iserith
Magic Wordsmith
I'm putting together an upcoming campaign that will based on some D&D 3.Xe adventure materials. So I'm thinking what I might do is implement some house rules and other things to make it feel slightly more like D&D 3.Xe than a regular D&D 5e game. I certainly don't want it to play like D&D 3.Xe, but some small adjustments here and there would be nice to fit in with the feeling I'm going for and perhaps offer a sense of nostalgia for some players.
I came up with the following things so far:
What else would you play up to make a D&D 5e game reference D&D 3.Xe in small ways?
I came up with the following things so far:
- Races: Only the ones from the D&D 3.Xe PHB (human, dwarf, elf, gnome, half-elf, half-orc, halfling).
- Deities: Greyhawk deities as presented in D&D 3.Xe PHB.
- Alignment: Replacing Ideal with a statement regarding alignment pulled from the Basic Rules (e.g. "Neutral Good. I do the best I can to help others according to their needs..."). Clerics and paladins must match their deity's alignment - not technically a rule in D&D 3.Xe, but I want to play up mechanical aspect of alignment in certain ways. In social interaction challenges, characters with diametrically opposed alignment to the NPC have disadvantage on ability checks. Add more alignment requirements or benefits for magic items.
- Favored Weapons: Clerics and paladins get proficiency with their deity's favored weapons if they don't already have it.
- The Odd Reference: Look for opportunities to reference the D&D 3.Xe rules or quirky play experience in the fiction, sort of like Easter eggs (e.g. a kobold named Pun-Pun).
What else would you play up to make a D&D 5e game reference D&D 3.Xe in small ways?