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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8953016" data-attributes="member: 11760"><p>I think we'd need to define what an OSR game is, then. I run both OSR and 5E and I think they do very different things.</p><p></p><p>While one <em>could </em>run courtly intrigue in OSR or mega-dungeon crawls in 5E, it's not what each is best at. OSR characters tend to be a lot leaner, mechanically, and focused mostly on dungeon crawling. Even the most melee-focused 5E characters have abilities and skills that apply to life outside the dungeon.</p><p></p><p>For running rogue-like adventures, where the chance of death is extremely high, and players explicitly should not expect to have a long-term relationship with their characters, OSR games are simply a better ruleset -- if nothing else, it doesn't take 30 minutes of fiddling around in D&D Beyond to make a new character after the last one dies hideously.</p><p></p><p>Now, a lot of OSR games are interested in replicating the fiddlier forms of old D&D -- to-hit matrices, saving throw charts, etc. -- but I'd say that's more of a hallmark of a retroclone rather than simply what makes an OSR game. There are plenty of OSR games that aren't trying to be a retroclone, like Mothership. This is another one.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8953016, member: 11760"] I think we'd need to define what an OSR game is, then. I run both OSR and 5E and I think they do very different things. While one [I]could [/I]run courtly intrigue in OSR or mega-dungeon crawls in 5E, it's not what each is best at. OSR characters tend to be a lot leaner, mechanically, and focused mostly on dungeon crawling. Even the most melee-focused 5E characters have abilities and skills that apply to life outside the dungeon. For running rogue-like adventures, where the chance of death is extremely high, and players explicitly should not expect to have a long-term relationship with their characters, OSR games are simply a better ruleset -- if nothing else, it doesn't take 30 minutes of fiddling around in D&D Beyond to make a new character after the last one dies hideously. Now, a lot of OSR games are interested in replicating the fiddlier forms of old D&D -- to-hit matrices, saving throw charts, etc. -- but I'd say that's more of a hallmark of a retroclone rather than simply what makes an OSR game. There are plenty of OSR games that aren't trying to be a retroclone, like Mothership. This is another one. [/QUOTE]
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