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Welcome to the Old School Renaissance General thread. >L

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 323
Thread images: 91

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Welcome to the Old School Renaissance General thread.

>Links - Includes a list of OSR games, a wiki, scenarios, free RPGs, a vast Trove of treasure!
http://pastebin.com/R67ZA8Q1

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

>Previous thread:
>>52093079

THREAD QUESTION:
>Does your games include angels or other divine beings?
>>
>>52137362
>Does your games include angels or other divine beings?
My games have featured more gods than angels or demons so far.
Also, Master Set Archons are GOAT
>>
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"Read the 1E DMG," they said. "It's full of great advice," they said.
>>
>>52137471
but dude random harlot table lmao

Real talk, I only like the random tables and spell explanations, everything else is kind of retarded.
>>
>>52137471
My only problem with this is the last paragraph, actually.
>>
>>52137636
Same, I probably should have highlighted that.

Also it omits the obvious advice of "talk to the player".
>>
>>52137362
>Does your games include angels or other divine beings?
Yeah, I like to do the petty-god thing, including gods trapped by the typical archwizard in the megadungeon. Clerics worship effectively the Christian God, though, and He doesn't make any personal appearances, for obvious reasons.

>>52137636
Beat me to it. That last paragraph is faggotry, but the rest's fine. The first paragraph especially is something every That Guy thread poster ever needs to hear.
>>
>>52137471
>>52137636
>>52137771


To be fair, if your That Guy tards hard enough that you get ot the point of Lightning From Heaven, adult conversation does nothing.
>>
>>52137905
Nah, but kicking him the fuck out does. I've never met someone so autistic that he'd hear "get the fuck out and never come back" and still show up for next week's game.
>>
>>52137362
Does THE GOD THAT CRAWLS count?
>>
>>52137471
I think it's for in the world where you aren't playing with friends. When you're running a game for people.
>>
>Deities & Demigods
>nice art
>just a monster manual of gods

>Legends & Lore
>virtually no art
>actual discussion of the gods and rules for their priesthoods

Why do people like Deities & Demigods again?
>>
>>52137471
Didn't Gygax DM for like 10 players at a time? I understand why he wouldn't want to waste time having one-on-one chats with annoying players in that case.
>>
>>52138488

~10 players in a session, from a total pool of like 50+ people, from what I've heard. "Sit down and have a chat with them" is probably asking a bit much in that environment.
>>
>>52137471
Welp, I do that. And I have only a few players.
If the game is going strong, I just give them the eye. If they insist, I make monsters focus in that PC (telling the player this happens because he's being a cunt).
After the game is over / quick break, I talk about it. This only happened twice, then kicked that player.
>>
>>52138115
Same reason they like LBB: vicarious nostalgia
>>
Neat: http://www.redblobgames.com/grids/hexagons/
>>
>>52138835
t. shit DM
>>
>>52137471

I absolutely hate Gygax's writing.
He's such a fucking autist.
>>
>>52137471
The charisma drain is actually pretty appropriate.
>>
>>52139832
I know. But I'd rather keep the game going and deal with meta crap later on.
>>
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How would you guys implement and balance D&D 5e fighting-styles into OSR like BFRPG and LoFP ?
>>
>>52141214

Check out ACKS, it has proficiencies that work kinda like that
>>
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Which OSR system would people recommend for:
-castle building
-fief holding
-investment and growth
-village raising

And all that sort of thing?
>>
>>52141298

Labyrinth Lord with An Echo, Resounding
>>
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>>52141214
The BFRPG supplement Sword & Board has a slew of Fighter options in a similar vein of 5e's fighting styles.
>>
>>52141331
Thanks. Can't seem to find a PDF anywhere though.
>>
>>52141410
Can't find it in their download section. Do you mean Combat Options ?
>>
>>52141431

I think it's in the Trove under Sin Nomine press? Or maybe look for Red Tide.
>>
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I have no idea what races to use in OSR.
>>
>>52141468
What races do your players want you to use?
>>
>>52141450
It's in the showcase section of the downloads page.
>>
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>>52141455
Aha! Got it.

>>52141468
Table!
>>
>>52141502
Think i found it thx!
>>
>>52138835
>(telling the player this happens because he's being a cunt)
We're reaching levels of That Guy that shouldn't even be possible.
>>
>>52141298
ACKS is the go-to system for this stuff.
>>
>>52141594
>Elf
>Save vs. Ugliness
Whuh? Is that supposed to mean that you have to roll a saving throw or be ugly, or that everytime you see something ugly you have to make a saving throw? If so, what throw? What happens when you blow it?
>>
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>>52141994
Elves believe they own beauty in the same way that Merfolk believe they own the sea.

As an Elf, you have to Save vs. Ugliness or take a minor Fear effect (in the case of ugly people) or a debuff (in the case of ugly locations) or just be revolted and peevish for the rest of the day. If you pass, you can tolerate the ugliness without any issues.

I left it deliberately vague because of space constraints, and to see how the players would interpret it.
>>
>>52142067
I didn't know Arnold browsed /osrg/.

Also, I didn't know you adding slug and possum men to Centerra. Pretty cool. How does this effect Noth's politics?
>>
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>>52142182
Hah, nope, sorry, just shamelessly stealing ideas from Arnold. This doesn't effect his setting at all.
>>
>>52142067
>As an Elf, you have to Save vs. Ugliness or take a minor Fear effect
Okay, but what save is it?! Petrification? Spell? Its own category?
>>
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>>52142525
The system I'm using just has one Save, so... that one.

I'd use Save vs Fear or Save vs Mind Control if those are things in your system of choice.
>>
>>52137471
>"Read the 1E DMG," they said. "It's full of great advice," they said.
I wouldn't put it like that. I'd say that the 1e DMG is a treasure trove of ideas and a great source of inspiration.
>>
>>52141298
ACKS
>>
>>52143831
This
>>
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What ancient secrets (i.e. loot) could an ancient snakeman sorcerer-king, who has fused his lich-like body with a primordial snake, have lying around?

Not +1 swords. Plot-defining, city-influencing, items.
>>
>>52137471

The first paragraph, where he says to ask them to leave, and not to invite them back is the appropriate, grown up response to dealing with "troublesome players".

The rest of it I have issue with, since I think the expulsion from the game is sufficient. No need to get petty, or turn the group against a problem player.

While it might be nice to have a DM who is willing to sit you down and hash out with you what the issues are and why you're being disruptive as a player and how to resolve said issues to everyone's satisfaction, he's under no obligation to do so.

This goes double if you're playing at his home.
>>
After reading a trying out The Cursed Chateau, I realized that very intricate and narrow mazes like hedge mazes are incredibly boring for players, at least if played straight with having the players make a choice of which direction to go at every intersection.

Do you guys know any better way to do it?
>>
>>52145150
I usually make it a few rolls to stay on track or get hopelessly lost.
>>
>>52144925
The missing, but legally (and magically) binding city charter.
IOUs from powerful undead.
Colorless, odorless, tasteless poison. Kills in 2 weeks. No symptoms.
Snake charming pipe, a la. Pied Piper of Hamelin.
Copy of an extant (but closely guarded) technique for refining snakeskin into silk.
Wooden stick in a bowl of sand. Shaking, twisting, etc. the stick moves a major river in the same way.
Bell that chimes if someone lies within 3-miles of it. Liar vomits a poisonous snake when they go to sleep.
Foreign curio: Net that can snare the sun.
Potion of Mind-Switch.
Accurate Model of the World, bring a magnifying glass to look for armies etc. Slightly damaged.
Too-Scale Maps of the whole World, stacked across a whole wing of the tomb. Slightly out of date.
Voice of a God trapped in a bottle. Declared enemy of the church after going silent. Centuries painted it as a bogeyman.
Letters from puppet rulers.
Accurate Book of Prophecy, penned centuries ago. Final entry was last week.
>>
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>>52145323
Excellent, thanks.
>>
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>>52141298
>>52141331
>>52141948

To follow up on this, what sort of castles, strongholds, hideout, or temples have your groups built over the years?
>>
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>>52145323
Stealing, thanks.
>>
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Why can't anyone agree on the value of a gold piece?

You see this shit? 4 systems, 4 completely wacky values.

Every system agrees that torches are cheap. But is a lantern worth 10 gold pieces, 7, or 3? Are rations worth

It makes it damn near impossible to convert between "classic" systems, especially if you're looking at treasure values or the cost of castles.
>>
>>52149241
Prices are notoriously retarded in D&D, old as well as new. It's the one trait of OD&D I won't even try to defend (well, that and the weight of one gold coin). If you want to get a proper sensible handle on it there are various medieval price lists floating around online that you can make use of to cobble together a more reasonable D&D one.
>>
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>>52149268
>>
>>52149369
Just use the pricing you like. Also, remember that pricing is bound to vary region to region, even village to village.
>>
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>>52149268
The issue isn't that the prices don't match medieval prices. I don't give a fuck if a torch in Florence cost half a guilder or three groats or whatever.

It's that the ratios aren't consistent.

In ACK, you can buy 625 torches for the cost of 1 lantern. In LoFT, you can buy 30.

In AD&D, you can get 1.7 days of rations for the price of one lantern, but in CDD, you can get 200!

It doesn't make sense. There's no internal logic.

It also makes it impossible to estimate the cost of items on the fly. Want to know how much the Dwarf's pony ride costs? Is it 1gp? 1cp? Who knows, unless you look at the table and guess.
>>
>>52149637
>There's no internal logic.
Those are separate systems.
There's actually no external logic.
>>
>>52149369
http://www.luminarium.org/medlit/medprice.htm
Just make your players use pence, shillings, and pounds.
>>
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>>52149707
Eugh, non-decimal currency.

Also, still doesn't solve the problem of estimation. Probably makes it worse.
>>
>>52138115
It's got Elric and Cthulhu.
>>
>>52149241
>But is a lantern worth 10 gold pieces, 7, or 3?
I think the prices in D&D are rather arbitrary, but it's worth mentioning that LotFP is based on a time period that's a bit later than at least some of the others. DCC isn't really even a retroclone, but rather an OSR game. I don't honestly know much about ACKS, so I can't comment on it.
>>
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>>52149834
All fair points. I considered going through every single OSR book I could download, but then realize I'm already cruising perilously close to the "a-word" with this.
>>
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Also, strangely, Adventurer Conqueror King lists "Sheep" under "Lodging."

Despite exhaustive entries on every other topic, this is never explained.

I guess some people take animal husbandry very seriously.
>>
>>52149855
If you're trying to build a list to facilitate conversion between systems it's fine. If you're doing it because you feel compelled to compile a list of differences in item costs between system for no reason other than doing so, then you have a problem.
>>
>>52150122
The former, thank goodness. I was converting and comparing ACK costs and decided to see if other systems were comparable.

The answer is no.
>>
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Missed a couple weeks because both life and because I've been working on my actual D&D campaign, but I threw up a 1d100 - Odd Treasure chart tonight. I'll post a picture upload here in a little bit.

http://www.occultesque.com/2017/03/1d100-odd-treasures.html
>>
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>>52150158
Nice. I like your city encounters table.
>>
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>>52150178
Thanks! It's a shitty little side project to keep me writing in my spare time, and I'm glad some folks enjoy my stuff.

As promised, here's the png.
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>>52150202
If you want an idea for another list, "1d100 [type] Spells" could be good.

For example, "1d100 Orthodox Spells"

1. Bartholemew's Pit
2. The Razor Spiral
3. Oxhold's Lament
4. Negasonic Ray
5. Summon Candles
>>
>>52150387
1d100 Annoyingly Over-Specific Spells
>>
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>>52150404
Heh, that'd be good too. Spells a very powerful but very peevish archmage would write for one particular situation, rather than being sensible.

1. Destroy Elementals Named "Dave"
2. Extinguish Sodium
3. Summon Cotton Balls
4. Circle of Protection from In-Laws
5. Move Warts
>>
>>52150439
Create Light of That Shade of Green I Like
>>
>>52150387
You should give it a shot yourself; you might be surprised at how easy it is to dig up 100 small snippets of ideas. Here's 5 spells, though.

1. Farrar's Invert Socks
2. Molblin's Animated Pebbles
3. Greenstave's Faithful Sunflower Guardian
4. Destroy Waterfall
5. Conjure Butterscotch Sweets

But for real, I am going to be doing a few extra 1d100's here shortly to make up for missed weeks, and I think the ones I have picked out are '1d100 - Shitty Peasant Arms & Armor' and '1d100 - Strange Goblin Variants.'
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>>52150451
7. Silence Urchins
8. Vaporize Unicorn
9. Tenser's Floating Lounge Chair
10. Carbonate Liquid
11. Remove Undergarments
12. Count and Stack Currency
>>
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>>52150465
Ok, fine. Dibs the spell lists then. These are fun.

13. Glitterize
14. Deglitterize
15. Tune Instrument
16. Bigby's Backhand Slap
17. Ray of Condiments
>>
18. Summon Doorstop
19. Destroy Rust
20. Bigby's Masturbatory Aid
21. Conjure Breakfast Elemental
22. Siphon Stain
>>
>>52150545
23. Circle of Protection from Mold
>>
>>52150557
Maybe drop the 'Circle of' bit.
>>
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>>52150557
24. Toast bread
25. De-toast bread
26. Continuous Lightning Bolt That Targets Arnulf the Blacksmith from Cobbletown because Fuck That Guy and his Attitude
27. Permanently Delayed Blast Fireball
28. Ray of Tape
29. Tint Goblins
30. Mandatory Applause (Mass)
>>
>>52150590
31. Disintegrate Beer Foam
32. Animate Bodice
33. Bigby's Masseuse
34. Conjure Rocking Chair
35. Korbyn the Grey's Hair Growth
>>
>>52150652
36. Turn Page
>>
37. Least Necromancy, Bump Dead
38. Conjure Humidity
39. Animate Light Wound
40. Invisible Flip Off
41. Contact Winds and Rain
42. Recieving
43. Abjure Light Wounds
44. Protection from Beggars
45. Protection of Beggars
46. Disguise Enemy
47. Power Word Surrender

>>52150590
>Continuous Lightning Bolt That Targets Arnulf the Blacksmith from Cobbletown because Fuck That Guy and his Attitude
Pretty useful spell, once you disinter his corpse.
>>
>>52150924
48. Make Hair Stand On End
49. Cause Beer Foam
50. Remember That One Time You Got Really Embarrassed
>>
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>>52151018
>>
>>52151018
51. Cure Emotional Wounds
>>
Is there a way to have a Harry Potter-ish magic system in a classic B/X game?

>need foci (wand) to cast, need to learn spell to cast it.
>caster and spell levels are independant -- you know it, you cast it.
>unlimited casting times, but casting should require a test (even if it's a simple missile attack to aim).
>failure comes with great risk, as implied by the books (magic-fumble table?)
>assume there's no magic college -- spells are found in spellbooks as usual.

In practice: you work as a MU by the book. Spells prepared daily from a book (following the MU table) are safe to cast. Other spells can be cast passing a roll - fail and you get railed.

It doesn't sound THAT bad, right? Now MUs can decide if they want to try another Sleep, but they risk losing a leg or polymorphing into a black pudding.
>>
>>52152648

Punishing the wizard for using his magic is pretty bad. I dislike this mechanic.

I do like HP style magic when properly nerfed to fit in more with other games and stories. The issue then becomes the innate challenges of fixing the HP style magic system to other concepts of magic; how and why do potions work if most magic is wands? How do magic items work? How do long lasting spells work and why don't wizards just spam them, etc.

Also giving a small selection of unlimited use weak cantrips is interesting but goes against the resource-based nature of OSR casters, and OSR in general. Somewhat harder to balance as well.

I am absolutely all for casters requiring wands to cast spells though. Especially if you make the players create or generate a wand of different materials and describe how decorated they are, love that shit. I made a whole game book about that sort of thing.
>>
>>52152697
I never said anything about cantrips. With unlimited casts I mean that you can try casting again outside your daily quota.
Spells work the same. All magic items work the same, except wands don't contain spells -- they are akin to a holy symbol.

I don't think it's punishing casters. The other way around. You actually have more options than a MU by the book -- it's a risk-reward decision, nothing else.

The casting fail tables should contain a variety of effects, some very bad, some character-changing, some plain funny.
>>
>>52152775

By using the term 'Harry Potter style magic' and 'unlimited casting times' it heavily implied limitles use spells.

Irrelevant to this though; I think those random spellcasting fail tables are fucking trash. But it's your game and group, so obviously I can't stop you.
>>
>>52153029
>Irrelevant to this though; I think those random spellcasting fail tables are fucking trash

Not him, but what if it's more like the wizard can still prepare spells, but if he uses up all his spell slots he has to do the rolls?
>>
>>52153319
I think the backlash against spell fail tables and that sort of thing is that it's kind of against magic's traditional role as 'reliable, but rare'. As compared to thief skills, which are unreliable, but you can always do them (depending on edition, you may only be able to do them once per item/set of conditions). Double-compare AD&D's Bend Bars/Lift Gates roll, which is the worst of both worlds.
>>
>>52153319

I don't like the random spell effects table. I think it's bad.

You may justify it as 'risk vs reward' type system but I think it's fucking dumb. I don't like it, no matter the situation as to why I don't like it.
>>
>>52153349
It's not about tradition, you have ONE spell per day that might not even have effect because the enemy can save against it. Now your chance is even lower because the spell might not work and fuck you up.
>>
>>52153319
That's the idea.
You can also cast 'unsafe' spells first, and leave your prepared ones for crucial moments.

>>52153029
The magic in the books (and vancian magic in general) it's supposed to be dangerous and unpredictable - none of that happens in D&D.

>>52153354
But why? I could understand if you didn't like a specific table, but I don't get why you dislike the idea of it. Too many rolls?

---

Just for the record -- I've already playtested this and worked just fine (except using a fixed damage instead of a random effect). It worked, but felt like D&D+1, nothing else -- fine by me.
>>
>>52153396
Oh, of course, it absolutely fucks over low-level wizards.

Though some would say playing a single-classed wizard if you have the option not to is a fool's game in the first place.
>>
>>52153396
>>52153425
You don't get it. Please re-read.
You get your normal spells per day, but you can try and cast more: roll for it.
>>
>>52152697
>I am absolutely all for casters requiring wands to cast spells though.
In this vein, I require Magic-Users furnish their spellbook when casting.

>>52152527
52. Corey Cadence's Conjure Caffeine
53. Power Word DMCA
54. Phantasmal Torque
55. Hang Upon Stars
56. Grebber's Ward Against Grabbing
57. Circle of Protection: Geometry
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>>52153401
>The magic in the books (and vancian magic in general) it's supposed to be dangerous and unpredictable - none of that happens in D&D.

Do you mean HP or DnD magic here? Kind of vague.

To be honest, I don't really like that style of magic. That's my point. I much prefer a more high fantasy/final fantasy aesthetic myself.

>But why? I could understand if you didn't like a specific table, but I don't get why you dislike the idea of it. Too many rolls?
The reason is threefold.

For starters, it doesn't 'really' add in any good gameplay options. Sure it may seem that giving a chance to fuck up but chance to do something cool when you run out of 'safe' spells seems like an interesting mechanic, but I don't think it will be that interesting in practice. For starters, you are going to get a lot of conservative players who will never use the mechanic at all, because they want to be safe. Secondly the few fun players who do use it will either be fucked over way to hard or not at all due to the random nature of the tables.

The other reason why I don't like it is because, at least in my opinion, it doesn't feel good in a setting sense. Why can the mystical Wizard cast a few spells, but then if they cast more they start getting fucked over? It's one of those things that makes magic in a setting less believable that its a valid profession. Though you could argue that 'only freakshows use it then!' alright, but once again matter of personal preference.

My other issue is I do like magic that can 'backfire' in some way, but it should be an innate part of the magic, not some arbitrary win/loss roll. Summoning a demon is inherently risky, it shouldn't be that summoning any animal past the first X number has a chance to fuck up.

I don't know, it's just a pet peeve of mine like I said. Wizards already "pay" for their powers by being weak, badly equipped, and specialized for magic. I'd say just let the Wizard be a Wizard.
>>
>>52153681
>The other reason why I don't like it is because, at least in my opinion, it doesn't feel good in a setting sense. Why can the mystical Wizard cast a few spells, but then if they cast more they start getting fucked over?

Because of my boner for rune magic, I'd justify it as them preparing runes early in the day to temporarily trap a bit of magic and safely use it later; after that shit gets dicey. I guess that's setting-dependent, though.
>>
>>52153681
>HP or DnD magic?
Both.

>high fantasy/final fantasy aesthetic
I was asking explicitly for B/X, that has a VERY low power magic. Casters have very few, selected spells, can't capture spellbooks and have to spend one week away with a NPC to learn a new one.

>conservative players who will never use the mechanic
In my playtest, they did. Not a big change from the original, but from time to time they would ask "should I cast that?" -- MUs became lot more active during the game.
When I tested it, severity of the fuckups would depend on the spell level, that helped.

>it should be an innate part of the magic, not some arbitrary win/loss roll
I agree with that, and that's why I kept it as a bolt-on system on top of the RAW. But sure, there's a better way to do this.

By the way, how would you implement this?
>>
>>52153863
>Both
Harry Potter magic is not described as being that dangerous; only dark magic and invented magic spells is considered a dangerous task. They let children learn and cast magic spells on their own.

>I was asking explicitly for B/X, that has a VERY low power magic.

I was just sharing my opinions there.

>How would I implement this

I mostly wouldn't, but I have considered a similar system for magic I consider dangerous enough.

Magic spells that summon monsters, have powerful ongoing effects like storms, magic that is inherent weird or dangerous requires 'control' rolls from the Wizard to control them in some way. Like a magic fire the Wizard conjured could be controlled to open a path in it, so he can pass through unharmed. But he has to succeed the control roll. If you want to take it a step further you could make it so other Wizards could also use control, or just make every spell require a control roll at certain points.

You'd probably just have to edit all the spells in the game by adding a paragraph of control effects instead of having to rewrite the whole thing or adding in a bunch of random tables. Really though I can't think of a better method of implementation.
>>
>>52150387
I really liked some of these, so I wrote them up. They're all M-U level 2, since as we all know that's the assiest spell level BTB. The spell writeups match the Cyclopedia ones because RC a best.

Bartholomew's Pit
Range: 120'
Duration: See description
Effect: One creature
This spell creates an illusory sensation of falling into a deep, dark pit, accompanied by a strong feeling that one is worthless and inferior, a useless person. The illusion of falling into the pit lasts for but one round; it allows no save, and prevents the target from acting in its next round. Afterward, the target must save vs. spell or become terribly depressed, suffering -2 to all rolls and an effective Charisma of 6. A character of 4+ HD who fails his save will suffer this effect for 6 turns; however, for a character of less than 4 HD/levels this effect will be permanent, since he actually is shit. In such a case, the effect can only be removed by either attaining the fourth level, or being talked out of it by a Lawful cleric (Neutral and Chaotic clerics cannot do this, as they're too crass).

The Razor Spiral
Range: 0' or 60' (see description)
Duration: 1 round
Effect: 20' radius disc or one creature
Casting this spell produces a vortex of insanely sharp slivers of air, either all around the caster or focused on one target as the caster prefers. If the razor spiral is released around the caster, *all* creatures within the radius except the caster himself take 1d6 damage (save vs. breath weapon for half damage); if focused on one target, that creature takes 1d6 damage per level of the caster, and is allowed the same saving throw.

Negasonic Ray
Range: 0
Duration: 6 turns
Effect: 30' cone
Each creature struck by this cone must save vs. spell or become unable to either make or hear any sound whatever for the duration of the spell.
>>
>>52150590
>27. Permanently Delayed Blast Fireball
I can imagine this one being a useful trap, actually -- you cast a few, and if someone uses an area Dispel Magic where you cast the fireballs, they go off immediately. Don't try to dispel the wizard lock on the pornography cabinet, apprentice!
>>
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>>52151018
>50. Remember That One Time You Got Really Embarrassed
Deadly.
>>
>>52153681
I've been thinking on your criticisms while I was swimming, and I came up with a solution to the "sometimes safe, sometimes risky" issue you have. Well, I think it solves it, you're not obligated to like it.

In my setting, magic works by opening portals to parts of space where physics works differently, ala the way Lovecraft thought the cosmos worked. To open this gate you need a proper inscription (in your spellbook) and the correct incantation. Incanting in combat is hard, because people are trying to kill you. As you gain more experience though, you learn mnemonic tricks to make sure you incant correctly. Thus, the few guaranteed spells per day. After those are used you're rolling for it. A failed roll only has negative consequences on a crit fail, though I havent worked out exactly what the consequence should be. Casting outside of combat takes a full exploration turn, but there's no risk of failure. Any thoughts on this approach?
>>
>>52153444
58. Inflict Sensation of Ants Crawling On Your Arm
59. Lesser Rub Belly
60. Greater Rub Belly
61. Frighten Ducks
62. Ray of Salty Slush
63. Invisible Window
64. Visible Window
65. Lighting Bolt
>>
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>>52154659
>They're all M-U level 2, since as we all know that's the assiest spell level BTB.
Pic.

>>52155532
Visible Window
Range: 0'
Duration: Special
Effect: One window
Casting this spell makes a window, and anything viewed through it, impose over anything that would obstruct viewing it.
This effect lasts indefinitely, but every 3d4 days an annoyed MU of level 1d8+1 will set out from somewhere in the world to try and dispel it.
>>
What sort of loot is found inside a Gibbering Mouther?
>>
>>52156363
+1 sword and 3d4 GP
>>
>>52156363
A superior set of lungs.
>>
>>52156363
Whatever the people it subsumed where carrying?
If you listen to it before killing it, you can hear their secrets?
With it's dying breath, it teaches a spell of Alter Self?
It's gastric acids are a fast acting poison that acquire the flavor of whatever you mix it with?
All of it's eyes stare towards something? (Danger? Treasure?)
A glass eye that can operate as an Orb of Scrying, but only when it someone else's (not the user's!) empty eye socket?
It's teeth release horrible screams when shattered (forcing a morale check)?
Stitching its eyes in to yourself grants you alternate voices?
Stitching its mouths in to yourself grants you alternate forms of sight?
Drinking tea made from its corpse teaches you how to hold meaningful conversations with the insane?
>>
>>52156720
>>52156747
IMHO, monstrous bodyparts are an underused kind of treasure.
>>
>>52156363
Primarily gibber, a valuable and crucial component of spells and potions of Feeblemind, as well as the rare magic item Nimrod's Tower of Confusion.
>>
>>52156915
Whenever I try to use it, I go overboard and give every third monster something neat.
Which derails the session to hell and back. We're playing Rogue, not Monster Hunter.
>>
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>>52157396
tfw Monster Hunter doesn't translate well to tabletop
>>
>>52155532
66. Sense Self Motive
67. Protection from Lawful and Chaotic
68. Detect Non-Magic
69. Dispel Non-Magic
70. Mordenkainen's Mediocre Mansion
>>
>>52158262
71. Detect Food
72. Detect Sexual Preferences
73. Summon Cursed Item
74. Sleep, Self
75. Negate Bladder Control
>>
>>52158262
76. Abi-Dalzim's Horrid Flower Arranging
77. Lose Direction
78. "Three-Card" Monte's Reroll Scroll
79. Third Person Vantage
80. Transmute Hireling to Fireball
81. Redistribute Nutrition
82. Redistribute Wounds
83. Protection from Bolts of Blue
84. Detect Ethereal Mummy (Which Still Strikes By Surprise, Naturally)
85. Charm Vermin
86. Melf's Acid Bath
87. Elminster's Gratuitous Festhall
88. Mordenkainen's Sneer
>>
Contemplating the addition of damage types and vulnerability/resistances to D&D Basic. Will this have any unexpected results?
>>
>>52149637
>It doesn't make sense. There's no internal logic.
Prices fluctuate and vary over time and space. Sometimes radically. There's no such thing as a "fair price", or a "consistent price". Consistency is a function of McDonald's, and even then it isn't perfectly consistent (see The Economist Big Mac Index for more info).
>>
>>52158806
It's already there, senpai. At least resistance - fire critters can't take fire damage and the likes; and individual creatures resist certain damage sources (for example slimes).

As for weakness, you won't break anything but you need to define clearly what is affected by what. Double damage may be a bit too much for B/X, so try simply bumping the die size (d6>d8, d8>d10...)

If you mean piercing/slashing/etc, same thing. You need to define what does what to whom, and keep it consistent.
>>
>>52158806

Give the players options to both resist and inflict the damage types relatively easily. If they are too rare it becomes less of a strategic choice and more of just pointless mechanic.

As somebody who does high fantasy setting with a magic store, I think selling common elemental resistance potions.
>>
Is there a magic system based on Earthsea that I can bolt directly onto B/X?
>>
Anyone can recommend post apoc / gonzo / sci fi adventures to put into Anomalous Subsurface Environment?
>>
>>52158692
>87. Elminster's Gratuitous Festhall
I'm almost certain this is a canon spell.

>>52159120
B4
Realm of the Technomancer
Gamma World stuff
>>
>>52159258
>Festhall

Lol, brothels.
>>
>>52158692
89. Cure Light
90. Dismantle Clockwork
91. Mantle Clockwork
>>
>>52158806
Seconding >>52158957

Don't go full Final Fantasy, but apply reduced/increased damage where it makes sense. e.g. from Basic:

>A red dragon will take no damage from (and usually ignores) burning oil, and will always take only 1/2 damage from a fire-type magic spell, such as a fire ball.

And from Expert:

>The troll cannot regenerate damage from fire or acid. In game turns, this means that unless totally consumed by fire or acid, a troll will eventually regenerate completely. If reduced to 0 hit points (other than fire or acid damage), the troll will heal enough to fight again in 2-12 rounds. The morale in parentheses applies only when the troll is attacked by fire or acid.

That's far more interesting and situational than simply halving or doubling damage based on types.
>>
>>52159459
92. Summon Weaker Wizard
93. Straighten Teeth
94. Banish Arrows
95. Repair Repairs
>>
96. Abjure Those Nasty Gristly Bits On My Steak
>>
97. Protection against House Cats
98. Glue underwear
99. Plug (reverse: Unplug)
00. Blush
>>
>>52159998

Lightning Bolt, Conjure Rocking Chair, Remember That One Time You Got Embarrassed.

Looks like you're gonna be Old Man Wizard.

"Get off my lawn or I'll blast you with your worst memories! And actual electricity!"
>>
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>>52160150
It's "Lighting Bolt", dude. Presumably a bolt that lights any lamps it hits.
>>
>>52150010
You get to fuck the sheep during your stay.
>>
>>52152648
>missile attacks
>when literal wand saves exist
ISHYGDDT
>>
>>52160223

It could be a bolt that provides lighting for a stage? Like you throw it upwards and it becomes stage lighting for 1d6 rounds?
>>
>OSR game but everyone's a different variety of magic user.

Think it could work?
>>
>>52160341
Yes. It could also be a primitive name for a spark plug, coined by someone with a cargo-cult understanding of science.
>>
>>52160279
Welp, I meant a roll on the caster's side, but that could work too.

I can imagine some spells could be abused against certain enemies, but I'm not that well versed on B/X to predict if that could be a problem or not.
>>
>>52160205
Thank you anon.

I love the narrative implied by some of these. Like, Tii-Jii the Arch-Wizzard realized, too late, that no mortal man can completely clean up glitter once its container has been opened. Or he tries to take apart a clock without fully understanding what that entails, and has to fix his mistake in a terrible hurry.
>>
Anybody know where I can find S&W Whitebox or some other Whitebox clone (I don't want the original rules because I want something with clear combat rules included) in Spanish?

Getting together once a week to crawl some dungeons in Spanish seems like a great way for friends and I to practice.
>>
>>52160341
I assumed it wove a bolt of cloth out of light.
>>
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>>52160205
It's beautiful.
>>
>>52159712
That's a bit... /too good/ for a 2nd level spell.
It'd be more balanced as a 1st or 3rd.
>>
>>52160538

Naming conventions mean that that would have to be something like Weaver's Weird or some other alliterative and evocative but utterly pointless spell nobody would ever take but you're going to give to all your NPCs until somebody finally asks "what does this do?"

And with trembling hands and tears in your eyes you're going to smile and say "such beautiful things"

and then they're probably going to leave your table, you fucking weirdo.
>>
>>52160529
No idea about S&W, but LL just got a translation (ed. nosolorol) - if you get the pdf post it here.

Tangent, but I play mostly in spanish and it sucks. Fantasymedieval stuff sounds so dumb in spanish, I feel dumb. Fantasy names are the dumbest. I wish my english was good enough to play online :(
>>
>>52160691
Thanks for the info.

Also,
>that spoiler
Examples?
>>
>>52160604
Maybe I only found that funny because it was directed at me...
but I am, in fact, at work.
And you nearly compromised me.
>>
>>52160691
That sucks. But hey, look on the bright side, you can always play LOS MAGOS DEL TIEMPOOOOOOOOOOOOO
>>
>>52160205
roll'n
>>
>>52160852
conjure caffeine, nice. as an archmage without peer, i'm sure this will come in handy.
>>
>>52160852
Noice. You rolled the hypothetical subject line.

>>52160814
OSR compatible version when?
>>
I'm about halfway through Three Hearts and Three Lions and it's pretty good.

The Faerie really come across as some prototype for for all dickass elves but especially the Thalmor
>>
I'm looking for treasure/loot tables, any ideas?
>>
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>>52161083
>>
1. Invertir Calcetines de Farrar
2. Guijarros Animados de Molblin
3. Leal Guadián de Girasoles de Varaverde
4. Destruir Cascada
5. Conjurar Caramelos Dulces
6. Crear Luz de Ese Tono de Verde que me gusta

>>52160710
It could be me. I have lived in a rural, very down to earth environment with people who frown upon this stuff, and I'm becoming old. Fantasy terms just feel a bit odd, specially with new players; medievalish not so much. Names are the worst, if I'm playing a module or whatever I simply use them in english.
I use a d100 list of names for chargen, mind you - never had a player who names their characters themselves.

Besides, Spanish can be beautiful, but takes mastery to really make it shine, and while it's a lot less ambiguous than english, it's a tad more verbose.
If you want to be specific and punchy, weird words happen, and it sucks so, so much when your players sneer at those...

Btw, did you try Aquelarre? It's a bit heavy (both in play and content) but worth a read.
>>
>>52160529
Ok, just found this: http://www.mediafire.com/file/w71r9j2pahkrnrn/S%26W+ES.pdf

It's actually a Good Translation. And I'm very picky about translations.
Have fun!
>>
>>52161205
Cool, thanks
>>
Anyone got cool tables for generating campaign ideas?
>>
Does anyone here use the Judges Guild stuff? I see it mentioned everywhere but the books looks rather unusable to me, and they focus too much on 'mundane' stuff to use as inspiration fodder...

>>52161640
Try ^
>>
Does anyone have a PDF for the Castle Oldskull Game World Generator?
I'm flat broke at the moment and not getting any money anytime soon. http://www.drivethrurpg.com/product/202445/CASTLE-OLDSKULL--Game-World-Generator?sorttest=true&filters=0_2150_44827_0_0
>>
>>52160732

I'm glad! It was meant to be funny and not mean.

I love stupid spells like that. You just sort of sit around and wonder about the wizard who made them up.

One of my friends ran a dungeon where the wizard's fear of going bald led him to experiment with hair growth spells, hair golems, and all kinds of other amazing shit. It made perfect sense in the setting! But we also set a moustache golem on fire.
>>
>>52160969
Its pretty neat.
>>
>>52158957
>Double damage may be a bit too much for B/X, so try simply bumping the die size (d6>d8, d8>d10...)
Better of 2 / worse of 2 die rolls works pretty nicely for something like this.
>>
>>52160529
not a S&W variant, but Basic Fantasy RPG has a Spanish translation
>>
>>52160205
I'm going to have to write these up for my blog... and thank /tg/, aren't I?

What's my life come to?

Also, you're all pretty cool guys.
>>
Hello everyone. I really want to run a smaller setting (have always used huge ones). Any suggestions? Would prefer if it had some modules that were available for it or could have modules thrown into it easily.

Thanks!

Also bonus points if it is in the Trove.
>>
>>52162348
My smallest OSR game was on a rather small island. This would work well enough as there's plenty of island modules out there, so your solitary setting could suddenly be connected to isolated modules via water routes.
>>
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>>52162348
I mean, you can always take a large setting and narrow it down. Focus on one town. Make a map of 1-mile hexes, not 6-mile hexes. Make every hill feel important. Make every house in town /real/.
>>
>>52160969
More reading. I can see where Gygax got the Werebears and Wereboars and why he classified them as Lycanthropes (hint: because the MC decides to call them that). There's a lso a bit of lycanthropy-as-regressive-genetics that showed up in 2e and 3e.

And the "can't be hit except by silver weapons" is cribbed wholesale from here. Iron and steel pass through the werewolf as if he were a ghost, some really cool imagery.

>>52162348
Define "small".

OA can take place entirely in notJapan.
Ravenloft is tiny in terms of map scale.
Dark Sun only documented like a quarter of its landmass and almost none of the underground.
>>
>>52162492
>Ravenloft is tiny in terms of map scale.
>Dark Sun only documented like a quarter of its landmass and almost none of the underground.
Not that you can combine the two and get Kalidnay.
>>
>>52162198
Someone already got a few:
>>52154659 >>52156346
>>
>>52161260
Fair enough. The main reason I'm brushing up on my Spanish is so I can follow lucha libre more easily. Especially Crash Lucha Libre since my hero Penta el Zero M is there. As such, I'm mostly just wanting to play D&D in Spanish to get more practice at verb conjugation on the fly and comprehension.
>>
>>52162787
I mean, you could always try reading Anima in the original Spanish. Then translate Gaia 2 for the fanbase.
>>
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>>52154659
>>52156346

>I really liked some of these, so I wrote them up. They're all M-U level 2, since as we all know that's the assiest spell level BTB. The spell writeups match the Cyclopedia ones because RC a best.

I have no idea what those acronyms mean, but thanks.
>>
>>52163382
>Magic-user
>By the book
>Rules Cyclopedia
>>
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>>52163399
Ah, right, that makes sense then.

I'm using this weird homebrow magic system, so my writeups tend to be... slightly harder to follow. http://goblinpunch.blogspot.ca/2016/09/the-glog-wizards.html

The advantage is that they're all level-less. You can cast the spell below with anywhere between 1d6 (as a level 1 wizard) and 4d6 (at level 4, the best it gets).

>Bartholomew's Pit
>R: 120' T: creature D: one round
>Target creature has the sensation of falling into a deep, dark pit, accompanied by a strong feeling it is worthless and inferior. The illusion lasts for one round. The target must Save or become terribly depressed, losing 1d10+1 Charisma. A creature over [dice] HD will be depressed for [sum] rounds. A creature under [dice] HD will be depressed for [sum] weeks. If [sum] is greater than 12, the effect is permanent.
>>
I'm about *this* close to just say fuck trying to make an actual complete and interesting homebrew and just play a boxed game and let those devs do all the thinking and shit for me.

Also might be easier to get players that way.
>>
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>>52163697
Try recruiting non-gamers. It's usually easier.
>>
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>>52163709

Both of my RL friends don't like roleplaying games at all. I don't know how to get new people beyond them.

Secondly, and more importantly, I was planning on doing an online game since it's easier. I don't know what else to do.
>>
>>52163850
You got any coworkers, acquaintances, friends of friends, guys you drafted MTG with a few times, old school friends...

And yeah, if you run games online, people are going to flake. It's the nature of things.
>>
I tried to run Exemplars & Eidolons with ACKS proficiencies for my group, thinking it'd be nice, simple, and straightforward.

They said it was both too complex and didn't have enough customization.

They're Pathfinder babies and I hate it.

Help me, /osrg/. I'm tired of complex bullshit.
>>
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>>52163942

At that point, you'll have to either tell them no and why you don't think it's a good idea, or try to invent a semi-complex proficiency system to appease them.

Personally I spend my time making random weird run off games that I'll never run, but sometimes I can scavenge bits from them and its useful. So maybe I'd recommend doing that.
>>
>>52163999

It's infuriating. I just want to run some stupid Thundarr shit where wizards and guys with robot arms fight without having to pull out the Technology Guide and calculate how broken the game'll get if my players hack the dude's arm off and what spells he needs to use his robot arm and...

I just want to take E&E and SWN and smash them together, god dammit.

Or retro-engineer Dragonmech using SWN and default B/X.

How do you guys manage to get groups for this stuff when so many people are going "but Pathfinder is just fine"?
>>
What're the differences between all the versions of Swords and Wizardry?
>>
>>52164135
I'm the GM, my friends either play what I want to run, or they don't get to play at all because they're all too lazy to run their own game.
>>
>>52154659
>Negasonic Ray
>Duration: 6 turns
Does the entire spell last 6 turns (cone and all)?
>>
>>52164318

Well, I can tell just by the climate, and I can tell just by the style, that that spell was made on Venus, and it may be here a while.
>>
>>52164143
>S&W
All of OD&D + Finch's smug

>S&W Whitebox
LBB + Finch's smug

>S&W Light
4 pages covering level 1-3, does not feature Finch's smug
>>
>>52164135
>but Pathfinder is just fine
One of the central tenants of the d20 System is "rules exist for the players, to keep the GM in check."
It does a good enough job of this that d20 GMs can't even be called referees,
but is built upon and instills some blatant and concerning misconceptions.

There are no Pathfinder GMs, who have GM'd for other systems, who prefer GMing Pathfinder.


If there are *any* other GMs in the group, get them to experience running other systems.
The situation will swiftly dissolve into something in the vein of >>52164199.
>>
>>52164494

The other GMs are pretty lazy and don't want to "learn new systems," which is infuriating. They're not lazy enough to not run Pathfinder, but they are lazy enough to complain if I want to run OSR.

>>52164199
This works for me online, but not face-to-face.
>>
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>>52164494
>tenants

Tenets. Unless you've built an official D20 System apartment block, in which case, shame on you.
>>
>>52164445
Did you seriosly just make a Negasonic Teenage Warhead reference?
>>
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>>52164562

Yeah, what of it?
>>
>>52164143
My understanding is...
White Box is brass tacks OD&D -- just the little brown books. Core is essentially the parts of OD&D that Basic was based on -- the little brown books and Greyhawk. Complete is essentially the parts of OD&D that AD&D was based on -- everything and the kitchen sink.
>>
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>>52149637
>>52149762

I recommend using pic related, and adjusting for the "standard" of whatever game you're playing. In LotFP, for example, the silver standard is used, and most things are priced in silver or copper.

It's not a perfect solution by any stretch, but it's better than battering your head against equipment tables that refuse to agree on anything.
>>
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>>52164736
That is very, very neat and very quick.. but sadly, in the game I'm running, the only source of XP is loot, so exact values are... somewhat important.

Thanks for the advice though. I think, between the 6 books I've used, I have a workable system.

One copper piece is worth about $1. How much is a sandwich worth? About $5. A mug of ale? Well, ale is like bottled water, so $1? $2?

One silver piece is a $10 bill. A gold piece is a $100 bill.

When the rules say "You need 2,000 silver pieces (XP) to reach level 1", what my players will hopefully feel is "You'll need to steal, loot, or earn $20,000 in this tomb to level up." That's a lot of money, but not when you're stealing priceless relics and magic treasures.

How much would you pay for a wand that shoots fireballs? As much as a laptop? As much as car? Probably not as much as a house.

How much would you pay a peasant to dig turnips for an hour? Probably not much. How much would you pay a doctor to reset a broken leg?

It helps players get a feel for the world, and the relative value of things. A chest full of gold coins is like winning the lottery. It breaks down a bit at the high end, but at least now players will get a feel for how much they're being fleeced, or how expensive city life really is.
>>
^ This is mostly pasta.
>>
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>>52164736
I've always thought that equipment should be a bit more expensive at the top end, if only to keep the price of equipment relevant for longer. What I did in the pic here is to reduce prices by 1 coin level (so a sword that costs 10 gp costs 10 sp instead) and then square that price (which brings the sword back to 10 gp*). I rounded things off to simplify them, and had to make some decisions for multiple items (in the case of rations, for instance, I squared the daily unit and then multiplied it by the number of days), but aside from a tweak or two (a crowbar is supposed to cost as much as a sword?), everything else is according to formula.

*Actually, since I use the silver standard in the image, swords cost 10 sp rather than 10 gp, but the "silvers" price could just be read as "standard monetary unit", which is gold pieces in D&D.
>>
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>>52165026
True facts. It's pasta I wrote though, and put on my blog, so... I guess I feel OK about it?

Also,
>>52164644
>>
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Here's a work of art meant for level 0 play in Dungeon Crawl Classics
>>
>>52165097
this makes me feel really good about the quality of art in the module i'm working on
>>
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>>52165119
Can we see some of it?
>>
>>52164981
The Edict of Diocletian is a useful document if you're interested in a historical perspective on the relative worth of things in late antiquity.

http://ancientcoinsforeducation.org/content/view/79/98/
http://www.constantinethegreatcoins.com/edict/
http://scholarship.law.upenn.edu/cgi/viewcontent.cgi?article=7817&context=penn_law_review

Or, if you prefer a Medieval guide...

http://faculty.goucher.edu/eng240/medieval_prices.html
http://medieval.ucdavis.edu/120D/Money.html
>>
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>>52165066

>that pic

Begone from my property, you cursed youth!
>>
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>>52165189
No joke, I wrote a paper on the Edict of Diocletian once. Not a "here are your citations, please collect your free tenure on your way out" paper, but still.

Most people don't understand economics now, but /damn/, Diocletian did not get supply and demand. He, and a lot of other people, thought that prices were expensive near an army on the move because people were greedy fucks, not because a) supply is low b) demand is high and c) people /are/ greedy fucks.

So he tried to legislate how much things "should" cost because damn it, these merchants were fucking with his soldiers!

And then, because he only understood about half of what currency did, he started mucking with that too.

Kind of makes me want to run a game where the PCs find out that a ruler has declared currency reforms, and the value of their loot is now halved or something. They have to start a war or end one to get their money's worth.
>>
>>52165238
>>
>>52164494
>There are no Pathfinder GMs, who have GM'd for other systems, who prefer GMing Pathfinder.
I know two people who have GMed several systems but still prefer Pathfinder. I still for the life of me cannot fathom why.
>>
>>52165323

That reminds me I still need to watch that.
>>
>>52165189
An old thread "How much would gold coins really worth?" might provide for interesting reading: http://archive.4plebs.org/tg/thread/40813274
>>
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Completely off topic,
Did anything ever become of Troll Gods, the /tg/ OSR zine?
>>
>>52165683 It's shit.
Never got any submissions, had to scrape the bottom of the barrel.
>>
>>52165683
Not many in these generals have the ability to commit and produce osr content, so not much happened to it sadly.
>>
>>52165683

First issue came out, was kinda neat, but was also greeted by some dude shitting on everything in it for a couple of threads. Second issue died due to lack of submissions and the disappearance of TroveGuy around the same time.
>>
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So a friend did art of my party of noobs.

This pleases me.
>>
>>52166012
I love how half the party is frogs and we've also got what appears to be a sea monster and a paladin with cheese. Can you give backstory or setting details?
>>
>>52161660
>Does anyone here use the Judges Guild stuff?
I use the CSIO and the Ready Ref Sheets all the time.

>the books looks rather unusable to me, and they focus too much on 'mundane' stuff
Books like Castles and Villages are for pulling an instance out of while improvising so you don't have to prepare shit in advance but still have access to details, as I understand them. If I had dead-tree copies I'd definitely use them. I agree they're probably not much good for inspiration, though. (On the other hand, if you find the CSIO isn't good for inspiration I don't know what to tell you...)
>>
>>52166012
so a party of Battletoads, Fish Waifu, and The Paladin of The Cheese God, certainly seems interesting enough
>>
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>>52166099
Sure. It's a bit of a cautionary tale in setting expectations.

I had this table of races for my game. >>52141594

The intention was that a "frogling" was a human with frog-like traits (slightly clammy skin, bulging eyes), but still a human. I didn't exactly mention this to the players during character creation, and they immediately decided that a "toadling wizard" was "a toad, the size of a person, who is also a wizard."

So from left to right, we have a human paladin who gave up his own voice to speak with God's, Tito the toadling gambler (who lost his shirt betting with loaded dice), Carl (deceased, owlbear steaks), Thomas the toadling wizard, who tried being a shepherd to pay off his wizard student loans, Fuzzy the sheep (just a sheep), Franklin, the Iron Frog, a frogling knight (moderately disgraced), and Antonia Barracuda, fishling thief and sensible explorer.

The Paladin started with a wheel of cheese as his "bonus' item. In their first fight, he rolled it down a hill and hit Franklin.

The setting is... reasonably generic. I haven't filled in most of the details. The players (all completely new to rpgs, even in video games) wanted a "traditional" setting and game... so cliches will no doubt abound.
>>
>>52162669
>Someone already got a few
>>52154659 here; mine weren't part of the "comically overspecific spells" list, though. I started writing them before any of that got posted, and I genuinely liked the spell names I used. I just meant them to fill a bit of a gap on spell level 2, which I always thought was the most underwhelming to reach -- most if not all of those spells are obviously inferior to the better level 1 spells.

I also feel like the OSR tendency in general is to write up spectacular level 3-5 spells, and given that axiom about most people spending most of their time playing low levels, I think maybe that isn't the best investment of time in terms of table-usefulness. So I like to do level 2 spells.
>>
>>52166219
If it's any consolation, I think what your players came up with is better. Then again I love that shit-- giant frogs and fishpeople are so cool.
>>
>>52166154
The Paladin worships some Lawful Abstract god... as far as anyone can tell.

He has Int 5 Wis 8 and can't speak. Nobody's sure how he got the wheel of cheese. He's sort of the party's mascot. Fuzzy ranks higher than him, because Fuzzy can carry the Wizard as a mount (for up to one hour before requiring a long, wheezy rest).
>>
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>>52166334
Oh, it absolutely is. I just didn't want to go too weird too fast.

As usual, the players (and the dice) have other ideas.
>>
>>52164135
>How do you guys manage to get groups for this stuff when so many people are going "but Pathfinder is just fine"?
Maybe try not looking for players among the psychotically insane.

Oh, and uh, report your existing players to Homeland Security, because WTH.
>>
>>52164318
Naw, the duration is for the effects if you blow the save, the cone itself is effectively instantaneous, like a fireball or something. I agree that it's ambiguous, but spells are listed like that in the Rules Cyclopedia, so once you get used to deciphering them you kinda stop noticing. Sorry.
>>
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>>52166270
Sorry, I kind of gave up on the "serious" Orthodox Spell List. Let's see...

1. Bartholemew's Pit
2. The Razor Spiral
3. Oxhold's Lament
4. Negasonic Ray
5. Summon Candles
6. Perilous Bridge
7. Wending Bolt
8. Thunderclap
9. Compartmentalize Mixture
10. Master Ludwig's Guiding Lights
11. Roaring Flames
12. The Astrolger's Helper
13. Heroic Leap
14. The Magnificent Sponge
15. Ice-Bridge Step
>>
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Speaking of magic, one of my friends came up with a rather interesting idea.

You know how in most OSR games Wizards can research new spells? Like turning Fireball into Iceball or Acidball or something similar? Well what about a magic user who spends a lot of time and resources instead upgrading a spell? Like creating a new, stronger, better version of Magic Missile that deals 1d4+1 damage instead of normally dealing 1d4, and the spell remaining at first level?
>>
>>52165906
Anyone have the 1st (and only) issue?
>>
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>>52166634
How about this?
>>
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>>52166687 Trove/07_Zines/Troll Gods
>>
>>52162492
Finally finished. It was a good read.
Too bad the hero loses the waifu even though he saves the world.
>>
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>>52166583
16. Embroider Deed
17. Multielemental Spray
18. Miniature Sandstorm
19. Embed Memory
20. Moon Lust
21. Orbiting Spikes
22. Resonating Command
23. Flip Person
24. Sword of Infamy
25. Hammon's Arrow-Directing Lens
>>
>>52166583
>thicc cyclops woman smashing a tiny dirty male

I cast Detect Magical Realm on the image
>>
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>>52166874
I'm not so sure.
>>
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>>52166873
26. Pergaman's Synesthesia
27. Lengthen Limbs
28. Alter Local Gravity
29. Thicken Air
30. Scything Discs of Nog
31. Delayed Noxious Odour Sphere
32. Scuttle
33. Gelatinous Form
34. Transfer Exhaustion
35. William's Fingerbreaker
>>
>>52167001
36. Merasimiliano's Steed
37. Destroy Physical Trail
38. Ignite Stone
39. Inflict Hideous Scarring
40. Reveal Liminal Point
>>
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>>52167001
36. Geld Animal
37. Draw Heat
38. Thurmond's Prolonged Bombardment
39. Visualize Madness
40. Cuspit's Swarm of Irritating Vermin
41. Cone of Dense Foam
42. Weighty Sphere
43. Duelist's Wings
44. Screaming Teeth
45. Beatific Scrying
46. Glamour of Servitude
47. Ulric's Beam of Blindness
48. Saw and Plane Tree
49. Glorious Starburst
50. Identify Owner
>>
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Here's some ways to prepare all the random spells you guys are making ITT.
>>
>>52163942
ACKS was the wrong way to go then.
Its dumb proficiencies are punishing and limiting. Play Labyrinth Lord or LotfP if you want a simpler retroclone.

Or if you want to try something really different, then go with DCC
>>
If I wanted to play a snappy, rules interesting OSR game that wasn't LotFP or DCC, what would I pick?
>>
>>52167302

His players want something both less complex and with more customization, though. Which sounds like pic related.

>>52167312

Wolfpacks and Winter Snow?
>>
>>52167328
Imo if you distract them enough with DCC's gonzoness, they won't notice the lack of skills and feats.
>>
>>52167388
>gonzoness
The adjective form of gonzo is gonzo.
>>
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>>52167388
>>52167328
>>52163942
Why not just sit down and discuss this with your players, find out what aspects of a system interest them, discuss the issues you're having, and move on from there?
>>
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>>52167419
>sit down and discuss this with your players

That's just madness!
>>
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>>52167182
51. Become Delicious
52. Cube of Spell Splitting
53. Entangling Smoke
54. Capture Wind
55. Enfeebling Sigil
56. Redwyn's Excellent Clamp
57. Light's Own Scourge
58. Scamper's Bouncing Sphere of Destruction
59. The Creature Comforts of Tuttle Wren
60. Package Neatly
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>>52167475
Treat your players like idiot manchildren and they'll act like idiot manchildren.

Treat the like educated adults and they'll still act like idiot manchilden half the time, but at least they'll be ashamed of it, and the other half of the time you can actually have a productive conversation.
>>
>>52167511

I know, I was being sarcastic. I figured it'd be obvious, maybe not.
>>
So who here has played far away lands? how was it?
>>
>>52167511
>Treat your players like idiot manchildren and they'll act like idiot manchildren.
Well, sure. I mean, even a broken clock is right twice a day.
>>
>>52167511
>>52167419
>>52167657

Honestly? I have.

I'm a pretty open GM, I just like to try systems they don't, and they tend to have heavy resistance to moving out of their comfort zone. It was a herculean task to get them to play M&M2e, and they won't use that for fantasy *at all* - they actively prefer Pathfinder for some insane reason, because...I don't know, it's what they grew up with.

They liked Exemplars and Eidolons OK, they thought it was kind of neat and they liked feeling like badasses from level 1, but then they just slid back into Pathfinder and trying to get them back over to OSR is just a pain.

I mean, I can turn off my brain, play Pathfinder, and not care and have something like fun. I just never want to GM it again in my life. Getting them to OSR would be my dream and I occasionally tempt one of them and then one of the others (a major PF grog) slides them back down.

It's like a war for souls, except stupid and petty over which way we roll the same kind of dice, and not so much hostile as mildly annoying.
>>
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>>52167489
61. Flying Syringe
62. Spitting Stone
63. Shackle to the Earth
64. Legulian's Potion Alloy
65. Mind Labyrinth
66. Roiling Polymorph
67. Horsebane
68. Move Enchantment
69. Mangling Blows
70. Conflicting Command
>>
>>52167726
>summon new players

You're under no obligation to run games you don't want to run. If you're not having fun, why bother?
>>
>>52167780

I like GMing?
>>
>>52167726
>they actively prefer Pathfinder for some insane reason
This level of brainsick would make me seek out another group, especially if the fools expected *me* to be the referee in *their* awful excuse for a system. However:

>Getting them to OSR would be my dream and I occasionally tempt one of them and then one of the others (a major PF grog) slides them back down.
Offer to run an OSR game minus the grog then, since he obviously doesn't like OSR and thus clearly doesn't want to participate.

You're not obliged to cater to this guy.
>>
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>>52167791
Well, right, and I like sandwiches.

But if I don't feel like eating an egg salad sandwich, I don't have to eat one. Just because I like sandwiches doesn't mean I want /that/ sandwich at the moment.

So if you want to run an OSR game, and your friends don't want to play in one... go find some new players. Tell your group, "Hey, sorry, I need to take a break from GMing for you for a bit. If one of you wants to run a game, go ahead."
>>
>>52167780
>>52167804

To be clear, they are my friends OUTSIDE D&D, I wasn't saying "I want new players." I enjoy their presence and we hang out and do other shit.

I just want to sell them on OSR and get them off the abortion that is Pathfinder. I feel like the guy in the Allegory of the Cave and I don't understand why everybody would rather stare at the fucking wall shadows.
>>
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>>52167726
>they actively prefer Pathfinder for some insane reason,
You seem to have noticed,but d20 is a very insular community.
>because...I don't know, it's what they grew up with.
Pretty much this, though the OGL didn't help matters.
Also, most d20fags willing to try new things moved on to greener pastures.

>>52167761
71. Exhaust Eyelids
72. Spook'a Ree's Courage
73. Gelatin Skeleton
74. Temporal Unawareness
75. Forget the Alamo
76. Word of Power Cease
(reverse: Word of Power Desist)
77. Berserker's Glamour
78. Ferryman's Fees
79. Warp Worries
80. Consume Clues
>>
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>>52167820
So players are like ingredients.

If you decide "I'd like to make tacos tonight", you'd pick out the right ingredients.

Every player brings a flavour to a game. Some are like a nice soup base - solid, reliable, unflashly, but required. Some add twists of randomness or flashes of brilliance. Some flavours conflict.

So if you're planning your OSR game, pick your players like you'd pick ingredients. Don't just throw them all together and hope the result is delicious.

Stop following the Geek Social Fallacies and get good at GMing. That means getting good at cooking.
>>
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>>52167820
>I feel like the guy in the Allegory of the Cave and I don't understand why everybody would rather stare at the fucking wall shadows.
Cut their fingers and they will understand
>>
>>52167820
>To be clear, they are my friends OUTSIDE D&D, I wasn't saying "I want new players." I enjoy their presence and we hang out and do other shit.
So then run your game... with all of them... minus the one grog who makes them all backslide.
>>
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>>52167888

Well shit. I just learned new philosophy today! Thanks, /osrg/!

>>52167849
>>52167865

I guess this is true. I used to be a 3.5ie myself, so I know you CAN break out of it, and I'd like to show them we can run crazy games with less than half the rules they think they need. But then I started with AD&D2e, not 3.5.

I know it CAN be beat. It's frustrating to watch people you like gaming with not want to open their eyes and see the flaws.

It'd be different if they said "we know it's flawed and we just have fun," that's FINE. How other people have fun isn't really my problem. But that's not the way it's presented, it's "can't be arsed to learn a new system."

Sorry, I guess I'm just ranting. Uh...best weird genre mashups for OSR I guess? I kind of want to take Warbirds rules and smash it into B/X for some kind of awesome fantasy dogfighting thing a la that dragon game on PS2 a decade ago.
>>
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>>52167761
71. Paralyze Bird
72. Liquefy Gold
73. Butterfly Hurricane
74. Paper Automaton
75. Violently Depilate
76. Sturdy Circle in the Air
77. Trifurcate Arms
78. Wellingbert's Obsessive Expertise
79. Mirror Item
80. Lock Joints

>>52167927
Has the reply function escaped you, or is this some new meta-level of 4chan I have yet to understand?
>>
No to your xor, and you understand it perfectly.

>>52167948 You misunderstand.
The people who could break out of it already did.
>>
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>>52167997
>The people who could break out of it already did.
>>
>>52167182
Bitchhh you cut me off
>>
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>>52168017
Dude, I started this. You're crowding my lane.

Seriously though, whatever. It's all good stuff.
>>52167972
81. Suspend Objects
82. Hone
83. Wernher's Embafflement
84. Ultralucent Paint
85. Lavin's Pathclearing Servant
86. Battering Beam
87. Circle of Noise
88. Ulrich's Forceful Sigil
89. The Automatic Marching Mule
90. Shrikeblast
>>
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>>52168083
91. Sympathetic Resonance
92. Cacophony
93. Alberecht's Unreliable Disintegrator
94. Squelch
95. Everland's Perfectly Reproduceable Test
96. Sonorous Seeker
97. Dredge
98. Rolling Spark
99. Pyre
100. Cascade of Power
>>
>>52167726
I feel you, man.
I've played with people who have come from all sorts of gaming backgrounds. The ones who are the most resistant to change are the 3.5e/PF players.
They have consistently been the biggest babies when games work differently, when they have to think outside their character sheet, when they have fewer or different options than what they're used to. They have the most entrenched expectations not just of game mechanics but of fantasy in general. It's truly bizarre.

I was running a homebrew ruleset. I invited people to play, telling them explicitly that it was a homebrew and that it would be completely different than what they normally play, and to not come in with expectations.

The one PF guy ignored that. Insisted on playing a specific PF class, to the letter, as if we were playing PF, despite my repeated explaining that my rules didn't work in that way; especially magic. I tried working with him, to recreate the class as close as possible within the limits of my rules. He didn't like how spells worked. He was angry that his hit dice were lower than he expected. He eventually had a hissy fit and left the game after misreading something I had explained earlier. Claimed I was lying to him and being unreasonable. It was insane.

It must be something about the d20 system that trains people to think so rigidly about rules.
>>
>>52168290
I'm sure some FATE gamers or whatever have similar complaints about OSR grognards.

So it goes, man. So it goes. If you lay out expectations and someone ignores them, then that person doesn't get to come back.
>>
>>52168290 c >>52164494
>>
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Hello retro anons
Is there any OSR system with minis in mind, or does it go more like theater of the mind?
I'm reading LL and some others, but it seems to me positioning of enemy and team is pretty vague. The movement seems to be how fast you traverse dungeons only.
>>
>>52169605
The 2e supplement Combat and Tactics is a grid-based system in the vein of 3e+, and all editions of D&D barring Holmes Basic and B/X have some kind of miniature wargame combat system that you can plug in.
>>
>>52169619
Though I should say that War Machine (the Basic one) and Battlesystem (the AD&D one) are meant for large-scale battles. Battlesystem Skirmishes is meant for smaller engagements like those the PCs will usually be in (or an Infinity game or other such skirmish games).
>>
>>52169619
Thanks. Was thinking more of a final product, i hate juggling lots of PDFs, I like to buy 1-2 printed books and chill in front of chimney.
>>
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I know most people don't like it, or don't think it's good enough, but I've given the matter some thought.

Mana points for casters is useful for video game style magic because it's inherently a resource and can be explained pretty easily, plus is useful to limit magic characters power. However in DnD style magic with more utility and out of combat magic, it doesn't really work.

The concept would be to replace DnD style magic with a more video game style, potentially something a bit like the Elder Scrolls series of games. You get a good mix of combat and noncombat magic, but are limited in what out of combat actions you can take. Then, your mana can act as a good limiter for both the maximum power of your spells plus if you get caught without many after casting a really high level spell it could be interesting.

Obviously in this case you should remove the open locks and invisibility spells to not step on the party member's toes. What do you think?
>>
>>52167234
>[50] Gag yourself and slavishly serve all the requests of the other party members. Once the the time is up you act as a proper Wizard again and will suffer no commands or disrespect.

Aha. Who wrote this? It was you, senpai?
>>
>>52169710
>The concept would be to replace DnD style magic with a more video game style, potentially something a bit like the Elder Scrolls series of games. You get a good mix of combat and noncombat magic, but are limited in what out of combat actions you can take.
I don't see why you need to do this. Anima seems to work well enough with its MP system, and it's got at least a 50/50 split between combat/non-combat spells.
>>
>>52169710
Post specific rules and you'll get more useful feedback.

But seriously, at least in B/X the magic is so damn easy to grok. Some argue it's the only reason to use it.
It uses 'mana points', but they work per-spell, and you need a nap to recover them.

>not step on the party member's toes
That's nonsense, anon. I get them impression that you don't want to play OSR games, just a rules-lite modern D&D.
IMO there should be no party roles, no balanced party. It's not about your character, it's about the party as a group -- that's why old D&D uses a caller.
>>
>>52169816
>that's why old D&D uses a caller.
P. sure the caller only exists because ye olde groupe used to be 20 people large.
>>
>>52169840
That too, but I run B/X for 3 players and use a caller -- it works 300x better. Sounds stupid, but it eases *a lot* the flow of the game.
The caller only works during exploration, obviously.

Besides, I think a lot of people shit on oldschool traps (and secret things, and exploration in general) because they don't write down the formation, what every PC is doing, and have a caller reminding all that to the GM.
Bookkeeping shouldn't be a GM-only task.
>>
>>52169931
Yeah. I think a lot of these retroclones could do with a little chapter solely on party formation, exploration procedures, mappers and callers. More than just a sentence or two. Explanation of all this stuff, how it works in play, why it is important to do and how it interacts with other game mechanics.
>>
>>52169979
Yep, but I feel like most retroclones don't 'get' the original. Someone used to modern rpgs plays B/X, think some shit was broken, some other fine, and decides to publish the houserules used for making the experience bearable for their group. Blam, retroclone.

B/X it's a fantastic game that you can still play by the book, and works a lot better than any OSR game I've tried. A very different play style for sure, but way more fun.
>>
>>52169797

Well mostly I think the reasons why mana point systems are inferior to traditional vancian is basically in traditional you force the player to use a few lower level spells as they go on with their adventure, not just spamming their best spell over and over using all of their mana points. Secondly the stricter daily limit means it's harder to just 'spam' useful utility spells.

Like in DnD terms you can already kind of spam healing spells as a cleric. But if a cleric can only do it a certain number of times per day. If the cleric had a mana bar instead that refilled over time, they would just be spamming it constantly.

>>52169816
>if you want to play OSR you have to play shitty unbalaned OSR

No, fag. I don't. Especially when playing a party of smaller number of players, you don't want them to step on each others toes. It isn't good game design and I don't like it.

>oh but that's not REAL OSR
Fuck off.
>>
Do you like the old 'spells per adventure' system as opposed to daily spell system?

If so, what changes would you make to make low level Wizards less fucking worthless? Maybe even stronger spells, or just start with more spells? Cantrips?
>>
>>52170236
my method is 1 casting of each spell they know per day.
After that, if they want to keep casting used spells, they have to make a 6-in-6 spellcasting check to do it. If they fail, they lose that spell for the rest of the day, plus some other horrible shit might happen to them (like backfires or mutation).
Each time they attempt the check, the chance goes down by 1. At 0-in-6 you've emptied your balls.
You can raise the chance on a check by expending spell components or sacrificing your blood, or living creatures or something of that nature.
You can also cast a ritual version of any spell that bypasses the check (unlimited spell use, basically), except it takes a turn to cast the spell, so it is useless in combat.
>>
>>52170169
>unbalanced
It's virtually impossible to have a balanced party in classic D&D. Agreed, it's meant to be played with several PCs and a variety of classes, but that's it.
Retainers, hirelings and magic items make a party balanced, not PC classes.

>step on each others toes
But they have to? Some have better chances than others at certain tasks, but that's it.
By design, B/X only lets you roll once per task per level (unless attack rolls). This is good and encourages players to interact and try things together.
Having a 'this can only be solved by X class' is lame and restricting, plus it forces the DM to put extra prep work.

>>oh but that's not REAL OSR
I never said that. And what I said came with a big IMO upfront.

Take care of those anger issues, anon.

>>52170236
They are the same, at least in B/X. Adventure = delve. Casters can rest inside the dungeon to recover some spells, too.

MUs aren't worthless, they simply require more player skill. If you want to give them more options, read upthread about extra casts.
>>
>>52170236
Combat spells use the normal daily spell system.
Non-combat spells use ritual casting; taking time and a bit of money in reagents to cast.

Your wizard can open locked doors with knock, but it takes 5 minutes to do so and a handful of copper
>>
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Is it possible to run another edition of DnD 5e, or anyother ruleset in general, in an OSR style even if it itself is not OSR?
>>
>>52170236
Allow wizards to utilize crossbows. Barring that, use class-based damage for weapons, letting the wizard wield that two-handed sword but only deal 1d6 damage at most with it. As for utility, magic users should be the one carrying the light source, keeping an eye out for monsters, utilizing spare adventuring tools in their bag, and deciphering ancient script they come across (higher intelligence means knowing more languages, including dead ones). Spells are nice, but the wizard can be more than dead weight when his slots are exhausted.

Still, if you feel like cantrips are the solution, they can be really fun with creative players. Fond memories of my players using a transmutation cantrip to momentarily turn bags of chalk into sparkly gems in order to distract goblin patrols long enough to ambush them. Then the same magic-user turning the fighter's hair a bright pink because she felt slighted by him later on.
>>
>>52169605
It's a little fragmented, but here are the relevant parts of B/X.

B19:

> FIGURES: If miniature figures are used to represent the characters, the players should choose figures which look like their characters, and should make sure that the DM knows which miniatures represent which characters. The miniature figures should be lined up in the same order as the marching order. When special situations occur, the players should change the position of their figures as they desire. File cards with names on them, pawns, and other markers may be used instead of miniatures, or the marching order may simply be written on a piece of paper.

> SCALE MOVEMENT: If miniature figures are used, the actual movement of the characters can be represented at the scale of one inch equals ten feet. A movement rate of 60' per turn would mean that a miniature figure would move 6 inches in that turn. Scale movement is useful for moving the figures on a playing surface (such as a table).

B26:

> USING FIGURES: Miniature figures are useful during combat for both the DM and the players, so that they may "see" what is happening. If miniatures are not being used, the DM should draw on a piece of paper, or use something (dice work nicely) to represent the characters in place of miniature figures.
>>
>>52171664

B61:

> MINIATURE FIGURES: D&D adventures are more interesting to play when figures are used. Metal miniatures (about 15 to 25 millimeters high) are often used, for they can be easily painted to look like real dungeon adventurers. Many excellent figures are designed specially for fantasy role playing games. These are available from TSR or from local hobby stores. If metal miniatures cost more than the players want to spend, many companies make inexpensive packs of plastic figures. These are not specifically made for fantasy role playing, but can easily be adapted for it. Inexpensive plastic monsters of many sizes are also available in local stores.

> PLAYING SURFACE: Combats are easy to keep track of when large sheets of graph paper, covered with plexiglass or transparent adhesive plastic (contact paper), are used to put the figures on. The best sheets for this use have 1" squares, and the scale of 1" = 5' should be used when moving the figures. With water-based markers or grease pencils, an entire room or battle can be drawn in just a few seconds. When the battle is over, the board may be wiped off, leaving it ready for the next combat. Dominoes or plastic building blocks can also be used to outline walls and corridors. When using figures, the DM should make sure that a solid table top is used, so the figures won't fall over when the table is bumped.
>>
>>52170368
Sure, but it's not a perfect fit. You'd be better off just using a specifically OSR game.
>>
>>52169605
B/X works amazingly well with minis, even if you just use them for accurate descriptions. After all, it's a game that relies heavily on formation (and enemies/traps that bypass it).
A mini takes 5' (melee distance), they move at their speed. Ranged attacks need a minimum 5' distance too. Usually corridors are 10' wide.
I play using a 10' grid for simplicity and works good, but I'm too poor for minis so I use checkers chips.

>>52170368
>>52171712
True. Besides, OSR games tend to be lighter, you only need to get used to the quirks of the rules, not learn new ones. If you want to use 5e:

-simplify chargen. A newbie should roll up within 5 minutes.
-keep it lethal - all actions have consequences. Knowing when to run is a player skill. Keep monsters that bypass player defenses (hp, formation, etc) to keep them on edge.
-keep it swingy - 5e is way too tame, too predictable. Forget about CRs, forget about defaul hp values. Don't spread rolls; for example save or die is one roll, not 3.
-don't abuse rolls on the player side. Rolling should be a last, desperate option, not the default one.
-always roll wandering monster checks
-always roll monster reaction
-always roll morale
-always roll everything else on the DM side. Let the dice surprise you. Bartender male or female? 3 in 6 chance. Hot or not? 2 in 6 chance. Dwarf fetish? 1 in 6. If so, interested in the party's dwarf? 5 in 6.

Remember to keep your players informed - this is important.
>>
>>52171907
The big problem for 5E is hit points. Everything else can be used as-is or replaced by the new rules without many problems, but HP is on a very weird curve in 5E that makes simple monster substitution difficult.

It works fine for low levels where 1d6 kobolds is 1d6 kobolds, but after CR 3 or 4 the hit points get very spongy for both PCs and monsters. For example a white dragon in Basic has 6 hit dice, in 5E it has 200 hit points.

It's still lethal, but it's a more drawn-out lethality rather than picking your fights or suffering from bad luck. The lack of good "running away" rules doesn't help either, but again you could use those as-is from other games.
>>
>>52170236
>Do you like the old 'spells per adventure' system as opposed to daily spell system?
Yes. Fuck regaining spells during play, in any way. Doing it per-session/adventure is much better for avoiding 15-minute adventuring days, attempts to sleep in the Satan-infested pits and similar dumb shit.

>If so, what changes would you make to make low level Wizards less fucking worthless?
None, they're fine. M-Us are calibrated to the expectation of no regaining in the dungeon in the first place. Plus, experience of both the development of D&D over the last 40 years and actually running four different editions tells me casterfags are never happy until they reach total 3E-style retard superiority, and then the game collapses. My response to kvetching about spells per day for the last six or seven years has been "then don't play a Magic-User, you're allowed to choose for yourself, you know" and my game's never been better.
>>
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How many stats should a game have, and what should they do? It seems like there's a major, but often unnamed or unacknowledged, rift between the gamist and the simulationist philosophies. If "Willpower" lets you use more magical abilities, but also inspires you and your party in physical combat, that might make sense in terms of what someone's willpower would let them do in a fantasy world, but also leads to overlap between the caster and the martial classes.

That example's been pulled straight out of my ass but I'm sure you've encountered something similar. What's the sweet spot?
>>
>>52172982

I like DnD's pretty much.

Every other attribute you could think of either goes against the spirit of the OSR style (ie; a perception stat) or could be folded into one of the other stats. Having intelligence, wisdom, and charisma as three magic/mental stats works great for pretty much any magical archetype you could think of.

To be fair, I do dislike the Intelligence and Charisma stats as they step a bit on the whole idea of player skill vs character skill, so in this case I'd keep them but prefer to use them to shit that's not easy to just referee. Also you could pretty simply rename 'Intelligence' to Focus or Magic and Charisma to Beauty or Spirit and it works the same way with less implications on the gameplay.
>>
>>52169605
Heroes & Other Worlds is geared toward tactical hexmap combat.

>>52172549
>attempts to sleep in the Satan-infested pits and similar dumb shit.
But that's a time-honored swords-&-sorcery trope.

>>52172982
You could have as few as two (Physical and Mental/Spiritual), three (ST, DX, IQ ala Fantasy Trip), four (ST, DX, IQ, EN as in Heroes & Other Worlds), five (DCC), the traditional six, or nineteen (Skills & Powers sub-attributes + Comeliness) it's all up to you my dude.
>>
>>52172982
I use the D&D ones as a default, but I merge Wis into Int and Con into Str when playing lite games or introducing it to newbies -to avoid metagaming explaining them, mostly.

However, I find that the default set works better with B/X, where each ability modifies only one or two things, very clearly defined.
I dislike multi-purpose 'make a <stat> check!' abilities.
>>
Is the intro of B1 the best DM advice ever? I say yes.
>>
>>52173507
?
>>
>>52173621
Go read it, it's 2-3 pages. It covers most you should need to run a game in practice, how to handle players, etc. short and to the point.
Plus it comes with a few player tips on the last pages. Snippets:

>1) Be an organized player. Keep accurate records...
>2) Always keep in mind that the Dungeon Master is the moderator of the game, and as such, deserves the continued cooperation, consideration and respect of all the players.
>3) Cooperate with your fellow players
>4) Be neither too hasty nor too sluggish when adventuring.
>5) Avoid arguing.
>6) Be on your guard. Don't be overly cautious, but...
>7) Treat any retainers or NPCs fairly.
>8) Know your limits. Your party may not be a match for every monster you encounter
>9) Use your head. Many of the characters' goals in the game can be accomplished through the strength of arms or magic. Others, however, demand common sense and...
>10) The fun of a D&D game comes in playing your character's role. Take on your character's persona and immerse yourself in the game setting, enjoying the fantasy element and the interaction with your fellow players and the Dungeon Master.
>Enjoy yourself, and good luck!

Better than any Primer, imho.
>>
>>52172982
5:
Physical/Mental
Bulk/Coordination/Persuasion
>>
>>52173799

Good list, except:

>5) Avoid arguing.

Arguing is fun. Could use some elaboration. I'm guessing it means childish bickering, rules lawyering, etc. rather than debating something like where to go or what to do (which is all part of the experience).

>4) Be neither too hasty nor too sluggish when adventuring.

What does this mean?
>>
>>52174007
>What does this mean?
It means that you shouldn't running through the dungeon like an idiot but at the same time you shouldn't spend 30 minutes searching every 5-foot cube for traps.
>>
>>52172982
I like the standard ones; the only changes I'd consider (and which I have been considering) is removing Wisdom and having Clerics key off Charisma (I think this works well and makes sense for both templars and charismatic preachers), and adding a Beauty stat as a new sixth which would be mostly useless, and honestly mainly present to show that Charisma has nothing to do with appearance.
>>
>>52174582
>adding a Beauty stat as a new sixth which would be mostly useless, and honestly mainly present to show that Charisma has nothing to do with appearance.
Comeliness already exists.
>>
>>>52174007 Arguing is fun.
As someone on the cusp of being a functional member of society, I leave you this warning:
I enjoy arguing. It's my favorite form of social interaction. I know people who enjoy arguing, but I do not know very many people who enjoy arguing.
The vast majority of people do not enjoy arguing. Most people would rather not even be in the presence of an argument.

If you are blessed enough to have a group of only people who enjoy arguing, then you are very lucky.
If you have even one member who does not, then dial that shit back half a dozen notches.
>>
>>52174689

This is why a party caller is a good idea. If you have one or two stubborn people who absolutely HAVE to win every argument (making them pointless to even argue with), then at least you have one player who can make an executive decision.
>>
>>52174826
Nah, the caller should only inform of the group's decisions, not take them.
True, it's the player who usually says "we do this and we do it, shut up already" and the GM obliges just to move the game forward, but it shouldn't be like that...
>>
>>52174689
>As someone on the cusp of being a functional member of society,
How's that? Tell us, anon. Tell us.
>>
>>52174826
This, as long as you don't let one of the sperglord players be the caller. If you do, life will be suffering.
>>
>>52174912
>Nah, the caller should only inform of the group's decisions, not take them.

The caller is there to do both. If you're in the bathroom, or you're "not ready" on your turn, or whatever, his job is still to tell the DM what your guy is doing, so the game won't be held up. Sometimes that means he decides for you.
If you don't like how he does that, you elect a different caller.
>>
>>52175241
You know that sensation of pressure in your eyes and strain in your eyelids?
Where you've had to much caffeine, and now your tired but unable to sleep?
Even though it's only 1pm?
>>
>>52175639
Go cold turkey on the caffeine.

It'll be hell for a week or two, but after that you'll feel more awake and less tense than you've felt in a long time.
>>
Is there an OSR with a point buy system?
>>
>>52178061
ACKS class creation system is "point based".
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