I recommend this video to look more into OSR philosophy regarding the rules: https://www.youtube.com/live/bCxZ3TivVUM?si=aZ-y2U_AVjn9a6Ua
I recommend this video to look more into OSR philosophy regarding the rules: https://www.youtube.com/live/bCxZ3TivVUM?si=aZ-y2U_AVjn9a6Ua
5e has too many rules? If anything it seems to be lacking rules. D&D in general has too many options, but 5e often has nothing if you want rules to handle specific non-combat situations,
When systems go even lighter, it stops even feeling like we are playing a Game, and it starts feeling like annotated improv, which is very much not what I want to play. It never feels right to me as a player to be making sweeping declarations without knowledge of what the GM and the other players are planning.
Okay, explain to me why do you need rules for holding your breath in 5e. Because that’s a good example of too many rules, in OSR you would use something already existing.
And you do you, but really the OSR tend to teach players to find ways to avoid rolling altogether by stacking deck in their favor before attempting something.
Frankly I could point it right back at you as the example of a good thing to have. If you need to dive underwater without equipment or cross smoke during a fire, it’s useful to have a reference of how long you can keep at it, how many rounds does that take, how much distance you can cross, what happens once you can’t keep at it anymore. We are talking about adventurers, it’s surprising that this is somehow thought of as an irrelevant edge case.
Are we expecting that the player should always have spells or some magic scuba for this?
I really don’t get what’s with OSR and not wanting to roll. I’m playing an RPG, I’m up for rolling. Though in this case, the rule does not even require rolling until you are already drowning.
For the few times your players want to swim a lot underwater OR if you use monsters designed to drown them long term