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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Taking the OSE Initiate Feat
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<blockquote data-quote="Mannahnin" data-source="post: 9839296" data-attributes="member: 7026594"><p>1. <strong><span style="color: rgb(97, 189, 109)">OSE </span></strong>is a restatement, reorganization and clarification of <strong><span style="color: rgb(97, 189, 109)">1981 Basic/Expert D&D </span></strong>while <strong><span style="color: rgb(184, 49, 47)">OSRIC </span></strong>is a restatement, reorganization and clarification of <strong><span style="color: rgb(184, 49, 47)">1977-1979 AD&D 1st edition</span></strong>. These are somewhat different games, with AD&D having separate race & class, more complex and swingy ability score charts, more generous hit points and spells, and lots of additional rules like psionics, grappling and two other forms of unarmed combat, more monsters, spells, magic items, classes, weapons, armor, additional rules for things like attack bonuses and penalties for different weapons vs armor types, and more complex initiative rules.</p><p></p><p>1a. That being said, because the core mechanics (concepts like armor class, HD to attack matrices, saving throws) are so similar between the games, the degree of compatibility remains high. To increase OSE's usability with classic AD&D and modern OSRIC adventures <em>even more</em>, OSE has an Advanced Adventures variant, which implements practically all the options from AD&D (separate race and class, additional classes, monsters, magic items, etc.) in OSE. So this means if you're running an old AD&D module with OSE Advanced, you don't have to worry about running into a monster, spell, class or magic item which wasn't present in B/X and needing to substitute or make up rules. OSE Advanced has you covered.</p><p></p><p>2. DCC to Old School D&D conversion. I have not done the conversion work, but have run and played quite a lot of old school D&D and read DCC closely. That conversion rate does seem to me like a good rule of thumb given the extra powers and abilities DCC characters have.</p><p></p><p>3. There are no critical hits in the OSE rules. There were none in either B/X D&D or in 1st edition AD&D; Gary Gygax famously thought they were a terrible idea and said so in the AD&D DMG. AD&D didn't introduce them as an optional rule until 2nd edition in 1989, four years after he left the company. That being said, they've always been a popular house rule, going back to the 70s, so modern tables do sometimes incorporate them.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9839296, member: 7026594"] 1. [B][COLOR=rgb(97, 189, 109)]OSE [/COLOR][/B]is a restatement, reorganization and clarification of [B][COLOR=rgb(97, 189, 109)]1981 Basic/Expert D&D [/COLOR][/B]while [B][COLOR=rgb(184, 49, 47)]OSRIC [/COLOR][/B]is a restatement, reorganization and clarification of [B][COLOR=rgb(184, 49, 47)]1977-1979 AD&D 1st edition[/COLOR][/B]. These are somewhat different games, with AD&D having separate race & class, more complex and swingy ability score charts, more generous hit points and spells, and lots of additional rules like psionics, grappling and two other forms of unarmed combat, more monsters, spells, magic items, classes, weapons, armor, additional rules for things like attack bonuses and penalties for different weapons vs armor types, and more complex initiative rules. 1a. That being said, because the core mechanics (concepts like armor class, HD to attack matrices, saving throws) are so similar between the games, the degree of compatibility remains high. To increase OSE's usability with classic AD&D and modern OSRIC adventures [I]even more[/I], OSE has an Advanced Adventures variant, which implements practically all the options from AD&D (separate race and class, additional classes, monsters, magic items, etc.) in OSE. So this means if you're running an old AD&D module with OSE Advanced, you don't have to worry about running into a monster, spell, class or magic item which wasn't present in B/X and needing to substitute or make up rules. OSE Advanced has you covered. 2. DCC to Old School D&D conversion. I have not done the conversion work, but have run and played quite a lot of old school D&D and read DCC closely. That conversion rate does seem to me like a good rule of thumb given the extra powers and abilities DCC characters have. 3. There are no critical hits in the OSE rules. There were none in either B/X D&D or in 1st edition AD&D; Gary Gygax famously thought they were a terrible idea and said so in the AD&D DMG. AD&D didn't introduce them as an optional rule until 2nd edition in 1989, four years after he left the company. That being said, they've always been a popular house rule, going back to the 70s, so modern tables do sometimes incorporate them. [/QUOTE]
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Taking the OSE Initiate Feat
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