From one of the greatest books of our generation, the Dolmenwood Player's Guide After talking with my players at length last night, I'm exploring the idea of old school gaming again. Turns out, ACKS gets many, many things right, as far as it relates to my preferences for running these types of games. Upon further examination, we might find ways to integrate these types of things into a modern DND game (not necessarily 5e, but still). One of the reasons my players objected to Dolmenwood is a lack of an official skill system. Now, I've gone back and forth on skills in games, and recently landed on the side of liking them a lot. However, there's something to be said about games without them. I also noticed that a vast majority of the time, players tend to rely on a small set of moves during their turns in combat, and a small set of skills while exploring. That is, players always advocate for rolling the things that gives them the highest bonus and/or damage output. My ...
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