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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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