BX/BECMI in 5e "Into the Unknown"

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Coronoides
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BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

Anyone played this?
Into the Unknown is a stripped down version of 5e that emulates the 10 levels from basic and expert (BX) of BECMI. It has race classes, resources management, hex crawls, dungeon crawls, the 4 races and the 4 basic classes, slower healing etc.

The bundles for this are on sale currently so I want to know:
How did it play at the table?
How compatible are the race classes with WOTC 5e? Are they balanced against the first 10 levels of WOTC PHB classes?
Are the typos and spelling errors some reviewers have mentioned just too much (one a page or more)?
Is the game design and quality of writing of the game worthy of getting the print on demand?
Is it worth getting even though it does not have a gnome PC race-class? (A major issue for me :? )

Link to the big bundle.
https://www.drivethrurpg.com/product/27 ... PDF-BUNDLE
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by brassdragon »

I have been eyeing this one but have yet to buy it myself. So I am also interested in the experiences of anyone who has played it.

I did hear in another forum that a "Companion" volume is forthcoming and that gnomes are likely to be included in it along with half-orcs and higher character levels.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

I found a preview PDF put up by the author of two race classes. These are first reveals and have probably changed a bit in the final versions
Dwarf
https://drive.google.com/file/d/0B4NfOG ... 4tdEk/view
Halfling
https://drive.google.com/file/d/0B4NfOG ... FzcDQ/view
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

First thoughts Book 1 Characters
I decided to take the plunge and have read the first of the 5 little booklets and made a character.
The introduction sets out the objectives, a lighter game with things a little less pinned down to allow for creative thinking. To be compatible with D&D 5e so characters from the two different games can be used together. A game that provides procedures so players can explore and create the story rather than being guided through a pre-designed story arch. There is the usual what is an RPG and definitions of terms stuff.
Character ability scores can be random or by selection from a number of standard arrays. I can’t find anywhere that tells you how to determine your ability score modifiers. This would be a problem if you haven’t played D&D 5e. EDIT it’s in Book 2 “ Each ability also has an ability modifier, derived from the score, ranging from 5 − to +10. To determine an ability’s modifier, subtract 10 and divide by 2 (round down).

Though ITU only provides the B/X selection of character classes within each is a selection of choices that enable creation of most 5e archetypes. For example the Magic User class has ‘Arcane Origins’, Wizard, Warlock, and Sorcerer and then different spell choices further differentiate magic users. There is also an optional section on customising classes that puts back in some of the little tweaks you would take feats to get in D&D 5e and allows switching of a narrow set of low power class features. Human characters also have backgrounds that give a few more mechanical details. There is no multiclassing, use the customising classes rule to make your spell casting fighter or better yet take the Elf class. Yes, there are race classes. I do prefer the race and class double choice of D&D 5e but I also like these race classes.THe race classes capture the archetypal elves, dwarves, and halflings of modern fiction. They fill some of the role of multiclassing but are more than that with unique features. The elf spell list in particular (Book 3) shows the author has knowledge of European folklore giving elves a distinct and flavourful selection of spells. You can differentiate your demihuman by choice of ability scores and the customising classes optional rules so your dwarf priest character can pick up a little divine magic or your elf knight can wear heavier armour.
The core 5 books only cover up to 10th level. A companion book is being written for higher levels and maybe more race classes.
There is a good selection of equipment
The biggest issue with mixing D&D5e with ITU will be skills. ITU does not use skills but instead broader and vaguer proficiency areas. I want to import the race classes into my D&D 5e so I have to address this.
Overall I’m very happy with book 1. It would play well as a stand alone game but I’ll probably just pillage it for new options for my D&D 5e games. D&D 5e just provides more options and creative freedom than ITU, especially with my own D&D 5e race design rules.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Tim Baker »

Coronoides wrote:
Wed Jun 10, 2020 4:13 am
The biggest issue with mixing D&D5e with ITU will be skills. ITU does not use skills but instead broader and vaguer proficiency areas. I want to import the race classes into my D&D 5e so I have to address this.
Overall I’m very happy with book 1. It would play well as a stand alone game but I’ll probably just pillage it for new options for my D&D 5e games. D&D 5e just provides more options and creative freedom than ITU, especially with my own D&D 5e race design rules.
That's a really helpful summary. I particularly appreciated your last couple paragraphs. They helped me to better understand how you're trying to adapt the system.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

I made my first ITU character.

Image
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Tim Baker »

Coronoides wrote:
Wed Jun 10, 2020 7:49 am
I made my first ITU character.
Looks pretty straightforward. Very approachable if you're familiar with 5e. If you're even remotely knowledgeable of Classic D&D, the race-as-class model should at least be recognizable.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

Looks like the race-classes do not have class feature focuses. This limits your ability to build that dwarven priest, for example, to ability score choice, gear, and switching ability score increases at 4th and 8th for a 1st level spell or Cantrip each time.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by b9anders »

Hi, I am the author.

In book four the final chapter on alternative and optional rules, there are also options for how to play a dwarf priest if you want.

As for compatibility with with 5e, the design goal throughout has been plug and play. That means that proficiency areas should be balanced against 5e skills, race-as-class should be balanced against existing 5e classes etc. Wherever possible, I've designed with existing 5e building blocks and a lot of analysis went into trying to reverse engineer the 5e designers toolkits for class creation, I even went into dull DPR calculations and such. The idea is that you should be able to insert any ItU character at a 5e table, and vice versa, with no modifications required.
The only modification needed is due to the rule change regarding proficiency with saving throws. So 5e characters can simplify to proficiency across the board and you'd need to assign proficiency saves to ItU characters joining a 5e game table.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Tim Baker »

b9anders wrote:
Thu Jun 18, 2020 7:10 am
Hi, I am the author.
Welcome to the Piazza, b9anders! I noticed that this was your first post. You might want to drop by the Introduce yourself here thread to share some information about yourself and/or your company. You can also create a small signature that will appear at the bottom of each post. That way, each time someone reads a post from you, they'll see your latest project or a link to your homepage. And finally, if you'll add a comment to the Celebrities at The Piazza thread, one of the admins can add you to the main post.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

b9anders wrote:
Thu Jun 18, 2020 7:10 am
Hi, I am the author.

In book four the final chapter on alternative and optional rules, there are also options for how to play a dwarf priest if you want.
Excellent, I'll get to book 4 soon enough.
Welcome to The Piazza. Since you're a B/X fan there is a lot here for you.
b9anders wrote:
Thu Jun 18, 2020 7:10 am
As for compatibility with with 5e, the design goal throughout has been plug and play. That means that proficiency areas should be balanced against 5e skills, race-as-class should be balanced against existing 5e classes etc. Wherever possible, I've designed with existing 5e building blocks and a lot of analysis went into trying to reverse engineer the 5e designers toolkits for class creation, I even went into dull DPR calculations and such. The idea is that you should be able to insert any ItU character at a 5e table, and vice versa, with no modifications required.
I suspected you had done some math because I did a little reverse engineering of your dwarf and the DPR looks to be in the right range despite all those new flavourful features. If you look at the links in my signature you'll see I'm bit of a math freak myself. :cool:
I still wonder about corner cases of PCs with proficiency areas interacting with rules that assume defined skills. Nothing a DM can't make a call on I suppose. What I will probably do is offer your race-classes to my players and see how they play and if any of the corner cases really matters.
Why just the race-classes? they are excellent at portraying the archetypal elves, dwarves, and hobbits seen in movies, genre fiction, and of course Tolkien's novels. They do a much better job at portraying those archetypes than 5e's Race and Class combinations. The core 4 on the other hand would be great for an ITU game but don't add much different to a 5e game in terms of character concepts supported.
b9anders wrote:
Thu Jun 18, 2020 7:10 am
The only modification needed is due to the rule change regarding proficiency with saving throws. So 5e characters can simplify to proficiency across the board and you'd need to assign proficiency saves to ItU characters joining a 5e game table.
Easy-peasy

Stay turned for my 'first thoughts' on book 2 coming soon. Would like to keep tossing ideas around with you.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by b9anders »

Coronoides wrote:
Thu Jun 18, 2020 9:43 am
Excellent, I'll get to book 4 soon enough.
Welcome to The Piazza. Since you're a B/X fan there is a lot here for you.
Thanks. I've actually been lurking on and off for quite some time, but never got around to posting.
I suspected you had done some math because I did a little reverse engineering of your dwarf and the DPR looks to be in the right range despite all those new flavourful features. If you look at the links in my signature you'll see I'm bit of a math freak myself. :cool:
I still wonder about corner cases of PCs with proficiency areas interacting with rules that assume defined skills. Nothing a DM can't make a call on I suppose. What I will probably do is offer your race-classes to my players and see how they play and if any of the corner cases really matters.


Proficiency areas are meant to be a bit fuzzy. There is some discussion on that in book 2 and 4.
Stay turned for my 'first thoughts' on book 2 coming soon. Would like to keep tossing ideas around with you.
Sure thing, looking forward to it. :)

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

First Impressions Book 2 Playing the game
Book two contains the core of the rules. Given the design goal of being completely compatible with D&D 5e it is unsurprising that it is hard to spot what’s mechanically different. If you really wanted to pick apart the differences, there is an appendix at the end of Book 1. However, I will point out a few I spotted as I read through. Stylistically, Book 2 is much more concise than the equivalent sections of the PHB without being any less clear. It does not stick so slavishly to it’s BX inspiration that compatibility to 5e is lost. For example, Wisdom is “perception and insight” rather than old school definitions around will power and common sense.
The 5e PHB has difficulty classes as multiples of 5. ITU splits the PHB’s ‘5 Easy’ into ‘4 trivial’ and ‘7 Simple’. While the PHB version is probably a smidge easier to remember, I’m going to adopt the ITU version. The extra graininess is useful to my games where I use my Race Design rules to include Tiny and very stupid Races. If you’re a pixie with STR1 the difference between Trivial and Simple is not trivial at all. Sure a DM can set DC to any number, but in the heat of the moment with eager players breathing down your neck having a rule of thumb helps with snap decisions.
A key part of ITU’s ethos is right there stated simply “Everyone can, more or less, try anything”. This ethos of assumed general competence and creative freedom of action is why ITU dropped defined skills. I agree with the sentiment but might put more emphasis on ‘try’. The ‘when not to roll’ text is also very good.
Encumbrance uses the archaic ‘stone’ measurement and abstract ‘items’. The only person I’ve ever heard use stones in real life is my mother born in the mid-1940’s. Anyway a ‘stone’ is 15 pounds, so this works out to be about the same amount of gear as the PHB. I think both of these when compared to real life and older RPGs are way to generous. It means an average STR10 person can routinely carry 68kg, that’s three international flight suitcase maximums. In my games in the 1980s how much you can carry came up frequently limiting player excesses and forcing meaningful choices about treasure and resources. ITU probably won't capture this. It was an important part of the PCs environment. However, given the goal of compatibility the author couldn’t really change this.
I’ve already talked enough about proficiency areas vs. skills. Book two does give some advice to help DM’s decide when players can apply the broad vague proficiency areas. The proficiency rules in ITU also includes new rules. Proficiency Advantage and Proficiently Reliable enable PCs to shine at tasks related to their concept outside of combat and dangerous situations. Good additions.
The opening blurb for the Adventuring chapter makes it clear that here we are still equating Chaos = Evil, at least functionally. I strongly disagree with this; if anything (too much) Law = Evil whereas too much Chaos is well just a chaotic mess. I definitely prefer the dual axis Law-Chaos, Good-Evil model. I fear I’m straying too close to real-world politics. Anyway, Law-Chaos is what BX used and this is in part a BX emulation so the choice is understandable.
Book 2 breaks down time differently to the PHB, frankly I think the ITU treatment will be superior at the table. Under the PHB when my 20 minute duration spell shuts down is frankly just when the DM decides it does. The ITU approach gives player the surety of a simulationist approach enabling them to plan without the book-keeping becoming too onerous. Additionally, this is a great tool for solo play and I’ll be adding it to Elminster’s Guide to Solo Gaming when I run myself through adventures. Quick plug for my Storm King’s Thunder solo play thread here on The Piazza.
Similarly, ITU provides travel pace and exploration rules friendly to ‘hex crawl’ exploration and overland travel. Overland travel frequently appears in WOTC’s hardback adventures and can include random encounters but WOTC’s maps have no hexes and 5e is missing these clear travel rules making D&D 5e travel harder to adjudicate. ITU also accounts for weather and ‘skulking’. Frankly, there are too many useful new rules for travel and exploration for me to comment on them all. ITU wins again. Jeez, this is starting to sound like fan mail.
The downtime rules cover most of the ways PC’s unwind after adventuring but not crafting. An interesting change is xp is gained for spending treasure frivolously. It certainly reminds me of how adventurers behave in pulp stories and film. Arnie’s Conan I’m looking at you. However, the idea makes me uneasy but I’m not sure why. That Xp becomes disconnected from any kind of learning experience is one quibble but there is something else I can’t quite articulate. Have to think about this.
Natural healing is a smidge more limited than in the PHB but not harsh enough to capture the crushing 1hp/day of early D&D. Whether this is a good thing depends on taste, and my taste varies by project. I’d expect more boisterous heroics and less true heroics from ITU characters than BX characters.
Combat is pretty much the same as D&D 5e. The note on improvised actions is appreciated. There are optional rules for firing into melee. A nice addition but I’ll stick to my house rule: if firing into melee and you roll a natural 1 you hit a randomly chosen ally.
There is a picture of a Green Martian on a thoat. Shout out to ERB fans.
There are probably other small differences I’ve missed.
At the moment my 5e games are playtesting so I try to keep to 5e RAW. However, I’m still going to use ITU rules where 5e is silent especially travel, exploration and time. If I wasn’t play-testing then my game would probably become ITU with D&D5e stuff added in rather than the other way around
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

brassdragon wrote:
Fri Jun 05, 2020 1:55 pm
I have been eyeing this one but have yet to buy it myself. So I am also interested in the experiences of anyone who has played it.

I did hear in another forum that a "Companion" volume is forthcoming and that gnomes are likely to be included in it along with half-orcs and higher character levels.
I’ve seen enough now to heartily recommend “Into The Unknown”.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Tim Baker »

Coronoides wrote:
Fri Jun 19, 2020 1:28 am
First Impressions Book 2 Playing the game
...snip...
Coronoides wrote:
Fri Jun 19, 2020 2:07 am
I’ve seen enough now to heartily recommend “Into The Unknown”.
That was a very helpful review. Thank you for taking the time to share that with those of us who were curious.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by b9anders »

I am happy to see the efforts towards conciseness being recognised. I put a lot of focus on usability at the game table and being able to quickly scan a page for what you are looking for.

I hear you on encumbrance. Not providing alternative rules for harsher encumbrance is one of the few things I would have wished to go into book four in hindsight.
Stone is still a common metric in the UK, but really you should read the units as "things" and "piles of things".

Regarding alignment, I am a big fan of three part alignment because it mirrors quite well the premedieval Indo-European mythic outlook, where the gods of men order parts of the universe into a place habitable to mankind, vs a wilderness of chaos inimical to humanity. It was not so much that people adhered to law as being at the mercy of it for survival and prosperity. "outlaws" (ie. Outside the hegemony of law) are inherently untrustworthy, usually also exiles and criminals. A few absolute weirdos might choose it for themselves. They are the strange ungodly hermits and wild sorcerers. It's a simple and elegant framework for d&d, imo.

You will find a bit more discussion on why xp is, and imo should be, connected to gamist goals rather than simulationism, in book four. Long story short, XP should reward the intended style of play.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

b9anders wrote:
Fri Jun 19, 2020 7:23 am

...
I hear you on encumbrance. Not providing alternative rules for harsher encumbrance is one of the few things I would have wished to go into book four in hindsight.
Stone is still a common metric in the UK, but really you should read the units as "things" and "piles of things".
My I’m technically English. My mum was proper English hence Stones.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Coronoides »

Book 3 Magic
This book contains the rules for spells and spellcasting. Most of the book reiterates the information in the equivalent chapter of the PHB with few changes. It is not an exciting book. However, the separation of this material into its own volume reflects one of the design principles, this is a game to be played at the table not for just for reading. A separate physical booklet that the wizard’s player can flick through while someone else looks up their features in Book 1 and the referee can quickly check the falling rules in Book 2 on the sly.
So, what is different to the PHB? Well, things are streamlined just a little. One example is spell components. All spells are assumed to require verbal and somatic only unless specified otherwise. Most spells that require material components in D&D do not in ItU. Checking Book 1 I confirm that ItU does not use spellcasting focus items, such as a wizard’s staff either. I think this is actually straying from supporting the style of play ItU is trying to promote. Now, bear with me, I’ll elaborate below at length and despite the time I spend on this I actually don’t think it’s a much of a problem.
Now I’m aware that material spell components are a traditional battlefield for D&D fans, so I’ll state my position; I’m a moderate pro-spell component fan. Why? Three reasons. Firstly, because of like (often) producing like or from experience players might be able to deduce what kind of magical spell an NPC is casting from a description of material components used. Reading ahead this kind of primacy of description over rules is exactly how ItU advises play should proceed. Book 4 spend at lot of time on this especially when advising how to adjudicate traps. A second related reason is that it mirrors the source material, myths, folklore, novels etc. In these sources learned magic usually requires objects to perform. Whether it be a component like eye of newt or a focus tool like a wand or staff the use of tools distinguishes magic from super-powers or psionics. Finally, the need for material components or at least a focus tool places a story driving limit on magic. Now being a moderate I wouldn’t want players to have routinely track the purchase and use of every bit of bat guano or coloured sand usually that can be assumed. However, loosing a wand when white water rafting, having the Rohirrim guard confiscate the wizard’s staff before he enters the king’s hall, or waking up naked in a slaver’s prison are all classics that present players with problems to overcome by limiting choices and using creative thinking to find components in their environment. The classic Scourge of the Slavelords as well as Out of the Abyss both use this idea. It also came up recently in a pbp I’m playing in here at The Piazza. These kinds of situations promote the description comes first and creative problem solving that ItU consistently tries to foster in the other books.
However, exclusion of material components and tools from spell casting does streamline the rules slightly which is another key design goal of ItU. Also, due to the deliberate high compatibility with D&D 5e you could easily import spell focus tools or use 5e spell descriptions that have material components with ItU.
Another thing that’s very different is the elf spell list. In D&D 5e you could make a character a bit like the elf class by taking the elf race the fighter class and choosing the Eldritch Knight Archetype or multiclassing into wizard. Either way you’d be stuck with a generic spell list designed for wizards. The ItU elf has its own spell list with flavourful choices obviously inspired by British and European folklore. Illusions, nature powers, charming spells and tricks make up the elf’s spells. Reflecting the antics of elves and faeries in folklore. I really like this.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: BX/BECMI in 5e "Into the Unknown"

Post by shesheyan »

I think, after reading your articles, I would just play B/X with some of the optional rules and a few personal tweaks. But I would start everyone at level 3 (or XP equivalent) to align with the modern player sensibilities.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by zontoxira »

According to B/X rules (pg B15), spells require only words and gestures. It makes sense that ItU doesn't include material components. I don't know what it says about spell memorisation, though. In B/X, you have the exact number of spells you can memorise (a 3rd level wizard can cast 2 first level spells and 1 second level spell) and you need to study your spellbook for an hour in order to do so. And whenever you cast a spell, it is erased from memory. How does ItU treat spellcasting?
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Re: BX/BECMI in 5e "Into the Unknown"

Post by paladinn »

I'm doing a hybrid game myself, called "Heroes & Horrors." It's going to use the 5e spellcasting system with a few tweaks. Once you "prepare" a spell, it stays in your mind until you have time to "prepare" again. I'm using spell slots to gauge how much power you can channel per day.

I love a lot of the "modern" mechanics from 3x and 5e; I'm just making them work on a B(X)ECMI/ OSR chassis.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by b9anders »

zontoxira wrote:
Wed Jul 01, 2020 1:31 pm
According to B/X rules (pg B15), spells require only words and gestures. It makes sense that ItU doesn't include material components.
That is indeed why I went that way. Coronoides gives excellent reasons for having these things, but I consider that 'advanced' d&d.
I don't know what it says about spell memorisation, though. In B/X, you have the exact number of spells you can memorise (a 3rd level wizard can cast 2 first level spells and 1 second level spell) and you need to study your spellbook for an hour in order to do so. And whenever you cast a spell, it is erased from memory. How does ItU treat spellcasting?
It works as in 5e. Going b/x here would disrupt too much in terms of compatability with 5e and cause significant alterations to the class balance between casters and fighters that I wasn't up for tackling.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by b9anders »

paladinn wrote:
Wed Jul 01, 2020 2:29 pm
I love a lot of the "modern" mechanics from 3x and 5e; I'm just making them work on a B(X)ECMI/ OSR chassis.
Sounds like the obverse of what ItU is about. Interesting stuff.

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Re: BX/BECMI in 5e "Into the Unknown"

Post by shesheyan »

b9anders wrote:
Thu Jul 02, 2020 6:46 pm
paladinn wrote:
Wed Jul 01, 2020 2:29 pm
I love a lot of the "modern" mechanics from 3x and 5e; I'm just making them work on a B(X)ECMI/ OSR chassis.
Sounds like the obverse of what ItU is about. Interesting stuff.
I learned a new word today. ;)

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Re: BX/BECMI in 5e "Into the Unknown"

Post by Hugin »

shesheyan wrote:
Thu Jul 02, 2020 8:47 pm
b9anders wrote:
Thu Jul 02, 2020 6:46 pm
paladinn wrote:
Wed Jul 01, 2020 2:29 pm
I love a lot of the "modern" mechanics from 3x and 5e; I'm just making them work on a B(X)ECMI/ OSR chassis.
Sounds like the obverse of what ItU is about. Interesting stuff.
I learned a new word today. ;)
To "coin" a phrase, it's "the reverse of the reverse". :lol:

I'm so lame. :facepalm:

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