OSR Why does OSR Design Draw You In?

That's the only thing I idealize about 3e - not the class builds and theorycrafting, but the breadth of the simulationist toolbox that it provided DMs (and simpler mechanics). AD&D was similar in many regards, but the rules are not as smooth for those who are only used to 5e. Maybe a5e is my best option for that - I've been wishing that there was a simulationist 5e. I'm curious what your rules doc looks like.
It's very long, because it's also a reference for my players, and I wanted to not have to go through a bunch of documents to find a specific rules widget. I'm in the process of transcribing everything I'm using that's not from an explicitly A5e source (WotC D&D or some other 5e). I'd be happy to share it if you send a message.
 

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If you want to be a pirate, be a pirate, instead of making your Pirate Check.
I think this summarize perfectly what I enjoy about OSR. Its more player-driven, actual roleplaying instead of finding the right skill or rule. I also really enjoy the community and very diverse collection of adventures, rules, hacks etc.
 

1d20 + descending AC ≥ THAC0 starts out as single-digit addition compared to a double-digit target number, but as the levels go up, the numbers get smaller. They don't consistently turn negative and involve subtraction until very high levels indeed.
Its just unintuitive. It makes more sense for most people to add an attack bonus to an attack roll than the targets AC. There is a reason most player and DM prefer the the new version if they didn't grew up with Thac0.
 

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