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Are There Any OSR (or OSR-adjacent) Games With Modern Sensibilities?
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<blockquote data-quote="Lanefan" data-source="post: 8745411" data-attributes="member: 29398"><p>Hear, hear! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For some. For others, like me, it can quickly become a pain in the arse. I'd far rather just choose a class and species and call it done, then have those things just give me whatever abilities they're going to give me at whatever levels they appear. And fewer of them. My biggest problem when plang 3e was constantly forgetting all the feats and abilities my characters had, including the supposedly "simple" characters.</p><p></p><p>Char-gen is way faster this way too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There's a few options here but all risk turning the overall power levels up even more, which is probably not the intent.</p><p></p><p>1. Go 3e, at least to a point, and have NPCs and monsters use the same rules as PCs in their construction. This alone tends to beef up the foes a bit.</p><p>2. Make it such that the planning always leads to a single focus, such that a PC becomes really really good at one thing but only one thing. Prerequisite trees are good for this. Yeah this means they often become one-trick ponies, which isn't great; but the alternative is that you end up with all the characters more or less being good at everything, which both discourages teamwork as there's less interdependence and raises the overall power level of the party as a whole.</p><p>3. Dial the opposition up to eleven. If using any sort of CR or EL system, put a multiplier on it - say, x 1.5 - and use that instead when designing your adventures, encounters, etc. So if the system wants you to throw a CR 4 encounter at 'em, use a [4 x 1.5 =] CR 6 one instead.</p><p></p><p>Another option that kinda goes the other direction is to somehow de-power the abilities across the board, such that while there's still lots of choices those choices don't represent anything all that powerful in play.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8745411, member: 29398"] Hear, hear! :) For some. For others, like me, it can quickly become a pain in the arse. I'd far rather just choose a class and species and call it done, then have those things just give me whatever abilities they're going to give me at whatever levels they appear. And fewer of them. My biggest problem when plang 3e was constantly forgetting all the feats and abilities my characters had, including the supposedly "simple" characters. Char-gen is way faster this way too. :) There's a few options here but all risk turning the overall power levels up even more, which is probably not the intent. 1. Go 3e, at least to a point, and have NPCs and monsters use the same rules as PCs in their construction. This alone tends to beef up the foes a bit. 2. Make it such that the planning always leads to a single focus, such that a PC becomes really really good at one thing but only one thing. Prerequisite trees are good for this. Yeah this means they often become one-trick ponies, which isn't great; but the alternative is that you end up with all the characters more or less being good at everything, which both discourages teamwork as there's less interdependence and raises the overall power level of the party as a whole. 3. Dial the opposition up to eleven. If using any sort of CR or EL system, put a multiplier on it - say, x 1.5 - and use that instead when designing your adventures, encounters, etc. So if the system wants you to throw a CR 4 encounter at 'em, use a [4 x 1.5 =] CR 6 one instead. Another option that kinda goes the other direction is to somehow de-power the abilities across the board, such that while there's still lots of choices those choices don't represent anything all that powerful in play. [/QUOTE]
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Are There Any OSR (or OSR-adjacent) Games With Modern Sensibilities?
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