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Domain of Dread: Grognardia
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<blockquote data-quote="Blue Orange" data-source="post: 8360957" data-attributes="member: 7025997"><p>Fighter, Cleric, Mage, Thief only. All human. (Some grognards won't even use the thief.) You can <em>play </em>a nonhuman, but they find their level advancement strangely limited. (You can look up the level limits or roll d20 to underscore the arbitrariness of it.)</p><p></p><p>No death saves--0 hp and you die.</p><p></p><p>Spectres, vampires, etc. drain levels permanently. Poison is instantly lethal on a failed save. Petrification is instastone if the save fails, etc. However, the demons and devils, while capable of using lots of spells as at-will abilities, are referred to by strange nonsensical names with apostrophes in random places, have very few hitpoints, and suddenly fall dead in combat.</p><p></p><p>No caps on spell damage--that enemy 20th-level mage does 20d6 fire damage with a fireball. (Everyone wakes up alive after this, of course...)</p><p></p><p>Resting only recovers 1 hp per day--you have to cast and rememorize healing spells.</p><p></p><p>You stop getting extra hit dice after level 9 (you can fine-tune this if using AD&D rules).</p><p></p><p>There is a puzzle involving inserting the correct polearm into the correct hole. </p><p></p><p>The party's treasure disappears and is replaced by science-fiction stories nobody wants and a knockoff collectible card game.</p><p></p><p>There is insanely impractical skimpy armor.</p></blockquote><p></p>
[QUOTE="Blue Orange, post: 8360957, member: 7025997"] Fighter, Cleric, Mage, Thief only. All human. (Some grognards won't even use the thief.) You can [I]play [/I]a nonhuman, but they find their level advancement strangely limited. (You can look up the level limits or roll d20 to underscore the arbitrariness of it.) No death saves--0 hp and you die. Spectres, vampires, etc. drain levels permanently. Poison is instantly lethal on a failed save. Petrification is instastone if the save fails, etc. However, the demons and devils, while capable of using lots of spells as at-will abilities, are referred to by strange nonsensical names with apostrophes in random places, have very few hitpoints, and suddenly fall dead in combat. No caps on spell damage--that enemy 20th-level mage does 20d6 fire damage with a fireball. (Everyone wakes up alive after this, of course...) Resting only recovers 1 hp per day--you have to cast and rememorize healing spells. You stop getting extra hit dice after level 9 (you can fine-tune this if using AD&D rules). There is a puzzle involving inserting the correct polearm into the correct hole. The party's treasure disappears and is replaced by science-fiction stories nobody wants and a knockoff collectible card game. There is insanely impractical skimpy armor. [/QUOTE]
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