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Why is "OSR style" D&D Fun For You?
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<blockquote data-quote="bloodtide" data-source="post: 9082291" data-attributes="member: 6684958"><p>Well, more accurate to say free form gaming with combat, adventure and exploration rules.</p><p></p><p>The BIG thing OSR lacked is any sort of universal generic skill system. A character had some skill-like features and abilities, but they were self contained and came in lots of forms. You would have a 30% to notice an odd light, but you had a 1 in 6 chance of noticing a secret door. And in OSR, most things are mostly static....you can't "add" much to your chances most of the time. A character has a 2 in 6 chance of noticing a secret door....forever. Some things did go up with levels, but you had nothing like the 3e/5e customizable skill system.</p><p></p><p>OSR also lacked the combined skill idea that has grown in popularity in modern times. To just have one "athletic skill" that covers "doing anything" or one "search skill" that again just covers "doing anything".</p><p></p><p>OSR has tons of mini games. Come upon some strange sigils...well you have a 20% chance to read them....with a couple modifiers. But only for these sigils. The ones in the next adventure have some other mini game mechanic. </p><p></p><p>But maybe the BIGGEST thing was: OSR relied more on Real Player Knowledge, not fictional character skills. In an OSR game you would have your character hold a candle up to a wall to see if you could detect a breeze and find a secret door. You did not just "roll higher then a DC 10" to skip past finding the door in seconds in many cases. Even if the game had some lite rules, you were still likely to try Real In-Game Actions.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9082291, member: 6684958"] Well, more accurate to say free form gaming with combat, adventure and exploration rules. The BIG thing OSR lacked is any sort of universal generic skill system. A character had some skill-like features and abilities, but they were self contained and came in lots of forms. You would have a 30% to notice an odd light, but you had a 1 in 6 chance of noticing a secret door. And in OSR, most things are mostly static....you can't "add" much to your chances most of the time. A character has a 2 in 6 chance of noticing a secret door....forever. Some things did go up with levels, but you had nothing like the 3e/5e customizable skill system. OSR also lacked the combined skill idea that has grown in popularity in modern times. To just have one "athletic skill" that covers "doing anything" or one "search skill" that again just covers "doing anything". OSR has tons of mini games. Come upon some strange sigils...well you have a 20% chance to read them....with a couple modifiers. But only for these sigils. The ones in the next adventure have some other mini game mechanic. But maybe the BIGGEST thing was: OSR relied more on Real Player Knowledge, not fictional character skills. In an OSR game you would have your character hold a candle up to a wall to see if you could detect a breeze and find a secret door. You did not just "roll higher then a DC 10" to skip past finding the door in seconds in many cases. Even if the game had some lite rules, you were still likely to try Real In-Game Actions. [/QUOTE]
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