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Why is "OSR style" D&D Fun For You?
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<blockquote data-quote="GreyLord" data-source="post: 9078525" data-attributes="member: 4348"><p>Depends on what one means. One thing I LIKED about many of the Games from yesteryear were their simplicity.</p><p></p><p>With B/X or BECMI (and to a lesser degree AD&D) you rolled up your character and got equipment and were ready to go. You didn't have to worry about spending time on Feats, Non-Weapon Profficiencies, allocating skill points, or any of that. It was make your character and go.</p><p></p><p>Rules were rather simple overall. If you used THAC0 than it was simply calculate your default THAC0 out before hand and then just take the AC of whatever you were facing from it. If you didn't use THAC0 than it was as simple as keeping the hit chart table near and looking it up.</p><p></p><p>It was the simplicity of it all. 5e tries to make a simpler game, but in the end, TSR games prior to 1984 were all simpler than 5e is. </p><p></p><p>That's what I "love" about OSR.</p><p></p><p>I also enjoy the idea that your character was TRULY yours. It wasn't defined by what skills and abilities they had. Sure, they were defined by their class (a Fighter is a Fighter for example) but it wasn't the skills you got as you level up that defined you, nor the spells you got...but the voyage. Your Fighter was different because of YOU. You determined who that fighter was and their character. THAT's what truly made them different from every other fighter out there. It was the experiences YOU put into it and what you put in determined what you got out of it.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 9078525, member: 4348"] Depends on what one means. One thing I LIKED about many of the Games from yesteryear were their simplicity. With B/X or BECMI (and to a lesser degree AD&D) you rolled up your character and got equipment and were ready to go. You didn't have to worry about spending time on Feats, Non-Weapon Profficiencies, allocating skill points, or any of that. It was make your character and go. Rules were rather simple overall. If you used THAC0 than it was simply calculate your default THAC0 out before hand and then just take the AC of whatever you were facing from it. If you didn't use THAC0 than it was as simple as keeping the hit chart table near and looking it up. It was the simplicity of it all. 5e tries to make a simpler game, but in the end, TSR games prior to 1984 were all simpler than 5e is. That's what I "love" about OSR. I also enjoy the idea that your character was TRULY yours. It wasn't defined by what skills and abilities they had. Sure, they were defined by their class (a Fighter is a Fighter for example) but it wasn't the skills you got as you level up that defined you, nor the spells you got...but the voyage. Your Fighter was different because of YOU. You determined who that fighter was and their character. THAT's what truly made them different from every other fighter out there. It was the experiences YOU put into it and what you put in determined what you got out of it. [/QUOTE]
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