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<blockquote data-quote="Shardstone" data-source="post: 9374585" data-attributes="member: 6807784"><p>I just finished updating my PDF of an upcoming release I'm doing that I can send to you. It had some pretty big changes from earlier this year due to a heavy round of playtesting.</p><p></p><p>To sum up things, because it isn't all OSR, is I went to Ability Score Prof, a huge focus on equipment, changes to combat that replace Attacking with described cinematic moments, haven rests, a higher death saving throw DC, a focus on exploration + travel, embracing Countdowns as a modern take on the random encounter roll, and leveling up via scavenging items and bringing them back to oases or patrons. There's more then this, but these tweaks are used in tandem with dynamic encounter design. The OSR in the 2010s had a huge focus on creative tables that generated scenarios, and dropping those scenarios on your players to see what comes out. This emergent gameplay transcends game rules, but when used with my hacks, creates a more dynamic NuSR game suited to my taste. Players do have options on a character sheet, but they are encouraged and pushed to try fiction-first solutions that are enhanced by the items on the sheet, such as creative uses of spells and class abilities.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9374585, member: 6807784"] I just finished updating my PDF of an upcoming release I'm doing that I can send to you. It had some pretty big changes from earlier this year due to a heavy round of playtesting. To sum up things, because it isn't all OSR, is I went to Ability Score Prof, a huge focus on equipment, changes to combat that replace Attacking with described cinematic moments, haven rests, a higher death saving throw DC, a focus on exploration + travel, embracing Countdowns as a modern take on the random encounter roll, and leveling up via scavenging items and bringing them back to oases or patrons. There's more then this, but these tweaks are used in tandem with dynamic encounter design. The OSR in the 2010s had a huge focus on creative tables that generated scenarios, and dropping those scenarios on your players to see what comes out. This emergent gameplay transcends game rules, but when used with my hacks, creates a more dynamic NuSR game suited to my taste. Players do have options on a character sheet, but they are encouraged and pushed to try fiction-first solutions that are enhanced by the items on the sheet, such as creative uses of spells and class abilities. [/QUOTE]
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