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Post by jeffb on Sept 18, 2020 6:22:53 GMT -6
maybe you should try to take elements of 5E and build them into OD&D instead of cutting 5E down. This is the best approach, IMO. Trying to strip 5E bare doesn't accomplish much when it comes to gameplay, other than to make it pretty lackluster (been there done that) Like the idea of 5E HD? Drop 'em in to OD&D. Like the way the Fighters are handled with extra attacks, critical hits, combat styles? Drop 'em into OD&D. Like A/D vs. fiddly modifiers? Drop it into OD&D (many OSR games have already done this- Relics & Ruins is one). Like the idea of Inspiration or Backgrounds, or the way Monster Resistances work? Drop them into OD&D. As an example-I had seen "best of two" or "worst of two" in other games before, but when A/D came out in the NEXT playtest, It clicked and I immediately replaced C&C's Siege Engine mechanic with it. Set a static DC of 15 as a base (+ whatever challenge level to get a total DC), and Attributes that were "Prime" receive advantage on the roll. Non primes, just roll once normally. Works better than the game as written, IMO.
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Post by hamurai on Sept 18, 2020 23:20:23 GMT -6
One of the things we've done is importing class abilities to other games (OD&D, S&W, etc.) to represent some special training, like the Battle Master's manuevers, the Bard's "buff dice", the Champion's increased crit range, stuff like that. Not as in 5E where the character would get these abilities at a certain fixed level, but the player had to earn the abilities on their character's journey, in-game.
We had been using some kinds of special training in OD&D already, and 5E has some nice thematic ideas for (high) fantasy settings.
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