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<blockquote data-quote="Sacrosanct" data-source="post: 9551118" data-attributes="member: 15700"><p>I've decided to go with primer, because I think that's the way to go. Much to my chagrin, however, because there are several things I'd like to simplify and make easier (like getting rid of spell slots), but that would cause confusion for someone going from B&B to full 5e. <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>But the reality is that Shadowdark does OSR b/x 5e. Even though B&B came out before Shadowdark, they did it really well and have the exposure. Rather than do that same theme, I think the path forward is to go with primer. Which means 4 core classes, each with a couple subclasses for the most popular 5e classes (for example, Wizard core class has evoker, necromancer, and warlock subclasses). They will be streamlined and simplified of course, but enough to give the experience and feel.</p><p></p><ul> <li data-xf-list-type="ul">Bonus actions out</li> <li data-xf-list-type="ul">Everything is an ability check against a DC (attacks, skill checks, saves)--basically described as a d20 test. Under that is something like, "There are several types of d20 tests--attacking, attempting a task or skill, resisting a magical effect, trap, or poison, etc. for each, roll the d20 and add the ability bonus for the ability that the test calls for, and compare it against the Difficulty Challenge number (DC)." (I haven't finalized that wording, just throwing it out there).</li> <li data-xf-list-type="ul">No defined skills (ability check instead)</li> <li data-xf-list-type="ul">no backgrounds</li> <li data-xf-list-type="ul">no feats</li> <li data-xf-list-type="ul">team initiative</li> <li data-xf-list-type="ul">no temp hit points</li> <li data-xf-list-type="ul">no death saves</li> <li data-xf-list-type="ul">Vision (you either see or don't see, no dim light, and darkvision has been removed from many species--it should be special and valuable).</li> <li data-xf-list-type="ul">Max 10th level</li> <li data-xf-list-type="ul">No multi-classing</li> <li data-xf-list-type="ul">No CR (monsters have levels. it's more intuitive when a monster level is roughly the same power level of a PC of the same level).</li> <li data-xf-list-type="ul">Armor and weapons are into groups: light, medium, heavy. All light armor have the same AC, all medium weapons do 1d8 dmg, etc.</li> <li data-xf-list-type="ul">The +2/+1 ability is just to any ability, regardless of class or species--you just choose which two to add it to.</li> <li data-xf-list-type="ul">Standard Array is default ability score method</li> </ul><p></p><p>Basically I want new players to only have to learn a couple mechanics, and strip those to the most basic functionality. I want it easy to learn with few fiddly bits to worry about. </p><p></p><p>Flexibility comes from options within the species/classes. It doesn't add any more mechanics or rules, but allows players to customize when they'd be using feats/backgrounds in full 5e. Rules don't have to be complex to offer flexibility, IMO.</p><p></p><p>For example, the simple dwarf entry:</p><p></p><p><strong>Dwarf</strong></p><p><em>Stout and solid, you are an imposing figure despite your shorter stature.</em></p><p></p><p>Speed: 30 feet</p><p>Size: Medium or small</p><p></p><p><strong>Traits</strong>: Choose two of the following trait options:</p><ul> <li data-xf-list-type="ul"><strong>Armored </strong>Gain proficiency with light and medium armor.</li> <li data-xf-list-type="ul"><strong>Disciplined </strong>Add an additional +1 bonus to your Wisdom (max 18).</li> <li data-xf-list-type="ul"><strong>Direction Sense</strong> Always know the direction of north. Advantage on Ability Checks to detect secret or hidden passages, doors, and traps.</li> <li data-xf-list-type="ul"><strong>Disease Immunity</strong> Immune to disease, both mundane and magical.</li> <li data-xf-list-type="ul"><strong>Forge Child</strong> Gain resistance to fire damage.</li> <li data-xf-list-type="ul"><strong>Giant Slayer</strong> Gain a +1 bonus to attack rolls against large-sized or larger creatures.</li> <li data-xf-list-type="ul"><strong>Granite Skin</strong> When not wearing armor, add your Constitution bonus to your AC.</li> <li data-xf-list-type="ul"><strong>Robust </strong>Gain 1 HP. Each time you gain a level, you gain an additional 1 HP.</li> <li data-xf-list-type="ul"><strong>Tunnel Fighting</strong> +1 bonus to attack rolls when fighting with at least one solid wall or structure to your flank.</li> </ul></blockquote><p></p>
[QUOTE="Sacrosanct, post: 9551118, member: 15700"] I've decided to go with primer, because I think that's the way to go. Much to my chagrin, however, because there are several things I'd like to simplify and make easier (like getting rid of spell slots), but that would cause confusion for someone going from B&B to full 5e. ;) But the reality is that Shadowdark does OSR b/x 5e. Even though B&B came out before Shadowdark, they did it really well and have the exposure. Rather than do that same theme, I think the path forward is to go with primer. Which means 4 core classes, each with a couple subclasses for the most popular 5e classes (for example, Wizard core class has evoker, necromancer, and warlock subclasses). They will be streamlined and simplified of course, but enough to give the experience and feel. [LIST] [*]Bonus actions out [*]Everything is an ability check against a DC (attacks, skill checks, saves)--basically described as a d20 test. Under that is something like, "There are several types of d20 tests--attacking, attempting a task or skill, resisting a magical effect, trap, or poison, etc. for each, roll the d20 and add the ability bonus for the ability that the test calls for, and compare it against the Difficulty Challenge number (DC)." (I haven't finalized that wording, just throwing it out there). [*]No defined skills (ability check instead) [*]no backgrounds [*]no feats [*]team initiative [*]no temp hit points [*]no death saves [*]Vision (you either see or don't see, no dim light, and darkvision has been removed from many species--it should be special and valuable). [*]Max 10th level [*]No multi-classing [*]No CR (monsters have levels. it's more intuitive when a monster level is roughly the same power level of a PC of the same level). [*]Armor and weapons are into groups: light, medium, heavy. All light armor have the same AC, all medium weapons do 1d8 dmg, etc. [*]The +2/+1 ability is just to any ability, regardless of class or species--you just choose which two to add it to. [*]Standard Array is default ability score method [/LIST] Basically I want new players to only have to learn a couple mechanics, and strip those to the most basic functionality. I want it easy to learn with few fiddly bits to worry about. Flexibility comes from options within the species/classes. It doesn't add any more mechanics or rules, but allows players to customize when they'd be using feats/backgrounds in full 5e. Rules don't have to be complex to offer flexibility, IMO. For example, the simple dwarf entry: [B]Dwarf[/B] [I]Stout and solid, you are an imposing figure despite your shorter stature.[/I] Speed: 30 feet Size: Medium or small [B]Traits[/B]: Choose two of the following trait options: [LIST] [*][B]Armored [/B]Gain proficiency with light and medium armor. [*][B]Disciplined [/B]Add an additional +1 bonus to your Wisdom (max 18). [*][B]Direction Sense[/B] Always know the direction of north. Advantage on Ability Checks to detect secret or hidden passages, doors, and traps. [*][B]Disease Immunity[/B] Immune to disease, both mundane and magical. [*][B]Forge Child[/B] Gain resistance to fire damage. [*][B]Giant Slayer[/B] Gain a +1 bonus to attack rolls against large-sized or larger creatures. [*][B]Granite Skin[/B] When not wearing armor, add your Constitution bonus to your AC. [*][B]Robust [/B]Gain 1 HP. Each time you gain a level, you gain an additional 1 HP. [*][B]Tunnel Fighting[/B] +1 bonus to attack rolls when fighting with at least one solid wall or structure to your flank. [/LIST] [/QUOTE]
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