Gygax oD&D 2005
In 2005, Gary ran an oD&D campaign for his group. This is a compilation of notes about the rules for that campaign. The info was gleaned from Q&As in Gary’s Q&A threads on ENWorld & DF as well as some tales of the campaign posted by Deogolf.
The DF thread this is taken from.
- Not using the supplements. Only the three little books.
- 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. (It does affect missile attack “to hit” rolls.)
- PCs started at 3rd level.
- 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 whose side 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. (The original books can be read to imply that they do.)
- 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. Unusual items require a trip to the striped mage.
Posted by EGG on ENWorld September 2006:
I run three-booklet OD&D now and again myself, adding some house rules to make 1st level PCs a bit more viable and allowing Clerics a spell at 1st level if their Wis is 15 or higher.
Further clarified by a ENWorld post in July 2007: Gary gives MUs with a
15 or better Int or Clerics with a 15 or better Wis a bonus 1st level spell
slot. Thus, a Cleric can have one 1st level spell at 1st level.
Also of interest: This 2002 post
Just a quick note to say I still DM some using the three booklets sans any of the additional supplements :wink: It is very much an exercise in free-wheeling game-mastering and roleplay, that.
I do allow elven PCs to operate in both classes, F/MU, but Clerics don't get any spells at 1st level, just as the bok says.
As for skills, I just ask for a reasonable background for the character, then decide if the capacity is logical for that. then I use the closest stat likely for the skill, have the check made against that with 3d6. Old fashioned, yes, but it fits.