Unique OD&D Rules

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Tim Baker
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Unique OD&D Rules

Post by Tim Baker » Tue Sep 25, 2018 9:29 am

Here's a fun list of rules that are unique to OD&D. I had no idea the list would be that long.

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Hugin
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Re: Unique OD&D Rules

Post by Hugin » Tue Sep 25, 2018 7:12 pm

Very cool list!

Although several of these translated over to Basic D&D with only minor changes.

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Re: Unique OD&D Rules

Post by agathokles » Tue Sep 25, 2018 10:52 pm

Yes, in particular all weapons to 1d6 damage in the Basic Set too, and encumbrance is measured in coins in all BECMI/RC versions.

The Aerial and Naval combat rules are in a supplement, and there are detailed aerial and naval combat rules in supplements for other versions of D&D (aerial combat rules in Dawn of the Emperors and Champions of Mystara for BECMI, naval combat rules in several sources) .

GP

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Re: Unique OD&D Rules

Post by Big Mac » Wed Sep 26, 2018 7:37 am

The “Angry Villager Rule” looks interesting.

That would be a good way to counter players that want to become "murder hobos".
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Re: Unique OD&D Rules

Post by Big Mac » Wed Sep 26, 2018 7:40 am

agathokles wrote:
Tue Sep 25, 2018 10:52 pm
The Aerial and Naval combat rules are in a supplement, and there are detailed aerial and naval combat rules in supplements for other versions of D&D (aerial combat rules in Dawn of the Emperors and Champions of Mystara for BECMI, naval combat rules in several sources) .
Spelljammer has some rules like that too.

They really do need to be embedded into the core rules, though. Things like Spelljammer should be bolting onto a well-formed system for sea combat and flying combat.
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Re: Unique OD&D Rules

Post by Khedrac » Wed Sep 26, 2018 9:09 am

Didn't either Basic or 1st Ed AD&D also have the rule that all doors are locked/stuck to the PCs but monsters can open them normally?
"If it looks like a duck and quacks like a duck, it might just be a crow".

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Re: Unique OD&D Rules

Post by agathokles » Wed Sep 26, 2018 9:59 am

Khedrac wrote:
Wed Sep 26, 2018 9:09 am
Didn't either Basic or 1st Ed AD&D also have the rule that all doors are locked/stuck to the PCs but monsters can open them normally?
Not BECMI, AFAIR.

GP

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Re: Unique OD&D Rules

Post by Dread Delgath » Wed Sep 26, 2018 6:25 pm

Big Mac wrote:
Wed Sep 26, 2018 7:37 am
The “Angry Villager Rule” looks interesting.

That would be a good way to counter players that want to become "murder hobos".
If I recall, this rule was still in one of the B/X or BECMI books?

This rule needs to make a come-back, simply as a PC motivation tool for the DM to use when players start destroying towns & bullying villager NPCs without reason.
Khedrac wrote:
Wed Sep 26, 2018 9:09 am
Didn't either Basic or 1st Ed AD&D also have the rule that all doors are locked/stuck to the PCs but monsters can open them normally?
I think 1e followed this philosophy, but IDR if it was actually in the DMG and B/X, but doors weren't always stuck or locked. PCs could roll a d6, and the door was stuck or locked like 50% of the time - on a roll of 1-3 or 4-6, IDR the exact numbers needed to open a door.

I always ran it as:
1-2: unlocked/unstuck for non-fighters.
1-3: unlocked/unstuck for only fighters.
4-6: locked or stuck, thieves may attempt to open locks, fighters may attempt to break door down.
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Re: Unique OD&D Rules

Post by Big Mac » Tue Oct 02, 2018 6:54 am

Dread Delgath wrote:
Wed Sep 26, 2018 6:25 pm
Big Mac wrote:
Wed Sep 26, 2018 7:37 am
The “Angry Villager Rule” looks interesting.

That would be a good way to counter players that want to become "murder hobos".
If I recall, this rule was still in one of the B/X or BECMI books?

This rule needs to make a come-back, simply as a PC motivation tool for the DM to use when players start destroying towns & bullying villager NPCs without reason.
Would this be something that starts to take over encounter tables? (Maybe a percentage chance rolled before a normal encounter table roll, with the chance of an angry mob increasing as the reputation of the PCs gets worse.)
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Re: Unique OD&D Rules

Post by Dread Delgath » Wed Oct 10, 2018 12:11 am

Big Mac wrote:
Tue Oct 02, 2018 6:54 am
Dread Delgath wrote:
Wed Sep 26, 2018 6:25 pm
Big Mac wrote:
Wed Sep 26, 2018 7:37 am
The “Angry Villager Rule” looks interesting.

That would be a good way to counter players that want to become "murder hobos".
If I recall, this rule was still in one of the B/X or BECMI books?

This rule needs to make a come-back, simply as a PC motivation tool for the DM to use when players start destroying towns & bullying villager NPCs without reason.
Would this be something that starts to take over encounter tables? (Maybe a percentage chance rolled before a normal encounter table roll, with the chance of an angry mob increasing as the reputation of the PCs gets worse.)
That's an excellent way to enforce the verisimilitude of a living campaign. :cool:
A big THANKS! to Giant Space Hamster & Chimpman for the cookies! (Dark Side be damned!) :D

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Re: Unique OD&D Rules

Post by willpell » Fri Oct 12, 2018 4:23 pm

agathokles wrote:
Tue Sep 25, 2018 10:52 pm
Yes, in particular all weapons to 1d6 damage in the Basic Set too
Can anyone actually justify why this rule is good, for any reason other than nostalgia?

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Re: Unique OD&D Rules

Post by agathokles » Fri Oct 12, 2018 8:31 pm

willpell wrote:
Fri Oct 12, 2018 4:23 pm
agathokles wrote:
Tue Sep 25, 2018 10:52 pm
Yes, in particular all weapons to 1d6 damage in the Basic Set too
Can anyone actually justify why this rule is good, for any reason other than nostalgia?
It's not good. The thread is not about good rules, but rules that were in OD&D but were not kept in successive editions (in some cases the reason is, indeed, that they were not that good).
This particular rule, however, was kept in the Basic Set as a form of simplification (IIRC, it was optional even there).

GP

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Re: Unique OD&D Rules

Post by Havard » Sat Oct 13, 2018 3:54 pm

agathokles wrote:
Fri Oct 12, 2018 8:31 pm
willpell wrote:
Fri Oct 12, 2018 4:23 pm
agathokles wrote:
Tue Sep 25, 2018 10:52 pm
Yes, in particular all weapons to 1d6 damage in the Basic Set too
Can anyone actually justify why this rule is good, for any reason other than nostalgia?
It's not good. The thread is not about good rules, but rules that were in OD&D but were not kept in successive editions (in some cases the reason is, indeed, that they were not that good).
This particular rule, however, was kept in the Basic Set as a form of simplification (IIRC, it was optional even there).

GP
IIRC, D6 for all weapons is the default rule in the Basic Set, and "Variable weapon damage" is the optional rule, but at this point a wast majority of players probably went with variable weapon damage.

I see the appeal of a simpler system, although as presented in OD&D it has problems like the dagger rule and the rules for 2H weapons. I could also see this rule being more widely used at a time when polyhedral dice were harder to obtain.

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Re: Unique OD&D Rules

Post by willpell » Wed Oct 17, 2018 5:44 pm

Havard wrote:
Sat Oct 13, 2018 3:54 pm
I could also see this rule being more widely used at a time when polyhedral dice were harder to obtain.
If someone doesn't have a D8, you could approximate similar results by rolling 3d6 and halving the result. The results would cluster around 5 more than a d8 does, but it would have done the job better than just making a Dagger do the same damage as a Greatsword.

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Re: Unique OD&D Rules

Post by finarvyn » Sat Oct 27, 2018 8:20 pm

willpell wrote:
Fri Oct 12, 2018 4:23 pm
agathokles wrote:
Tue Sep 25, 2018 10:52 pm
Yes, in particular all weapons to 1d6 damage in the Basic Set too
Can anyone actually justify why this rule is good, for any reason other than nostalgia?
What I like about the rule is that it allows players to pick weapons for flavor instead of min/maxing the damage dice. It's amazing how many players suddenly liked certain weapons once Greyhawk came out and varied the damage. ;)
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Re: Unique OD&D Rules

Post by Tim Baker » Sun Oct 28, 2018 4:39 am

finarvyn wrote:
Sat Oct 27, 2018 8:20 pm
What I like about the rule is that it allows players to pick weapons for flavor instead of min/maxing the damage dice. It's amazing how many players suddenly liked certain weapons once Greyhawk came out and varied the damage. ;)
I like the approach 13th Age takes. Weapons are either simple or martial and one- or two-handed. Damage is determined by your class and weapon category. A rogue is excellent with knives, so she does more damage with simple one-handed weapons. But if her theme is to use a club or any other simple one-handed weapons, she gets the same damage. A wizard is poor at melee combat, so that same dagger in his hands does just a d4 for damage. It reinforces class tropes while giving each character a wide range of weapons they can select from for flavor reasons alone.

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