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Showing posts with the label Into The Unknown

A more interesting weapons table for 5e

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(tl:dr -  Here is a table with more interesting weapon choices for 5e ) I really like the armor table for 5e. Good range of choice, not too short, not too long and there are just enough differences and overlaps that your choice of armor is meaningful and distinct. Simple and interesting. The weapons table for 5ed is probably one of the least thought out and most poorly implemented mechanics in the Player's Handbook though. Loads of redundancies (Why would I ever buy a mace when a quarterstaff does the same damage, is 20 times cheaper and can be used with 2 hands for even more damage?), Shortswords and scimitars being the same except vast price difference, longsword, warhammers and battleaxes all being the frigging same weapon, etc. It seems to have been built around weighing different damage types as more valuable than others, no matter that the differences almost never come into play. Except it's inconsistent. A warhammer is bludgeoning, but pricier than a slashing ba

1-page rules summary of 5e / Into the Unknown (B/X-5e Hack)

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Once you boil 5th edition of D&D down a bit, it is actually a very simple game. So much so that you can outline the basics of the whole and all the needed terms in one page. So I went ahead and did that for Into the Unknown , since the aim of this 5e hack is to make it as simple and easy to play as B/X was - But using the more streamlined and balanced engine of 5e. Into The Unknown - Quick Intro & Common Terms (PDF) Only real variances here from 5e are use of the term "magic-user" instead of wizard and "Proficiency area" instead of "Skills"

Magic-User & Priest write-ups for "Into the Unknown" (B/X-5e hack)

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I've already shared write-ups for the  Halfling [Race-as-class] ,  Fighter & Rogue classes  and  Book 2: Playing the Game  for my B/X-inspired 5e hack, Into the Unknown. Without further ado, here are write-ups for the last two core classes. The Magic-User (PDF) The Priest (PDF) Here, I am making use of the categorisation employed from OD&D all the way to 2nd edition - of later classes, such as druids, being sub-classes of the four main classes. Except, I've simplified the distinction even more and not even made them sub-classes but different class features. So sorcerers, warlocks and wizards are all the same class. The magic-user class feature only shows up at 1st and 2nd lvl and basically just defines how a magic-user learns spells. I feel each feature is still very thematically distinct without needing to be separate classes. With the priest class, I am stretching this a lot more - as druid/cleric as class feature shows up on a lot of levels and they

Ability modifiers: 5e vs B/X progression (+musing on power levels in 5e)

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We reached 5th level in our D&D campaign last session. Wow, that is a significant step up in the power curve in 5e. 7th level ought to map well enough to the 'superhero' title of OD&D I reckon. We (two battlemasters and a paladin) went up against some 'Varl' that our DM estimated to be of medium difficulty. Curbstomped in the first round. He was faltering by the time my paladin was ready to roll 4d8+2d6+6 for smiting. Didn't even have time to make my extra attack for another 4d8+6 before I had chopped his head off. DM trying not to have his jaw drop at how easy that was for us. We've had lots of fun at levels 1-4 though. Vulnerable at times, but not too vulnerable. We all had some nice moves and badass moments yet threats were tangible. 5th level feels like we're now consistently baddass. So that is probably my rule of thumb for 5e's implied setting. 1st/2nd - Trained and well above average person but nonetheless mundane. 3rd/4th level - Ge

More previews of "Into the Unknown" (5e compatible B/X inspired game)

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I've been doing most of the grunt work with layout and art and so forth on the five booklets I plan to release. So here is a sneak preview of the covers of all five booklets. I am doing five booklets because this is meant to be as usable and easy to use at the table as possible. So one book for character creation (and during the game, equipment - The weapons table, fx, is on the last page. Real easy to look up), another for all the shared rules, a third for magic and spells, a fourth for all the GM specific stuff and a fifth reference work for monsters and treasure. And a lot of effort has been put into the formatting, layout and writing to make sure it is simple, non-superflouous, broken into easy to scan paragraphs for important bit and broken into easy to scan sections on each page. You can check out the full  Book 2: Playing the Game  to see how you like it. The juiciest book, character creation, is getting near to be done. Stay tuned. PS. As you can te

Preview: "Into the Unknown - Book 2: Playing the Game" (lite 5e compatible OSR game)

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I did it - I actually managed to finish a project. Or part of it at least. Available for your consumption is Book 2: Playing the Game   of  Into the Unknown - A 5e compatible game for OSR gaming. Download here This is basically the rules for 5e D&D, excluding magic, chargen and DM specific stuff packed into a mere 24 large-font pages of rules, with artwork on top. Probably could have made it into 22, if not for the 2½ pages of attribute descriptions I wanted to include. Rule differences from 5e in this booklet:  Harsher rules for healing Looser definition of long and short rest Dropping to 0 hp causes exhaustion Proficiency areas based on class and background instead of skills (this will be detailed more in Book 1 for chargen) Proficiency advantage Fighters get proficiency bonus to improvising stunts in combat A few optional rules for firing onto melee and succeeding at a cost The main differences will be found in the other booklets