" crap. No "gotta wait for your master to die/move up" monk/assassin/druid limits. 5. EXPERIENCE POINTS: DM gives at the end of the game by accomplishments. XP is not gained any other way. 6. COMBAT: One movement and one attack. No weapon speed nonsense. If you want to use weapon vs. AC, okey dokey. Death at negative CON score. 7. ALL SPELLCASTERS get bonus spells same as clerics+wisdon; use appropriate ability. 8. ABILITY SCORE CHECKS: Roll under the score. These are the "skill checks" of AD&D. Affected by roleplay and logic. Non-weapon proficiencies are fine as modifiers. (20 always fails, 1 always succeeds) 9. UNEARTHED ARCANA: No double weapon specialization. 10. UNARMED COMBAT: Punch/kick is 1d2. Grapple is opposed ability score rolls (can use STR, CON, or DEX) and closest to their score wins. 11. EVIL IS STILL EVIL AND THAT HAS NOT CHANGED:. Drow and orcs are evil by both their anti-humane culture and innate universal status. There are few exceptions..and they still aren't allowed as PCs. 12. LEVEL LOSS FROM WIGHTS, ETC.: Not permanent unless you fail a Charisma (yes, Charisma) ability score check at the each of the session for each level that was drained. 13. SAVES EVERY ROUND (ghouls paralysis, etc.). Spell stuff is adjudicated by the DM. 14. COMBAT: Critical hit on natural 20 (roll weapon damage twice and add + strength/dex bonus once). Option on natural 1: Drop weapon out of reach, or Destroy Weapon (or drop a plus), to gain a crit. 15. HERO POINTS from Dragon Magazine #118 16. ABILITY SCORE GENERATION: 74 point buy. You get an extra point for any ability score of 7 or less and 2 extra points if you take a 3 or 4. Warrior classes at Percentile Strength cost 1 point per "category" of percentile. ------------------------------------------------------------- I still have really fond gaming memories of AD&D and recently ran it for some SLAVERS stuff. [/QUOTE]
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