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<blockquote data-quote="jasper" data-source="post: 9639258" data-attributes="member: 277"><p>1E Feel for 5E</p><p></p><p>I just came off running Quests From the Infinite Staircase which is six 1E or basic D&D modules converted to 5E. This and other topics online gave me the topic. How to make 5E feel like 1E without a lot of major reworking or just things to adjust.</p><p></p><p>First. No hit point gains except for constitution bonus after tenth and this means the Tough feat is banned. On Beyond you with have figure you max HP for level 10. Then put that into the override max HP slot.</p><p></p><p>Second and this is easiest and will give you the most howls of evil dm. Turn on encumbrance and all resource tracking. Be really 1E and turn on gold piece weight.</p><p></p><p>Third. Gritty Realism Healing. 8 hours for a short rest and 7 days for a long.</p><p></p><p>Fourth. Give the monsters an ad-hoc bonus to hit. I thinking the proficiency bonus since it is in the stat block already. But I am open to other suggestions.</p><p></p><p>Fifth. Monsters do average, to full hp damage depending on tier. This will be adjusted by how strong the party is and by how experienced the group is.</p><p></p><p>Sixth. Armour slows movement. Plate armour back in 1E gave you about six-inch movement. Or about half an unarmored person. So Medium armor decreases movement or speed by 10feet and heavy by 20 feet. I haven’t figure how to do this on the app.</p><p></p><p>Seven. Turn on time. 1E had some standard time projections for searching for traps and other things. So 5 minutes for a pc to investigate a square for traps or other hidden things. A chest is 3 minutes and so on. This is mainly a check mark for the DM but will add up especially if you have a midnight deadline. Grab the Realms calendar too and track seasons also.</p><p></p><p>Eight. Multiclassing require a least a 16 in both stats. And be double evil, armor is restricted to worst class. So Mage Cleric has no armour.</p><p></p><p>Nine. Only the Underdark races/species get darkvision. Or just the PHB species are allowed.</p><p></p><p>Ten. Ability Drain monsters give exhaustion levels. So a shadow does 1 and vampire bite gives 2.</p><p></p><p>Honorable mentions.</p><p></p><p>Aging. Certain spells will cause aging for either the caster or target. Rapid aging will call for a CON DC 8 save not to drop dead from a heart attack. You will need to create a max age chart.</p><p></p><p>Training. If you are doing xp then they don’t any extra once they are one xp into a new level. Paying for training into the new level costs (100 GP times new level) *1d4 weeks. No new level until you train.</p><p></p><p>Potion Mishap Table. And the mixing in belly is on.</p><p></p><p>Psychic Damage has a two to five percent chance to summon an psychic creature from the astral or ethereal dice.</p></blockquote><p></p>
[QUOTE="jasper, post: 9639258, member: 277"] 1E Feel for 5E I just came off running Quests From the Infinite Staircase which is six 1E or basic D&D modules converted to 5E. This and other topics online gave me the topic. How to make 5E feel like 1E without a lot of major reworking or just things to adjust. First. No hit point gains except for constitution bonus after tenth and this means the Tough feat is banned. On Beyond you with have figure you max HP for level 10. Then put that into the override max HP slot. Second and this is easiest and will give you the most howls of evil dm. Turn on encumbrance and all resource tracking. Be really 1E and turn on gold piece weight. Third. Gritty Realism Healing. 8 hours for a short rest and 7 days for a long. Fourth. Give the monsters an ad-hoc bonus to hit. I thinking the proficiency bonus since it is in the stat block already. But I am open to other suggestions. Fifth. Monsters do average, to full hp damage depending on tier. This will be adjusted by how strong the party is and by how experienced the group is. Sixth. Armour slows movement. Plate armour back in 1E gave you about six-inch movement. Or about half an unarmored person. So Medium armor decreases movement or speed by 10feet and heavy by 20 feet. I haven’t figure how to do this on the app. Seven. Turn on time. 1E had some standard time projections for searching for traps and other things. So 5 minutes for a pc to investigate a square for traps or other hidden things. A chest is 3 minutes and so on. This is mainly a check mark for the DM but will add up especially if you have a midnight deadline. Grab the Realms calendar too and track seasons also. Eight. Multiclassing require a least a 16 in both stats. And be double evil, armor is restricted to worst class. So Mage Cleric has no armour. Nine. Only the Underdark races/species get darkvision. Or just the PHB species are allowed. Ten. Ability Drain monsters give exhaustion levels. So a shadow does 1 and vampire bite gives 2. Honorable mentions. Aging. Certain spells will cause aging for either the caster or target. Rapid aging will call for a CON DC 8 save not to drop dead from a heart attack. You will need to create a max age chart. Training. If you are doing xp then they don’t any extra once they are one xp into a new level. Paying for training into the new level costs (100 GP times new level) *1d4 weeks. No new level until you train. Potion Mishap Table. And the mixing in belly is on. Psychic Damage has a two to five percent chance to summon an psychic creature from the astral or ethereal dice. [/QUOTE]
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