D&D 5E Future UA may be Greyhawk Rules set


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I'm still holding out hope for a full on update boxed set with grid maps and all. It'd be great to see them produce a new Greyhawk that's more of a sandbox in the old skool style to really differenciate it from FR. just a dream. Maybe something along the lines of the old Judges Guild. Goodman Games would rock that project. Get that Mearls? Huh?!? ;)
 

I'm still holding out hope for a full on update boxed set with grid maps and all. It'd be great to see them produce a new Greyhawk that's more of a sandbox in the old skool style to really differenciate it from FR. just a dream. Maybe something along the lines of the old Judges Guild. Goodman Games would rock that project. Get that Mearls? Huh?!? ;)

I agree. By and large I use my own campaign world, but I still look back at my old Greyhawk books from time to time for inspiration.

An updated campaign world without all the baggage of Forgotten Realms would be great.

Of course it would also be great if I won the lottery, which probably isn't going to happen either. Although a new campaign setting is probably slightly more likely since I never play the lottery. I figure it doesn't really change my odds all that much. :)
 

Some Greyhawk rules to consider:

1. XP for treasure
2. PCs do not get hit dice after 10th level; gain 1 or 2 hp/level depending on class
3. Stronghold, thieves' guild, wizard tower, etc. system for characters of "Name" level
4. Training (and spending money) to level
5. Revised ability score generation (either much lower point buy or 3d6 per ability)
6. Ability score requirements for PC classes
7. Alignment requirements for some PC classes (Lawful Good paladins, True Neutral druids, etc.)
8. Race-class combo limitations
9. Level limits for non-humans

That is just a list of generic 1st edition rules, not stuff that is Greyhawk-specific old-school rules like he seems to be referring to. What would count as that, I am not sure, as I have not touched anything Greyhawk since the 80's.

Besides, most of what you list is better left in the past and not brought back to the game at all.
 

That is just a list of generic 1st edition rules, not stuff that is Greyhawk-specific old-school rules like he seems to be referring to. What would count as that, I am not sure, as I have not touched anything Greyhawk since the 80's.

Besides, most of what you list is better left in the past and not brought back to the game at all.

1E rules and Grewhawk more or less go hand in hand.

5E DMG explicitly says you can add that stuff back into the game, its a Greyhawk module don't like it don't play it very simple.
 

I wonder if having a Greyhawk UA is a sign that we may get a Castle Greyhawk adventure at some point, complete with 40-pages of setting information and a 5-page rules adjustment? I mean, that sort of product certainly sounds feasible; but is a UA anything more than 'here's some nice rules stuff we came up with'? Though some UA stuff (Storm Sorcerer is the main one I can think of) has translated into books, most of it has not.

I'm not meaning to rain on parades; I'm just observing that it may be best to temper expectations, and assume that Mike Mearls can happily and easily provide some 'here's how I run Greyhawk games' advice - even at the same time as the company refusing to publish Greyhawk material.
 
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