04 March 2013
Fixing the Rules Cyclopedia
Over at the RPGsite the following question recently was asked: "If you had to rewrite one TSR-era D&D book, which one would it be, and how would you change it?"
Here is my answer:
1. Let PCs be druids, paladins, or avengers from level 1. Let knights be a 'prestige class' for fighters of any alignment at level 9. Add illusionists.
2. Fix thieves. Seriously, they are a horrible class in the RC. (Perhaps treat thief skills like the other 'optional' skills, and let any character class pick them? Or let thieves assign skill points and receive Dex bonuses, as in 2e AD&D?)
3. Downplay the higher-level stuff. Make it clear that levels 1-12 are the focus of most campaigns, and that higher-level characters (NPCs and PCs) are extremely rare. (No council of 1000 36th level archmages running Alphatia! Ugh!)
4. Eliminate 'attack ranks' for demi-humans (elfs, dwarfs, halflings). Fix the 'optional' 36-level progression charts for those classes, and just make those official.
5. Keep 'race classes', but include multiple versions (dwarf clerics, dwarf thieves, elf druids, etc.). (Essentially, expand upon what was done in some of the Gazetteers.)
6. Ascending ACs.
7. Change all the art. Hell, just recycle the art from the Moldvay/Cook B/X books (especially the Otus stuff).
I'm sure I'm forgetting lots of other fixes...
I probably should've added: "simplify the weapon specialization rules."
I'm not sure how well the rules for running dominions work, so perhaps those need some fixing as well.
Since I've been reading OSRIC (the 1e AD&D clone) lately on my ipad mini (helps make sitting on a bus more tolerable), I also have some thoughts on how to 'fix' AD&D. I'll try to post those in the relatively near future...
- ► 2014 (44)
- ▼ March (8)
- ► 2012 (59)
- ► 2011 (134)
- ► 2010 (65)