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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Retrofitting 3.5e/PF into my OSR
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<blockquote data-quote="GMMichael" data-source="post: 6590487" data-attributes="member: 6685730"><p>Three solutions:</p><p></p><p>1) House rule 3.5, including "no Op-Attack" and "no-grappling" stipulations. You probably won't find a lot of players, though. Don't bother with Pathfinder, all it does is take 3.5 in the opposite direction you want to go.</p><p></p><p>2) Grab an OGL OSR, as observed by TJ. You'll get more players when you can show them a book.</p><p></p><p>3) Try a new game! This one's in the <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1210" target="_blank">ENworld downloads</a>, and offers you these solutions:</p><p></p><p></p><p>Simplicity: yes. Speed: yes. Modernity: if you mean color pages and electronic format, yes. </p><p></p><p>Classes aren't just merged into 4. They're eliminated. Make your own as you go.</p><p></p><p>Priest spells are a product of GM and player collaboration.</p><p></p><p>I see you looked behind the curtain. Bad boy. This game offers a perk that allows characters to add a little damage to attacks on occasion.</p><p></p><p>Bards can cast a limited number of spells with their mental attributes (opposed to metaphysical, see below). But wasn't Bard originally a Thief subclass?</p><p></p><p>My momma used to say that a druid is as a druid does. I'm running a game in which one player has an aspiring druid who can shapechange into a boar.</p><p></p><p>If a player wants stealth, he takes skill points in the Sneak skill. If he wants to wear lighter armor, he takes less of a physical attribute penalty than if he were wearing heavier armor.</p><p></p><p>If the player wants paladin powers, they're represented by spells. Some are perks, and some he can design with his hero points.</p><p></p><p>Ah, magic-users. These guys cast spells with their metaphysical attributes, and generally recover spell points (metaphysical damage) over time. It's really easy to mod the game though - so they can use spell slots instead.</p><p></p><p>Subsequent rule sets: designed for such.</p><p>DC checks: difficulty is included.</p><p>Saves: eliminated, but you could add them as auto-defenses.</p><p>Skills: included.</p><p>Feats: like perks, but you get them every level. Easy enough to reduce that frequency. Or require the optional rule that perks get used on skill points instead.</p><p>Gameplay like OSR: this game uses an action-based combat system, versus turn-based. But really, gameplay proceeds in three phases: roleplay, roll a contest, and finally, gritty conflict rules. Is that like OSR?</p><p></p><p>The first step in designing a character is to write up a concept. So yes, the player calls the character whatever class he likes.</p><p></p><p>Good luck finding your perfect game!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6590487, member: 6685730"] Three solutions: 1) House rule 3.5, including "no Op-Attack" and "no-grappling" stipulations. You probably won't find a lot of players, though. Don't bother with Pathfinder, all it does is take 3.5 in the opposite direction you want to go. 2) Grab an OGL OSR, as observed by TJ. You'll get more players when you can show them a book. 3) Try a new game! This one's in the [URL="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1210"]ENworld downloads[/URL], and offers you these solutions: Simplicity: yes. Speed: yes. Modernity: if you mean color pages and electronic format, yes. Classes aren't just merged into 4. They're eliminated. Make your own as you go. Priest spells are a product of GM and player collaboration. I see you looked behind the curtain. Bad boy. This game offers a perk that allows characters to add a little damage to attacks on occasion. Bards can cast a limited number of spells with their mental attributes (opposed to metaphysical, see below). But wasn't Bard originally a Thief subclass? My momma used to say that a druid is as a druid does. I'm running a game in which one player has an aspiring druid who can shapechange into a boar. If a player wants stealth, he takes skill points in the Sneak skill. If he wants to wear lighter armor, he takes less of a physical attribute penalty than if he were wearing heavier armor. If the player wants paladin powers, they're represented by spells. Some are perks, and some he can design with his hero points. Ah, magic-users. These guys cast spells with their metaphysical attributes, and generally recover spell points (metaphysical damage) over time. It's really easy to mod the game though - so they can use spell slots instead. Subsequent rule sets: designed for such. DC checks: difficulty is included. Saves: eliminated, but you could add them as auto-defenses. Skills: included. Feats: like perks, but you get them every level. Easy enough to reduce that frequency. Or require the optional rule that perks get used on skill points instead. Gameplay like OSR: this game uses an action-based combat system, versus turn-based. But really, gameplay proceeds in three phases: roleplay, roll a contest, and finally, gritty conflict rules. Is that like OSR? The first step in designing a character is to write up a concept. So yes, the player calls the character whatever class he likes. Good luck finding your perfect game! [/QUOTE]
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