![]() Even if you are going for a completely compatible reproduction of a system, there is no need to keep reprinting shitty layouts. Don't spread tables across multiple pages, group similar things together, have a good index. Presentation is a simple one, just follow good layout guidelines. Unfortunately those are going to be what many OSR fans are looking for. Presentation and Appeal to nostalgia in mechanics are the two biggest ones that drive me up the wall about most OSR games. Other than that.well, get rid of descending AC (it's nostalgia value has worn thin, I think) and keep ascending AC if you use such a mechanic for your game. The "you're dead at 0 HP" concept was another one almost no one played with as written.we were all house ruling in some sort of threshhold for death long before AD&D 2nd edition arrived. I was constantly bending/adjusting/house ruling those out of existence.Ī hit point mechanic that covers unconsciousness at -1 through (usually) -10 hit points. I also never liked class as race I love old school, but stick with OSRIC and S&W Complete these days as my go-to systems because they eschew the B/X D&D idea that all players must be restricted to specific types of elves, dwarves, etc.Īlso: dump the racial restrictions on classes and levels if you feel its needed add some perk to being human, but honestly those were bad ideas back then and no one I knew who played AD&D liked them. I invented/wrote my own skill system for AD&D 1st edition and Tunnels & Trolls back in the day.skills were a nice way of helping to define a character without over-complicating the system with extra mechanics, and encouraged more role playing by allowing for skills which were more varied than "stuff I use in a dungeon." Same thing I wanted in 1982 or thereabouts: a decent skill system.
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