Sunday, February 23, 2025

ADAD: Character Creation Notes

To test the system, I created four characters using the book's ADAD rules, including demi-humans with multi-classes. I have a few notes.

Where are the high-level ability score modifier rules? I can't find them, even with a search. I know this is a +10% XP if you have "high ability scores," but I can't see where this is. I know in OSRIC, this is usually a 16+ in your relevant score, so I set it to that.

Monster treasures are now hidden in the bestiary descriptions. The old books had an entry for each monster, but it got repetitive since most treasure-type entries were "none." Now I need to search in the description for treasure. If it is none, don't put it in the stat block. If it is anything, put it in there.

If an expansion book is made, please create standard equipment kits for each class. This is a more modern game design improvement, but it helps new players and speeds up first-session play.

I know this is heresy, but an expansion book with a "spell slot" option (instead of memorization) for magical casting may be more comfortable for 5E players.

Also, consider a fate-point reroll for any die system for pulp play in the game. This is another modern invention, but it smooths the way for 5E players to start with that and discard fate points to play the hardcore OG game. As an optional rule, this smooths out the experiences of newer players (giving a chance to reroll that failed death save), and since it is optional, it does not interfere with players who like the original game. It is a cheat; it is training wheels, but it ultimately gets more players in the game. Shadowdark does this!

Do not implement advantages/disadvantages in an expansion book! The modifiers in the first edition make the game what it is, and that is a "hammer for a screwdriver" solution that eliminates all nuance and difficulty in the game.

Oh, how I missed you, lower fixed modifiers. B/X is blown out with modifiers starting at 12 or 13, making the game worse. The "give-me everything" of the B/X line of rules started the stat inflation and ever-increasing ability scores. Most of my characters have no hit or damage modifications, and guess what? That is fine.

Similarly, as a referee, I can toss modifiers around on both to-hits and percentage rolls. Not having so many fixed modifiers gives me leeway to say, "You have the high ground, +1 to hit!" Or, "That is an easy lock, +20% to open it." Low-level play does not have to be frustrating; just adjust the difficulty slider in your referee toolbox, and everything will be fine.

Please add the updated Darker Path books to the expansion, along with more race options. Make similar races to what 5E players expect, do a better job designing them, and watch them start to show up to play.

Shelter and survival rules are needed. I could probably rule this as "no resting without a shelter" and require a level of Woodcraft skill or Construction (carpentry) to build shelters, with the former being simple shelters only. Woodcraft is this game's do-it-all survival skill but requires a terrain specialty.

Skills could include advanced fighting styles with unique combat benefits, specialized magical fighting styles, or magical schools.

Open the door for "character modifications" - if a strange, weird magic effect gives a player a third eye, the referee should be told it is okay to add anything to a character sheet "outside the normal rules of play." A character could grow bat wings and gain a flying ability as a side-effect of strange mutational magic. Changing characters in permanent ways because of unpredictable magic and strange alien powers is a part of the game.

Dungeon Crawl Classics does this, and we did it back in the day. Too many players are "trained" today that if they get something, it has to eat a feat slot or be paid for in some way. This is the old school; everything is paid for. Madness, mutations, mental powers, sensory changes, permanent injuries, new abilities, magical maladies, side-effects, afflictions, changes in skin or form, shapeshifting, magical diseases, lycanthropy, vampirism, and any other effect can be added to a character - temporary or permanent.

Mutations and mental powers could be handled like skills, with the first level being achieved through an in-game event and the abilities improved through XP spending.

Oh, and since this is a first-edition game, that above wish list?

It is already in my game.

House rules, baby!

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