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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Giving an AD&D feel to 5e
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<blockquote data-quote="Blue Orange" data-source="post: 8237813" data-attributes="member: 7025997"><p>FWIW, in addition to the many excellent suggestions above, 1st ed classes included cleric, druid, fighter, paladin, ranger, mage, illusionist, thief, assassin, monk, and bard. (Barbarians were added in Unearthed Arcana, the <em>Tasha's</em> of its day, along with thief-acrobats, cavaliers, and pictures of all of the polearms exhaustively cited in the original PHB with no explanation; the bard famously involved changing classes from fighter to thief and then to druid.) The assassin was similar to the thief but could use poison and do instakill attacks if they surprised someone and was D&D's notorious 'evil' class. Base races included dwarf, elf, half-elf, gnome, halfling, human, and half-orc. Dragonborn, tieflings, warlocks, and sorcerers were still decades in the future.</p><p></p><p>Classes as extant in 2nd ed included cleric, druid, fighter, paladin, ranger, mage (general and specialist-illusionist etc.), thief, and bard. Classes were divided into four big 'buckets'--priest, warrior, wizard, and rogue. The monk and barbarian disappeared until 3rd ed. Base races included dwarf, elf, half-elf, gnome, halfling, and human--the half-orc had been removed as part of the 'evil' purge along with the assassin. (Technically tieflings were in the Planescape expansion as a player race.)</p><p></p><p>Most infamously, there were racial restrictions on class availability (dwarves and halflings couldn't be mages and gnomes could only be illusionists, and nobody but humans could be a paladin), and level caps on non-human level advancement (admittedly raised somewhat from 1st ed to 2nd ed), and strange multiclass limits where dwarves could be fighter/clerics and fighter/thieves but not cleric/thieves (though gnomes could!). There were racial ability adjustments (+1 DEX, -1 CON for elves for example) and required minimum rolls to pick a given race or class. (Paladins needed a <em>17 charisma,</em> to enforce their rarity--odds of rolling than on 3d6 are about 1 in 70.) I imagine you'd probably want to leave this in the past with the rules for using THAC0.</p></blockquote><p></p>
[QUOTE="Blue Orange, post: 8237813, member: 7025997"] FWIW, in addition to the many excellent suggestions above, 1st ed classes included cleric, druid, fighter, paladin, ranger, mage, illusionist, thief, assassin, monk, and bard. (Barbarians were added in Unearthed Arcana, the [I]Tasha's[/I] of its day, along with thief-acrobats, cavaliers, and pictures of all of the polearms exhaustively cited in the original PHB with no explanation; the bard famously involved changing classes from fighter to thief and then to druid.) The assassin was similar to the thief but could use poison and do instakill attacks if they surprised someone and was D&D's notorious 'evil' class. Base races included dwarf, elf, half-elf, gnome, halfling, human, and half-orc. Dragonborn, tieflings, warlocks, and sorcerers were still decades in the future. Classes as extant in 2nd ed included cleric, druid, fighter, paladin, ranger, mage (general and specialist-illusionist etc.), thief, and bard. Classes were divided into four big 'buckets'--priest, warrior, wizard, and rogue. The monk and barbarian disappeared until 3rd ed. Base races included dwarf, elf, half-elf, gnome, halfling, and human--the half-orc had been removed as part of the 'evil' purge along with the assassin. (Technically tieflings were in the Planescape expansion as a player race.) Most infamously, there were racial restrictions on class availability (dwarves and halflings couldn't be mages and gnomes could only be illusionists, and nobody but humans could be a paladin), and level caps on non-human level advancement (admittedly raised somewhat from 1st ed to 2nd ed), and strange multiclass limits where dwarves could be fighter/clerics and fighter/thieves but not cleric/thieves (though gnomes could!). There were racial ability adjustments (+1 DEX, -1 CON for elves for example) and required minimum rolls to pick a given race or class. (Paladins needed a [I]17 charisma,[/I] to enforce their rarity--odds of rolling than on 3d6 are about 1 in 70.) I imagine you'd probably want to leave this in the past with the rules for using THAC0. [/QUOTE]
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