OED Update (v.0.11)

New update to the OED house rules that I'll be using at several games at HelgaCon this weekend. Mostly some minor updates and language clarification (although if you look closely there's a new rule for ranged weapons; recommendations for thief skill adjudications; and a multiplier to XP awards).

Download from OEDGames.com:


  1. "Wizards should generate a random spellbook of 4-10 spells per
    usable level (more for higher Intelligence); the most useful can be memorized."

    I'm not sure what you mean by the last clause. Can't a wizard memorize any of the spells in his book?

    Any reason why fighters don't get Cleave at 1st level? It seems to be the in thing.

    How do the OD&D xp values compare to AD&D? It's much easier to get values for the later game.

    How does rounding work on encumbrance/movement?

    Is "attack bonus" by class covered in the original rules?

    Suggestion: a bonus to charisma as a fighter feat, representing growing prestige, and eventually accumulating an entourage of companions.

  2. I have actually been giving "cleave" to all classes for free recently (if you down an enemy with an attack, you get another attack if there is an enemy within striking distance. This naturally results in mostly a benefit to the fighter, and doesn't even need any class or rules notes, really. I just say "make another attack" whenever it is appropriate. It also ends up modelling the OD&D multiple attacks the fighter got when taking on one hit die monsters, though it is a bit more flexible and doesn't require unnecessary die rolls.

  3. Does the 50sp healing potion come with 5 doses or can you buy up to five doses at 50sp each?

    Also, why no short sword?

  4. Sorry for the huge delay in replies, guys. From back-to-front, Hedgehobbit:

    - The 50sp healing potion is just for one dose. You can carry up to 5 doses at a time if you like (costing 250sp).
    - The short sword simply isn't in the OD&D equipment list (nor even the Greyhawk Sup-I expansion); since that's what I hand players to buy from, it doesn't appear and has no cost. I think it's a fine idea to add it at 1d6 damage.

  5. Generally on Cleave -- A few reasons that it wouldn't even occur to me to award that at 1st level to anyone. (1) 1st-level fighters wouldn't have any benefit like that in any classic version (OD&D, Basic, 1st-2nd). (2) I'm big on reducing die-rolls in any round to make the pacing faster. (3) For new-player issues, I much prefer delaying "benefits" (complications) like that to later levels. If you want to start the game with that in play, then I think it's a great idea to start at 3rd or 4th level or whatever to make it happen (i.e., "hero" level). (4) Also, if benefits are being added every level or whatever, the mass of benefits at 10th-15th is overwhelming (esp. DM NPCs) to manage. I've got it dialed in with an eye to 5 major feats at most for a 20th-level fighter.

  6. Alex, other stuff -- Wizards can certainly memorize anything in their book. I guess I wrote that thinking about NPCs (not coming to play with purely random crap, but getting an optimizing step in there to be dangerous).

    On XP tables -- AD&D is definitely rooted in OD&D. The values for levels 1-4 in the major classes are identical. Then it gets steeper geometrically after that. The top-level increments in AD&D wind up being 2-4 times bigger than they were in OD&D. If you get a copy of Labyrinth Lord, e.g., they're the same tables with some random ones or tens added onto the end (excepting some larger changes for wizards).

    Personally, I truncate (round down) everything including my encumbrance categories. For example, a normal man with Str 10 has encumbrance categories of 3/6/10 stone weight.

    "Attack bonus" isn't a phrase used in any classic D&D. However, it's mathematically equivalent to the big table matrices that they used up through 2E.

  7. Great to see you’re around again. Going through Delta withdrawal!

  8. Michael, thanks for the kind words! :-)