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D&D Older Editions
Fulfilling the Modularity Promise: Suggestions for an OSE Neo-Fantasy Genre Book [+]
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<blockquote data-quote="Ondath" data-source="post: 9159928" data-attributes="member: 7031770"><p>This is all great advice! For some of the neo-fantasy options, I'm actually lucky in that there are official OSE versions: I think Carcass Crawler #3 has both the Tiefling and the Dragonborn, for instance.</p><p></p><p>Good point about reducing power levels like OSE Advanced did. I don't necessarily want the damage output to stay the same in any case, but ideally I'd want the following two:</p><p>- Everyone gets some basic combat capability so the MU doesn't twiddle their thumbs while the Fighter deals with everything in combat. I watched the "What do low-level wizards do in old school play?" thread and I have to say, I dislike the idea that you do nothing until you reach higher levels. In that regard, I think cantrips are a good innovation (even Chromatic Dungeons has them actually at 1d4 damage), but they need to be scaled down to OSE's power level.</p><p>-As for options that give more raw power, I'm more interested in porting their flavour than the actual damage output. I'd like neo-Fighters to have some kind of flavourful maneuver option, for instance. But that doesn't have to mean that they can reliably add a d6 to every other attack. Mechanically it can be something like DCC's mighty feat of arms, or some other way of showing a range of maneuvers without necessarily adding bigger numbers.</p></blockquote><p></p>
[QUOTE="Ondath, post: 9159928, member: 7031770"] This is all great advice! For some of the neo-fantasy options, I'm actually lucky in that there are official OSE versions: I think Carcass Crawler #3 has both the Tiefling and the Dragonborn, for instance. Good point about reducing power levels like OSE Advanced did. I don't necessarily want the damage output to stay the same in any case, but ideally I'd want the following two: - Everyone gets some basic combat capability so the MU doesn't twiddle their thumbs while the Fighter deals with everything in combat. I watched the "What do low-level wizards do in old school play?" thread and I have to say, I dislike the idea that you do nothing until you reach higher levels. In that regard, I think cantrips are a good innovation (even Chromatic Dungeons has them actually at 1d4 damage), but they need to be scaled down to OSE's power level. -As for options that give more raw power, I'm more interested in porting their flavour than the actual damage output. I'd like neo-Fighters to have some kind of flavourful maneuver option, for instance. But that doesn't have to mean that they can reliably add a d6 to every other attack. Mechanically it can be something like DCC's mighty feat of arms, or some other way of showing a range of maneuvers without necessarily adding bigger numbers. [/QUOTE]
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