
Whew, this takes me back. It's been a long while since I've come back to my original roots. AD&D 2nd Edition is the very first D&D edition I was taught when I was just 7 years old by my uncle. I stopped playing AD&D 2nd Edition around 2007, but my interest in 5th Edition is starting to wane because it's just too easy. I want a challenge, and I'd like to go take a blast back to the past.
Thus, I am seeking any players who have knowledge of playing AD&D 2nd Edition who would perhaps give me a chance to DM? I'm looking to try my best at handling an older edition game, and I really want to go back to AD&D 2nd Edition where it was a slog and where you worked hard for your rewards.
- The game would be on Tuesday or Thursday (There will not be two tables, the group would have to agree on which day to play).
- All times are in Eastern Standard Time.
- Sessions will be 3 hours.
- Sessions will be free, though I don't mind a tip if you're feeling generous [But I won't nag you for it like some DMs do].
- The game would start at level 1.
- Kits will be granted if it's from a published TSR source.
- Resting/Healing. I have a bit of a modified rule when it comes to rest periods. Light Activity rests will now provide 1 + CON BONUS in healing. Full Day Bed Rest will now provide 3 + ONE HIT DIE + CON BONUS in healing. Full Week Bed Rest will now provide 21 + LEVEL + FULL HIT DIE + CON BONUS.
- Death rule is that if you reach 0 Hit Points you will have three chances to meet or beat half the total percentage of your Resurrection/Survival check. If you're hit again while at 0 Hit Points the roll to meet is one-quarter the total percentage of your Resurrection/Survival check. If you're hit a second time while at 0 Hit Points it again reduces the chance by one-eighth. If you're hit a third time, you are completely dead. (Example to this modified rule: If you have a CON score of 16, your normal Resurrection/Survival check is 96%. If you reach 0 Hit Points, you will need 48% to essentially stabilize and just remain unconscious at 0 Hit Points so there's a potential to be brought back to a place of safety to rest up [you cannot be magically healed at 0 Hit Points]. If you are hit while already at 0 Hit Points, the chance decreases to 24%. If you're hit again, this decreases to 12%. And if you're hit a third time, you are dead.)
- Energy Drain rule has been modified a bit that level drains will not be permanent (this is the one rule about energy drains that always pissed me off as a player back when I was young playing this Edition). You can restore up to one level of an energy drain per week of bed rest (So keep your present XP and Level in memory when getting energy drained because you can get it restored).
- Paladins. There's a rule in the PHB that says even if you're under a charm spell or any form of domination and you go and do something that goes against your very strict tenets and oaths of your Deity you will be stripped of your Paladin class. I am wiping this rule out; I think it's stupid. A God isn't stupid, and would instantly know if you're willingly terrorizing someone or if you're under the influence of a madman or monster. Being drunk and doing it is still personal choice, but being dominated and forced to attack innocents and there's nothing you can do about it? No God is going to punish you for that, for it's not your fault.
- Paladins. Again. I am adding in an ability called Consecrate (or Desecrate if you're an AntiPaladin). Once per day when in the presence of an enemy whose alignment is a direct opposite to your Deity's, roll 1d6 and this will be how how many rounds in combat Consecrate lasts. You will get +1 bonus to damage against these enemies. If you are in combat against Undead, this increases to +2 bonus to damage. This does not count as a magic weapon, but if you strike an Undead while consecrated if the monster says you only deal 1 damage if you don't have the proper weapon, you will add your Consecration bonus damage to that 1. This ability increases to twice per day at level 10, and three times per day at level 20.
- Mages. I am more of a lenient DM when it comes to Mages because playing
a Mage/Wizard in AD&D 2nd Edition is an extreme burden, so Mages
would get to have extra 1st level spell use based on their Intelligence, so you're not useless in a battle after
one spell sling. Under the Intelligence Score you will see # of languages. Use this list and reduce the number you see on the languages list (rounded up, not down) by 1/3rd (minimum of 1) and these will be how many bonus casts of 1st Level spells you get per day. This works only for 1st level spells. (For Example: If your Intelligence is 18, you will get 3 bonus casts at 1st level [7÷3=3(rounded up)].)
- Priests. Priests are given an option based on their Wisdom Score to either choose between Bonus 2nd, 3rd, and 4th level spells or sacrifice those for all first level spells that they would be able to use right away. The positive is that Priests would have a large amount of accessible first-level spells right at the start of the game but at a cost of higher level spells further into the game.
Where You Will Start: The Forgotten Realms; Toril; Faerun; The Sword Coast; Candlekeep.
Please let me know if there is interest. :)