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Community
General Tabletop Discussion
D&D Older Editions
Fans of old school D&D, what are your bare essentials?
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<blockquote data-quote="Lanefan" data-source="post: 8551026" data-attributes="member: 29398"><p>I wouldn't just strip modern D&D down because by just doing that and not adding anything back in you're not left with much. So for me:</p><p></p><p>6 ability scores, bonuses do not have to be unified (more important, they don't have to be linear - the 8-13 range can be +0)</p><p>Variable-by-class xp progression chart; more important is that level-up is achieved via earning xp rather than by milestone or fiat</p><p>Open-ended levels but very slow advancement, slowing further after about 8th such that getting higher than 10th is a rare thing.</p><p>4 classes - warrior, rogue, divine caster, arcane caster (I wouldn't mind a few subclasses - knight, archer, assassin, druid, illusionist - but they can come later)</p><p>Core species: elf, dwarf, human, hobbit</p><p>Individual initiatives re-rolled each round on a d6 (or d10 if that's what you want), no modifiers to the rolls, for fog-of-war randomness</p><p>Most if not all class features baked in - the only real decisions at char-gen are species, class, weapon prof's, and starting equipment</p><p></p><p>And I'd add:</p><p></p><p>Rolled stats</p><p>As many in-play mechanics as possible moved DM-side - this is the best method of simplifying play for the players</p><p>Some sort of capstone or endpoint the players/PCs can aspire to where the focus of play potentially changes from field adventuring to other things (in 1e this was name level, where you could start building strongholds etc.).</p><p></p><p>I'd add more but you want this kept as simple as possible.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8551026, member: 29398"] I wouldn't just strip modern D&D down because by just doing that and not adding anything back in you're not left with much. So for me: 6 ability scores, bonuses do not have to be unified (more important, they don't have to be linear - the 8-13 range can be +0) Variable-by-class xp progression chart; more important is that level-up is achieved via earning xp rather than by milestone or fiat Open-ended levels but very slow advancement, slowing further after about 8th such that getting higher than 10th is a rare thing. 4 classes - warrior, rogue, divine caster, arcane caster (I wouldn't mind a few subclasses - knight, archer, assassin, druid, illusionist - but they can come later) Core species: elf, dwarf, human, hobbit Individual initiatives re-rolled each round on a d6 (or d10 if that's what you want), no modifiers to the rolls, for fog-of-war randomness Most if not all class features baked in - the only real decisions at char-gen are species, class, weapon prof's, and starting equipment And I'd add: Rolled stats As many in-play mechanics as possible moved DM-side - this is the best method of simplifying play for the players Some sort of capstone or endpoint the players/PCs can aspire to where the focus of play potentially changes from field adventuring to other things (in 1e this was name level, where you could start building strongholds etc.). I'd add more but you want this kept as simple as possible. [/QUOTE]
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Fans of old school D&D, what are your bare essentials?
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