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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="auburn2" data-source="post: 8243945" data-attributes="member: 6855259"><p>I played 1e for most of 1981-2016. I mixed some 2e and 3e in there too, but 1e was my game. Here is what I remember about 1e feel - tongue in cheek if you want to have a laugh:</p><p></p><p>1. Implement separate initiative/turn order systems for creatures with weapons (including PCs) and creatures that use natural weapons and make it so they are not compatible with each other.</p><p></p><p>2. Further complicate turn order by running missile attacks and spell attacks separately.</p><p></p><p>3. Limit extra attacks to targeting one foe, then have martial characters get a number of attacks equal to their level against foes that are below CR1. <em> Yes you are 9th level so you can attack that Goblin 9 times this turn, but only that one Goblin, you can't spread the attacks around and target any of the other 15 Goblins in the room</em> ..... then implement separate incompatible rules for initiative if you have more than one attack.</p><p></p><p>4. Implement rules for grappling and unarmed attacks that are not compatible with normal combat.</p><p></p><p>4. Multiclass characters lose all their abilities until they have gained as many levels in the new class as they had in the old.</p><p></p><p>5. Make your Paladin lose their Paladin abilities if a Rogue joins the party.</p><p></p><p>6. Make your Monk use no ability score bonuses when he attacks - The fact he is strong as an ox or as nimble as a cat is irrelevant, he is too sophisticated and enlightened to actually use that strength or dexterity when he attacks.</p><p></p><p>7. Give your half orc a +1 to strength .... then limit his max strength so it is lower than a human's.</p><p></p><p>In all seriousness, we typically handwaived most of these, but they are memorable because when I was young I felt like we were "cheating" when we did. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="auburn2, post: 8243945, member: 6855259"] I played 1e for most of 1981-2016. I mixed some 2e and 3e in there too, but 1e was my game. Here is what I remember about 1e feel - tongue in cheek if you want to have a laugh: 1. Implement separate initiative/turn order systems for creatures with weapons (including PCs) and creatures that use natural weapons and make it so they are not compatible with each other. 2. Further complicate turn order by running missile attacks and spell attacks separately. 3. Limit extra attacks to targeting one foe, then have martial characters get a number of attacks equal to their level against foes that are below CR1. [I] Yes you are 9th level so you can attack that Goblin 9 times this turn, but only that one Goblin, you can't spread the attacks around and target any of the other 15 Goblins in the room[/I] ..... then implement separate incompatible rules for initiative if you have more than one attack. 4. Implement rules for grappling and unarmed attacks that are not compatible with normal combat. 4. Multiclass characters lose all their abilities until they have gained as many levels in the new class as they had in the old. 5. Make your Paladin lose their Paladin abilities if a Rogue joins the party. 6. Make your Monk use no ability score bonuses when he attacks - The fact he is strong as an ox or as nimble as a cat is irrelevant, he is too sophisticated and enlightened to actually use that strength or dexterity when he attacks. 7. Give your half orc a +1 to strength .... then limit his max strength so it is lower than a human's. In all seriousness, we typically handwaived most of these, but they are memorable because when I was young I felt like we were "cheating" when we did. :p [/QUOTE]
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