An Alternative OSR Style
I feel like the Old School Renaissance ('OSR') games could achieve their goals easier.
The exact goals vary, but it's something along the lines of:
- like old D&D
- don't fill the character sheet with 1,000 special skills
- simple rules
- lethal game-play, forcing players to be clever
Rather than ditching feats and clinging to classes, I think we can achieve these goals easier by using Feats to do what classes once did.
Imagine a level 1 person. They are nothing but a race.
Now let's make a quick list of Feats, derived from class abilities.
- Sneak
- +2 attack with favoured weapon
- +2 sneak attack
- Magic sphere
- Pick-pockets
- Magical items
- Rousing Song
- Second attack
- Tracking
- Turn undead
Finally, everyone gains 1 Feat per level.
A 3rd level fighter might look like this:
- +1 Strength
- +2 attack with axe
- +4 HP
Now a paladin:
- +2 attack with sword
- Magic sphere (healing)
- +2 Constitution
- Turn undead
And a thief:
- +2 sneak attack
- Pick-pockets
- +2 attack with sword
- +2 Dexterity
But of course if that thief wants to 'become a bard', we could add:
- Rousing Song
- Use magical items
Now the thief can sing inspirational songs, and use magical items.
The Rest of the System
Of course, this system requires a lot more before anyone can use it, and we could flesh it out in any number of ways:
- Magical spheres need added
- Purchasing Feats more than once may allow someone to do more, like higher-level magic.
- We could add Attribute-gain to the system, allowing fighters to gain Strength, and wizards to gain Intelligence.
- We could add some meta-currency to the system which stops characters receiving damage; perhaps 3 per level.
- Instead of gaining +1 to attack, we could add a great variety of situations which give +2 to attack, such as fighting in open territory, or fighting a giant creature. Fighters would manage to gain a +6 to attack by using all their feats at once.
- Maybe some racial abilities, such as a first Feat?
- Obviously, some encounter tables
Derived Stats
We'll also need standard ways of computing Initiative, Armour Class, and the rest, based off Attributes and items.
In total, a character sheet would consist of:
- Race
- 6 Attributes
- Gold pieces
- Equipment (armour, weapons, et c.)
- Feats
More Simplification
Old School rules could have given us results in far less time than they did. We have a lot to remove:
- Damage could be a margin on the to-hit roll, rather than a new die.
- Instead of giving weapons damage scores, we could just give them feats. This lets them give a plus to attack, but only in the right circumstances.
- Instead of 'downtime', we can assume each break from a dungeon represents a time to level-up, buy items, and heal, centring each game within a given dungeon.
Back to Objectives
With the old classes fairly represented by some Feats, and no more special skills than A,D&D proposed, we have a simple system to perform some old-school dungeon crawling.
If people want a 'rock up and play' game with OSR values, they could achieve all those values far better with modern rules.