Campbell
Relaxed Intensity
I'd prefer the Constitution Score Kicker and HD mechanic be the default to ease players into the game, but I can still see a place for an OD&D style module without the kicker, HD, 3d6 drop lowest ability scores, a daily limit on minor spells, no themes, and possibly no backgrounds with explicit guidance on the careful considered approach to adventuring that requires. Game balance should still be roughly up to the tolerance of the target audience.
Honestly my issue with D&D as a zero to hero game is that given the level of abstraction in the game encounters where PCs engage 3 or 4 kobolds are not very engaging and I'm very much of the mind that especially for new players all elements of the game should be engaging.
I've been reading through Legend, Mongoose's fork of Runequest now that they've lost the license, and I think it's default highly precise rules is more appropriate for gritty action. I'm also somewhat enamored of its optional rules modules to increase the level of abstraction presented by enemies lets you scale up the level of detail for more experienced adventurers. That along with the presence of a character generation process that grounds you more firmly in the world and the ability to dial up heroics with optional meta resources (hero points and heroic feats) along with a variety of magic systems makes it suit zero to hero far more effectively than D&D. It's still too precise for what I prefer to use D&D for but that's why there are multiple RPGs on the market.
Honestly my issue with D&D as a zero to hero game is that given the level of abstraction in the game encounters where PCs engage 3 or 4 kobolds are not very engaging and I'm very much of the mind that especially for new players all elements of the game should be engaging.
I've been reading through Legend, Mongoose's fork of Runequest now that they've lost the license, and I think it's default highly precise rules is more appropriate for gritty action. I'm also somewhat enamored of its optional rules modules to increase the level of abstraction presented by enemies lets you scale up the level of detail for more experienced adventurers. That along with the presence of a character generation process that grounds you more firmly in the world and the ability to dial up heroics with optional meta resources (hero points and heroic feats) along with a variety of magic systems makes it suit zero to hero far more effectively than D&D. It's still too precise for what I prefer to use D&D for but that's why there are multiple RPGs on the market.