Frankie1969
Adventurer
Over in the "What adventure are you playing?" poll thread, I started thinking about simulating older editions within 5E.
1st draft: focused mainly on making the mechanics match more.
2nd draft: I think it's more important to make good changes.
beta release: further simplification of classes.
Advanced D&D, 5th Edition
Ability Scores: roll 4d6k3.
Races: it can't be AD&D without a few minuses. Dwarf: -1 Dex. Elf: -1 Con. Gnome: -1 Wis. Halfling: -1 Str. Half-Orc: -1 Cha. The penalty reduces initial score AND maximum limit.
Half-Elf: replace Skill Versatility with Keen Senses (go detect secret doors like you're supposed to, quit asking about other skill check rolls).
Human: standard (vanilla becomes more palatable when the other options are all nerfed).
Follow the old complicated race/class limits if you want to.
Classes: there were just plain fewer choices in ye olden days. You picked your class and that was what you got.
Character options:
Equipment: see silly, excessive weapon list in followup post below.
Loot: use the DMG random item tables.
Skills: skills didn't exist at all in 1E, and were a very limited option in 2E. The DM should require fewer checks and just ad-lib it. Also, exercise veto authority over Background+Class combinations that don't fit the feel of the campaign. No, your ranger is not proficient in Thieves Tools.
Non-weapon proficiencies: 5E has those.
Healing: after a long rest, characters only regain hit dice. Recuperation requires time, potions, or a cleric.
Monsters: (at some point I'll go through my 1E Monster Manual and make 5E conversions of any that haven't been brought back yet.)
Wandering Monsters: 5E DMG has a few environment tables, and rules for making your own. Xanathar has a bunch more.
Followers & Loyalty: Thanks much to @extralead for pointing out that 5E DMG already has rules for this.
Hirelings: already in 5E PHB.
Strongholds: already in 5E DMG.
Psionics: no. We all know you faked that percentile roll.
Things I'm leaving out: weapon modifiers vs armor. weapon damage vs size. weapon & casting speed factors. changes to monsters, saving throws, etc.
1st draft: focused mainly on making the mechanics match more.
2nd draft: I think it's more important to make good changes.
beta release: further simplification of classes.
Advanced D&D, 5th Edition
Ability Scores: roll 4d6k3.
Races: it can't be AD&D without a few minuses. Dwarf: -1 Dex. Elf: -1 Con. Gnome: -1 Wis. Halfling: -1 Str. Half-Orc: -1 Cha. The penalty reduces initial score AND maximum limit.
Half-Elf: replace Skill Versatility with Keen Senses (go detect secret doors like you're supposed to, quit asking about other skill check rolls).
Human: standard (vanilla becomes more palatable when the other options are all nerfed).
Follow the old complicated race/class limits if you want to.
Classes: there were just plain fewer choices in ye olden days. You picked your class and that was what you got.
- "Cleric": Life Cleric, but replace Preserve Life with +1 use of Channel Divinity (aka Turn Undead only).
- "Fighter": Champion Fighter, and 1st level Fighting Style is Defense.
- "Magic-User": Evocation Wizard, but eliminate Sculpt Spells (in my day, you blew up your friends and you liked it).
- "Thief": Thief Rogue (note: skill checks are devalued).
- "Druid": Land Druid, but cannot use direct-damage cantrips (weapon-changing cantrips are allowed).
- "Paladin": Devotion Paladin, and 2nd level Fighting Style is Defense.
- "Ranger": Hunter Ranger, and 2nd level Fighting Style is Defense.
- "Illusionist": Illusion Wizard, but cannot use direct-damage cantrips.
- "Assassin": Assassin Rogue (note: skill checks are devalued).
- "Monk": Open Hand Monk, but replace Tranquility with "spend 3 ki points: cast Feign Death on self".
- "Bard": Valor Bard, but Magical Secrets are only from Druid (and skill checks are devalued).
Character options:
- Feats: of course not.
- Multiclassing: follow the old complicated rules if you want to. Definitely no multi involving Paladin or Monk.
Equipment: see silly, excessive weapon list in followup post below.
Loot: use the DMG random item tables.
Skills: skills didn't exist at all in 1E, and were a very limited option in 2E. The DM should require fewer checks and just ad-lib it. Also, exercise veto authority over Background+Class combinations that don't fit the feel of the campaign. No, your ranger is not proficient in Thieves Tools.
Non-weapon proficiencies: 5E has those.
Healing: after a long rest, characters only regain hit dice. Recuperation requires time, potions, or a cleric.
Monsters: (at some point I'll go through my 1E Monster Manual and make 5E conversions of any that haven't been brought back yet.)
Wandering Monsters: 5E DMG has a few environment tables, and rules for making your own. Xanathar has a bunch more.
Followers & Loyalty: Thanks much to @extralead for pointing out that 5E DMG already has rules for this.
Hirelings: already in 5E PHB.
Strongholds: already in 5E DMG.
Psionics: no. We all know you faked that percentile roll.
Things I'm leaving out: weapon modifiers vs armor. weapon damage vs size. weapon & casting speed factors. changes to monsters, saving throws, etc.
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