This is the first of three posts which will detail the house rules for AD&D 1st Edition that I used in my recent game, and which I intend to stick with if I ever run AD&D again in the future. This section will concern general rules, demihuman races, and the FIGHTER and MAGE classes (which, unlike CLERICS and THIEVES, see only minimal change).
Rules
In bench-testing 1st Edition, I didn't want to change things too much. That's always the temptation when it comes to playing AD&D, because back in the day? We house ruled the ever-loving hell out of 2nd Edition. But I wanted a purer experience. So I only made a very few general house-rules, as follows:
• No alignment.
• No infravision.
• None of the character classes with built-in level caps (assassin, bard, druid, monk) have a maximum level (if human), requisite dueling to attain or keep certain experience levels, or more hit dice than their standard class counterparts. In fact, hit dice for all classes are regularized, so that rangers roll hit dice as fighters and paladins do, druids and monks roll as clerics, assassins and bards roll as thieves, and the mage has a maximum of ten four-sided hit dice (as in 2nd Edition, and the same as 1st Edition illusionists) rather than eleven.
• Hit points are set rather than rolled. Constitution adjustments aside, characters have maximum hit points at 1st level and half this value at each higher level that still gets a hit die. That is to say that fighters will have 10–15–20–25…; clerics, 8–12–16–20…; thieves, 6–9–12–15…; and mages 4–6–8–10…
• No psionics, I guess, could be considered a fifth general rule, but that seems more like common sense than something that needs to be stated outright.
Races
The following changes are made to the game's playable nonhuman races:
• There are no playable demihumans with infravision, so in place of that ability, each demihuman race that did have 60' infravision receives two bonus weapon proficiencies instead. This change affects elves, half-elves, dwarves, gnomes, and half-orcs (but not halflings).
• Halflings of all sub-types (hairfoot, tallfellow, stout) are mechanically identical. They always have the stoutish ability to notice slopes and gradients underground, but they never have infravision. Instead, they receive the 2nd Edition halfling's +1 bonus to hit with thrown weapons and slings, as well as the Basic D&D halfling's +1 bonus on individual initiative rolls (or group initiative rolls whenever a group consists entirely of halflings).
• Gnomes (which have no ability score adjustments in 1st Edition and are +1 to Intelligence / −1 to Wisdom in 2nd Edition) are +1 to Constitution and −1 to Strength.
• Half-orcs (originally +1 Str, +1 Con, and −2 Cha) are merely +1 to Strength and −1 to Charisma. They receive the same bonus to save vs. poison that dwarves and halflings enjoy (+1 per 3½ points of Constitution; unlike dwarves, halflings, and gnomes, they receive no such bonus to save vs. magic). This is in addition to the two bonus weapon proficiencies that half-orcs receive in lieu of infravision.
Classes
I like the symmetry of each of the game's four base classes also having two sub-classes. To that end, the playable classes are as follows:
The 2nd Edition THAC0 tables are just cleaner, more familiar to me, and easier to deal with than the 1st Edition attack tables, so I use the THAC0 tables instead.
FightersThere are no changes to any of the fighter classes, except that rangers use the hit dice and experience levels from 2nd Edition:
Mages
The mage class has two sub-classes: illusionists and necromancers (the latter from Footprints Magazine #14). Illusionists and necromancers need no alterations, but the mage class itself has one fewer hit die, and also different level-titles from the 1st Edition Player's Handbook version (a purely cosmetic change):
And that does it for the warriors and the wizards. There will be two more follow-up posts, one to detail clerics (and druids and monks), and another to cover thieves (and assassins and bards).
Yes, I know this post is about 1st Edition, but these
illustrations will never cease to be iconic for me.