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/osrg/ - Old School Renaissance General

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Welcome to the OSR General thread! Sadly, the MEGA Trove is down right now.

>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: >>52180091

Thread Question: What separates a good hexcrawl from a bad one?
>>
I get why they're focusing on 5e in the beginning, but what are the chances of DDB evolving to stretch out into OSR territory with older rule sets and things like that?
>>
As a thalassophobic, I'd love to run a campaign set in Aquasilva (teeny lit fanta-scifi waterworld). I KNOW I can make it terrifying.

What do I need for this? (I use B/X):

>world is 90% ocean, months of travel in organic notSubmarines
>prominent element-based religion stuff, heavy theocratic control
>kinda scifi tech but mostly swords and a few spells
>lots of mercantile and talkie stuff
>sometimes submarine combat
>sometimes tacticool stealth & infiltration
>lost civilizations & artifacts

I guess I can use the naval combat from Expert, but I have no idea on how to turn a dungeon-based game into a political/mercantile/explorey (interesting) game.
Never ran an hexcrawl either, but I'd like to simplify ocean navigation (maybe nodecrawl it instead?).
I'm too used to play D&D like it's Nethack. Halp.
>>
Rate my magic system /osrg/. Casters gain spells per level as normal. These spells can be cast as normal. If a caster wants to be conservative, they can instead roll. In combat, a spell roll is a roll under intelligence test on a d20. Casting a spell like this takes 1 round, and only has significant consequences on a nat 20, otherwise a failed roll is just a failure. A caster not in combat can spend a whole exploration turn casting the spell to automatically pass the roll. Wearing robes and no armour and having your spellbook with you would boost your odds of sucessfully casting in combat. Thoughts?
>>
>>52213336
What's DDB?
>>
meme/52213532

>>52213522
>kinda scifi tech but mostly swords and a few spells
>lost civilizations & artifacts
MUs "draw power" from "stars," ancient artificial satellites. They can't "cast" underground, and many spells fail (or can't be cast) as you go deeper under water.
>>
>>52212619
>Am i making any sense ?
You're also making a mistake.
>>
>>52213532
So:
>No equipment restrictions
>Normal spells/day plus:
>10-minute cantrips
>10-second cantrips that only work sometimes

Why? MUs require player skill. You're removing it. You're making the class meaningless.
>>
>>52213695
It's probably relevant that this is for a homebrew that changes HP for a Song of Swords style wound level system. MUs aren't any squishier than anyone else with their constitution. With that levelled off, classes are mostly defined by what they do well. I guess my thought is that if the fighter can fight all day and the specialist can use skills all day, the magic user should use magic all day.
>>
>>>52213532 a roll under intelligence [...] on a d20
This is why there are people who don't like 3d6 roll under.
>>
>>52213754
I can't tell if you're saying 3d6 roll under is bad or 1d20 roll under is bad or both or something else.
>>
>>52213744
If someone wants to refluff a Fighting-Man's crossbow to fireballs or a Thief's open locks to 'the magic touch," let them.

But the Magic-User's shtick is being highly effective, in exchange for usually being irrelevant.
If you take that away from them, you might as well remove the archetype all together.
>>
>>52213669
Nah, I don't mean from the fluff side -- I'll use someone else's setting to have that covered.
I mean how to make a super-dungeon-focused game work well in a world where there's a hella lot of ocean, lots of talkie stuff, and very little space for underground murderhoboing.
And don't suggest underwater dungeons, everybody hates 'water levels'.

Ancient satellite stars already exist in the books.
Spells are already capped since widespread fire-religion can sense magic and will promptly BURN THE WITCH
>>
>>52213693
In what way ?
>>
>>52213779
>or something else
Thank you for catching that.

I'm mistyped:
>>52213754
*3d6 in order.
>>
>>52213796
Extremely high density of dungeons on land.
You can't go half a hex past port without finding 3 or 4 of them.
Most cities are built on piers a short ways off the coast to get away from all the monsters.
>>
>>52213796
A boat is just a floating dungeon you know.
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>>52213879
That's an idea.
I was thinking about keeping the civilized world dungeon-free (but still have human encounters), and put a megadungeon in 2-3 ancient, forgotten places.
So basically there's mercantile/politics, navigation/naval combat and exploration/dungeons, each in its place -- players decide where to go and what to do.

>>52213943
True, some notSubmarines are described as having a full city-size and I'm expecting lots of piratery and boarding vessels.
I just noticed that the door rules in B/X make lots of sense in a scifi setting...
>>
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I fixed up TheManse game rules here to remove character building and make the game a bit easier to understand.

Any big issues that need clearing up before I can move on and try to get a game with it? I'd like your sage advice on this.
>>
>>52214045
>Any big issues that need clearing up before I can move on and try to get a game with it?
Here's some sage advice: Just get a game with it. That's a great way to hear what does or doesn't work.
>>
>>52214090

Not bad advice. I'm a bit of a perfectionist and I want the game to be *good enough* that people will see it and not be put off by some glaring flaw that I missed.
>>
>>52213522
>>52213669
>>52213796
>>52213879
>>52213943
By the way, is this interesting? I'll (hopefully) be running this weekly and if there's interest I'll clean up the adventures for others to use.
>>
>>52213546
The new DnD online platform. Lots of stat tracking/online handbooks, etc.
>>
posting best OSR definition;

A game or supplement is OSR if it's one or both of the following;

1.) an edition of D&D(or AD&D) published by TSR Inc(certain other games published by TSR are also counted)

2.) is broadly compatible with any TSR edition and/or anything else calling itself OSR


or to TLDR it;

>A game or supplement is OSR if interchangeable with OSR and TSR D&D.
>>
>>52214202
Sounds cool.

You could also have some dungeons be archipelagos with strong tides like pic related but larger/deeper depending.

The players needing to figure out what the phases of the moons and how to get enough pumps/excavation equipment to the dungeon and setting it up, defending it, etc. could be part of the hex crawl. Like they come across a mostly sunken wreck and can't explore all of it at once, but have to come back with different gear, more experience, etc.

Could be a few floating/flying dungeons kicking around too.
>>
Gimme some evocative character types to replace the standard classes.
In the genres of low fantasy and/or gothic fantasy.

Stuff like Conan, Solomon Kane, Warhammer/Mordheim, Darkest Dungeon, etc
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>>52214409
You post this every thread. Why? Do you have nothing better to do than to try and start pointless arguments?
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>>52214820
Vampire
Cultist
Rat-man
Witchfinder
>>
>>52214853
It horrifies me to think it, but maybe that anon actually believes that it's the best definition and hes doing everyone a favour by posting it.
>>
>>52214853

I think he's trying to prevent pointless arguments. It might work, unless you count you and me talking about this right now. I wouldn't, though.
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>>52212965
I don't mean to be a shill, but what do you guys think of Maze Rats? I've found the tables contained within surprisingly useful. I don't like the concept of only having 3 stats, but it actually seems to work pretty well.
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>>52214923
Here's the PDF, I forgot to include it in my post
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>>52191467

Hey, this pdf is neat. I like the Fencer, Kobold Keeper, and Follower of Icarus the most so far. Some of these need some playtesting or tweaking, but there's a ton of cool ideas.
>>
>>52213336
they might do it if does well

maybe
>>
>>52212965
for reals, time to think of another way to host besides Mega.

How often does the trove get updated. Daily? Weekly? Monthly?
>>
>>52215354

It's not been updated in many months. TroveGuy's been incommunicado for a while now.

From what I've seen, Mega is no worse than other sites when it comes to responding to takedowns, though.
>>
>>52215397
Time for a torrent or magnet link then. Esp if the content is static. Does anyone have a full archive or a partial?

Or is it time to start over?
>>
>>52215465

Backing it up on Mega is pretty simple - make a free account with some throwaway email, import the whole thing, and you're good. Somebody's bound to have done it, we just have to wait for them to show up and link it.
The content isn't really static, though, it just became that way when updates stopped being processed and filed away.
>>
>>52214923
As someone who grew up playing Advanced Fighting Fantasy, I'm totally cool with 3 stats.

This is a great ruleset for very quick pickup games. I wouldn't run a campaign with it, but i would use its tables for a campaign in some other ruleset.
>>
>>52214923
I like it, but it's really a story-type game like Fate with some of the names swapped around to make it feel more OSR-like.

It does work though. It's got excellent ideas. The layout is extremely well done. The tables are worth stealing.
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>>52214820
The Darkest Dungeon classes hit pretty nearly all the good archetypes, so I'd just use those.

>>52214045
Looking good. Now just run a game with it.
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>>52203774
>I like the way you do your spells but I feel like knock is a shitty spell no matter what because how it overtakes the thieves purpose in the party.

>Or does Knock maybe open things really loud and sets off traps/alarms so maybe it's still useful to have a sneaky rogue after all?

So Rogues, in this system, a properly sneaky. They also get a weird ability that lets them retroactively declare what they've got in their pockets, so they can go "Aha, but of course I have a crowbar, a collapsible ladder, and a lady's skirt."

Also, knock /flings/ things open. It's a violent spell. It's going to attract wandering monsters and break delicate treasures and all that jazz.

And if you think it's boring or bad, you can generate a new spell from the d100 Orthodox Wizard Spells.
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>>52214864
Rat-man as in "rat-catcher" or rat-man as in "skaven"?
>>
>>52214202

I think it's interesting. I'm curious if you've every read Harry Harrison's West of Eden, or played the Geneforge series of games.

West of Eden is a "what if" science fiction novel where dinosaurs didn't go extinct, and eventually evolved into sapient beings who adapt living organisms to become tools. The central conflict is between the paleo/neolithic humans and the dinosaur people.

It's not what I'd call "up to date" with its science, but I've found it fun enough to re-read every couple of years.

The Geneforge series explores the ramifications of the creation of artificial living beings by wizards called "Shapers". It has some clear homages to West of Eden, and when I first played it, felt like I'd met the one other guy who was a fan of the Eden trilogy.

More thought-coal for the idea-forge: Large sea going animals with islands on their backs. Dungeons could be built onto these moving landmasses, and monsters could be the creature's parasites, extensions of the creature itself, or other organisms adapted to symbiosis with the creature - to say nothing of critters deliberately placed there as guardians of the artificial structures.
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>>52216414
>Harry Harrison's West of Eden

Poor Harry. He spent so many years working on that series, planning it to be his magnum opus, and by the time he had it ready to go to the publisher, there had been several big changeups in the sciences, and dinosaurs weren't cold blooded anymore, and his whole trilogy looked dated before it even hit the shelf.
(Also, his portrayal of stone-age societies was a full-on early-20th century "Big Man Rule Tribe, Hit You With Stick!" theme, but that view had already been discarded as simplistic when he started, so that one's more his own fault)
Still pretty good books, I've read 'em twice. I really like how weird the dinosaur folk are.
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>>52214853
it's actually supposed to prevent arguments as >>52214892 notes

>>52214923
I love some of the stuff in it, but it's also way too simplistic for me to run, if I want a super simplified OSR system I'll use either Microlite 74 or Whitehack

>>52215354
MEGA is the best site unfortunately, all the other ones are way too slow for either uploading or downloading and/or filled with popups and ads to be any good, and Torrenting is too reliant on other people seeding it to be any good for our purposes, just have to keep going with what we've got
>>
>>52216607

In a way, it's endearing for its "time capsule" of incorrect ideas, and it takes those incorrect ideas in a grand and interesting direction, which is the goal of good speculative fiction.
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>>52214820
>>
>>52216207
Could be both.
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>>52217129
Why is leprosy so ridiculously contagious? 5% chance per day?
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>>52217322
Pretty sure most people can't even get leprosy IRL.
>>
>>52215609
I get that, but we could update the torrent, idk, Monthly or something. It's just a good backup for when the trove (inevitably) goes back down.
>>
>>52217374
Not as much anymore since it got cured and such.
Hope you weren't planning on writing a book or anything with leprosy as a major aspect of the main character that drives a lot of his psychology and beliefs because that'd be super awkward and kind of moot.
>>
>>52217406

Getting rid of the bacteria that causes leprosy is easy. Fixing the nerve damage caused by the untreated leprosy is not.
>>
>>52217423
Oh yeah, thought that went without saying.
Not like you can just graft an arm back on after it plops off.
>>
>>52216207
I was thinking Skaven, since one of the prompts was mordheim. I was trying to think of classes from the video game adaptation that would work as OSR classes that werent already thief, cleric, fighting man, or MU. Those classes are surprisingly broad once you start to really apply them.
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>>52217374
You'd really have to work at it.
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>>52217446

It's not that, that happens when you hurt yourself and it gets infected with something else (and you didn't feel it because the bacteria that causes leprosy damages your nerves, among other things, making you unable to feel pain) and then eventually rots off due to necrosis.

Advanced leprosy is horrifying.

But >>52217322 has a point. A 5% chance per day is a little silly. It's not hugely contagious, though you're much more likely to get it by being around someone who does have it (transmitted through bodily fluids, by the way).
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>>52217562
Unless they, say, wear a metal mask, deliberately isolate themselves, and wrap their body in bandages...

5% chance per day is a 30% chance per week or an 80% chance per month. Over a year, it's 99.99+%

Hell, let's assume the chance of getting leprosy is halved to 2.5% (because you still have to make a Save). That's a 16% chance per week, 53% chance per month, and a 99.99+% chance per year.

Damn. Harsh.
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>>52217640
Now admittedly, I'd give PCs in my game a >5% chance of outright death per day (usually horrible, violent death).

But it's not one player inflicting this on the others by virtue of the character they chose. The party isn't "Fighter, Thief, Wizard, Exploding Death Man." Everyone has a more or less equal chance of ruining their own life and the lives of others.
>>
>>52217640

>Harsh

Yep. Now, I don't exactly know what the wikipedia article means when it says:

>The greatest risk factor for developing leprosy is contact with another case of leprosy. Contacts of people with leprosy are five to eight times more likely to develop leprosy than members of the general population.[23] Other risk factors are poorly understood.

They don't exactly enlighten one on what the base risk chance is. However, these links are slightly more enlightening:

>http://www.leprosy.org/leprosy-faqs/
>https://www.cdc.gov/leprosy/transmission/

I think that bit in the second where it states that "Prolonged, close contact with someone with untreated leprosy over many months is needed" is pretty clear that 5% is probably too much.

Granted, we aren't trying to model or simulate reality in any way, and it might be more fitting to have the higher chance because people believed it was a spiritual corruption, and not a germ, and obviously, in a fantasy setting this could indeed be the truth.
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>>52217731
>Exploding Death Man (EDM)
XP, HP and abilities as per rogue, but reverse saving throws. Start off insanely high and every level get worse.

Once the EDM has failed 2 Saving Throws in a single day of adventuring, he perishes and causes his Maximum HP in damage to everything nearby. The radius of this explosion in feet is equal to the EDM's level x3.
>>
>Exploding Death Man.
I need stats for this archetype.
>>
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>>52217759
That's true. Deliberately associating with a leper, if it's a spiritual illness, and robbing tombs together seems like a great way to get infected.

But the whole "One PC's class punishes all the other PCs" shtick is lousy. It's asshole bait.
>>
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>>52217788
>>52217793

First, I'm delighted someone posted rules before they were even requested.

Second, yes, this is going in my Table of Hirelings.
>>
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>>52217827
The way I see it, the EDM is a gimmick character. It starts off moderately safe and even better than most classes. It progressively becomes more risky, and there comes a point where it's a pointless danger to everyone.

I imagine that somewhere in every setting that contains Exploding Death Men, there is a lone temple. A solitary refuge in the deep mountains where high-level Death Men sit in quiet contemplation of their life. They trade stories and tales and live the safest lifestyle they can manage.

They can pass quietly from this life without incidence, but if one perishes due to adventuring mishaps or extreme violence then the entire temple is destroyed in a massive chain reaction of Exploding Death Men.

Such is the fate of the Death Men.
>>
>>52217788
Other ideas:

If traveling in a party, there is a 5% chance per day that a party member will wake up with unpleasantly damp socks.

If an EDM lights a fire or is dealt fire damage, they must make a Save. There is no penalty, other than exploding if 2 Saves are failed in the same day.
>>
>>52217795

I agree with you there. Not even the 1e DMG is this harsh. Just going with the 1% base monthly chance, and the +10% for contact with a carrier, that's still only a base 11% chance per month as opposed to >>52217640 this kind anon's 80% chance per month.
>>
>>52217880
For a vast sum, you can hire a very old Exploding Death Man. He will travel in great secrecy in a covered and padded wagon. Then, he will walk into your enemy's city. He will go to a city square and, very carefully, drink two potions. The first is a biomancer brew that increases HP a hundredfold, but inevitably leads to death within hours. The second is a small vial of slow poison, the kind of poison that needs you to make a /lot/ of Saves.

There are craters all along the High Spine mountains where cities once stood.
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>>52218129
ACTUALLY actually I'>>52218129I FUC

i meant to only flip-flop the magic saves because i like them only blowing up on fire saving throws

fixd
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>>52218170
>>52217921
>>52217788
>>52217793

What are the Marks and Signes of an Exploding Death Man?
>>
Blood in the Chocolate When?
>>
>>52218326
>wanting gimmicky weight-gain fetish material

wew lad
>>
>>52218170
I'd say, 4 failed saves in a day with fire counting double.

Either way, keep all saves reserved. It's more flavorful.
Their shtick is supposed to be that they're really good at low levels, but less worth it at mid.
Also, maybe start them at 2 HD?

Also also, fixing the explosion range makes them less menacing to cities.
>>
Fuck Blood in the Chocolate, Vacant Ritual Assembly When?
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>>52218228
THIS BE THE ACCOUNT OF ONE JOSEF INGSGRIDDR

I, SCRIBE ASTORIL OF THE LUNAR TOWER GIVE TESTIMONY THAT THE WORDS CONTAINED IN THIS ACCOUNT ARE SIR INGSGRIDDR'S AND SIR INGSGRIDDR'S ALONE

T'was in the southern.. The far southern marshes that I first met one of those men. His skin was like ash fer it ne'er saw sun, and he applied a poultice to his hands and feet e'ery morning without exception. He said t'was to thwart errant embers about camp. At the time I couldn'a think of what ere he meant, but at a time that was later I came to appreciate such caution.

One night, when we scarce had an extra log to burn he came to sit by the dead remnants o' our cooking fire. We spoke at some length about his homeland and where precisely he was from. The man pulled back his long, matted hair and showed me something that, to this day I will'na e'er ferget. A glowing rune the size of a closed fist. It shimmered in the darkness, and e're I got a good look, he co'ered the thing once more. I learned that such is the sign of his kin. His cursed relatives. The Exploding Death Men.

All such creatures carry this mark somewhere on their body. A glowing sign that burns in the darkness, and that pulses with hunger e're the man grows close to flame. Some have it upon their hand where they keep it exposed so that they might be warned when danger approaches. Some are not so lucky, and tend not to live so long.

That first man was a courageous soul. He was mortally wounded by the poisoned arrow o' a Saurian in the wetlands, and staggered towards them with a sudden speed. I was pulled from the fray, screaming curses at the scaly bastards when I saw that dying man pull free somethin' from in his jacket. Sparks took catch on his clothin', and he burst into flames. A moment later, a deafening roar took my hearing for two days. Ten paces abreast was the crater he left behind.
>>
>>52218228
Turbans and Kebabs.
>>
>>52218170
>that creation

This is why I love you guys.
>>
>>52218369
p sure it's been in the trove for ages
which doesn't help now admittedly, but it's around at least.
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If bozos can start demanding stuff, did no one pick this up? Some countries don't have free rpg day.
>>
>>52212965
Trove is down
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>>52218458
Thank you for helping out the people who [check the replies to OP] but who [weren't in the last thread] and [don't check the OP].
>>
>>52218386
Thanks m8.

I've got another hour to burn, I'll do another shitty class mspaint project or a 1d20 table if anyone has a request.
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>>52218384
... the anthropothagi, with heads sunk into their chests. But to further south, one may find wandering men with grey skin. Some say they are a tribe cursed by all the gods. They rub their hands in cold grease that does not burn, and wear thick robes even in the sun's heat. Fire, above all else, they fear.

This tribe is cursed, it is said, to kindle in flame. They have cautious, solitary habits. They pray devoutly, but no god will hear them, they say. Should fire ever claim their skin, it is said, they shatter outwards like a wizard's fireball. An old man might claim a village on his death, or a city.

Many caravans hire such cursed men as guides, for they wander many strange paths. The desert tribes will not kill them, for it is said anyone who slays a cursed one will be himself afflicted, and all his children, and his children's children. Sorcerers of that region prize their blood, and hire them as servants.

If you travel to the east, you come to the land of the serpent-men, who...
>>
>>52218498
Narcoleptics who can mess with die rolls as a class ability.
>>
>>52218498
Ooh!

1d20 Minor Demon Servants of a Sorceror King
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>>52218170
>>52217788

Also, I hope you don't mind if I write up this idea on my blog in a slightly different format.
>>
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>>52218170
>>52218384
>>52218513
https://vid.me/m8k8
>>
>>52218326

I've kept an eye out, but I haven't seen a scan anywhere yet.
>>
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>>52218522
kay

>>52218535
I can do that
>>
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>>52218810
You got a blog where you post this nonsense?
>>
>>52218552
Go for it, my dude.

You can throw me a mention if you want over at http://www.occultesque.com/ but I wasn't gonna post any weird class stuff there yet. I'm saving up all my little creations for a later compilation thing. Also, it's not even my idea,
>>52217731

had it first.
>>
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>>52218838
Yeah, but see, it was a throwaway line I had. I briefly debated between "Exploding Death Man" and "Constantly Shitting Man", but decided to take the highbrow route.

Anyway, bookmarked. I'll add it to the blog list on my blog... once I figure out how to do that.
>>
I am hoping to run a Lotfp game in the future and looking over the game rules and have a question for those who have run this system. It says that a starting magic-user gets read-magic and several randomized spells.

Do you follow the randomized spell rule, or ignore it?

And how do you all handle the wizard needing to spend time studying spells, researching new ones, and crafting scrolls/potions.

and how can I handle that in a hexcrawl. Is it too dickish to stop them from doing these things until they reach a suitable settlement or city?
>>
>>52219163
>Do you follow the randomized spell rule, or ignore it?
I don't play LotFP, but I think that a good approach to spell selection is to let a player roll twice and then pick the result he prefers. That way, he has some choice, but he can't just pick any spell he wants.
>>
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>>52219188
I guess it also depends on the campaign style and the expected death rate. If only an exceptional magic-user is going to survive 1st level, it's much less important to optimize spell choices, and much quicker to just roll and go with it.

As for the downtime thing, a decent rule is that for every 1 day in the thick of things, plan for 3 days of downtime, prep time, or rest "in town". An adventurer's life is short periods of deadly dungeon crawls or whatever followed by naps, hookers, and buying clean shirts.
>>
>>52217827
>Table of Hirelings
Would you mind posting, or at least sourcing it?
>>
>>52219270
It's pretty much the race table from earlier
>>52189648

With the career options from pages 3-5 of the attached PDF.

Hirelings have generic stats, start with Morale 8 (10 if they are paid a signing bonus), and start with their career's item and weapon unless otherwise equipped.
>>
>>52218535
Done.

>>52218832
Yeah, not sure if you caught it but I usually post my nonsense over at http://www.occultesque.com/
>>
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>>52219372
Excellent work.
>>
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>>52219372
Whoops, here's the clean one with the autocorrect reminders gone and the blank white space at the bottom chopped.

Twice tonight I've uploaded the pre-cleanup image. I'm on a roll.
>>
>>52217880
But all OSR classes (outside core books and a few wxceptions) are gimmicky.
All the classes you'l see posted here are a one-off thing created to be played as a half-joke, and never reach 2th level.
>>
What's the point of having a OSR blog?
>>
>>52220544

Having a platform where you can force people to read your shitty worldbuilding and rule snippets.
>>
In B/X, by the book:

-Can memory loss change your alignment?
-Can mind control override it? Does the controlled char get a save or something?

Page ref. if you can, pls.

Out of the RAW - could you use alignment as a 'instinct', or default player reaction? Seems useful to have these in games with lots of gotcha moments.
>>
Anyone can share his personal Trove copy so I copy it as well?
>>
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Has anyone used the 'spell learning' rules from Last Gasp or something similar?

Basically;
>First time you try to learn a spell roll [dice]
>Get bonuses for spending more time researching it, paying money, sacrificing rare ingredients, mini-quests, having a laboratory, etc.
>Depending on how you roll, you may not learn the spell. Either can never learn the spell or try again next level?
>Also depending on the roll the spell may be better or worse; require more/less components, be in a higher/lower spell slot requirement, maybe gain some permanent mutation/mark of the spell on your Wizard for flavor, etc.

This rule seems really interesting to make each MU unique, but might also slow the game down a lot and might inject too much randomness onto the MU's plate. What do you think?
>>
>>52223265
Not entirely related, but I still don't really get what timespan does mechanically in D&D to incentivize you to plan carefully. I know that you can run out of money and get older, but those things bite you in the ass after such a long time that it probably doesn't matter for 95% of campaigns.
>>
>>52223265
I've written something similar, though a lot less harsh.
It essentially boils down to a x-in-6 check, with x increased by how much money, time, components, etc you throw at it.
If you fuck up, then you can try again next level. It is a good money sink for m-u's and tends to be done during downtime when other players have shit to do as well.

No limit to the amount of spells you can try to learn each level, but it costs more and takes more time if you research from scratch. Finding scrolls and spellbooks speeds it up considerably, which is the impetus for an m-u to adventure instead of study all the time.
>>
>>52223964

But how do you feel about the spell actually changing for each MU? As in some would have a little extra power in it, others may need a component because they aren't talented with it, etc.?
>>
>>52224578
I think I already have DCC's Mercurial Magic if I care that much about special snowflake spells.
>>
>>52221608
>Can memory loss change your alignment?
Referee fiat. But probably "no"
>Can mind control override it?
Usually? Depends on exactly what you're controlling.
Charm Person couldn't do it, since that just causes friendship.
>Does the controlled char get a save or something?
Probably says in whatever spell.
>>
Out of curiosity, does LotFP have a program where you can redeem a PDF copy if a book if you buy a physical copy elsewhere?
>>
Two questions. Is AD&D 1e worth playing? What is the best version of basic.

As for the OP I do a hexcrawl. I'm 4 sessions in and so far the players are having a good time, I just took a place dumped it full of points of interests and stuff I wanted to do at each spot, wrote 2 sticky notes worth of prep work and then I wing it when they get there.
>>
>>52228440
>Is AD&D 1e worth playing?

The DMG is probably worth a read, but I'd say it's too much complicated stuff.

>What is the best version of basic.

B/X, aka Moldvay/Cook, is the best D&D TSR released, hands down. 14 levels of well built dungeon crawling goodness, with no overdesigned bullshit.
>>
>>52228512
I've only ever played B/X and I own the Rules Cyclopedia, but I've wanted to see what was in the crazier books of BECMI like Immortals and such.
>>
Redpill me on the blood war
>>
>>52228440

>AD&D 1e

No. In fact, I'd avoid AD&D on the basis that it's easier to introduce AD&D stuff you like to B/X than it is to pare AD&D down to a simpler ruleset.

There's also the issue that AD&D has inconsistent ability scores that range from practically useless to overpowering.

That being said, the DMG is full of stuff you can use for inspiration, and the monsters should be fairly easy to convert.
>>
tunnels & trolls 7th edition or deluxe for first game?
>>
are the class hack and the race hack for the black hack good hacks?
>>
>>52229145
They're both pretty good, and I appreciate The Race Hack's inclusion of dragonborn (called drakes) and tieflings for my players coming from D&D 4e and 5e.
>>
>>52229318
care to post them? the trove is down atm
>>
>>52229145
IIRC Class Hack 1 was shit, Class Hack 2 was good, and Race Hack was okay.
>>
So, if you play B/X strictly btb, you declare intent...

(A) When you can do shit! (but spells and retreats before initiative is rolled)
(B) Before initiative is rolled.

I can't find anything supporting B, but all grogs seem to play that way.
>>
>>52229502
https://mega.nz/#F!H5UiXBrK!ePrZTJ4uEN8iWQPij1T_ow
I'll have to see about getting a copy of the trove up as well.
>>
>>52228440
>Is AD&D 1e worth playing?
There's a lot of good stuff in AD&D that's not in Basic, but there's even more bad stuff.
You'll need to excise parts of it too make it work.
>What is the best version of basic.
Holmes Basic is OD&D, not Basic.
B/X is the definitive Basic.
BECMI is B/X with silly putty smacked against the high levels.
RC is BECMI with the worst offenders filed off.

>>52228599
Immortal is full of garbage, and Champion is honestly pretty tame.
What you want is the Master Rules. For a taste of that, c >>52195928
Note that Mystics cap a level 16 but, between their advancement penalties and outrageous powers, Mystics keep up with a normal party until you get to Immortal Rules.
>>
>>52223314
Bumping this question/musing. I'd like to know if I've forgotten something.
>>
>>52228895
Law versus Chaos is a bigger deal than Good versus Evil.
The only Evil in the blood wars are the Yugoloths, who play both sides at their own expense.
Also Great Wheel and 2-axis alignment are garbage.
The former is only popular because of Planescape:Torment and Tony DiTerlizzi.
>>
>>52228440
>Is AD&D 1e worth playing?
AD&D is very unpopular in /osrg/ but wildly popular in other parts of the internet. My impression is it's generally less popular with newcomers, more popular with older grogs.
>>
>>52228599
If Immortals ever becomes a feasible ruleset for your campaign, do yourself a favor and switch to Godbound at that point.
>>
In B/X, I think declaration before initiative is the default for group initiative. PCs only decide on their turn if individual initiative is used.
Correct?

>>52229523
Also, in what situations you'd have to declare action before initiative? only when casting a spell, right?
>>
>>52228895
>>52230394
Planescape, like Ravenloft, is one of those setting that would be a lot better without all the D&Disms
>>
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>>52212965

> What separates a good hexcrawl from a bad one?

A hex-free map for starters. Come at me.
>>
>>52224578
that is not for me, though I didn't mind DCC's mercurial magic.
I don't think I've ever had a M-U complain that their spells aren't unique enough.

I am of the opinion that mechanics should play fast at the table. Anything that slows things down - even during downtime for shopping/leveling up/etc - without a commensurate fun payoff should be avoided.
>>
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So it's 1300, give or take.

Two relatively major kingdoms have gone to war for the usual petty reasons - land, plunder, prestiege, and the love of fighting. The two kingdoms share quite a lot of history and most of the same language. Both sides have battle wizards, though the wizards usually answer to local barons and dukes and not to the king. They cast spells like "fireball" and all that, not "raise dead" or "explode city".

The PCs are far from the war, but they are in one of the kingdoms. What sort of interesting things are happening in the war that could affect their lives?
>>
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>>52231628
Well, obviously you don't give your players a map with hexes on it. That's silly.
>>
>>52231628
>that happy little sea serpent

I'm sorry, I'm far to distracted by the cute.
>>
>>52231823
>Oh hey, a continent!
>Neat!
>>
Hey, I'm going to be running a Westmarch style campaign soon, I've already built a lot of my content and have opted for a combination of random encounters and a task/hazard system like the One Ring cubicle 7 rpg, all I need now is a decent hexcrawl ruleset. Any suggestions?
>>
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I know it might be heretical to say this but: is it me or is Zendikar, a setting from Magic the Gathering, perfect for old school-style play? I know it was already designed to evoke the feel of D&D (and got a small conversion PDF for 5ed) but it just scream 'oldschool super deadly sandbox' to me.
>>
>>52232319
>oh boy oh boy I hope I can make lots of friends!
>>
>>52231708
>So it's 1300
>post picture of around 1600
>>
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>>52232390
Ah, but you see, I am /very/ lazy.

And at least I'm posting images.
>>
>>52232463
true, and they are nice pirctures i must admit...
>>
>>52212965
>What separates a good hexcrawl from a bad one?

Never give the players an omniscient view of the world map.

Have at least 1 keyed location encounter per hex (either tethered to a road/river or off of one) in ADDITION to your points of interest (which aren't necessarily in equal ration to the number of hexes).

If NPCs "know" where points of interest are, have them describe the surrounding terrain in dialogue and let the players figure out their tracks.

Give them in game rewards for doing write-ups and map drawing for the rest of the party.

These key location encounters don't need to be complex, but ideally should be multifaceted and it's information should be organized in this fashion:
http://thealexandrian.net/wordpress/35180/roleplaying-games/the-art-of-the-key

Let your players decide out of game where they'd like to go before the session starts, that way you don't have to write a shit ton of content.

Gather a bunch of random inspiring images like this: http://www.drivethrurpg.com/product/201214/INDEX-CARD-RPG-Vol-1?filters=0_0_44228_0_0 and draw three random images and then create an encounter , NPC or dungeon out of that.

Have a hexcrawl ruleset that's right for your group. Some like more fiddly bits, or you could run it RAW.

Random encounters should not be combat encounters exclusively, and should have their own ecology. They might encounter a wandering Samurai wight, he'll probably attack anything living, but maybe he's holding a key or a piece of map or even a book that leads to other adventure.
>>
>>52232377
There's a short, free PDF on WOTC's website of Zendikar stuff statted for 5e and setting information. I'm sure there's stuff in there you could easily convert.
>>
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>>52232493
Are hexcrawls better as topographical maps like this...
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>>52232589
Or as "broad stroke" terrain maps like this?
>>
>>52232557
I know, hence:
>(and got a small conversion PDF for 5ed)
>>
>>52232613
Personally, I think broad stroke maps are better for any hex 6 miles or larger, and topographical maps are better for "crawling".
>>
>>52232377
Crazy weather-terrain notwithstanding, Zendikar is pretty similar to the by-the-book OD&D setting.
>>
>>52232377
>>52233038
Hell, I'd love to run a game during the Dominarian Ice Age or on Sarpadia or Uragotha. Zendikar is fine for OSR as long as you avoid the Eldrazi.
Other worlds that might work:
>pre-AVR Innistrad
>pre-/post-Kami War Kamigawa
>the original Ravnica block
>possibly Theros
>Grixis
>Bant
>Esper
>Lorwyn and Shadowmoor
>>
>>52233038
You gotta admit the whole crazy terrain angle make for a simple, but extremely efficient gimmick with immense potential for all sort of encounters, dangers and dungeons.
>>
>>52232493

> Have at least 1 keyed location encounter per hex

Reality check: a 26 × 46 grid has 1196 hexes.
>>
>>52233296

With standard 6 mile hexes, that's pretty close to the size of Virginia. Pretty massive, I'd start with something a lot smaller.
>>
>>52232483
I do my best.

Anyway, got any advice on?
>>52231708
>>
>>52233296
I have regions with larger CR challenges within them the further they get away from the township. Depending on your borders, most sizeable regions will have anywhere from 40-60 hexes, it's not really that difficult write up a paragraph for the immediate region in which your players. And you probably don't have to key every terrain type. Large bodies of water probably don't have a lot going on in them, unless you want to run a Pirates! game. Keeping in mind that even in a crows nest, you're probably not seeing any further than 4 miles in any direction.
>>
>>52233394
That's about as small as you can get while still being large enough that your party doesn't dive off the map.
>>
>>52233480
The diving off the map problem is easy to solve. Just give them excellent reasons to stick around. Give them a tiny castle on a hill and a couple of serfs and the PCs will never stray far.
>>
>>52233521

Increasing the danger as you near the edge of the map works even better.
>>
Tremorsense isn't busted to have, is it?
I was considering giving a spiderpeople race tremorsense (to perhaps only 10 feet) to simulate how web-spinning spiders detect prey through vibrations in the ground/webs.
>>
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>>52233538
Well yes, but then it feels like an invisible wall. If the PCs want to go, they'll go.
>>
>>52216610
Idk, a couple anons with seedboxes should be able to permaseed it basically forever. If a mega (full or partial) trove comes back up ill try to mirror it as is. And add things after the fact.
>>
>>52233609

It's not a wall, though, it won't stop them if they're determined suicidal, but it's an unintrusive way of saying "don't go past this region over here until you're all higher level, when I'll have had time to map more."

In my experience nobody just makes a beeline for the edge of the map anyway. If they did I'd sit 'em down and talk to them about the gm workload and about how much prepped adventure is waiting unused behind them.
>>
>>52233612

What happens when the seedboxes' hosting company get DMCA takedown requests?
>>
>>52233961
they ignore it like all the other DMCA stuff they ignore

idk if most of these out of date publishers will even pursue it, maybe some of the more recent stuff, but if the mega can stay up as long as it does im sure a magnet link can.
>>
>>52233480

26 hexes is a bit more than you need, that would take a bare minimum of 6 days to cross given totally ideal travel terrain, and for starting parties a 3 day expedition is hard to pull off. 46 is 11+ days, or WAY too much. Five days march into the wilds is a lot of ground to cover.
Also, you should put the big peaceful no-fun empire which clears its wilderness with armies on one side of the map. That way you can put your party's hometown/base of operations just past the border and the reach of their legal system, so all your prep is piled on the other side in front of them. This lets you put up to 25 of those 26 hexes between them and the unexplored edge.
>>
What does everyone think of using experience point penalties as a balancing mechanism? I know people are divided on level caps, but how about things like a -10% XP penalty in exchange for getting to roll on a minor psionic power table?

I feel like I'd take a 99% XP penalty in order to get a bunch of stuff, but...I want to work it out somehow.
>>
back with updated character sheet for Lotfp. I tried to automate as much as I could and improve the over all look.

http://www.mediafire.com/file/s9r4olmpkol68o7/LotFP_Automated_Character_Sheet_and_Stat_generator_Mark_2.xlsx
>>
>>52232493
Quietly chuffed that I had come to basically the same conclusion (outlined in part 2) on my own. That is how I format room descriptions and it works really well.
>>
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>>52234934
Go read Eldritch Sorcery beat you to it, me friendo. At least for Fighting-Men and Thieves.
Fighting-Man: -1 follower per psionic ability, -1 strength per 4 psionic abilities
Magic-User: -1 level of slots for the first psionic ability known, -2 for the second (-3 total), -3 for them...
Cleric: lose spells as a MU, also Turn Undead at one level lower per psionic ability
Thief: lose strength and followers as a FM, also -1 dexterity per four psionic abilities

Psionic combat has ten attacks per round, before initiative.
Super lethal. If you rolled poorly for PSPs at char gen (or spent PSPs liberally) then character is a write-off.

Speaking of psionic combat, 1-in-6 wandering monsters have a psionic in their group if the PCs include a psionic.
A further 1-in-6 (so 1-in-36) roll off a special table... that doesn't scale to dungeon depth.
3 mindflayers on the surface level of the dungeon? Sure, why not?
>>
>>52234934
>>52235660
Bear in mind, this is an OD&D supplement.
You were probably expected to use Greyhawk, but it was intended to work without it.
Either way, lowered Prime Requisites mean losing xp bonuses (or gaining xp penalties).
>>
I was reading the above posts about hexcrawls and not letting the players see the whole map. It got me thinking about what I'd do for my future hexcrawl. which would would seem better for an IRL table game.

A) give them a blank sheet of hexpaper they can fill out as they travel, or B) Never let them see hexes at all, but I know which hex they are on.
>>
>>52214892
What makes me sad is that people, like the guy who was making an entirely new system based on reverse engineering rougelikes would be discouraged from gaining good system notes from these threads or getting good constructive criticism on it.
>>
>>52235660
Fuuuck. No wonder old-school psionics was terrible. Psionic encounters meant one of the side's heads exploded before there was even a fight, it seems like.

It's somewhat counter to what I'm trying to do but many thanks for the PDF. Ideally I'd like psionics to be able to augment a PC's Charisma, not reduce their follower count - things like subtly manipulating people into liking them, in addition to the usual telekinesis, etc

I'm thinking I should stick to randomly rolling for psionic abilities, like the rest of old-school chargen, but perhaps tack a small XP penalty on to represent having to focus on having an extra skill to keep sharp.
>>
>>52229125
Deluxe is more grounded and up-to-date
7.5 is more high fantasy.
>>
Goblins or kobolds?
>>
>>52236166
there's a reason why when people ask about OSR Psionics I recommend just reskinning the existing Magic systems instead and having Psionics be a pure fluff thing, much less of a headache for all involved
>>
>>52237259
Gobolds.
>>
>>52237259
Koblins.
>>
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I just found pic related. It looks like B/X but it's clearly not - printed in '91 but that's just the spanish translation, I guess. 71 pages.
It comes with some cool tips for players right in the class description, covers 5-6 levels (Epic6 champaign?) - but thief looks even crappier than in B/X. Charisma has -3 to +3 on reaction rolls. Lo and behold, it actually EXPLAINS THIEF SKILLS.
Equipment table includes weight and variable damage, includes extra stuff like mules and belladonna. Encumbrance not simplified by armor like in B/X (why?).
It seems like the MU can copy spells and the like, I haven't read that much yet.

Someone familiar with this? Any other major changes with B/X? Will it be fun for a B/X grog?
>>
>>52237843
looks like "The Classic Dungeons & Dragons" version. Was basically an intro to Rules Cyclopedia, from levels 1-5.

Specifically rewritten for introducing new players. Presented like a semi-boardgame. Came with dice, a handful of plastic minis, some paper minis as well as a dungeon master's screen. Also a sample dungeon with fold out battle map.

Couldn't tell you any rules differences though. I have the alternate release (different box art) but never bothered to read it.
>>
>>52237843
Alignment was translated as Behaviour, kept vague. Nice.
MUs can copy spells from scrolls if they have the level to use it - this uses up the scroll. It's assumed that this also happens with spellbooks. Do not like.
Sleep comes with the normal range, plus a 40' radius limit.
Casters can't be interrupted, never lose spells.
Reaction rolls are assymetrical, and full retarded. Monsters attack on 2-3, befriend only on 12+. The table is weird, says stuff like "the monster growls, roll again at -4". Nonsense. It mentions PCs trying to shag monsters, ffs.
No Charisma for # of retainers. It says a group of 5 PCs can hire one, +6 PCs don't need one. Sort of like this.
"Keep track of food rations but don't force players to RP each meal" - there goes my Dungeon Meshi campaign lol
"Dungeon" is not translated, it reinforces the generic 'adventure here' thing. Like.
Detailed morale. Like.
Fleeing is weird. Monsters roll morale to decide if the pursue PCs. Each time PCs lose them there's a 25% chance of being found again. Lots of complex rules about initiative and morale rolls and stuff. No automatic combat avoidance like in BX. Dislike.
You can do one single action in combat, no move+attack. Free 5' move even when in melee. Sort of like, very simple.
Melee withdrawal = 5' move. Useless.
Minimum distance for ranged attacks: 6'. Fuck this.
Action declaration independent of initiative. This only limits what you can do (if you missed the movement phase, you're stuck in place). This is new for me but works ok with the above.
Detailed oil rules: throw it, then light it - no molotov BS. Oil doesn't drip off, you have to go prone to put it off. LIKE.

>>52238064
It's pretty much B/X, imo. That said, I play D&D like a board game...
It mentions 6th level PCs at some points.

>>52230805
This thing doesn't use action declaration AT ALL, and it sounds like it would play smooth a fuck. Tactical choice comes from doing 1 action/round and planning action phases.
>>
>>52236166
>>52237488
>not using Complete Psionics Handbook
dumb grogs

>>52237259
Xvarts
>>
>>52237843
Ok, just finished reading this. I'm in love.

It's a perfect blend of (mostly) Moldvay, Mentzer, and lots of rule clarifications. It's missing some stuff like wilderness rules and it skips a lot of obscure combat rules. No rule feel arbitrary. DM procedures are cystal clear, players get some non-spoilery tips.

This is probably the most elegant iteration of D&D I've seen - can't wait to play it.

If you've never played OSR stuff (even if you are new to rpgs), I recommend using this first. If you play B/X and need rule clarifications, use this as a reference. If you are totally new to rpgs, use this + its booklets, they handhold you until you get the basics down.
>>
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>>52235660
https://www.youtube.com/watch?v=zNa4NKFE6wE
>>
>>52215397
>TroveGuy's been incommunicado for a while now.
He's in the Discord chat all the time. He's been working on designing his own game for a bit so he doesn't lurk the threads anymore.

>>52235451
Super cool, I'll probably use this.

>>52237259
>Goblins or kobolds?
Goblins
>>
>>52241167
>He's in the Discord chat all the time. He's been working on designing his own game for a bit so he doesn't lurk the threads anymore.

That's cool, but it doesn't change anything; nobody's been doing Trove stuff.
>>
>>52237843
>>52238064
>The Classic Dungeons & Dragons
Does anyone have the pdf? Could even be this spanish version
>>
>>52241438
http://immadon.mforos.com/1384897/9087937-dungeons-dragons-tsr-borras/
That's where I got it -- first link.

Get the Dracofichas I & II kek if you need actual play examples.
>>
>>52241512
Thank you!

>Dracofichas
Kek, I'll have to call my D&D sheets this now
>>
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They're incredibly similar, being B/X clones, but what are the advantages/disadvantages of BFRPG vs LotFP? As far as I can tell:

LotFP
+ Simple skill system, higher AC, No weapon restrictions, better thieves
- ?

BFRPG
+ A hundred cool supplements, race/class division, cheap as fuuuuck
- Thieves still suck, weapon restrictions, clerics spell ess at lv. 1

Also, has anyone tried this Race/Class homebrew for LotFP?
>>
>>52241842
>+ race/class division
>+
This is a minus
>>
Anyone got that pdf of new classes that tablefag did? I think it was tablefag.
>>
>>52241907
>Adds myriad variety to character creation.
>A minus.

Wut.
>>
>>52241842
>LotFP

+Better encumbrance system
+Excellent layout
+Top tier modules
>>
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>>52241934

I don't know who gets the credit, but it's pretty neat. Some of these look like they need some playtesting/reworking, but considering the huge amount of stuff here, I'm not gonna complain over a few wonky ideas.
>>
Oh, and just a general heads-up, Mageguru over in the PDF share thread just dropped a bunch of new OSR scans:

>>52206868
>>
>>52241842
LOTFP misses the point altogether. It's just a mismash of rules from AD&D to houserules. It works as a d20 game, with some d6 skills totally out of place. There's some changes in the spell list and how magic works, but they feel mostly arbitrary. It feels designed to play hopeless dungeons and never reach 2th level. Fresh Clerics get 1 spell, but turn undead IS a spell. Feels very unfocused at play, not a clone and not a thing on its own.

Higher AC makes combat boring, slower, and longer.

No weapon restrictions but all except Fighters are nerfed forever. Unplayable at high levels.

Specialists aren't better than thieves. They are mundane adventurers who make some d6 rolls sometimes.

BFRPG is just a clone with some tweaks. Some rules are missing, some values tweaked here and there, etc. I haven't tested it, but I can imagine it's closer to B/X.

Btw, clerics are way OP in b/x. Unlimited turning plus a shitload of spells, equipment and the likes. Waiting a level for that spell also makes it feel special.
I'd say go with this if you want a houseruled B/X and don't care about making up those rules yourself.

>>52242052
Encumbrance is actually a hella lot slower than B/X, where you simply compare your armor in a table. If you pick up treasure, use next row. The table has 5 rows. The end.
>Excellent layout
Ehhh...
>Top tier modules
kek gr8 b8
>>
>>52242159
It's arguably the most popular modern OSR system going, so it's clearly doing something right.
>>
>>52242159
>durr b8

Gee, anon, how many Ennie awards have BFRPG modules won?
>>
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So I fucked up. I thought basilisks were huge creatures, like 20' long. Turns out they're only about the size of crocodiles (7').

Are there any "canonical" giant lizards with petrifying gazes, or should I just call this one a hybrid or a giant basilisk?

I wanted a creature that was like a Dark Souls boss - stompy, with a gaze attack, in a room with pillars, with a weakness, etc.
>>
>>52242227
That's a horrible argument, and to be fair LOTFP attracts a lot of people because of its artwork.
>>
>>52242241
Basilisks are whatever size you, the referee, explain them to be.
>>
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>>52242086
>but considering the huge amount of stuff here, I'm not gonna complain over a few wonky ideas.

A good plan. On a table of 100 items, one or two bad ones aren't going to ruin anything. A 1% chance of less than excellence isn't worth worrying about.
>>
>>52242271
This is a fair point. I'm just going to be posting this dungeon later (it's part of the "Training Dungeon" that's been talked about here) and I don't want to trigger any grognards if I can help.
>>
>>52242290
If your basilisks being different than what they are in the bestiary upsets them, they deserve to be upset.
>>
>>52242241
You can always just call it a dire basilisk if it really bothers you that much. Otherwise, just go with it.
>>
>>52242254

On the other hand, down here in the minor leagues of the OSR, the idea that people only play a system because it's got a big recognizable brand name and disregard the idea of switching to a "better" system doesn't hold much weight either.
Switching OSR systems is super easy, if one plays better than another you can just use that and your old modules might need an AC flip or something, and you're good. It makes sense that people will gravitate to the retroclone that aligns with their preferences rather than stick with "The Big Name" or something.
Which means popularity is not a useless yardstick after all.
>>
>>52242237
Do they have any marketing? A cult of personality around their authors? Did the author even bother about submitting them?

Not all that glitters is gold. And stop shilling this shit like you're getting paid for it.

>>52242241
That's fine and good. >>52242290 Just make it obvious so people doesn't assume the default size when reading your text.
>>
Grogs: Most important rules is BE IMPARTIAL
OSR: Most important rules is MAKE SHIT UP

Y/N?
>>
>>52242290
You have 1 or 2 lines describing stuff right?
"The skeletons are wearing shields and tattered mail. [statblock]"
"A storeroom. It smells of cumin and ink."
"When the party enters the wizard looks up from his book. [statblock]"

Just slip 20' into your description of the basilisk's room.
"A dim cave. A basilisks stirs near the far exit. [statblock]"
"A dim cave. A 20' basilisks stirs near the far exit. [same statblock]"
Don't even dwell on or address it, the detail can just... be there.
>>
>>52242350

>why u so shill

I'm sick and tired of seeing you "shill" BFRPG while you tear down LotFP in these threads all the time. It's not made me like BFRPG any better, in fact it's doing the opposite.

>implying Red and Pleasant Land got its awards because of a Raggi "cult of personality"

Okay, name me a BFRPG module that's as good as ARPL, or World of the Lost, or Broodmother Sky Fortress, or Tower of the Stargazer, or No Salvation for Witches.

>>52242479

Yes to both. All the shit you make up should be as impartial as you can manage.
>>
>>52242667
On the topic of LotFP modules that are good, Deep Carbon Observatory, Sleeping Place of the Feathered Swine and The God that Crawls are all in my list of favorite modules.

And Death Frost Doom is probably one of the better remakes of older modules out there.
>>
>>52242726
>And Death Frost Doom is probably one of the better remakes of older modules out there.

>boring shit
>muh atmosphere
>if your players aren't completely retarded murderhobos nothing of interest happens

It's shit my dude.
>>
>>52242768
if you're bad at GMing maybe
>>
>>52242811
You're right: A good GM would've picked a better module
>>
>>52242829
>>52242768
kill youerself my dude, a real dgm would have written his own adventures.

maybe when you get some sophistifcation you can really aprpeciate the parody of a module which is the basest for m of roleplaying game possible
>>
>>52242854
>he totally meant for it to be shit; it's a work of art!

kys yourself
>>
>>52242811
Not to a take side in this >>>/trash/ arguement, but
>>52242829
take responsibility for my boss's keyboard.
I spat part of my tea.
>>
>>52242667
As I said, I haven't tested BFRPG yet.

Again, awards mean shit. How many of the authors publishing OSR stuff actually sends/markets their stuff? Zak S send his stuff even to videogame awards - that's fine by me, but it means shit.

LOTFP modules usually encourage very bad practices, punish players for interaction with things, abuse 'random effec table lol' over actually thought out traps and puzzles.

Again, in tune with its system. If you like that, it's your problem - bad taste happens. Stop getting mad.

And stop shilling it, ffs.
>>
Basic & Expert Dungeon Master Tools: www.basicexpert.info

- Dungeon Turn Tracker
- Die Roller
- Player Character Generator
- Wandering Monster Encounter Generator
>>
>>52242868
its clear that a simpleton such as your seelf misunderstands my words. ALL modules are shit works of art, and the only virture is found in the art of creation.

all modules are shit and your attempts to say that a single module is 'bad' is flawed from the start. you are a subhuman golem, oafing about as he mimics those with taste
>>
>>52242933
I love the turn tracker, I use it quite a bit when I'm lazy for ticking off hexagon sides. The encounter gen. is a bit... confusing. But FAST.

>>52242949
bait
pls stop this
>>
>>52242949
>implying your shitty little adventures aren't just modules too shit to be published
>implying good GMs even exist
>implying we aren't all shitteres that must be baptized in blood.

wow laddy
>>
>>52242980

Yeah, at this point I'm starting to think this is just trolling. Report and hide, people!
>>
>>52242980
Now that we're at it, how do YOU track time?

I draw a big asterisk-pizza (1 hour), and I tick a slice each turn. Wandering monsters happen in a 'nuclear radiation icon' pattern, so that's pretty memetic & good. But long-term effects (2+ hours) are kinda hard to track. Any ideas?
>>
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>>52243109
>>
>>52237843
>71 pages.
The original English version has double the number of pages
>>
>>52243196
Ehh not very visual but thanks anyway.

>>52243222
Link to that? I love that you get levels 1-5 (plus tons of higher level monsters) in only 8 pages more than Moldvay, but I'm curious about a more complete version.
This translation came with all play examples in an extra booklet.
>>
>>52243311
>Link to that?
It's on Mageguru TSR folder, the name is "The Classic D&D Game" under the "D&D Basic Revised" folder. You can find it on the pdf share thread >>52206868

>This translation came with all play examples in an extra booklet.
Yeah, the original is everythinhg in one book
>>
>>52242905
kys
>>
>>52243311
>Link to that?

Since the Trove's down, you could get it from the PDF Share thread. Get Da Archive pdf and ctrl-f for "mageguru."
>>
>>52242159
>It's just a mismash of rules from AD&D to houserules.

its a B/X clone

play d&d sometime
>>
>>52243420

That would take time out from his grueling trolling schedule, anon.
>>
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Does aaaaaaaanyone have a PDF of Blood in the Chocolate yet?
>>
>>52243420
>>52243489
>roll d20 against DC
>skill lists
>grappling

That's no BX. It has a BX base, and the Expert wilderness / tables are copypasted there, but that's it.

I haven't seen anybody defend LotFP with real arguments so far, beyond >>52241842
and "But I Like It"
>>
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>>52243656

>"real" arguments
>>
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>>52239648
>not adding The Will and the Way
dumb newfie

>>52243109
Have a "go" on your circle. Whenever something happens "a ways ahead" place a die on the circle (but not necessarily on the "current time" or "go").
Whenever you move the current time, move the die as well. As appropriate, spin the die down and collect $200.
If you would spin the die down from 1, take it off the circle.
>>
>>52243367
>>52243378
ty!

>>52243222
A shame, just checked and it looks dumb. Examples of play are mixed with the rules and CYOA tutorial shit. It comes with an hot elf in cute jammies, so whatever.
I've seen more prints of this edition, tho - black cover and different tsr logo. I find it super handy that all the info is condensed, makes referencing it a bliss even with a non-bookmarked pdf.
>>
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>>52243656
+ I think it's encumbrance system makes item tracking a breeze.
+ I think it's skill system is simple, yet broad.
+ I like that AC is somewhat higher, it provides a bit of safety for low level PCs.
+ I also like that it's ascending AC.
+ I think a lot of it's modules are quality and original. World of the Lost in particular had my table occupied for months.
+ I like that it (usually) doesn't focus on combat in it's modules. To me, combat is the least interesting aspect of RPGs.
+ Digest size books are a fantastic.
+ I like that it brings alignment back to the "cosmic" aspect.
+ It does a good job of maintaining "role security".
+ It can be used for everything from classic D&D to the 'historic weird-horror'.

- I prefer more immediate class options; Rangers, Druids, Spellthiefs, etc.
- I don't like that RAW, only Fighters get an increasing AB.
- It's firearms rules are good for realism, but I much prefer the "Hack!" firearms rules for simplicity (or just treating them as crossbows).
- Halflings are still just gimped Thieves.

: I prefer Race/Class division. But it's not a deal-breaker for me.

Most of the negative traits can be house-ruled away.
>>
>>52243656
Its like pretty much any other collection of books around a system by various authors over time. Some of the modules are going to be good, some are going to have ideas to steal, some suit your campaign, some don't, some outright suck. Mans Bad Myrmidon is not a thing I like or want. But Thulian Echoes has a great premise that was easy to adapt to the campaign I was running. A bunch of Tower Of The Stargazer is interesting, but it needs tuning to work as an intro adventure I found. Forgive Us was a neat change of pace to locate the dungeon in the middle of a city that the party had to sneak in/out of with a plot my group found engaging. I had to add an extra encounter above ground to make it a bit more exciting but that's okay. DFD can be fun, I wouldn't just drop it on people without talking about what it is, basically a hellhole. I wouldn't recommend running anything as written right out of the box RAW, but I wouldn't recommend that for anything osr. They're toolsets not binding contracts.

I don't mind the skill checks, doesn't seem odd to my group, we've got d6 on the table. I don't like the higher ac so we don't use it. I think a lot of the traps in the flagship products are annoying so I changed them or don't use them.

Can't tell if you're the one who gets a bug up their ass every few threads about loftp or not. Seems like you are though. What's your damage? Do you think it teaches people the badwrongfun? Do you run things without any modification? What's a good example of a thing you can do that it? What's the point lotfp misses altogether?
>>
>>52243861

Several of your points were already raised in this thread, but I guess they weren't "real" arguments.
>>
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So in the continuing adventures of the Party of Mostly Amphibians (who have renamed themselves "The Fellowship of the Loot" and, later, "The Critical Fails"):

-Tito, who lost a toe last session, lost his /other/ leg and was nearly killed by an ogre-like tomb guardian
-Antonia stuck her entire body into a pool of dissolved mummy, fought off mummy rot, and dredged up a mysterious Mobile Rod.
-Thomas used the Mobile Rod to kill the tomb guardian ogre.
-The Paladin did next to no damage once again
-The party keeps leaving random rooms unexplored
-They agreed on an equal division of loot, but every character keeps looting stuff secretly
-Franklin shot a magic arrow at the basilisk. The arrow, a "good-seeking" arrow, ignored the monster and nearly the paladin. Sensing defeat, the party ran.

It was a good time.
>>
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>>
So for monsters than cast Symbol of X, what is the intent behind this? Is it supposed to just use it as an instant spell like effect, tracing the symbol in the air or its chest or something and unleashing the effects as if the PC triggered it once, or to create a no go zone during combat, or is the intent more of it slathering every available surface with Symbols since they're free for it?
>>
>>52244596
>The party keeps leaving random rooms unexplored
Said it before, I'll say it again: Schrödinger's floor plan.
>>
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>>52244706
Nah, see, none of the rooms they keep missing are vital lessons. They just have loot and maybe a trap. They aren't vital lessons (those are quantum), they're areas where you can apply those lessons for bonuses. It's like the extra pipes in Mario.

Anyway, the Int 5 Paladin found a secret passage, presumably because he has a natural affinity for empty spaces, having one in his head.
>>
>>52244699
>slathering every available surface with Symbols
makes more sense, but I always
>just use it as an instant spell like effect
>>
>>52244731
>It's like the extra pipes in Mario.
Half the hidden areas in Mario are there so experienced players can skip large chunks of "less challenging/interesting" content.
>>
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>>52244764
Precisely. These rooms are designed to go "Look, you people know how traps work now. If you disable this trap, there's treasure! If you don't, well, time to relearn how obvious traps work."

The secret passages are designed to save on walking (by the original inhabitants), and the reward for finding them is usually obvious.

Also... in a system when a good sword is 2gp and a good horse is 10gp, how much is a trained giant basilisk worth?

The party may try to tame and sell it.
>>
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>>52244731
> Plato was discoursing on his theory of ideas and, pointing to the cups on the table before him, said while there are many cups in
> the world, there is only one ‘idea’ of a cup, and this cupness precedes the existence of all particular cups.
>“I can see the cup on the table,” interrupted Diogenes, “but I can’t see the ‘cupness’.”
>"That's because you have the eyes to see the cup," said Plato, "but", tapping his head with his forefinger, "you don't have the intellect
> with which to comprehend ‘cupness’.”
> Diogenes walked up to the table, examined a cup and, looking inside, asked, "Is it empty?"
> Plato nodded.
>“Where is the ‘emptiness’ which precedes this empty cup?” asked Diogenes.
> Plato allowed himself a few moments to collect his thoughts, but Diogenes reached over and, tapping Plato's head with his finger,
> said “I think you will find here is the ‘emptiness’.”
>>
>>52239662
>It's a perfect blend of (mostly) Moldvay, Mentzer
No, unless the Spanish translation isn't a translation at all but its own whole game version it's pretty straight Mentzer, actually. Those Classic D&D Game boxes were the equivalent of the Basic set, but made for the Rules Cyclopedia. Which is edited Mentzer.
>>
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>>52244866
Love me some philosophical fan fiction
>>
>>52244838
If it's that easy to tame, probably not much more than its fighting prowess.
Maybe a bit less since it needs food, stabling, and a well trained (or desperate) handler.
Also because it can't really do much besides guarding. :/

I'd price it around two months salary for 12 men-at-arms.
>>
>>52244999
I'd price it much higher than that, its mass Flesh to Stone at will.
>>
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>>52244999
Oh, it's definitely not that easy. The damn thing was chained up by an ancient race of snake people. All it has is a collar, a helmet (so you can blind and unblind it via magical control, or, these days, a rider), and a length of chain. Taming might be a multi-year process.

And it's petrifying gaze also has a range of 80', so that's handy.
>>
>>52239648
>>52243757

How much actual work is it to use Complete Psionics Handbook and The Will And The Way in a B/X game?

Is it a couple numbers down? Or is it like, "why bother"?
>>
>>52245213
You could probably use it unmodified?
If you're touching numbers it'll take a while, since you'd want to decouple it from attributes while you're at it.
>>
>>52245484

So it won't be overpowered if I just use it straight?
>>
I'm starting to work on writing up my own dnd-clone. Whats a good system to stare at for ideas on rules I need to include? What Ive got written so far is pretty barebones, just stat/skills, health, basic combat and hit locations, and how I want magic to progress but not the spells you can learn. Its a d10 system.
>>
>>52245686
OD&D
>>
>>52245686
lotfp
>>
>>52245756
Ivve been doing that allready, was kinda hoping for special snowflake answers.
>>
>>52245686

Read and play whatever you can get your hands on. The more experience you have with a wide array of systems, the less likely you are to duplicate stuff that's old hat or wind up making the same mistakes that others have before.

Look around for systems that have tried to achieve something similar to the themes that you're trying to hit (you do have an idea for what your game is about, right?) and study what worked and didn't work in those systems.

For something specific, maybe look at Wolfpacks and Winter Snow, it's a good example of how to meld D&D to your own ends.
>>
>>52245836
Its not a particular feel im going for. The reasoning for me making this is that one of my long time players hates dnd/pathfinder because of its crunch ("its a mutated and deformed wargame system" is a usual complaint from him), we/I like d10 systems, and Ive been spoiled by hit location charts. Plus I hate having more than one or two die being used in a system, the crown royal bag of dice is cool but really shouldnt be neccesary. so im just going for a generic dnd-clone in feel, but with more of a BRP type system.
>>
>>52245580
Should be fine.
>>
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Running Maze of the Blue Medusa for a couple of (mostly) newcomers tomorrow. Has anyone ran it or played in it? Got any tips on what I should look out for?
>>
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>>52243109
>>52243196
>>52243311
>Ehh not very visual but thanks anyway.

I like this one far, far more. It does your pizza idea and you can have separate trackers for exploration, torches, spells, etc.

https://savevsdragon.blogspot.com/2016/02/free-pdf-download-exploration-time.html
>>
>>52241939
More options =/= better

>>52242726
The Lichway > DFD

>>52245213
>>52245484
>>52245580
>>52246851
I'd just run it straight. Keep in mind that the average PC only has a 1% chance of developing a wild talent.

>>52247092
>Got any tips
Toss it in the garbage can and run something that isn't pretentious hipster trash.
>>
>>52246851
>>52245580
Ah! One thing the bear in mind, that Psionicist is a lot like the Exploding Death Man from last thread.
Mainly because they have (almost) no scaling.

Level 1s and a level 20s both do 1d10 damage for 18PSPs, with an (avg.) 11-in-20 chance of success.
The difference is that the 1st level gets to do it once per day, while the 20th level can pull it off 12 times.
>>
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>>52247354
>Exploding Death Man

AWW YEAH!
>>
I need some help with with saves. I'm using BX btb and I hate having to look up save as: , then the saves of said class and level -- I don't have them memorized yet, and don't want to.
Id there a way to streamline this?

I've noticed that:
-most monsters save as a Fighter of same level
-dumb/animal monsters save at half that (but not undead!)
-gargoyles and giat cocodriles save as HDx2
-cyclops save as HDx3

I can't find more exceptions. I guess I can just eyeball saves using this?
>>
>>52247410
>I'm using BX btb and I hate having to look up save as: , then the saves of said class and level -- I don't have them memorized yet, and don't want to.
>Id there a way to streamline this?

Compile all the saves onto a single page, add notes and print it? I mean, that what DM's screens are for.
>>
>>52247410
For Basic at least, The Keep on the Borderlands has a reference sheet with all the saving throws, attack tables, equipment costs, variable weapon damage, etc. all on two pages.

The PDF floating around is a horrible OCR mess, I'll scan my hard copy if anyone is interested.
>>
>>52247199
>Keep in mind that the average PC only has a 1% chance of developing a wild talent.
Plus bonuses for high attributes or high levels, you also get several opportunities to roll:
• character generation
• referee adding the book
• Wisdom increasing
• hiring a Telepath for brain surgery
That said, each roll gives a 1-in-25 chance of Save v. Death or else become retarded.
>>
>>52247436
>>52247475

I have a list for prep, but I run my games super light, just a map, notes and dice. And I'd rather memorize a general formula than a save table.

What I don't like is having to look it up. Specially when I'm sure there's a pattern there.
>>
>>52247516
I don't think there's an exact formula. Different classes progress at different rates in Expert, and the low level tables are different to Basic to begin with.

Are monster saves really coming up that often?
>>
>>52247584
I'm using the Expert monsters, and only a few use other class than Fighter (pixie=elf, medium=MU...)
A few 'normal man' here and there (mostly for <1HD), but that's it.

>Are monster saves really coming up that often?
Exactly. I hate interrupting the game just to look it up, and I hate having to note a save down for each damn monster, just in case they get the spell.

I don't want to use something radical like the single save of S&W, tho; I want something more or less accurate.
>>
Making a megadungeon, is it alright to just plonk a city right on top of the thing?
>>
>>52247793
Why not print out X24? It's only half the page, you could cut it out and glue it to a screen.
>>
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>>52247807
I don't see why not.
>>
>>52247199
I mean, all discussion of taste aside, I don't see a reason to throw away a module the day before you've decided to run it with your group. That's just silly.
>>
>>52248130
>not throwing away a module MINUTES before you're supposed to be running it

lmao @ 2ebabbies
>>
>>52248130

Well, when you're an annoying shitposter like him, these things are a lot easier.
>>
outside Desert of Desolation, is there any handy Not-Egyptian stuff I can cannibalize for a B/X campaign? doing a Points of Light / Archipelago game for some mates.
>>
>>52245580
>>52247354

Although I loathe the changes of Dark Sun Revised setting wise, it has a hella good revamped psychic combat system and, more importantly, a MTHAC0 and MAC system which does provide scaling rather than leaving a psionicist permanently beholden to whatever random and possibly shitty stats he got at char creation.
>>
>>52248168
>not having your group arrive to all your roleplaying material in a ritual bonfire while you perform interpretive dance
no-one here has any taste
>>
What's the deal with the 5-foot free movement while in melee (in a system where you can't move and attack in the same round)?

I just saw it mentioned somewhere, I've never used it - how does it play and why grogs ate it?
>>
>>52248894

Exact movement in melee combat isn't really that important to track, the important part is the collision *into* melee.

I interpret melee combat in OSR/TSR stuff as, by default, being about a blob of melee combatants being able to relatively freely engage each other, rather than just the two sides meeting in a hallway = each line can only attack a total of three foes. Its a whole minute after all. Likewise I don't automatically assume only one person can fit into a 5' by 5' area.
>>
>>52249065
>>52248894
And specifically, where this becomes really important is shit like fighting ogres vs fighting goblins. I'm not really sure that if you run into an ogre pack in a 10' hallway, you seriously have to fight them 1 at a time, and likewise, I'm not really sure that if a high level fighter with many attacks vs level 0s runs into a goblin pack in a 5' highway, its good for them to only be able to fight him 1 at a time and likewise him to be only able to kill 1 a round.
>>
>>52249119
>>52249065
Really? I think a lot of B/X tactics revolve around keeping a strong front and using chokepoints to keep swarms of enemies in check - since they can be dealt with in less numbers. That's why there's so many formation-breakers monsters like swarms, armor-breakers, green slimes...

I like they way you handle it, a lot more natural.
>>
>>52247199
>Toss it in the garbage can and run something that isn't pretentious hipster trash.

I know this is bait, but please describe what makes it hipster trash. The actual content. Not the people who made it/bought it.
>>
>>52247410
Swords & Wizardry had a pretty elegant solution.
There is a single saving throw that starts at 16. Goes down 1 point per level.
Different classes have bonuses to certain save types.
Done.
>>
Tell me some interesting Spectral Force uses, /osr/.
>>
>>52249394
That's the one that adds a sense of heat to the illusions, right?
Probably seas of fire or tides of magma, something hot enough to kill without touching.
Or make your cold rations taste better, I guess.
>>
>>52249394
>>52249504
>The caster should create an illusion of something he or she has seen. If not, the DM should give a bonus to saving throws against this spell's attacks.
To cause a sure death you must have seen death yourself.
>>
>EXPLODING DEATH MAN

AAAAAAAAAAAAHHHHHHHH
>>
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>>52249636
AAAAAAAAAAAAAAHHHHHHHHHHH!
>>
>>52247807
If it worked for M.A.R. Barker, it can work for you.

Melan also did one like that, called Khosura.
>>
>>52249670
Barker? Which dungeon? Link me, anon.
>>
>>52249739
Tekumel
>>
Why are these threads so slowwww
>>
>>52249825
Because it seems like there's about 30 people, a fair number of which either have games, run games, are working on a game, or are hombrewing stuff, and generally unless someone posts some OC you can only have B/X vs OSRIC vs AD&D vs Whatever Else debates so many times.
>>
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>>52249636
>>52249656
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH!
>>52218170


>>52249825
Post some OC then. Start a discussion that's not just a question.
>>
Is it heresy to write something with a rules light/OSR spirit that set in a modern day or futuristic setting? It seems like everything OSR is fantasy of a medieval variety, though that also seems to be due to staying compatible with D&D
>>
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Has anyone ever played Mazes and Minotaurs? I'm having a bit of a craving for Mediterranean-flavor high fantasy and hoping that it can scratch that itch.
>>
>>52249968
I'm planning a ghetto-crawler version of B/X. All the saves transformed into oddly specific modern day events (save vs car crash!). Same door rules. Same equipment list, refluffed. Mandatory race as class.
>>
What Retroclones have non-vancian magic? I'm especially looking for simpler systems. The best I have found 'til now is Beyond the Wall, I really like the "casts = level" 'cause it's easier to track (you don't even have to write slots) and cantrips/at-will spells is something I like (I think I'm in the minority here though).

Also what do you think makes it easier to introduce casters for new players? Big spells lists can be intimidating imo.
>>
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>>52249968

There's a fucking ton of that stuff. At least for sci-fi. It's not too tough.

I even wrote a full game for my gonzo psychic-alien-magic neighborhood-crawl city setting.

I really love gonzo science fiction though. I can't decide how I'd want to do the psychic/magic stuff. Actually I might just nix that entirely and go with a 'Technician' class that can basically rewrite the rules of machine. If everyone can fly using jetpacks then only the 'wizard' should be able to rewrite it into being useful underwater, or setting it to self destruct mode, and so on.
>>
>>52250035
So, you're going through crack dens looking for loot? Or what exactly? Because this sounds pretty damn funny.
>>
>>52250039

Is that casts per day or prepared spells at a time?

I'm doing a semi-similar thing in my homebrew where you can prepare a number of spells equal to half your level+1 (get one at level one, one at level two, then +1 every even level basically). This way Wizards can't spam spells in combat but you have to waste time preparing them and it makes having to balance only having a few abilities PER DAY or PER ADVENTURE, but also doesn't require use of annoying mana points.

Personally I think the best way to introduce casters to new players is to just let them play it. If you want to remove choice paralysis though only let them start with 2 spells; that way they only get to use one or the other at a time or each day.
>>
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>>52250050
On a scale of 1 to /pol/, how racist is this going to be?
>>
>>52250106
I would ask the guy who describes the game as a ghetto-crawler with mandatory race as class, but my guess is that it leans more towards /pol/ than 1.
>>
>>52250050
Damn right. Sewers, public libraries, mall incursions, tacticool raids in some rapper's house. Grow ops and the like as downtime minigame.
Magic is not allowed (until I get a decent spell list/fluff) but clerics still get turning, and zombies roam at night.
Feels like playing some amazing 90s cartoons of arcade violence.

>>52250106
What would you consider racist? Keep in mind it's a tad comical.
>>
>>52250093
>Is that casts per day or prepared spells at a time?
casts per day

>A mage may cast a number of spells per day equal to his level - page 28 of the core book
>>
>>52250136
Thugs & Thieves: A Role-Playing Game of Petty Crime and Urban Decay
>>
>>52250039
So what defines a Vancian system for you?

I'm using this guy's http://goblinpunch.blogspot.ca/2016/09/the-glog-wizards.html homebrew thing. It works pretty well.

I do love big spell lists, but I've found that this works:

3 cantrips (1 very useful, 1 circumstantial, 1 defensive or esoteric)
12 spells in a list. You randomly generate 2 (using a d6) at level 1, another one (d8) at level 2, another one (d10) at level 3, and then you get to pick 6 or invent a new one at level 4.

All spells scale with level. Your "grease" at level 4 can be better than at level 1. No spells are ever useful at low level and then useless higher up. The goal is to have each spell at least as good as "sleep", ideally.

By this method, new players get 2 spells, and get to choose between them per day, so the list isn't overwhelming at all. They are still aware of what's available though, even if it's just by name.
>>
>>52250136
If you'd feel embarrassed explaining it to a stranger, it's probably closer to /pol/ than 1. But it's your game, and I can't really stop you from doing whatever you'd like.

Incidentally, this seems like a mirror of a topic that's come up before...
>>52069416
>>
>>52250035
>Mandatory race as class.
Whites are Fighting-Man.
Blacks are better Fighting-Men, with a lower level cap.
Chinese are Elves, but worse at fighting.
Hooks and Nips are monks.
Jews are Thieves with some Chaos Clerics spells.
Russians are Law Clerics with some Thief abilities.
Amish are Law Clerics.
Muslims are Exploding Death Men.
Mexicans are hirelings.

I really, true my cannot think of any others.
>>
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>>52250252
>Muslims are Exploding Death Men

Anon, why must you take my cool idea and turn it into... this? Why?
>>
>>52250252
I have no idea what a hook is supposed to be. I've never heard that term before.
>>52250267
You realise someone made that comparison like a dozen posts after the first exploding death men posts right?
>>
>>52248168
Oh look, WotC paid shills are at it again trying to split the True AD&D™ community by turning 1E against 2E against OD&D against BD&D. Guess what faggit, won't work. THAC0 is in all systems, just in case that's your next trick. Your false editions can never compete with True.
>>
>>52250239
Lol no my dude, this is just tabletop GTA. With white people instead of demihumans.
>>
>>52248491
Another WotC paid shill, trying to point people toward the completely inferior and unplayable "revised" psionics system rather than The Will and the Way superior combat system + quality new rules for Real psionics system.
>>
>>52250280
Slur got auto-corrected.

*Gooks
>>
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>>52250280
Well, yes, but that was worth ignoring. This is a shopping list of... of something.

I wish you the best of luck finding players for this game. Seriously. Find all you can. It will keep them out of mine.
>>
>>52249338
It's worth pointing out that Swords & Wizardry saves scale at about twice the rate of Basic saves though, which scale at about 1 point for every two levels.

Anyway, pic is a single category save system that is more in line with Basic's values (though the particular bonus categories do not necessarily conform to patterns in B/X anymore than Swords & Wizardry's do).

>>52247410
A simple universal system is to have saves be 14 - 1 point for every 2 levels. That roughly adheres to B/X averages. If you want to differentiate the save categories, make it 13 - 1 point for every 2 levels instead, but any saves vs. breath weapons or spells (that don't fall into other categories) must be taken at a -2 penalty.
>>
>>52250327
That image
>concern.png
>>
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>>52250329
Here are the average saving throws in B/X.
>>
>>52250302

White people are always aligned Evil. They have the best mechanics for controlling hirelings, maintaining morale, and other team-based stuff, but they're required to betray the party eventually.
>>
>>52250186
My problem with this is that to the spell to "scale" you need to spend more than one slot, and you only have four, as far I understood it.

The spell list thing is great though, will steal it. I also should start reading osr blogs
>>
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>>52250136
>public libraries
https://www.google.com/amp/www.atlasobscura.com/articles/the-us-canada-border-runs-through-this-tiny-library.amp
Pretty sure people have tried to hide from cops here more than a few times.

>>52250252
Canadians are barbarians. Or possibly Cavaliers (sans horses).
>>
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>>52250391
Nope, that's the beauty of it. Spells still take up one slot, but each level you get a Magic Dice (up to 4).

So you could have a spell like:

47. Ulric's Beam of Blindness
R: 100' T: creature of [dice]x2 HD or less D: varies
A brilliant white ray shoots from your forehead. Target must Save or go blind for: 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. You may chose any number of the target's eyes to blind. This spell can be reflected by mirrors


or

Fireball
R: 200' T: 20' diameter D: 0
Does [sum] fire damage to all objects.

So at level 1, with one Magic Dice, your fire ball does 1d6 damage. At level 4, it can do /up to/ 4d6 damage, but you could also invest just one or two [dice].
>>
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>>52249968
>Is it heresy to write something with a rules light/OSR spirit that set in a modern day or futuristic setting?
not at all, there's already several modern and futuristic OSR settings and games out there, here have two of my favorite examples
>>
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>>52250391
>>52250450
Anyway, if you want some example spell lists to steal:
https://coinsandscrolls.blogspot.ca/2017/03/osr-wizard-schools-stolen-from-goblin.html
https://coinsandscrolls.blogspot.ca/2017/03/osr-wizard-schools-stolen-from-goblin_7.html

With more on the Elementalist Wizards here:
https://coinsandscrolls.blogspot.ca/2017/03/osr-elementalist-wizards.html
>>
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>>52250488
and the other(this specific one is rules free, but they recently released an OSR supplement for it)
>>
>>52248387
Modules:
>The Awakening
>Touch of Death

General:
>Al-Qadim MC Appendix
>Ravenloft's domains of Har'akir and Sebua
>>
See you on the other side, folks. Remember, if you're an Exploding Death Man, be prepared to explode.
>>
>>52251675
>if you're an Exploding Death Man, be prepared to explode

No offense bruh, but I hope this meme dies with the thread
>>
>>52252072
Nah, I'm still going to write them up as playable class, but only as a thought experiment in "reverse Save scaling" and "harmful class choices" all that. There's value there.

Sorry.
>>
>>52252106
>There's value there

This is something I don't understand about /osrg/

Statistical analysis. Of an arbitrary construct.
>>
we need a new thread
>>
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>>52252407
Nah man, fuck stats (no offense guy who posts tons of tables).

I just want to say "Hey, here's a neat idea. What if a character started off with great Saves and they slowly got worse? What sort of character designs and play space would that open up?"

No math. Just though-provoking design.
>>
>>52252407
>>52252490

It's an interesting idea that I'm sure will be very poor in implementation.

That's not trying to be mean either, I'm just saying that's usually how these things goes. Like if you had a character that got a Wish at level 1 and that was all they got, or a magic user with a single spell they could use, it just gets a lot stronger.

Exploding death men will only be useful for people who don't care about characters dying, or even better relish character death, and even then it's limited.
>>
>>52252541
Considering in my current game we're at a 1 PC per session morality rate (and 2 or 3 near escapes), caring too much about one character seems like a bad plan.

This is the OSR thread after all. High mortality is expected. People drink unlabelled potions and put on magic rings all the damn time.
>>
>>52252541
Also, the temptation to make the next thread Exploding Death Men themed is strong, but I'm not that kind of guy.
>>
While this isn't the best place for 2e lore discussion... anyone familiar with Dark Sun's cosmology here?
Thread posts: 349
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