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I f ound two main sets of Gygaxian house rules. T he one that is most f requently
discussed in game f orums appears to originate f rom Robert Fisher, who
compiled the list af ter questioning Gygax about a game run in 2005 (someone please correct me if this citation
is inaccurate). T he rules were:
* Fighters get +1 HP/die. All PCs get +1 HP/die if Con > 14.
* Dex doesn't af f ect AC. (It does af f ect missile attack "to hit" rolls.)
* PCs are unconscious at 0 hp. T hey can go as low as level +1 bef ore death. (e.g. a 4th level f ighter can be
brought as low as -5 hp and just be unconscious.) A healing potion or cure spell restores them immediately.
* PCs must declare actions bef ore initiative. Casters must declare the specif ic spell being cast.
* A casting caster who loses initiative will lose his spell if hit.
* To acquire new spells casters must f ind scrolls, spellbooks, or a f riendly higher-level caster.
* Clerics don't need spellbooks. (T he original books can be read to imply that they do.)
* Gary IDs most magic items immediately (charging large sums of money when they return to town to rest &
recuperate f or this service). (T his is because the players are anxious to get back into the dungeon & don't
want to bother with in-town adventures.) Potions must still be tasted to ID, though. Unusual items require a trip
to the striped mage.
T he second set of rules comes f rom a f orum posting that Gygax himself made in 2007:
* HPs: Characters are only unconscious at 0 HPs. For each level a character may have a minus HP total equal
to the level, so a 1st level PC is dead at -2, a 2nd level at -3, etc.
* When taking damage allow -1 HP per character level (f rom a GenCon XL report posted by Gygax)
Another quote directly f rom Gygax (ENWorld, September 2006), shows that he maintained the 1st level cleric
spell house rule:
"I run three-booklet OD&D now and again myself , adding some house rules to make 1st level PCs a bit more
viable and allowing Clerics a spell at 1st level if their Wis is 15 or higher."
Gygax's house rules are interesting because most of them make characters stronger: the ability modif iers are
all directly or indirectly positive, it’s harder to die, clerics don’t need books, magic items are instantly identif ied,
no training to level-up, etc. One of the big advantages f or players is the -1HP damage reduction per character
level (!). Overall, Gygax seemed to be f airly liberal in giving out little bonuses to player characters.
T hese bonus-oriented house rules strongly imply that Gygax f elt that by-the-book Level 1 characters in OD&D
were too vulnerable. T he main reason to implement most of Gygax's house rules would be to decrease
mortality and make the characters slightly more powerf ul. A small number of gamers – almost exclusively
experienced retro-role-playing enthusiasts - enjoy high-mortality low-level D&D play because of the special
kind of challenge and excitement it of f ers. I like this kind of gaming myself . In my experience, however, most
casual role-players are bummed out by seemingly random or premature character death. Gygax seemed to be
interested in accommodating this latter group.
Gygax’s house rules are also interesting f rom a game evolution perspective. We can outline character strength
in early D&D thusly:
* Classic D&D: Medium baseline, extreme negative and positive modif iers.
Having played Classic D&D since the early 80s, I now f ind myself increasingly pref erring the Gygaxian OD&D
model because it seems to be the most f un f or my current players, and theref ore f or myself , the DM. It
decreases low-level mortality to a manageable level where there's an exciting tension but players are not so
cautious as to make the game tedious. It f ocuses on “+” modif iers, which are psychologically more f un f or
players (e.g. nobody likes having to take -1 or -2 to their to hit roll every single time). Also it's mechanically
simpler and f aster than Classic D&D because players don’t have to juggle multiple “-“ and “+” modif iers.
In general, I think it’s better to start with a lower baseline and add to it, as opposed to starting with a higher
baseline and being f orced to subtract. T his goes f or many things, including rules complexity itself . It’s just more
f un that way…