Yes!!I think a sensible goal is not to turn 5th edition into an oldschool game, but to use oldschool methods and techniques to improve 5th edition.
Yes!!I think a sensible goal is not to turn 5th edition into an oldschool game, but to use oldschool methods and techniques to improve 5th edition.
(bold added)I think a sensible goal is not to turn 5th edition into an oldschool game, but to use oldschool methods and techniques to improve 5th edition.
That would depend on the aspects of OSR that you like.(bold added)
Such as?
That would depend on the aspects of OSR that you like.
For me it would be to...
For others it might be...
It's been a while since I read the 5E PHB or DMG, other than for reference. I don't recall what it says regarding rolling ability and skill checks. Is it implied throughout that ability and skill checks should be the primary resolution system outside of combat? To get the full picture is it safe to say I'd have to re-read both books cover to cover to put it all together?Handle interactions more free-form and less with dice rolling mechanics.
Talk more, be more descriptive. Dm's need to fill spaces with stuff - empty rooms are not good for creative play.Ok, given the concepts you include below, how would you (anyone, not just @Voadam) use them to "improve 5th edition"?
How would you implement them?
I know how I might, but I am curious what others would do.
- Use in-depth descriptions from both the DM and player to increase character immersion.
This is on the dm: be stingy with rolls. If it's likely to work because the plan is good - it just works.
- Handle interactions more free-form and less with dice rolling mechanics.
This follows from the above point: if the players are rewarded for engaging with the fiction more deeply, they will do so. Good plans (and I know 'good' is doing a lot of work here) should allow players to skip the rolls. Using a class feature directly should be a fallback option.
- Focus more on player decisions than mechanics.
Here's a tougher one. I would say limit mechanical options (no feats) but let features they do have be used more broadly. Inspiring Leader should be the sort of thing anyone can do if they can give a decent speech.
- Go with the player presented concept of their character more than the stats written on their sheet.
This is totally doable with the game as written. I might add an option for fleeing: if all the players agree to flee, initiative ends and the pc's try to run away via chase mechanics (or not, if the enemy lets them leave.)
- sandboxing and random encounters
Nix boring resurrection spells. Maybe reduce or eliminate death saves.
- higher lethality in tone
XP for gold is a quick answer here.
- more of a gold acquisition orientation
Track everything. Don't allow too many rests.
- resource management importance
No rules changes needed, just make megadungeons. If anything I'd say 5e works better in those kinds of settings, especially if they're built to require a lot of small encounters between rests.
- mega-dungeoneering
I think given all the ideas/ suggestions, it would be interesting to create a document with ways to incorporate ideas for giving 5E and old school feel, offering dozens of variants (like those in the DMG for a grittier feel) which would bring these concepts into the game.
I would say that a megadungeon requires an overhaul of the XP chart. 5E PCs blast through levels, and if you want them to explore they need to spend some time on each level of the megadungeon. If they gain levels too quickly they'll just head "downstairs" at the first opportunity.No rules changes needed, just make megadungeons. If anything I'd say 5e works better in those kinds of settings, especially if they're built to require a lot of small encounters between rests.
I would say that a megadungeon requires an overhaul of the XP chart. 5E PCs blast through levels, and if you want them to explore they need to spend some time on each level of the megadungeon. If they gain levels too quickly they'll just head "downstairs" at the first opportunity.
Once you have XP for treasure in place, you can bring back wandering monsters. Because when fighting wandering monsters offers no meaningful reward for the danger they pose, they become something that players want to avoid. And that fundamentally changes what a dungeon is and how it works as a game structure.
You also have an incentive to be stealthy and smart. Not simply to get a combat advantage whe you find a monster, but to bypass it entirely if practical. This opens up a big world of creative approaches to obstacles other than rolling initiative.