Let's be honest.
This ruleset might not be for every OSR fan out there, certainly not for the most hardcore OSR fans. But what it does best is that it brings OSR-style adventures into 5e games. By all means it is still 5e and if you didn't liked 5e base mechanics (like combat system, proficiencies, backgrounds and inflated HPs) you might not quite like this one as well, even though a lot has changed. Nevertheless it is a great rule system if you, like me, play with people that are not accustomed to OSR games usually because of high leathality, very few character options and specific style of play.
This game builds the bridge between 5e and OSR. It throws out the window all the unnecessary, complicated stuff, but leaves enough character options so that most people will be satisfied. It doesn't ends here, as every class is in many ways is similar but different to their 5e counter-parts so that all the 5e players should feel that they came across something new, but familiar at the same time - and it is all made in the spirit of OSR games.
With many of it rule variants it is also a highly modular game, allowing DM to change up many things to their liking, making it resemble OSR games even more. There are some excellent rules, like even HARSHIER healing, Grevious Wounds, lasting Critical Hits and many more that will make your game even more deadly, while still giving your players some space to breathe.
It also does great job at teaching what OSR-style adventures are like and how to DM them, so it is a great choice if you want to DM OSR-style game but you are new to this whole "new" concept. I don't think there is a better game that explains to modern players what OSR is like while at the same time making the transision painless (there are probably better OSR games, but most of them are very rough around the edges and not very appealing to more modern audience). I think that both hardcore 5e and OSR players will find here something to their liking.
Is it perfect system? No - there's no such a thing. Being a good DM is an art of compromises as you need to choose between what you like and what your players enjoy, which doesn't always align. For me ItU was the right choice as it allowed me to continue nursing my love of OSR-style campaigns, while at the same time having modern rule system with enough options so that my players can enjoy their characters.
I believe that for a long time to come this will be my main rules system, especially that it created a great foundation for DMs to build upon. Also, me and my players can't wait for the Companion book, which is possibly coming out this year. Keep up the good job, Anders! You've made a lot of people happy with your work :)
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