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Cool, I missed that one. Mass combat in Beyond the Wall, huh? The village is all grown up it seems.
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It was forced upon them by their nemesis!Cool, I missed that one. Mass combat in Beyond the Wall, huh? The village is all grown up it seems.
I bought it as soon as I found out about its existence. The author trimmed a lot of fat; no feats, reduced class options, no skills, level 10 cap, etc. so you have the nice clarity of B/X with 5e elegance. It is an excellent example of what can be done with 5e and I hope to see more supplements in this vein.Check out Into the Unknown which is 5e as viewed through a B/X lens.
Hey man glad to see someone feels the same way. I feel like levels 10-12 are good caps for pretty much every edition of D&D. At that point characters are like Conan, Merlin, or John Carter; they are at the peak of human ability but still within the realm of plausibility. Once you go beyond that stage PCs stray into superhero or mythic territory and I'd rather play MSH or Exalted to get that fix.I also actively avoid high level play.
I consider 6th level my total break-up point in those games...Yah, back in the day, I considered levels 10-14 (e.g., Q1 Queen of the Demonweb Pits) VERY high level. Thus, I never saw the need to go much beyond named level in AD&D, nor to get anything past B/X in the BECMI line.
I think I really started having fun around 4th or 5th, but started to get bored much after 9th.I consider 6th level my total break-up point in those games...
Different stuff for different people, man. I find E6 to be an wonderful idea, and to allow for epic play!I think I really started having fun around 4th or 5th, but started to get bored much after 9th.
It's telling that the high-level AD&D adventures in the Gygax era (D1-3, Q1, EX1-2, and WG6) all included fiat-based rules exceptions to remove character abilities (e.g. certain spells don't function or function weirdly, magic items lose some "plusses," monsters have fiat Magic Resistance due to "the strange radiation of their homeland," etc.), in order to effectively push the high-level PCs back down into the mid-level sweet spot. I know people have spent decades railing against this as cheating and lazy design but I take it as just a tacit admission that the the game works better at mid-levels (up to about 10-12 at the maximum) and higher-level characters and effects work better as NPCs and antagonists, so when the PCs get to those levels they should probably retire, becoming effectively quasi-NPC patrons to the next generation of characters. I know a lot of players don't like that and want to have their PC have Ultimate Power and be able to sling all those top level spells and have the most powerful magic items, but the game works better when they don't.
Both of them have lists of spells that won't function on the particular demiplanes where they're set. Both disallow various conjuration/summoning and instant-transport type spells, WG6 further disallows most divination-type spells and wish/limited wish/alter reality.That final battle at the end of Isle of the Ape can TPK even a high level party without any nerfing required. In fact contra to Gygax's rep as a killer DM I recall he even has an NPC escape hatch for the PCs if they're getting their asses kicked. Land Beyond the Magic Mirror is also a tough high level module, although I can''t recall if there is much nerfing on that demiplane. I think those are both fun modukes, Land... remains one of my favourites.
Mythras, ACKS and C&C — a man after my own heart.
I’d go with ACKS for a B/X or BECMI/RC feel, which is often, because I’m a big RC-head.
C&C (with a little house ruling of the core mechanic) for an AD&D1 feel, like the classic modules. I could be persuaded to use it for a Greyhawk campaign.
D&D5 for an AD&D2+ or WotC feel (if that makes any sense). More of a high fantasy, save the world feel, a dash of superheroics, maybe more “new school” colors from China Miéville to Warcraft. I really associate the Forgotten Realms, even the “gray box” first edition, with this. And Eberron, of course.
Two games that have been quoted and that I’d love to try are Astonishing Swordsmen & Sorcerers of Hyperborea, and Beyond The Wall.
The biggest problem for me running D&D these days is that I'm often limited to just a couple of players, and D&D seems to assume 4+ players of various classes. As such, I'm caught between running D&D and trying to make it work with just two PCs, or looking for a whole different system while capturing the feel of old D&D adventures.
I'm never opposed to multi-classes, but it seems like my players rarely want to do that. I think it's more about scaling down combat, which can be hard to do while still feeling like D&D sometimes.This is one of the suggested use-cases for the Gestalt rules in 3.5. Have you considered letting all of your characters-- regardless of race-- multiclass?
I've been threatening for years that I was going to make a BECMI plus Player's Option clone. As an intermediate step, and my submission for this thread, I'm going to try converting the parts of Player's Option I want to run to Rules Cyclopedia D&D and running that.
I find your ideas intriguing and will check out your Kickstarter when it launches.
I'd see that as a feature, myself...The biggest problem for me running D&D these days is that I'm often limited to just a couple of players, and D&D seems to assume 4+ players of various classes. As such, I'm caught between running D&D and trying to make it work with just two PCs, or looking for a whole different system while capturing the feel of old D&D adventures.
So to expand a bit. How I see it.13th age.
Don't know how serious you are, but will be something of a proof-of-concept for my retrowhatever house system-- starting with Shroompunk, and hopefully including Galactic Dragons and the currently untitled "generic D&D" version.
My biggest issue with the system is that it doesn't really do a lot to emulate a specific world and create immersion in it - but does any version of D&D do that?
I am using D&D-style to mean "dungeon" crawling - exploring zero to hero fantasy.When you want to play a D&D-style game, what is your go-to game and why? Do you have more than one go-to D&D game?
Couple of months ago, I would have said Advanced Dungeons & Dragons, Second Edition with the Player's Option rules-- accept no substitutions-- but after having run exactly that game for a couple of weeks I am starting to remember how goddamned sick I was of a lot of the AD&D cruft when I switched to Third Edition twenty years ago.
I've been threatening for years that I was going to make a BECMI plus Player's Option clone. As an intermediate step, and my submission for this thread, I'm going to try converting the parts of Player's Option I want to run to Rules Cyclopedia D&D and running that.
Other than that, yeah... Rules Cyclopedia, Flying Swordsmen, Dark Dungeons. The more I realize I prefer Classic D&D to Advanced, the more I'm looking at different retroclones to see which ones have useful parts for playing D&D the way I grew up with.
My first Savage Worlds campaign was mid-campaign conversion of a D&D 3.5 game I was running, and it worked very well.Savage Worlds. I can do anything ever presented by D&D with as much detail or as little detail as I like without missing a beat, but do it faster, and easier.
My first Savage Worlds campaign was mid-campaign conversion of a D&D 3.5 game I was running, and it worked very well.
I'm sure you have heard me say this before tenbones, but for the benefit of the thread, there are a few things to keep in mind. With magic items, you don't want to go down the road of increasing bonuses over a campaign. Keep bonuses from items in the +1 to +2 range. Instead have items with cool, unique powers (and/or drawbacks, of course), and one-use items like potions and scrolls are always good.
In D&D, you typically get into fights with a similar number of combatants but with everyone having more HP. Given the smaller power scale of SW, it's not a great idea to keep piling bigger and bigger Toughness scores onto monsters indefinitely. With SW, it's better to scale up fights by making having more combatants, not just the number of monsters, but also give the PCs opportunities to have Extras on their side for big fights. These can be hirelings, but they can also be allies the players have made over the course of a campaign. Extras also make great "treasure". If a PC performs a quest for the local duke, he might knight the PC and give him some men-at-arms to serve him. Too many NPCs in a party can be a burden to manage in D&D, but its largely painless in SW, even if all the PCs have some followers of their own.