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OSR ... Feel the Love! Why People Like The Old School
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<blockquote data-quote="dave2008" data-source="post: 7635259" data-attributes="member: 83242"><p>Interesting, thank you for sharing!</p><p></p><p> I do feel like it would be fairly easily to replicate most of what you like in 5e (not that you need to too). Here are my thoughts:</p><p></p><p><strong>1. Chargen:</strong> No sure about this one, but I guess you could only reveal the class features in 5 level increments. That would at least prevent the planning out of the whole character.</p><p></p><p><strong>2. Magic Itmes:</strong> I agree with you here, but if you take care of some of these other ones (see #8) it comes back naturally.</p><p></p><p><strong>3. Rules, lack thereof: </strong>I feel the same about 5e rules as 1e rules, you can use them if you want them, but you don't have to. I actually think this is a D&D thing and doesn't really change from edition to edition, so I don't get this one personally.</p><p></p><p><strong>4. Class Niche Protection: </strong> Restrict classes to one archtype and don't allow multi-classing as needed. I think that pretty much solves that issue. If needed, remove feats too.</p><p></p><p><strong>5. Spells:</strong> I agree with you here as well. I would suggest restricting archtypes / classes and possibly removing cantrips. That gets you most of what you want I think.</p><p></p><p><strong>6. Big Bad / Combats / Whack-a-mole: </strong> Most 5e combats are already fast, even with the extra HP (damage increased to keep pace) so I don't know what to do for you here (heck I see more effort put in making fights last longer). However, the fear of combat and death can be easily brought back with a few tweaks to the rest and healing rules (either official in the DMG or house rules). If you restore class protection as noted, it will make it even more deadly (less magic). </p><p></p><p><strong>7. Leveling Man: </strong> I would still keep prof., but if you get rid of feats & ASI, then adding a bit back with half proficiency bonus for non trained skills, saves, attacks, etc. would pretty much balance things out. I don't see any real downside.</p><p></p><p><strong>8. Stats:</strong> Remove or seriously limit ASIs. It won't break the game. You don't need an 18 or 20 to be effective in 5e. The benefit of this, especially if you don't allow feats and multi-classing (they are optional systems after all). It will make magic items more prized and special. I don't care about stat generation and 5e already allows multiple methods, so no issue there really.</p></blockquote><p></p>
[QUOTE="dave2008, post: 7635259, member: 83242"] Interesting, thank you for sharing! I do feel like it would be fairly easily to replicate most of what you like in 5e (not that you need to too). Here are my thoughts: [B]1. Chargen:[/B] No sure about this one, but I guess you could only reveal the class features in 5 level increments. That would at least prevent the planning out of the whole character. [B]2. Magic Itmes:[/B] I agree with you here, but if you take care of some of these other ones (see #8) it comes back naturally. [B]3. Rules, lack thereof: [/B]I feel the same about 5e rules as 1e rules, you can use them if you want them, but you don't have to. I actually think this is a D&D thing and doesn't really change from edition to edition, so I don't get this one personally. [B]4. Class Niche Protection: [/B] Restrict classes to one archtype and don't allow multi-classing as needed. I think that pretty much solves that issue. If needed, remove feats too. [B]5. Spells:[/B] I agree with you here as well. I would suggest restricting archtypes / classes and possibly removing cantrips. That gets you most of what you want I think. [B]6. Big Bad / Combats / Whack-a-mole: [/B] Most 5e combats are already fast, even with the extra HP (damage increased to keep pace) so I don't know what to do for you here (heck I see more effort put in making fights last longer). However, the fear of combat and death can be easily brought back with a few tweaks to the rest and healing rules (either official in the DMG or house rules). If you restore class protection as noted, it will make it even more deadly (less magic). [B]7. Leveling Man: [/B] I would still keep prof., but if you get rid of feats & ASI, then adding a bit back with half proficiency bonus for non trained skills, saves, attacks, etc. would pretty much balance things out. I don't see any real downside. [B]8. Stats:[/B] Remove or seriously limit ASIs. It won't break the game. You don't need an 18 or 20 to be effective in 5e. The benefit of this, especially if you don't allow feats and multi-classing (they are optional systems after all). It will make magic items more prized and special. I don't care about stat generation and 5e already allows multiple methods, so no issue there really. [/QUOTE]
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