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D&D General Why is "OSR style" D&D Fun For You?

Micah Sweet

Level Up & OSR Enthusiast
What OSR games had freeform multiclassing, freeform dualclassing, feats, trait, powers, or racials that let you dip into other classes and races abilities?
ACKS has a point system for creating custom classes, spells, and just about everything else, on what is essentially the B/X framework.
 

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I never saw wishlists discussed until 4th ed. Although 3rd ed was very supportive of MAKING custom items your character wanted or "needed" for their "build". It was the first edition with detailed tables and rules for that. In old school games folks relied on a combination of treasure tables and "thoughtful placement", and sometimes that meant putting an item the DM knew a given PC would love and find useful in a horde, and sometimes it involved putting a rumor in the world of where such an item could be found, and letting the PCs seek it out if they chose.

The first time I heard the term wishlist and encounter actual wishlists was at the very beginning of 3.5. I am sure they existed before that is when my mind absorbed them as a concept.
 

Mannahnin

Scion of Murgen (He/Him)
What OSR games had freeform multiclassing, freeform dualclassing, feats, trait, powers, or racials that let you dip into other classes and races abilities?

ACKS has a point system for creating custom classes, spells, and just about everything else, on what is essentially the B/X framework.
I don't think that's what he was asking for. He's looking for some of the flexibility that WotC-era D&D gives in terms of customizing and changing a given character as they progress.
 


I want them in both places, and I especially don't want a lack of interesting choices in combat for the fighting specialist.
What I found is that in systems that put a lot of content into combat options, those options tend to be the best thing you can do. In other words, the best solution is on your character sheet. I enjoy that sometimes; the creativity is in figuring out which of the options on your sheet is best for a given situation.

OSR games are fun because there's not a lot on your character sheet--fighting man hits things with axe, as you mention. What makes your fighting man a specialist is how you creatively approach the situation based on the description given by the DM. How do you stack the odds in your favor? This is player skill. Definitely not for everyone! And sometimes it just becomes hit thing with axe because you can't think of anything better. But overall I've found that it leads to creative thinking and emergent gameplay in a way that, say, 5e, does not.
 

overgeeked

B/X Known World
If you want OSR with combat maneuvers, check out DCC RPG’s warrior class. Mighty Deeds is the best combat maneuver system. DCC is an odd duck in that it’s closer to the 3E SRD but it adds a lot that gives OSR vibes. Like chaotic magic, mutations, race-as-class, etc.
 



Snarf Zagyg

Notorious Liquefactionist
Following on the heels of @Mannahnin's excellent summary, I have to ask, @Reynard, are you familiar with the five-part History of the OSR? (Part I, Part II, Part III, Part IV, Part V) It answers a lot of common questions and should be considered required reading for anyone interested in understanding how and why the style came to be where it is (probably alongside that once-viral "Six Cultures of Play" blog post from a couple of years ago).

That is an excellent history! I wholeheartedly approve of it. No notes.

One thing I'd like to pull out of that and really note is that a lot of people have the misimpression, today, that OSR was some kind of reaction to 4e. Which was not the case, at all.

Instead, OSR was largely a reaction against the 2e playing style (which itself was a continuation of the late 1e style), that crystalized in 3e, and was aided by the 3e OGL and the concomitant spread of the internet along with transition to non-TSR products (and the lack of ability to easily purchase them anymore).
 


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