AD&D for 5E Players: Philosophy

The content discusses the fundamental differences between AD&D and 5E, emphasizing their unique mechanics and gameplay approaches. It highlights the importance of house rules in AD&D and the necessity for player caution, suggesting that dungeons are complex environments requiring strategic thinking. Ultimately, players shape their own experiences through decisions and creativity.

AD&D for 5E Players: What Drove Me Away

The content explores the differences between Advanced Dungeons & Dragons (AD&D) and Fifth Edition (5E) D&D, focusing on the limits imposed by universal skill systems, complex monster stats, and modern design philosophies. It argues that AD&D encourages player creativity and role-playing, fostering a more open and imaginative gameplay experience.

Picking a “Forever” Game

The author reflects on the decision to embrace Old School Renaissance (OSR) gaming, weighing various Dungeons & Dragons editions and other systems like BECMI and 2E. The choice of AD&D emerges as preferable due to its balance of rules, nostalgia, and support for creativity, despite challenges around availability and player familiarity.

Skill Failure: Insight

The post discusses the limitations of the Insight check in Dungeons & Dragons 5E. It illustrates how character biases affect results, potentially causing issues with clarity in detecting lies. The author argues that Insight checks can either eliminate mystery in the game or provide no useful information, rendering them unnecessary or overly simplistic.

Why Roll for Characters

The author discusses the differences between point buy and rolling methods for character creation in RPGs. They favor rolling, arguing it fosters a unique play experience with less attachment to characters. The randomness of rolling can model rarity in character classes and races, enriching the game’s narrative and challenge.

Lethality: Why RPGs Need Stakes

The author critiques the uninspired nature of five-card draw poker when played without stakes, paralleling it with tabletop RPGs lacking lethality. They recount a personal experience where a character’s self-sacrifice was undermined, leading to disinterest. The text advocates for games that incorporate risk, suggesting that stakes enhance player investment and enjoyment.

Why go OSR?

The author reflects on balancing nostalgia for past D&D experiences with present gameplay challenges. While yearning to recreate the simplicity of earlier versions, they recognize the need to adapt as an adult DM. They anticipate shorter, deadlier combat and modular play, embracing current OSR practices for a more engaging experience.

The Revenge of 5E

The author reflects on their experience transitioning from 5E to OSR gaming after running a campaign in Nentir Vale. They encountered challenges with prep time, plot complexity, and player autonomy in a sandbox setting. Ultimately, they conclude that 5E’s structure does not support true sandbox gameplay, leading to valuable lessons for future games.

I’m Going OSR

The author expresses dissatisfaction with D&D 5E, feeling it emphasizes structured encounters and character optimization over creative gameplay and engagement. They yearn for simpler rules fostering imagination, advocating for a play style that allows players more freedom and risk. Future campaigns will focus on shorter sessions with varied RPG systems for enhanced enjoyment.

The Argument for Padded Armor

The author reflects on recent D&D predictions regarding the potential removal of padded armor. They argue that padded armor, akin to a gambeson, serves a crucial protective role beneath heavier armor and can mitigate blows and arrows for players. This insight stems from the author’s extensive interest in historical armaments and D&D mechanics.