five_torches_deep
What is Five Torches Deep?
Five Torches Deep (FTD) strips 5e to its skeleton and fleshes it out with OSR elements. The goal is to provide an old-school experience to those familiar with 5e. It’s self-contained and playable as is, assuming familiarity with fantasy rpgs.
- Core mechanics based on 5e
- Four OSR-related classes
- Four OSR-common races
- Race and class restrictions
- STR, DEX, CON, INT, WIS, CHA
- Ascending AC
- Rolled abilities and HP
- Skills reduced and simplified
- Magic system re-tooled, flattened
- Spells can cause magical mishaps
- Semi-compatible with 5e math
- Semi-compatible with B/X math
- Load and encumbrance
- Incorporates dis/advantage
- Slower and weaker rest and healing
- Equipment can be broken
- Ability scores determine limits
- Retainers, morale, and reactions
Our Discoveries
Dave and Andrew are discovering new and interesting tidbits about this ruleset. These factoids are stored here.
- Because every spell risks failure, spellcasters can cast as often as they have components for
- Certain spell failures keep the spellcaster from casting again until a rest
- Limited races and class choices
- Wands are codified spells and can be cast multiple times, even by non-spellcasting PCs. Wands must be identified before use, and generally require attunement. Wands use CHA for checks and damage.
five_torches_deep.txt · Last modified: 2019/11/21 20:11 by andrew