OSR Trying Out Old School Essentials

I know they did a new printing and I'm not sure if Basic and Advanced are still separated though.
The new version is in progress; printing is supposed to start in July.

Here are the details:
 

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I quite like the cantrips of 5e, but I think a good compromise would be that wizards can use rechargeable wands or staffs that do something similar. Gives wizards some magical ammo, you can make it do d4 damage and it shouldn't be overpowered, effectively they're throwing a dagger in damage but using a magic implement to do it. Allow recharging using downtime.
Back in the day, I always put a wand of magic missiles early on the level 1 of the first dungeon. Player didn't know the number of charges.
 

The new version is in progress; printing is supposed to start in July.

Here are the details:
I'm a sucker, I'll probably buy them even if I said I wouldn't months ago.
 

I do think some sort of house rule mitigating simple death at 0 is usually a nice thing to add to B/X aka OSE.
I've a fairly simple "increasing death save" mechanic for years. After the combat where the PC is downed is over (assuming the party wins or the downed PC is recovered in the retreat) the PC rolls a d20 save. This "Death Save" starts at 10. 50/50 to survive. The save increases permanently (barring like magic and whatnot) by 1 each time the PC makes the save. One can also allow recovery without a save if the PC is dropped to exactly 0 HP and I have a chirurgy skill that means if the skilled player spends the rest of the combat stabilizing a downed PC (or multiple downed PCs) the roll is with advantage (aka reroll failed death save).

A PC who has made a death save is at "0" HP until healed - meaning they 1) Automatically fail deadly all saves and 2) die without an additional save if they take damage. Otherwise the PC is the same as always ... they can fight, take risks and do stupid things etc.

One can do other things with this mechanic as it's another thing on the PC's sheet that effects survivability.
 


I'm seeing this being recommended a lot. Any tips on how many hours would it typically take?
It's hard to say for sure.

Definitely hours, as it's a lot of problem solving, especially if the group doesn't find the secret door early on that sneaks them down to the end area of the dungeon. But the end area has one BIG puzzle to figure out and then some challenging social encounters.

My group managed to stretch it to three three-hour sessions, but that felt high. I suspect most groups finish it in about five hours or so, although they could theoretically sprint through it if they were experienced with OSR dungeons and knew how to find and disable traps, how to spot secret doors, how to deal with some of the other obstacles, etc.
 

It's hard to say for sure.

Definitely hours, as it's a lot of problem solving, especially if the group doesn't find the secret door early on that sneaks them down to the end area of the dungeon. But the end area has one BIG puzzle to figure out and then some challenging social encounters.

My group managed to stretch it to three three-hour sessions, but that felt high. I suspect most groups finish it in about five hours or so, although they could theoretically sprint through it if they were experienced with OSR dungeons and knew how to find and disable traps, how to spot secret doors, how to deal with some of the other obstacles, etc.
I concur. I kind of expected it to be two four or so hour sessions, but my group stretched it longer than that, playing very cautious and thorough. An experienced group I think could run through it in 2 or even 1 session, but it was my group's first OSR adventure, and after some casualties from the first big trap, they got very careful.
 


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