Having gone through the extraordinarily unusual step of actually play-testing a home-brew, I now present a second iteration of 5e One-Shot.
(printer friendly!)
(quick reference!)
- I dropped the nicknames, which weren't as character-clarifying as I'd hoped, and slowed down chargen a smidge.
- The die rolls are divided to prevent people from lining 5 dice up in numerical sequence, which led to similar results.
- A unified full-page character sheet means I can hand each player a copy of the packet, and they can fill the sheet out as we work through the process.
- The names-list has been shortened to minimize choice-paralysis and focus on the shorter, simpler names that will be easier to grapple in a single session.
- I also eliminated most of the names that are still extant, figuring anybody who wants to play a Guy can think up the name "Guy" on their own.
- The characters can now advance to second level!
- Errata was fixed, but a typo that I missed was just mentioned in the comments of the original post, so I guess there needs to be a version 3?
- A few other minor changes that I thought would streamline first session play, like ditching the Fighter's shield and going with a two-handed sword, so as to avoid discussing weapon versatility.
If you get a chance to do anything with this document, I'd love to hear about!
Hello!
ReplyDeleteFirst of all, I really like how you've distilled the essence of the game within 6 pages along with such a great layout, and all.
Although, a few points to raise:
* Characters have AC, Companions have AC, but I haven't found any explanation on how AC is used in combat. You can extrapolate that the opponent must roll over the AC, but I think it'd nice to have a little note about how to handle combat, especially for new GMs.
* There's a "Spell Save" for Wizard but no explanation on how to "use" this score.
* I know that space isn't cheap, but maybe you could squeeze a small example of action resolution, that'd be great to explain how things work together.
Bruno, These are excellent points. I didn't really think of this as a comprehensive document that a new reader could pick up and learn the game from—more of a tool that an experienced referee could hand out to new players and use to get the game going, quickly. But I should take a look at it and see how much work it would take to make it more comprehensive.
DeleteThanks for this! And thanks for your essays on play-by-post!
ReplyDeleteI'm curious if you have rules, plans, or ideas for "transitioning" a character from this system into a fullblown 5e character?
I've been exploring simplified 5e systems and "O5R" systems like yours (and Five Torches Deep and 5e Hardcore Mode) for use in play-by-post, and I like the idea of simplified characters like you have here that "expand" (FTD kinds does this with archetypes) into more stats, abilities, and subclass options as they level up -- mostly to get the ball rolling quickly in PBP and tangentially to lower attachment in the early levels in high-lethality OSR-esque games.
Curious to hear your thoughts. Thanks again!
Spencer, it's a good question. I've only used the system for one-shots, and haven't needed to translate any of these characters to 3rd level. But, of course, I've thought about it.
DeleteI think the key would be to think of it as an act of interpretation rather than conversion. Basically, just make a 3rd Level character that *feels* in line with the character you played for the last two levels. If you played a character named Red who was very strong and fought with a mace, this character should have STR as their highest attribute, have proficiency with a mace, and be named Red. But if you want to make Red a Barbarian or a Hexblade instead of a Fighter, feel free!
Lots of classes get significant bumps or sub-classes at Level 3. It's not too unusual to have the party's vanilla fighter suddenly declare that they're an Eldritch Knight, and retcon in an interest in dark arts.
As a goofy aside: I recently made a PC based on Jeeves from the P.G. Wodehouse stories. I went with a bard, because I liked the idea of this character giving inspiration by making sure everyone's clothes were neat and proper, and healing with a soothing cup of tea or a bracing cocktail, as the situation demanded. But I could just as easily made Jeeves as a Mastermind Rogue or a Cleric of Knowledge. These various adaptations into the medium of D&D would have had at-table consequences, but the character I'm imaging playing wouldn't change.
That's how I'd do it.