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/osrg/ OSR General - Turtle Shell Edition

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Welcome to the Old School Renaissance General thread.

>Links - Includes a list of OSR games, a wiki, scenarios, and a vast Trove of treasure!
http://pastebin.com/QWyBuJxd

>Discord Server - Live design help, game finder, etc.
https://discord.gg/qaku8y9

>OSR Blog List - Help contribute by suggesting more.
http://pastebin.com/ZwUBVq8L

>Webtools & Resources - Help contribute by suggesting more.
http://pastebin.com/KKeE3etp

>Previous thread:
>>52414491

THREAD QUESTION:
>What's the most creative use of a animal or monster body party you've ever seen?
>>
>>52449385

>monster body part

Well a lot of vampires in mist form can fit inside one person for sneaking past holy symbol/invitation checkpoints.
>>
I've read recently that some people used to play with only the GM knowing the player's hitpoints or the amount of damage they've suffered or are taking in attacks.

Besides placing quite a bit more effort on the GM to keep track of yet more things in combat (as well as out of combat), and hiding numbers for the sake of easier immersion, what possible benefits are there?

I doubt many players would behave differently if they know they have exactly 2 hitpoints left or if they are instead told by the GM that they are 'gravely wounded' or something like that.

>>52449440
Riffing on the hiding things in other things, in polish mythology a dragon (Smok Wawelski) was terrorizing the land and demanded a weekly offering of livestock every week or else it would eat humans instead. It was tricked when it was offered a calf skin filled with sulfur which caused the dragon's stomach to explode in a fiery death.

Interestingly enough the dragon's name isn't a proper name. It literally just means Dragon of the Wawel hill.
>>
>>52448923
I actually like baatezu, tana'ri, and yugoloth over devil, demon, and daemon. Especially since demon and daemon have the same pronunciation.
>>
>>52449794
>Besides placing quite a bit more effort on the GM to keep track of yet more things in combat (as well as out of combat), and hiding numbers for the sake of easier immersion, what possible benefits are there?
Immersion. That's pretty much *the* reason, aside from either having inexperienced or inept players, or just being a control freak. With the numbers on your sheet, it's hard not to think mathematically. If, on the other hand, you just know that you're "badly wounded", you tend to *feel* that more than a strictly numerical statistic.
>>
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> doesn't allow new wave prestige classes
> can't recruit any players

checkmate osr fags
>>
>>52450014
>18 INT
>18 DEX
>18 CHA
>0.0000001% chance of actually rolling that
>No-one will ever be a magic missile user
>>
The idea that 90% of situations in d&d, the difference between a specialized and unspecialized character is only 10% on a roll, is complete bullshit.

by RAW in od&d and basic, ability score bonuses only apply to certain rolls. For example, per p.6 or labyrinth lord revised edition, strength bonuses are only applied to To Hit rolls, damage and forcing doors. Forcing doors is a d6 roll so a 2 in 6 rather than a 1 in 6 is equivalent to around a +3 bonus on a 1d20. On any sort of d6 roll, using ability score bonuses provides a much greater mechanical benefit than rolling them on a d20.

As well, the difference in a magic-user and fighter ThAC0 at level 1 is equivalent to a +1 attack bonus, per p.60 of labyrinth lord.

A straight down the line character is going to have their highest stat in the main stat of their class. So it's reasonable to assume a 14-15 as a characters high stat while a low stat would be in the 7-8ish range. So the difference between the highest and lowest of things which ability score bonuses are added to(remember, by RAW, ability score bonuses are not applied for determining things like jumping over a chasm or sneaking around)

Given all this, the difference between a specialized and an unspecialized character with regular scores is -1 to +2. This is likely greater in most games since a score of 16 or higher isn't unreasonable to roll.

Damage and hp is balanced around the idea of 1d6 damage being likely to kill a single man with 1d6hp. So AC/ThAC0 is the balancing mechanism with a 10th level mage vs fighter having +15%(if 7-8 str) vs +50%(if 14 str). The dice provide most of the variance in attacking, with lower bonuses making attacks more luck based than other parts of the systems. Most of the system uses 1d6 where a +1 equals +3ish on 1d20.

Outside of attacks, a dwarf(specialized for hardiness) and a thief on saves vs poison at level 1 have 8 vs 14. This is a 30% difference or equivalent to +6.
>>
>>52450141
So I fail to see how a character rolling with a 14 or 15 vs a character rolling with a 7 or 8(a 65% difference at the most) is going to break the math when that's the sort of differences you see at high levels anyway. Especially when this will be the maximum difference in the system.

I'm also confounded at the idea of roll under ability scores not being "properly old-school" when tons of 1e modules and moldvay end up mentioning or using the concept.
>>
>>52450014
Plugging this again. >>52430607

It does a fantastic job of describing varied characters with stock classes.
It adds 2 simple abilities (Abomination, Antiquarian) and 3 short house rules (Leprosy, Hounds, and Virtues/Afflictions*).
Otherwise, it's all starting items and skill, plus roleplay notes to the people who hate the Abomination.
*2-in-6 chance after danger of Save v. 1d10+5, buff on a pass or debuff on a fail

Fighters:
Abomination*, Arbalast, Crusader, Hellion, Leper*
* 1 round to transform (d8+d4 unarmed and AC 14), otherwise acts at 0th level
*chance of contagion 5%/day, Save v. Poison

Specialists:
Antiquarian*, Bounty Hunter, Grave Robber, Highwayman, Houndmaster*, Jester
*referee generates +25% treasure (no extra weight)
*hounds must pass morale to act, start with 3d6+CHA loyalty

Dwarf:
Man-at-Arms

Magic-User:
Occultist

Clerics:
Plague Doctor, Vestal

>>52449794
>doubt many players would behave differently if they know they have exactly 2 hitpoints left or if they are instead told by the GM that they are 'gravely wounded'
I would get paranoid about my injuries after a while. Or at least get more nervous about all the clattering.
>>
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>>52449794
>>52450006

Now I want to play in a game where ALL the numbers are hidden from players (except obvious things like how many gold pieces you have).

Rolling dice is fun but as you said, it leads to mathematical thinking rather than clever solutions.
>>
>>52450141
>by RAW in od&d and basic, ability score bonuses only apply to certain rolls. For example, per p.6 or labyrinth lord

Post discarded. Proctor's simulacrum is a relevant to the mechanics of OD&D and Basic as Pathfinder is.
>>
>>52449385
Beholder eyestalks as wands.
>>
In a game where survival requires paranoid caution... How do you reward bravery?
>>
>>52450479
You'd want folks to have some idea of the capabilities, but you could relate their attributes to them in words rather than numbers, like...

-3 mod = incredibly weak
-2 mod = very weak
-1 mod = weak
+1 mod = strong
+2 mod = very strong
+3 mod = incredibly strong

So if somebody had a character with:
str 11
int 16
wis 9
dex 7
con 10
cha 13

You could just tell them that they're charismatic and very smart, but clumsy.

Values that increase with level are a bit of an issue though, especially when it comes to hit points, where you might eventually increase them ten-fold. What do you use as the standard for those? So maybe something like this would work better for a game without the same sort of extreme power progression that D&D has.
>>
>>52450736
I'm just pointing out that adding ability score mods to a d20 roll against a target difficulty to jump over a chasm is a houserule which is nowhere in the original rules.
>>
>>52451254
It is in the B/X rules, on page B60: "There's always a chance."
>>
Is Tower of the Stargazer a good introduction to RPGs for players and GMs or an attempt to trick people into adopting a very specific playstyle encouraging unfun GM dickery and overcautious PCs who will try anything adventurous?
>>
>>52451233
Pass notes to players often. For a lot of reasons.
One of many benefits: It makes it easier to sneak treasure you discover on your own past the rest of the party.
Also great for the ol' "doppelganger ate you."
>>
>>52450127
> lacks skill to roll a magic missile user
>>
What would be a fast way to rule big-weapon-in-small-space and such? A penalty to hit? A plain 'you can't here'? D-disadvantage?!?
I want my players to switch weapons when in indoorsy spaces (and use gear as tactic, in general)
>>
>>52451333
Yeah, roll under is in moldvay. And 1e adventures. And early issues of dragon.

The anon I was arguing with in the last thread was saying roll under isn't osr and is piss poor game design because "90% of the time, the difference between the lowest and highest bonus in the party is -1 or +1". He was saying that rolling over a DC with d20+ability score mod is "more osr and better game design because then the characters aren't weak and their rolls aren't trivialized"
>>
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>>52451338
It's a terrific starting adventure for players, but it's terrible for new referees.
It's not trying to trap minds, but they do need to excise a bit of it's chaff.
>>
>they
*referees
>>
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>>52449385
>What's the most creative use of a animal or monster body party you've ever seen?

One time in 5E the party took a Flame Skull (a creature that rejuvenates in after a few hours) as a time bomb of sorts. Reducing it to 0 HP, and then sneaking it into hostile camps/buildings/etc.
>>
>>52451349
>notes
saying...?

>spoiler
Never liked those, desu. Can't see the fun of it, from the player side.
>>
>>52451431
Remember to hold them up at every tight corner while they explain how they get their spears and 10' poles past.
>>
>>52451787
>Can't see the fun of it, from the player side.

Let the player play as the doppelganger. The doppelganger doesn't have to immediately turn against them; maybe it has goals and wants to observe the party. Still a bit of a fuck you to the player if he liked his character, but it might be interesting.
>>
>>52451856
It may be 'interesting', but it is a slow, deliberated TPK, and requires that the players become partially responsible in that. A dick move all around.
>>
>>52451787
>saying...?
Any and everything that only the player would experience.
Pass this back. and "DON'T DISCUSS THIS NOTE, 75xp if you secretly reread it 5 times across the next hour." are the note-passing equivalent of rolling blank dice.
Asking for saves then doing nothing regardless of the outcome is also a classic.

>Can't see the fun of it, from the player side.
Different strokes for different blokes.
The /vast/ majority of people I've met LOVE getting to screw other people over.
>>
>>52452128
>75xp if you secretly reread
I want to rewards *bravery*, not staring at a paper OOC. If anything, this encourages internal drama and doing fuck-all but pointless arguing.
Besides, that's a one trick pony.
>>
If you really have a such a huge issue with d20 roll-under ability checks then just use 3d6 roll-under checks like GURPS does.
>>
>>52452341
>If you really have a such a huge issue with d20 roll-under ability checks then just use 3d6 roll-under checks like GURPS does.
Using modifiers, or using your raw ability score? Because if you mean the latter, wouldn't that make things considerably worse?
>>
>>52452501
Raw ability score. Bell curve assures that most results will be 8-10.
>>
>>52452822
Technically it's worse because it makes differences between individual scores bigger, exactly due to there being a bell curve.
>>
>>52452282
>Besides, that's a one trick pony.
If you're the kind of referee would hands out a character sheet for "Yoodun Git'et, the Doppleganger" on a 3x5 card, your players will become the type of people who wonder why others keep nervously checking a card.
Also leads to interesting misunderstandings, like Yoodun assuming he's got a "partner."

>I want to rewards *bravery*, not staring at a paper OOC
We've since digressed, sorry. Pass them notes about empty rooms with treasure, they can hide some on their person before the rest of the party arrives.
The monsters fail their morale roll and break ranks. The Gods smile at their valor, the party says they've gone mad but the brave fool claims the ruined altar glows; atop they find...
>>
>>52452282
>>52452902
Bravery is for 3.PF
OSR is about cowards who use trickery to steal loot.
>>
>>52453429
Good, then how do I encourage my players to steal loot boldly? To use trickery on the spot?
If I'm asking is because my players are already too good at being cowards
>>
>>52453595
Uncle Gary's advice was "When in doubt, throw rand encounters at them until they act they way you want them to."
>>
>>52450014
And I thought the Exploding Death Meme Man was bad. God help us all.
>>
>>52453899
They don't even learn Summon Magic Missile User!
>>
>>52453899
EDM is wild mage-tier except it's a total joke played serious instead of a funny little thing.
>>
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>>52446972
>You are a female Eel-ling. You are the Witch of Bogrest. You are slippery as hell, very lithe, and you have way too many teeth.

>arousal.jpg

Dammit /tg/, not again.
>>
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>Does he also have cleric spells in his new format? There's something incredibly appealing about it

I don't think he does. If you give me a list of, say, 20 "iconic" cleric spells I can write them up for you tonight.
>>
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>>52454030
>EDM is wild mage-tier except it's a total joke played serious instead of a funny little thing.

I'm not sure if you're for or against these guys.

Also, permanent magic missile is kind of a neat spell idea.
>>
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>>52455857
And, of course, Turn Undead as the school Perk.
>>
>>52440458
>can haz animist write-up
>>52440582 >>52440822
>OK FINE

>>52455857
>I can write them up for you tonight.
>>
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>>52456172
I'm honestly impressed. That has to be the least usable list of spells I've ever seen. It actively makes my job harder in every single way.

And it took longer to make than just typing the spells out. You really had to work at it.

Congratulations.
>>
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>>52456236
Technicality!

There are no clerics in my game or setting, so I don't feel bad at all.

But there's a chance that an Animist will show up, and I don't want to "spoil" the concept before my players have had a chance to decide/learn things about it.
>>
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>>52456240
Animate Dead*
Astral Spell
Banish
Create Food
Cure Disease
Cure Light Wounds
Gentle Repose
Hold Person*
Inflict Serious Wounds
Know Alignment
Light*
Protection from Evil
Quest
Remove Fear
Sending
Speak with the Dead*
Sticks to Snakes
Truesight*
Undetectable Alignment
Water Walk
>>
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>>52456307
>>52456172
Ok, cool. It'll take me a bit, but I'll link to them when I'm done.
>>
>>52456349
An important thing to bear in mind: Raise Dead really truly only belongs in the hands of rare (and stingy) NPCs.

"Came back wrong" is always a nice touch, too.
A *different* player who lost a character gets your raised PC, their slightly different mannerisms and not-fully-matching backstory unnerve all the hirelings.
The raised character feels empathy with fae, and is easily persuaded to strong political views.
The raised character returns misshapen, and suffers level drain to represent their weakness and their lack of adaption to their new form. etc.
>>
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>>52456407
Yeah, I'm thinking it's something like:

"Clerics of the Authority cast a version of this spell called 'Beseech the Throne'. It has a 99% failure chance, but if it succeeds, the character is instantly incarnated, naked, stunned, and with fading memories of heaven."

"Other Clerics can cast Raise Dead. The spell requires the investment of 4 [dice] which are automatically exhausted. The target mush be a fresh, mostly whole, corpse. The caster permanently loses 3 from a random stat. The base success chance is 1-in-6, but the caster can increase this by one of the following methods:

Lose 3 from another random stat: add +1 to the roll.
Sacrifice someone who loved/loves the target: add +1 to the roll
[other horrible nonsense]

The target is healed to 0 HP and revives. Serious wounds heal only to the point they allow the character to live. Missing limbs will not return, but vital organs will return to the bare minimum of function required. The target's maximum HP is equal to their Level. They permanently lose 1d6 Wisdom or [other consequences].

Or something like that. Just a quick sketch of the idea.
>>
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>>52456172
>>52456307
Ahem!
>>
>>52456528
Honestly, /just/ Beseech the Throne sounds good.
Rich PCs can hire a large battery of Clerics to cast it until one sticks.
Poor or mid-dungeon PCs can hope the Authority doesn't hear their blasphemous prayers to the God of Luck.
>>
Beseech the Throne
R: touch T: [dice] corpses or mementos D: 0
Allot [sum] among the targets. Each target has a [lot - 5]% chance of their owner clawing up from the earth in a fresh body. They are naked, confused, and have fading memories of heaven.
>>
>>52456787
>their owner clawing up from the earth in a fresh body
Both too ghoulish and off-theme. I suggest a lightning bolt hitting and leaving the target behind.
>>
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>>52456695
Well, it has a 1% chance to work for PCs. If you are a rich NPC, your chances are effectively 0. It's not a "known quanitity" in the world. It's more "Convince some to pray for you. Not a prayer from a book. Not a prayer you can purchase. Really, truly pray. Pray like Conan prayed to Krom. Pray so hard your ears start to ring. You can't be surprised when it works. That's the point."

https://www.youtube.com/watch?v=AKt_Lp9B-tg

It's not really a spell. It's more of a... a thing you can ask someone to do for you.
>>
>>52456857
It seemed overly ghoulish to me, too. But lightning seemed out of place in the dungeon.

>>52456869
>It's more of a... a thing you can ask someone to do for you.
Ahhh. Even from (faithful) non-Clerics. Got it.
I get what you're going for.

>>52456407
>>52456528
These are good, but you're sacrificing theme for complexity.
Clerics need a corpse's approval to cast Animate Dead.
The spell lasts months (permanent at 4 dice) and animated corpse is sentient until fully rotted away.
Still slaved to the Cleric tho. And bound for Pegatory after, instead of Heaven.
Permission is commonly purchased from the still living, or offered (with the servitude as repentance) to those in Hell.
>>
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>>52456998
> Even from (faithful) non-Clerics.

Chances are good that if you're that faithful, you're either a cleric or a paladin.

>These are good, but you're sacrificing theme for complexity.

I don't mind complexity for campaign-arc-defining spells.

Magic Missile, sure, that needs one line.

But Raise Dead? That needs a few solid paragraphs of evocative stuff. There's no point in making it 3 lines of text. It's got to be enough to hang an entire adventure from.
>>
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Took a break from Pathfinder to work on MTG instead. I butchered the lore a bit but Mirrodin's lore kinda sucked anyway and I prefer my headcanon. Contains rules for Leonin PCs!

inb4 someone complains about furries
>>
>>52456307

So hold on a second.

Being 100% lawful is bad, but being 100% chaotic is caution but less bad? Being slightly more chaotic then normal is bad, but being half way chaotic is good? The hell is going on here.
>>
>>52457576
It's good and bad in a roleplaying sense. It's generally better to be lawful because it leads to less bullshit like edgyness, but too much leads to more bullshit like "no fun allowed".
>>
>>52457576
>Being 100% lawful is bad,
Strictly Law is not fun times, especially with non-Law party members.
>but being 100% chaotic is caution but less bad?
Yes.
>Being slightly more chaotic then normal is bad,
Yes.
>but being half way chaotic is good?
It's /just/ far enough into "villanous" that it reaches "interesting."
Think Arsène Lupin.
>>
>>52457576
>Being 100% lawful is bad, but being 100% chaotic is caution but less bad?
Tbh this is the worst part. 90-99% chaotic (or whatever that is) definitely is faggot o'clock, but I see no reason why 100% chaos would be less faggotive.
>>
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>>52456307
>CHAOS is bigger than LAW
>>
>>52457576
>>52457997
The colors describe the Player, not their Character.
>>
>>52457997
>but I see no reason why 100% chaos would be less faggotive.
I made that for with the Little Brown Books in mind, IIRC.
You take monster hireling if they match your alignment (unless you hire them through magic).
Which is strong mechanical incentive to align with Chaos. Especially if you rolled high Charisma.
Under pretty much any other system, the line pointing to the sphere of Chaos should be red.
>>
>You take monster hireling
*You can only take monsters as hirelings
>>
>>52458176
Surprisingly sensible response! I'm unironically insta-convinced, I'm on your side now.
>>
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Just bought the core rules for Lamentations of the Flame Princess as well as "World of the Lost".

Did... Did I do good?
>>
>>52458194
...God dammit, I still look sarcastic. I'm not, though.
>>
>>52458218
>Did... Did I do good?
I refer you to this image. >>52457998
>>
>>52458194
Also important to note that, while red is "bad" orange is "be careful".
>>
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>>52458218
>ravenhydra

Come on, anon. That's not even scary...
>>
>>52458323
That's not scary either, just supernaturally irritating.
>>
Come back with geese.
>>
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>>52458459
>>52458387
I beg to disagree.

And then I beg for mercy.
>>
>>52458543
Boy, that knight looks pretty dehydrated!
>>
Was >>52422700 Skerples? Either way,
>This isn't one of those Chinese cartoons you like so much, is it?
could he do a Xiān (仙) inspired school of magic?

...at some point *after* the Animist write-up, of course.
>>
>>52458543
Ah, the Deep Goose, the worst nightmare of all adventurers.
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>>52458640

And sure. The White Hand Wizards are pretty close in some ways. Although unlike my Animist Wizards, which were designed after a careful study of various kegare-related touchpoints, the White Hand Wizards were nicked from Goblin Punch wholesale and then edited with Kung Fu Hustle in mind...

So, results may vary.
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>>52458218
Speaking of World of the Lost, has anyone ran it? How did it go? Did you add anything to it? Not deal with something that you wish the party had?
>>
>>52459205
Some dude wrote about running it several times a couple months ago. Apparently him and his group really enjoyed it.
>>
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>>52457222
>>52456998
>>52456528
>>52456407
>>52456307
>>52456236
>>52456172
>>52455857

Time for some Cleric spells! I don't have clerics in my games. They don't have a niche. Priests deal with holy matters. Paladins enforce the word of the Authority. A good lunch heals you. If someone really wants to play a cleric, I'd probably use these excellent Mystic rules, or something like them. http://www.lastgaspgrimoire.com/religion-is-a-nest-of-serpents/

But anyway, people asked:

Animate Dead
See the Necromancer here. http://goblinpunch.blogspot.ca/2016/09/the-glog-wizards.html I'll eventually post up my take on Arnold's concept, but the rules won't change much.

Astral Spell
Despite its history, I've never liked the word "Astral". It falls in with "ESP" and "psionic" in my brain as word that are un-medieval. And "Astral Spell" sounds very generic, like "Damage Spell" or "Open Things Spell". Let's try:

Soul Flight
R: touch T: self D: [sum] minutes
You fall into a trance and your soul leaves your body. Your deity ensures no one moves into your body while you are gone, but cannot protect it from physical harm. Your soul can move as quickly as an angel's spear (200 miles per hour). Your soul is invisible, intangible, and unable to affect the world. You can attempt to possess a living creature with an opposed Charisma check. They gain a bonus equal to half their HD. If you successfully possess a creature, the duration on this spell resets to [sum] minutes when and if you leave. The target may Save at the end of each duration interval to expel you. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. When you return to your body, you must Save vs Intelligence to remember any details about your experiences and travels. Your soul remembers, but the meat does not.
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>>52459292
Banish
R: [dice]x10' T: creature D: 0
Make an opposed Charisma check against daemonic creature, spectre, ghost, shadow, or other unnatural spook. If you succeed, you banish it from an area determined by the dice you invest. 1 [dice]: immediate area (a room, a body), 2 [dice]: village or dungeon, 3 [dice]: province or nation, 4 [dice] Creation. The creature is banished for a year and a day. If you fail your Charisma check, you take damage [sum] damage. Holy icons, proper rituals, favourable circumstances, and firm convictions may add +2 to +4 to your Charisma.

Create Food
R: touch T: point D: 0
You create enough food to feed [sum] people, along with clean water to fill one mug per person. Mugs, utensils, and condiments are not provided.

Cure Disease
See: http://goblinpunch.blogspot.ca/2016/06/the-glog-diseases.html
Or: http://udan-adan.blogspot.ca/2015/09/shamanic-healing-aka-so-where-is-this.html
If you want to cure a disease, cast banish.

Cure Light Wounds
This spell could just be called "Heal", so I'm going to do that.

Heal
R: touch T: creature or creatures D: concentration
Heal up to [sum] HP of creatures you touch. You may distribute healing among as many creatures as you would like, as long as the total HP healed does not exceed [sum] and you maintain concentration. If you invest 4 [dice] or more, you may instead heal a single target fully, and restore one lost limb or other defect. Alternatively, you can chose to inflict [sum] damage, distributed among creatures you touch as long as you maintain concentration, or invest 4 [dice] to deal [sum] damage to a creature and force it to Save or lose a limb.
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>>52459319
Gentle Repose
This is probably a cleric cantrip. Touch a corpse and it won't rot or decay or a number of days equal to your Level.

Hold Person
R: 50' T: creature D: concentration, up to [sum] rounds
Target creature or object is locked in place by divine force. You must maintain concentration for this spell to work. Target can breathe and move their eyes, but cannot swim, fly, or perform any other action. If the creature is particularly willful, blasphemous, or a spellcaster, it may Save each round to break free, with a penalty equal to the [dice] you invested.

Inflict Serious Wounds
See: heal

Know Alignment
Another cantrip. Clerics always know their orientation towards heaven (and therefore, upwards). They can never be disoriented by darkness, gravity fluctuations, deep water, or spells.

Light
Written up here: https://coinsandscrolls.blogspot.ca/2017/03/osr-illusionist-wizards.html

Protection from Evil
Rewritten as:

Abominate
R: [dice]x10 radius T: area D: concentration
Declare one thing to be Abominated. Examples: the Undead, people with bad breath, elves, the colour green. That thing cannot enter the area of this spell. The spell is centered on the caster. Abominated things in the circle must Save each round or be pushed to its edges.

Quest
I do not like this spell. Command does a much better job.
R: 10' T: intelligent creature of [dice]x2 HD or less D: varies
Creature must Save or perform a task of up to [sum]+1 words. The spell ends when the task is complete. The task cannot be suicidal, and can easily be subverted by intelligent creatures. For example, the task "Run Away" could be completed by jogging 5' away from the caster, then turning around.
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>>52459340
Remove Fear
R: 100' T: creatures that can see and hear you D: Up to [sum], varies
Target creatures that can see and here you are immune to fear and automatically pass all morale checks for the duration of this spell. The duration varies with the dice invested. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. The caster cannot benefit from this spell. If the caster fails a Fear test or a Morale check in sight of a creature affected by this spell, the spell's effects end for that creature.

Sending
R: unlimited T: creature you have spoken to before and whose true name you know D: [sum] rounds
You send a message that can be spoken in [sum] rounds or less to your target. The message will appear in 24-[sum] hours. It may appear to them as a dream, as a waking vision, or as a booming voice only they can hear.

Speak with the Dead
See the Necromancer rules upthread.

Sticks to Snakes
R: touch T: stick D: 0
Target stick becomes a snake. The snake owes you no favours. It has a 1-in-6 chance of being venemous (improved by +1 for each [dice] you invest past the first). The stick must be small enough to lift with one hand.

Truesight
R: touch T: sighted creature D: 10 min / permanent
If you invest one [die]: Target can see invisible things. Target can see through illusions. Non-magical disguises are not penetrated.

If you invest two or more [dice]: This can only be cast on yourself. As above, except you can also see through magical darkness, and see the true forms of shapeshifters. There are also some permanent effects: (a) You can tell if someone else is possessed by looking them in the eyes, and (b) You can always see the vague outlines undead, demons, or spirits, even in darkness, provided they are aware of you and are hostile.
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>>52459366

Undetectable Alignment
Another cleric cantrip. Cancels out the effects of Detect Alignment so the cleric can enjoy rollercoasters or tumbling down a hill without becoming nauseous.

Water Walk
R: touch T: [dice] creatures D: [sum] minutes
You can walk over water as if it were land. Very wavy seas may require you to Save vs Dex.


Thoughts? I haven't done Turn Undead or Raise Dead yet, but they'll be in the post, along with the Generic Cleric Class Progression thing.
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>>52458323

I remember fighting one of those in Phantasie III. Or was it II?
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>>52459376
>Thoughts?
I'm not sure why I wasn't feeling it earlier, but reversible spells are pretty great. And also a Cleric thing.
Reverse "Gentle Repose" to rot corpses (or the living?), reverse "Sending" to spy on dreams, reverse "Animate Dead" to turn undead, reverse "Truesight" to turn things invisible (but only to searchers, not onlookers), et cetera et cetera all sound pretty great.
Pleasantly surprised you didn't just take Wizard Vision for Truesight, but I am surprised.
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>>52459229
Any tips or anything from that you can remember? This will be the first time I run LotFP (I've ran other OSR, D&D and WFRP 2e games) and any help would be good.
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>>52460182
Not all the Wizard classes get Wizard Vision, so it would be weird for the Cleric class to get an identical version. And stat drain didn't seem to fit.

I don't want every spell to be reversible (because that gets trite). Some are already mirrored (Banish and Soul Flight). Soul Flight is also the kind of spell that has both "good" and "evil" built right into it. Possess people to live forever. Possess them to give them wise advice or cure their madness. Spy on the bathhouse ladies. Spy on the enemy general to prevent a war.

Gentle Repose is just a cantrip. It can either be "I'm saving this body for later (Cleric I Necromancer III is very good), or "Don't rot until we give you a proper funeral".

Sending also has multiple uses. You can casually send abuse and filth to your enemies. They can't block you from haunting their lives and ruining their dinner parties.
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I really wish that finding hi-res images of Mirrodin card art was easier.
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>>52460368
Here's every card (sans a few promos) from every set at 600 dpi.
http://www.slightlymagic.net/forum/viewtopic.php?f=15&t=18042
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How would you depict a functional chaotic aligned society/civilization?
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>>52460254
Though I'll admit, I think "sticks to snakes" is a bizzare spell for a generic cleric. There are more incidents of Control Sunlight in the Bible than there are of Sticks to Snakes, if that's what the plan was. Or maybe it's a Thulsa Doom thing, in which case it's even weirder.

>>52456307
I guess if you get Snake Charm at 2nd level, it makes more sense. But why does Speak with Monster need a 6th level slot? And why is Create Normal Animals on the list at all?
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>>52460476
A powerful wizard runs everything.
There's always room for a promotion.
For the common man, life is pic related.
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>>52460476
>functional
Small autonomous villages that operate under democratic principles and occasionally mob rule?

>>52460445
I'd be all over this if it wasn't a torrent. Thanks though.
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>>52460487
That's part of what makes the cleric cool.
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>>52460476
Assuming one-axis alignment, probably a tyranny of an EHP, 17th+ level. Maybe aided by an artifact and definitely powerful devices, like the Invincible Overlord has the Mighty Servant of Leuk-O and that MiG autocannon. (In shit alignment, the Invincible Overlord's definitely Lawful, but in one-axis I'm pretty sure he would end up counting as Chaotic given how fucked up the city-state is.)

Basically just replace the rule of law, culture and traditions with autocratic personal rule of the strongest over a bunch of hedonists and/or primitives, with smaller areas (like the individual orc villages in the LBB) under the whim of less powerful local tyrants, who only obey the big tyrant when they're forced to.
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>>52460540
Eh, not really?

If you want to do proper religious snake stuff, this is the place to go: http://www.lastgaspgrimoire.com/religion-is-a-nest-of-serpents/

And it's what I'll be using to write the Proper Cleric rules eventually
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>>52460487
Because the Speak With spells give you power over the victim. Also because the Cleric spell list is garbage. Why do you think it only goes to 7?
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>>52460476
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>>52460578
Ah, that makes slightly more sense.

And yeah, it's a real mixed bag. Ah well.

Thinking about it, you could probably go Cleric II Assassin II for a very decent vampire hunter, in the classic Van Helsing style.
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>>52460607
>classic Van Helsing style
So an old Dutch doctor who just kinda knows some about myths and lore?
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>>52460746
He /is/ kinda shit at his job, /does/ mostly speculate when trying to deal with Dracula's magic, but Van Helsing was a bona fide vampire hunter well before he met Jonathan Harker.
>Dutch
Ethnically Dutch, but he also has a crazy inconsistent accent. The product of poor writing, but tolerable given how many languages he's purported to know.
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>>52460509
What's wrong with torrents?
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>>52460784
Actually, he has a letter soup before his name indicating he has a lot of titles besides just doctor but he is only truly a vampire hunter since he draws on the lore he's learned about to hunt Dracula down. Before that he's more just some explorer and doctor and the original lore had very little on him really.

As for his accent being odd, you can blame the film. He would have a thicker accent under most circumstances but I think they gave him a more 'generic slight foreign sounding' accent for the movie and it stuck for some time. Look at Dracula - dude is from Transylvania in Romania but has a Hungarian accent only because Bela Lugosi was Hungarian himself and they wanted a slightly creepy but still enticing accent for the lead villain. Lugosi fit the bill perfectly.
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>>52460930
I'm talking about the novel. His accent is garbage in the novel. All the accents are, but his is the worst by so far that it's not even funny.
>>
/osrg/ I want your best wilderness encounter tables laid on me.
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>>52460576
>Eh, not really?

You don't *like* the flavor of the cleric, but the flavor of the cleric is nonetheless amazing. It is easily the most pure D&Dism in the whole game. Its one of the Big Three, the oldest and most important classes, and what I mean when I say the most pure D&Dism is that there really isn't anything like them in fiction before, while they do show up in fiction as a result of them.

He's a Holy Knight of God, but one who is also trained in truly bizarre forms of magic intended not just to heal and provide succor, but a number of spells often (however tenuously) related to Biblical miracles. He can't use poison, but he can certainly turn bits of wood into poison. He probably isn't going to make undead frequently, but he can do it enough to make a kick ass zombie dragon mount. He's no more a pyromaniac than he is a snake cultist, but he can incinerate droves of enemies.

He's Sir Moses Christ, vampire hunter.

>proper religious snake stuff

That looks absolutely terrible (for a player character). What kind of idiot would play a healer that is going to turn the people into mutant freaks of chaos? Being a healer is already unglamorous and miserable. The party will utterly despise him and with good reason.
>>
>You can learn how to play B/X in roughly ten minutes. Five, if you're a quick study. "Roll 3d6 for stats in order, write down the modifiers from these tables here, pick the job your guy is going to do in the adventure, choose what stuff you're going to take with you, and go. When it's your turn to hit something, roll 1d20 and add the target's armor class. If it's 20 or more, you smack him and roll damage, subtracting it from his hit points. When something runs out of hit points, it dies, so try to avoid that for yourself. Oh- and when you need to see if you're lucky enough to throw off an evil spell or poison or falling rocks, try to beat this saving throw number here. The DM will tell you when to roll that. Aside from that, just say whatever your guy is doing and the DM will tell you what happens."
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>>52459319
Are you gonna collect those spells somewhere soon?
>>
What are some good OSR games that either deviate heavily from TSR D&D rules, insert novel new mechanics or are completely different (but still compatible with the osr playstyle)?

Stuff like Maze Rats and Into the Odd.
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>>52461335
1. Centaurs, 1–4
2. Dryad
3. Elves, 1–12
4. Ent
5. Gnomes, 1–6
6. Goblins, 2–12
7. Nymph
8. Pixies, 1–6
9. Sprites, 1–8
10. Troll
11. Unicorn
12. Witch (Magic-User level 1–6)
>>
Roll a random encounter each turn (1/12 chance).
Y/N? Why?
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>>52463930
N. I appreciate the d12 use tho.
Most fights don't take 20 rounds, but fights occasionally take 10 rounds. This would dramatically raise the risk of a random encounter /during/ a random encounter.
It's extra dicing and extra work.

I can only see two "benefits,"
it ostensibly makes encounter times more granular. But under 2d6/2turns you can and should stagger when rolled monsters enter, so not a real benefit.
it reduces memory load, but you almost certainly need some sort of time tracking mnemonic or log. So again, not really.
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>>52464189
Nah, I play each encounter as 10 minutes, even if it's more/less.
My concern is mostly stacking 2 encounters in a row, and even that doesn't sound that bad. Plus you get to roll a d12 each turn, that sort of marks a pace similar to "roll initiative!".

It came from something I just read in 1e DMG, about using d12 on patrolled wilderness, d20 on safe areas and d10 on remote areas.
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/wbg/ isn't taking the bite, so I've come to you all to get some feedback of my adventuring guild's help for unregistered/pleb tier adventurers.

Normally to be recognized as an 'official' adventurer, a person would have to pay the guild a fee and go through a series of trials and tests that would test your performance in the different quest categories: Protect Quests, Search Quests, Slay Quests, Explore Quests, and Capture Quests. If the person is deemed worthy in all five categories they are admitted into the guild and gain all the perks and notoriety that comes with being with it. However, because the trials are so stringent, the only people who have a chance at succeeding are those that have prepared and trained in advance (typically those who aren't poor or don't come from a typical craft trade).

For the people without significant training to pass the test the adventure guild also acts as a temp agency for those less experienced. The person would be interviewed one-on-one and be required to list their strengths, weaknesses, personality, preferences, dislikes, and prior occupation if any.
(1/2)
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>>52464337
After the guild tests or reference checks to certify what the individual tells them, the person is automatically assigned in a party that's been constructed by the guild according to compatibility between its members.
Unlike official guild members who are allowed to take a majority of quests with or without a party, unregistered adventurers are required to work with a group and are assigned specific quests by the guild based on their supposed skill level. These are typically the lower end quests that more seasoned adventurers don't really consider taking, and exclude goverment/corporate issued quests that typically revolve around exploring a dungeon or patch of wilderness, bounty hunting, or protecting high end targets (the real money makers).

Upon completing quest the guild also takes around 25-40% of the reward. It also gives the party an option to register the collective group into the temp system for further notifications, or allow some members to disband and turn in for another party.
Over time as the individual/party is monitored for their quest results, the guild will gradually increase the number of quests more suited to their skill level until it decides that their track record is adequate enough for a promotion into official adventurer(s), earning the perks and prestige that a typical member gets.
(2/2)
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>>52463230
Castles & Crusades
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>>52463930
I do that, but make the die used smaller, depending on encumbrance.
40' mv = d12
30' mv = d10
20' mv = d8
10' mv = d6
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It's nice that you've used different pictures, but we don't care either.
Adventurers guilds are lazy writing inspired by early video game abstractions.

The only "benefit" is that it simplifies the PCs finding clients.
But lo and behold! The referee can already do that, "some guy comes up and begs for help." Boom, done.
But that assumes you even *want* to abstract it away. Recieving requests can be an adventure all in itself.

>/wbg/ isn't taking the bite,
Take it to /5eg/. Take it to /pfg/. Or, if you hold the delusion that your content isnt cancer, start a new thread.
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>>52464600
That sounds... arbitrary af. Why do that? Why even mix encumbrance? Encumbered parties have already lots of extra checks and make lots more noise that triggers even more checks...

Using a d12 each turn is similar to the default d6 each two turns. Just that. Simpler.
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>>52464718
Movement speed? You crawl through the dungeon slower depending on your exploration speed. Your encumbrance modifies that speed.
The slower you move, the more checks you have to make.

If you don't want to count every 120 feet of movement, you can just use this when eye-gauging distances.
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>>52464718
I'm not sure if it's worth the extra trouble, but it's kind of clever and actually makes sense. In order to run into a monster, you need to get close enough to them to see them, and your speed of movement is half that equation.
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>>52464763
You mean that the party moves a fixed distance/turn regardless of encumbrance - and then you roll encounters like that? Makes sense then, idk if the math works tho.

>>52464815
I still like having encumbrance = movement freedom. I don't mind counting distances, plus most old modules depend a lot on it to keep the right pacing.
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>>52464829
>You mean that the party moves a fixed distance/turn regardless of encumbrance - and then you roll encounters like that? Makes sense then, idk if the math works tho.
Pretty much so. If the Ref is feeling extra lazy tonight, he may just apply it for tracking between rooms.
The math *almost* works out. It's a tiny bit more forgiving for encumbered parties, but also has a bigger chance of getting a wanderer each turn.

I use either the proper/classic method or this one, depending on circumstances/dungeon/mood
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>>52465090
Cool, I like it. How much the party moves each turn? 30'?
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>>52464663
>Adventurers guilds are lazy writing inspired by early video game abstractions.

Not true. Any open table game that goes on long enough ends up with an adventurer's guild of some sort or another. And there's real world precedent in the National Geographic Society, who were quite the group of badasses back in the day.
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>>52460503
Considering that this is a civilization of elves, a magic wizard king/duke/queen/princess works well. Not sure about forcing others to fail.

>>52460509
>Small autonomous villages that operate under democratic principles and occasionally mob rule?

Hidden elf villages that are like their own small communes?

>>52460604
>Kowloon Walled City

That would be pretty cool for an elven city. I'd have to make it a bit more magical.
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>>52465185
I go with 120'
Usually it's d6 for 2 turns. An unencumbered human can move 120' per turn. That's 240' for a 1-in-6 wanderer chance.
I just grab a die(d4 to d12) and roll for every 120 feet.
When the party is making noises, I usually use a d6 though because that one shouldn't be modified by speed.

Now, if you actually have the zocchi dice, you could approximate the odds much better by using d12 - d9 - d6 and d3. It's actually what I use normally, but I'm aware that most folks don't have them on hand.
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>>52465276
>National Geographic Society
Expedition =/= Adventure
Explorer's Guild =/= Adventure's Guild
...from the frame of fantasy, at least.
>>
>>52465737
>if you actually have the zocchi dice,
I have none, but can abide all save the d7.

At some point though, all you DCCfags need to admit that "WW1 rationing was a mistake."
Sip some kombucha, pull a teetotum out from under your cloak. Live properly.
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>>52464359
>>52464337
>have to register your murderhoboing
>assigned shit quests no-one else wants
>judged and rated by some random assholes
>guild also takes around 25-40% of the reward
>might one day get a fancy title
>no enforcement mechanism
>this is some primo control-freakery

Yeah, no, your players will politely tell your guild to go fuck itself.

Adventuring is done by grimy, sweaty, greedy jerks risking their lives and sanity for treasure, power and fame. They're not going to stand in line for it. Turning it into a royal court of favors is a big mistake.
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>>52466231
> calling them d7 and not "goblin dice"
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>>52466231
>DCCfags
I had them long before DCC was a thing. I see folks using the term "zocchi dice" often nowadays though. Is that term from DCC?
The d30 in particular is really useful
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>>52464337
>>52464359
It basically sounds like you've been watching too much anime. The focus on modernist division of labour and bureaucracy kills off any potential for deviation, turns adventuring into an office job and makes your players jump through hoops to have fun. Classes are an abstraction, there is no Fighting-Man school where everyone goes to get a certificate. Creating a world police that makes your magic user get a licence to wear a hat is lame.

Best possible option is your players deciding they want to overthrow the guild.
>>
>>52450014
>>52450127
>>52450226
>>52453899
now witness the power of this fully armed and operational magic missile user

osr faggots btfo
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>>52466914
>Creating a world police that makes your magic user get a licence to wear a hat is lame.

Indeed. So is there a list of Dos and Don'ts for OSR gaming somewhere?

DON'T make an adventurer's guild would certainly be on it.
DON'T create intricate and powerful social structures and hierarchies that your players will have to follow to have fun would be another.
>>
>>52466914
>Creating a world police that makes your magic user get a licence to wear a hat is lame.
Not him, but that just means M-Us won't be going around and doing magics in public.
>>
>>52467185
You could do it that way and have it be interesting. It did not sound like that was the idea.

Opinions ahead. Adventuring works better in a world with low levels of law enforcement and collapsed/decaying civilization that allow players to do more rather than in hyper developed hierarchical structures that prevent players from doing things the gm doesn't want.

>>52467177
>Don't make a Dos & Don'ts

There's a few different primers, guides, blogs that all try to cover that to varying degrees.
>>
>>52466907
>The d30 in particular is really useful
t. Matt leBlanc
>>
>>52466907
No, they're named after the guy who invented/popularized them, Lou Zocchi.
>>
>>52466907
>I had them long before DCC was a thing.
Well, assume makes an ass of u and me.

>Is that term from DCC?
Nah, but DCC really likes non-standard dice. Lou Zocchi is a prestigious die merchant.
His sales pitch to something to the effect of, "beveled edges are the devil."
Don't you just want to go out and buy his sharp, accurate dice?

He patterned the d3, the d5, the d14, the d16, the d24, and the zocchi golf ball (d100).
He actually *didn't* design the d7, but he did popularize it.

>The d30 in particular is really useful
It's also not a zocchi die, The Armory made them first.
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>>52464359
>>52464337
Sounds like a bunch of bureaucratic tedium to solve a problem that doesn't actually exist either IRL or in game. I too thought that an adventurer's guild with a bunch of convoluted mechanics was necessary for players to become interested in the game, but it just ended up leading to a bunch of suffocating handholding and lame psuedo-videogame tropes.
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>>52467021
>drawthread filled the request
>>
>>52464359
>>52464337
The only problem I see with this is the narrative it generates. If done well, you'll end up with a white label railroad-crawl at most.
Man just come up with something a bit more interesting. Esoteric cartographers guild, anonymous dungeonholics, a dungeon suicide club, idk.
>>
What's D&D-able in Claymore, the manga?
Also: is it worth reading?
>>
>>52468200
That cartagrophy one sounds good. I'll just roll with that instead.
>>
>>52468336
Tight bodysuits and hot female fighters.
>>
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>>52467021
Thanks to my superior spell list, I release a spell of Truesight!
>>
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>>52450127
Fool.

You must be capable of casting at least 9 dice as consecutive sixes or else you lack the aptitude to master the spell that NEVER MISSES in the first place!
>>
>>52468552
OH SHIT HE SUMMONED DEMOGORGON!
>>
>>52468552
>Summoning Monkey Trouble, in either Aspect or his CR 30 something form

OH SHIT, WE'RE ALL FUCKING DEAD

MONKEY-TROUBLE IS HERE TO GO BANNANAS ON YOUR SANITY AND GAME-TABLE SPACE WITH TANARIRI SPAM

ONLY ORCUS, DEMON PRINCE OF THE UNDEAD, AND MASTER OF HOLY FUCK TOO MANY SKELETONS CAN SAVE US NOW
>>
>>52468947
>>52469591
>summoning
Y'all need to chill.
That MMU can't summon jack.
Well... he can summon magic missiles, but that's it.
He probably met Odin and Demogoron in the dungeon, then 18 Charisma'd his way out of the fight.
And into a dance off. Dude's floundering. Hard.
>>
Hey, clear something up for someone new to b/x shit- x22 lists mercenaries you can hire, but whats the difference between mercenary races beyond cost? Assuming an availability of all race options, why wouldn't you just hire goblins since they're way cheaper than elves?

Follow-up, what the hell are special rooms when I roll up a dungeon?
>>
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>>52463230
The Nightmares Underneath would be a good one to look at
>>
>>52470524
>whats the difference between mercenary races beyond cost?

I'm not familiar with B/X itself but assume morale, hit points, intelligence, etc.

>what the hell are special rooms when I roll up a dungeon?

Literally anything you desire.
>This round room has a domed ceiling and a magical crystal obelisk
>>
>>52470709
I'd have thought that, but I can't find anything about different statlines for mercenaries. Which is weird given elves as a class can cast spells, would elf light infantry have spellcasting too? I wonder how I can sort this out.

Thanks for the special room stuff, is there a good place to take inspiration from?
>>
>>52471093
Elves also have a monster writeup.
The mercenaries don't have classes and levels, IIRC.
Also also, Elves and Goblins are very different if you outsource mass combat to CHAINMAIL.
>is there a good place to take inspiration from?
If you're generating a dungeon on the fly, just go with the absolute first thing that comes to mind.

There are 300 levitating kobolds having an orgy.
The room is inside a book, you can exit into many rooms in the dungeon that have copies of the book lying open.
The "room" mirrors the entire dungeon, but the mirror dungeon has no exits.

If you honest to god can't think of /anything/, just reroll.
>>
>>52467177
DO create intricate and powerful social structures and hierarchies that your players can bumble around, trip over and cause havoc in. Examples: the Ready Ref Sheets legal system, evil temples, the Invincible Overlord

DO make sure to put enough loot on each level of your megadungeon. I still like the '3-4x what the typical group of the same level as the dungeon level needs to level up' and I still hate the overuse of the word 'level' in the rules

DON'T make linear dungeons or bottlenecks.

DO make looping, branching routes through the dungeon, with several passages up and down on each level.

DO place the occasional encounter which the PCs will just plain have to flee from.

I'm sure somebody will disagree with all of these, but it's a discussion starter, anyhow.
>>
>>52471703
>DO place the occasional encounter which the PCs will just plain have to flee from.
I dunno about you, but I /never/ use these as set pieces.

Wandering Monsters and, occasionally, summon traps.
But never set pieces.
>>
>>52470524
>whats the difference between mercenary races beyond cost? Assuming an availability of all race options, why wouldn't you just hire goblins since they're way cheaper than elves?
AFAIK a mercenary of a given race has the stat block given for it in the monster list. So an Elf can cast a spell and is generally less of a tard than goblins, plus if your referee's an alignment Nazi you might not be able to hire Chaotics unless you are one.

>Follow-up, what the hell are special rooms when I roll up a dungeon?
I guess you already got good answers to this, but yeah, this is where you put your setpieces. There usually won't be terribly many of them per level, and if there are you can just make up lesser weird shit. But if you have a level you want to random stock, yet you have some ideas for theme and setpieces, either place those down first and reroll the same number of Special results (good if the setpieces need particular architecture, for instance), or plonk them down whenever the dice call for a Special.
>>
>>52471763
>I dunno about you, but I /never/ use these as set pieces.
I do, yeah. I like to make sure there are one or two things per level worth returning to much later, and horrific off-depth monsters are one kind. (Plus, if the PCs are clever enough to sneak past or outwit the creature, GREAT ACCOMPLISHMENT! It's a good feeling.)

That's nowadays. Originally I just did it because Gygax did; I figured out WHY he did it later.
>>
>>52466272
>>52464337
>>52464359

>Marquis of Queensberry rules for adventuring
>>
Do we have Crypts and Things revised in the trove? If not, does anyone have a copy?
>>
>>52472949
File share general has it, IIRC.
No idea about Trive, but if you have to ask it's probably there.
>>
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Here's a small update to my LotFP houserules to give it more of a 5e/modern playstyle for my table.
>>
So any interesting read?
>>
>>52474783
wut
>>
>>52474783

I would love to make some new material but I don't have a topic.

New game? Worldbuilding? Classes? Dungeons? I just don't know.
>>
Here's a bit of AD&D canon to tickle your think-box:

There is a monster called the Loup de Noir. It is interesting because it is essential a normal human who can transform into a wolf by donning a specially prepared pelt. Their abilities are hereditary and the human children of Loup de Noirs have the potential to inherit the skin-changing abilities of their ancestors.

Now let's consider something else for a moment. AD&D has both Werewolves (humans who can turn into wolves and wolf-human hybrids) and Wolfweres (wolves who can turn into humans and wolf-human hybrids). Incidentally, despite sharing the same alignment and the same disdain for normal humans they hate each other's guts.

What does this have to do with anything? The bite of a Loup de Noir can infect a victim with Werewolf lycanthropy. The MC entry for Loup de Noir also specifically mentions that "Offspring born in wolf form are wolfweres". Furthermore, the MC says this practice began in "ancient times".

From this we can infer that skinchanging was discovered possibly in a stone age-equivalent period, that Wolfweres are all descended from cavemen Loup de Noirs yiffing it up with wolves, that Werewolves were created when Loup de Noirs clashed with tribal enemies, and that the enmity between Werewolves and Wolfweres may spring from Werewolves (infected tribal enemies) killing the Lou de Noir parents of Wolfweres.
>>
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>>52475328
Man I love me some wolfweres. Way more eerie than your standard werewolf.
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Running a session for my players in a 500 person village/town this weekend that is making me a bit nervous since I'm pretty new to GMing.

I have prepared a list of important persons, points of interest, numbers of guards/watchmen, information about the tavern and about the inn and who can be found there, and what can be found in the market. I know what they make in this place and surrounding area. I have a few rumors, some bounty/wanted posters, and a few quest hooks for a couple areas nearby. I've also have detailed information about what's unusual about this village compared to others.

Lastly, I found a really nice picture of a palisaded anglo saxon village that should accurately capture the feel of the place that I'll show the players (but no actual topdown 1 to 1 map of the place).

What else should I have or prepare? Could use any and all advice.
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>>52475554
>What else should I have or prepare?

Rumours table. Random encounter tables (day and night). If you're expecting more than 2 sessions to take place in this town, do at least 20 entries per table.

And then post the tables for us to see.

Other than that, you're good. Maybe watch "Hard to Be a God" if you're feeling bleak and properly medieval or Asterix and the Vikings if you're feeling more saucy.
>>
>>52475554
You over prepared. You can run a town off a shopping list and maybe 2 or 3 random tables.
You don't even need quest hooks for the town if you've got quest hooks in general.
If it makes you feel any better, you managed to avoid simultaneously underpreparing.
Or rather, you should have all your bases covered with that.
>>
>>52475554
Just chill. It'll be okay.
>>
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I generally get the impression that /osrg/ likes Dark Souls (et al.) but how many of us have actually played it?
Any bits of it you've taken inspiration from?
>>
>>52475596
I have some rumors, and I have some ideas for prepared encounters during the day, but I just don't imagine much going on in this place at night outside the tavern.

Is there some place/book/online resource I can crib for village random encounters?

>>52475608
I always overprepare, since I'm kind of shit at improvising. It's just something I'll have to get better at over time with practice.

>>52475636
It will be. Always nervous until a game starts. Then once it gets going, things go well.

Thanks everyone.
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>>52475874
All the games.

And so much stuff. This is a great post: http://swampofmonsters.blogspot.ca/2014/03/100-things-from-dark-souls-2.html

There's way too much to unpack. Level design. "Boss monster" design. Weapons. Themes. Hell, even spells. It's all worth studying and looting.
>>
>>52475874
I played all of them, I love the series. I'm not the DM though, so there isn't much inspiration of it in my games
>>
>>52475906
That looks like Dr. Brain Thinking Games: Puzzle Madness.
Is that Dr. Brain Thinking Games: Puzzle Madness?
>>
>>52475874
I played the first game and Bloodborne, and just rented a copy of III through Gamefly

as for stuff I've taken from them, mostly from Bloodborne actually, got several different settings with bits and pieces of Bloodborne's concepts transferred over, even got Trick Weapons sorta figured out(it's honestly pretty simple when you get down to it), still gotta figure out a good way to emulate Gun Parrying though
>>
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>>52475874
I pretty much directly stole Ash Lake to use as the great underdark sea in my setting. That and stealing Sunlight Spear, the sexiest spell in the game, and giving it to clerics as a max level spell are the only things I've directly lifted straight from the games.
>>
>>52476238
How much damage do you think a Sunlight spear should deal?
>>
>>52475874
https://www.youtube.com/channel/UCutDYNaok6TxG_bTE26YJmQ/videos

I'd consider these videos mandatory for any Soulsborne design stuff. The commentary is very well done and extremely thorough. It's less about the research and more about the process of research, and the discovery of the genius of someone else's designs.
>>
>>52476259
1d10 holy/lightning damage per level, half damage to secondary targets within 10 feet. AC from armour is ignored, double damage to undead, demons, dragons.
>>
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>>52476436
Forgot my pic.
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>>52476436
That seems a little too variable, desu. And I'm a guy who writes highly variable level-less spells.

Why not just have it do 5d10+level damage? That way, it's always going in for the big kaboom. It's a high level spell after all. It should /feel/ like it. I can imagine a tiny low-level fireball. I can't imagine a tiny lightning spear. It would feel childish.
>>
t. Skerples
>>
>>52476578
That's a pretty good idea.
>>
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>>52476625
Well who the fuck did you think it was? You want a cookie or something?
>>
Who here likes Finnish Metal?
https://www.youtube.com/watch?v=_42m_foek18
https://www.youtube.com/watch?v=Iehcyj9m9e8

>>52476760
>You want a cookie or something?
Fax it to 800 829 8310.
>>
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>>52476629
Thanks.

Fundamentally though, it's a spell that "completely vaporizes" low-HD enemies and "badly wounds" high HD enemies.

How much damage should that be? Depends on the system. But it should never have a chance to not completely and utterly destroy a bandit chief if it hits.

That's the cinematic version, at least. The in-game version is more like a rapid-reload magic missile you throw. Stat accordingly.
>>
>>52450181
>roll under
I don't like roll under mostly because it places greater emphasis on an adventurers attribute scores rather than his experience level, exactly as you note; and aesthetically I'm not a fan of having a completely random roll at character generation have a much more massive impact on the performance of the character than XP earned from plain survival.
>>
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>>52476856
You wouldn't happen to be a self-absorbed semi-recently-trans poster from a purple RPG forum, would you? That guy forever tainted Nightwish for me. He was ridiculously, creepily obsessed with it. Like you know how some people decide that nice running shoes are cool and so they buy all the shoes and post on all the shoe websites and learn all they can about shoes and relate everything they see to shoes and... it doesn't work, because the shoes don't make uncool people cool? Like that. And because the forum is a hugbox, nobody could ever call him out for being a sad sack of shit.
>>
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>>52475874
>/osrg/ likes Dark Soul
/tg/ as a whole likes Dark Souls, it's hardly OSR-specific. A more specifically OSR franchise would be something like pic-related.
>>
>>52476937
Don't even know the forum you're talking about.
But hurry up and fax that cookie.

>>52476950 ¯\_(ツ)_/¯
It's more OSR than it is any other part of /tg/.
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>>52476856
Aha, Riddler, I've got you know. That phone number really spells out T00 TAX TEB0. You are obviously referring to Tim Tebow, baseball and football star. Tebow currently plays for the New York Mets. Tax season is nearly over, and Tim must be rushing to file at his accountant's office, Goldberg and Goldberg.

You plan to capture Tebow and force him to transfer his "tax"able income to a trust in your name - and in the name of Crime!
>>
>>52477020
>TAX
For juuuuuuuuuuuuust~ a seconf ther, I thought you were on to me.
Where do we lay low until the thread reopens?
>>
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>>52477061
Considering I posted the wrong fucking gif, I have no idea.

But anyway.

Uh.

Damage Clerics vs Healing Clerics. Where is the line? How much Lightning Bolt and Spear of Sunlight can you shoot before you lose the essential cleric-ness of the class?

Alternatively, what are some good prayers your PCs have said at the table?
>>
>>52477098
>How much Lightning Bolt and Spear of Sunlight can you shoot before you lose the essential cleric-ness of the class?
The essential cleric-ness isn't even in the healing, is in the potential of healing. The healing itself is over and done in a round, always anti-climactic too.
The essential cleric-ness is the battery of extra healing that everyone has different ideas about how you ought to distribute.
For as much shit as 3e gets, spontaneous casting for healing was really well done.
>>
>>52477242
Right, but could you have a satisfying OSR cleric that has no healing at all?

Just Banish, Circle of Protection, Speak with Dead, etc. Would it still feel cleric-y?
>>
>>52477277
No. You describe a funny wizard.

In much the same way that a Thief is a gimped Fighting-Man that takes the load of parties who don't know how to act out of combat, a Cleric is a mediocre Fighting-Man who lets trigger happy parties rush into combat more often.
You can strip out everything but healing and being decent in a fight, and come away with a passable Cleric. Take eithe rof those out, and you don't have a Cleric.
>>
>>52477242
I'm of two minds about it. One the one hand, spontaneous healing fixes the issue of healbot clerics and actually let's you have some variety with choosing your spells per day. On the other hand, it takes a big chunk out of the resource management part of the typical OSR game.
>>
>>52477098
>>52477242
>>52477277
>>52477303
>>52477584
DaS Cleric =/= D&D Cleric

The DaS version is arguably closer to a Charisma-based utility wizard who gets tactical nukes as he advance in levels. And he can't turn undead either.
>>
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A'ihght. Miniminalist LoftP Cleric, as a replacement to the default.

1d6 hp at first level, +1d12 from 2-9, +1/level after (WITH cons. bonus)
Advances as per the Fighter xp chart, Saves as the Cleric chart.
Can use any scroll penned by an author of the same alignment.
As long as a Cleric has more than 0hp, allies remain conscious below 0hp and remain alive at -3.
Any damage past -3 is distributed to a Cleric.


The "healing" is maintenance performed in downtime throughout the entire adventure.
The "lost" hp is the Cleric taxing themselves, or overusing medical supplies, or something.
That damn near everyone whiffs it all at once with the last Cleric is spooky.
>>
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>>52477665
Look, I know you people love acronyms, but seriously. What the fuck is a DaS?
>>
>>52477684
Dark Souls, a video game franchise. Clerics in the games are more about throwing lightning bolts and swinging maces rather than healing abilities. Which isn't to say they don't have any, period, that's just what the conversation is leaning towards.
>>
>>52477695
Really? DaS is the acronym for that?

Weird.

Anyway, agreed. Very different things.
>>
>>52477721
Differentiates itself from the precursor Demons' Souls, DeS, and a somewhat generic acronym of DS in general.

The lead god of Dark Souls is the Odin-like figure Lord Gwyn, who slew dragons with lightning bolts, so cleric powers are mostly about emulating him. Casting cleric spells, called Miracles, consists of reciting myths that bring to mind the effect you want, using a talisman or bell as a spellcasting focus. The actual clergy of the church worshipping Gwyn is where the healing aspect comes from, but I'd argue that's moreso from the general image of what a cleric is supposed to be.
>>
>>52477684
Where the hell is #8 located on that map?
>>
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>>52477837
It isn't. Despite that being a real castle, google tells me nothing.
I'd guess one of these.
>>
>>52471802
>>
>>52477098
Clerics aren't about healing at all. The prime Cleric ability is Turn Undead; it was Arneson's Twin Cities group that introduced it as a nod to Hammer Horror films, and a class specifically tailored to fight undead (especially greater vampires)..
>>
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>>52478329
To add to this, since the conversation about clerics here seems to be not as well-versed in older D&D, accounts from Arneson's players and a reading of the Twin Cities rules seems to suggest that Turn Undead is actually arbitrated in a very different manner than today's "auto-win" method.

http://boggswood.blogspot.ca/2014/08/turn-undead-are-we-getting-it-wrong.html

The long and short of it is that a Cleric creates a "bubble" of safety that the undead cannot cross and are held at bay, only fleeing in frustration if they can find no way through or around the barrier. This makes Undead still dangerous when surrounding the party, but still keeps Turn Undead very useful in the tight confines of dungeon corridors, where the cleric can bar the path of approaching undead, holy symbol raised high.
>>
>>52478358
>clerics were added to heal up players more quickly. The plague of undead, like sir Fang, gave clerics additional powers to help eliminate that threat.
>>
>>52473453
I asked because it's certainly not in the trove(and I thought I was missing it). And the general doesn't have it either. We have the old edition.
>>
>>52473977
Keep up the good friend, I like the bare bones'nes of it.
>>
>>52478406
>players heal d3/day (or whatever)
>need faster healing
>invent class that heals d6/day starting at 2nd level
>also regret bad decision about unleashing certain undead plague
>previous problem maybe related to this
>give anti-undead powers to new class...?

I feel like early D&D is self-absorbed to autism levels. You can tell the way Gygax talks in the DMG, avoiding meta even when there's obvious problems with players and whatnot, it sounds like the narrative consistency in a campaign is sacred, fanatic-cultist kind of sacred.
>>
>>52478358
What they're talking about is clearly vampires being held at bay by crosses. Roll-offs to hold a vampire AT BAY with an item show up as late as Van Richten's Guide to Vampires.
>>
Cleric to me was a grab-bag of various religion related tropes.
You could remove healing and you'd still have a D&D cleric. It would just lean towards exorcism, undead bashing, demon hunting, knight crusading, itinerant miracle worker more than <all that stuff> plus faith healer.
>>
>>52480178
Personally, I find adventurer clerics (not "MegaJesus in every town NPC clerics") to be interesting part due to their healing. Why? Because on the surface... healing fucking sucks, but there are ways to leverage it.

The only time you're ever going to be able to heal yourself mid fight is probably Withdraw (aka healer time stop), and even then, probably not in melee.

But yeah, its a good/okay use of level 1-2 spells. Kind of like Magic Missile for mid to high level wizards, it gives them something low stress and simple for them to use their low level slots on.
>>
>>52480518
>>52480178
And of course, a cleric without healing is like a magic user without Magic Missile and Shield -- still totally viable, but with fewer ways to leverage all those first level slots at level 1.

One thing that should be a no brainer but that I have yet to see is using of Sanctuary on the cleric so he can march in front, behind the scout. Fighter polearm use comes in handy at this time. With his good saves, good armor, and enemies having a hard time engaging him, he makes a great healing tank, and again, one of the few situations you may as well use healing in a fight.
>>
I need a simple Barbie for B/X.
I want to keep it as streamlined as possible and tuned in with the low power of BX, while still giving a bit of tactical choice.

>as a Fighter with d10 HD, advance as Dorf
>Can rage once/day, declared as a spell
>rage makes you inmune to mindcontrol/emotion spells, gives you +4 to hold/paralysis spells
>You can't die while raging, if you drop to 0hp save vs death = stay conscious; you die after you stop raging
>rage makes you fight to death, as long as there's enemies *in sight*
>when raging you add your level to all attack rolls
>when raging you declare action before initiative, like a spell

r8
>>
>>52480609

Why vancian rages?

>when raging you add your level to all attack rolls

Low power? Really?

That doesn't seem mechanically tuned with B/x at all.
>>
>>52480609
3.pf/10

Just use a Dwarf, but with a Thief's Move Silently, Climb, and Listen instead of slope detection.
Give them +2d12 barbarian retainers every level after 2. (bastards, cousins, fans, etc.)
>>
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>>52480609
>>52480652
Lower powered version made to match B/X.

In Souvenir Demi font to feel like it came from the original rulebook.
>>
>>52480656
It's actually simplified straight from AD&D.

Never liked thief-barb, for some reason. I want a Fighter++, that's it.

>>52480652
Yeah, I'm afraid +level is a bit OP, but I want it to be worth it. You're exposing yourself to any kind of ambush, even if it's plain obvious.
And you don't get followers like >>52480656 suggests, you're on your own.

>>52480723
kek, thanks anon.
The +2-but-only-on-humanoids felt a bit lame. I'd rather give them a plain +1.
Adapting this for a PC is a bit tricky. How do you determine if the berserker attacks his friends? how much can the rage, or control when and how it happens?

In general prefer to give players powerful but double edged options -- the berserker is a bit lame and 100% devoid of tactics btb.
>>
>>52480609
Just use the OA version
>>
>>52480797
That *is* a Fighter++, by virtue of Dwarves being Fighters++.
>>
>>52478358
This is a very useful analysis, thanks.

I like the idea of most cleric effects being aura-based. Maybe instead of healing via "boop, golden light hits your wounds", you just recover faster when a cleric is around. It's not quite a miracle, it's just the holiness helps keep disease spirits away.

And then throw in a few proper Priest powers: exorcism, holding evil at bay/turning/whatever, and maybe R'hllorincarnation or R'hllorevival.
>>
>>52480723

>Lower powered version made to match B/X.

Not seeing how its lower powered.

Why not give them simply the BECMI berserker ability? Can elect to rage (declared at beginning of a fight) so that they can attack bare handed for 1d8 (total, can't attack with both hands for it twice) or with a weapon, +2 to hit vs humans, demihumans and humanoids, THAC0 9 minimum and +1 hit point. Prohibits surrender, retreating, or take prisoners.

There you go, turns a level 1 fighter into a berserker verbatim.

>>52480797
>And you don't get followers like >>52480656 suggests, you're on your own.

That's not a relevant balancing factor, followers are not an important part of the game. Simply clearing the land for a stronghold takes an amazingly long period of time, and the followers are weak as hell.
>>
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>>52481230
>followers are not an important part of the game.
If the penalties for being Psionic in Eldritch Sorcery are anything to go by, N followers are intended to be of similar* value to (pic) spell levels worth of spell slots.

*Psionic Fighting-Man lose points of their Prime Requisite, too. BUT their power list is better than the Magic-User and Cleric lists.
>>
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>First Quest, subtitled "The Introduction to Role-Playing Games", is a boxed set intended to teach the basics of Advanced Dungeons & Dragons (and roleplaying in general) to players who have no experience with such games.
Does anyone have a pdf for this? I really want to check this
>>
any classless free form osr?
>>
>>52481645
reminds me of snes mystic quest
>>
>>52481645
I'm mobile posting past my data plan, so i can't attest that this is it, but
>http://lmgtfy.com/?q=ad%26d+first+quest+filetype%3Apdf
brought up
https://dnd.rem.uz/Advanced%20D%26D%20%28unsorted%29/Classic%20D%26D%20Game.pdf
which seems promising.
Download time is like an hour for me though, so i can't check.
>>
>>52482238
What you posted is the Classic D&D game, an introduction to the Rules Cyclopedia, very good btw.

Thanks anyway
>>
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What's your favorite Slime/Ooze?
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>>52482700
https://youtu.be/JkFalUlcWY8
>>
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>>52482700
Any of the slimes from the slime family in Dragonquest Monsters.
>>
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So the Party of Fools (the toadlings and those guys) are about to start Session 3.

In this session: Potions! A basilisk! And a rival party.
>>
can someone post the leveled characters by population?
>>
>>52482801
Goosebumps has some pretty rad monsters that could be used for OSR
>Creeps
>Monster Blood
>Beasts from the East

And Carl could easily work as a Ravenloft darklord with Carlsville as a pocket domain.
>>
>>52482700
I'm an old-fashioned guy and I like Green Slime.
>>
>>52475328
Accepted. I will integrate this into my campaign world at once.
>>
>>52475874
So, what do you (>>52475906 >>52475949 >>52476208 >>52476238 >>52476262 >>52476950) use for a DS-ish campaign?
I'm interested in tables/adventures, not rules.
>>
>>52485628
I have seen some conversions of DS monsters to DnD 5e. Google for them, they are out there.

One could mine the games and make a DS -esque encounter table, How about we crowd source one? Here, I'll start.

1. The characters encounter a corpse stuck in a jar. Freeing the corpse reveals a useful item.
2.The characters happen on an undead creature. seemingly in the throws of great dispair, yet no tears fall from it's long dessicated eyes.
3. The characters happen on a giant crow. If the characters find it's nest they will be carried to a hard to reach area.
4. Patches, Betrayal ahoy.
5. Sudden dragon attack.
>>
>>52486542
>1. Corpse stuck in a jar, covering a useful item.
>2. Morose undead... thing. It has no tears, but must cry.
>3. Giant crow, displaces party if they approach it's nest.
>4. Patches, Betrayal ahoy.
>5. Sudden but inevitable dragon attack.
>>
Anybody remember that blog for that weird Sword & Sorcery Science Fantasy setting? Kul or something. I can't seem to find it.
>>
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>>52485628
Since you're asking about content, try flipping this question around - what makes particular sorts of content "feel" like Dark Souls?

Plenty of Dark Souls monsters are easily analogous to any other fantasy. "A pair of knights - one quick and slim, the other slow and brutal"; "a crystal golem", "diseased giant rats" are not by any means unique. Even if we take entire setpieces - "a festering, blighted swamp" or "ruins of a long-abandoned castle haunted by former soldiers" aren't that much of a stretch.

Having some idea of the aesthetic criteria would help a lot with suggestions.
>>
Y'know, I think the DeS unlimited resurrection mechanic could work nicely for an OSR game. Switch over to XP for slaying monsters and implement a series of checkpoints (fires, spawning pools, mysterious stone sarcophagus) across a hex map. If the player dies they spawn back at the last checkpoint they visited minus any XP gained since last level.
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>>52482700
Either the Olive Slime or the Andeloid.

Olive Slime Creatures are very very powerful and they are in a vegetable hive mind, you can cast Control Plant or Charm Plant or whatever and get yourself a plant zombie defense network.

Andeloids, from Spelljammer, pull multiple creatures together into a hellish fused consciousness and are very very powerful. Once the Andeloid is "full" and has a max grafted people the resulting flesh abomination may be friendly.
>>
>>52487616
Clone scrolls maybe
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>>52487616
Keeping GP=XP is fine. In most Souls games you essentially pay for level ups using stuff dropped from monsters (or alternately, pay for equipment using XP). All you need is a fluff change to change gold into something thematically appropriate, and perhaps require payment for level ups and you would have the start of a framework.

The main issue though is that dying and respawning fits narratively very well into an action video game because each death does not just grant you knowledge of an encounter, but also re-tests your muscle memory/execution skills. On the flip side, many situations in a tabletop game involve rolling dice; an inherently random result; a "respawn" in a tabletop game is on some level just a chance to reroll the dice..
>>
>>52487317
I know it. I read that too. I have no idea though. I'd like to know as well.
It's damn cool
>>
what are /osrg/'s recommended blogs?
>>
There's a kind of super yugoloth (I prefer daemon) created by one surrendering to a Night Hag coven and letting them rebuild it in exchange for it becoming their slave, anyone recall what it is?
>>
>>52488409
Every blog in the OP has been recommended by someone here. I'd be interested if you know of more to be added.

>OSR Blog List - Help contribute by suggesting more.
http://pastebin.com/ZwUBVq8L
>>
>>52487795
>The main issue though is that dying and respawning fits narratively very well into an action video game because each death does not just grant you knowledge of an encounter, but also re-tests your muscle memory/execution skills. On the flip side, many situations in a tabletop game involve rolling dice; an inherently random result; a "respawn" in a tabletop game is on some level just a chance to reroll the dice..
way I'd handle it would be, if it's only some of the group who dies, they simply respawn and reunite with those who didn't die within 1d10 minutes/hours of the end of combat(depending on how far the nearest Bonfire/Lamp is), if it's a TPK though, then upon respawning, any point in the dungeon/adventure area past the respawn point you used is not just reset, but altered, often in minor ways, but sometimes in major ones*(basically respawning from a TPK isn't just a resurrection, but reality itself being altered to bring you back to life, when you have surviving party members they act as an anchor, allowing resurrection to occur without said reality alterations to occur)

*sometimes as minor as one of the goblins now carrying a crossbow instead of a sling, to ones as major as there now being a Young White Dragon feasting on the goblins who killed you in the previous version
>>
What are the best cheap or free DM aids for OSR in general?

I'm looking at the D30 Sandbox companion and I got Petty Gods for free. Heard good things about Wilderlands so I snatched from the Trove.
What else is a good idea?
>>
>>52488561
altraloth
>>
>>52489549
Gracias.
>>
Anyone know where in Dark Sun the creation of Kaisharga (roughly, Defiler Liches) is covered? I remember long before 3e came out, a friend of mine told me about how they were made by eating a nasty as hell fruit. Now I'm trying to figure if it was in 2e anywhere.
>>
>>52470700

seconding this
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Why does Skip Williams hate fun?

>>52489615
Have you checked their Dark Sun MC entry?
>>
>>52458653
And of new fraternity recruits.
>>
>>52489615
>roughly, Defiler Liches
The 3rd Ravenloft Appendix covers Defiler Liches.

They have pretty different stat blocks,
>http://www.lomion.de/cmm/lichdefi.php
>http://www.lomion.de/cmm/kaisharg.php
but the underlying concept is exactly the same.
>>
>>52489615

http://www.lomion.de/cmm/undeatha.php
>The largest known collection of them is found in the Valley of Dust and Fire.

http://www.lomion.de/cmm/kaisharg.php
>If encountered outside the Valley of Dust and Fire,

Lo and behold! One of the splats is called...
>>
>>52490128 >>52489615
No mention of your fruit anywhere in the book, it's either in an even more obscure book or your friend made it up.
Fairly reasonable asspull though. Lichdom is attained through a potion and Athas uses magic fruit instead of potions.
>>
>>52490225
>sapient psychic fruit that eats people but is Neutral Good

ftfy
Just kidding
>>
>>52488570
Here's some:

https://coinsandscrolls.blogspot.ca - this one's mine, so I'm not sure if I can recommend it or not. On the other hand, I'm probably the best person to recommend it.

http://soogagames.blogspot.ca - Gonzo early modern adventuring, Into the Odd, and game design

http://cuticlechewerswellpissers.blogspot.ca - Weird prose and neat ideas

http://udan-adan.blogspot.ca - Against the Wicked City. Steppe adventuring, urban tables, and neat ideas. May contain clockpunk.

http://chaudronchromatique.blogspot.ca/ - Zines, Art, Tables, And That Sort Of Thing

http://elfmaidsandoctopi.blogspot.ca/ - Enormous linked tables for generating things. Weird ideas.
>>
>>52490727
For shame Skerples! You forgot Goblin Punch.
>http://goblinpunch.blogspot.com

>so I'm not sure if I can recommend it or not.
Of course you can. But if you're so worried about it, I'll recommend you too.

>Against the Wicked City
https://www.youtube.com/watch?v=OGp9P6QvMjY
You should have recommended it at least twice.
>>
>>52490901
I'm only listing blogs that aren't already listed, my friend.

>Against the Wicked City

Why the hate, out of curiosity? Is this another one of those internet drama things the OSR scene seems to love?
>>
>>52490225
>>52490128
Weird.
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>>52490727
>>52490901

>You will never have a famous OSR blog
>You will never have a gonzo ass setting people want to know more about and play in
>You will never be copied and talked about on /osrg/ because of all your great ideas, mechanics, and writing

I WASN'T READY FOR THIS FEEL
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anyone have any interested sword names?
>>
>>52490954
>You will never have a famous OSR blog

Uh, why not?

What are the obstacles preventing this from occurring?

Also, it's not exactly a glamorous lifestyle. I get tens of views on a good day. Tens.
>>
>>52490929
What hate? That was the best blog on Skerples' list. Did you even read the spoiler?
>>
>>52490981
I do. Every sword I introduce that has a magical property (fuck this bullshit of just +1 or something) has a name, though I find myself usually just doing something like "Malachite" or "Tivarmaekir" which are just words that can still be found or old words mashed together.
>>
>>52491008
I never do. I don't want to be spoiled.

And the best blog in that post is clearly Skerples' blog, said a person who is /definitely/ not Skerples.
>>
>>52488570
>>52490954
>>52490991
>tfw I've linked my blog here and I'm reasonably certain that some posters follow me but no one else links to it or comments on my posts
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>>52490981
Arya Stark: Lots of people name their swords.
The Hound: Lots of cunts.

But seriously though, http://www.fantasynamegenerators.com/sword-names.php

Or some ideas from http://www.giantitp.com/forums/archive/index.php/t-209180.html
>>
>>52491021
yeah I do the same. I don't think I'll ever come close to having nice names like Stormbringer or Terminus Est but at least I'm not naming shit Ice or the Sword of Truth.
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>>52491095
http://www.occultesque.com/ ?

And aww, she's bashful.
>>
>>52490981
Interested Sword.
Dwain von Tranche.
Victory's Hedge Trimmer.
Trembling Thorn.
Norcvolg, Daughter of the Flame.
Riverbend.
Clever Pun.
Illusory Footwork.
Beseech the Bards.
Eyep Unch'theguard.
>>
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>>52490981

Roll 2d8
Your sword is named;
>1) [Color] (roll 1d4; Blue, Red, Crimson, White)
>2) Fool's
>3) Terror
>4) Honor
>5) Felled
>6) Risen
>7) Harm
>8) Wise
----
>1) Razor
>2) Edge
>3) Hilt
>4) Ender
>5) Execution
>6) Friend
>7) Slayer
>8) Crossing
>>
>>52491143
Nope.
>>
>>52490991
>wide-ass roads and sparse houses
Always makes me sad when they do this. Especially when the art's otherwise nice.
>>
>>52491058
>a person who is /definitely/ not Skerples.
Bullshit, only one other Anon calls Coinsandscrolls as Skerples.

>>52491095
Isn't Occultesque already in the OP's blog pastebon?
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>>52491202
Yeah, it's not exactly... historical. Or useful. But it is pretty.

>>52491196
Well then it's time to stop tugging your own horn and start tootin' it, bud. Gotta self promote. Gotta post useful stuff on the regular.
>>
>>52490991
>>52491058
those are some good maps
>>
>>52491239
>Yeah, it's not exactly... historical. Or useful. But it is pretty.
Yeah, but unfortunately that's like a lot of 2E fluff. It's like okay, I enjoyed reading that, but now what the fuck am I gonna DO with it? This is supposed to be a game tool.

I'll never understand how the CSIO managed to knock it out of the park on the first try and then nobody ever tried to learn from or improve on it ever. For all the traces it left in subsequent city modules it might as well never have existed.
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>>52491239
>>52491239
>Gotta post useful stuff on the regular.

I'm the guy who did all those PF and MTG MC entries (although I haven't posted those to my blog yet).
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>>52491433
Ah, well, then you're doing fine then. Don't worry about it.

The thing is, coming up with statblocks is relatively easy, even on the fly. Coming up with plots, uses, and new ideas is harder. Got to give your ideas some context.
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>>52491489
>>52491433
See: http://goblinpunch.blogspot.ca/2017/02/boggies.html

For an example of how to take a woefully stupid idea and end up with an article that makes people want to run the creatures.

Looking at the Rakshasa or the Myr you posted I was like, "Neat, there are stats here, but if I wanted to use these guys I'd probably invent my own stats, and nothing about the way this is written up makes me want to use them." There's no springboard.
>>
>>52490727
>>52490901
Thanks for the additions.

>http://udan-adan.blogspot.com
>http://elfmaidsandoctopi.blogspot.com
>http://goblinpunch.blogspot.com

These were already on the list.
>>
>>52491543
>end up with an article that makes people want to run the creatures.
I'm not sure we read the same post.

>There's no springboard
I'm going to disagree with you there. The amanusya can do everything a succubus can do, provide a psionics hook, and can potentially serve as an ally against normal rakshasas. Springboarding comes from close reading, noticing connections, and extrapolation (like what I pointed out >>52475328) not random plothook generators.
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>tfw skimming the prerelease edition of Fred's World

It's like I'm freebasing pure OD&D lunacy.

>Gods:
>George Law
>Lester Ho-Hum
>Quasimodo Qhaos
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>>52491909
There comes a point, when you realize that your blog isn't doing as well as you'd like, when your posts aren't getting comments on /tg/, when there doesn't seem to be interest in your stuff, where you must examine your structure.

So while you might say
>Springboarding comes from close reading, noticing connections, and extrapolation
And that might not even be "wrong", it clearly... isn't working.

There are lists of ideas. None of them help me put a rakshasa or a myr into my adventures. They are just ideas and notes.

I mean, I can tell you that the Greenbaum Merchants fear cheese and wear wide-brimmed hats, but without a reason to put them in a campaign, a plot hook, an evocative description, a neat twist, all I've done is tell you facts. They're also boring, made-up facts.
>>
>>52492418
>your blog isn't doing as well as you'd like
That was not stated.

>your posts aren't getting comments on /tg/
But they are.

>there doesn't seem to be interest in your stuff
I was complaining about the lack of comments on my blog. I've got enough interest so that people view it, not enough to discuss it.

>There are lists of ideas. None of them help me put a rakshasa into my adventures
If you really can't see how the amanusya's shapechanging, psionics, vanity, mission, and double pariah status from both the human and rakshasa communities can facilitate their use in adventures then I'd have to say that you aren't very imaginative.

>myr
I let it slide the first time, but I haven't even written a Myr sheet yet. I posted leonin and nim. You seem to have a very short attention span.

>a reason
I mean, Do you wring your hands every time you include an orc in your setting because they need a reason? You're the GM. You're supposed to find the reasons or make them. The reason could be "this campaigns needs more X", "I want to use only non-core monsters", or "I feel like it." If you can't make or find a reason then too bad, into the dustbin it goes.
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>>52492708
t. Skerples
>>
Is it even possible to find 1E AD&D books that don't have torn pages, writing on pages, water damage, stains, etc? I've been trying to collect them, and they all have these kinds of things.
>>
>>52492746
As if. I'm >>52281717 the first guy. Which makes me #3 or 4, I suppose?
>>
>>52492746
Not this time.

>>52492677
>That was not stated.
See: >>52491095

Anyway, you can do whatever you'd like. But you can't be like "Nobody's eating my cake. It is a delicious cake. I bake it using the best recipes", when someone else points out "You left it on the counter for a week, and it's a dry brown square."

> You're the GM. You're supposed to find the reasons or make them.

I'm not asking to be spoonfed ideas, but if you're going through all this effort, why not try putting some ecology or utility into your work? Right now, your stuff is vaguely useful, but it's not getting the engagement you want because it's /not engaging./

Saying, "No really, it is!", in the face of evidence, is strange.
>>
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>>52492806
Oh no, not again.
>>
>>52492677
You are not a bee. Regurgitating things will not make them better.
>I was complaining about the lack of comments on my blog.
Anyone interested in your monsters has already discussed them.
What could they even comment on? Nitpicking detail of your conversion?
If they disagree, and they even use your content, they will just tweak it.

>>52492835
https://www.youtube.com/watch?v=xVGjZYdDTn4
>>
>>52492825
>I'm not asking to be spoonfed ideas
But you totally are. I mean, do see a xvart and get completely stumped on why or how to use them when you already have kobolds and goblins?

>why not try putting some ecology or utility into your work
If anything they have too much ecology since the PF conversions are almost entirely copy-pasted with minor editing. I wanted to excise a lot more material.

>it's not getting the engagement you want because it's /not engaging./
Or y'know, it could be because they're conversions of Pathfinder (which is hated by /osrg/) and MTG (which /osrg/ doesn't like much) into 2e (which /osrg/ considers to bad and wrong and not osr).

>>52492889
>Anyone interested in your monsters has already discussed them.
My blog does not consist solely of MC entries.
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Does anyone have a copy of the 4th Printing of Swords and Wizardy Whitebox?

The copy in the mega trove is broken.
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>>52492977
>Or y'know, it could be because they're conversions of Pathfinder (which is hated by /osrg/) and MTG (which /osrg/ doesn't like much) into 2e (which /osrg/ considers to bad and wrong and not osr).

Pretty sure it's not that.

Anyway, like I said, do whatever you'd like, but perhaps take a bit to examine the advice you've been given... and the things other, successful blogs are doing that you aren't.
>>
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Anyway, remember these idiots?

Well they all survived Session 3. They also managed to "tame" the giant basilisk by feeding it 8 alchemical goblins. It's too fat and full to chase them, and the paladin has been grooming it, so it might actually leave them alone in the future. Getting it tamed - and using it as a mount - is going to be trickier.

The party also came up with convoluted scheme to murder and loot a rival party. It involved mummy rot, a duel, and the paladin being honourable but dumb.
>>
>>52476760
>tfw one of the primary reasons I want to get my hands on Blood in the Chocolate is that I know this guy has a comic there
>>
>>52493161
I want to get my hands on BitC point blank
>>
>>52493215
Reportedly, it's not that good of an adventure. I just really like his comics.
>>
>>52492800
Do you have any interest in the WotC reprints? I'm a fan, and they're pretty easy to find in brand new condition, but I would understand if that's not what you're getting at.
>>
Hey, /osr/.

I have recently gotten an interest in old school modules. I ran some old adventures found in a 2nd Edition adventure booklet and I absolutely loved them.

Can you recommend a classic, low level, module that can probably be finished in one session? I was thinking about The Keep on the Borderlands but I think it is better suited for a small campaign instead.
>>
>>52492800
>>52493306
it's also pretty easy to get facsimiles of the original books printed up yourself using lulu or something similar.
>>
>>52493301
>fetish fuel masquerading as a hipster art project for an edgy B/X shitbrew isn't good

wowie zowie what a shocker
>>
>>52493306

Nah, I want to collect the original TSR books. The collecting aspect of it is important to me.
>>
>>52493312
>Can you recommend a classic, low level, module
Fuckloads.

>that can probably be finished in one session?
No, this is futile. None of the actual old modules has just a session's worth of content. I don't even know WHY people keep wanting this, but either way you're not getting it.
>>
>>52493324
That could apply to like half of all LotFP adventures, though
>>
>>52493301
>Reportedly, it's not that good of an adventure.
It's not, Kiel Chenier is a fag. (I mean metaphorically, not just literally although he is that too)
>>
>>52493435
Do you have it? Could you share it? Or is this assumption based on Chenier's earlier exploits in suckiness?
>>
>>52493312
search through old Dungeon magazines. my favourite Dungeon adventure is Bandits of Bunglewood (Dungeon #51). it's low level and basically a one-shot - most dungeon adventures are shorter than standalone published modules, and the quality can be really good.
>>
>>52449385
>What's the most creative use of a animal or monster body party you've ever seen?
A PC in my group is trying to get the severed arm of a giant rat taxidermied and transformed into a pipe for smoking pipeweed.
>>
NEW THREAD:
>>52494168
>>52494168
>>52494168
>>
>>52486542
6.Giant Monster with a weapon stuck in it. Evidence of previous adventurers who died.
7.A laddermaker, he makes ladders if you pay him.
8.Mimics
>>
>>52468908
Why do you think I'm roleplaying one instead?
>>
File: Trash Tables Apocalypse.pdf (300KB, 1x1px) Image search: [Google]
Trash Tables Apocalypse.pdf
300KB, 1x1px
so I'm doing a thing in the apocalypse and I'd like loot tables. I got something for trash.

anyone have any post apocalyptic/scifi/modern loot tables?
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