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General Tabletop Discussion
D&D Older Editions
Giving an AD&D feel to 5e
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<blockquote data-quote="UngeheuerLich" data-source="post: 8238523" data-attributes="member: 59057"><p>For me the ADnD feel was delivered by the class kits, and roleplaying and racial restrictions. </p><p>I know that this is not what people want today, but back then, having stereotypical magic proof dwarves, righteous good human paladins, true neutral druids and my favoutite: all those distinct bard kits. </p><p>Also the different progression for different classes and thus different levels where they shine was another one. Individual xp too. Also magic items were a big part of your class. </p><p>Another one was only having a certain amount of weapon proficiencies. </p><p></p><p>So if you aim for an ADnD feel, start with racial restrictions to each class. </p><p>Then add individual xp as a reward for roleplaying and certain things. </p><p>A fighter for killing monsters, the rogue for finding gold, wizards for casting useful spells and so on.</p><p></p><p>Then last but not least, magic items should not have attunement. The rest is actually quite in line with ADnD items. </p><p></p><p>The removal of stat increases (or feats) is aso importat (although in ADnD we had a houserule for stat increases to low stats) . Since we only give a certain amount of weapon proficiencies, at level 4 and so on you may chose another weapon (or skill) to train in. Similar weapons gain half proficiency to hit. Fighter might specialize in a weapon (+1/+2) if they desire. </p><p>A wizard can instead gain a certain number of spells (they are only granted a lesser amount of spells by default and have to roll arcana for it), or chose a kill proficiency. </p><p></p><p>Maybe you could allow for some of the roleplaying feats (actor or linguist or so without the stat bonus) for other classes. </p><p></p><p>So thats it. ADnD.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8238523, member: 59057"] For me the ADnD feel was delivered by the class kits, and roleplaying and racial restrictions. I know that this is not what people want today, but back then, having stereotypical magic proof dwarves, righteous good human paladins, true neutral druids and my favoutite: all those distinct bard kits. Also the different progression for different classes and thus different levels where they shine was another one. Individual xp too. Also magic items were a big part of your class. Another one was only having a certain amount of weapon proficiencies. So if you aim for an ADnD feel, start with racial restrictions to each class. Then add individual xp as a reward for roleplaying and certain things. A fighter for killing monsters, the rogue for finding gold, wizards for casting useful spells and so on. Then last but not least, magic items should not have attunement. The rest is actually quite in line with ADnD items. The removal of stat increases (or feats) is aso importat (although in ADnD we had a houserule for stat increases to low stats) . Since we only give a certain amount of weapon proficiencies, at level 4 and so on you may chose another weapon (or skill) to train in. Similar weapons gain half proficiency to hit. Fighter might specialize in a weapon (+1/+2) if they desire. A wizard can instead gain a certain number of spells (they are only granted a lesser amount of spells by default and have to roll arcana for it), or chose a kill proficiency. Maybe you could allow for some of the roleplaying feats (actor or linguist or so without the stat bonus) for other classes. So thats it. ADnD. [/QUOTE]
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