AD&D 1e and Homebrew
AD&D 1e has some very complex guidelines and protocols. They are often referred to as "guidelines" and not "rules" because they were intended as such by the author(s). Probably more than any other version of AD&D, the First Edition Dungeon Master is expected to tailor the guidelines to his/her campaign. This page includes rules and systems I have made up myself. Homebrew. I keep them here for reference when I DM adventures. Feel free to use or ignore.
Ability Rolls in AD&D 1e is a touchy subject and each DM has their own protocol. My protocol is on the flexible side in that I want my Players to have a good chance at playing the Class they want to play. Use mine at your discretion. Roll 4d6 and discard the lowest roll. Do this six times for six ability scores. Assign the scores to whichever Ability you wish.
This last bit, borrowed from the Basic Edition, you can ignore if you find it too liberal. You may lower any Ability by two points to raise another by one point. You may lower an Ability in this way one time only and you may not lower Charisma. You may not lower any Ability below 8.
Arcanum, Research refers to the act of attempting research on a custom Magic-User or Illusionist spell designed by the player. For each day of research interrupted, one week is added to the total research time. If successfully researched, the spell is transcribed to your personal spellbook and forever memorizable by the character. Research has material as well as financial requirements. [Read More...]
Arcanum, Scroll refers to a magical scroll necessary for the research of custom spells. These must be collected and housed in a personal library of the player's. The requisite number is twenty times the spell level being researched. Scrolls are not consumed in research so they may be reused indefinitely. If kept by a Mage or Illusionist, acquiring it bestows 300xp. They are not magical in nature. Merely common text about arcane subject matter. Therefore spells are not necessary to read or identify.
Arcanum, Tome refers to a magical book necessary for the research of custom spells. These must be collected and housed in a personal library of the player's. The requisite number is five times the spell level being researched. Tomes are not consumed in research so they may be reused indefinitely. If kept by a Mage or Illusionist, acquiring it bestows 1,500xp. They are not magical in nature. Merely common text about arcane subject matter. Therefore spells are not necessary to read or identify.
Backpacks require 1-2 rounds to find and retrieve an item. Characters need to remove it from their back and look through it. Finding a small object in a Belt Pouch can be done in 1-2 segments.
Boots, Hard must be worn with all armor except for Padded, Leather, and Studded Leather or suffer AC -1 penalty.
Charisma Reaction Adjustments can be toggled on and off on a per-City basis by the DM. This Charisma Reaction percentage, as per the PHB, impacts the way others react to interactions with Characters. City Shops when buying loot from a party will adjust the prices they offer based on the highest Charisma score in the party. This assumes the highest Charisma Character does the negotiating, as would likely be the case in a real-life situation.
Cold weather can have deleterious effects. When traveling in freezing temperatures without a cloak/robe, Character loses 1hp for the day. Sleeping in freezing weather with a blanket, has zero chance at HP recovery and instead, 40% chance to lose a HP. Sleeping in a Sleeping Bag outdoors has no chance for HP recovery or loss.
Custom items can be created on a per item basis. There are a few Custom Items already listed in the database and then there is the '#' item built for your customizations. It's a stackable item with 1# (encumbrance) so increase the "amount" to increase the weight. Name it, give it magical properties and a custom coin value.
Day Multiplier setting for Campaigns allows for time to be automatically added to your Campaign and the Age of each Character active in the Campaign as real time passes. This engages automated systems like disease contraction. Lower the multiplier if your group has a lot of other obligations. Increase it to motivate the group to play more often.
Expenses are calculated daily on a pro-rated monthly basis in the Expense Calculator. Minimum is 100gp/level monthly for ancillaries like upkeep of equipment, entertainment, and such as indicated in the DMG. It includes Common Lodging accommodations as noted in the Charts & Tables page. It is suggested the DM adjust Monthly Expenses up or down for lodging other than Common. This does NOT include property tax, tithes, hirelings or henchman nor any other expense expressly noted with a specific cost in the DMG or PHB.
Illusions are tricky business in AD&D. I have established a system for dealing with some of them, most notably the (Improved)Phantasmal Force spell. This system is an amalgam of ideas from the DMG, "Dragon" magazine, and other brilliant DMs I have discussed this with in the past. Special Mention to Frank Mentzer who gave me some insight as to how some of the OGs handled the subject. You can read in more detail about this DM module on our How to Use This Site page.
Lodging or "homebase" quality chosen by the party will impact systems such as Disease contraction. Wealthier is healthier! There is a table to reference on the Charts and Tables page for details.
Paralysis when inflicted by a monster lasts 5d4 turns unless specifically noted otherwise.
Sleeping indoors in a bed offers 100% chance of 1HP restoration with a 12hr rest. Outdoors with a Bedroll/Sleeping Bag offers 80% chance; 40% with a Blanket; on the ground is zero chance.
Standard Hirelings are your basic porters, valets, etc. They can usually be found in any size community and will work for a few silver per day. They will expect lodging and food to be covered if brought out of their hometown. Any tools or supplies ought to be supplied by the Player as well.
Weapon Proficiency cannot be learned in the midst of an adventure, even if there is a WP slot available. Once the character returns "home", they will instantly be entitled to learn any new proficiencies to which they are entitled.

