OD&D to 3.x

Reynard

aka Ian Eller
Supporter
I am sure this has been asked before, so I am really looking for references. I would like to emulate the feelm of OD&D (as presented in the boxed sets and the Rules Cyclopedia) using d20 D&D. Essentially, slimming down 3.x for fast, furious, fun play. So, does anyone have any links to sites that have tried this, or themselves done a doc for it? Basically, I am being nostalgic, but part of me honestly believes that with the addition of skills and feats, but very little else, OD&D would be the supreme version of the DUngeons and Dragons game and genre.

I am quite willing to sacrifice THAC0 for 3e versions of the elf and halfling classes. Plus, returning D&Dto its post wargame, pre boardgame roots would be nice (no offense to 3.x or those that really like the tactical play thing; it is just not my bag).

Thanks.
 

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I agree with the need to bring back the OD&D feel of the game. To that end, I was thinking about slimming the game down a bit by eliminating skills & feats, and just making it fast and furious ability checks whenever appropriate.

As far as straight numbers conversions, you can check out the conversions section of ENWorld where a good version of B2: Keep on the Borderlands has examples. I am working through some conversions of my old adventures, and thus far I have only needed to make a few adjustments. CR and XP are still too subjective for me, and XP will still have to be a judgement call as a DM.

Oh, and I want to bring back the old OD&D names for each level, like 'Pickpocket' and 'Cutpurse'. Oh yeah, bringing back the 9 HD as maximum for the PCs might just be a necessity too... :eek: :D
 


MarauderX said:
I agree with the need to bring back the OD&D feel of the game. To that end, I was thinking about slimming the game down a bit by eliminating skills & feats, and just making it fast and furious ability checks whenever appropriate.

Move the work. Keep skills and feats (sorta), but don't bother writing them down.

For instance - assume that every rogue gets max ranks in all the 'roguey' skills. Then make a decision on what's 'roguey' on the fly. That way every skill check is either d20+stat bonus OR d20+level+stat bonus+3, depending on whether you reckon it fits the character or not.

Same for feats - don't bother with feats which give specific flat bonuses (ie dodge, skill focus). Use the feats which give access to unusual abilities (whirlwind attack, spring attack, improved bullrush, disarm and sunder etc). Just decide on the moment whether the character should use the feat or non-feat version. Warriors should use the feat version for most combat actions. Rogues for some, clerics and wizards for none.

All halflings are rogues.
All dwarves are fighters.
All elves are wizard/fighters
 


Basic D&D 3.5: The Easy Way.

Ability Scores:
Strength: Bonus to Hit and Damage with melee weapons
Dexterity: Bonus to Hit with missile weapons, Bonus to AC.
Constitution: Bonus to hit points/die
Intelligence: To cast MU spells, need Int of 10+spell level
Wisdom: To cast Cleric spells, need Wis of 10+spell level
Charisma: Bonus to reaction checks.

Cleric
BAB: equal to level * 3/4
SAVES: Fortitude = 2 + Level/2; Reflex = Level/3; Will = 2 + Level/2
Proficiency with all simple weapons.
Proficiency with all armours and shields
SPELL-USE: Ignore domain spells, allow spontaneous casting.
No bonus spells for high Wisdom.
SKILLS: None.

Fighter
HIT DIE: d10
BAB: equal to level
SAVES: Fortitude = 2 + Level/2; Reflex = Level/3; Will = Level/3
Proficiency with all weapons and armours and shields.
SKILLS: Forget them - don't use them.

Magic-User
HIT DIE: d4
BAB: equal to level/2
SAVES: Fortitude = Level/3; Reflex = Level/3; Will = 2+Level/2
Proficiency with dagger, staff, lt crossbow
SPELL-USE: As book
No bonus spells for high Intelligence
SKILLS: None.

Thief
HIT DIE: d6
BAB: equal to level * 3/4
SAVES: Fortitude = Level/3; Reflex = 2+Level/2; Will = Level/3
Proficiency with all Simple Weapons plus shortsword, longsword and shortbow.
SKILLS: all skill listed below with a bonus of Level + 5
* Disable Device, Search, Hide, Move Silently, Climb, Listen, Open Lock, Sleight of Hand.
At 4th level, gains Decipher Script with bonus of Level +2
At 10th level, gains Use Magic Device with bonus of Level +5
SNEAK ATTACK: When attacking a surprised opponent, deals 1d6 extra damage for every two levels or part thereof.

Dwarf
HIT DIE: d10
BAB: equal to level
SAVES: Fortitude = 6 + Level/2; Reflex = Level/3; Will = Level/3
Proficiency with all weapons and armours and shields, except two-handed weapons.
SKILLS: Forget them - don't use them.

Elf
HIT DIE: d6
BAB: Equal to Level * 3/4
SAVES: Fortitude = 2+Level/2; Reflex = Level/3; Will = 2+Level/2
Proficiency with all weapons and light armours and light shields.
SPELL-USE: As Magic-User of 2/3 the Elf's level rounded down, plus one. (So 1, 2, 3, 3, 4, 5, 5, 6, 7)..
SKILLS: Forget them.

Halfling
HIT DIE: d8
BAB: Equal to Level
SAVES: Fortitude = 2 + Level/2; Reflex = 2+Level/2; Will = 2+Level/2
SKILLS: Hide and Move Silently as thief of same level.

Cheers!
 

continued...

Goblin HD 1-1; hp 3; Atk +0 melee (1d6); SV +0; Spd 6.
Orc HD 1; hp 4; Atk +1 melee (1d8); SV +0; Spd 6.
Ogre HD 4+16; hp 34; Atk +8 melee (1d8+4); SV +4; Spd 6.

and so forth...

Cheers!
 

After reading some of the replies and thinking about it a little more, I think I have a basic structure in mind.

First off, I really like the idea of keeping only feats that represent an unusual ability, from Ambidexterity to Whirlwind Attack.

As far as skills though, I think each class should have a Base Skill Bonus similar to BAB that increases as levels go up, plus a number of Class Skills. For any of the class' skills, the character rolls with the BSB. Anthing else and you just get your ability score modifier. And also pare down the skill list, through both combination (Climb, Jump, and Swim become Athletics, frex) and and elimination (bye bye Rope Use).

I think I would do the following classes: Fighter, Wizard, Rogue, and Cleric obviously. Elf, Dwarf, and Halfling would begin with a normal progression, but move into their "iconic" PrCs in terms of abilities (Arcane Archer, Dwarven Defender, and Halfling Outrider).

Of course, OD&D had PrCs, so after 9th level you would have Druids, Paladins, Rangers, Blackguards, Guild Thieves, and so on available -- but each class would have a specific trio of PrCs based on Alignment.

(Speaking fo which, Alignments -- and thus all alignment specific stuff -- would be trimmed to the Good, Evil, and Neutral along that axis.)

Attacks of Opportunity and other minis specific rules would likely go, though i would keep a Free Attack system where things like casting a spell while in melee or running away nets a swing at your noggin.

The spell lists would probably be paired down to just 12 or so per spell level, most likely hanging on to the classic OD&D ones and their modern equivalents. Item creation would likely have to go out the window, and so would meta-magic (though I would be half tempted to "simplify" metamagic by using Monte's arcana unearthed 'laden spell' system).

I am thinking that only after all the above was worked out could one figure out what exactly to do with other elemenst of the game, like monsters and magic items and so on.
 


diaglo said:
the best way to emulate OD&D is to play OD&D. :D

visit www.dragonsfoot.org or

http://groups.yahoo.com/group/ToneTG/

or other OD&Ders sites. :D
Dragonsfoot is really for 1e fans but has a good OD&D forum.

My favorite home for OD&D goodness is the
OD&D Guild and the affiliated ODDities ezine. The Vaults of Pandius site is also nice, and has lots of Mystara lore.

As for implementing OD&D feel in 3.5, I suggest using the Mystara setting. The above-linked Mystara site has most of the material needed to convert it to 3e.

Oh, by the way, what is a 'guild thief'?
 
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