Fantasy Friday: Old School Essentials Advanced Fantasy Races (OSE)
So, one of the many games I've backed on Kickstarter is Old School Essentials, which is a cleaned-up, streamlined, and corrected version of the B/X version of Basic Dungeons & Dragons (Moldvay/Cook) rules. Gavin Norman (who posts as Necrotic Gnome) does an incredible job editing and collating info into a super-easy-to-read format.
One of the modifications to the B/X rules introduced in the OSE Advanced Fantasy book is separating race from class. In original B/X, the races are represented as classes, with the idea that, if you're playing an elf, that should be special enough in-and-of-itself. If you allowed non-human races to take classes, then players will play the non-humans because their innate abilities make them better than equal-leveled human characters. Separating race from class, the default introduced in AD&D, caused huge flamewars and continues to do so today. The Advanced Fantasy book has reasonable versions of the races so that, if it's your preference to split race and class, you can do so within the rules as written.
Since my home game is being developed in several systems, I'd like to have equivalents for the core 5E races in OSE. Most of them are already represented, but a few that are missing are the ones introduced in 4th edition D&D: dragonborn and tieflings. Here's how I'd do those races in my game:
Dragonborn
Requirements: Minimum STR 9
Ability modifiers: –1 DEX, +1 CON
Languages: Alignment, Common, Dragon
Maximum Level by Class
- Barbarian: 9th
- Cleric*: 7th
- Fighter: 11th
- Knight: 10th
- Paladin: 9th
- Magic-user: 8th
- Ranger: 9th
*At the referee’s option, dragonborn clerics may only exist as NPCs.
Combat
Armour must be tailored to dragonborn’s unusual shape.
Dragon Breath
During character creation, dragonborn characters pick a dragon type as their progenitor. Dragonborn can exhale a breath weapon attack once a day, the exact type based on their progenitor dragon:
- Black: 30' long line of acid, 5' wide along whole length
- Blue: 30' long line of lightning, 5' wide along whole length
- Green: Cloud of chlorine gas 20' long, 15' wide, 10' high
- Red: 30' long cone of fire, 2' wide at the mouth, 15' wide at far end
- White: 30' long cone of cold, 2' wide at the mouth, 15' wide at far end
All caught in the area suffer 2d6 damage of the given type (save versus breath for half).
Dragon Skin
Dragonborn gain a +2 bonus to all saving throws versus magical or breath attacks of the same type as their breath weapon.
Tiefling
Requirements: Minimum CHA 9
Ability modifiers: –1 WIS, +1 CHA
Languages: Alignment, Common
Maximum Level by Class
- Assassin: 10th
- Bard: 10th
- Cleric*: 10th
- Fighter: 9th
- Illusionist: 9th
- Magic-user: 9th
- Thief: 11th
*At the referee’s option, tiefling clerics may only exist as NPCs.
Fire Resistance
Tieflings gain a +2 bonus to all saving throws versus fire-based magical or breath attacks.
Infravision
Tieflings have infravision to 90’ (see Darkness under Hazards and Challenges in Core Rules).
Innate Magic
At 2nd level, a tiefling is able to cast the faerie fire spell once per day (see Druid and Illusionist Spells) and, at 4th level, charm person once per day (see Cleric and Magic-User Spells).
Fiendish Heritage
Tieflings suffer a –2 penalty to attack rolls and a –1 penalty to saving throws when on holy ground.
Among the more unusual race options for 5th edition D&D are the aarakocra, or bird-men, introduced to this edition in the free Elemental Evil Player's Companion. I've always loved the aarakocra from their first introduction in the 1st edition AD&D Fiend Folio.
Aarakocra
Requirements: Minimum STR 9
Ability modifiers: –1 CON, +1 DEX
Languages: Alignment, Common, Aarakocra
Maximum Level by Class
- Assassin: 8th
- Cleric*: 6th
- Fighter: 8th
- Magic-user: 10th
- Ranger: 9th
- Thief: 11th
*At the referee’s option, aarakocra clerics may only exist as NPCs.
Claustrophobia
When in tightly enclosed spaces (underground, in a cell), aarakocra suffer a –2 penalty to attack rolls and a –1 penalty to Armour Class.
Combat
Armour must be tailored to aarakocra’s unusual shape. In addition, using any sort of armor other than a shield prevents the use of flight. However, aarakocra have an Armour Class of 7 [12] due to their thick coat of feathers.
Detect Secret Doors
Aarakocra have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring in Core Rules).
Flight
Aarakocra have wings that allow them to fly at a rate of 180' (60') when there is room to do so.
Listening at Doors
Aarakocra have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Core Rules)
This is great! I am running an OSE/BX game for my family now. They normally like 5e and my oldest LOVES Dragonborn. I will print this out to see how it works for him.
ReplyDeleteThank you! My regular players are also fans of separate race and class options. While it's easier to stat out a dragonborn's bonuses as a full class (and several people have done so) I found it a little more challenging to figure on just the basics for a separate race, at the correct power level for OSE. I think they're still a little less overtly powerful than drow, which is good.
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