Showing posts with label Legacy DnD. Show all posts
Showing posts with label Legacy DnD. Show all posts

07 May 2025

OSRIC the Third

The wise sages at Mythmere Games are hard at work on the third version of OSRIC (“Old School Reference and Index Compilation”). You can support this project at Backerkit.

OSRIC is a restatement of the first edition Advanced Dungeons and Dragons rules as they existed prior to the publication of Unearthed Arcana (with some minor modifications to ensure its legal “safety” at the time). It was the first true “retro clone” – version 1.0 came out in 2006 – and helped turbocharge the “Old School Renaissance” in its early days. While other “old school” games preceded it (e.g., Castles & Crusades, Basic Fantasy RPG, Hackmaster), OSRIC was the first to aim simply to restate an earlier, no longer supported, set of rules, rather than capture its “ethos” or “feel” with a somewhat different (more “modern”) system.   

While continuously available for free (in PDF) for almost two decades now, OSRIC eventually was eclipsed by other retro clones (including Mythmere Games’ own Swords & Wizardry, which restates the pre-AD&D version of the game). 

Hopefully with new art and a more reader-friendly presentation, though, OSRIC will enjoy its own renaissance and find a new audience.

Certainly, when I contemplate running an old school TSR-era version of D&D again, I tend to think of “Gygaxian” AD&D (using Gygax’s version of the World of Greyhawk) more than anything else. And I prefer the pre-UA version of the game overall (in part because I don’t have much nostalgia for the post-UA version, as I had drifted away from AD&D shortly after it was published).

The new version promises to be great. Hopefully half-elves will be able to be druids in this version (as they were in AD&D – their true, unique niche). And while I’m disappointed that there will be no bard class, I’m looking forward to adding OSRIC 3.0 to my library. I’m “all in”!

Emirikol would approve! 



26 February 2025

Fight On! Issue 16 now available – dedicated to DA Trampier

One of the best things to happen in the “old school” gaming community in the past year is the return of the amazing fanzine Fight On! 

Issue 16 has just dropped and it’s dedicated to my favourite FRPG artist of all time: David A. Trampier.



18 February 2025

‘Level Up’ exhibit at the Chicago Writers Museum

While Toronto is my ‘home base’ these days, as my wife and I own a condo there (and her job is based there), I also currently live part of the time in Chicago due to work (until the end of 2025, barring some catastrophe). Last weekend my wife was visiting Chicago, and by chance we discovered that it was a “free Sunday” at the American Writers Museum (located at 180 North Michigan Avenue – about a fifteen minute walk north of my present “crash pad”).

The museum currently has a special exhibit called “Level Up.” Here’s the description:
“Our special exhibit, Level Up: Writers & Gamers, explores how Americans use role-playing and video games to define and respond to our culture. The exhibit guides visitors into the world of game writing, from the 1970s to the present. Some of the games featured include Dungeons & Dragons, Zork, Apocalypse World, Baldur’s Gate III, and game writers from the last 50 years such as Michael Pondsmith, Porpentine, and Tanya DePass.” 
 The exhibit was small but had some artifacts of note:


It looks like this set was once owned by Terry Kuntz (older brother of Rob Kuntz).


The good old Holmes Basic Set – the game that started it all for me!


Anyhow, the exhibit runs until 5 May 2025. More information can be found here. If you’re in Chicago and have some time to kill, I recommend checking it out.

26 December 2024

Mythras Miscellany

I thought that I would mention two cool things for Mythras that might be of some interest.

The first is the Unearthed Companion for Mythras Classic Fantasy. Here’s the blurb from the Design Mechanism folks: 
Delve deeper than ever before, with the Classic Fantasy: Unearthed Companion, the highly anticipated expansion for Mythras Classic Fantasy! 
Classic Fantasy has become a popular branch of the Mythras family, blending the Mythras rules with traditional dungeoneering adventure mechanics. The Classic Fantasy core book presented everything needed for Ranks 1 to 3. This volume, long in the making, expands Classic Fantasy to Ranks 4 and 5, with updates and expansions to certain rules, but more importantly providing the additional magic, monsters and treasure for higher Rank characters and adventures. 
Unearthed Companion is compatible with Classic Fantasy core, and Classic Fantasy Imperative.  
More information here.


Classic Fantasy provides rules and guidelines for running Mythras games with the flavour of “Gygaxian” Dungeons & Dragons (i.e., first edition AD&D). Why do this? Perhaps you like the ethos and adventures of early TSR-era D&D/AD&D – but like combat to be interesting.

I have yet to play Classic Fantasy myself. But I’d be interested in running a short campaign using it someday, perhaps focused on an adapted version of a classic AD&D or D&D module (like Tom Moldvay’s The Lost City or the Saltmarsh series).

The second item is something that hopefully will be coming out in 2025: Mythic Armorica.


I assume that this will be a supplement for Mythic Britain (but am not certain about that).

Anyhow, Happy Boxing Day!

19 December 2024

Fight On! has a new website

FYI: The original Old School Renaissance fanzine Fight On! has a new website.



07 October 2024

Sale on issues 1-14 of Fight On!


As recently announced here, the Old School Renaissance fanzine Fight On! has returned to publication after a long sabbatical.

If you are missing PDF versions of the first run, issues 1-14, they currently are available in a bundle at Drivethru RPG for 50 percent off (34.99 USD). The sale will run until this Saturday (12 October 2024).

It’s great to have Fight On! back with us … and fighting on! 


16 August 2024

Combat should be interesting


Combat obviously is an important element in most fantasy role-playing games. At its best, it’s exciting and dramatic. After all, the protagonists’ lives are at risk! And surprising things can happen – either because of chance (the rolls of the dice) or because of players’ inventiveness (or even inspiration on the part of the Game Master in the midst of a session). 

In the two campaigns that I currently am running – both using the Against the Darkmaster (VsD) system, one set in Middle-earth, the other in my home setting of Ukrasia – I rarely have more than one combat in any given session. Thanks to its “critical hits” system, combat in VsD can easily become quite deadly or debilitating, so players tend to avoid it when possible. Hence, two or more sessions (if not more) typically will pass between combats. I like this kind of pacing, as it ensures that when combat does take place, it is noteworthy and memorable.  

The two games that I play the most these days – VsD and Mythras – both have involved and colourful combat systems. While VsD has vivid critical hits, fumbles, and the like, Mythras has hit locations and exciting “special effects” (previously called “combat manoeuvres”) that allow for a wide range of tactical options, including defensive ones. They definitely are not “rules light” systems! 

Almost two decades ago (!), when I finally realized that I disliked 3rd edition Dungeons and Dragons, I thought that that was because I disliked “rules heavy” FRPGs. But that wasn’t really the case. I’ve always liked certain “rules heavy” – or at least “rules medium” – systems, like Middle-earth Roleplaying and Stormbringer. What I disliked was how tedious the rules for 3e D&D were – both in terms of prep work and its combat system. Running and playing 3e D&D involved a lot of work – and there was very little pay-off for that, as combats in 3e were frequent but usually quite boring. For the most part, characters and their opponents were “blocks of hit points” that would be chipped away during combats that involved a lot of rather flavourless options (and ubiquitous, bland “attacks of opportunity”). 

The problem isn’t nearly as bad in 5th edition Dungeons and Dragons. But it’s still there: the game assumes that combat is common (which the DM can ignore, of course) and that it rarely threatens the lives of the characters (thanks to all their abilities, inflated hit points, “death saves,” and the like). (Yes, there are options to make the game more “gritty” and deadly hidden in the Dungeon Master's Guide, but the default mode is very much “fantasy superheroes,” wherein player characters rarely face serious risks.) Combat in 5e D&D is pretty dull in my experience – at least when compared to the alternatives with which I am familiar, such as Mythras and VsD.

So what my recent 5e D&D campaign taught me was that what I dislike are “rules heavy” or “rules medium” systems in which combat is insipid and (usually) not that risky (at least to the characters). I had to work hard to ensure that at least some of the combats in my campaign were novel. In contrast, no such work is needed for Mythras or VsD, given the intrinsic qualities of those combat systems. Even an encounter with some “vanilla” bandits or orcs can be risky and interesting.

That said, sometimes one doesn’t want to engage in a lot of book-keeping when running a game. That’s certainly fine. This is where older (TSR era) editions of D&D and AD&D shine (at least when one isn’t using all the rules outlined by Gary Gyax in the AD&D rules – which almost no one ever did or does). In old school D&D (and associated “retro-clones” like Swords and Wizardry, OSRIC, and Crypts & Things), combat is fast. So while it lacks the colourfulness and tactical depth of other systems, at least it rarely takes more than 20 minutes to resolve (unlike even trivial combats in 3e or 5e D&D). And of course, combat can be more deadly in older versions of D&D, given the lower hit points of characters, the absence of “death saves,” the relative rarity of healing spells, etc.

In short, my view is that combat should be either interesting or fast. One of my gripes with 5th edition D&D is that combat typically is neither (although sometimes it can be), at least in comparison to the other FRPGs that I play.  


30 July 2024

Fight On! Is Back

In the early days of this blog, when the “Old School Renaissance” scene was full of vim and vigour, a major player was the fanzine Fight On! It was a wonderful, eclectic, and somewhat chaotic journal, filled with fun scenarios, monsters, optional rules, and the like. I happily contributed a couple of articles back in the day (“Background Professions” to #5 and “The Duchy of Briz” to #7).

After a decade of enchanted sleep, Fight On! is back with issue #15. Here’s the blurb from the editor Ignatius Umlaut:

Ten years later, we are back from the dead to Fight On once more! These revenant runes are just as jam-packed as you remember with classes, monsters, spells, magic items, rules mods, homebrews, and awesome adventures in the spirit of the eldritch era of fantasy roleplaying! Dedicated to seventies D&D legend J. Eric Holmes, this issue brings together old and new stalwarts alike to celebrate our 15th issue and new beginning! With art and articles by J. Eric and Christopher Holmes, Tom Gordon, Calithena, Gabor Lux, Jeff Rients, James Maliszewski, Kesher, Pete Mullen, Cameron Hawkey, Zach Howard, Alex Schroder, Richard Rittenhouse, Settembrini, Patrick Farley, Jason Sholtis, Robert Conley, Kelvin Green, Philipp H., Attronarch, Mitzi!, and many more, this is the first of our new forays into fanzine fame and glory! Ride that wyvern while the sun is shining, and keep Fighting On!

My life with roleplaying games started with Dr. J. Eric Holmes’s Basic Dungeons & Dragons set back in 1980 (the one with chits instead of dice). So I’m especially keen to check out this issue!


[Picture by Peter Mullen from FO! 15]




03 May 2024

Swords and Wizardry Kickstarter: 3 days left

I’ve been swamped with work lately – hence no posts at all in April (which, I think, is the first time that I’ve missed an entire month since starting this blog almost fifteen years ago). Because of this, I almost missed the current Swords and Wizardry kickstarter. It includes optional supplemental rules for S&W, a book of new monsters, an adventure, and a referee's screen. There are only 3 days left!

Swords and Wizardry has a special place in my heart. It is what inspired me to start this blog many moons ago – specifically, I wanted to post my house rules online so that other people could check them out. (Some of those rules later were incorporated into Crypts and Things.)

So I like to support S&W whenever I can. Even though I’m not playing or running it right now, I very likely will do so again in the future. And the updated version of the rules is excellent!



19 March 2024

James M. Ward, RIP

TSR legend Jim Ward has passed away

I have many fond memories of poring over the entries in Deities & Demigods as a young teenager. The overviews of the "AD&D-ified" pantheons helped to get me interested in learning more about real world mythologies. Deities & Demigods also prompted me to check out the fiction of H.P. Lovecraft, Fritz Leiber, and Michael Moorcock.

Thanks for everything, mighty wizard Drawmij!

RIP



29 January 2024

Will Gygax’s Castle Greyhawk finally be published?


Almost two decades ago, Troll Lord Games ("TLG") began working with Gary Gygax to produce a version of his legendary “Castle Greyhawk” – renamed (for legal reasons) “Castle Zagyg” ("CZ"), after the mad wizard who created it. TLG began this grand endeavour by publishing a few new things concerning the surrounding (“not-Greyhawk”) territory, such as a regional folio and a large hardcover book describing the city of Yggsburgh. I purchased all the CZ products back in the day. Unfortunately, like most TLG products, they were quite poorly edited. Moreover, they weren’t directly based upon the original setting from the early 1970s, and were not especially noteworthy in my view (even ignoring the editing problems). Nonetheless, there was the promise that the famous dungeon would eventually appear, albeit in a modified “updated” form.

In 2008 Castle Zagyg: The Upper Works box set was published. It was co-authored by Jeffrey Talanian, as Gygax was in ill health at this point. My understanding (perhaps incorrect) is that Talanian was using Gygax’s notes and consulting regularly with him on the overall development of the dungeon, not just the initial box set. 

To my relief, Castle Zagyg: The Upper Works was reasonably well-done. I still own it and think that it’s a solid product. (For an informative and interesting PDF review by Greyhawk expert Grodog, go here.) But tragically, Gygax passed away in 2008, and the license for CZ subsequently was pulled from TLG. My understanding is that there was enough material completed by this time to produce further products in the line, but none of it would see the light of day.

Recently, though, TLG received permission to republish the Yggsburgh hardback, as well as some other things by Gygax. And now the green light has been given for them to develop and publish the rest of “Castle Zagyg”!

You can read the announcement from the TLG here.

Upon reading the announcement, two things stood out to me. 

First, it looks like the 2008 box set will not be republished, at least not in its original format. The Trolls write: “We’ve not yet settled on an organizational format but have settled on hardcover books with pockets in the back to hold the many maps that will come with this set.” Since the box set included the “Mouths of Madness” (it was one booklet among five), at least part of it will be published again. Perhaps the other five booklets will be part of the “Castle Ruins” volume (CZ Volume II)? (In any case, I’m [rather selfishly] pleased that the box set will not be republished, as it ensures that it will remain a rare “collector’s item” in the future.)

Second, while (I assume) it’s a good thing that Luke Gygax and James Ward are involved, as they have knowledge of the original dungeon, I did not see Jeffrey Talanian mentioned. Perhaps he was invited to take part in the resurrected project but declined, given that his focus these days presumably is on his own Hyperborea game. But if they are drawing upon the work that Talanian did with Gygax, I would think that he would get credit for that and be mentioned, no? It certainly would dampen my interest in this project if the team now working on it plans to ignore the work on the dungeon that had been completed up to 2008.

In any case, I’ll keep my eye on this. I’m curious to see what comes of it. 

(The picture of Zagyg above is by Jeff Easley and appeared in Dragon #70.)

Update (January 30th): It turns out that Jeffrey Talanian will be consulting on the project. From the TLG "Worlds of Gary Gygax" webpage: "we will be consulting with family members such as Ernie and Luke Gygax, and long time friends like James M. Ward and Jeffrery Talanian to make these works as close to Gary’s vision as we can."

My apologies for missing this in my initial post.

10 January 2024

Jennell Jaquays RIP

It was announced over at the RPG Pub that the legendary adventure designer Jennell Jaquays has passed away.

Perhaps I'm somewhat unusual in this respect within the online ‘grognard’ community, but while I missed her early classic adventures (Caverns of Thracia, Griffin Mountain, Dark Tower, etc.), I was quite familiar with Jaquay’s illustrations for Iron Crown Enterprise’s old Shadow World (Rolemaster) products (as well as the ‘Nehwon Mythos’ pictures in the 1st edition AD&D Deities and Demigods). Indeed, I associate her artwork with my favourite book in the Shadow World series, Terry Amthor’s epic Jaiman: Land of Twilight. (Amthor is another recently deceased RPG legend.)

Here's the picture of the creepy "darklord" of Jaiman: “Lorgalis ‘the White’” (any resemblance to a certain Melnibonéan sorcerer-emperor is purely coincidental, I’m sure):


The Throne of the Dragon Lord:


And one of the ‘good guys’ – a rather unusual Loremaster:



Later (during 2000s) I picked up Thracia (the 3e version, and the PDF of the original) and some other classic things by Jaquays. I should be getting Goodman Games’ revamped version of Dark Tower (to which Jaquays contributed some new material, I believe) sometime later this year.

RIP.

03 December 2023

Swords and Wizardry special edition

Several weeks ago, I received the special edition of Swords and Wizardry - Revised Edition. It’s a beautiful book. I love the matte cover! If you like S&W, I recommend obtaining one for yourself, if possible.


For my overview of this version of S&W, go here.

28 July 2023

Gary Gygax Bench in Lake Geneva


I’m a bit late in noticing this, but a park bench in Lake Geneva (Wisconsin, not Switzerland) was dedicated to Gary Gygax on Thursday, 27th July (Gygax's birthday). In addition to the bench dedication, there was a proclamation by the mayor announcing “Gary Gygax Day.”

(Of course, as anyone who has read the AD&D Dungeon Master’s Guide can attest, a table perhaps would’ve been more appropriate than a bench [see Appendices]…)

More information at ENworld


14 July 2023

The Unmagical Magic of 5th Edition Dungeons & Dragons

Time for another “airing of grievances” with respect to 5th edition Dungeons & Dragons!

I previously complained about the way resting and healing work in 5e – as well as noting some options for ‘fixing’ these problems, including options from the 5e Dungeon Master’s Guide and the Into the Unknown 5e variant. (I suspect that 99% of 5e players either ignore or are ignorant of these options in the DMG. But it’s only fair to note that they are indeed there; the designers of 5e were not oblivious to the possibility that some groups might not like the default “cartoon superhero” mode of the 5e rules.)

My other big complaint about 5e D&D concerns the magic system. Magic, and spellcasting in particular, is laughably common and easy. Spellcasters can cast cantrips without end, as well as the “ritual” versions of spells, including ones like “Identify,” “Detect Magic,” and “Alarm.” Moreover, magic-users … er, wizards, recover a number of spells following a short rest (one hour in the standard 5e rules) thanks to their “Arcane Recovery” ability.

The upshot of this is a game in which spells are ridiculously common. In my experience, no magic item goes unidentified for more than a few minutes, characters communicate via magical iPhones (the “Message” cantrip), campsites are surrounded with “Alarm” spells (making it almost impossible for the party to ever be surprised, except for attacks from the air or from below), and so forth. I certainly don’t blame my players for using their characters’ spells in these ways – they’re making intelligent use of the resources available to them! I applaud their excellent playing of the game – it’s the game itself that annoys me.

Hence its spell system is another reason why 5e D&D does not resemble at all “old school” D&D or AD&D, wherein spells were a precious commodity (at least until characters were of very high level) and “short rests” did not exist. 

If I were to “fix” 5e D&D so that it had more of a classic feel, I would: 
  • Either eliminate cantrips altogether or allow them to be cast only a limited number of times per day (perhaps equal to the character’s proficiency bonus).
  • Require that spells with the “ritual tag” be cast as “rituals” (i.e., take 10 minutes to cast) and take up spell “slots” (so no endless casting of Alarm, Identify, etc.). 
I note (yet again) my positive experience with the Adventures in Middle-earth roleplaying game based upon 5e D&D (the second edition of which is called The Lord of the Rings RPG). That experience led me to have a high opinion of the 5e core mechanics. And I do think that the core of 5e can make for an excellent game. But the way in which 5e D&D handles rest, recovery, and spells – all elements entirely reworked by AiME/LotR – has made me conclude that I never want to run 5e D&D RAW again.

[Trampier's classic "Emirikol" picture from the 1e AD&D DMG]

[2023-08-01: Edited to add the reference to wizards’ “Arcane Recovery” ability in the third paragraph.]


06 July 2023

Old School Dungeons and Dragons Action Figures

These beautiful "action figures" recently arrived in my mail: 

I really shouldn't spend money on things like this, as they have no real "game utility" and will just sit on my bookshelf.

But, as the title of the blog indicates, I'm pretty akratic at times.

12 June 2023

Recommended: Swords and Wizardry Complete – Revised Edition

The kickstarter for the revised version of the Swords & Wizardry Complete rules was a great success. Backers (like myself) now have PDFs of the new core rulebook. I’ve looked it over and am very favourably impressed. The organization and layout have been improved from earlier versions. Information is presented in a direct, economical, but nonetheless aesthetically pleasing way. Kudos to Suzy Moseby on doing such a fine job on the layout. The art is solid, with a few very good pieces, and nothing objectionably unappealing. I like all three covers (the Erol Otus one [depicted below], as well as the green and blue designs by Del Teigeler). (But I do miss the original wonderful S&W cover by Pete Mullen.)

It's amazing to me how much content Matt Finch has managed to pack into such a slim package (144 pages) in a clear and accessible way. Roughly speaking, Swords & Wizardry Complete, gives you pretty much everything in the original D&D 1974 box set, and a lot (but not all) from the subsequent supplements (Greyhawk, Blackmoor, and Eldritch Wizardry). What you end up with is something very close to Advanced Dungeons & Dragons (as realized in 1979), but somewhat simpler and lower-powered. The main (or at least most noticeable) differences: in S&W there are no half-orcs, gnomes, illusionists, or bards; alignment is three-fold (Lawful, Neutral, Chaotic); hit dice are lower (e.g., fighters have d8 in S&W instead of d10 as in AD&D); and slightly lower level-limits for demi-human characters. Aside from these changes – which, of course, are easy to modify if one wishes – S&W provides a “simplified” version of AD&D, and is readily compatible with most material produced for D&D and AD&D prior to 3rd edition.

 

There are some minor but helpful innovations in S&W that distinguish it from "0 edition" D&D. Among them: the ‘ascending’ scale for AC is used (which I appreciate and find preferable to the older system, although the old ‘descending’ system is provided as an option as well); a single unified ‘saving throw’ is provided for each class (but with the option to use the older system, broken down into categories like “death rays and poison”); four different options for determining initiative are outlined; rules for morale are provided; and rules for two-weapon fighting are included. These are all helpful additions to the game in my view.   

 

Since it is a “clone” of early (0e) D&D, S&W includes elements from that system that personally I am not that keen on. For instance, the special abilities of thieves (as well as assassins and monks) are quite miserable, with very low chances for success at anything until characters achieve higher (7+) levels. If I were to run S&W again, I’d probably just use my version of the class instead. Likewise, I’ve never been a fan of the way earlier editions of D&D and AD&D implemented “level limits” on non-human characters. I think that there are better ways to “balance” non-human characters against human ones. (S&W does include an optional rule to permit non-human characters to advance beyond their level limits, but with a 50% penalty to experience points earned by those characters. I’d likely either use that option, or simply grant some additional bonus to human characters instead.) Of course, one cannot really fault a retro-clone like S&W for “cloning” such rules from earlier editions, and in any case such things are easy to house-rule.  

 

In short, this revised, updated version of Swords & Wizardry is excellent, the best version yet. It was the “retro-clone” that helped inspire this blog in 2009 – and for which I wrote a number of house-rules – and it remains my favourite. I highly recommend it to anyone who enjoys the spirit of old school Dungeons and Dragons!


 

(For a more comprehensive review, check out this one at the blog “It’s Okay; Gary Sent Us.”)

28 March 2023

Swords and Wizardry revised now live on kickstarter

 

First unleashed onto an unsuspecting world in 2008, Swords & Wizardry has been revised and cleaned up. Coming out via kickstarter, it promises to wreak even more havoc in the future! Its rules will now available under the Creative Commons License (rather than the Open Game License). Kudos to Mythmere Game for doing this!

 

As mentioned recently here, this blog started out as a way for me to share my house rules for S&W. Many of those house rules were later incorporated into the Crypts and Things FRPG. So, to put it mildly, this game has a special place in my desiccated undead heart!

 

The kickstarter is now “live” here. Unsurprisingly, it’s already exceeded its official goal. I encourage you to check it out!

11 March 2023

Into the Unknown vs 5th edition Dungeons & Dragons

I learned about the Into the Unknown fantasy role-playing game last summer at the RPG Pub. Intrigued, I ordered it from DrivethruRPG (both PDF and print versions). When it arrived, I looked through it, liked what I saw, and considered converting my current World of Greyhawk campaign over to it. I did not do so at the time because a few of the changes looked like they would be a bit too much. Specifically, ItU adhered to a few elements from the “Basic” and “Expert” versions of old school D&D that did not seem to mesh well with the Greyhawk setting (e.g., three alignments, races-as-classes).

 

But when WotC threatened to pull the OGL a couple of months ago, I decided to make the shift away from “official” 5e D&D. Given the compatibility of ItU with 5e, it was easy to keep the things that I wanted from 5e for the sake of the setting (e.g., nine alignments, the distinction between races and classes) and continuity (the ‘sub-classes’ already selected by the players for their characters). Hence what we’re playing now is a kind of ItU-5e hybrid, with a few house rules mixed in.

 

I encourage others who like elements of 5e D&D but who also like old school D&D to check out Into the Unknown. There is a summary of the main differences between the 5e D&D rules and ItU provided on page 52 (Book 1) of the latter. I’ve reproduced and edited it below, along with some of my own notes (in a different font) to indicate some of the changes I’ve made for my campaign.

 

·    No race choice – These have been converted into their own optional classes.

o   I’ve kept the race-class distinction. But I’ve also kept the ‘racial classes’ as special classes for non-human characters of the appropriate race, renaming them ‘Dwarven Defender’, ‘Elven Mystic’, and ‘Halfling Wanderer’. I’m especially impressed by what ItU did for the ‘Elven’ spell list, mixing certain druid and magic-user spells into something that feels more ‘fey’ in nature overall than standard D&D.

 

·    No Sub-classes – To have fewer sub-systems.

o   We will be keeping those sub-classes (abjurer, battle master, etc.) that already have been used (see my forthcoming house rules post for more information).

 

·    Fewer classes – For similar reasons as above, ItU restricts itself to the original four core classes and relies on a new mechanic:

o   Class Features – A mechanical choice at 1st level that defines your class. It replaces sub-class and wide range of classes and feats, though it strives to be mechanically simpler.

o   Through the ‘class features’ mechanic, ItU divides priests into ‘cleric’ and ‘druids’ (with different spell lists), and also allows for quite different kinds of rogues and magic-users.

 

·    No Feats – To reduce decision points during character creation, to have fewer different mechanics in play and to augment the maxim that “anyone can try anything”.

o   We weren’t using feats already. (I so hate feats…)

 

·    No Skills – Replaced by “Proficiency Areas” to give fewer decision points in character creation and emphasize proficiency as meaningful aspects of characters.

 

·    Only goes to 10th level – most games never go beyond 9th level. ItU is focused on where 95% of the gameplay lies and supports the kind of play seen at those levels. The Companion rules, to be released later, will cover high level play.  

 

·    Simpler & fewer backgrounds – To keep decision points manageable, ItU has a smaller selection. It is simpler, yet allows flexibility to cover all bases.

o   ItU’s backgrounds are quite nice. When combined with the classes, it is possible to construct a wide range of different kinds of characters, but without all the “fiddliness” of standard 5e.

 

·    No Multi-classing – A simple multiclassing system will be found in the Companion.

 

·    Condensed weapons list – ItU folds many different weapons into basically being the same weapon mechanically, with differences between weapons being mechanically distinct.

 

·    Gold for XP – To give players incentives other than killing things on the way to completing an adventurer goal, ItU relies on Gold-for-XP as the main source of XP.

o   I’ve been using the “milestone” system for XP in my Greyhawk campaign and will continue to do so. That said, I’m quite impressed with the experience system presented in ItU. I’d certainly consider using it in a future campaign.

 

·    No spellcasting focus or trivial spell components – Detracts from simplicity.

 

·    Simpler encumbrance system – ItU tracks encumbrance in Stones and Items carried, rather than tracking pounds of many items.

 

·    Different overland travel system – ItU focuses on hex-based overland travel to focus more on the element of exploration and uses a simple unified track to manage encumbrance, weather, terrain, etc.

o   I quite like the travel system presented in ItU. It provides a simple but engaging mechanic for handling overland travel.

 

·    Reaction rolls – ItU’s default assumption is that initial encounter reactions have an element of unpredictability and that not all enemies necessarily want to fight you.

o   This is something I quite like in earlier versions of A/D&D, and I’m glad that ItU has a simple system for it.

 

·    Morale – All creatures have a morale score, reflecting that not all creatures will necessarily want to fight to the death.

o   I had developed an ad hoc morale system for my 5e game already, but I like ItU’s system better and have been happy to switch over to it.

 

·    Henchmen – ItU assumes the party may want to hire henchmen to help keep them alive and has basic rules to address this.

 

·    Harsher Healing rules – Hit dice for healing is a sparser resource.

o   PCs recovering all their hit points after long rests is one of the things that strikes me as the most ‘cartoonish’ about 5e. In ItU, PCs have to spend hit dice to recover hit points even after a long rest (although they gain ‘advantage’ in doing so if they spend their hit dice immediately after they rest).

 

·    Shorter Short Rests – These usually take only 10 minutes, but the GM may decide that different circumstances change the time required for long and shorts rests.

 

·    Proficient Saving Throws - All PCs add their proficiency bonus to any saving throw.

 

·    Simpler reach rules – Rather than having to track exact distance between opponents, battle map style, reach weapons simply provoke opportunity attacks when opponents move within 5 feet of you.

 

·    More coverage of improvised attacks – Since everyone can try anything, ItU has more focus on stunts and improvised attacks. It also encourages fighters to get creative by giving them proficiency with any improvised attack.

 

·    Time Tracking – ItU has a strong focus on time tracking to keep pacing in the game.

o   ItU’s simple but helpful time tracking system will be familiar to anyone who’s played B/X D&D or AD&D.

 

·    Full Compatibility – The changes made in ItU are balanced towards retaining full compatibility to 5e, so that a 5e character easily can join a game table playing ItU with no conversion needed and vice versa.

o   Anything that we’ve been using so far (e.g., spells, magic items, etc.) that are not in the ItU rules were simply be ported over to ItU.

 

One difference between 5e and ItU strangely not mentioned in the summary is that ItU uses only three alignments (Chaotic, Neutral, and Lawful). Obviously, it’s easy enough to stick with the standard nine alignments (which we’ve done in our campaign).

 

As I mentioned above, I’ve added a few house rules to ItU. I’ll post them here in the very near future.

 


 

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).