AD&D First Edition House Rules

last updated 2024-09-20

I played First Edition quite a bit back in the day, and came back to "old school" gaming in 2011. More recently, I went back and took a closer look at the combat rules, and the result was a serious crisis of faith: I realized that we had never even come close to playing First Edition "by the book". But of course, who did? The 1e rules are so Byzantine that you basically have to house-rule it to play it at all. I've seen it run many different ways, but I think most people ended up playing it in a way that was closer to BX/BECMI than AD&D. What this often meant was throwing out the division of rounds into segments, and then why play First Edition at all?

How can we, as old-school gamers, play First Edition? You could do your very best to follow every single rule as written in the Player's Handbook and Dungeon Master's Guide, but you'd end up with something like the "ADDICT" document, and that way lies madness (I should note that I once had the honor of playing with the author of that document, with all rules in force, at Gary Con). But I think there's a happy medium between the two styles of play, and pointers toward it can be found in Gary Gygax' forum postings later in life. For example, besides almost apologizing for things like psionics and weapon speed factors, he agreed with the concept of "lower is better" for initiative, which makes perfect sense. I think the system described in that post is a good one, and I use individual initiative for the players. You still want to roll once for a band of orcs (or maybe twice for a band of orcs and an evil spellcaster), but I think having the players all roll for initiative keeps them more involved.

I ran a nine-session First Edition campaign in 2016; this is how I handled the labyrinth of its rules as a DM. [I've added a couple of notes in bracketed italics about questions that have come up since.]

Player's Handbook cover painting
original AD&D First Edition Player's Handbook cover painting

Initiative and Combat

  1. determine and resolve surprise (d6, no more than one surprise round)
    [actually, DMG p.61 says that surprise grants a number of segments equal to the difference between the two parties' d6 surprise rolls, doesn't it?]
  2. actions are declared before initiative is rolled
  3. roll d10 for initiative, lower is better
  4. characters using missile weapons may subtract dexterity bonus to initiative
  5. spellcasters add casting time in segments
  6. the resulting number is the segment in which the action takes place

For example, if a magic-user casting fireball (3 segment casting time) rolls a 4 for initiative, and a fighter wielding a sword rolls a 6, the magic-user starts casting in segment 4, the fighter acts in segment 6, and the spell goes off in segment 7... unless the fighter scores a hit on the magic-user, in which case the spell is spoiled. By the book, a spell is spoiled if the caster is hit any time before the spell goes off.

A spellcaster's action may extend into the following round. For example, even cure light wounds is a 5-segment spell; if the cleric rolls an 8 for initiative, his spell won't go off until segment 3 of the next round (this could also come up when rolling a 6-sider for initiative). Gygax' posts are unequivocal about this: he says the spellcaster would not get another action in that round. Let's not forget what he wrote on page 65 of the DM's Guide: "Because spell casting will be so difficult, most magic-users and clerics will opt to use magical devices whenever possible in melee, if they are wise."

I think both the high chance of a spoiled spell and the chance of losing the subsequent round's action put too much of a burden on spellcasters, so I add this:

Note that spellcasters may not use their dexterity bonus to armor class while casting.

During initiative "roll call", spellcasters should answer twice, e.g. once for "I start casting fireball, it goes off in segment 7", and again for "my fireball goes off".

Potions take one segment to drink, and take effect 2-5 segments later (DMG p.125). Bear in mind that a potion may not take effect until the following round.

The DMG (p.133) says that staves take 2 segments to discharge; I assume the same number for rods and wands. I ignore the part about them taking 8 segments to recharge, since that could mean losing a round at some point depending on the initiative you rolled, and that would negate the advantage of items over memorized spells (see quote above from Mr Gygax).

Unless specified otherwise, at-will effects take one segment to use, and are not subject to being spoiled: even if the creature takes damage during the segment in which he is using the power, it still takes effect (unless he is killed during that segment).

Critical hits and fumbles: maximum damage on a natural 20. On a natural 1, the character or monster loses his action for the next round.

Dungeon Master's Guide cover
  painting
original AD&D First Edition Dungeon Master's Guide cover painting
(showing the City of Brass on the Elemental Plane of Fire)

Rules Basics

To keep the game from getting bogged down in dice-rolling and table-consulting, there are some rules I don't use:

This is controversial, but missile weapons already have advantages: a) the attacker is out of melee range, b) the attacker can use his dexterity bonus to initiative, and c) some characters have native advantages with missile weapons (e.g. elves with bows). I feel that adding multiple attacks unbalances the game. Other notes: I do not use random targeting or "friendly fire" for missiles; missile weapons may not be used within melee range (10 feet).

Character Generation

There are lots of ways to do character generation; here's what I use:

  1. Roll 4d6 and drop the lowest number. Do this six times, then apply the resulting six numbers to ability scores as desired.
  2. Choose a race; if demi-human, note ability score requirements and apply adjustments (PHB p.14-15). Racial class level limits are used.
  3. Choose a class; note race restrictions (PHB p.14) and ability score requirements (including spell level limits). Paladins and assassins are not used.
  4. Roll for gold pieces (PHB p.35) and equip the character.

Individual Rulings

Playing First Edition is partly about learning (or re-learning) the rules; clarifications and interpretations are often necessary. These are some of the things that came up in the campaign I ran and how I ruled on them:


Contact me (cenbe at protonmail dot com) if you're interested in a long-running campaign (I'd much rather run Castles & Crusades than AD&D 1e).