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Why is "OSR style" D&D Fun For You?
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<blockquote data-quote="Sacrosanct" data-source="post: 9077686" data-attributes="member: 15700"><p>Started in 1981 with B/X. Played AD&D as my preferred system until 2012 (when 5e took over).</p><p></p><p>I've never cared that much about resource management. What I do love about OSR is;</p><p></p><ul> <li data-xf-list-type="ul">magic casters mean something. Spells seem more wonderful when you're not spamming the same magic over and over again</li> <li data-xf-list-type="ul">Streamlined play. It really lends to anything that isn't an attack roll or saving throw is a roll under ability check. So every ability point matters (provided you didn't just roleplay out the scenario instead of an ability check in the first place).</li> <li data-xf-list-type="ul">Zero to hero. Accomplishments always feel more satisfying when you start from nothing and work your way up</li> <li data-xf-list-type="ul">Fragility. One thing I don't like in 5e is how RAW, it's almost impossible to die, especially at high level. In AD&D, even at name level, you had to be careful.</li> <li data-xf-list-type="ul">Living worlds. This is more of a balancing thing, but it seems like in modern D&D, the expectation is that every encounter should be balanced and winnable. I much prefer a living world, where that clan of ogres lives up there whether you're 10th level or 1st level. The onus is on the players doing research.</li> <li data-xf-list-type="ul">The gameplay builds your story, not the pre-level 1 book of your backstory.</li> <li data-xf-list-type="ul">Team play. Everyone has a role, unlike other systems where every PC class can solve any problem</li> </ul></blockquote><p></p>
[QUOTE="Sacrosanct, post: 9077686, member: 15700"] Started in 1981 with B/X. Played AD&D as my preferred system until 2012 (when 5e took over). I've never cared that much about resource management. What I do love about OSR is; [LIST] [*]magic casters mean something. Spells seem more wonderful when you're not spamming the same magic over and over again [*]Streamlined play. It really lends to anything that isn't an attack roll or saving throw is a roll under ability check. So every ability point matters (provided you didn't just roleplay out the scenario instead of an ability check in the first place). [*]Zero to hero. Accomplishments always feel more satisfying when you start from nothing and work your way up [*]Fragility. One thing I don't like in 5e is how RAW, it's almost impossible to die, especially at high level. In AD&D, even at name level, you had to be careful. [*]Living worlds. This is more of a balancing thing, but it seems like in modern D&D, the expectation is that every encounter should be balanced and winnable. I much prefer a living world, where that clan of ogres lives up there whether you're 10th level or 1st level. The onus is on the players doing research. [*]The gameplay builds your story, not the pre-level 1 book of your backstory. [*]Team play. Everyone has a role, unlike other systems where every PC class can solve any problem [/LIST] [/QUOTE]
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