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<blockquote data-quote="Oofta" data-source="post: 8489432" data-attributes="member: 6801845"><p>I don't think <em>I</em> would ever want to go back to basic. The lack of flexibility for casters, having that low level wizard just hiding in the back maybe occasionally throwing the ineffectual dart while one bad roll means death no matter what level you are? Nope. Not for me.</p><p></p><p>On the other hand some of the things you mention are still possible. Slow advancement? I've played games where we were kids starting out as 0 level PCs, it was a few sessions before we even got to level 1. Just discuss speed of advancement with the group and ignore XP.</p><p></p><p>Simple rules? Get rid of feats and most multiclassing. Consider only using the basic rules. Heck, you can just tell everyone to ignore proficiencies if you want. I think a fair amount of this though comes down to creativity, not lack of rules. There's only so much you can do in this regard, either the DM can encourage creative solutions and the players run with it or not. </p><p></p><p>Changing game? Okay, gotta admit. I have no clue.</p><p></p><p>War and domain management. Yeah, you'd have to look for something 3rd party on this one. On the other hand it doesn't really matter at lower levels so if you have slower advancement you have plenty of time to find something.</p><p></p><p>Slim monster stat blocks. Again, not sure what the appeal is. You can always whip up an updated version of basic monsters if you want, the DMG has guidelines on monster building.</p><p></p><p>Intelligent swords. We still have sentient magic items, I'm assuming you want magic items to be special? Again, there are optional rules for that. A lot of it is fairly cosmetic, but I make up custom items on a pretty regular basis. You might want to ignore attunement, kind of depends on preference.</p><p></p><p>There's nothing wrong with nostalgia. There's nothing wrong with going back to an older version of the game, but there's not much there. From what I remember it was more of a guideline that lacked much substance, not that we knew any better. But just because I wouldn't interested doesn't mean much. Story and character have pretty much always meant more than mechanics to me, so I prefer the more integrated and coherent rules of 5E.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Oofta, post: 8489432, member: 6801845"] I don't think [I]I[/I] would ever want to go back to basic. The lack of flexibility for casters, having that low level wizard just hiding in the back maybe occasionally throwing the ineffectual dart while one bad roll means death no matter what level you are? Nope. Not for me. On the other hand some of the things you mention are still possible. Slow advancement? I've played games where we were kids starting out as 0 level PCs, it was a few sessions before we even got to level 1. Just discuss speed of advancement with the group and ignore XP. Simple rules? Get rid of feats and most multiclassing. Consider only using the basic rules. Heck, you can just tell everyone to ignore proficiencies if you want. I think a fair amount of this though comes down to creativity, not lack of rules. There's only so much you can do in this regard, either the DM can encourage creative solutions and the players run with it or not. Changing game? Okay, gotta admit. I have no clue. War and domain management. Yeah, you'd have to look for something 3rd party on this one. On the other hand it doesn't really matter at lower levels so if you have slower advancement you have plenty of time to find something. Slim monster stat blocks. Again, not sure what the appeal is. You can always whip up an updated version of basic monsters if you want, the DMG has guidelines on monster building. Intelligent swords. We still have sentient magic items, I'm assuming you want magic items to be special? Again, there are optional rules for that. A lot of it is fairly cosmetic, but I make up custom items on a pretty regular basis. You might want to ignore attunement, kind of depends on preference. There's nothing wrong with nostalgia. There's nothing wrong with going back to an older version of the game, but there's not much there. From what I remember it was more of a guideline that lacked much substance, not that we knew any better. But just because I wouldn't interested doesn't mean much. Story and character have pretty much always meant more than mechanics to me, so I prefer the more integrated and coherent rules of 5E. Good luck! [/QUOTE]
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