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So, this link list is mostly for my benefit but maybe it'll be of some interest to you guys too. Er, apologies to mobile users. Dec 2012 I get most of the thief skills, but I didn't understand how "Hear Sounds" (or similarly Notice Secret Door for elves) What happens when there is a goblin party on one side of the wooden door and the thief puts his ear up to the door? And what happens when the fighter does it? OtspIII posted:One option is to make it a time thing. Anybody can listen to a door, but most people take a long time to be sure--they aren't good at it, so they have to spend some time double-checking and making sure they weren't imagining anything. Specifically, it takes a full turn. Thieves and elves just do it instantly. Same deal with, like, unlocking a door--anybody can do it with some time, but thieves can just have it done in the time it takes to ask them to do it. This method works best if you're using wandering monster checks based on time, though, otherwise it's kind of a bad deal for the thieves. May 2014 DalaranJ posted:Trip Report: Caverns of Thracia Apr 2015 DalaranJ posted:So, here are some ideas I've been batting around for Into the Odd exploration. I don't know that I'd bother using them in a one-shot, but after running a couple times I've been considering doing a campaign. May 2015 If you were going to alter the number of ability scores in D&D to any number between 1 and 8 how would you change them? gradenko_2000 posted:I would probably do something like: Feb, 2016 Does brown book OD&D have ability rules for fighting-men, or are they implied by the title 'hero' or something? I can't find anything in here that describes cleaving against monsters with less than 1 HD. Maybe that wasn't until a later version. gradenko_2000 posted:The short answer is that the "multiple attacks against creatures with 1 HD or less" ability does not show up in the Three Brown Books explicitly. Mar 2016 I'm still a bit confused about OD&D combat works since I don't have access to chainmail. Does the fighter basically get 1 attack per level? How many attacks does a 'hero' or 'superhero' get? How many attacks does a 'wizard' get? How does 20 to 20 combat work? How does 20 to 1 combat work? gradenko_2000 posted:Basic Rule: Mar 2016 Alright, I have a bit of a radical hypothetical. What is the benefit of attributes in a retroclone? Why aren't there any (that I know of) retroclones which eschew attributes? Evil Mastermind posted:Because retroclones are copies of D&D. D&D has attributes. Therefore... I'm not particularly interested in D&D aside from the fact that it happens to have a long and storied history of making games that are (at least supposedly) about a sort of gameplay I am interested in playing or making. So, if one somehow knew about RPGs while simultaneously knowing nothing about D&D and wanted to make a game that was about either fantasy overland travel or underground exploration, then conceivably that game might not have a mechanic similar to attributes? I mean it probably would, because attributes are an extremely easy to come up with and understand gameplay conceit, but it might not? gradenko_2000 posted:There's some value to "having stats, period" insofar as it's an at-a-glance measure of relative power in a particular area of specialization, especially in the case of games that advocate a d20-roll-under-attribute task resolution system (This conversation is very long and multiperson if you have archives.) May 2017 Alright, I've got some more design questions. These ones are about Wizard spells. What do you see as the pros and cons of the following spell casting possibilities for a class. 1. Spontaneous Casting (i.e. You choose your spell from your list at the moment you cast rather than at the beginning of the day). 2. No direct damage spells in the spell list 3. You can only memorize each spell in your list once (i.e. You can't memorize three sleep spells only one.) 4. Using power points instead of slots I'm not going to use all or maybe not even any of these options, but I would like to hear your thoughts. gradenko_2000 posted:Spontaneous Casting May 2017 What's the rationale behind thieves being so bad at the things they're supposed to do at low levels? And conversely, why is climbing walls so easy? Emrikol posted:My theory has always been that the thief is a joke class designed to generate amusing anecdotes. Jul 2017 New question. What would the consequences of replacing the standard random encounter rule with this new one? Old rule: Every turn, roll 1d6 and if the result is 1 than a random encounter occurs immediately. New rule: When entering a dungeon, or after a random encounter ends, roll 1d6 to determine the number of turns until the next random encounter. Right, the goal here was to reduce the incidence of back to back encounters while ensuring that they occur over the long term. 1d6 obviously doesn't work for this. I was considering 2+1d6, but looking at the math I may go with 1+1d10. gradenko_2000 posted:I actually really really like this idea, especially if you could tell the players what the result was (not all the time?) so that there's a definite sense of urgency. Certain actions could drop the counter (making noise!), while other actions could increase it (taking out a barracks!) AlphaDog posted:Counters and tracks are really great for older style dungeon crawling. Sep 2017 I was going to ask a question about a specific resolution mechanic I wanted to use, but I think it would be more interesting if I ask this question instead. Let's talk about task difficulty. Early D&D basically doesn't have this concept. If there's a door, it's a door. It's lock is just as effective, it's just as easy to kick down, and as easy to listen through as any other door. At some point, I presume people decided that this wasn't 'realistic' enough and said, "Okay, but that metal door will hurt your foot so you take a penalty.' Or perhaps they compared the resolution to combat rolls and said "We aren't these things similar?" 1) When was task difficulty first introduced? And why (if you can speculate)? 2) What are the ramifications of resolution without task difficulty? 3) What are the ramifications of resolution with task difficulty? al-azad posted:1) It's tricky to nail down. It was there since the original box set with the "stuck doors" rule. It got more complex with the introduction of the thief and I believe the first true skill system showed up in Dragon Magazine. But I believe it was 3E that actually implemented the difficulty class/target number system. In previous editions the challenge was based on the individual's skill. One person could have open lock at 1% and another at 50%, and then it would be modified maybe +20% for an easy lock. 2E's suggested method, provided you didn't use the optional proficiency system, was based on your saving throws e.g. save vs. breath weapon was keyed to dexterity and acrobatics. I can only assume they changed this the same reason they got rid of THAC0 and combat results tables: it's easier to modify a flat number. Halloween Jack posted:1. AFAIK, variable task difficulty was a situational thing until 3e. The first skill system was the Thief's skills, of course, the second was the BECMI Basic set (which I believe also codified roll-under-ability-score as the default resolution method), and the third was AD&D2e. If I'm correct, before 3e having an extra-tricky lock or extra-heavy door would be up to whoever was writing the adventure module. The BECMI/Rules Cyclopedia skill system would prescribe specific penalties for specific situations in its writeup of the skills; for example, you take a +4 penalty if you try to use your Riding (Horse) skill to ride a griffon. I think AD&D2e was the same, plus the resolution mechanics could be different for different skills IIRC. gradenko_2000 posted:Before I get into the meat of my response, I want to draw a distinction between "dungeon-relevant task resolution", and "everything else". Great posts, thanks. So, in short every option that D&D has used looks like: Arbitrary fixed, like NPC reaction or kick down door Class Level based, like Hide In Shadows or attacking Attribute based like There's Always A Chance Then slightly later? we have attribute modification We begin to see the concept of difficulty modifcation And the end result as of 3rd ed. and later is that everything gets massed together into attribute mod + class level compare with difficulty (Ugh.) (This convo is real good too.) Oct 2017 What modern ready ref sheets exist? It occurred to me due to discussion in the general chat that the only ones I can think of are GreyHawk and City State of the Invincible Overlord and those are both 30 years old. LashLightning posted:Holmes Archive has put one together for Basic D&D but it's no where as intensive as the Judges Guild one. Jan 2018 Here’s another existential D&D question for you, presented with as little biasing as possible. Why is cleric a class option? whydirt posted:Almost everything in D&D can be attributed to an early design quirk that got cemented into the game through inertia and appeal to tradition. This is a thing that I just thought up today, and once you realize that it immediately stops working after the first four classes you can see that it is a retroactive explanation of reasoning for classes, but I still think it bears out at the very beginning of D&D even though it wasn't intentionally designed this way. Each class tells us something important about what D&D is about as a game. The fighter tells us that D&D is about killing, or more generously, about war. The wizard tells us that D&D is a game about fantasy and magic. The thief tells us that D&D is a game about 'getting paid', or that it is picaresque in nature. The cleric then, tells us that D&D is about more than that. It's about character beliefs and ethics, and sometimes it can be about the struggle between gods, or between people and the gods. Jan 2018 Halloween Jack posted:I don't mean Weapon Mastery, I mean your defense stat being based wholly or mostly on what kind of armor you wear, and the class division based on that. Oh, this is real good. I'm going to use this. Apr 2018 Okay, here’s another fun D&D existential question for you. If the default setting has a bunch of high level wizards and knights, and the characters are essentially graduated dirt farmers, why are the characters the ones finding unplundered ancient treasure? Serf posted:more than likely there was a recent apocalypse or at least a civilization decline that left behind a lot of poo poo to go and grab. high-level wizards and knights are probably too smart or busy to go poking around in every old tomb or crumbling castle for weird poo poo Halloween Jack posted:Here's the best I can do: Wizards, in accordance with the later Dying Earth stories, are a bunch of rich weirdos with their heads up their own asses. They're playing around in their laboratories, or hanging out at their wizard gentleman's club getting drunk and eating spotted dick, or doing a Wooster & Jeeves schtick with their weird monster servants. Lords and Patriarchs are making income by taxing the peasants, and are busy building castles and fighting each other honor and more money, typical rear end in a top hat knight stuff. gradenko_2000 posted:The unplundered (but possibly not ancient) treasures are from wizards and knights who have died and left their holdings abandoned. Apr 2018 DalaranJ posted:
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# ¿ May 28, 2018 22:36 |
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# ¿ Apr 24, 2024 10:23 |
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The thread name is good.Xotl posted:Reserved for future playstyle post. Here, this should do it, Megazver posted:PRINCIPIA APOCRYPHA: Apocalypse Engine-style Rules And Principles For Running OSR Games
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# ¿ May 28, 2018 22:38 |
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alg posted:Two blogs I follow have recently posted about the alt-right in the OSR. I know ACKs is run by Milo's manager. I know James Raggi posts about Varg. What else is there? You'd do well to ask this in the industry thread, as little as the OSR has anything to do with the industry. gradenko_2000 posted:if we are going to close off discussion on "OSR Politics", which is perhaps understandable for being non-germane to the thread, it would behoove us to actually acknowledge that these people exist and are shitcocks, rather than contributing to the Missing Stair problem. There's a good reason my OSR discussion remains solely in this thread.
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# ¿ May 29, 2018 03:44 |
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gradenko_2000 posted:DalaranJ, I appreciate the kind recollection of my old posts. No, thank you. And thanks to everyone else who contributed to my discussion even if I didn't quote you. E: I have some more questions coming up after having purchased Hot Springs Island, but I thought I'd wait a day or two to spring them.
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# ¿ May 29, 2018 04:14 |
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Alhireth-Hotep posted:Hey Xotl, this is a loving callout. Now can we denounce the lovely pieces of OSR and make defending them socially unacceptable? That goes way beyond Zak S, but if him being exposed again is what it takes to make it possible to have a slightly-less-lovely OSR space online, that's a loving start. You quoted the exact Xotl post that caused me to stop posting in this thread.
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# ¿ Feb 12, 2019 18:28 |
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Thanks, I hate it. Actually this is one of the most interesting posts in awhile. Trying to interpret OD&D is definitely an arduous task. 1. What sizes of engagements are these rules intended to resolve, is it anything under 20 ‘men’? 2. When OD&D says to use the combat charts from chain mail, which are the referring to? Is it all the way down and then the death result is now “roll 1d6 damage” instead? 3. What the hell is a weapon class?
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# ¿ May 12, 2019 23:28 |
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LatwPIAT posted:1. Who knows? Chainmail suggests the Man-to-Man system be used for "small battles and castle sieges", and D&D Vol. 3 says the Man-to-Man system should be used for all land combat, air combat, and naval boarding actions - which as far as I can tell is simply all combat, period! - though considering the amount of legwork I had to do to make sense of the rules when there's more than two people involved in a melee, it's not all that suited for any battle involving more than two characters! As much as I hate the additional complexity, I do like the idea of modifying initiative based on weapon type, and possibly weapon breakage. al-azad posted:This also backs up Arneson's style where PCs are military leaders with multiple squads of mercenaries and warriors that would remain behind when the PC enters the dungeon. It was dumb in star trek too. al-azad posted:2. An additional point, stronger creatures inflict multiple kills per attack. So a creature that deals 3 kills is the equivalent of 3d6 damage. This is particularly unclear in OD&D if you don't have access to chainmail (which I don't). But I did find it spelled out a little better in Tekumel.
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# ¿ May 13, 2019 04:27 |
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I’m a big fan of “Both players are no longer friends with me for unrelated reasons.”
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# ¿ Nov 27, 2019 19:47 |
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al-azad posted:I mentioned before I got a sweet collection of D&D box sets from the 80s and the basic set had some sweet maps in it. Unfortunately there were incomplete keys but they may be in the other boxes I haven't combed through yet. A private pitfall competition or some sort of public contest? Pitfall was an activision game, so I think you could send in for the patch if you got a score of 40000 or better. More on topic, on old maps I always see people make these maze areas. How the hell did they run those? Seems like it would be tedious.
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# ¿ Apr 22, 2020 19:38 |
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If you’re playing a close to the original game like OSE, what do you do about the badness of the thief class?
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# ¿ Jun 12, 2020 16:30 |
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drrockso20 posted:Raise up the starting percentiles for Thief skills by at least 15, possibly as much as 30 If I iron out the skill bonus acceleration around 6, which I admit is a very non-early D&D thing to do, I get: code:
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# ¿ Jun 13, 2020 01:30 |
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whydirt posted:My main issue is that I don’t really need Yet Another Basic D&D Variant built from the ground up. Just give me the setting-specific rules as modules to plug-and-play. SEACAT is a complete system, the problem is that the system isn’t actually fully described in UVG. And last time I checked it wasn’t fully written down in Luka’s blog either. So, you can’t really get that far with a system that only fully exists within Luka’s brain.
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# ¿ Sep 22, 2020 14:48 |
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Verisimilidude posted:My favorite map design is probably found in the Dark Souls games, with very vertical-centric maps that utilize space well and permit a player to find shortcuts that also help make the world feel organic. I wanted to reach for this via this new map technique. This is the sort of thing I've been trying to figure out for awhile, thanks for the ideas.
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# ¿ Oct 6, 2020 15:15 |
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Someone tell me about Mighty Deeds of Arms. I'm familiar with the system I just want to know how it works out in play. Does it slow things down? Does it need to be weaker or more powerful compared to the other DCC classes? Does it fit the setting well?
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# ¿ Nov 28, 2020 20:33 |
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I find myself increasingly drawn to 'toolbox' design in RPGs. e: Which I suppose is natural for people that like rules light games.
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# ¿ Jan 15, 2021 06:58 |
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aldantefax posted:Are there any systems which deal with the concept of "meaningful lasting damage" from encounters, either from fights or dungeon crawling? I'm thinking of things that are put onto a character sheet that are like 'gained disadvantages'. Ideally, I'd have something like this tied to a specific beneficial character trait but it's still a disadvantage, like "burn scar from unholy fire, will never heal, but alerts to the forces of darkness nearby", or something like that. Electric Bastionland has a scars system and you only increase your max HP by using it, but honestly I feel it’s the weakest part of the system. I’d rather create custom scars based on what weird creature you’re taking critical damage from then use the generic table.
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# ¿ Jan 19, 2021 22:43 |
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Does anyone have opinions about Lorn Song of the Bachelor?
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# ¿ Jan 21, 2021 06:50 |
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aldantefax posted:If you are a new DM then take the leap that attack = strike to kill, It's not a leap, taken literally the only creature that can be dealt nonlethal damage is a dragon. aldantefax posted:Anyway, if dying is unfun and a product of bad design, new OSR games and retroclones should do away with it, right? This is impossible because the bounds of what is considered a retroclone are generally agreed upon to adhere to the Old School Manifesto which as one of it's tenets expects character death. By contrast, two heartbeakers which I am poaching the approaches to death in my current designs, Torchbearer and Strike!, mostly eschew death within combat.
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# ¿ Jan 31, 2021 06:58 |
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mellonbread posted:Do you have a copy of this manifesto that we've all allegedly read and agreed to? Google turns up an unrelated martial arts manual. Hmm, I thought there was a more recent version in google drive that was being community updated but I can't find it. I suppose I must be thinking of this document? https://www.lulu.com/content/3019374 e: Ah, it's here: https://lithyscaphe.blogspot.com/p/principia-apocrypha.html Again, can't be as influential as I thought if no one knew what it was. DalaranJ fucked around with this message at 03:28 on Feb 1, 2021 |
# ¿ Feb 1, 2021 03:01 |
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Sax Solo posted:Though I'm in a game now where PC death is impossible. PCs just get auto-revived at the start of each session/time jump. We can still fail missions, and it's still rules-light-high-sim, so maybe it's not 100% OSR but it's still pretty far away from modern D&D. Oh, well, I’d love to hear more about this since I’m designing a similar system. How does this part of the game work, and what do you feel are the strengths/weaknesses of such a system? What do you think is important to making a game that removes the threat of death to work?
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# ¿ Feb 1, 2021 18:18 |
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Jackard posted:I'm running Skycrawl using Fate Accelerated, just finished our second session last night. An interesting boardgamey-type roleplay but I haven't used all of its systems yet and already have to warn against the money system, it really bogs down the game. I’m a big fan of the components of that board game, too bad the board game itself sucks. Always wanted to run a campaign with them, I think those doubloons are in my gming kit still.
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# ¿ Jun 23, 2021 05:43 |
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Gatto Grigio posted:Ah yeah, I checked with Chris McDowell and he said it will take the Bulky and Deprived rules from EBL but will be otherwise unchanged. I like that ItO is kind of being Basic to EBL's B/X. Lord Yod posted:I only recently started getting into OSR games and have been picking up some OSE books. Just flipped through Carcass Crawler and am really excited about playing a vulcan or a jedi. They seem cool! I think I'm missing something about the Mage, though, are you intended to just find/craft scrolls a lot? Yeah, the Carcass Crawler content is so good that it's hard to imagine keeping up this level of content. As for the mage it seems like a 'warlock' style class where you just get to do a bunch of level 1 and 2 things as many times as you please. But compared to magic-user it does seem objectively weaker. (except for the hit die increase, I guess?) I'd probably make sure to provide more usable arcane treasures when using it. TK_Nyarlathotep posted:I didn't /see/ the class features mentioned for Fighters, but I also was only skimming. In the listing it says take abilities at level 1, 5 and 10, but someone upthread said 'every even level' and I think that might be the right level of generosity.
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# ¿ Sep 1, 2021 20:42 |
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I know at one point someone wrote a blog post that attempted to break down the experience 'cost' of all of the b/x classes attributes to determine how level up cost discrepancies were determined. But I sure don't remember who did this or when, does anyone have a link to that post?
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# ¿ Sep 5, 2021 18:31 |
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Arivia posted:you probably mean this https://breeyark.org/building-a-more-perfect-class/ I did. Thank you.
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# ¿ Sep 5, 2021 19:33 |
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It looks like you have to get the box set to get the Lankhmar rules, am I understanding that correctly?
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# ¿ Nov 24, 2021 01:23 |
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Shanty posted:This is probably the umpteenth time this has come up, but how do you sell Thief skills to players? I saw a bizarre argument in a video about this recently. They suggested that the purpose of thief as of AD&D was to allow non-humans to gain more hit dice than their level cap, and that was why only non-humans could multiclass freely.
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# ¿ Jan 19, 2022 17:22 |
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Shanty posted:What are you doing for the Deed dice if you're planning to avoid the zocchi set? If you’re okay with stopping at DCC level 4 equivalent deeds you can just double the die size, success starts at 5: d6, d8, d10, d12
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# ¿ Jan 20, 2022 07:37 |
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If you’re using Bastionland ‘enhanced’ is done by adding a advantage die, I’d probably make the special effect occur on doubles in this case.
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# ¿ Jul 13, 2022 16:24 |
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So, I was looking at Old School Essentials (based on B/X) and noticed something unexpected. The wizard spell slot chart looks as I expected: 1 2 [2500] 21 [5000] 22 [10000] 221 [20000] 222 [40000] 3221 [80000] 3322 [150000] etc... I would have expected cleric to be similar with maybe one catch up level since they have 0 slots at level 1, but it instead looks like this: 0 1 [1500] 2 [3000] 21 [6000] 22 [12000] 2211 [25000] 22211 [50000] 33221 [100000] I know this is the same chart as OD&D, I believe this was 'corrected' before RC, is there a reason for this odd progression? I'd welcome speculation.
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# ¿ Mar 24, 2023 00:34 |
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A Strange Aeon posted:Clerics level up much faster, is that what you're pointing out? This is certainly a factor if you're going to compare them to magic users, but they also gain both 3rd and 4th level spells in a single level and 5th level spells the level after.
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# ¿ Mar 24, 2023 05:42 |
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Halloween Jack posted:That's about it. The big draw for me is the d6 based skill system, which is easy to steal and port into other things. There's a version of this system in carcass crawler issue 1. Although to be fair, I imagine you can probably find multiple implementations of it for free reading OSR blogs.
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# ¿ Jun 23, 2023 06:14 |
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Nickoten posted:Anyway Break!! RPG is out and it is a surprisingly good game built on a Moldvay D&D skeleton. I did not expect it to be so comprehensive. My one big complaint is that it’s missing treasure tables or treasure seeding advice — really anything for helping the GM distribute cash and items. It doesn’t have to do it the B/X way but it should do something. I'm having trouble finding it for purchase anywhere, including on their own storefront. I assume this is backers only for the moment? Absurd Alhazred posted:Isn't BrOSR just the Brazilian OSR scene? What am I missing? Is there a Brazillian OSR scene? I would like to know more.
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# ¿ Aug 6, 2023 18:07 |
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Nickoten posted:My fault, looks like it actually is only out to backers. Quite alright. It may be that you could get the pdf from preordering on backer kit now, but I’m willing to wait a couple weeks.
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# ¿ Aug 7, 2023 19:37 |
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# ¿ Apr 24, 2024 10:23 |
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Halloween Jack posted:OSE is lauded because it's a very attractive, well-organized, and clear presentation of the original rules. (I remember an inverview with Norman where he was talking about how "level" can mean several different things in D&D and how confusing it is.) The rules are still the rules, and yeah, these are all issues people have with old rules. It drives me crazy that he fixed a bunch of typos but didn’t change, what is to me an obvious typo, Thief Level 6 hide in shadows score.
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# ¿ Mar 5, 2024 22:46 |