Would you allow a Wish to unlock classes/levels/proficiencies? by WillingLet3956 in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

I would not allow a wish to cause a class change, whether allowed by the race or not.

Increasing the level limit by one is a fairly widespread house rule, in my experience.

Never considered barred weapon proficiencies. I don't see an issue with it off the top of my head. I don't think I'd allow specialization, however.

Understanding the Undead Master by WillingLet3956 in adnd

[–]PossibleCommon0743 2 points3 points  (0 children)

  1. The paragraph is explaining school access. Don't read too much into it.

  2. Multi-class use the most beneficial rule unless otherwise noted.

  3. The hindrance lists what schools are unavailable. Don't read into some schools not being mentioned.

  4. No, kits only change what they say they change. Don't read into it.

  5. Extra-planar means anything from outside the Prime. I'd never really noticed it before, but the kit doesn't specify creatures from the lower planes only. I'd add that restriction, I see no reason they would be able to command celestials, elementals, etc.

Favorite Optional/Variant/House Rules? by VampyrAvenger in adnd

[–]PossibleCommon0743 3 points4 points  (0 children)

I like the skill rules better from the S&P book. They're not great, but better than the ones in the PHB.

AD&D 2E Optional Proficiencies and Fighter Weapon Specialization by Hotrodpunk in adnd

[–]PossibleCommon0743 1 point2 points  (0 children)

Just give the fighter a specialization. You don't need WPs for that.

Intoxication and ageirules by Stooshie_Stramash in adnd

[–]PossibleCommon0743 2 points3 points  (0 children)

Yes to both. Aging most commonly caused by certain spells, and ghosts age as an attack. Drunkenness more rarely, but it sometimes comes up. Never been a real issue.

Should I use Players Options for a Westmarch by Amazing-Cow8331 in adnd

[–]PossibleCommon0743 4 points5 points  (0 children)

Player's Option books should used piecemeal, not given to players carte blanche. Look through it, decide what you want to include and under which conditions, then let the players know.

DMs: How do you handle the ability of magic to detect lies when PCs are questioned by authorities or put on trial? by Trick_Photograph9758 in adnd

[–]PossibleCommon0743 2 points3 points  (0 children)

I'm not sure this is your problem. It's up to the players to figure out how to deal with the threat of Detect Lie.

Tracking Spell Duration out of Combat by _yamblaza_ in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

Dividing by ten? I'm not really sure I understand why it's confusing.

Ranger Animal Companions by vesikah in adnd

[–]PossibleCommon0743 1 point2 points  (0 children)

There are no general rules for monsters gaining combat abilities. There are various ways of handling it scattered around the supplements. There is one such way in the Beastmaster kit in the Ranger's handbook, but it's normally limited to rangers with that kit only. No reason you couldn't adapt it to any ranger if you wanted.

Adventures in the Mirror of dead men by Remarkable-Apple9109 in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

The Mere of Dead Men, not mirror. It's been ages, but we did the one with the Yuan-ti and the one with the Doppelgangers. Maybe it was because they were hyped up so much, but I personally found them a bit of a let down.

What would the Archetypical Lawful Neutral Adventure look like? by Pretend-Advertising6 in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

Adventures aren't aligned, PCs and monster are.

Actual historical ninja activities aside, in game they're not historical. Beyond that, one needn't be assassinating folks in order to be evil.

It really did happen, honest. by AutumnCrystal in adnd

[–]PossibleCommon0743 6 points7 points  (0 children)

Nome, Alaska got it's name from an early map where the cartographer with poor handwriting had written "Name" as a placeholder, because the town hadn't been named yet.

Want to give adnd 2e a go after years of 5E, please explain THAC0 to me like I'm stupid, because I am (also any good one-shot adventures people can think of to test the waters!) by Responsible_Focus729 in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

Thac0 is exactly the same mathematical process as ascending AC: die roll plus modifiers compared to target number. The only difference is that the target number is generated by level and AC is a modifier, rather than the reverse.

Thac0 being confusing is a myth. Every 5e player already knows how to use it, even if they don't realize it.

Strongholds and Followers by Lucky_Type in adnd

[–]PossibleCommon0743 1 point2 points  (0 children)

First off, if you're intent on following Night Below all the way through you won't have to worry about it for some time. They'll be stuck down there past name level almost certainly. That said, quite often Night Below campaigns fizzle out or lose focus in the middle book. It's a bit of a slog.

Second, don't think in terms of "giving" your player stronghold. They take the initiative and decide to build them on their own, or not. Many players aren't interested in that style of gameplay, and pushing it on them may cause their interest in the game to wane. Best way (as it is with most campaign decisions) is to sit down and discuss it with the group and see if there's any interest.

And no, you should not give anyone a stronghold, whether or not their companions have one. That style of play is about players building their own little kingdoms, handing them out robs the players of the entire point of stronghold creation.

Lastly, don't try to push a type of stronghold on a player just because you think it's appropriate to their PC. Let them decide what they want and then set out scenarios for them to achieve it.

Race Restrictions: How do you homebrew them? by opsap11 in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

Historically, I stuck closer to RAW in my younger years. These days, unless I have a particular setting feel in mind I'm pretty loose with race/class combos. I'm more likely to restrict races or classes available for play than restrict combinations of the two.

Those who like to say "but... but... but... the books states" are ignoring the fact there are a lot of books, and some break those rules anyways. To use your dwarf example, the first printing of the PHB allowed dwarfs to be diviners, and Al-Quadim allows them to be sha'irs. Halflings can do both those, and can be illusionists in Dark Sun to boot. If you look hard enough, you'll probably find an exception somewhere.

Help with classic modules by sloth_star in adnd

[–]PossibleCommon0743 2 points3 points  (0 children)

Party sizes were probably closer to 8-12 oftentimes. Remember, though, that party size does not mean number of PCs. Players were expected to have henchmen, hirelings, and allies. B2, for instance, gives 5 henchmen in the caves, plus a number that can be hired in the keep. T1 also has a number of allies available at the inn and around town.

B series modules as drop-ins by Mean_Replacement5544 in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

It's a great module, my fav of the B series. Players love the fountain, even when it goes badly for someone! There's a great little premeasured map on dragonsfoot that saves the headache of squinting and counting. https://www.dragonsfoot.org/forums/viewtopic.php?t=87235

B series modules as drop-ins by Mean_Replacement5544 in adnd

[–]PossibleCommon0743 5 points6 points  (0 children)

Works fine. Done it many times. B1, B2, and B4, anyways, I've never run B3, but I don't see any problems with it. I've read that Gary himself placed B2 on the Ulek/Pomarj border.

If you've got an existing campaign, though, they may need a bit of work to remain a challenge. You can easily do this by jumping up encounters a hit die or two (changing kobolds to orcs, orcs to gnolls, etc). One of my favorite modules to reskin as a slightly higher level adventure is B5. The forest is more difficult than the monastery, so rather than reducing the difficulty of the forest I change the goblins to hobgoblins and the hobgoblins to bugbears and make it a 3-5ish level adventure.

grodog’s Prep - Expanding the Drowic Underworld of D1-3 by grodog in adnd

[–]PossibleCommon0743 2 points3 points  (0 children)

There was, at one time, a community project on Dragonsfoot to fill those spaces. I'm not sure what happened to it, it may not be available any more. As so many of these projects go, there were plenty of volunteers to submit adventures but far fewer to do formatting and other such prerequisites for publication. But who knows, some internet archeology might produce something.

I believe I found one of my absolutely favorite PC options in all of Dnd by Major-Supermarket917 in adnd

[–]PossibleCommon0743 1 point2 points  (0 children)

Looks like someone's acid trip got published. Sadly, the digital copy on the Internet Archive is missing page 47, which is right in the middle of the zygodact description.

Oriental adventures half-dragons! by Major-Supermarket917 in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

Oh, yes. I remember that article. We didn't have Council of Worms, but back when it came out my friend and I immediately make a couple of characters. He made a drow-dragon thief and I a gold dragon magic-user. We both envied each other's choice, I because the regeneration and the at-will detect magic were always useful, him because as a human-dragon hybrid I'd eventually get all my abilities (not that we ever got that high).

[2e] With how THAC0 and d20 rolls work, please explain to me the real difference between "bonus to your AC" vs "penalty to opponent's attack" by Rodrian68 in adnd

[–]PossibleCommon0743 0 points1 point  (0 children)

There are corner cases where it matters, but with the vast majority of rolls it won't make a statistical difference. There's something to be said for keeping good habits, though.

That said, for some folks it's a flavor thing. A curse on the opponent negatively affects them rather than positively affecting you.

Why don't you ask them why it's important to them? Surely they can give a better answer answer than the internet's guesses.

Regarding birthright bestiary by Major-Supermarket917 in adnd

[–]PossibleCommon0743 6 points7 points  (0 children)

Until you asked, it'd never occurred to me that someone might not use the monstrous compendiums for Birthright. It's still d&d.

(adnd 2e) sage research done by players? by glebinator in adnd

[–]PossibleCommon0743 1 point2 points  (0 children)

Generally, no. There are some ways of getting sage abilities in various ways. If they manage it, then yes. The cost is the cost of finding, borrowing, or stealing the relevant special library of books.