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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Edition Experience: Did/Do You Play OD&D? How Was/Is It?
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<blockquote data-quote="GreyLord" data-source="post: 7938634" data-attributes="member: 4348"><p>Another small aspect of OD&D that differs from 5e is that the stat bonues are much smaller and narrower.</p><p></p><p>You get a +1 if you have a 16 or higher ability score (such as STR) in general...and that's all the bonuses you have to worry about with the first core booklets.</p><p></p><p>Magic-Users and Clerics cast fewer spells overall.</p><p></p><p>There are no skills. There are no feats. Special abilities are FAR fewer (in fact, many 5e players might feel they practically do not exist comparatively).</p><p></p><p>Chainmail combat system...uggg.</p><p></p><p>Alternate combat system is what everyone used (well...anecdotal experience on my part in relation to that) and it worked just fine. </p><p></p><p>Greyhawk added a LOT though. Specific types of HD, new stat bonuses (far more similar to AD&D), weapon damage differences, etc. It's like a whole new game in some ways. DM's option on what to add or not.</p><p></p><p>I had a conversion I made (5e Old School found on DMs guild) as part of a book I created. Most of it could be summarized in a nutshell.</p><p></p><p>In it, the basic rules are that you only get a +1 maximum bonus if you have a stat at 16 or higher (basically) and the three classes are simplified.</p><p></p><p>Clerics get their spells and weapons, Magic-Users get their spells, and Fighters can double their proficiency bonus with weapons.</p><p></p><p>They don't get as many fancy tools as many of the classes do in 5e. It's playable, but a little more chancy in some areas.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 7938634, member: 4348"] Another small aspect of OD&D that differs from 5e is that the stat bonues are much smaller and narrower. You get a +1 if you have a 16 or higher ability score (such as STR) in general...and that's all the bonuses you have to worry about with the first core booklets. Magic-Users and Clerics cast fewer spells overall. There are no skills. There are no feats. Special abilities are FAR fewer (in fact, many 5e players might feel they practically do not exist comparatively). Chainmail combat system...uggg. Alternate combat system is what everyone used (well...anecdotal experience on my part in relation to that) and it worked just fine. Greyhawk added a LOT though. Specific types of HD, new stat bonuses (far more similar to AD&D), weapon damage differences, etc. It's like a whole new game in some ways. DM's option on what to add or not. I had a conversion I made (5e Old School found on DMs guild) as part of a book I created. Most of it could be summarized in a nutshell. In it, the basic rules are that you only get a +1 maximum bonus if you have a stat at 16 or higher (basically) and the three classes are simplified. Clerics get their spells and weapons, Magic-Users get their spells, and Fighters can double their proficiency bonus with weapons. They don't get as many fancy tools as many of the classes do in 5e. It's playable, but a little more chancy in some areas. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Edition Experience: Did/Do You Play OD&D? How Was/Is It?
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