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General Tabletop Discussion
*Dungeons & Dragons
Getting the AD&D feel in 5th edition
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<blockquote data-quote="Lanefan" data-source="post: 6425552" data-attributes="member: 29398"><p>A few things you could try:</p><p></p><p>1. Make magic risky - fill-the-volume fireballs, rebounding lightning bolts, cursed items, etc.</p><p>2. If you fail a save vs. area effect damage your possessions all have to save or be destroyed</p><p>3. Different save tables or requirements vs. different things (spell, death, poison, etc.)</p><p>4. Make death after low level carry more consequence: resurrection survival roll, permanent Con. loss, etc.</p><p>5. Bring back full-on level loss</p><p>6. Slow down the pace of play e.g. make the players tell you where they are searching instead of just rolling a die</p><p>6a. Assume the campaign will last as long as you are willing to DM it, and expect some player turnover</p><p>7. Slow down level advancement particularly after about 4th level</p><p>7a. Award just as many experience points for intentionally avoiding an encounter as you would for defeating it</p><p>8. Bring in training rules for level-up (this is also a good way to bleed away some treasure)</p><p>9. Allow players to each have more than one character on the go at a time, don't sweat it if you're DMing a party of 12 PCs</p><p>9a. Allow or encourage players to cycle characters in and out of the party between adventures</p><p>10. Expect and encourage henches and hirelings (and donkeyhorses) as a normal part of the party</p><p>11. Avoid adventure paths unless one naturally arises from the run of play</p><p>12. Convert and run some classic 1e adventures, assuming your players aren't already familiar with them</p><p>13. Don't use feats or skills if you can get away with it, they weren't in 1e</p><p>14. Find (or invent) a better and more fluid initiative system than any of 3e-4e-5e use</p><p></p><p>Lan-"plan B, of course, is to turn it around and port some elements of 5e into the 1e game"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6425552, member: 29398"] A few things you could try: 1. Make magic risky - fill-the-volume fireballs, rebounding lightning bolts, cursed items, etc. 2. If you fail a save vs. area effect damage your possessions all have to save or be destroyed 3. Different save tables or requirements vs. different things (spell, death, poison, etc.) 4. Make death after low level carry more consequence: resurrection survival roll, permanent Con. loss, etc. 5. Bring back full-on level loss 6. Slow down the pace of play e.g. make the players tell you where they are searching instead of just rolling a die 6a. Assume the campaign will last as long as you are willing to DM it, and expect some player turnover 7. Slow down level advancement particularly after about 4th level 7a. Award just as many experience points for intentionally avoiding an encounter as you would for defeating it 8. Bring in training rules for level-up (this is also a good way to bleed away some treasure) 9. Allow players to each have more than one character on the go at a time, don't sweat it if you're DMing a party of 12 PCs 9a. Allow or encourage players to cycle characters in and out of the party between adventures 10. Expect and encourage henches and hirelings (and donkeyhorses) as a normal part of the party 11. Avoid adventure paths unless one naturally arises from the run of play 12. Convert and run some classic 1e adventures, assuming your players aren't already familiar with them 13. Don't use feats or skills if you can get away with it, they weren't in 1e 14. Find (or invent) a better and more fluid initiative system than any of 3e-4e-5e use Lan-"plan B, of course, is to turn it around and port some elements of 5e into the 1e game"-efan [/QUOTE]
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