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How do you do horror when running D&D?
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<blockquote data-quote="hawkeyefan" data-source="post: 7890411" data-attributes="member: 6785785"><p>I haven’t played either yet, and I’m still reading Esoteric Enterprises, but I can summarize both.</p><p></p><p>As [USER=31465]@Nebulous[/USER] said, Five Torches is a streamlined version of 5E. Characters are much squishier and most elements are simplified. Skill checks are made with proficiency for some skills by class or without proficiency for other checks. Some class abilities grant advantage to certain types of skills. </p><p></p><p>There are 4 core classes corresponding to the traditional core....warrior, wizard, thief, and zealot. Each has three archetypes where most of the other 5E classes come into play. These are chosen at 3rd level and allow you to pick from a list of related class abilities. </p><p></p><p>Spells are all on one page for arcane spells and one page for divine spells. </p><p></p><p>All in all, it’s 5E but pared down. </p><p></p><p>Esoteric Enterprises is an OSR version of World of Darkness and similar modern urban fantasies. The core mechanics are all similar to D&D, with some tweaks. Skills are all ranked out of 6, so a skill if 3/6 means you succeed when you roll a 3 or less on a d6. Pretty simple. The game still uses AC for defense, but has both Hit Points and Flesh Points. HP represent minor damage or luck and so on, and are easily replenished. Flesh Points are dangerous wounds that can be easily lethal and can have debilitating effects, and are harder to restore.</p><p></p><p>The spell system in this game will be familiar to players of D&D, but it’s a lot more involved than Five Torches, which is why I haven’t finished the book yet. </p><p></p><p>All in all, both seem worthwhile if you’re looking for a rules light D&Desque game, but without the superhero aspect of 5E.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7890411, member: 6785785"] I haven’t played either yet, and I’m still reading Esoteric Enterprises, but I can summarize both. As [USER=31465]@Nebulous[/USER] said, Five Torches is a streamlined version of 5E. Characters are much squishier and most elements are simplified. Skill checks are made with proficiency for some skills by class or without proficiency for other checks. Some class abilities grant advantage to certain types of skills. There are 4 core classes corresponding to the traditional core....warrior, wizard, thief, and zealot. Each has three archetypes where most of the other 5E classes come into play. These are chosen at 3rd level and allow you to pick from a list of related class abilities. Spells are all on one page for arcane spells and one page for divine spells. All in all, it’s 5E but pared down. Esoteric Enterprises is an OSR version of World of Darkness and similar modern urban fantasies. The core mechanics are all similar to D&D, with some tweaks. Skills are all ranked out of 6, so a skill if 3/6 means you succeed when you roll a 3 or less on a d6. Pretty simple. The game still uses AC for defense, but has both Hit Points and Flesh Points. HP represent minor damage or luck and so on, and are easily replenished. Flesh Points are dangerous wounds that can be easily lethal and can have debilitating effects, and are harder to restore. The spell system in this game will be familiar to players of D&D, but it’s a lot more involved than Five Torches, which is why I haven’t finished the book yet. All in all, both seem worthwhile if you’re looking for a rules light D&Desque game, but without the superhero aspect of 5E. [/QUOTE]
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