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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Expert rulebook - an OD&D/3E inspired houserule document to challenge experienced players
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<blockquote data-quote="Flamestrike" data-source="post: 7120376" data-attributes="member: 6788736"><p>No worries mate! </p><p></p><p>The death rules are harsh (dead at 0 HP and damage remains over 1/4 max HP, exhaustion on 2 failed death saves, tougher death saves, more epensive ressurection component costs, Con penalty for death, and possibility of perma-death) and definately stray away from modern RPG philosophy of not using death as a consequence of failure.</p><p></p><p>I wanted an Old school feel though, so it felt appropriate. </p><p></p><p>I copped a bit of flak elsewhere for '3d6 in order' but I find it really captures the old school feel, plus it leads to intresting character choices at character creation. The generally lower ability scores make classes like Monks and Paladins feel more 'special' (again capturing Old school) while protecting bounded accuracy and making ASI's/ Half feats more attractive.</p><p></p><p>The resting rules mean a short rest just kind of... 'happens' every 4 hours of dungeoneering which is much better pacing than repeated 1 hour breaks. It means that for your average dungeon level, all classes have around 2 lots of short rest resources (or 3 lots if the dungeon level takes more than 4 hours to clear). </p><p></p><p>The fact that casters only get 1 spell of each level back (and only 1 spell of 6th+ level) on a long rest also makes them hold back on the 'big boom' spells a bit and rely more on cantrips; meaning you can have less than 6-8 encounters in an adventuring day, and the classes still balance.</p><p></p><p>I really wanted to put the brakes on nova options. I think it worked out OK.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7120376, member: 6788736"] No worries mate! The death rules are harsh (dead at 0 HP and damage remains over 1/4 max HP, exhaustion on 2 failed death saves, tougher death saves, more epensive ressurection component costs, Con penalty for death, and possibility of perma-death) and definately stray away from modern RPG philosophy of not using death as a consequence of failure. I wanted an Old school feel though, so it felt appropriate. I copped a bit of flak elsewhere for '3d6 in order' but I find it really captures the old school feel, plus it leads to intresting character choices at character creation. The generally lower ability scores make classes like Monks and Paladins feel more 'special' (again capturing Old school) while protecting bounded accuracy and making ASI's/ Half feats more attractive. The resting rules mean a short rest just kind of... 'happens' every 4 hours of dungeoneering which is much better pacing than repeated 1 hour breaks. It means that for your average dungeon level, all classes have around 2 lots of short rest resources (or 3 lots if the dungeon level takes more than 4 hours to clear). The fact that casters only get 1 spell of each level back (and only 1 spell of 6th+ level) on a long rest also makes them hold back on the 'big boom' spells a bit and rely more on cantrips; meaning you can have less than 6-8 encounters in an adventuring day, and the classes still balance. I really wanted to put the brakes on nova options. I think it worked out OK. [/QUOTE]
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Expert rulebook - an OD&D/3E inspired houserule document to challenge experienced players
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