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At What Level Is Survivability Possible?
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<blockquote data-quote="Voadam" data-source="post: 8021175" data-attributes="member: 2209"><p>OSE is recreating B/X so that has lower HD than AD&D and later editions. I started with B/X and I am a fan.</p><p></p><p>Here are my issues with it though:</p><p></p><p>Thief skills are designed to fail until high levels, leaving thieves as MU's with no spells but leather armor and backstab. I'd prefer something like Necrotic Gnome's <a href="https://www.drivethrurpg.com/product/166517/The-B-X-Rogue?affiliate_id=17596" target="_blank">B/X Rogue</a> as a variant to replace them.</p><p></p><p>1st level magic users have one spell. No casters have cantrips. Useful at will cantrips are great.</p><p></p><p>Healing is rare, clerics do not even get a spell slot until second level. I would want an unconscious condition at 0 HP and some healing mechanism like 5e HD or 3e reserve points.</p><p></p><p>Low level hp, being at risk of being one shotted or overwhelmed quickly in combat for more levels. I would want a boost to hp like +5 to everybody to start.</p><p></p><p>Save or die. The B/X rule book sample description of an adventure had a 2nd level thief Black Dougal check a chest for traps, finding none he opened it and found out he missed his find traps check. He got hit with a poisoned needle and missed his saving throw so instantly dead. He did everything right and died from a single missed save. Even though the save gets better with levels poison is a save or die single roll threat at every level. I'd prefer save or unconscious or save and something else.</p><p></p><p>Energy drain. Blech.</p><p></p><p>I remember a lot of whiffing at low levels. PC attacks are not that accurate.</p><p></p><p>It is a good rule set that is quick and will not require a ton of character sheet referencing.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8021175, member: 2209"] OSE is recreating B/X so that has lower HD than AD&D and later editions. I started with B/X and I am a fan. Here are my issues with it though: Thief skills are designed to fail until high levels, leaving thieves as MU's with no spells but leather armor and backstab. I'd prefer something like Necrotic Gnome's [URL='https://www.drivethrurpg.com/product/166517/The-B-X-Rogue?affiliate_id=17596']B/X Rogue[/URL] as a variant to replace them. 1st level magic users have one spell. No casters have cantrips. Useful at will cantrips are great. Healing is rare, clerics do not even get a spell slot until second level. I would want an unconscious condition at 0 HP and some healing mechanism like 5e HD or 3e reserve points. Low level hp, being at risk of being one shotted or overwhelmed quickly in combat for more levels. I would want a boost to hp like +5 to everybody to start. Save or die. The B/X rule book sample description of an adventure had a 2nd level thief Black Dougal check a chest for traps, finding none he opened it and found out he missed his find traps check. He got hit with a poisoned needle and missed his saving throw so instantly dead. He did everything right and died from a single missed save. Even though the save gets better with levels poison is a save or die single roll threat at every level. I'd prefer save or unconscious or save and something else. Energy drain. Blech. I remember a lot of whiffing at low levels. PC attacks are not that accurate. It is a good rule set that is quick and will not require a ton of character sheet referencing. [/QUOTE]
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