I thought it was about time to introduce my newest project.
It doesn’t have a name yet (since I had to call the file something I’ve been referring to it as “5ECMI” for reasons that will become apparent – but that’s a silly name and I’ll call it something else when it’s finished!)
Basically, it’s a compilation of systems from previous editions of D&D, updated and re-written for D&D 5th edition. The majority are conversions of the “endgame” systems of the old Basic/Expert/Companion/Master/Immortal D&D games. The idea is that each of the systems can be mostly used independently, although some are more dependent on each other than others are.
There are basically five systems that I’m converting here:
- The “Residuum” system from 4th edition. This is the only system that doesn’t come from the old BECMI edition of the game, and it’s completely standalone in that it doesn’t depend on any of the other systems in the book and none of them depend on it. In case you aren’t aware, the “Residuum” system is basically a system in which there is a magical substance – with 4th edition calls “Residuum” but which I’ll call something else – that is basically raw magic. It naturally occurs in faerie rings and sacred sites, and can be harvested from magical plants and from the body parts of magical creatures (unicorn horn, dragon’s heart, etc.). The rules will cover its nature and use to power spells (it comes in types, and each type can be used to replace the material components for spells of a particular school of magic) and it’s used to make magic items – and can be recovered from them if they’re broken down.
- The Dominion Management rules from the old Companion set. This is not the same adaption of these rules that was in Dark Dungeons. That was a direct copy of the BECMI rules. This new version is streamlined and simplified after extensive playtesting and has been designed around the implied economics of 5e rather than BECMI.
- The Mass Combat rules from the old Companion set. As with the Dominion Management rules (with which these are coupled) this is a new and streamlined version of the rules that’s been balanced and playtested to work with the 5e rules rather than the direct conversion that was used in Dark Dungeons.
- The Artefact rules from the old Master set. These are also pretty stand-alone, and can be used in isolation. To be honest, I can’t say much about these rules yet because I’ve not started their conversion yet.
- The Cosmology rules from the old Immortals set. These are based on the rules for the cosmology that was used in the three Immortal level adventure modules (IM1-IM3) that TSR produced. However, I’ve simplified them somewhat and I present them in a much more straightforward and didactic manner than the original Immortals set – which was infamous for being difficult to understand – did. As with most of the other rule systems, these can be used stand-alone if you like.
- The Immortals rules from the old Immortals set. This is going to be the biggest section of the book by far. I’m taking inspiration from both the Gold Box rules (from the Immortals Set) and the later Wrath of the Immortals rules. There’s quite a bit of conversion work required here – more than for any of the other systems I’m including – because there are many changes from the old BECMI rules to 5th edition to take into account. I’m also taking a deliberate decision to go with the “Immortals as cosmic adventurers” feel of the Gold Box rather than the later “Immortals as Gods in all but name” feel of Wrath of the Immortals – but taking many mechanical cues from the latter. These rules will assume you’re using the Artefact rules and also the Cosmology rules.
Here’s an (unformatted as yet) peek at what I’ve done so far: Combined_WIP