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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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So when D&D isn't for me, what is?
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<blockquote data-quote="Remathilis" data-source="post: 4688665" data-attributes="member: 7635"><p>Seriously? Second Edition AD&D.</p><p></p><p><span style="color: Blue">1. Primarily fantasy. Fantasy gaming should be the primary focus of the system. Having non fantasy setting books are ok, but not required</span></p><p></p><p>2e has some traditional fantasy worlds (Realm, Hawk, Lance) as well as pseudo-fantasy (Sun, Loft, Scape) and some alt-fantasy (Quadim) and historicals (green books). There's even a supplement to play 1890s Victorian Horror!</p><p></p><p><span style="color: Blue">2. High/Low magic. Magic should be powerful both globally or in encounters/smaller scale. Yet magic should also be uncommon so that most commoners are likely never affected by it. Not like, say Eberron where magic is everywhere</span></p><p></p><p>You could run the gamut of Realms-level high magic to non-magical Medieval France. </p><p></p><p><span style="color: Blue">3. Not too complex. A action should not require more than two die rolls to complete</span></p><p></p><p>Getting over a few wonky subsystems, most 2e actions are 2-3 dice rolls tops. </p><p></p><p><span style="color: Blue">4. Not gritty, but it should also be possible to play more normal stories than "Heroe saves the world" things</span></p><p></p><p>Core 2e is VERY High-fantasy themed. Grittiness comes from its settings, season to taste. </p><p></p><p><span style="color: Blue">5. (related to 4). Combat should not be so deadly that the players are afraid to enter combat. But it should still be dangerous, so no "the players will always win without losses" assumptions</span></p><p><span style="color: Blue"></span></p><p></p><p>Yup. Low-mid level 2e.</p><p></p><p><span style="color: Blue">6. The game should not fall apart when you play it in a simulationist way and question things with were only included for coolness despite making no sense. At best, it should be easy to houserule them out.</span></p><p></p><p>Still a good fit. </p><p></p><p><span style="color: Blue">7. (related to 6) The game shouldn't sacrifice too much believability for streamlining or, especially, coolness</span></p><p></p><p>Done. There is nothing streamlined, or cool, about 2e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><span style="color: Blue">8. No buster swords, chainmail bikinis and other such nonsense</span></p><p></p><p>::looks at 2e PHB:: Nope. </p><p></p><p><span style="color: Blue">9. Combat should be more "down to earth" and not include many wuxia elements.</span></p><p></p><p>Does "I make 2 attacks with my longsword" count as Wuxia?</p><p><span style="color: Blue"></span></p><p><span style="color: Blue">10. While combat should be covered rather well rules wise, doing something else than that should not require you to freeform. It doesn't need rules for everything, but at least should have such a framework which allows you to easily craft new "skills" (or whatever the system uses) to run a adventure with an uncommon focus</span></p><p></p><p>Welcome to Non-weapon proficiencies. You can define what a PC knows/doesn't know, but actual actions (and such) are open to DM fiat if wanted. If not, straight die roll. </p><p></p><p><span style="color: Blue">11. Believable characters with strengths and weaknesses.</span></p><p><span style="color: Blue"></span></p><p></p><p>That's a Player's job, but 2e PCs have strengths AND weaknesses.</p><p></p><p><span style="color: Blue">12. (related to 11) NPCs using the same system as PCs</span></p><p></p><p>Yup.</p><p></p><p><span style="color: Blue">13. (related to 12) It should be possible to play monsters, either out of the book or after small tweaking</span></p><p></p><p>Complete Book of Humanoids</p><p></p><p><span style="color: Blue">14. Either classless or more open classes with good multiclass rules.</span></p><p><span style="color: Blue"></span></p><p></p><p>Good multi-class rules would require loosing up the current restrictions, but classless (or pesudo-classless) can be done using Player's Options. </p><p></p><p>Hows that? Get your 2e books out and roll some dice. I call the ranger!</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4688665, member: 7635"] Seriously? Second Edition AD&D. [COLOR="Blue"]1. Primarily fantasy. Fantasy gaming should be the primary focus of the system. Having non fantasy setting books are ok, but not required[/COLOR] 2e has some traditional fantasy worlds (Realm, Hawk, Lance) as well as pseudo-fantasy (Sun, Loft, Scape) and some alt-fantasy (Quadim) and historicals (green books). There's even a supplement to play 1890s Victorian Horror! [COLOR="Blue"]2. High/Low magic. Magic should be powerful both globally or in encounters/smaller scale. Yet magic should also be uncommon so that most commoners are likely never affected by it. Not like, say Eberron where magic is everywhere[/COLOR] You could run the gamut of Realms-level high magic to non-magical Medieval France. [COLOR="Blue"]3. Not too complex. A action should not require more than two die rolls to complete[/COLOR] Getting over a few wonky subsystems, most 2e actions are 2-3 dice rolls tops. [COLOR="Blue"]4. Not gritty, but it should also be possible to play more normal stories than "Heroe saves the world" things[/COLOR] Core 2e is VERY High-fantasy themed. Grittiness comes from its settings, season to taste. [COLOR="Blue"]5. (related to 4). Combat should not be so deadly that the players are afraid to enter combat. But it should still be dangerous, so no "the players will always win without losses" assumptions [/COLOR] Yup. Low-mid level 2e. [COLOR="Blue"]6. The game should not fall apart when you play it in a simulationist way and question things with were only included for coolness despite making no sense. At best, it should be easy to houserule them out.[/COLOR] Still a good fit. [COLOR="Blue"]7. (related to 6) The game shouldn't sacrifice too much believability for streamlining or, especially, coolness[/COLOR] Done. There is nothing streamlined, or cool, about 2e. ;) [COLOR="Blue"]8. No buster swords, chainmail bikinis and other such nonsense[/COLOR] ::looks at 2e PHB:: Nope. [COLOR="Blue"]9. Combat should be more "down to earth" and not include many wuxia elements.[/COLOR] Does "I make 2 attacks with my longsword" count as Wuxia? [COLOR="Blue"] 10. While combat should be covered rather well rules wise, doing something else than that should not require you to freeform. It doesn't need rules for everything, but at least should have such a framework which allows you to easily craft new "skills" (or whatever the system uses) to run a adventure with an uncommon focus[/COLOR] Welcome to Non-weapon proficiencies. You can define what a PC knows/doesn't know, but actual actions (and such) are open to DM fiat if wanted. If not, straight die roll. [COLOR="Blue"]11. Believable characters with strengths and weaknesses. [/COLOR] That's a Player's job, but 2e PCs have strengths AND weaknesses. [COLOR="Blue"]12. (related to 11) NPCs using the same system as PCs[/COLOR] Yup. [COLOR="Blue"]13. (related to 12) It should be possible to play monsters, either out of the book or after small tweaking[/COLOR] Complete Book of Humanoids [COLOR="Blue"]14. Either classless or more open classes with good multiclass rules. [/COLOR] Good multi-class rules would require loosing up the current restrictions, but classless (or pesudo-classless) can be done using Player's Options. Hows that? Get your 2e books out and roll some dice. I call the ranger! [/QUOTE]
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