Post by WSmith on Aug 21, 2005 8:47:43 GMT -5
As taken from a thread at DF:
www.dragonsfoot.org/forums/viewtopic.php?t=10192
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I thought I'd summarize Gary's answers to my questions about his current OD&D campaign from the ENWorld Q&A.
Not using the supplements. Only the 3LB.
Ability scores rolled as best 3 out of 4d6. Arrange scores to taste.
All PCs get 1d6 hp/level.
HP rolls are rerolled on a 1.
Fighters get +1 HP/die.
All PCs get +1 HP/die if Con > 14.
Fighters do +1 damage if Str > 14.
Dex doesn't affect AC, only missile attacks.
PCs started at 3rd level. [thanks TFoster]
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.
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.
No training necessary to gain a level.
To acquire new spells: Casters must find scrolls, spellbooks, or a friendly higher-level caster.
Clerics don't need spellbooks.
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, though. Usual items require a trip to the striped mage.
www.dragonsfoot.org/forums/viewtopic.php?t=10192
------------
I thought I'd summarize Gary's answers to my questions about his current OD&D campaign from the ENWorld Q&A.
Not using the supplements. Only the 3LB.
Ability scores rolled as best 3 out of 4d6. Arrange scores to taste.
All PCs get 1d6 hp/level.
HP rolls are rerolled on a 1.
Fighters get +1 HP/die.
All PCs get +1 HP/die if Con > 14.
Fighters do +1 damage if Str > 14.
Dex doesn't affect AC, only missile attacks.
PCs started at 3rd level. [thanks TFoster]
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.
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.
No training necessary to gain a level.
To acquire new spells: Casters must find scrolls, spellbooks, or a friendly higher-level caster.
Clerics don't need spellbooks.
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, though. Usual items require a trip to the striped mage.