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Doomsword
September 9th, 2022, 19:50
Last night, I posted this on the Discord but I'm posting it here to get some further visibility.

First, the TL;DR - I created a new extension, based on Core 1E that makes 1E and OSRIC games run with many rules-as-written. I intend to continue developing it and I'm thinking that it should replace Core 1E entirely, but it could also just be a third extension for 1E games that I could hopefully find some way to let people know about because there's a lot of advantages to using this instead of Core 1E. Looking for feedback, please. And sorry for the really long, possibly rambling post

As you may or may not know, there are currently 2 extensions that can be useful in running 1E and OSRIC games with the 2E ruleset. There's the Core 1E extension which adds some combat and saving throw matrices and other 1E-like properties, and there's the AD&D Options and House Rules extension that includes Core 1E and adds/improves on a number of further 1E/OSRIC-like properties and several options for changing things in the 2E ruleset.

I decided to work on backporting some of the stuff from AD&D Options and House Rules (anything that was actual rules-as-written) into Core 1E.

For the last few weeks, I've been working on that.

It ended up opening a can of worms in my thought processes and, as might be obvious, it became apparent that we don't need two extensions that do the same basic thing.

This led me to believe that the Core 1E mod should really focus on 1E or OSRIC as written (RAW), without additional options and that AD&D Options and House Rules should still include Core 1E but offer a number of options in running games with your own house rules (go figure).

There was a lot of thought and decision-making and doubt about whether it was worth it and what-not. I do ultimately think that it is worth it because it gives people the ability to play a fairly faithful vanilla 1E or OSRIC game with the 2E ruleset plus this extension (and only having to set a couple OSRIC-specific options if using OSRIC), which is what I think Core 1E was really intended to do. I don't think that anyone has any intention of further work on Core 1E, except for maybe me, so I ended up thinking that the best use of it was making Core 1E RAW-like while leaving the AD&D House Rules and Options mod for those choices that aren't RAW. To that end, I intended up approaching it as more of a 1E ruleset in extension form.

I could make this a separate extension called something like "AD&D 1E/OSRIC" and put it up in the Forge, but that would result in 3 extensions that at least all partially do the same things. If I do that, though, I would think that very few of the people who are using Core 1E would even know that an actively-developed extension with some really good 1E functionality even exists, as maybe evidenced by the fact that many people are still on Core 1E, when the other extension behaves exactly the same way through the setting of options but adds a lot of benefit to 1E players.

On the other hand, I could make this the new Core 1E extension, but that might break people's games without them knowing that it's doing it.

The other thought I had was making Core 1E throw up a window that lets anyone using it know that it's not being actively developed and that there are other options that they can use, depending on their use case, that have beneficial functionality that should continue to be updated.

Such an approach would leave the Options and House Rules extension as the extension that provides additional options for running a 1E-styled or even 2E-styled game outside of RAW and would continue to include the Core 1E stuff as an option.

All of these considerations led me to make some pretty big changes to the Core 1E extension, which have the potential to break the way somebody is running their game.

In order to avoid breaking anything, I found the options that definitely aren't a part of 1E/OSRIC RAW (and that were set to defaults faithful to those rulesets) and modified their descriptions to indicate that they'd be going away.

Then, not being sure that that would be the best approach, I came up with the idea of pushing an update to Core 1E (as stated above) that pops a window to let anyone using it know that it's being replaced, and to instead use the updated Core 1E extension (which I've considered renaming) or the Options and House Rules extension depending upon how they want to run their game. Doing that would allow me to right away remove the options that I think should be removed given that Core 1E would become RAW only, which I obviously think has several merits. Anyone desiring to run a non-RAW 1E/2E/OSRIC game or to maintain backward compatibility with their current game would then know about the option to migrate from the Core 1E extension to the AD&D Options and House Rules extension.

Anyway, here are the changes I've made to Core 1E that I'm looking for input on. They need a final review, test and cleanup for general consumption but I wanted to try to get some feedback before proceeding...


reset initiative on round start (forced)
group all initiative (forced)
osric initiative swap (option)
assign init based on character who rolled (forced)
remove critical hits (would be forced, noted in option description)
d6 initiative die (forced)
remove pc vs npc init (forced)
encumbrance mandatory (would be forced, noted in option description)
remove armor dp (forced)
remove all initiative mods (forced)
remove all surprise mods (forced)
auto-reset initiative every round (forced)
enable delay only for OSRIC (option), sets delayed actor's init to 7
remove ability checks (would be forced, noted in option description)
remove kits (forced)
make currency weight mandatory (would be forced, noted in option description)
change label of auto npc initiative and switch to on/off only (forced)
remove critical hit/fumble tables (would be forced, noted in option description)
death's door thresholds and associated condition handling, according to AD&D 1E's (2) options or OSRIC
exactly 0 (AD&D)
0 thru -3 (AD&D)
0 thru -9 (OSRIC implied)
unconscious characters brought back to 1 or more hp receive a coma effect and a helpless effect
dead characters brought back to life receive a helpless effect


What are your thoughts on this approach? I definitely don't want to tell anyone how to run their games but I do want to make it easier for people to figure out how to run their games, while maintaining fidelity to the original rules for those people who care about that or don't know the RAW and want to learn.

In the following pictures, anything circled in red in would be the things that would be removed as options (and that I'd simply remove if I don't have to worry about breaking anyone's games), yellow highlight is the change, and blue circles are the new options.

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54301
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Thanks!

Doomsword
September 9th, 2022, 20:22
Also, I forgot that I had thought about just making it a 1E/OSRIC ruleset instead of an extension. I don't know if there's merit or value to that for the 1E/OSRIC guys, but it would help eliminate confusion.

fharlang
September 10th, 2022, 00:22
I like the idea of a new rule set, however will that not cause issues as the campaign rule set can’t be changed, right? I say make only one extension with all the options as we have always (40 years) used ability checks so eliminating things is not very good, however have the defaults the actual rules.

Doomsword
September 10th, 2022, 01:47
Yeah, I think you'd have to edit the XML to change the ruleset of an existing campaign. I think that I've done that during testing and that it worked well, but it's not something you might expect everyone to be able to do.

You, of course, make a fair point about ability checks. Though they're not mentioned anywhere in 1E core books or in OSRIC, I do know that people use them. Even if there's a 1E RAW extension, it probably wouldn't be the end of the world to include them with the option to turn them on or off, as you've said. The AD&D Options and House Rules extension does that right now and I kind of envisioned that anyone who would want something outside of RAW would use that. Of course, people would need to know that that extension actually exists and be willing to move to it.

The whole point for me bringing all of this up is that it's kind of difficult for people to get a fairly authentic version of old-school AD&D running. There are a lot of options that need to be set if we want to get past just the modification of data while still using a bunch of stuff that never showed up until 2E. I'd like to make that easier for people, while preserving some of the original material and the original way of doing things.

There were things that I felt needed to be forced in order to remove some of the options, but you're right that setting a default of what's in the actual rules and allowing changes is a good way to go. Again, though, that's already in the Options and House Rules extension.

I've got a couple of questions if you don't mind.

What about things like critical hits, initiative mods, individual initiative? The books are fairly clear that these don't exist outside of house rules, so I felt that forcing those options would be appropriate if we want a faithful representation of 1E/OSRIC.
Also, which extension are you using right now? Core 1E or AD&D Options and House Rules?

I do intend to bring the latest changes that I've made the last couple weeks into Options and House Rules, probably next week, and if you're using that extension nothing would change for you.

I'd like to give people who are running 1E some new capabilities, even those people who don't know about the Options and House Rules and would never find them unless they did a forum or Forge search. Modifying Core 1E to include them would bring those options to people but it's been a real struggle on the best approach.

The more I think about it, it does seem that making a 1E/OSRIC ruleset and maintaining the Options and House Rules mod would cover everything pretty nicely but I'd still want to let people know that those options exist, probably through a popup or description change or something in the existing Core 1E mod. I could also just leave it alone but I'd like to help and I hope that's what I'm doing here.

Thanks very much for your feedback.

fharlang
September 10th, 2022, 07:09
We have always just rolled twice the damage dice on a crit, group imitative everyone goes at the same time. I currently use the 2e Rule Set with this to make it feel 1e: 2e - 1e Properties and AD&D options and House Rules

Doomsword
September 10th, 2022, 07:26
Cool, thanks!

FYI, if you're using both 2e - 1e Properties and AD&D options and House Rules, you can stop using 2e - 1e Properties because AD&D options and House Rules includes it, as long as you have the option for it (bottom of the list) turned on. AD&D options and House Rules will continue to be maintained and will not change in its intent - I'll make sure to only add features to it and take nothing away, since I intend it to be the extension to use to run any version of AD&D (1E/2E/OSRIC) in any way that you want. Btw, suggestions on that are always welcomed.

fharlang
September 10th, 2022, 09:32
Yes there is a button, however at least 3 or 4 times during a session I have to turn off encumbrance and then turn it back on to have it recalculate correctly. Also as there are 4 options on the 2e - 1e properties and only 1 button on your extension how do I adjust what I do and do not want to use? Personally I would love it if the healing only healed the amount rolled instead of automatically bringing them conscious with 1 HP.

Doomsword
September 10th, 2022, 17:39
Thanks for your response.

I haven't seen that issue with encumbrance. I'll try my best to reproduce it and fix it if there's an issue.

AD&D Options and House Rules shouldn't take anything away. All the options that are present by default should still be present with that extension and you should have many more options you can set. See attached... And if you set "Use 1e Properties" to "On", you'll get everything from 2e - 1e properties.

I have seen what you're talking about with hit points and I've corrected that and added the the raw options for Death's Door in what I've been working on. I just need to get it into AD&D Options and House Rules, which I'll do right away. It lets you set Death's Door for exactly 0 HP, 0 thru -3 HP, or 0 thru -9 HP. When a character's HP falls within the range of whatever option you've set, they become unconscious and lose 1hp per round until they're healed or aided. If they get hit during this time, they die. When characters get healed for less than the damaged amount, they become unconscious and stop losing HP. When healed for more than the damaged amount, they receive a "coma" effect and a "helpless" effect (to match the rules in 1E and OSRIC) that you can handle and remove however you like. I think it will work well for you.

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anstett
September 10th, 2022, 18:08
As you are tweaking the Death's Door options is it possible to have a Constitution score tag be there?

I have always done the 0 to -10 but we also have toyed with the idea of 0 to negative Con score.

Thanks,

BOB

Doomsword
September 10th, 2022, 18:30
That's a great suggestion. Thanks. I'll add an option for "Dead At", settable to either -10 or -CON

Talen
September 10th, 2022, 22:08
Looking forward to see the end result as 1e/Osric have been one of the editions I've been looking to run but have stayed away to this point given my perception of the need to fiddle with the extensions. A separate ruleset (and 1e conversions or conversion tools if possible) would go a long way to address that for me personally.

Doomsword
September 10th, 2022, 22:22
I agree and that's what I'm trying to get at. For the last day or so, it has seemed to me that the best approach is a ruleset and the single mod to houserule both it and 2e. I've also thought for a while that auto-conversion of the 2e stuff in the 1e modules is something I want to work on. It did just the other day come to my attention that such a thing exists for OSE. I'm gonna take a look at that.

Last night, I did convert the new extension I've been working on into a ruleset and tested changing ruleset for an existing campaign. I think it's all doable. I just need to finish wrapping my head around how I want to layer on top of 2E, remove the functionality in the base ruleset and add it back via extension.

First, I'm going to backport my new stuff into AD&D Options and House Rules.

Thanks for your feedback.

fharlang
September 18th, 2022, 15:22
Still having issues with encumbrance not updating when characters get or drop gear, I have to manually turn it off and then back on. It is happening in multiple games.

Doomsword
September 20th, 2022, 05:09
My apologies. I think I found the problem and fixed it. It will be out this week.

Doomsword
September 23rd, 2022, 07:58
Just wanted to drop a note on where I'm at and where I intend to go with it, as well as what the options look like for the next version, in case anyone thinks it might break their game or that they have any feedback that would change some of the decisions.

I decided to build an OSRIC ruleset out of the changes I made for what was going to be the Core 1E extension, and then decided that the "AD&D Options and House Rules" extension should work with both 2E and the thus-far-unreleased OSRIC ruleset. I took everything that I thought was relevant to either system while also being an option, and moved it into the AD&D Options and House Rules extension, giving it options and default settings based upon which ruleset you're using.

I need to test everything, but the general idea is that an OSRIC ruleset will come out within a couple weeks and be regularly improved upon. There will also be an extension for options and house rules that can work with either 2E or OSRIC, presenting ruleset customization choices based on the ruleset you're using.

This update would require anyone using the extension to review their settings to make sure it's doing what they want it to do. I tried to be very careful to make sure your current settings will still work, but it is still an organizational change and one that might require DMs to pay close attention to what their options are and how to change them. I'll test it more fully tomorrow and, hopefully, release it if no one has any issue with this direction.

Please see the options and their re-organization, in the attached doc, and let me know if you have any questions or want to see anything changed.

54463

fharlang
October 2nd, 2022, 15:23
I found the encumbrance issue: Extraplanar Containers and Bag of Holding extension is not updating the value.

Doomsword
October 9th, 2022, 06:03
Thank you. I read this a few days ago but neglected to respond.

I haven't tested my newest stuff with those extensions, explicitly, but I did fix some encumbrance stuff that might help.

I'm gonna release the new version and afterward make sure that I test with these extensions/options enabled.

I'm working on releasing the new version of the "AD&D Options and House Rules" extension right now, which I'll post in the thread that discusses it. It includes some things that would probably be useful for either 2E or OSRIC/1E players and is a pretty big change, hopefully maintaining backward compatibility.

Next week, I'll release the OSRIC set I've been working on.

fharlang
October 10th, 2022, 00:16
With your current extension loaded from the DM side I only see 20's for every AC and any roll misses AC 2054640 54639

Doomsword
October 10th, 2022, 01:17
This is with the version I just released?

Mine looks fine. Can you send me how your options are set?

54642

Doomsword
October 10th, 2022, 01:17
Also, came here to tell anstett that I added the "Minus CON" option for Death's Door Threshold

fharlang
October 10th, 2022, 04:05
No the older version

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anstett
October 10th, 2022, 13:25
Thank you!

BOB

fharlang
October 19th, 2022, 09:46
54761

Getting this now when taking a rest.

Doomsword
October 19th, 2022, 19:29
54761

Getting this now when taking a rest.

Ok, I'll take a look straight away and get it fixed. Thanks for letting me know.

Doomsword
October 21st, 2022, 16:43
Issue with resting resolved and published. Thanks.

fharlang
November 6th, 2022, 23:22
Error attempt to index global 'aWarriorSavesOsric'

Doomsword
November 7th, 2022, 01:39
Error attempt to index global 'aWarriorSavesOsric'

Oh, I think that's maybe a copy/paste mistake when moving new, corrected matrices last update. Sorry about that! I'll fix it tonight. Thanks for reporting

Doomsword
November 7th, 2022, 01:51
@fharlang, I don't know exactly where it was occurring for you or what options you're using, but it was plain that I neglected to declare a variable before initializing it. I fixed that and pushed an update. I think that will correct it. Let me know if it doesn't. Thanks again.

fharlang
November 7th, 2022, 09:22
@fharlang, I don't know exactly where it was occurring for you or what options you're using, but it was plain that I neglected to declare a variable before initializing it. I fixed that and pushed an update. I think that will correct it. Let me know if it doesn't. Thanks again.

That is on the load screen before the desktop appears.

fharlang
November 7th, 2022, 09:36
After the game were one of the players went into the negatives, this now happens on load.55039

fharlang
November 7th, 2022, 09:37
After the game were one of the players went into the negatives, this now happens on load.5503955040

Doomsword
November 7th, 2022, 20:01
After the game were one of the players went into the negatives, this now happens on load.5503955040

Thanks for the details. Did you update to the version I put out last night and did it resolve this for you?

PS - I know this thing puts out a lot of debug console messages. I'm gonna clean those up shortly. Just needed to leave them in for a bit due to some of the complexities with this thing.

fharlang
January 9th, 2023, 21:57
Currently deaths door does not appear to work, in multiple games it just said dead. No bleeding no matter how negative they were, did something change?

Doomsword
January 9th, 2023, 22:22
Currently deaths door does not appear to work, in multiple games it just said dead. No bleeding no matter how negative they were, did something change?

Nothing changed but something could have certainly regressed or changed in the underlying rulesets.

Apologies.

Can you tell me what your 3 "PC Death" options look like?

fharlang
January 9th, 2023, 23:23
I’m at work, but if I remember correctly they are:
On
0
-10

Doomsword
January 10th, 2023, 00:53
I’m at work, but if I remember correctly they are:
On
0
-10

Thanks! I'll take a look tonight.

Doomsword
January 10th, 2023, 04:16
Seems to be working here. Of course, if you have PC Death: At Death's Door Threshold set to "0", Death's Door will only take over when hit points are actually at 0. If a single hit takes a PC to less than zero, he's immediately dead. I would either set it to 0 to -3 or 0 to HP -1 if I wanted Death's Door to be more common. The latter will happen quite often. Any hit that takes a PC to negative but not to -10 will trigger the Death's Door stuff in that case. Does that make sense? Apologies if you already know all that.

If you see/know something that can help me reproduce it, please let me know.

fharlang
January 10th, 2023, 05:31
I have these settings and it was working correctly before Christmas, it has failed to work properly in any game in 2023. 55731

fharlang
January 10th, 2023, 05:33
Very strange, it is currently working with no players connected whereas last night with 4 players it just said dead. I have a game tomorrow, I will test with players connected.

Doomsword
January 10th, 2023, 06:28
Very strange, it is currently working with no players connected whereas last night with 4 players it just said dead. I have a game tomorrow, I will test with players connected.

Thanks for clarifying the settings. I'll do my best to test it tomorrow, myself, hopefully before your game.

fharlang
January 11th, 2023, 21:58
It worked fine last night, so not sure what caused the issue for over a week.

Doomsword
January 11th, 2023, 22:34
It worked fine last night, so not sure what caused the issue for over a week.

I did update it a couple times over the last couple days, and some possible fixes had been included. Maybe that made a difference. I'm glad that it worked for you. Let me know if you find anything else and I'll prioritize getting it fixed.