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Mon 10 Jun 2019 08:37:06 AM EDT
Slept from eleven to seven.
Woke briefly around four.
High of seventy-four and rainy today.
For no particular reason, I decided to take the day off work.
Goals:
- D&D stuff
Done.
- Read a novel
Done.
https://beyondtheblackgate.blogspot.com/2015/04/the-old-school-roots-of-d-5e.html
> Apparently its no coincidence people report their play experience of 5E D&D being very reminiscent of the 1981 B/X experience. According to a series of recent posts on lead designer Mike Mearl's Facebook page, the new edition saw its genesis in Moldvay's succinct (and my favorite) iteration of the game.
>
> According to Mearls, "The Basic D&D mods answered the question in 2012 for me - what would I add to a very simple D&D ruleset to make myself happy?"
>
> He goes on to give us a look at what his additions were, many of which will look familiar to those who participated in the earliest playtest versions of the new edition, "Here are the house rules I applied to the 1981 Basic D&D rules. Ran game, modded to get what I wanted."
>
> He shares those initial rules with us here:
>
> > 1981 House Rules
> >
> > Ability Mods: We use the 3e/4e convention (+1 or -1 per 2 above/below 10)
> >
> > Saving Throws: These are ability checks, DC determined by DM
> >
> > Attacks: Ability check, plus a class based bonus
> > Fighter: +1 every odd level
> > Cleric/Thief: +1 at level 3, 6, 9, 12, 15, 18
> > Magic-User: No bonus
> >
> > Thief Abilities: These work a bit differently.
> > Open Locks, Find or Remove Traps, Pick Pockets, Hide in Shadows are all things only thieves can do. Hide in shadows is literally that - hide in situations where other people can’t. The thief makes a check with a bonus equal to the % listed on page B8 divided by 5.
> > Move Silently, Climb Sheer Surfaces, Hear Noise are all things that anyone can try. The rogue has advantage when he tries any of them.
> >
> > Advantage: Roll an extra d20, take the highest result. If you get advantage more than once, take an extra die.
> >
> > Disadvantage: Roll an extra die, but take the lowest. If you have advantage, disadvantage zaps one die per instance of disadvantage.
> >
> > Hit Points: Upgrade everyone by one die type, you get maximum hit points at level 1 + half your Constitution score.
> >
> > Hit Dice: You can use your hit dice to heal. You get hit dice equal to your total HD, spend them when resting, each die gets a bonus equal to your Con modifier.
> >
> > Dwarves: Increase class’s hit die by one size. Infravision 60 feet. Can use Find or Remove Traps in underground locations.
> >
> > Elves: Can alternate between magic-user and any other class, have infravision 60 feet.
> >
> > Halflings: Can Hide in Shadows as a thief, get a +2 bonus to AC, but use an HD one step smaller and can’t use two-handed weapons.
> >
> > Humans: Gain a +1 bonus to any two stats, or +2 to one stat (maximum 18).
> >
> > Weapons: d4, d6, d8, or d12, class access based on die size
> > Fighter: All
> > Cleric: d6, bludgeoning d8
> > Thief: d6
> > Magic-User: d4
>
> It was funny to see the weapon damage by class house rule there at the bottom, as that's something that's been floating around the OSR for a while now (was that B/X Blackrazor's initially, I can't remember). I'll repeat my hope that some fan out there releases a home-made version of the D&D 5E Basic ruleset with all-Otus art. Good on Mearls for this insight, I can't think of a better heritage for a new edition!
Donated some books the library.
Started reading Perdido Street Station.
Twenty-minute walk in the evening.
Servings: grains 2/6, fruit 1/4, vegetables 2/4, dairy 0/2, meat 1/3, nuts 0/0.5
Brunch: left-over Chinese, cucumber, banana
Lunch: corn chips, coffee, carrots
Afternoon snack:
Dinner: pizza
121/70
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