Ralif Redhammer
Legend
I'd say that if the Warlock has to go, all the more the Sorcerer.
Slow burn is right. Slow down healing and slow down the level progression and I think you'll start to get some of that 1e feel back almost immediately. Back in the day, it could really be a crawl to get past first level, whereas 5e breezes on out of there.
5. no warlock? (Maybe letting sor/wiz pick up the subclasses if desired)
Slow burn is right. Slow down healing and slow down the level progression and I think you'll start to get some of that 1e feel back almost immediately. Back in the day, it could really be a crawl to get past first level, whereas 5e breezes on out of there.
AD&D is more of a slow burn.
So I'd say the best way to capture that feel isn't necessarily rewriting rules, but rather adapt concept to 5e parameters.
Without writing new house rules... I'd say run a Gritty Variant game from the DMG, ignore the recommendation of the daily # of encounters (or in the very least stretch it out over the week), and especially don't cater the encounters to the players.
Adventures would need to be more excavation style dungeon crawls, and not pre-written short-stories complete with all the acts and beats laid out for you. Players need to know when to run away, because there's no guarantee they can handle what's coming. Games would literally be a day spent in a dungeon followed by retreating home for a week for a long rest to recover, and return later.
It's not much different than AD&D where you healed 1 hp a day, and had to leave for a few days to heal after a fight.
The DM definitely has to be up to the task, though, and players used to the quick and dirty video game style of 5e will be in for a shock.