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Community
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="Nine Hands" data-source="post: 8241171" data-attributes="member: 4919"><p>I was thinking about what makes 5E "feel" like old AD&D games. Now, I have two opinions here, an easy path and a hard path. </p><p></p><p>The easy path, use an old adventure and just use the monsters in the module but use their 5E stats. Some adventures will be extremely deadly due to the differences between the editions and potential for a large number of enemies to fight. As mentioned, its an easy path for you, not so for the party, but that is their problem <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The hard path is to hack the game system a little. </p><ul> <li data-xf-list-type="ul">Cap ability scores at 16 (to match the lower bonuses found in AD&D). Magic items can exceed this.</li> <li data-xf-list-type="ul">Any spell or effect that gives you another saving throw after being affected (save at end of turn, etc), that save should not be allowed. You are affected for the full duration. <ul> <li data-xf-list-type="ul">You could still allow a save, but with disadvantage.</li> <li data-xf-list-type="ul">Another thought is to make everyone proficient with saving throws (mirroring how AD&D save progression works). Maybe not all saving throws, but an expansion of saves would make the game feel more like AD&D.</li> </ul></li> <li data-xf-list-type="ul">Hirelings!</li> <li data-xf-list-type="ul">From the DMG<ul> <li data-xf-list-type="ul">Skill Variants - Ability Check Proficiency. I originally wanted to get rid of all skill rolls, but this is a fair option for skill based characters.</li> <li data-xf-list-type="ul">No Backgrounds<ul> <li data-xf-list-type="ul">Mainly since they give skills and features, the features are not a big deal but aren't an AD&D thing.</li> </ul></li> <li data-xf-list-type="ul">Rest Variants - Gritty Realism</li> <li data-xf-list-type="ul">Morale</li> </ul></li> </ul><p>I am a big fan of the variant rules in the DMG (Proficiency Dice are my jam) and I think you can easily use one or two to get the feel you want.</p><p></p><p>Someone also mentioned forcing the initial ASIs/Feat choices into taking Resilient (to give everyone better saving throws). I think that is a neat concept. I've always liked how characters become much better at saving throws all around although I think it hurts Monks who end up with proficiency in all saving throws at some point.</p></blockquote><p></p>
[QUOTE="Nine Hands, post: 8241171, member: 4919"] I was thinking about what makes 5E "feel" like old AD&D games. Now, I have two opinions here, an easy path and a hard path. The easy path, use an old adventure and just use the monsters in the module but use their 5E stats. Some adventures will be extremely deadly due to the differences between the editions and potential for a large number of enemies to fight. As mentioned, its an easy path for you, not so for the party, but that is their problem :) The hard path is to hack the game system a little. [LIST] [*]Cap ability scores at 16 (to match the lower bonuses found in AD&D). Magic items can exceed this. [*]Any spell or effect that gives you another saving throw after being affected (save at end of turn, etc), that save should not be allowed. You are affected for the full duration. [LIST] [*]You could still allow a save, but with disadvantage. [*]Another thought is to make everyone proficient with saving throws (mirroring how AD&D save progression works). Maybe not all saving throws, but an expansion of saves would make the game feel more like AD&D. [/LIST] [*]Hirelings! [*]From the DMG [LIST] [*]Skill Variants - Ability Check Proficiency. I originally wanted to get rid of all skill rolls, but this is a fair option for skill based characters. [*]No Backgrounds [LIST] [*]Mainly since they give skills and features, the features are not a big deal but aren't an AD&D thing. [/LIST] [*]Rest Variants - Gritty Realism [*]Morale [/LIST] [/LIST] I am a big fan of the variant rules in the DMG (Proficiency Dice are my jam) and I think you can easily use one or two to get the feel you want. Someone also mentioned forcing the initial ASIs/Feat choices into taking Resilient (to give everyone better saving throws). I think that is a neat concept. I've always liked how characters become much better at saving throws all around although I think it hurts Monks who end up with proficiency in all saving throws at some point. [/QUOTE]
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