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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

Fantasy Map Review VII: Erce

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For links to all instalments in this series,  go here . Final instalment in my review series of classical maps is my own - The Mythlands of Erce! The main large map is more or less finished by now. Click here to download the full size 6000x4000 map It would seem a bit puerile to review what I like and don't like about my own map, so I am just going to talk a bit about what I am trying to do with it, the process and how I feel about the result. One of the touches I am pretty happy with (and which really helped me figure out the proper scale of symbols as well) is that this is actually a hex map. Each mountain is a hex, woodlands border to hexes, albeit lazily, so do hills, etc. So this can actually be used a table, players can be told what hex they are in and see what can of primary terrain it has, calculate overland travel, etc (I didn't go for hexes for the seas because imo, sea travel is almost always a pointcrawl anyway). I feel like I have to show a slightly

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

Riffing on names for my B/X-5e hack

So far, I have been using "RedNext" as my working title (mix of 'red box' and 'd&d next'). As I am progressing, I am thinking I should go with a better name. These are the ones I've toyed with so far: Vaults & Wyrms Wyrms & Warlocks Crypts & Chaos Catacombs & Crypt Things Orcs & Owlbears Ruins & Rust Monsters Tombs & Horrors Adventures in the Unknown Into the Unknown Journeys to the Unknown Unknown Journeys Basic Adventures Into the Underworld Journeys to the Underworld Underworld Adventures So far, I am leaning towards Into the Unknown thoughts?

Fighter & Rogue write-ups for "RedNext" (B/X-5e hack)

I've finished my write ups of both the Fighter and Rogue for my B/X-5e "RedNext" hack. Unlike the  Halfling , which was mostly written from scratch, these were a lot easier. Copy-paste from the SRD, trim and re-organise to make it easier to scan and fit into 3 pages each. The Figher (PDF) The Rogue (PDF) There are a few differences from the 5e PHB version though. No sub-classes, no feats, no race to be chosen (since race is a class), skill lists dumped and only the four core classes (+3 optional race-classes), trims a lot of the fat from the character dev mini-game that modern D&D so wants to become. There are two changes I use to cover the difference: A much increased focus on the simple combo of (4 core classes + background)  to define your proficiency and 'adventuring identity' as opposed to a proliferation of classes and long lists of skills (I do appreciate that 5e vastly cuts down on the skill lists. Still a bit too long for my taste). A choic

Monsters/Humanoids as Playable races in D&D

It has been leaked that the forthcoming Volo's Guide to Monsters will have rules for playing Aasimar, Bugbears, Firbolgs, Goblins,Goliaths, hobgoblins, Kenku, Kobolds, Lizardfolk, Orcs, Tabaxi and Tritons. Setting aside my current movement towards even finding elves a bit problematic as a playable race, I can see the case for things like Aasimar, Kenky and Goliaths. But bugbears? Goblins? Hobgoblins? I've even seen complaints that gnolls weren't included. What? These are monsters . I guess it comes out of an assumption that I've grown to wholesale reject - A naturalistic approach to critters. Ie, that gnolls or bugbears are just another intelligent species like any other, albeit one more violent then most.  In other words, they are not really monsters. This approach, populised I suppose by the WoW/Eberron approach to orcs as Noble Savages, to me roundly defeats much of the Raison d'Etre for D&D adventuring - Namely that it is ok to kill these cr