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5e D&D to OSR pipeline or circle?
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<blockquote data-quote="Shardstone" data-source="post: 9540991" data-attributes="member: 6807784"><p>I think the very first thing you said actually sums this up nicely.</p><p></p><p>Shenanigans with spells is as old as D&D. That's OSR. So if you're doing that in 5E, then how is it really any different? The fact that you're super accepting of my shape water and other creative uses of spells proves that the methods I work appeal to people like you who want an OSR feel in 5E. </p><p></p><p>I bump up monster damage to 75% max and I do double max damage for critical. I crit often as DM (I honestly don't know why) and I'm known for running a difficult and deadly (but fair) game in my circles. I also change multiattack to be whatever I want, so maybe the lich casts three spells back to back. Players can handle it. I'm going to be changing crits soon though to just being a bonus action; I think it might be more interesting that way. </p><p></p><p>I've only had one player feel like a fight was unwinnable and the others in his party didn't agree. When you have Fleeing rules and encourage things like ambushes and traps, it's pretty viable to use hit-and-run tactics and makes some monsters very memorable as a result.</p><p></p><p>The vast majority of players IMO do not believe in their character being always safe. I think that's an inaccurate read by people who only see 5E players on the internet and not IRL. Humanity hasn't changed so much in 50 years that suddenly the idea of a challenge in a game is evaporate. Video games have only gotten harder this last decade with the rise of From Soft and things like BG3 Honor Mode. Likewise, people are always embracing in TTRPG of a difficult challenge, so long as you make it feel winnable and stimulating. A lot of the work here is on the DM to perform well enough that the players feel both tension at possible defeat while also seeing a faint light leading them to victory.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9540991, member: 6807784"] I think the very first thing you said actually sums this up nicely. Shenanigans with spells is as old as D&D. That's OSR. So if you're doing that in 5E, then how is it really any different? The fact that you're super accepting of my shape water and other creative uses of spells proves that the methods I work appeal to people like you who want an OSR feel in 5E. I bump up monster damage to 75% max and I do double max damage for critical. I crit often as DM (I honestly don't know why) and I'm known for running a difficult and deadly (but fair) game in my circles. I also change multiattack to be whatever I want, so maybe the lich casts three spells back to back. Players can handle it. I'm going to be changing crits soon though to just being a bonus action; I think it might be more interesting that way. I've only had one player feel like a fight was unwinnable and the others in his party didn't agree. When you have Fleeing rules and encourage things like ambushes and traps, it's pretty viable to use hit-and-run tactics and makes some monsters very memorable as a result. The vast majority of players IMO do not believe in their character being always safe. I think that's an inaccurate read by people who only see 5E players on the internet and not IRL. Humanity hasn't changed so much in 50 years that suddenly the idea of a challenge in a game is evaporate. Video games have only gotten harder this last decade with the rise of From Soft and things like BG3 Honor Mode. Likewise, people are always embracing in TTRPG of a difficult challenge, so long as you make it feel winnable and stimulating. A lot of the work here is on the DM to perform well enough that the players feel both tension at possible defeat while also seeing a faint light leading them to victory. [/QUOTE]
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