I'm running a 1st edition campaign because it's what I have the books for and fuck you it's what I started playing with when I was in highschool and nostalgia is a powerful force in the universe.
But guise, my last DM had some in house rules that made sense. The only problem is I cant remember what those were for the life of me.
So do you fa/tg/guys and ca/tg/girls have any good house rules for AD&D that I should consider?
Designate one player as the 'time tracker' and make them tick of turns of dungeon exploration.
Designate one player as the 'gopher' dock XP from the entire party every time they do not fetch something for you.
Use this convenient table for variable weapon vs. AC To-Hit.
Use the variant monk from Dragon.
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Thank you so far guys
>>48629313
There's nothing wrong with AD&D 1e. But, I do recommend checking out the OSR thread. It's pretty much dedicated to 1e and earlier versions of D&D and their clones.
>>48631006
Yeah, OP, if you want a serious pile of adventures and shit in PDF check out the Trove linked here: >>48627979
Some of my AD&D houserules:
>-10 hp
Technically a variant rule, this is an obvious one that most people use
>Clerics can only cast any given spell once per day
I sometimes use this in order to avoid Clerics taking nothing but CLWs. Not every group requires this houserule. In my experience, an equivalent rule for MUs, Druids, and Illusionists hasn't been necessary, as those classes don't lend themselves to single-spell stacking as much as Clerics do.
>Light Crossbows do 1-8/1-10 damage, Heavy Crossbows do 2-11/2-13
This is to make them viable weapons. When a regular bow does more damage than a light crossbow AND can be fired twice as fast AND has a longer range, something's wrong, both game-balance-wise and realism-wise.
>After reaching their racial max level, demihumans can continue leveling up, but only gain 1/2 XP
This lets demihumans continue to play in high-level campaigns without negating one of Humans' only advantages.