Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The indispensible 1e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Keldryn" data-source="post: 5894247" data-attributes="member: 11999"><p><strong>Character Creation</strong></p><p></p><ul> <li data-xf-list-type="ul">Fast character creation: roll your 6 ability scores, pick a class and race, buy equipment, name your character. Roll for/choose a secondary skill and adjust abilities for age category if you're using those rules. 10 to 15 minutes and you're done. The flexibility of having hundreds of feats, powers, alternate class features, and substitution levels can be nice, but searching through half a dozen books to find just the right ability for your character can easily push character creation time to a couple of hours.</li> <li data-xf-list-type="ul">Organic character growth. You don't plan your advancement from 1st level through the "endgame" to make sure that you can qualify for everything that you need to "realize your character concept."</li> <li data-xf-list-type="ul">Characters of similar archetypes are differentiated by <em>what they do in the game</em> instead of <em>what special abilities and modifiers they have on their character sheet</em>.</li> </ul><p><strong>Magic</strong></p><p></p><p></p><ul> <li data-xf-list-type="ul">Magic that is very powerful but potentially dangerous. Teleport spells that can make you materialize inside solid rock if you're not careful. Spells like haste that can age you prematurely. Polymorph spells that carry a risk of killing you (system shock roll). <em>"The thing about magic -- there's always consequences -- always!"</em> Spike, <em>Buffy the Vampire Slayer</em></li> <li data-xf-list-type="ul">Powerful magic that isn't easily recovered. 1st level spells require the caster to have slept at least 4 hours and take 15 minutes per spell to memorize. 9th level spells require <em>12 hours</em> of rest and <em>3 hours of study</em> to memorize a single spell. A 10th-level magic-user going nova with all of his spells in a 15-minute adventuring day would mean having to rest a full 8 hours and then spend almost 10 hours preparing all of his spells again.</li> <li data-xf-list-type="ul">Divine and arcane magic don't have a great deal of overlap</li> <li data-xf-list-type="ul">Clerics and Druids have no more than 12 spells per level on their spells lists -- when you get to choose freely every day from your entire spell list, it needs to be a pretty concise list</li> <li data-xf-list-type="ul">Resurrection that isn't guaranteed to work, and which has an upper limit (-1 to Con every time you are brought back to life).</li> <li data-xf-list-type="ul">Illusionists have a distinct spell list from magic-users, including many exclusive spells.</li> <li data-xf-list-type="ul">Acquisition of spells and magic items are mostly up to the DM</li> </ul><p><strong>Gameplay</strong></p><p></p><ul> <li data-xf-list-type="ul">Combat is abstract; 1-minute rounds allow for any reasonable character actions without having to enforce a structure "action economy"</li> <li data-xf-list-type="ul">Combat is fast; a low-level encounter can often be resolved in 10 minutes. Even higher-level encounters with a large number of combatants are unlikely to take much longer than 30 minutes.</li> <li data-xf-list-type="ul">XP for treasure acquired: oft-derided as not making sense, this is simply a quick and easy way to judge the "challenge level" of an adventure. The assumption is that the most valuable treasures will be hidden in the most difficult-to-reach locations and PCs will encounter the most dangerous monsters on the way there and back.</li> <li data-xf-list-type="ul">Group initiative: this makes combat move quickly and keeps all of the players engaged in the game as they all take their turns pretty much simultaneously.</li> <li data-xf-list-type="ul">Hit point acquisition levels off. Once characters reach "name" level (9th to 11th depending on class), they stop getting a full hit die plus con bonus to hit points and simply gain 1, 2, or 3 hit points per level. There are no monsters with 500 or 1,200 hit points.</li> <li data-xf-list-type="ul">Saving throws that aren't affected by caster or monster level. A high-level fighter can resist most spells cast at him and shrug off a dragon's breath simply because he is tough and awesome.</li> </ul><p>And perhaps one of the most important things: the players don't need to know all of the rules, and a brand-new player doesn't have to learn much before he can start playing. I've never had a new player not "get" how to play Basic D&D or AD&D within minutes, unlike my experience with teaching WotC D&D to new players.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5894247, member: 11999"] [B]Character Creation[/B] [LIST] [*]Fast character creation: roll your 6 ability scores, pick a class and race, buy equipment, name your character. Roll for/choose a secondary skill and adjust abilities for age category if you're using those rules. 10 to 15 minutes and you're done. The flexibility of having hundreds of feats, powers, alternate class features, and substitution levels can be nice, but searching through half a dozen books to find just the right ability for your character can easily push character creation time to a couple of hours. [*]Organic character growth. You don't plan your advancement from 1st level through the "endgame" to make sure that you can qualify for everything that you need to "realize your character concept." [*]Characters of similar archetypes are differentiated by [I]what they do in the game[/I] instead of [I]what special abilities and modifiers they have on their character sheet[/I]. [/LIST] [B]Magic[/B] [LIST] [*]Magic that is very powerful but potentially dangerous. Teleport spells that can make you materialize inside solid rock if you're not careful. Spells like haste that can age you prematurely. Polymorph spells that carry a risk of killing you (system shock roll). [I]"The thing about magic -- there's always consequences -- always!"[/I] Spike, [I]Buffy the Vampire Slayer[/I] [*]Powerful magic that isn't easily recovered. 1st level spells require the caster to have slept at least 4 hours and take 15 minutes per spell to memorize. 9th level spells require [I]12 hours[/I] of rest and [I]3 hours of study[/I] to memorize a single spell. A 10th-level magic-user going nova with all of his spells in a 15-minute adventuring day would mean having to rest a full 8 hours and then spend almost 10 hours preparing all of his spells again. [*]Divine and arcane magic don't have a great deal of overlap [*]Clerics and Druids have no more than 12 spells per level on their spells lists -- when you get to choose freely every day from your entire spell list, it needs to be a pretty concise list [*]Resurrection that isn't guaranteed to work, and which has an upper limit (-1 to Con every time you are brought back to life). [*]Illusionists have a distinct spell list from magic-users, including many exclusive spells. [*]Acquisition of spells and magic items are mostly up to the DM [/LIST] [B]Gameplay[/B] [LIST] [*]Combat is abstract; 1-minute rounds allow for any reasonable character actions without having to enforce a structure "action economy" [*]Combat is fast; a low-level encounter can often be resolved in 10 minutes. Even higher-level encounters with a large number of combatants are unlikely to take much longer than 30 minutes. [*]XP for treasure acquired: oft-derided as not making sense, this is simply a quick and easy way to judge the "challenge level" of an adventure. The assumption is that the most valuable treasures will be hidden in the most difficult-to-reach locations and PCs will encounter the most dangerous monsters on the way there and back. [*]Group initiative: this makes combat move quickly and keeps all of the players engaged in the game as they all take their turns pretty much simultaneously. [*]Hit point acquisition levels off. Once characters reach "name" level (9th to 11th depending on class), they stop getting a full hit die plus con bonus to hit points and simply gain 1, 2, or 3 hit points per level. There are no monsters with 500 or 1,200 hit points. [*]Saving throws that aren't affected by caster or monster level. A high-level fighter can resist most spells cast at him and shrug off a dragon's breath simply because he is tough and awesome. [/LIST] And perhaps one of the most important things: the players don't need to know all of the rules, and a brand-new player doesn't have to learn much before he can start playing. I've never had a new player not "get" how to play Basic D&D or AD&D within minutes, unlike my experience with teaching WotC D&D to new players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The indispensible 1e
Top