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View Full Version : 1st Edition Extensions for D&D Classic



Dave0910
August 29th, 2019, 12:31
When I started getting scripting errors with the original 1E Extensions, I pulled out my manuals and put the 1E/2E charts side-by-side to find the changes (at least in game mechanics). The great news is there weren't many, and most won't really affect gameplay. However, there's the extensive list:



While Saving Throws and Turning Undead are entirely unchanged, the Attack Matrix (or THAC0 as we know it now) progresses at a slower rate. However, since those are recorded in the individual classes, there's no need to make changes! You just need a new data module for the 1E versions of classes.
Loyalty Base and Reaction adjustment are percentages, instead of d20 adjustments.
Surprise die was a d6, instead of a d10.
NPC hitpoints were included in XP Calculation (a number of points per HP, based on HD).


There you have it folks! A full comprehensive list!

So, as the title implies, I've written a new AD&D Extension that allows for 1E Play. The only warnings I need to give you are that you'll have to fill in the HP field on Encounters if you want them calculated, and you'll need to have an entry in the 'hd' field (immediately following hp in the NPC database). I make the second note, because some monsters in 1st Edition (like the beholder) were only given HP values, so HD will have to be estimated. Otherwise, it goes with standard XP, like in 2nd Edition.

The Extension can be downloaded at https://drive.google.com/file/d/1NSOUqy22BX4hoe17Yn4ViWsAmFdRm090/view?usp=sharing
Hope you all have fun with it!

Note: If you don't know how to install extensions, go to the Fantasy Grounds home screen and click the folder icon in the upper right-hand corner. Then copy the file to the Extensions folder.

celestian
August 29th, 2019, 17:48
For what its worth the Surprise just defaults to d10 but you can use any dice for surprise. You just drag/drop that dice type in your surprise "dice" field.

I thought my existing extension included the stat variances from 2e to 1e including loyalty/etc so will check when I get back from travel.

Great work on this, I am looking forward to seeing how it works!

Dave0910
August 29th, 2019, 19:12
Well, when you look at it, aside from the XP calculation, it’s just nitpicking, anyway. The only reason I took the time to write the extension was so I wouldn’t have to hand calculate xp for every encounter and then add it manually on the party sheet.

Dave0910
May 3rd, 2020, 08:06
I have found an issue with the extension. I’ll update it soon. Meanwhile, don’t try to create Encounters if the monsters don’t have an XP Value entered. I’ll translate my parser from C# to LuaScript, so it can be done at runtime.