By the way, can anyone recommend others that have enough "Classic" content to consider? I know there's the OD&D Discussion board, but it really does focus on OD&D, which isn't quite my thing.
One of the things this blog will help me to do is, as I said, get those ideas on paper so that I can focus on incorporating the ones I decide to actually use. So, this post will be the first in a series, I imagine. As I poke about the interwebs and find "stuff", I'll put it here for further consideration.
Two for this morning. Discuss.
- "Death's Door" Rules: I've always played in small groups and it sucks gettting killed too easily, so I see the value of not dying automatically at 0 HP. The "Survive to -10" seems arbitrary, and too much, as does "Survive to - CON" (survive to -14, or -18, really?), two options I've seen. I kind of like the "Save or Die" option from the RC, it gives you a chance, based on your class and level. Another good choice seems to be "Survive to - CON Bonus" which rewards those with high CON. Makes sense to me.
- Critical Hit/Fumble: I know that in "Classic" that Natural 20 doesn't actually mean anything. But like most people (as far as I can tell), it is house-ruled so that it does. At the minimum, it becomes an automatic hit, usually for Max or Double damage. I lean to max damage. What about more specific critical hit rules or damage. A recent thread on RPG.net turned up2 cool charts: here and here , but are they just more rules? What about teh "Natural 1"? An Automatic miss, yes. Chance to hurt yourself or an ally? Lose your weapon? I actually don't remember using this really, just Natural 20 rules.