Zardnaar
Legend
This thread is about how you use 5E to run a restricted game so it is a spin off form the when to restrict stuff. The DMG also has optional rules on things like alignment. ANy class or race introduced after 2000 is also off limits.
For the most part this is a composite of 1E and 2E AD&D so you can be a monk for example even if 2E excluded them. Had Gary still been in TSR his 2E would also have excluded the Monk but I will be allowing it in. RAW 5E only has 4 core races and classes and the game has been designed to incorporate this. Only one race or archetype is allowed with a possible exception of wizards as 5E has no generic wizard and 2E allowed specialists.
Rules used
Ability Score Increases only, no feats
Optional Rules DMG
Alignment restrictions (As AD&D)
Slow Healing
Class and Race restrictions
Allowed Races
Dwarf (Mountain)
Elf (High)
Gnome (Rock)
Halfling (lightfoot)
Half Elf
Half Orc
Human (default)
If you were using 1E UA you can add in the other Dwarf, Elven, Gnome, and Halfling subraces and perhaps the Barbarian but the 5E Barbarian is very different to the AD&D Barbarian.
Classes
Bard (valor)
Cleric (healing Domain)
Druid (land)
Fighter (Champion)
Monk (way of the open Hand)
Paladin (devotion)
Ranger (hunter)
Rogue (assassin and thief)
Wizard (illusionist and invoker)
a 2E game would also allow the other wizard specialists and you could also about the Eldritch Knight and Arcane Trickster being allowed in. So 11 archetypes, 17 if you count the other wizard schools. Paladins are LG only, Druids are Neutral only, rangers good, Monks any lawful, Bards any non Lawful.
For the most part this is a composite of 1E and 2E AD&D so you can be a monk for example even if 2E excluded them. Had Gary still been in TSR his 2E would also have excluded the Monk but I will be allowing it in. RAW 5E only has 4 core races and classes and the game has been designed to incorporate this. Only one race or archetype is allowed with a possible exception of wizards as 5E has no generic wizard and 2E allowed specialists.
Rules used
Ability Score Increases only, no feats
Optional Rules DMG
Alignment restrictions (As AD&D)
Slow Healing
Class and Race restrictions
Allowed Races
Dwarf (Mountain)
Elf (High)
Gnome (Rock)
Halfling (lightfoot)
Half Elf
Half Orc
Human (default)
If you were using 1E UA you can add in the other Dwarf, Elven, Gnome, and Halfling subraces and perhaps the Barbarian but the 5E Barbarian is very different to the AD&D Barbarian.
Classes
Bard (valor)
Cleric (healing Domain)
Druid (land)
Fighter (Champion)
Monk (way of the open Hand)
Paladin (devotion)
Ranger (hunter)
Rogue (assassin and thief)
Wizard (illusionist and invoker)
a 2E game would also allow the other wizard specialists and you could also about the Eldritch Knight and Arcane Trickster being allowed in. So 11 archetypes, 17 if you count the other wizard schools. Paladins are LG only, Druids are Neutral only, rangers good, Monks any lawful, Bards any non Lawful.