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RPG Evolution: Is the OSR Dead?
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<blockquote data-quote="Greg Benage" data-source="post: 7681475" data-attributes="member: 93631"><p>I think it's not bad, but it's not as good as B/X. I could do it with the Basic Rules and the following house rules:</p><p></p><p>* Remove backgrounds (at least the crunch).</p><p>* Use the no-skills optional rules from the DMG.</p><p>* Remove feats and ASIs.</p><p>* Look for a way to simplify/eliminate some class abilities.</p><p>* Allow multiclassing, I guess, but implement a maximum level gap to eliminate dips.</p><p>* Use some combination of optional and house rules to revise short/long rests to emphasize resource management.</p><p>* Use the slow natural healing optional rule.</p><p>* Do something with cantrips. Not sure what. Think about ritual spells.</p><p>* House rule the whole experience system and slow advancement rate.</p><p>* Do something to simplify/streamline monsters. Kinda tough when even kobolds have special abilities.</p><p></p><p>Of course, at that point, I'm not really playing 5e. Alternatively, I could just use B/X more-or-less out of the box. I just feel like 5e is really good for a more "develop at start" heroic fantasy campaign where the expectation is that you spend some time creating (or "building") a fairly detailed character, with robust mechanical support for that, and with the expectation that he will be (barring misfortune) one of the heroes of this epic story. And B/X is really good for a "develop in play" old-school campaign where a PC is created in five minutes and often dead in less than five. The expectation is that the survivors may develop into heroes in the course of play.</p><p></p><p>All that mechanical weight in 5e that is important to support "hero building" is just excess baggage for an old-school game. Likewise, all those character skills and abilities actually detract from a play style that emphasizes player skill and experience and uses "ruling over rules" to resolve outcomes. In short (too late), I want characters who are defined by what they do in the game and not how they're built mechanically before the game begins. And it's the same with monsters, really. I can run kobolds who are nasty in packs without mechanical special abilities to define them. I don't need the expansive stat blocks this produces.</p><p></p><p>Again, 5e is good. I like it a lot. I'll happily play it in a campaign that plays to its strengths and lets it show its stuff. I just don't think that kind of campaign is "old school."</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 7681475, member: 93631"] I think it's not bad, but it's not as good as B/X. I could do it with the Basic Rules and the following house rules: * Remove backgrounds (at least the crunch). * Use the no-skills optional rules from the DMG. * Remove feats and ASIs. * Look for a way to simplify/eliminate some class abilities. * Allow multiclassing, I guess, but implement a maximum level gap to eliminate dips. * Use some combination of optional and house rules to revise short/long rests to emphasize resource management. * Use the slow natural healing optional rule. * Do something with cantrips. Not sure what. Think about ritual spells. * House rule the whole experience system and slow advancement rate. * Do something to simplify/streamline monsters. Kinda tough when even kobolds have special abilities. Of course, at that point, I'm not really playing 5e. Alternatively, I could just use B/X more-or-less out of the box. I just feel like 5e is really good for a more "develop at start" heroic fantasy campaign where the expectation is that you spend some time creating (or "building") a fairly detailed character, with robust mechanical support for that, and with the expectation that he will be (barring misfortune) one of the heroes of this epic story. And B/X is really good for a "develop in play" old-school campaign where a PC is created in five minutes and often dead in less than five. The expectation is that the survivors may develop into heroes in the course of play. All that mechanical weight in 5e that is important to support "hero building" is just excess baggage for an old-school game. Likewise, all those character skills and abilities actually detract from a play style that emphasizes player skill and experience and uses "ruling over rules" to resolve outcomes. In short (too late), I want characters who are defined by what they do in the game and not how they're built mechanically before the game begins. And it's the same with monsters, really. I can run kobolds who are nasty in packs without mechanical special abilities to define them. I don't need the expansive stat blocks this produces. Again, 5e is good. I like it a lot. I'll happily play it in a campaign that plays to its strengths and lets it show its stuff. I just don't think that kind of campaign is "old school." [/QUOTE]
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