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Post by bestialwarlust on May 24, 2015 17:58:09 GMT -5
So have any of you had a player or a group of players that never played od&d before and get them to play? What was your experience? Most of the complaints that I've heard is that it's too sparse, or there's no skills. Was there any steps you took before hand?
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Post by tetramorph on May 24, 2015 18:37:40 GMT -5
I have not had the experience of "converting" new into old school.
I have had the experience of introducing brand new players.
When they get curious I explain that we are playing my house rules of original edition. I talk about the development of things and what many expect from RPGs now. I make the point that my house rules are a sign of the Oe approach.
The response I am most used to is that they have had so much fun so far, enjoyed the freedom of imagination and interpretation, and so come to expect my on the fly rulings ("let's say you are successful on a 1 or 2. Nope.") that they are immediately put off by the notion of needing more rules or managing complicated character reference sheets.
No school like the old school.
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Post by The Semi-Retired Gamer on May 24, 2015 20:34:59 GMT -5
My experience pretty much echoes that of tetramorph. I've introduced several people to the hobby but I have no converts.
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Post by Vile Traveller on May 24, 2015 21:00:07 GMT -5
I ran BLUEHOLME™ (Prentice and Compleat) with playtest groups but didn't make converts to the system, although they enjoyed the games and the setting (and the freedom). But they were to used to Pathfinder at the time, and now 5E, to make the switch. I suspect I might try again once they get used to my stripped-down version of 5E.
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Post by bestialwarlust on May 24, 2015 22:08:07 GMT -5
I ran BLUEHOLME™ (Prentice and Compleat) with playtest groups but didn't make converts to the system, although they enjoyed the games and the setting (and the freedom). But they were to used to Pathfinder at the time, and now 5E, to make the switch. I suspect I might try again once they get used to my stripped-down version of 5E. What did they find missing? did the feats make the difference for them? or the skill list? For skills I find it easy I point out that skills are already in 0e. You want to try something roll 5+ on the d6 (using the base line that most non combat things are a d6). The ref can make a call if you have a high enough relevant ability to modify or if your background or class can give you a bonus to the roll. So there are your skills Sometimes I'll make the player feel better and let them write down a skill list within reason or I'll provide one. Then if they have a background they can get a modifier to an existing one "My fighter group up in a sea port city filled with thieves and smugglers" Ok You get +1 bonus to any sailing related rolls as well as any type of streetwise or contact rolls if we need to make a roll at any point. For feats I'll discuss with the player what feats they and and what they are trying to accomplish with the character and see what we can work out from there.
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Post by robkuntz on May 24, 2015 22:41:03 GMT -5
Many thousands...
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Post by Vile Traveller on May 24, 2015 23:26:06 GMT -5
I ran BLUEHOLME™ (Prentice and Compleat) with playtest groups but didn't make converts to the system, although they enjoyed the games and the setting (and the freedom). But they were to used to Pathfinder at the time, and now 5E, to make the switch. I suspect I might try again once they get used to my stripped-down version of 5E. What did they find missing? did the feats make the difference for them? or the skill list? Well, one or two are into character builds so they were wistful about feats, but we've already dumped them in 5E so that's not an issue. Neither were skills. The 1d6 damage across the board has been a bigger stumbling block, mainly because fighters became offensively pretty useless compared to magic-users (admittedly chipping away at a high-HD monster for round after round is not much fun). Again, this is something that 5E may get them used to, because there we've found that fighters make far better blockers than attackers, keeping the spell casters safe while the later mow down the opposition. It's also getting them used to the idea of thinking outside the box rather than charging into every encounter - that's even more likely to get you killed in 5E than in 0E. As I said, I'll be trying again, and 5E is tremendously helpful in providing that transition - so I won't say I've failed until the fat lady sings.
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Post by waysoftheearth on May 25, 2015 0:23:14 GMT -5
The 1d6 damage across the board has been a bigger stumbling block, mainly because fighters became offensively pretty useless compared to magic-users (admittedly chipping away at a high-HD monster for round after round is not much fun). Hmmm... maybe give these a whirl: 1) Use of the magic items table, as presented. By the book, fighters are the only class who can "reasonably expect" to get magic weapons. They very likely will, and a good proportion of those weapons will be rather hurty magic swords that are anything but dull. 2) Use of the blows per round, as presented. Admittedly it's a somewhat grey area of the rules but Holmes lays it all out rather succinctly for us: normal-sized weapons (swords, maces, whatever) get two blows per round*. Your fighting men will feel a whole new level of zeal If your players are the number-crunching sort, you might also try: 3) the weapon type vs armor type table from Chainmail, and don't forget that every +1 adjustment on 2d6 is approximately equivilent to +2 on a d20. I converted the CM matrix to d20 adjustments a while back here (I'd recommend switching out the morning star and flail adjustments for the sword and battle axe adjustments, but hey). What fighter would not love a +7 attack adjustment vs AC 2? * Since heavy weapons still only get 1 blow per round, you might want to house rule them.
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Post by finarvyn on May 25, 2015 18:51:14 GMT -5
I'm not sure if I'd call them "converts" but my present game group had never played OD&D until I ran it for them. They loved it and wanted to play more, but they are pretty much willing to play anything I offer to run. (Recently they have played and enjoyed C&C, DCC, and 5E in addition to OD&D.)
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Post by finarvyn on May 25, 2015 19:00:15 GMT -5
Your solution may be using a simple class-damage rule, so that fighters do 1d6+1, clerics 1d6, and magic-users 1d6-1. (You could use the smae damage dice as their hit dice if you use the Greyhawk hit dice method.)
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Post by mao on Oct 13, 2018 15:56:57 GMT -5
Bump (an oldie but a goodie)
At the very end of my 37 year game, they were playing OD&D (off the top of my head variant). It was pretty cool dungeon romp. Did 3d6 in order and there was a lot of death and frivolity. I thought my game might be saved but alas....It was too late...
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Post by Hexenritter Verlag on Oct 13, 2018 22:39:32 GMT -5
Not yet but I hope to as I'll likely only run it, B/X D&D or ICRPG in the future.
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