Pulling

Pulling Apart D&D 5e

pulling-apart-d&d-5e

Recently I played Lord of the Rings for 5e and I was struck by how Free League really pulled 5e apart and put it back together again, making a game that was both familiar and easy to play and also quite different in feel from D&D 5e. They’ve thrown out the bathwater and kept the baby.

How did they do it?

  • They completely removed existing backgrounds and species and made new ones
  • They changed a few skills and reassigned some to different basic abilities
  • They removed all the existing feats and created new ones to suit the world
  • They removed all the classes and replaced them
  • They removed and replaced all the spells
  • Added two new conditions which expanded on exhaustion
  • They added new mechanics in the social and journey pillars, and chose optional rules as core (eg resting rules)
  • Added cultures to species as another part of character backgrounds They added a new shadow mechanic, a sort of negative inspiration with its own save
  • They emphasised downtime and in general the passage of time by integrating that into the social and journey pillars
  • Added new monsters of course

So what did they leave?

  • The six basic abilities and most of the skills
  • Combat! But without bonus actions or weapon masteries, since those are class features, and the classes were replaced
  • Conditions
  • The rules of ability and skill checks, including advantage and disadvantage
  • Equipment, by and large
  • Tools, by and large
  • The way stat blocks look

And — incredibly — this is enough for it to also work on D&D Beyond for character generation and play, which is a big benefit to the game.

I wish the creators of Obojima, which envisages a very different 5e world from Forgotten Realms, had been so bold.  There’s so much more we can do with the engine of 5e, as Free League has shown.

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