I was thinking about my first/original D&D campaign the other day and then remember this magic item that I did way back when. So I figured what they heck share it. And I realized that this fun (for me any way) little can be easily used no matter what flavor D&D you like.
So here you go.
The Sword of Champions appears and basically functions as a normal +2 Dancing Long Sword. But like any cool magic item, there’s a catch. If an opponent incapacitates the wielder then the Sword of Champions switches sides. Because if somebody beats you then you ain’t the Champion. If the wielder is killed then that character cannot be raised because the Sword of Champions consumes his life force. The Sword creates a pool of Hit Points equal to the dead wielder’s maximum HP which can be used to heal the new wielder. When found the Sword of Champions will have a pool of 3d6 HP.
So short and sweet and a little nostalgic memory from my high school days.
Remember kids. Roll dice. Kill Monsters. Take their stuff. And have fun!
Yeah, O5R or making Fifth Edition D&D a little more old School. The last post I did on this was all about mechanics and some are my DM is going to use in his next campaign. This post is more of rant about mind set and fluff.
So much of the OSR style of play centers around the players not being limited by the rules. That may sound crazy. Old School games don’t have every little thing spelled out on how to handle a character trying something. So the players tend to try crazier and more outlandish tactics. They will try to find new uses for anything including spells. This is where that whole rulings not rules thing comes in. Don’t let the rules stop you from trying something. Doesn’t mean you will succeed but try any way. The DM needs to learn how to wing it and when to yes or yes but.. And as a DM, keep your job simple. Don’t worry about every little bit of rules minutia (unless you have someone who just loves being a rules lawyer and that’s a whole other problem). Let the players have fun and try those crazy plans.
Now the other thing is fluff. Reading thru the Players Handbook, Monster Manual and the splat books, you’ll notice that everything is tied to Forgotten Realms. As DM, let the players color outside of the lines. If they want to have their character be something and there isn’t exactly that class. Find the closest mechanically and change the fluff. The same goes for things like spells. Don’t have change the mechanics just fluff. I had an idea for Yuan Ti Druid. For Good Berry, instead of conjuring berries; how about a handful of lethargic mice.
I don’t mean to say to anyone, “You’re playing it wrong.” And I know that YMMV depending on the group and its dynamic and the experience of the DM and players. But I do have these bits of wisdom. Roll dice. Have fun. And don’t be afraid to color outside the lines now and then.
Yep, I like OSR stuff and I like 5E D&D too. (Pathfinder 2nd Ed. Meh.) Anyway, I was thinking of some hacks on 5E to make a little more OSR-like. Now, I know on a lot of these things I colored outside the OSR lines. But those are things that I’m willing to live with so YMMV. Nor am Edition Warring or any of that other stuff. I like to hack rules and this is just list of ranting ideas. So there I know I’m ranting
Ability Scores: Just use whatever old-school method you want. 3d6 in order. Go for it.
Races & Classes: I got nothing against the horde of races and classes. Heck, the LBB’s even say it’s possible to play a dragon with GM approval. The subclasses in 5E do add some flavor however even this early in the game’s life it’s getting a little bloated. Keep to the core and be very selective on what’s allowed.
Skills: So yeah, Skills aren’t old school except for thieves. But you know that’s one thing that I’m totally willing to live with. And once again there’s a “but”. Cut them down even more. Merge Arcana, Religion, and History into one skill and call it Lore. Merge Nature into Survival. Merge Deception, Persuasion, and Insight into one. Call it some like Social.
Feats: OK. Feats got really crazy in 3.x/Pathfinder. A whole chain just to gain the ability to find your ass with both hands. Don’t have the feat tough. 5E is better but still Feats are not old schoolish. But I do like the idea behind them as a way to customize a character more. So here’s the deal. Totally drop the humans get a free feat at first level. Take the core option granting the Attribute boosts. But every player character gets a Feat at 1st level but it’s the only Feat they are going to get. That’s right one Feat to help specialize the character.
Proficiency Bonus: This is a simple little mechanic but lacks some personality. The answer is right there in the DMG. Use the Proficiency Dice option. Plus it reminds me of the Deed Die for Fighters in Dungeon Crawl Classics so that’s cool too.
Cantrips: Spamming spells is not old school. So a simple fix. If it deals damage then it ain’t a Cantrip any more. The others are fine. I would make two exceptions to this. The Warlock’s Eldritch Blast because it’s like their thing. And the Bard’s Vicious Mockery. Take the damage away but let it still but the target at Disadvantage.
Hit Points: This is if I really want to go hardcore. OK, fine you get max HP at 1st level. But after that go with a “White Box” method. Instead of rolling your HD and adding each level. Re-roll all of the HD apply the modifiers. If it’s more, then congrats, you gained some HP. If not tough luck, kid. Things are going to get dangerous.
Like I said. YMMV and this is just a bunch of ideas that have been bouncing around inside my head. Play how you want and have fun. That’s cardinal rule.
So yeah. I’ve been playing a lot of 5E lately and have been having a blast. So figured what the heck, let’s pick up Ultramodern5 and see what this edition could do outside the normal fantasy realm. Overall, I’d say it’s pretty darned cool. There isn’t a whole lot of additional rules and there’s some pretty neat stuff that I’d like to use in my normal fantasy 5E games.
So let’s get the bits that I wasn’t that crazy about first. The classes seemed kind “meh” and designed for a particular style campaign. The RPGnow blurb does that it’s suitable for many genres but for some there’s no key underlying stuff. Space Opera sure but no aliens or starships. Cyberpunk yeah sort of but no cyberwear. Urban fantasy, yeah maybe if you do D&D in modern or near future times nothing like World of Darkness or Dresden Files. I’m not really too upset about this since I view this as core book that will or spawn various setting/genre supplements.
Now the really good parts in my humble opinion. Just like regular 5E rules, you have your class and background but Ultramodern adds a couple of more neat things. Archetypes. Yes, these are in the core rules but I like they way they’re done here better. You see Archetypes have nothing to do with your class. You just choose one. This creates a lot more options for character customization. Then’s there’s the Ladder. This is something that’s chosen at 1st level and adds another layer of customization. Think of it of picking a string feats right way. The character gains bonuses based on their Ladder as they level. These don’t replace Feats. Heck you can use those too. But my gut tells that might lead to pretty powerful characters.
So what would I use this for? Well, that all depends on players and what they want to play but my imagination is going with this one and seeing potential to do a crazy space opera or even a simpler sword & sorcery type game with it. In both cases, I’d redo and customized some classes. Replace the normal Feats with having the players choose a Ladder (which I’d also probably make some just for the setting) and probably do some custom archetypes.
So yeah. It was worth it. So go check it out at RPGNow. And. oh I’ve heard a rumor, but the PDF and you’ll be able to get the hardcopy at cost when it comes out.