Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
OSR Drow Revamp
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zardnaar" data-source="post: 6603915" data-attributes="member: 6716779"><p>Once upon a time the Drow were a feared and dangerous opponent in D&D. They were rare, graceful, and deadly and they could slaughter the PCs if they were not careful. Successive versions of D&D have toned them down to where mechanically they are a bad joke compared to their former glory. The Drizzt books have not helped along with the push to make them a PC race and events like 3.0’s Drow come to the surface.</p><p></p><p> Generally I do not allow Drow PCs as I want them rare and mysterious. Half the time my players are not even sure if Drow exist in my campaigns. You will never encounter one on the surface with the very very rare exception of an isolated elven settlement on a moonless night where the Drow raid perhaps once a decade or even century. For the greater glory of Lolth. What made Drow deadly in the good old days was a combination of their equipment, poison, spell like abilities and real magic resistance.</p><p></p><p> AD&D has been dead now for 15 years but back then magic resistance was expressed as a % roll. Drow were 50% resistant to magic +2% per level. A level 10 Drow fighter had MR of 70%. If a spell caster failed that roll (71%+) their spell would ail to effect the Drow whatsoever and the Drow cloaks gave a +6 save bonus vs a fire based attacks. The early Drizzt books do a reasonable job at describing the way the Drow worked at the time. MR scaled in 1E but was a static number in 2E. At higher levels it meant having a fighter type around was useful due to things like Mind Flayers with 90% MR.</p><p></p><p> For arguments sake to toughen up Drow to their former glory in the 5E rules I would add superior MR to the game and I would consider adding this for Dragons as well. I would have a tactic number and a d20 roll is used. Roll equal to or higher than the MR number your spell woks, roll lower and the creature is immune to the spell effects. For Drow this means a number of 11. If you wanted to scale it the number would rise by 1 at CR 3,5,7,9 etc. A CR9 Drow would have an MR number of 15 and in effect be 70% immune to magic.</p><p></p><p> Drow equipment can more or less use the optional sidebar in the MM. Drow poison could use a higher DC perhaps in the good old days it was in effect DC20 but saves work a bit different now. A 2-4 point buff in poison DCs would work. Drow could also have +1 equipment for CR 1-5, 6-11 +2 and CR 12+ gets +3 equipment and each Drow has Drow cloak and boots as well which function as cloaks and boots of elven kind but use the table on page 126 of the MM. I will use the Gladiator(page 346) tweaked as a basis of an elite Drow warrior. I will swap the dex and strength scores around for example.</p><p></p><p>Basic Gladiator stats.</p><p>Medium Humanoid (any race) any alignment</p><p><strong>Armor Class</strong> 16 (studded leather, shield,) </p><p><strong>Hit Points </strong>112 (15d8+45)</p><p><strong>Speed </strong>30 ft. </p><p> <strong> Saving Throws</strong> Str +7, Dex +5, Con +6</p><p> <strong>Str </strong>18 (+4), <strong>Dex </strong>15 (+2), <strong>Con </strong>16 (+3), <strong>Int </strong>10 (+0), <strong>Wis </strong>12 (+1), <strong>Cha </strong>15 (+2)</p><p><strong>Skills </strong>Athletics+10, Intimidation +5</p><p><strong>Senses </strong>passive Perception 11 </p><p><strong>Languages </strong>Any one language (usually common</p><p><strong>Challenge </strong>5 (1800 XP) </p><p> <strong>Brave</strong>. The Gladiator has advantage on saving throws against being frightened</p><p> <strong>Brute</strong>. A melee weapon deals one extra dice of damage when the gladiator hits with it (included in the attack)</p><p><strong>Actions.</strong> </p><p><strong>Multiattack</strong>. The gladiator makes 3 melee attacks or two ranged attacks.</p><p><strong>Spear</strong>. Melee or ranged Weapon Attack: +7 to hit, reach 5’, range 20/60ft, one target. Hit 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with 2 hands to make a melee attack.</p><p><strong>Shield Bash</strong>. Melee weapon attack, +7 to hit, reach 5’, one creature. Hit 9 (2d4+_4) bludgeoning damage. If the target is a medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. </p><p> </p><p><strong>Drow Weaponmaster</strong> (gladiator reskin)</p><p><strong>Medium Humanoid</strong> (any race) any alignment</p><p><strong>Armor Class</strong> 19 (chain shirt, buckler,) </p><p><strong>Hit Points</strong> 112 (15d8+45)</p><p><strong>Speed </strong>30 ft. </p><p> <strong> Saving Throw</strong>s Dex +7, Con +6, Wis +4</p><p> <strong>Str </strong>15 (+4), <strong>Dex </strong>18 (+2), <strong>Con </strong>16 (+3), <strong>Int </strong>10 (+0), <strong>Wis </strong>12 (+1), <strong>Cha </strong>15 (+2)</p><p><strong>Skills </strong>Intimidation +5, Stealth +7,</p><p><strong>Senses </strong>passive Perception 11 </p><p><strong>Languages </strong>Any one language (usually common</p><p><strong>Challenge Rating </strong>6 (2300 XP) </p><p><strong>Superior Magic Resistance:</strong> 13</p><p> <strong>Skilled</strong>. A melee weapon deals one extra dice of damage when the drow hits with it (included in the attack)</p><p><strong>Equpment </strong>(all Drow), Boots of Elvenkinfd, Cloak of Elven Kind, +1 short sword, +1 chain shirt, +1 buckler, 4 dose drow poison.</p><p><strong>Actions.</strong> </p><p><strong>Multiattack</strong>. The gladiator makes 3 melee attacks or two ranged attacks.</p><p></p><p><strong>Shortsword</strong>. Melee or ranged Weapon Attack: +8 to hit,. Hit 11 (2d6+5) piercing damage + paralysis (DC13 con save)</p><p><strong>Hand Crossbow</strong> +8 to hit, 1d6+4+paralysis (DC 13)</p><p></p><p>And it can use the Innate Spellcasting, Sunlight Sensitivity and Fey ancestry traits on page 128 of the 5E MM. I bumped its CR up to 6 as well. And that is basically it hopefully a somewhat faithful adaption of the Drow from the 1E Fiend Folio using 5E stats. I also have a personally house rule that should a Drow pick up 2 scimitars at the same time a DC100 con save must be made or the Drow is erased from reality.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6603915, member: 6716779"] Once upon a time the Drow were a feared and dangerous opponent in D&D. They were rare, graceful, and deadly and they could slaughter the PCs if they were not careful. Successive versions of D&D have toned them down to where mechanically they are a bad joke compared to their former glory. The Drizzt books have not helped along with the push to make them a PC race and events like 3.0’s Drow come to the surface. Generally I do not allow Drow PCs as I want them rare and mysterious. Half the time my players are not even sure if Drow exist in my campaigns. You will never encounter one on the surface with the very very rare exception of an isolated elven settlement on a moonless night where the Drow raid perhaps once a decade or even century. For the greater glory of Lolth. What made Drow deadly in the good old days was a combination of their equipment, poison, spell like abilities and real magic resistance. AD&D has been dead now for 15 years but back then magic resistance was expressed as a % roll. Drow were 50% resistant to magic +2% per level. A level 10 Drow fighter had MR of 70%. If a spell caster failed that roll (71%+) their spell would ail to effect the Drow whatsoever and the Drow cloaks gave a +6 save bonus vs a fire based attacks. The early Drizzt books do a reasonable job at describing the way the Drow worked at the time. MR scaled in 1E but was a static number in 2E. At higher levels it meant having a fighter type around was useful due to things like Mind Flayers with 90% MR. For arguments sake to toughen up Drow to their former glory in the 5E rules I would add superior MR to the game and I would consider adding this for Dragons as well. I would have a tactic number and a d20 roll is used. Roll equal to or higher than the MR number your spell woks, roll lower and the creature is immune to the spell effects. For Drow this means a number of 11. If you wanted to scale it the number would rise by 1 at CR 3,5,7,9 etc. A CR9 Drow would have an MR number of 15 and in effect be 70% immune to magic. Drow equipment can more or less use the optional sidebar in the MM. Drow poison could use a higher DC perhaps in the good old days it was in effect DC20 but saves work a bit different now. A 2-4 point buff in poison DCs would work. Drow could also have +1 equipment for CR 1-5, 6-11 +2 and CR 12+ gets +3 equipment and each Drow has Drow cloak and boots as well which function as cloaks and boots of elven kind but use the table on page 126 of the MM. I will use the Gladiator(page 346) tweaked as a basis of an elite Drow warrior. I will swap the dex and strength scores around for example. Basic Gladiator stats. Medium Humanoid (any race) any alignment [B]Armor Class[/B] 16 (studded leather, shield,) [B]Hit Points [/B]112 (15d8+45) [B]Speed [/B]30 ft. [B] Saving Throws[/B] Str +7, Dex +5, Con +6 [B]Str [/B]18 (+4), [B]Dex [/B]15 (+2), [B]Con [/B]16 (+3), [B]Int [/B]10 (+0), [B]Wis [/B]12 (+1), [B]Cha [/B]15 (+2) [B]Skills [/B]Athletics+10, Intimidation +5 [B]Senses [/B]passive Perception 11 [B]Languages [/B]Any one language (usually common [B]Challenge [/B]5 (1800 XP) [B]Brave[/B]. The Gladiator has advantage on saving throws against being frightened [B]Brute[/B]. A melee weapon deals one extra dice of damage when the gladiator hits with it (included in the attack) [B]Actions.[/B] [B]Multiattack[/B]. The gladiator makes 3 melee attacks or two ranged attacks. [B]Spear[/B]. Melee or ranged Weapon Attack: +7 to hit, reach 5’, range 20/60ft, one target. Hit 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with 2 hands to make a melee attack. [B]Shield Bash[/B]. Melee weapon attack, +7 to hit, reach 5’, one creature. Hit 9 (2d4+_4) bludgeoning damage. If the target is a medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. [B]Drow Weaponmaster[/B] (gladiator reskin) [B]Medium Humanoid[/B] (any race) any alignment [B]Armor Class[/B] 19 (chain shirt, buckler,) [B]Hit Points[/B] 112 (15d8+45) [B]Speed [/B]30 ft. [B] Saving Throw[/B]s Dex +7, Con +6, Wis +4 [B]Str [/B]15 (+4), [B]Dex [/B]18 (+2), [B]Con [/B]16 (+3), [B]Int [/B]10 (+0), [B]Wis [/B]12 (+1), [B]Cha [/B]15 (+2) [B]Skills [/B]Intimidation +5, Stealth +7, [B]Senses [/B]passive Perception 11 [B]Languages [/B]Any one language (usually common [B]Challenge Rating [/B]6 (2300 XP) [B]Superior Magic Resistance:[/B] 13 [B]Skilled[/B]. A melee weapon deals one extra dice of damage when the drow hits with it (included in the attack) [B]Equpment [/B](all Drow), Boots of Elvenkinfd, Cloak of Elven Kind, +1 short sword, +1 chain shirt, +1 buckler, 4 dose drow poison. [B]Actions.[/B] [B]Multiattack[/B]. The gladiator makes 3 melee attacks or two ranged attacks. [B]Shortsword[/B]. Melee or ranged Weapon Attack: +8 to hit,. Hit 11 (2d6+5) piercing damage + paralysis (DC13 con save) [B]Hand Crossbow[/B] +8 to hit, 1d6+4+paralysis (DC 13) And it can use the Innate Spellcasting, Sunlight Sensitivity and Fey ancestry traits on page 128 of the 5E MM. I bumped its CR up to 6 as well. And that is basically it hopefully a somewhat faithful adaption of the Drow from the 1E Fiend Folio using 5E stats. I also have a personally house rule that should a Drow pick up 2 scimitars at the same time a DC100 con save must be made or the Drow is erased from reality. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
OSR Drow Revamp
Top