Post by True Black Raven on Apr 29, 2018 22:44:22 GMT -5
This was first posted by finarvyn and I am quoting it here
Also this post by another poster
1. Introduction
In 2005, Gary ran an OD&D campaign for his group. This is a compilation of notes about the rules for that campaign. The info was gleaned from Q&As in Gary's Q&A threads on ENWorld & DF as well as some tales of the campaign posted by Deogolf.
Rules
• Not using the supplements. Only the three little books.
2. Character Generation and Advancement
• Ability scores rolled as best 3 out of 4d6. Arrange scores to taste.
• PCs started at 3rd level.
• Fighters get +1 HP/die. All PCs get +1 HP/die if Con > 14.
• No training necessary to gain a level.
3. Initiative
• 1d6 for surprise. 1=1 round. 2=2 rounds. 3 or more=no surprise.
• PCs must declare actions before initiative. Casters must declare the specific spell being cast.
• 1d6 for initiative. A tie means simultaneous.
• A casting caster who loses initiative will lose his spell if hit.
4. Combat
5. Spells & Magical Items
• To acquire new spells: Casters must find scrolls, spellbooks, or a friendly higher-level caster.
• Clerics don't need spellbooks. (The original books can be read to imply that they do.)
• Gary IDs most magic items immediately (charging large sums of money when they return to town to rest & recuperate for this service). (This is because the players are anxious to get back into the dungeon & don't want to bother with in-town adventures.)
• Potions must still be tasted to ID.
• Unusual items require a trip to the "striped mage".
In 2005, Gary ran an OD&D campaign for his group. This is a compilation of notes about the rules for that campaign. The info was gleaned from Q&As in Gary's Q&A threads on ENWorld & DF as well as some tales of the campaign posted by Deogolf.
Rules
• Not using the supplements. Only the three little books.
2. Character Generation and Advancement
• Ability scores rolled as best 3 out of 4d6. Arrange scores to taste.
• PCs started at 3rd level.
• Fighters get +1 HP/die. All PCs get +1 HP/die if Con > 14.
• No training necessary to gain a level.
3. Initiative
• 1d6 for surprise. 1=1 round. 2=2 rounds. 3 or more=no surprise.
• PCs must declare actions before initiative. Casters must declare the specific spell being cast.
• 1d6 for initiative. A tie means simultaneous.
• A casting caster who loses initiative will lose his spell if hit.
4. Combat
- All PCs get 1d6 hp/level. HP rolls are rerolled on a 1.
- Fighters do +1 damage if Str > 14.
- Dex doesn't affect AC.
- Dex does affect missile attack "to hit" rolls.
- PCs are unconscious at 0 hp. They can go as low as level +1 before death. (A 4th level fighter can be brought as low as -5 hp & just be unconscious.) A healing potion or cure spell restores them immediately.
5. Spells & Magical Items
• To acquire new spells: Casters must find scrolls, spellbooks, or a friendly higher-level caster.
• Clerics don't need spellbooks. (The original books can be read to imply that they do.)
• Gary IDs most magic items immediately (charging large sums of money when they return to town to rest & recuperate for this service). (This is because the players are anxious to get back into the dungeon & don't want to bother with in-town adventures.)
• Potions must still be tasted to ID.
• Unusual items require a trip to the "striped mage".
I noted the following on Robert Fishers blog in his post on the 2005 Gygax OD&D house rules
"Posted by EGG on ENWorld September 2006:"
"I run three-booklet OD&D now and again myself, adding some house rules to make 1st level PCs a bit more viable and allowing Clerics a spell at 1st level if their Wis is 15 or higher."
"Posted by EGG on ENWorld September 2006:"
"I run three-booklet OD&D now and again myself, adding some house rules to make 1st level PCs a bit more viable and allowing Clerics a spell at 1st level if their Wis is 15 or higher."