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<blockquote data-quote="Jan van Leyden" data-source="post: 6059369" data-attributes="member: 20307"><p>Going by your laundry list I wonder that nobody mentioned Dungeon Crawl Classics by Goodman Games.</p><p></p><p><em>Six stats - random roll preferably Str, Int, Wis, Dex, Con & Char (notice the 1st edition influence)</em></p><p>- Check</p><p></p><p><em> Non linear experience tables - the idea of 1st edition balance was unequal leveling, I like it.</em></p><p></p><p>Sorry, levels use equal thresholds for all classes. </p><p></p><p><em> NO FEATS!!! - Power creep and power gaming are something I abhor.</em></p><p>Check.</p><p></p><p><em> No THAC0, I admit, 3.X spoiled me on the linear combat all adds charts</em></p><p></p><p>Check. 1D(curious shaped polyhedrons)+bonus.</p><p></p><p><em> Ability linked Saving Throws, another thing 3.X got right.</em></p><p></p><p>Check.</p><p></p><p><em> Skills instead of special abilities - mostly for things like tracking and thieves' skills.</em></p><p></p><p>Semi-check. Skills are downplayed; this game feels seriously retro. Each and every class has a sub-system built in to let it do something special.</p><p></p><p><em> Vancian Magic - if possible.</em></p><p></p><p>Semi-check. Casters roll on a table specific to the spell cast. With a bad roll you may lose access to this spell for the rest of the day. If you roll really bad, it might get ugly. Really ugly.</p><p></p><p><em> Clerics that heal, Mages that throw spells, and Fighters that hit things with weapons.</em></p><p></p><p>Check.</p><p></p><p><em> No "salad bar" multi-classing. (3.X blew it big time with this (IMO))</em></p><p></p><p>Check.</p><p></p><p><em> No magic items required. - While it was nearly impossible to play 1st and 2nd editions without magic items, it could be done, 3rd started skewing with treasure by level charts and 4th just lost it's mind completely with the walking Christmas tree assortment. (This doesn't mean I won't be using magic items, they just aren't going to be readily available - no Wal-Magics)</em></p><p></p><p>Check. Magic items are rare and special.</p><p></p><p>DCC tries to re-instill the wonders of our first games. Most things are on the DM's shoulders, player empowerment istn't really supported. Few rules mean a lot of freedom. Players will continuously face something they don't know and haven't the slightest idea of how to handle.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6059369, member: 20307"] Going by your laundry list I wonder that nobody mentioned Dungeon Crawl Classics by Goodman Games. [I]Six stats - random roll preferably Str, Int, Wis, Dex, Con & Char (notice the 1st edition influence)[/I] - Check [I] Non linear experience tables - the idea of 1st edition balance was unequal leveling, I like it.[/I] Sorry, levels use equal thresholds for all classes. [I] NO FEATS!!! - Power creep and power gaming are something I abhor.[/I] Check. [I] No THAC0, I admit, 3.X spoiled me on the linear combat all adds charts[/I] Check. 1D(curious shaped polyhedrons)+bonus. [I] Ability linked Saving Throws, another thing 3.X got right.[/I] Check. [I] Skills instead of special abilities - mostly for things like tracking and thieves' skills.[/I] Semi-check. Skills are downplayed; this game feels seriously retro. Each and every class has a sub-system built in to let it do something special. [I] Vancian Magic - if possible.[/I] Semi-check. Casters roll on a table specific to the spell cast. With a bad roll you may lose access to this spell for the rest of the day. If you roll really bad, it might get ugly. Really ugly. [I] Clerics that heal, Mages that throw spells, and Fighters that hit things with weapons.[/I] Check. [I] No "salad bar" multi-classing. (3.X blew it big time with this (IMO))[/I] Check. [I] No magic items required. - While it was nearly impossible to play 1st and 2nd editions without magic items, it could be done, 3rd started skewing with treasure by level charts and 4th just lost it's mind completely with the walking Christmas tree assortment. (This doesn't mean I won't be using magic items, they just aren't going to be readily available - no Wal-Magics)[/I] Check. Magic items are rare and special. DCC tries to re-instill the wonders of our first games. Most things are on the DM's shoulders, player empowerment istn't really supported. Few rules mean a lot of freedom. Players will continuously face something they don't know and haven't the slightest idea of how to handle. [/QUOTE]
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