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D&D Older Editions, OSR, & D&D Variants
Getting a 1E/2E feel from 5E
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<blockquote data-quote="Lanefan" data-source="post: 6709357" data-attributes="member: 29398"><p>There's already been some good suggestions here (and, I have ot say, some rather odd ones), I'll echo a few and throw in some new. And if I ever end up running 5e this is exactly what I'll be going through, to make it play like 1e.</p><p></p><p>1 - random roll for stats (no point buy), random roll for h.p. (no averaging or best-of or other generosities)</p><p>2 - bring back stat requirements for certain classes; intentionally meaning that your stat rolls may ban you from playing what you had in mind</p><p>- - - in other words, change the mindset a bit such that a player decides what her character will become based on what the dice give her</p><p>3 - bring back system shock and resurrection rolls</p><p>4 - slow down the level advance rate. A lot. Gaining a level should be an uncommon achievement, not something that happens every other session.</p><p>5 - use training rules</p><p>6 - keep multi-classing but go back to splitting the xp, this allows some nice flexibility in how a player defines their character (look at banning some combos that don't make sense)</p><p>7 - 7 PC races only: Human, Dwarf, Elf, Gnome, Hobbit, Part-Elf, Part-Orc.</p><p>8 - 11 or 12 or 13 PC classes only: Fighter, Ranger, Paladin-Cavalier*, Cleric, Druid, Magic-User, Illusionist**, Thief, Assassin, Monk, Bard***</p><p>- - - * - try to find a way to combine these two</p><p>- - - ** - I could very easily be talked into adding a Necromancer class as well</p><p>- - - *** - completely redesigned from the ground up, or abandon it entirely; the class has never worked well in any edition IMO.</p><p>9 - think about banning some race-class combos for flavour reasons e.g. no Dwarf Wizard-types, no Part-Orc Druids, etc. - this would vary by group and DM.</p><p>10 - tweak nearly ALL spells to put both the risk and the reward back in, casting time returns, no "combat casting", time-based durations rather than concentration, etc.</p><p>- - - in partcular: make illusions able to hurt, make polymorph work like it should (poly self quite limited, poly other has severe risks if cast on allies), take damage-dice caps off, etc.</p><p>11 - simultaneous initiatives allowed</p><p>12 - change stat increments such that all classes use a 1e-Cavalier-like %-ile system</p><p>13 - die at -10, unconscious at 0, drop the death-save mechanic</p><p>14 - drop all non-magical healing except actual resting, overnight rest gives a small fraction (1/10? 1/4?) of total h.p. back</p><p>15 - look at slightly reducing damage dealt by some monsters</p><p></p><p>Yes, to do all this would be a huge amount of work. Best bang for the least buck might be to quickly do 1,2,3,4,7,8,12,13,14 above, then try it from there.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6709357, member: 29398"] There's already been some good suggestions here (and, I have ot say, some rather odd ones), I'll echo a few and throw in some new. And if I ever end up running 5e this is exactly what I'll be going through, to make it play like 1e. 1 - random roll for stats (no point buy), random roll for h.p. (no averaging or best-of or other generosities) 2 - bring back stat requirements for certain classes; intentionally meaning that your stat rolls may ban you from playing what you had in mind - - - in other words, change the mindset a bit such that a player decides what her character will become based on what the dice give her 3 - bring back system shock and resurrection rolls 4 - slow down the level advance rate. A lot. Gaining a level should be an uncommon achievement, not something that happens every other session. 5 - use training rules 6 - keep multi-classing but go back to splitting the xp, this allows some nice flexibility in how a player defines their character (look at banning some combos that don't make sense) 7 - 7 PC races only: Human, Dwarf, Elf, Gnome, Hobbit, Part-Elf, Part-Orc. 8 - 11 or 12 or 13 PC classes only: Fighter, Ranger, Paladin-Cavalier*, Cleric, Druid, Magic-User, Illusionist**, Thief, Assassin, Monk, Bard*** - - - * - try to find a way to combine these two - - - ** - I could very easily be talked into adding a Necromancer class as well - - - *** - completely redesigned from the ground up, or abandon it entirely; the class has never worked well in any edition IMO. 9 - think about banning some race-class combos for flavour reasons e.g. no Dwarf Wizard-types, no Part-Orc Druids, etc. - this would vary by group and DM. 10 - tweak nearly ALL spells to put both the risk and the reward back in, casting time returns, no "combat casting", time-based durations rather than concentration, etc. - - - in partcular: make illusions able to hurt, make polymorph work like it should (poly self quite limited, poly other has severe risks if cast on allies), take damage-dice caps off, etc. 11 - simultaneous initiatives allowed 12 - change stat increments such that all classes use a 1e-Cavalier-like %-ile system 13 - die at -10, unconscious at 0, drop the death-save mechanic 14 - drop all non-magical healing except actual resting, overnight rest gives a small fraction (1/10? 1/4?) of total h.p. back 15 - look at slightly reducing damage dealt by some monsters Yes, to do all this would be a huge amount of work. Best bang for the least buck might be to quickly do 1,2,3,4,7,8,12,13,14 above, then try it from there. Lanefan [/QUOTE]
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