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How to emulate older editions of D&D using 5e.
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<blockquote data-quote="Olaf the Stout" data-source="post: 6469833" data-attributes="member: 13703"><p>1E - Character classes are restricted to Cleric, the Fighting man, and the Magic-User. Races are restricted to Human, Dwarf, Elf and Halfling. Alignment is reduced to Lawful, Neutral or Chaotic. Stats are rolled 3d6 in order. Further limit class choice depending on how low or how high particular stats are. Severely limit multiclassing.</p><p></p><p>All adventures must feature a dungeon of some sort. All dungeons must have at least 4 traps whose placement make absolutely no sense whatsoever. There must be at least 2 rooms in the dungeon which feature a creature so large that it's not possible for the creature to fit said room, much less leave it. DM's must kill at least one PC in a completely arbitrary manner at least once per session or lose their DM licence.</p><p></p><p>2E - Leave all stats the same, except for Strength, which is now has a massive disparity between ST18 and ST19, with a percentile system used to determine just how exceptional a character's strength is. Don't worry, players will somehow never roll below 18/90 for exceptional strength anyway. Make multiclassing work different for humans and demihumans, just because. Limit the maximum level demihumans can reach, because humans are awesome. Combine feats and skills into one group, called Non-Weapon Proficiencies. Ties the use of these abilities to characters stats so they are often useless unless you have a high stat for a particular Non-Weapon Proficiency.</p><p></p><p>All PCs must take a sub-class called a kit. One PC in the party must have a kit from the Complete Book of Broken Munchikin Elves. Reverse armour class so that the lower your AC, the harder it is to hit you. Arbitrarily limit AC to -10. Increase the number of save categories from 3 to 6. Change the save category names to something completely random and arbitrary. Severely limit hit point increases once PCs reach 10th level. Vary up the need to roll high or low for different rolls, just to make things more interesting. Make sure all sub-systems have their own unique table or mechanic. If it has multiple tables, so much the better Include a long list of wacky things that can happen on a critical hit.</p><p></p><p>3E - Introduce a rule that all players must have 5 different character classes by the time they reach 10th level, one of which must be an obscure Prestige Class from a splatbook. Triple the number of skill categories, including two different skills to move about stealthily. Severely restrict the number of skill points many classes get, just so they can fully understand how useless they are out of combat. Outright restrict classes from some of these skills and make half of them cost twice as many skill points as normal, just to rub it in.</p><p></p><p>All monsters CR10 or higher must have at least 6 different abilities, one of which must work the same as a spell that requires you to reference two other spells in order to see how it actually works. Half of the abilities should be completely irrelevant to combat and/or useless when used against PC's of a level equal to their CR. Golf bags are given to all fighters above 8th level to carry around the different weapons required to overcome the various damage resistances of different monsters. Sessions automatically end when Mordenkainen's Disjunction is cast so that players can spend 3 hours rewriting their character sheets to adjust for the magic items that were destroyed/crying over the GP value of the items they lost.</p><p></p><p>4E - Triple the number of hit points all characters start with so there is no chance of death at 1st level. Give all players at least 3 chances before they really, truly die. All classes are given the same sorts of powers with long-winded fancy names that they can use with differing frequency. Make sure all of these powers are exactly the same so that all classes are balanced. Just change the power names and fluff so they look different. Fighters lauch fiery ripostes, Wizards launch fireballs, Bards lauch burning melodies, etc.</p><p></p><p>Remove all spells from the game that don't directly relate to combat. They aren't needed any more. Allow characters to save against spell effects every single round. PC's get an action point to spend each combat to do cool stuff, because doing cool stuff is cool, especially if that cool thing has a fancy name.</p><p></p><p>All characters can magically make some of their wounds go away multiple times a day after having a quick chance to think about what just happened. Players submit shopping lists to their DMs of what magic items should be "found" by their characters in the next adventure.</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6469833, member: 13703"] 1E - Character classes are restricted to Cleric, the Fighting man, and the Magic-User. Races are restricted to Human, Dwarf, Elf and Halfling. Alignment is reduced to Lawful, Neutral or Chaotic. Stats are rolled 3d6 in order. Further limit class choice depending on how low or how high particular stats are. Severely limit multiclassing. All adventures must feature a dungeon of some sort. All dungeons must have at least 4 traps whose placement make absolutely no sense whatsoever. There must be at least 2 rooms in the dungeon which feature a creature so large that it's not possible for the creature to fit said room, much less leave it. DM's must kill at least one PC in a completely arbitrary manner at least once per session or lose their DM licence. 2E - Leave all stats the same, except for Strength, which is now has a massive disparity between ST18 and ST19, with a percentile system used to determine just how exceptional a character's strength is. Don't worry, players will somehow never roll below 18/90 for exceptional strength anyway. Make multiclassing work different for humans and demihumans, just because. Limit the maximum level demihumans can reach, because humans are awesome. Combine feats and skills into one group, called Non-Weapon Proficiencies. Ties the use of these abilities to characters stats so they are often useless unless you have a high stat for a particular Non-Weapon Proficiency. All PCs must take a sub-class called a kit. One PC in the party must have a kit from the Complete Book of Broken Munchikin Elves. Reverse armour class so that the lower your AC, the harder it is to hit you. Arbitrarily limit AC to -10. Increase the number of save categories from 3 to 6. Change the save category names to something completely random and arbitrary. Severely limit hit point increases once PCs reach 10th level. Vary up the need to roll high or low for different rolls, just to make things more interesting. Make sure all sub-systems have their own unique table or mechanic. If it has multiple tables, so much the better Include a long list of wacky things that can happen on a critical hit. 3E - Introduce a rule that all players must have 5 different character classes by the time they reach 10th level, one of which must be an obscure Prestige Class from a splatbook. Triple the number of skill categories, including two different skills to move about stealthily. Severely restrict the number of skill points many classes get, just so they can fully understand how useless they are out of combat. Outright restrict classes from some of these skills and make half of them cost twice as many skill points as normal, just to rub it in. All monsters CR10 or higher must have at least 6 different abilities, one of which must work the same as a spell that requires you to reference two other spells in order to see how it actually works. Half of the abilities should be completely irrelevant to combat and/or useless when used against PC's of a level equal to their CR. Golf bags are given to all fighters above 8th level to carry around the different weapons required to overcome the various damage resistances of different monsters. Sessions automatically end when Mordenkainen's Disjunction is cast so that players can spend 3 hours rewriting their character sheets to adjust for the magic items that were destroyed/crying over the GP value of the items they lost. 4E - Triple the number of hit points all characters start with so there is no chance of death at 1st level. Give all players at least 3 chances before they really, truly die. All classes are given the same sorts of powers with long-winded fancy names that they can use with differing frequency. Make sure all of these powers are exactly the same so that all classes are balanced. Just change the power names and fluff so they look different. Fighters lauch fiery ripostes, Wizards launch fireballs, Bards lauch burning melodies, etc. Remove all spells from the game that don't directly relate to combat. They aren't needed any more. Allow characters to save against spell effects every single round. PC's get an action point to spend each combat to do cool stuff, because doing cool stuff is cool, especially if that cool thing has a fancy name. All characters can magically make some of their wounds go away multiple times a day after having a quick chance to think about what just happened. Players submit shopping lists to their DMs of what magic items should be "found" by their characters in the next adventure. [/QUOTE]
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