Scott is helping me refine house rules but anyone is welcome to chime in.
- Minimum hit point at 1st level rule from UA (i.e. 51% or greater). - Characters below 0 hit points restored by magic to positive hp do not need to rest per the DMG rules, and are able to fight, but they do lose all spells memorized or prayed for (i.e., must rest if they want to memorize or pray to get spells back). - Initiative is group-based using d6 with lower score winning. Ties mean each side goes simultaneously. - Spell casting times are added to the initiative roll, with 1 segment per pip, and may finish casting in the next round if above 10 segments. - Time required to learn new spells? - Time and cost required to write new spells into spell book (as well as cost of special inks, quills, etc.)?
Last Edit: Jul 23, 2020 10:41:23 GMT -5 by GRWelsh
If I was to use something like the zero hit points no rest it be something unique that can be lost like amulets rewarded from a quest that way everyone in the universe doesn't have to be raring and ready after defeat.
In the past I've imposed the rules per the DMG about characters who go below 0 hit points not being able to fight immediately when healed back above zero and having to rest for multiple days to recover. Those rules are more than fair since previously in OD&D 0 hit points simply meant you were dead. My suggested house rule is purely based upon my preference and experience as DM in wanting to keep things moving along as much as possible and treating magical healing as more efficacious, yet with going below zero still having a traumatic effect with the loss of spells. Also, I have characters be dazed or stunned for at least a round after being restored to positive hit points. I suppose this is shifting the trauma away from fighting ability and towards limiting it to spell-casting. Without magical healing, the full rest and recovery time is still required.
This house rule idea comes out of low level play in which characters are constantly getting knocked below zero hit points, yet who have access to magical healing such as cure light wounds spells, potions of healing, etc.
Last Edit: Jul 23, 2020 13:59:25 GMT -5 by GRWelsh
I have gone back and forth on starting hit points, the 51% rule or max at first level. Currently with AD&D I am using the 51%. Lately I've been using the BtB unconscious rules. In the past I would give characters a system shock roll to see if they needed the extra rest or not, and I may go back to that. For spell learning, for the spell learned at leveling, I roll it into the time/cost associated with BtB training. For other spells it's 100 GP/spell level and 1 day/spell level to inscribe into a book. There is no time to learn a spell if you find it on a scroll or in a spell book. You just make the roll. If a PC is researching a spell without a source, then I use the BtB times/cost (as close as I can. Those cost rules are some of the most confusing in 1E).
Post by geneweigel on Jul 23, 2020 10:41:14 GMT -5
In the post-modern AD&D, I think, game time is a major factor so anything that makes it easier is my only "house rule".
In general, about making it doable for light players, the vaunted "total party kill" is never a goal for me though. I can't do that. I would rather just end the game then continue later while giving tips for a better resolve/retreat than end a combat on one big sour note. Exceptional greed however, like the MONSTER MANUAL example of a large experienced group of somewhat but not powerful enough characters subduing a huge ancient red dragon at a heavy cost (3 fried)when they could have easily slain it right out or put it off for now, I'd have to let it stand even if they were all toasted.
That's probably not everything, but it's a good start for PCs and rules/procedures. (I have a set of dragon rules that I've been tinkinering with again, as well as various variant XP awards for monsters, beholder variants, etc.).
Thanks Allan -- I downloaded them and I'm reading them over.
Another house rule that I came up with was an old one about whether gnomes should get the constitution bonus save versus poison as well as magic. In the PH, dwarves and halflings get it for both poison and magic, but gnomes only get it for magic. In the MM, all three races get a saving throw bonus versus both poison and magic. I've always thought it was an oversight in PH that gnomes didn't get the bonus versus poison as well, so I made a house rule that they do. In OD&D, gnomes are one of the dwarf races IIRC, so I treat them all the same for these resistances.