1) Roll abilities
For every 15+, I write down “very” + the adjective that belongs to the characteristic, and for every 5 or lower, I write down the opposite of the adjective. All other numbers signify an unremarkable, average stat.
Fighting-men: can take more damage than other humans, use all weapons and armor
Magic-users: weakly, use dagger/staff, no armor
Clerics: can cast spells, no sharp weapons
Hobbit: resilient, no huge weapons
Dwarf: can take a lot of damage, no long weapons
Elf: choose to be either a sorcerer or a warrior, no blunt weapons
3) Spells
Armor typically comes in two variations: light, with an armor class of 1, and heavy, with an armor class of 2. Maybe, MAYBE, there are other types of armor out there that offer armor class 3, but so far, I haven’t seen them.
So, a fight with armor rolls will work like this:
You roll 2d6 vs. my 2d6. Higher roll hits. Add a bonus for the better fighter.
The combatant who got hit rolls 1d6 and tries to roll under or equal to his armor class. If he does, the hit got deflected or softened by the armor, and he does not lose a hit. If the roll is over, the armor didn’t stop damage, and he loses a hit.
6) Give them a fighting chance
Lenient referees, you might grant the player a last opposed roll to save their character from dying.
7) Experience
Gain an experience level if it is dramatically appropriate.
So let’s create a character already!
Abilities:
STR: 11, average, what I write on the character sheet: nothing
INT: 9, average, , what I write on the character sheet: nothing
WIS: 6, average, , what I write on the character sheet: nothing
CON: 7, average, , what I write on the character sheet: nothing
DEX: 6, average, what I write on the character sheet: nothing
CHA: 13, average, , what I write on the character sheet: nothing
I play a fighting-man.
The original Gygax game uses no skills, so let’s skip this step in the Landshut rules and go straight to equipment:
I pick 2d6 items: 7
1. Sword
2. Dagger
3. Plate Mail
4. Iron Rations for 1 week
5. Backpack, leather
6. Water skin
7. Mallet and three stakes
…and I lose 1d6 of them: 2
Rolling 1d6, I get a 2 and lose the dagger, so my new equipment list looks like this:
1. Sword
2. Dagger
3. Plate Mail
4. Iron Rations for 1 week
5. Backpack, leather
6. Water skin
7. Mallet and three stakes
I roll 1d6 again and start at the dagger: a 5. I count down 5 steps and land at the mallet. My final equipment list:
1. Sword
2. Plate Mail (counts as +10 HP)
3. Iron Rations for 1 week
4. Backpack, leather
5. Water skin
And last but not least, I get to pick two “powers”: special equipment, special abilities, connections, and similar stuff:
I can see in the dark just like a cat. And someone high up in the hierarchy owes me a favor.
This is what my original edition Landshut rules character looks like:
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Splint Brackwater
Level 1 Fighting-man
Can see in the dark like a cat. Someone high up in the hierarchy owes him a favor.
Sword, Plate Mail, Iron Rations for 1 week, Backpack (leather), Water skin
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Thanks for these \”conversion\” posts. Interesting stuff! I do have a quick question on the spell casting though. On a successful save the spell is cast, but do they also lose the spell points or is that only on a failed roll?
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This might just be the best description of how D&D was actually played in the early 70s.
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Thanks, guys!
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Hi Reese, if you save successfully, you don't pay Spell Points, and the spell works.
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It may be stupid question, but how does a saving throw or save work here? Thank you!
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Hi Philipp! No problem 🙂 In my Landshut rules, everything is either handled by referee decision OR (if you like rolling dice, like I do) with an opposed roll: 2d6 vs. 2d6, plus bonuses if one side is especially dangerous or resilient. I hope this helps!
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Really cool! Would you give a try to do the same with Dungeon Crawl Classics please? 🙂
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Thank you! Oh wow, FKR DCC has been on my to-do list *forever*… stay tuned, it’ll happen… 😉
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