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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Getting a 1E/2E feel from 5E
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<blockquote data-quote="Li Shenron" data-source="post: 6709733" data-attributes="member: 1465"><p>I think the point would be to try and replicate the 'feel', not the exact rules. If you end up with a list of a lot of changes to work on in order to bring back the older rules, then it is wasted time, and should just play the older edition.</p><p></p><p>Nonetheless, the following is a good list:</p><p></p><p></p><p></p><p>I like this list because most of the points do not actually require much work, and most importantly they do not affect balance across different characters.</p><p></p><p>The only points which require heavy work are 8 (where it mentions Cavalier and Bard) and 10, but here perhaps instead of hard tweaks it might be easier to generally allow a more 'open' interpretation of spells, so that the DM allows higher reward but also introduces risks.</p><p></p><p>All other suggested changes are easy!</p><p></p><p>I am not sure about point 12 because I don't remember the Cavalier. About stats-increases I just want to say that you cannot get rid of them AND feats at the same time, otherwise you are hurting some classes more than others (because e.g. the Fighter gets 7 and some others get 4), which in turns means you need more work to restore their balance. So I would not bluntly remove both stats increases and feats, but only one of them and keep the other, even if it was not in AD&D. Or possibly, just give none to classes which normally get 4, one to classes which get 5, two to classes which get 6, and three to Fighters (so you haven't completely eliminated them, but at least they are much less common).</p><p></p><p>One possible additional consideration is that maybe it's not so much a problem with feats but rather with the idea of <em>choosing</em> them, which shifts the 'feel' of the game towards heavy character customization and optimization. So one solution that doesn't break class balance could be to (1) give no stat increases but (2) gain <em>fixed </em>feats per classes, and choose feats which add minimal complexity. So maybe the Rogue gains feats which grant more skills proficiencies and the Fighter feats which grant more HP, or something like that, but the players cannot pick feats a'la carte.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6709733, member: 1465"] I think the point would be to try and replicate the 'feel', not the exact rules. If you end up with a list of a lot of changes to work on in order to bring back the older rules, then it is wasted time, and should just play the older edition. Nonetheless, the following is a good list: I like this list because most of the points do not actually require much work, and most importantly they do not affect balance across different characters. The only points which require heavy work are 8 (where it mentions Cavalier and Bard) and 10, but here perhaps instead of hard tweaks it might be easier to generally allow a more 'open' interpretation of spells, so that the DM allows higher reward but also introduces risks. All other suggested changes are easy! I am not sure about point 12 because I don't remember the Cavalier. About stats-increases I just want to say that you cannot get rid of them AND feats at the same time, otherwise you are hurting some classes more than others (because e.g. the Fighter gets 7 and some others get 4), which in turns means you need more work to restore their balance. So I would not bluntly remove both stats increases and feats, but only one of them and keep the other, even if it was not in AD&D. Or possibly, just give none to classes which normally get 4, one to classes which get 5, two to classes which get 6, and three to Fighters (so you haven't completely eliminated them, but at least they are much less common). One possible additional consideration is that maybe it's not so much a problem with feats but rather with the idea of [I]choosing[/I] them, which shifts the 'feel' of the game towards heavy character customization and optimization. So one solution that doesn't break class balance could be to (1) give no stat increases but (2) gain [I]fixed [/I]feats per classes, and choose feats which add minimal complexity. So maybe the Rogue gains feats which grant more skills proficiencies and the Fighter feats which grant more HP, or something like that, but the players cannot pick feats a'la carte. [/QUOTE]
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Getting a 1E/2E feel from 5E
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