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The Lost Dungeon Crawling Rules of DnD 

Questing Beast
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13 авг 2020

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Комментарии : 541   
@QuestingBeast
@QuestingBeast 3 года назад
Patrons vote on what books to review and get to watch videos first: bit.ly/QBPatreon Keep up with the Old-School RPG scene with the Questing Beast newsletter: bit.ly/Glatisant Download my RPGs and adventures: bit.ly/QBDTRPG My favorite RPG-related products: amzn.to/30kfamM
@stevenmichaelcunningham4760
@stevenmichaelcunningham4760 3 года назад
I am bringing back the concept of the choosing of your own adventure per character resulting in 3 - 100 variating & enforcing morality as is proper.
@matthewkirkhart2401
@matthewkirkhart2401 3 года назад
Best OD&D quote ever: “The dungeon hates you.” That simple line bought me back to my gaming table in 1976. Many thanks for that!
@matthewkirkhart2401
@matthewkirkhart2401 3 года назад
@@richmcgee434 you are right, it does have the same spirit.
@Vyktym76
@Vyktym76 3 года назад
Damn man, you've been playing for as long as I've been alive. Hat's off to you good sir.
@matthewkirkhart2401
@matthewkirkhart2401 3 года назад
@@Vyktym76 there were a few breaks, but yes, I started in 1976, but got serious about it when the Moldvay Basic D&D set was published. Made more sense to my 15 year old brain. When did you start?
@singledad1313
@singledad1313 3 года назад
I started playing in 1979. This brought back a lot of memories. On game nights the three big questions were: who is mapping? who is keeping track of loot? and what is the marching order?
@singledad1313
@singledad1313 3 года назад
@@richmcgee434 We used mini figs too. To simplify and keep combat moving quickly, we used party initiative. The player still conscious with the best initiative bonus rolled for the party. For surprise checks, every made their own roll though.
@Joemantler
@Joemantler 2 года назад
A note on Movement being slow! Years ago, we had an adventure in Real Life using padded weapons. The adventurers geared up, and traipsed through a woody city park. Early on in the adventure, one of the villains needed to ask a question or something, and was moving about. She was spotted by the Party, and from then on, they advanced v-e-r-y cautiously, with two members facing backwards at all time! It was nearly dark when it was finished, and we had to scramble to get out before they closed! Later, the guy running the game said "no, no one was ever going to ambush you. You just saw her, and got paranoid."
@annacharleson6325
@annacharleson6325 3 года назад
"oil and fire, a staple of old D&D..." yeah tell that to my party. geniuses burned down a mansion to defeat a swarm of SPIDERS
@m_d1905
@m_d1905 3 года назад
Acrophobia is a thing for your party eh? Did they defeat the spiders? Players can be very interesting.
@GiveMeYourEyes947
@GiveMeYourEyes947 3 года назад
The first thing I did in our OD&D campaign with me being a squishy mage was make a Molotov cocktail using oil flasks and strips of cloth. That began my mages obsession with fire and she's now running around as a fire elemental mage.
@nutbastard
@nutbastard 2 года назад
@@GiveMeYourEyes947 I love the consistent character progression!
@TheManyVoicesVA
@TheManyVoicesVA 3 месяца назад
Sounds like they succeeded in killing the spiders.
@HessianLikeTheFabric
@HessianLikeTheFabric 3 года назад
Since I only started playing D&D with the playtest of 5th edition, I never noticed how close 'Munchkin' and 'Darkest Dungeon' are to older D&D versions
@twentysides
@twentysides 9 месяцев назад
I assumed it was wisely known, but "munchkin" was an old derogatory term for a D&D player who would do every possible thing for one more coin, one more experience point, one more +1 to a roll, so the card game was about that. Boil an ant hill was one of my favorite cards from that game ("every ant must be worth 1 XP, so I level up, right?").
@HessianLikeTheFabric
@HessianLikeTheFabric 9 месяцев назад
@@twentysides Oh, I know what munchkin is as a term, but I didn't know the connection :D
@zaryck13
@zaryck13 5 месяцев назад
On this same concept, the Etrian Odyssey series is fantastic
@TheManyVoicesVA
@TheManyVoicesVA 3 месяца назад
​@@twentysides that is a favorite of mine as well XD I tried playing Munchkin with a group of friends who dont really play RPGs and they didnt like it much. They found it complicated if you can believe that! DnD just isnt for some people...
@entheo302
@entheo302 3 года назад
“Old D&D was more of a stealth game than modern editions.”
@MrSteveK1138
@MrSteveK1138 3 года назад
"The Dungeon hates you!" OSR mantra. My wife when she watched this mentioned that it reminded her of the scene in Aliens with the platoon trying to rescue the colonists in the reactor chamber. Surprise by the xenomorphs, marines flatfooted, four marines out on the first round.
@FamousWolfe
@FamousWolfe 2 года назад
Last AD&D 1E game I ran went like this: Party of four (dwarf fighter, elf mage, human cleric, halfling thief) exploring a dungeon. Very first room they come across and the door is stuck (not locked, just stuck). Dwarf fighter begins shoulder-checking the door as he's a busy dwarf and doesn't have time for these things. He rolls and fails his check to open the door, and again the next time, and again. It wasn't until his 4th attempt that he actually succeeded in forcing the door open, giving the monsters on the other side ample time to strike. We check for surprise, monster's didn't need to roll because they already knew the party was there thanks to the fighter throwing himself literally at the door. Dice indicate the party will be surprised for two segments, giving the enemies basically two whole rounds of free attacks. Ouch. I describe it to my players as follows: "The door is knocked off its hinges and lands on the ground with a very loud THUD! In the chamber beyond, there is nothing but eerie silence and darkness. Suddenly, out of the darkness comes a flurry of dark shapes and a distinct chittering sound. Before you all know it, you're surrounded by giant centipedes whose nest you happen to stumble upon! Giant centipedes have a very weak bite attack (in fact it deals no damage), unfortunately it is poisonous and forces a Save vs Poison to not die (at a +4 bonus because of how weak their poison is). There were enough centipedes that everyone in the party got bit twice and had to roll two separate saves. Everyone except the dwarf failed their saves and died in the very first surprise round. Second round of surprise, the dwarf got bit 8 times and failed a saving throw so he too succumbed to the giant centipede venom. Yes, it was a total TPK from just the very first room of the dungeon! We all laughed and rolled up new characters lol.
@oz_jones
@oz_jones Год назад
@@FamousWolfe Amazing. Glad nobody wasnt a sourpuss about it. I have a feeling that Gary would have been proud.
@TheSonicShoe
@TheSonicShoe 3 года назад
I feel like paizo tried to reimpliment some of this stuff in Pathfinder 2e with the exploration actions, but they didn't go far enough with some of it. This was a problem I personally had when running modern systems before discovering the OSR where I didn't have the concept of the "Dungeon Turn" where you just block things out in 10 minute chunks. It makes failures so much more meaningful during exploration periods when you tell your players "just so you know, this action is going to take 10 minutes. if you fail, you can try again, but it's going to take another 10 minutes, and something might find you in the mean time."
@QuestingBeast
@QuestingBeast 3 года назад
Yeah, even if you just add turns and wandering monsters, dungeon crawls get so much better.
@Alex-cq1zr
@Alex-cq1zr 7 месяцев назад
Some peoplw dislike the idea of stuff taking that long cause like "i don't need 10 minutes to look around the room"
@zanh.7114
@zanh.7114 5 месяцев назад
@@Alex-cq1zr​ That’s true if the room is clean, its contents are labeled, and the characters are familiar with its layout or occupants. But this is a dungeon. Rubble and detritus litters the stone-and-mortar tiles under your boots. Tables and chairs are overturned, piled into corners as makeshift barricades from a struggle fought long ago. Chests are buried in years of old monster refuse. And it is hard to be hasty when even the littlest noise at the wrong time might attract your doom. It’s a miracle they can even find anything in the room after just 10-minutes, if you consider the typical environment where the search would occur. At least, this is how I imagine how they thought these things would work. It’s certainly how I prefer to think of it!
@redbeard3498
@redbeard3498 3 года назад
Quibble: I use reaction rolls for most non-intelligent monsters as well. Are they hungry? Hurt? Already fed? Unless it's a life-hating undead, there's usually still a range of reactions from non-intelligent monsters.
@russellharrell2747
@russellharrell2747 3 года назад
The 10 minute turn is a carry over from war gaming, as is the fatigue for not resting. The original authors of D&D were war gamers after all, with Gygax’s Chainmail rules being a direct precursor to the original game. Lots of Iconic races, spells and mechanics have their origins in Chainmail and other pre-D&D works like the First Fantasy Campaign. The tendency of the past 2-3 decades to disparage the dungeon crawl and the feel of those early game sessions is exactly what is leading to the success of the OSR. But you guys knew that
@darrenp9454
@darrenp9454 3 года назад
Truth!
@schnittmagier5515
@schnittmagier5515 3 года назад
Not me. Thanks :)
@russellharrell2747
@russellharrell2747 3 года назад
Kevin Sullivan I would hate to go through a dungeon stocked like toddlers rooms. The floor would be 100% LEGO caltrops covered with various food stuffs and puzzle peice debris and tiny plush golems. I’d much rather face an otyugh den.
@daviddamasceno6063
@daviddamasceno6063 3 года назад
Great observation nonetheless :)
@InnoVintage
@InnoVintage 3 года назад
Yeah, the dungeon was only hard focused post 1981 in the "return to the dungeon" 3E ads.
@alasanof
@alasanof Год назад
Dungeons have mandatory breaks, which automatically makes them better than working at a warehouse. Or a warehouse is also a dungeon.
@concibar4267
@concibar4267 2 года назад
I feel like people in the hobby are usually only used to one playstyle and unfortunately often disdain the other ones. I wish the old school and new school people would visit each other more often. I've learned so much from all the different camps in our hobby. This too was very an interesting insight. :)
@williamlee7482
@williamlee7482 Год назад
I've been Dm'ing since 1978 when I started at age 11 . I've given a few Dm's some tips on gaming and organizing things for both them and their players . I use the ultra pro 8X10 one pocket page in a folder to keep my house rules in and a folder for character creation rules that I hand out to new players so they don't have to take turns looking things up that also has a copy of my house rules so that if players want to kbow what a certain house rule is they have right in front of them that way play doesn't slow down while I explain a rule to them . I also have a DM binder filled with things I use in the game such as random encounter tables by terrain that includes weather and environmental encounters such as storms of earthquakes , it also includes random npc's with stats , class ( if any ) and other important info on them . It also has random dungeon and wilderness tables I can use to create a random dungeon or wilderness area if I need it . I showed it to a few Dm's at my local store and now they have their own versions of my DM binder . I also talked with 2 Dm's on how to run a sandbox campaign that not just filled with random rolls as the players explore but also has pre made sites to explore while still having room to add things they might want to add . Any time I can help another DM or player out to help expand their game and/or knowledge I do it . I had help as a kid back in 1978 at my local hobby store from a few sailors who used to run AD&D 1st edition went they seem me a my 3 friends playing basic d&d . I play a multitude of rpg's from fantasy to space opera including the very first Star Wars RPG from west end game . I've seen a few Dm's get burned out on Dm'ing d&d because it become repetitive over time because of their play style that they think they have to abide by because that's how wizards does things . Which goes back to the open word sandbox style of play that keeps things fresh and makes the campaign a living thing that grows along with the players
@GreekGeek73
@GreekGeek73 3 года назад
Rules Cyclopedia, still the best version of D&D. Dungeon exploration, world building and exploration, domain management, and mass combat. All the “mini games” of Dungeons and Dragons in one volume.
@davidm6387
@davidm6387 3 года назад
I think I've come around to preferring it above every other published edition of D&D. It's far from perfect, for example I dislike race as class with level caps. However, "not perfect" is a big improvement from 1e AD&D which is full of stupid and is basically not playable as written.
@GreekGeek73
@GreekGeek73 3 года назад
David M, the more I game, the more I see options as hindrances. At any rate, the Gazetteer series, gave us a ton of racial character classes, some of which were really interesting.
@NefariousKoel
@NefariousKoel 3 года назад
@@davidm6387 - Just a heads-up; the new compiled OSE set has rules for separating race & class along with removing racial level limits while still balancing out Humans. As with everything else in it's B/X/BECMI style rules, it's an easy adjustment.
@jcraigwilliams70
@jcraigwilliams70 2 года назад
I still have my old Rules Cyclopedia and I love it, but there are things that I prefer in OSE. Still, Mystara is my favourite campaign world and I am starting a solo game in Karameikos.
@max4750
@max4750 Год назад
Where can I get a pdf of this?
@paulcrosslin6011
@paulcrosslin6011 3 года назад
The reason for flasks of oil and 10' poles. These things came about as a result of dungeon crawls... Those rules are a result of experience. There was upon a time an "Random Dungeon Generator." A party had to come to a crawl prepared to survive and actually bring back treasure.
@williamlee7482
@williamlee7482 3 года назад
One thing we did was to bring with us was a wagon or two along with heirling guards to watch over the camp as we went into the dungeon . We always had oil flasks on us and used them to escape tougher monsters by throwing them behind us to slow them down or we put the flasks and threw them in the 1st round if combat to damage the monsters before melee combat giving us a greater chance of survivability . My character kept a small bag of flour on him and if we were attacked by an unseen monster I would throw the bag at the ceiling breaking it causing the flour to coat everything making the unseen opponent seen and easier to combat
@RabidHobbit
@RabidHobbit 2 года назад
I have always wondered this. Whether Gary or Dave came up with the idea to stock shops with 10' poles, or whether the earliest players reqested them, and then they ended up in the published game. A chicken or egg question.
@techstuff9198
@techstuff9198 2 года назад
@@RabidHobbit Definitely the latter.
@thirdwordbird3011
@thirdwordbird3011 3 года назад
Honestly this is all the stuff that I thought 5e was missing.
@mtmroc
@mtmroc 3 года назад
This is awesome. I was literally just searching for this exact content - how to run a dungeon that’s more than players just walking from room to room. Thanks!
@QuestingBeast
@QuestingBeast 3 года назад
Thank you! Tell your friends!
@ZeliousSigma
@ZeliousSigma 3 года назад
One of the funniest traps I had in a dungeon... It was a pressure plate that was set to go off when it was pressed 3 times. The theif goes forward looking for traps, then comes back, doesn't notice the pressure plate, didn't roll high enough. Party proceeds down the corridor, frenzied berserker in front, he triggers the feeblemind trap, being the 3rd person to press it. He was affected by the feeblemind for the next month before they could find a city with a cleric they could pay to remove it.
@demongustavditters7150
@demongustavditters7150 3 года назад
A month of playing? So he just sat at the table listening to the rest of the party play dnd?
@ZeliousSigma
@ZeliousSigma 3 года назад
@@demongustavditters7150 Not exactly. He could still roll and kill things, he just couldn't make any decisions on his own. He had killed some of the other players with a failed will save to get out of berserk more than a handful of times before this happened, some were more than happy to get back at him. Also, I was using the CR chart exactly like the DMG says, with 8 players, so that adds +4 CR to every normal encounter, they really couldn't afford to leave him behind.
@Z1gguratVert1go
@Z1gguratVert1go 3 года назад
A berserker that got feebleminded? Who could tell the difference?
@juliogouvea9447
@juliogouvea9447 2 года назад
That is bussiness as usual for a barbarian.
@FamousWolfe
@FamousWolfe 2 года назад
The irony being that had the Barbarian been in a rage beforehand, he would've been immune to the Feeblemind trap lol
@Kloro_4213
@Kloro_4213 3 года назад
Ok i just saw this video in my recommended and i was like “this video is way too long. But i think it would help me to improve my Dm Skills”. The time flied. +1 subscriber!
@QuestingBeast
@QuestingBeast 3 года назад
Thanks Kloro!
@Endymion766
@Endymion766 3 года назад
Bring door spikes. Doors love closing behind you but cant if you spike the things open. Learned that the hard way.
@MeanderBot
@MeanderBot 3 года назад
As someone who started D&D in 4th edition and plays a lot of video games, hearing about OSR D&D explains a lot of things. A lot of these rules sounded familiar as a longtime player of Nethack, and EXP from treasure is present in at least the D&D arcade games, and I'm tempted to say several others although nothing else is coming to mind.
@QuestingBeast
@QuestingBeast 3 года назад
Yeah, D&D was massively influential in video games. Even the first popular FPS, Doom, was just D&D with guns. And the way that each environment in video games is called a "level" is straight out of D&D, where dungeons were divided into progressively harder levels, going down.
@MeanderBot
@MeanderBot 3 года назад
@@QuestingBeast Absolutely D&D was a huge influence, but I never really considered it past things like "here's some monsters from D&D" or "leveling up like D&D" or "We're going dungeon crawling like D&D." Things like the way levels are built in Nethack, EXP from treasure, wandering monsters and others I would've never considered, and it's fascinating to learn about them.
@pietrayday9915
@pietrayday9915 3 года назад
Games like "The Bard's Tale" and "HeroQuest"/"Quest for Glory", not to mention a mountain of actual D&D video games sanctioned by TSR, followed up by the likes of "Nethack" and "Rogue" and all sorts of MUDs and MUCKs, were kind of a staple for us computer geeks in the '80s and early '90s - I've still got some of my old Bard's Tale and D&D video games around. In addition to EXP from treasure, familiar-looking monsters and character races and classes, and the like, the video games would also include encumbrance rules built in, wandering monsters, hostile environments that prevented resting, undetectable teleportation squares and squares that messed with your compass and the like that would force you to map things carefully or just roll with getting lost in the dungeon, cursed equipment, poison and disease that wore down party resources, Iron Rations and tracking food and missiles, minimalist stories, a virtually disposable cast of party members, randomly-generated stats that limited what races and classes could be taken, and so on were all common in those vintage computer RPGs. Many of these mechanics would get abstracted out in later equivalents as "irrelevant" to the main game, or in favor of given players more investment in and freedom of choice over optimizing long-lived dedicated characters, or in favor of world-building (including weird and exotic overland settings) and (railroady) single-player scripted epic storytelling. D&D's inheritors have also become heavily invested in selling rules systems (e.g. D20) and in selling an endless series of new editions of libraries of books built on a disposable razor blade or planned obsolescence model (which is understandable as a business model, if not particularly desirable for us as customers!) I can see the attraction in that trade-off, and can understand the evolving role of computers in shaping the hobby along with the influences of e.g. Japanese computer RPGs in informing developer and gamer tastes, but the genre did lose a lot of the charm and flavor of the original D&D game in the process of making the trade-off.... I think that the result of the trade-off has been an identity crisis for pen-and-paper RPGs! The positive side of the OSR, I think, is its role in stepping in to try to ground the hobby in its forgotten past, by restoring the old Dungeon Crawl experience to the heart of the game, and reminding younger fans - who too often only know fantasy by Tolkien, by the current incarnation of D&D, and by generations of inbred computer games and countless tabletop RPG D&D imitators - of the game's origins in the literature catalogued in the old "Appendix N", including the likes of Edgar Rice Burroughs' John Carter of Mars (with its weird post-apocalyptic alien dungeons full of nameless Martian horrors), H.P. Lovecraft's weird fiction (see the wonderful and all too often ignored "dungeon crawl" segments in "At the Mountains of Madness", "The Mound", "The Case of Charles Dexter Ward", "The Nameless City", or "The Statement of Randolph Carter"), and all the other countless early influences over the genre, of which the oft-cited and now almost cliched Tolkien is actually one of the more minor examples! The OSR thus both brings the hobby back to its roots, while expanding its palette with inspirations that today are often tragically forgotten and neglected....
@HaloInverse
@HaloInverse 2 года назад
I, too, was reminded of game mechanics from traditional (tile-based, turn-based) roguelikes - Nethack, but also Rogue (the original), Moria, Angband, TOME, and so on - not surprising, since Rogue and its (earlier) descendants were developed back when these dungeon-crawl rules were still in active use in D&D. Funny how D&D (and other tabletop RPGs) moved towards streamlining such rules _out,_ while roguelikes leaned into such rules _harder_ (at least, until the era of "roguelites").
@Jimalcoatl
@Jimalcoatl 3 года назад
Old video game RPGs would often have you drop money when you run from fights. I never understood the logic behind that until now.
@williamlee7482
@williamlee7482 3 года назад
I guess you can see it as the monsters use the money to buy and trade from each other within the tribe/group and from other allied tribes of monsters so having a party throw down coins slows the intelligent monsters down but it wouldn't work for animal intelligence monsters because they have no need for money and see the party as their next meal
@ADayintheLifeoftheTw
@ADayintheLifeoftheTw Месяц назад
​@@williamlee7482this is why you would drop rations. 😉
@AdamBlackArts
@AdamBlackArts 3 года назад
I would like to say: I get a lot of YT recommendations for DM Help Videos, and almost all of them are 2 minutes of material buried in 10+ minutes of annoying fluff, just so the creator can game the YT algorithm. They're all an incredible waste of my time. But your videos are not. You put real and helpful info into every vid I've seen of yours so far. And your newsletter is the only newsletter I'm still subscribed to at the moment, because it's so ridiculously full of REAL CONTENT. TL;DR: Thank you, and keep up the good work!
@daviddamasceno6063
@daviddamasceno6063 3 года назад
Not to mention the clickbaity titles....
@mendacii9391
@mendacii9391 3 года назад
Hard agree, Adam. Thanks for the killer content
@tarogue1
@tarogue1 3 года назад
'Resource Depletion' is a lot harder in D&D 5E. A surprising number of races (most) have dark vision, so light sources become moot. The light spell is a cantrip, so wizards don't need to worry about hoarding limited spell slots. Goodberry is a 1st level druid/ranger spell that provides a full days nourishment. A long rest restores all lost hit points, so characters aren't starting each new day sore and weak. My opinion: the dungeon crawl isn't a thing anymore because it's not a challenge anymore.
@cadencenavigator958
@cadencenavigator958 3 года назад
I remember a Zee Bashew video where he suggested a simple rule change to make survival harder: just have Goodberry consume its material component.
@ryanadshead4809
@ryanadshead4809 3 года назад
Dark vision is essentially shades of grey, not perfect day light vision. This gives DA on perception/investigation checks due to less obvious detail that can be observed.
@vinimagus
@vinimagus Месяц назад
Great points. Shame on 5e.😊
@user-gj7lp5iz6k
@user-gj7lp5iz6k 3 года назад
Modern D&D is so far removed from the dungeon-crawling of early editions as to be a completely different game.
@QuestingBeast
@QuestingBeast 3 года назад
Yeah, I think there's an argument to be made for that.
@michaelduke9057
@michaelduke9057 3 года назад
There might be an argument but I don't it's a strong argument. The rules overlap a lot, the core settings are almost identical, and the feel at the table is very similar. I took a 30 break and while the rules were better thought out really didn't really change that much. I love the greater variety of adventure type and more willingness to rp but that feels like evolution not revolution.
@SimonClarkstone
@SimonClarkstone 3 года назад
Classic roguelikes are closer to OD&D. Rogue itself seems to kave the same attitude of being a strategic slog continually on the edge of resource depletion.
@michaelduke9057
@michaelduke9057 3 года назад
@@SimonClarkstone That is a great point part of the reason that I think DnD has changed is that game experience that OD&D used to have is now available in video games. So now there is an emphasis on the things you can't get out of video game aka flexibility in story telling.
@crimestick6648
@crimestick6648 3 года назад
@Josh H. I could not agree more.
@grumpygrognard7292
@grumpygrognard7292 3 года назад
Another fun source to play around with is Appendix A in the AD&D DMG. You can generate a random dungeon in very little time and even run a quickly-generated party through it to test it out.
@NefariousKoel
@NefariousKoel 3 года назад
There was an old 3rd party dungeon generator called "Central Casting: Dungeons" from Task Force Games (makers of SFB) back in the '80s. It was the same kind of random dungeon generation, but on steroids. Picked it up back then, it was pretty amazing at the time and put the DMG one to shame by a long shot. Unfortunately it's been out of print for ages, and hasn't been re-published to digital by TFG, so even the old beat-up softcovers being sold on ebay go for a pretty penny. There are modern alternatives, some even more extravagant, but I don't think they quite retain the same old-school feel.
@GeryonM
@GeryonM 2 года назад
Is there a DL for those older books? Kids today don't have time to read and search for stuff. All I would have to do is go to the shelf though.
@ColinTedford
@ColinTedford Год назад
@@GeryonM Yeah, DriveThruRPG has all the old D&D books as PDFs.
@brianevans9719
@brianevans9719 3 года назад
Just read the 1st edition Advanced Dungeons and Dragons Dungeon Masters Guide. Everybody that wants to be a Dungeon Master should have this book at their disposal. It doesn't tell you how to run a dungeon, but it is so full of so many tips and ideas on how things should be run
@treestefano717
@treestefano717 3 года назад
This is the kind of DnD I miss. Something started to be progressively lost after Advanced DnD 2.0
@williamlee7482
@williamlee7482 3 года назад
I tried playing 3.5 but it was to much like playing an mmo in some ways due to feats turning characters into superheroes . I never touched 4th edition tabletop mmo d&d at all after reading the rules while I worked at a hobby shop . I now just play a mix of AD&D 1st and 2nd editions with house rules in my own campaign setting . D&D of today babies the players with all its 3 saves vs death , healing words non stop usage and the players relying upon feats for everything . To me it's become nothing more the feat rotation in combat , race and class combos to make the ultimate character builds ( another mmo aspect ) and way to much healing going on to make the game challenging in my opinion
@thekittenfreakify
@thekittenfreakify 2 года назад
I have been considering giving monsters feats and classes to even things out a bit but i am afraid of going too far
@hysterical5408
@hysterical5408 2 года назад
@@thekittenfreakify I do that all the time. I work under the philosophy that whatever the heroes get, the monsters have access to them too. It works pretty well, keeps the game on their toes.
@techstuff9198
@techstuff9198 2 года назад
@@williamlee7482 3.5 making you a superhero past Lv5 doesn't nullify the potential for super lethal dungeon crawls. 5e making you a superhero past Lv5 does nullify that potential. That may be fixed in time, but for the time being it's easier to just learn how to properly run 3.5 for the specific flavor you want. Something you should have already learned as you grasped the mechanics.
@williamlee7482
@williamlee7482 2 года назад
@@techstuff9198 3.5's mechanics was the start of wizards going the route of an MMO . 4th edition d&d was straight up a tabletop MMO with all its daily , at will and encounter powers plus is movement in squares and having to play on a gameboard . As I said I stoped playing 3.5 because of the MMO aspect of the game with all the feats and feat rotations that just about every player does . I've been playing D&D since 1978 at age 11 so I know how to create deadly dungeons , my point was why do you need to modify the rules to make dungeons deadly when it should be part of the mechanics themselves . D&D 5e holds the players hands and keeps them safe with their long rest ( 8 hours ) to regain all their hp's back plus their 3 easy saves vs death once they hit zero hp's and all the healing wards being thrown around non stop makes d&d into a kids rpg because you can't have the characters dying in a dungeon without some one crying ( I've seen a grown 23 year old guy cry because he failed his 3 death saves in a row and his character died and he got up and went outside to cry ) . That's why I play AD&D instead where my players know there is no hand holding going on and I don't need to make my dungeons super lethal because they are already lethal to begin with just playing by the mechanics . I couldn't stand 3.0 , 3.5 , especially 4.0 and now 5e because NONE of them feel like a challenge to myself or my players because of the overpowered feats , all the non stop healing that goes on , the 8 hours rest to regain all your hp's back and 3 easy saves vs death . Wizards won't fix it because players asked long ago for the game to be made more easy so that it can be more inclusive to new players and so their characters don't die so easy . It's just a generic fantasy superhero rpg any more and it's because wizards went woke
@epone3488
@epone3488 3 года назад
Ben: wandering monsters is a very interesting subsystem all by itself and when where why and how of wandering monsters has been somewhat lost. Encounter distance and the Monster reaction is very important. Yet there is a bit of leeway around sending them as essentially a turn or two has past so even taking into account encounter distance and reaction the "spawning" of these monsters as a new encounter has some very crucial emergent story properties which are some of the special sauce that is overlooked about the wandering monster. Indeed there is a lot in similar with the "fail forwards", "complication" "twist" etc idea as a ludic object i.e. you can generate the wandering monster turn it into an encounter (thus getting an idea of what's at hand) and then seed it into the dungeon environment ins a compelling way. Far too much of the objection from back in the day (i.e. '80s) was that the monsters spawned in like a video game because that was the model readily available to kids in the 80's, yet that is exactly what the don't do, they (monsters) don't magically appear and immediately attack. It's far more nuanced and interactive with the emergent story than might otherwise be at first apparent.
@richdriscoll5837
@richdriscoll5837 3 года назад
Thanks for the trip into the dungeon of old. Another concept that was used "back in the day" was the Caller and the Mapper. The Caller would declare all of the actions of the party for the dungeon crawl until someone with special skills was required or monsters were encountered. The Mapper would take the DM's (or Moderator back then) descriptions and draw them out. Sometimes it did not take a locked door to make a party seek another way out.
@InnoVintage
@InnoVintage 3 года назад
I was really surprised when traps were detailed in OSE after reading all of 5E repeatedly and having nothing codified. It was shocking, and great.
@InnoVintage
@InnoVintage 3 года назад
I love the idea that the goblin class has a 6 in 6 to open stuck doors
@dingdongdangah
@dingdongdangah 3 года назад
That is a great and extremely useful and nifty overview. All those individual unpackings in one place! Excellent.
@JefferyBlack
@JefferyBlack 3 года назад
I have the old Moldvay books (and pdfs as backups), but I've been looking for an excuse to get the OSE hardbacks. This video was the tipping point for me. Thanks!
@WilliamH157
@WilliamH157 3 года назад
You're doing the Lord's work, Ben. Keep it up!
@simmonslucas
@simmonslucas 3 года назад
Word!
@danielgoldberg5357
@danielgoldberg5357 2 года назад
Everywhere I turn on RU-vid, the consensus seems clear: Old School Essentials is the best, most clearly organized OSR game. I'm sold.
@eirikrhernandez8860
@eirikrhernandez8860 2 года назад
Listening to this video I couldn't stop thinking of OD&D as pretty much tabletop Darkest Dungeon. Makes a whole lot of sense even. That's pretty cool.
@Swordsmage
@Swordsmage 3 года назад
Dang I love this, I really wish 5e had more rules and tools for dungeon crawls, definitely keeping these in mind for when I DM as combat and dungeons are still my favorite part of this game.
@IzzetNilson
@IzzetNilson 2 года назад
Traps not functioning as they should is like one thing I never thought about that would make absolutely perfect sense for an old dungeon that's been forgotten, and this somehow just means it's more terrifying. I love it!!
@MrArioncete
@MrArioncete 3 года назад
one of the best classic D&D exploration turns review in the internet
@andrewsmith2880
@andrewsmith2880 2 года назад
Early editions of D&D were ALL about the Dungeon. Somewhere along the line, (probably around 2nd Edition with all the "kits") the focus shifted to the character and the dungeon became more of an afterthought. Early D&D was more about survival and less about all of the heroic shit your character could do.
@nutbastard
@nutbastard 2 года назад
Which is why it's good that there are so many flavors to choose from. There isn't a "correct" DnD. The correct DnD is the version where the players and the DM get what they wanted out of it.
@blackstone777
@blackstone777 Год назад
Survival is heroic. Duh.
@blackstone777
@blackstone777 Год назад
@@nutbastard I disagree. Dnd after 3e is garbage and way too distant from the source material. Hence this video. 5e can't even get a standard dungeon crawl right. Modern doesn't mean better
@jenningscunningham642
@jenningscunningham642 Год назад
@@blackstone777 amazing I use hexcrawls and dungeon crawls very effectively.
@TheSoling27
@TheSoling27 3 года назад
started AD&D 1981 never moved from it -- welcome back to the past.
@illianstrange5556
@illianstrange5556 3 года назад
I'm currently working this into my 5e campaign. Thank you so much for introducing me to this rule set, 5e is to barebones when it comes to dungeoneering in my personal opinion. I find players often get antsy when dungeoneering with 5e. 💙💜❤💙💜❤💙💜❤💙💜❤💙💜❤
@fchrisb804
@fchrisb804 2 года назад
This is very useful for many of us who haven't play classic DnD in a long time!
@williamaitken7533
@williamaitken7533 3 года назад
I had actually been looking for EXACTLY this. I got into D&D with 4e and 5e and I was never really satisfied with how my dungeon explorations came out. It felt like everything I was doing as a DM was really arbitrary. Like when spells would wear off or when I'd put a random encounter in or how far the party moved in any given amount of time. It also never felt risky. Like I would feel like a jerk if the players went to cast a ritual Detect Magic and I threw a random encounter at them while they waited. It would just use up session time and when the encounter was over they would just cast it again. So I rarely included them for that reason. Making this into a psuedo-turn-based experience really alleviates a lot of the anxieties I was having. I love that you know as a player FOR CERTAIN how long your spells or abilities last. I don't understand why this isn't more of a thing! Like really, it kind of upsets me that this is the first I'm hearing about this stuff. It really feels like the designers of modern D&D, who have been playing a long time, are just taking for granted how to actually run a dungeon-based experience.
@bluelionsage99
@bluelionsage99 3 года назад
Heck back when we old people were playing in the early 80s, none of the rules were unified. Practically every task had its own sub-rules and often a special table. You might be asked to roll any type of dice from percentile to the d12 (which is these days pretty much only used for hit points on Barbarians).
@QuestingBeast
@QuestingBeast 3 года назад
Yeah, everything was highly modular. All the parts had been built as they were needed to solve particular problems.
@Bluecho4
@Bluecho4 3 года назад
I've also had my eye on these kinds of rules, and have considered implementing them in my games. I'm especially intrigued by the idea of tying XP more to treasure than to monsters. It would not only subtly shift the players' priorities, it would allow me to populate areas with more monsters significantly above or below the PCs' level. After all, if they don't HAVE to fight everything they see, they won't have as much incentive to attack something they have no chance of beating (or which would be a trivial victory, not worth the time spent running the combat). Another element that matters more for certain PC races than others is Darkvision/Infravision. From what I understand, both work roughly the same way: low light appears as bright light, and darkness appears as low light. While this can alleviate the need for light sources somewhat, it's not the easy thing people make it out to be. Or at least it _shouldn't_ be. If you're a party of elves and dwarves and whatever, "low light" still means "you can't see as much as in bright light". In 5e, this directly translates to having Disadvantage on Perception checks in low light (in darkness, obviously you can't see at all). I think more DMs need to enforce this with parties who think they can navigate a dungeon with no light sources ever. It'll only take a couple times falling into a trap due to Disadvantage on a check to get them to reconsider torches. There's a reason Drow have Dancing Lights as a native ability, even though their Darkvision is really strong.
@Boonedale
@Boonedale 3 года назад
Using gold for XP was phased out after 1st edition because it was to easy to gain a level after just one encounter. Most all of the rules in this vid are from 1st edition and OD&D. There's even a system to randomly generate a dungeon in the first edition DMG that's useful all through 3.5 (including random monster encounter charts for dungeons and wilderness encounters).
@williamlee7482
@williamlee7482 3 года назад
@@BoonedaleSounds like you are talking about Monty Hall campaigns where gold was just thrown at players by the thousands . Here's how experience was handled in AD&D 2nd edition . Creature Experience Point Values Hit Dice or Level XP Value Less than 1-1= 7 1-1 to 1 = 15 1+1 to 2 = 35 2+1 to 3 = 65 3+1 to 4 = 120 4+1 to 5 = 175 5+1 to 6 = 270 6+1 to 7 = 420 7+1 to 8 = 650 8+1 to 9 = 975 9+1 to 10+ = 1,400 11 to 12+ = 2,000 13+ =3,000 + 1,000 per additional Hit Die over 13 Common Individual Awards Player has a clever idea 50-100 Player has an idea that saves the party 100-500 Player role-plays his character well* 100-200 Player encourages others to participate 100-200 Defeating a creature in a single combat XP value/creature Individual Class Awards Award Warrior Per Hit Die of creature defeated 10 XP/level Priest Per successful use of a granted power 100 XP Spells cast to further ethos 100 XP/spell level* Making potion or scroll XP value Making permanent magical item XP value Wizard Spells cast to overcome foes or problems 50 XP/spell level Spells successfully researched 500 XP/spell level Making potion or scroll XP value Making permanent magical item XP value Rogue Per successful use of a special ability 200 XP Per gold piece value of treasure obtained 2 XP Per Hit Die of creatures defeated (bard only) 5 XP Players still got 1 experience per gold piece . Players didn't walk out with thousands of peices of gold from a dungeon unless the DM was a Monty Hall DM and even if they did walk out with a few thousand gold pieces that experience would be divided by the number of party members so the odds of gaining 1 level just from gold experience wasn't normally something that would happen . At lower levels the total amount of gold in an entire dungeon was normally less then 2 thousand gold and for the lowest level i.e. 1st level the amount of gold in a dungeon was only in the hundreds total at most
@cagedstowgee4991
@cagedstowgee4991 2 года назад
This is a VERY underrated video. Thank you for breathing new life back into my DMing!
@JavaApp
@JavaApp 3 года назад
I notice that you didn't talk about encumbrance and treasure weight - which impacts speed, and therefore time spent in the dungeons (which impacts wandering monster rolls), and the ability to more readily escape from monsters. I can see why you wouldn't. Encumbrance has long been a contentious issue among players, and frankly most GMs, the vast majority of which hate the system. That's a shame, because B/X (and thus OSE) has one of the more workable systems, in which speed is based on armor worn and whether or not the individual is carrying 'significant' treasure. It's also the system that impacts dungeon play the most, if it is used, and perhaps more significantly than most of the other systems you explore in the video.
@QuestingBeast
@QuestingBeast 3 года назад
I think I'll make a video just focusing on encumbrance later. There's lots of ways to do it, and it affects players from all editions.
@paulbigbee
@paulbigbee 3 года назад
Questing Beast I could absolutely use your perspective on encumbrance options, again because these can add tension and player choice.
@pietrayday9915
@pietrayday9915 3 года назад
On one hand, encumbrance kind of jams you into a game of Accountants and Attorneys, which was never to my taste. On the other hand, to its credit, encumbrance - combined with wandering monsters and the like - does force the players to carefully consider what treasure to drag along with them, and out of the dungeon, which changes the way the dungeon economy looks: even if one doesn't like the record-keeping and so on, there's that nagging sense that the characters are dragging world-breaking amounts of treasure out of the dungeon. With encumbrance and a hostile dungeon, there may be lots of wondrous magical treasure and heaps of gold to be found down in the dungeons, but only so much of it can be dragged out of the dungeon by the characters....
@darrylrtaylor3056
@darrylrtaylor3056 2 года назад
@@QuestingBeast I hope that you made that video, encumbrance is not that difficult of a thing to manage: you do it in detail at character creation, and you simply do not let it have any slack. Whether it is physics, cultures, or dungeons, the bottom line isn't so much what you could theoretically DO; the important thing is having limitations, boundaries and restrictions, and knowing that they are there.
@Kunstdesfechtens
@Kunstdesfechtens 2 года назад
Old school D&D is essentially a heist game. And I love it.
@nehukybis
@nehukybis 3 года назад
The shift away from dungeon crawls and to more detailed combat just reflects the change in popular movies. Watch an "action" movie pre- Raiders of the Lost Ark and you'll see what I mean. There was a lot more focus on exploration and physical obstacles, and strategy, and less time spent on combat scenes. Modern action moves are descended from Warner Brothers cartoons, not John Wayne or Tarzan movies. Thing is, once you get over the power murder fantasy, combat in FRPGs is mostly dull. The best times I ever had in D&D were playing some thief who was sneaking around avoiding trouble. Sometimes the "dungeon" is a palace or a temple. That moment when you pop open the chest and take the treasure is a lot more satisfying than rolling dice until the monster dies.
@thebaronvoncarson
@thebaronvoncarson 3 года назад
Sharing this one around. Love it. Thank you
@dansantospirito5310
@dansantospirito5310 3 года назад
Old School Essentials with the Advanced supplements is fantastic. I've found that Necrotic Gnome put out some truly flavourful, truly unique material (Dolmenwood has a special place on my bookshelf!).
@legithopecrew
@legithopecrew 3 года назад
This just became one of my favorite videos of yours. Thank you for posting, this is super helpful.
@kimforsell8122
@kimforsell8122 Год назад
Lots of great advice in such a short time - thanks Ben!
@ModernMyth
@ModernMyth 2 года назад
Awesome assessment of OSE dungeoneering. We just shot an episode of SplitScreen D&D discussing what elements of OSE could be tapped into for 5e tables. This is the video I will be pointing anyone to who is looking for info on old school dungeon crawls.
@ahawk72
@ahawk72 3 года назад
This is one of the best videos you have done for a long time, good work.
@JeffersonMills
@JeffersonMills 3 года назад
Thank you so much for clearly laying out these often-overlooked facets of the game! Great job!
@stefanhojnacki6046
@stefanhojnacki6046 3 года назад
This video made me realize my players have been going on dungeon walkabouts, not dungeon crawls. Just got my copy of OSE in the mail today and I'm really excited to port these ideas into my 5e campaign. Thanks!
@tutubeater1
@tutubeater1 3 года назад
This is an excellent summary delivered extremely eloquently!
@tomtelford3435
@tomtelford3435 3 года назад
This new bent of on camera explorations of the OSR is really rad. I'm really enjoying it. Now I've just got to convince my friends to be interested too!
@georgewashington7083
@georgewashington7083 2 года назад
I just found this channel today. These videos are really bingeable and high quality!
@killfear
@killfear 3 года назад
​oh man now i want to run a 5th ed E6 dungeon crawl campaign where every xk gold extracted = added feat/class feature
@benjaminnoble9565
@benjaminnoble9565 3 года назад
Okay been watching the channel for a while now, but this video did it, I just today bought the Old-School Essentials line of books.Thanks for the great video!
@Menzobarrenza
@Menzobarrenza 3 года назад
This is exactly what I've been looking for. Thank you.
@LeeGrey
@LeeGrey Год назад
This is very much like the kind of gameplay you get in oldschool traditional ascii-based roguelikes like Angband. These games were originally made back in the early days of D&D, and they continue to follow that old style of dungeon crawling.
@loucorreia6142
@loucorreia6142 2 года назад
Judges Guild’s City State of the Invincible Overlord, and the Wilderlands maps turned my campaign in 1978 from Dungeon crawls to travel between castles, temples, towers, and dungeons.
@euansmith3699
@euansmith3699 3 года назад
Willard, 10th level Rogue/Assassin, "Neverwinter, shoot, I'm still only in Neverwinter. Every time I think I'm gonna wake up back in the dungeon."
@KwadDamyj
@KwadDamyj 3 года назад
"The horror. The horror."
@freddaniel5099
@freddaniel5099 3 года назад
I rank this as among your best and most useful vids! Thanks for this wealth of information and advice for a too often overlooked aspect of D&D gaming. As a big fan of the dungeon crawl, I found this video inspiring and I am hopeful other viewers will also be inspired by you to spend more game time exploring the underground!
@wandererwerewolf477
@wandererwerewolf477 3 года назад
Addendum to the treasure=XP rule: Note that magical treasure does _not_ count for this calculayion. Magical weapons, armor, etc. are very useful for their bonuses, but they do _nothing_ to increase your level. This prevents fighters from rapidly outpacing the rest of the group in levels, as OD&D was heavily weighted toward magical arms and armor. As another part of this, a step was added to treasure division, whereby the players negotiated to try and balance bonuses and XP gain.
@andysimmons2648
@andysimmons2648 3 года назад
This is an excellent video with some excellent ideas. Thank you for making it. I’m certainly going to be utilising some of these when I next run a dungeon romp.
@dextra_24703
@dextra_24703 2 года назад
One thing I would love to run is a fat dungeon crawl in like a darksoul esque setting
@pitviper6652
@pitviper6652 3 года назад
This was super informative. I’ve been trying to hone my DMing style by learning from past editions and this was phenomenal.
@tylermohle5486
@tylermohle5486 3 года назад
Thank you for bringing these to my attention
@NaoyaYami
@NaoyaYami 3 года назад
So, in videogame terms - old school ttrpgs were what Darkest Dungeon is based on. That's awesome!
@hanelyp1
@hanelyp1 3 года назад
The way I like to play, the monster is a challenge. Overcoming that challenge by whatever means, which is not limited to combat, earns experience. This includes diplomacy, bluffing, or sneaking past the monster.
@pietrayday9915
@pietrayday9915 3 года назад
That seemed almost self-evident to us back in my college 2nd Edition D&D days. By the 3rd and 4th Edition, it seems like the focus shifted to highlighting the combat as the game's point and its reward, with character optimization and jumping through the story hoops being price of admission to the main show of playing weird combat stunts and feats like CCG cards, and throwing dice at monster encounters that last hours and hours of slowly wearing down HP pools. I sometimes felt like I was talking to a hostile audience when trying to describe the "good old days" when combat was just one of the ways to clear obstacles so that you could explore an endless world of fantastic new discoveries... it would always set off a Holy War between people accusing me and each other of being "narrativists" or "simulationists" - whatever those mean - and trying to justify whatever their favorite edition of D&D is as the only version worth playing because of the game balance and mechanics and options and whatever: I don't think anyone arguing really "got it" about what I was missing, and why I was feeling increasingly dissatisfied with D&D rules systems in general.....
@snartgaming4922
@snartgaming4922 Год назад
this video came out at the perfect time you are doing me a service my good man!
@hellhammerCCCP
@hellhammerCCCP 3 года назад
I love the Monster reaction table!
@allluckyseven
@allluckyseven 3 года назад
Great video. I particularly like the analysis on how certain rules incentivize a certain type of behavior from the players.
@007nikster2
@007nikster2 3 года назад
This is one of my favorite videos from you.
@hexchad765
@hexchad765 3 года назад
Such an eye-opening video for me. Thank you
@victoremanoel1420
@victoremanoel1420 3 года назад
THE VIDEO THAT I WAS LOOKING FOR!! THANKS FOR YOUR WORK!!!!!
@chrisesposito5530
@chrisesposito5530 3 года назад
Great video. I'd love to see a hexcrawling video, and a video on BX vs BECMI/Rules Cyclopedia.
@GalvatronRodimus
@GalvatronRodimus 4 месяца назад
the 5th ed. DMG does actually have a table of encounter distance by various terrain types! So props to 5e for actually having that one thing, if little else for crawling.
@carsonthething4519
@carsonthething4519 3 года назад
I recently have been having trouble with writing exciting dungeons so I kinda took a break from being the DM but this video makes me want to write adventures again which is pretty nice
@alexgowin5585
@alexgowin5585 2 года назад
Oh. My. Gosh. These rules are absolutely brilliant. I am definitely going to talk with my players and give these a try. Thank you!
@jdsull
@jdsull 3 года назад
This was a superb video, Ben. Shared with my players.
@QuestingBeast
@QuestingBeast 3 года назад
Thanks Jeremy!
@federicoluccardi2351
@federicoluccardi2351 3 года назад
thank you for making me discover this gem
@MrPuffer69
@MrPuffer69 3 года назад
Learned a lot today, thanks
@Hybban
@Hybban 3 года назад
Another amazing video!
@nazteeb
@nazteeb 3 года назад
Awesome thanks. I was very tempted by this book and you have just swayed the vote in the positive!
@Smittumi
@Smittumi 3 года назад
This is fantastic! Please do hex-crawling procedure next.
@squirrellordsgaming2772
@squirrellordsgaming2772 3 года назад
Thank you for sharing this. That was helpful.
@WilliamKellerTheSkeptic
@WilliamKellerTheSkeptic 2 года назад
This is the video that finally made me go look at OSE.
@redbaronlast
@redbaronlast 3 года назад
Thanks Ben, another great video! Could you, please, make a video on the lost hex crawling rules as well
@simmonslucas
@simmonslucas 3 года назад
5e has issue with dungeons, you need to make your own rules. This is why I love the OSR community, there are so many resources to make the dungeon part of RPG great. Sometimes I don't have enough time to make my own rules.
@JefferyBlack
@JefferyBlack 3 года назад
I started playing in 1979, and I love 5e. But I also love older editions. I've been thinking for a while now that a third-party publisher should produce a supplement explicitly for 5e to make it more Old School in nature. As shown in this video, porting over a lot of that stuff to 5e should be rather simple.
@JefferyBlack
@JefferyBlack 3 года назад
@@Thomasritchard I like 5e being rules-light. It's exactly what I was looking for in a new edition. I loved complexity for almost four decades, but in the past few years I've craved the kind of elegance and flexibility 5e gave me. And I love the 5e DMG! I can't think of anything I'd replace in it, but tastes vary. So far, third-party material has been filling in the blanks for me.
@JefferyBlack
@JefferyBlack 3 года назад
@@Thomasritchard I think the 5e designers' goal of paring back the complexity of the previous couple of editions was a great idea. They made the game flexible enough to "bolt on" house rules or third-party material to add complexity for those who want it. And making 5e under the OGL after the misstep of 4e's more limited license was another great move, allowing a lot of good material to be developed that wasn't in keeping with the official design philosophy.
@fedos
@fedos 2 года назад
This brings me back.
@Swampcult
@Swampcult 3 года назад
Great video, very inspiring. Thanks!
@monsterhobbiesageofsigmar
@monsterhobbiesageofsigmar 3 года назад
That was awesome. I played D&D with friends back in the 1980's when I was 8 and it was quite different than the current 5th edition. I now own a hobby shop and I have a collection of old Dragon magazines from back in the 1980's. I didn't realize why the old dungeon maps had twists in them. thank you for bringing up the old dungeon crawl rules. i bookmarked this video for future reference in running 5th with my kids.
@valterink8997
@valterink8997 3 года назад
I wasn't sure if I should buy Old School Essentials, but now I want it!
@jonathanbaughman3691
@jonathanbaughman3691 2 года назад
I just got done running Pathfinder 1e’s crimson throne adventure, and in it is a mega dungeon in the form of a haunted castle. This video woulda been fantastic for running it. If I ever run the campaign again, I’m using these rules
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