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5e D&D to OSR pipeline or circle?
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<blockquote data-quote="overgeeked" data-source="post: 9540909" data-attributes="member: 86653"><p>Shenanigans with spells is as old as D&D.</p><p></p><p>To me, it's always been about finding creative uses <em>based</em> on those descriptions. I'm not sure what you'd gain by ignoring the descriptions. A fireball, for example, creates a big-ass ball of fire with such-and-such dimensions. You can use that however you want in whatever creative ways you want, but the spell still fundamentally does what it does.</p><p></p><p>I don't see why you wouldn't be able to use shape water as you describe.</p><p></p><p>I'm assuming by Haven rests you mean long rests only in designated places.</p><p></p><p>How much do you increase monster damage?</p><p></p><p>For a more gamey, 4E-style feel, setting monster damage to a specific fraction of the PCs' max HP works a treat. If you're trying to replicate OSR-style combat, you'd need to go way higher than that. Something like 1d8 or 1d10 per CR. That way a wizard can be one shot with a hit and most other classes are seriously hurting from one hit.</p><p></p><p>There's still the problem of death saves, easily avoided conditions, easy access to healing, etc.</p><p></p><p>Yeah, clocks and skill challenges are great. And that certainly adds something like action-adventure to the mix and is great fun. I'm not sure that's really quite the kind of OSR I'm talking about though.</p><p></p><p>I think I can see what you're saying here, but there's a distinction that makes a difference between limited-use found items and permanent magical kit the PCs always have access to. Sure, they're both "looking at the character sheet" but that's not typically what that phrase implies. It's mostly about thinking beyond the rules of the game. Your PC is a person in this situation with the ability to try anything reasonable, i.e. tactical infinity and all that. It's not a video game with a limited number of possible actions.</p><p></p><p>I've done things like that in 5E. The response has been...not great. It's mostly players mad at me for putting an unwinnable fight in front of them. Because they've defaulted to everything is not only a combat but a combat they can easily win. But that's related to this bit...</p><p></p><p>Exactly. But that cuts both ways. The broader culture around 5E is not OSR-style play. The vast majority of players have found the pattern of 5E. No matter what your character is safe, so the solution to every problem is charge. It's a serious hurdle to overcome that mentality.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9540909, member: 86653"] Shenanigans with spells is as old as D&D. To me, it's always been about finding creative uses [I]based[/I] on those descriptions. I'm not sure what you'd gain by ignoring the descriptions. A fireball, for example, creates a big-ass ball of fire with such-and-such dimensions. You can use that however you want in whatever creative ways you want, but the spell still fundamentally does what it does. I don't see why you wouldn't be able to use shape water as you describe. I'm assuming by Haven rests you mean long rests only in designated places. How much do you increase monster damage? For a more gamey, 4E-style feel, setting monster damage to a specific fraction of the PCs' max HP works a treat. If you're trying to replicate OSR-style combat, you'd need to go way higher than that. Something like 1d8 or 1d10 per CR. That way a wizard can be one shot with a hit and most other classes are seriously hurting from one hit. There's still the problem of death saves, easily avoided conditions, easy access to healing, etc. Yeah, clocks and skill challenges are great. And that certainly adds something like action-adventure to the mix and is great fun. I'm not sure that's really quite the kind of OSR I'm talking about though. I think I can see what you're saying here, but there's a distinction that makes a difference between limited-use found items and permanent magical kit the PCs always have access to. Sure, they're both "looking at the character sheet" but that's not typically what that phrase implies. It's mostly about thinking beyond the rules of the game. Your PC is a person in this situation with the ability to try anything reasonable, i.e. tactical infinity and all that. It's not a video game with a limited number of possible actions. I've done things like that in 5E. The response has been...not great. It's mostly players mad at me for putting an unwinnable fight in front of them. Because they've defaulted to everything is not only a combat but a combat they can easily win. But that's related to this bit... Exactly. But that cuts both ways. The broader culture around 5E is not OSR-style play. The vast majority of players have found the pattern of 5E. No matter what your character is safe, so the solution to every problem is charge. It's a serious hurdle to overcome that mentality. [/QUOTE]
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