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OSR General /osrg/

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Welcome to Old School Renaissance General!

Trove (etc.): http://pastebin.com/QWyBuJxd
OSR Discord: https://discord.gg/qaku8y9
Blogosphere: http://pastebin.com/ZwUBVq8L
In-browser tools: http://pastebin.com/KKeE3etp

> Old Thread:
>>52996747

> Thread Question:
What's different about your setting?
>>
>>53031248
>What's different about your setting?

It's set on a moon rather than a planet.

The moon orbits a gas giant, along with eight others.

It takes the moon a year to go around the gas giant. It takes the gas giant full thirty years to go around the sun.

Seasons are born out of how much the gas giant blocks the sun. Winters are completely dark. In addition there's a second set of seasons borne out of their positions respective to the sun, each of which lasts more than seven years. So you get two sets of seasons, with sixteen different combinations.

Doublewinters are a bad time, man.
>>
>>53031248
>What's different about your setting?
It doesn't try to be different or anything
>>
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>>53031248
>What's different about your setting?

Almost everything is made of elementals. https://coinsandscrolls.blogspot.ca/2017/03/osr-what-does-elemental-want.html
There's one God, he is omnipotent, but he can't see the future and he can't fix his own mistakes. Everything takes place on the same "plane" or world. You can tunnel to hell or fly to heaven if you're really persistent.

And the usual races didn't turn up. You've got froglings and toadlings instead.
>>
Anons, I had a stupid idea which turned into a great idea. Let me hear what you think.
I was thinking about how to run three-point alignment which is obviously superior in a way which doesn't just fall into Law = Good, Chaos = Evil and came up with this, which makes more sense the more I think about it:

ARNESON is the God of Chaos: he is fickle, disorganized, and sometimes even petty, turning his enemies into grotesque mockeries The Ran of Ah Fooh, Egg of Coot and others are caricatures based on real guys Arneson disliked, but grants his favored champions like Svenny great boons; Arneson is the primal wellspring of creativity, the ur-fountainhead from which the cosmos sprang. He loves crazy beasts, strange magics, odd characteristics and bizarre metaphysical pranks eg the Comeback Inn.

GYGAX is the God of Law: he is fair, meticulous, and just, but at the same time, will never, ever cut you any slack: like Crom, he prefers to help those who help themselves, and he demands that each man make his way in the world fairly through toil. Although Arneson created the world (which Gygax does not like to admit), it was Gygax who set the cosmos in order, laid down the ancestral Law which nature and man alike must obey, and let mankind into the world. Gygax dislikes monsters and other twisted aberrations, and favors honest Fighting-Men.

Neutral characters are either just stuck in the middle trying to synthesize these two ways of life, or else maybe they have their own god (MORNARD, God of Adventure?).
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>>53031248
>What's different about your setting?
It's earth circa 1640 with magic.
>Sorry, I'm not creative...
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>>53031248

>What's different about your setting?

Everyone uses coins made of porcelain. They have equal value on heaven and on earth, and they're well regulated by the heavenly office.

Also if you are carrying them and take blunt damage such as from a fall or blunt weapon, you lose 10x the damage in coins as they are smashed apart.

That's about it, because I am an uncreative hack.
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>>53031427
>>
>>53031248
>What's different about your setting?
All of the primordial gods are named after dogs I know.
>>
>>53031427
Rather than Law=Good Unaligned=neutral Chaos=Evil,
or even the Law=neutral Unaligned=neutral Chaos=neutral you're aiming for,
it's best to do Law=cunts Unaligned=neutral Chaos=cunts.

Law and Chaos are at war, but the PCs have almost nothing to do with them.

>>53008944
Bump.
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>>53031427
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Hireling: drawfag who drew your character
Henchman: shows up to your sessions
Follower: follows you on blogger and namedrops you on /tg/

>>53031248
> What's different about your setting?
Greco-Roman gods and a central sea that dried out: https://en.wikipedia.org/wiki/Messinian_salinity_crisis
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>>53031248
>What's different about your setting?
This is a relevant question since I'm working on almost 30 pages of encounter charts for my implied setting.

>The most common form of elves are the avariel/winged elves. Nice folk but they've got really bad clautrophobia and more mild pyrophobia
>The most only (?) form of dwarves are the urdunnir who can shape stone and metal into clothes and eat gems
>No gnomes
>Halflings are very rare and only exist in amazon tribes
>There's psionics around in the form of brain-spiders, tigones, and the perfidious gith
>Dragons are an oddball assortment of my personal favorites including: gold, cloud, rain, cobra, deep, spider, red, crystal, amethyst, white, amber, and forest linnorm
>My underworld (Underdark) is shaping up to be an insanely lethal hell-hole
>Liches may or may not exist (if they do exist then I'm using suel liches); however, web-spectres (from Dragon #252 or so) do exist and are currently the hip thing among wizards
>vaguely non-European flavor due to all the genies plus OA and DS monsters
>haven't decided on player races/classes yet

>>53031482
Sounds like OA with Dark Sun's currency rules.
>>
>>53031587
>the Law=neutral Unaligned=neutral Chaos=neutral you're aiming for
I'm actually not really aiming for that, rather an inversion of your Law/Chaos = both cunts thing. I'd like it to be obvious why a sensible person could like either philosophy, but also obvious why they don't get along at all to the point of warfare. Instead of both being cunts, I want both to have clear, distinct but incompatible good points.

Of course you can ALSO just be a douchebag, but it should be obvious why someone might e.g. swear fealty to Arneson and just enjoy the high life of commanding some lizardmen and riding a dragon while brandishing a magic sword.
>>
>>53031814
>rather an inversion of your Law/Chaos = both cunts thing

Would this mean that in your version it's the Neutral ones that're cunts? The indecisive wishy-washy faggots who just want to fuck off and do their own thing?
>>
>>53031906
No; ideally, nobody would be a cunt just by virtue of their alignment.

I admit I'm much less sure of what to do with them, though. I'm sure we all know the guy who wanted to play a black knight and thought orcs were cooler than the PC races, and that's my ideal Arnesonian. Likewise the Gygaxists should be pretty recognizable.

I'd want to use this in a pretty Blackmoorish game involving larger battles -- confrontations between armies and such. Maybe the solution is just to have Neutral refer strictly to NPC mercenaries both sides can hire? Or to let players play those, whether mercenary captains or solitary heroes?
>>
I like the way the Paladins! Light Novel did it.

"Chaos" is the god of order through power, focuses on doing anything to obtain order, even murdering someone if he conflicts against order. He is an amoral agent.
For even in Hell, there is order and a hierarchy.

"Law" is the god of order, but focuses on forgiveness, comprehension, and follows his own set of rules much like regular paladins. He is a moral agent. They do what they feel is right but without murdering unless necessary. They protect the weak, the faithless, and the people of the opposite church alike ("Chaos" promotes ignoring or exterminating heretics)

Neutral is neutral. No benefits no drawbacks.

The more faith you have in one god the more you are rewarded. Chaos rewards with enchanting weapons. Law rewards with enchanting armors and shields. Both gods and churches are eternally at war, but this doesn't mean they will instantly kill each other upon sighting, it means paladins of both churches would often duel against one another to prove their faith. Sometimes to death. Both set of paladins preach on cities, as the more people believe in the gods, the more powerful they are.

Both gods have the same goal but a different way to approach it. If say, an orc army sieges the town. Both churches will work together to stop the orcs. As the orcs are agents of disorder(and true chaos) which go against the will of both gods.

Failing to please "chaos" you will get burned by your own weapon, marking you forever within your kin as a doubter. If you are "Law" and do something immoral, the enchanted armor may fail to shine when you need it, making it just a regular armor with no extra protection.

One church can heal, the other one can burn, etc etc.

I thought it was a cool couple of gods.
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>>53032128
>Light Novel
Y'know, I might have a little too much appreciation for Japanese media but that's whole other level of hella fuckin weeb you're bringing to the table.

>"Chaos" is the god of order through power
So he has nothing to do with chaos? Might as well be named "Stacy"

>He is an amoral agent.
"amoral" is just a buzzword people use when they want to make evil seem 2deep4u

>"Law" is the god of order, but focuses on forgiveness, comprehension, and follows his own set of rules much like regular paladins. He is a moral agent.
So he's literally Neutral Good.

>I thought it was a cool couple of gods.
But you literally just described a setting "Chaos" = Evil and "Law" = Good. Shaking my damn head to be honest kouhai.
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>>53031248
>>53031427
>>
>>53032128
>"Chaos" is the god of the opposite of chaos
I have some sort of obscure philosophical objection to this concept.
>>
What is the recommended 'balanced' party size, with or without hirelings, in B/X and clones thereof?
>>
>>53032762
Group of 4-8 players, usually with two to three hirelings each, is how me and my group plays.
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Posted before, but here's a map for running a string of LotFP adventures together.
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>>53033088
And here's a non 'real-world' variation.
>>
>>53033088
The bottom part is new, right? Totally fair repost in my book.

On the other hand,
>adding BitC
Just skyfortress my broodmother up, f a m
>>
>>53033317
BitC seems like a fun romp tho. Cut out some of the dumb bits and it would go over well at my table I think.
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In case you missed it last thread, Paradox Angels!

https://coinsandscrolls.blogspot.ca/2017/05/osr-creature-paradox-angels.html

They turn up when something goes terribly wrong in the world and set everything on fire. They're easy to trick but hard to kill and they are really, really violent.
>>
>>53033088
>>53033113
Do you happen to have a starting items generator where you drop dice over a chart?

>>53033672
>terribly
Bit of an overstatement?
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>>53033757
>Bit of an overstatement?

Paradoxes have the potential to unravel everything. They're like catching missingno in pokemon. Sure, at first, all that happens is some items get duplicated and plants change colour. But the effects spread and soon you'll be dodging falling clouds and trying to eat soup with your sense of balance, while outside, monsters made of raw language try to play checkers.
>>
>>53033757
>>
>>53033088

Can you sell me on LotFP? I don't love the C'thulu/wyrd-dark aesthetic but I like the encumbrance and skills system enough to consider it.
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>>53033865
If that's all you're in for, there might be other systems that do a better job.

I'd say read through a /bunch/ of stuff in the Trove and either mash games together or pick one. Maybe it's LotFP. Maybe it's another system with LotFP's systems in it - I used their inventory tables for my game and nothing else.
>>
>>53033865
The aesthetic isn't baked into the mechanics. You could play a normal campaign with it if you liked.
There's an art-free PDF if you want to avoid the depictions of weirdness.
>>
>>53033865
That stuff really isn't present in the core rules, just the module writing.
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>>53033757
Also this one.

>>53033865
Aside from a few spells in the book, 99% the Lovecraftian, esoteric horror bits are via modules. You can just as easily use LotFP to run any old TSR D&Dmodule or something more sword & sorcery oriented.

As far as stuff it has I like better than it's basis (B/X):

- Better thieves. Like, much better.
- It's skill system is lightweight and simple.
- Best encumbrance system.
- Each class has good role protection.
- Optional firearm rules are pretty well done.
- Easy peasy to hack.
- Ascending AC.

It's my favorite OSR to run and easily the quickest to pick up for newbies. If it doesn't really do it for you after all that, then Basic Fantasy RPG is just about perfect and even has a few things I like LotFP doesn't include (Race/Class separation for instance.)
>>
>>53033865
>I like the encumbrance and skills system enough to consider it.
Just steal those for your own game then.
Benefit of wide compatibility.
>>
>>53033968
>- Better thieves.
And yet still terrible.

>>53033990
>Just steal those for your own game then.
>Benefit of wide compatibility.
This. I mean, I'm not against you running LotFP, but it is very easy to insert bits of it into another OSR game.
>>
>>53031248
post the original of this image please. i still have this box at home wasnt it just called D&D back then I got it from my brother.
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>>53034922
I disagree about the thieves. LotFP at the least lets you build entirely different types of PCs with the Specialist class. Assassins, Spies, Thieves, Archaeologists, Trapsmiths, Rangers...

>>53034947
>>
>>53034974
>Assassins, Spies,
Their skillset is salvageable, but these are not jobs that matter in the dungeon.
>Thieves,
Not something the Specialist adds.
>Archaeologists,
A character trait anyone should be able to get away with.
>Trapsmiths,
Yet another case of rollplay infringing on roleplay.
Anyone should be able to lay traps, but thye should explain how.
>Rangers
Name one ranger trait that (a) isn't snowflaking and (b) shouldn't be in everyone's toolbox.
>...
...
>>
I'm about to publish a review that's fairly critical of Van Richten's Guide to the Ancient Dead.

Does anyone out there have particularly nostalgic memories for this thing? I just want to know who I'm about to offend.
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>>53035091
I haven't read it but I like the Guide to Ghosts and Werewolves. How bad is it?
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>>53035111
It's not bad, it's just... padded. This bit

>My studies have revealed an account of a mummy with a unique and baffling power. The creature had command over its own body weight and could render itself light as a feather. This supernatural weightlessness allowed it to tread on water, run straight up vertical walls, or perform other astonishing feats of mobility.

But for the entire book.
>>
>>53035072
Anyone should be able to fix a car too, but I cant.

Role-types are ok outside the basic 7 homie.
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>>53035183
Ok, maybe I lied. It is bad, but compared to some of the stuff I've seen on this site, it's at least inoffensive. It's beef broth served lukewarm, but at least it's not shards of glass in milk.
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>>53035183
>>53035200
Yeah, every VRG is like 66% fluff and 33% crunch. Remember, it's supposed to be a selling point that they're facsimiles of in-setting books.
At least the writing is better than Planescape, eh berk?
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>>53035184
If you don't want to play a guy who fixes cars, just don't have your character fix cars.
Saying, "fixing cars ought to be a mechanical character trait" is pick related.
To make a slightly more relevant comparison, it's like the 2e riding NWP.
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>>53035274
It's not the fluff/crunch thing, it's how boring and repetitive it is. Sure, it's supposed to be an in-setting book, but I've read in-setting documents for the real world and they're not even a 10th as /boring/.

Fuck, the Malleus Maleficarum might be convoluted and weird and full of bad quotations but at least it's got some evocative flavour to it. The VRG books suck all the mystery and discovery out the things they describe.

But yes, correct. The writing is competent even if the author keeps fucking up his tenses.
>>
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>>53035401
>>53035091

Anyway, here's the review.

https://coinsandscrolls.blogspot.ca/2017/05/osr-review-veins-of-earth-vs-van.html
>>
>>53035282
Then what is the issue with the LotFP being able to specialize in certain skills others don't have? The specialist literally exists as the skilled member. I don't understand the argument.

>Anyone should be able to lay traps, but thye should explain how.
>A character trait anyone should be able to get away with.
>Name one ranger trait that (a) isn't snowflaking and (b) shouldn't be in everyone's toolbox.

Anyone, anyone, everyone?
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>>53035401
>The VRG books suck all the mystery and discovery out the things they describe.

I was particularly amused when in VRGtG we get the prose saying
>Ghosts cannot be understood by mortal science
And a few pages later he's all
>My wizard friend told me that . . .

Ravenloft was a real mess when it came to sticking to themes and flavor.
>>
>>53035546
Can I get a statblock for that jewish orange?
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>>53035630
>jewish orange
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>>53035671
>Read chapter 1, sentence 1, and tell me if it adds anything to a book called "Guide to the Ancient Dead".
> Most of the ancient dead were once living, breathing people who have defied death to walk again among the living- as mummies. Their tortured spirits remain bound to their now-
It does actually tell me something.Namely, that some undead were never alive. I don't think that's what it was going for, but it's an interesting thought.
Reminds me of a dungeon some Anon posted (a month ago?) with a "minotaur" trapped in a maze... who was actually the hypothetical son an angry goddess(?) never had.
>>
>>53034974
>I disagree about the thieves. LotFP at the least lets you build entirely different types of PCs with the Specialist class.
I'm not saying they aren't an improvement, but low level thieves still really suck at the majority of their skills, to the point where most of them aren't worth trying, unless there are no repercussions to failure, anyway. A 1st level specialist's average chance of success on one of his skills is something like 25%. That's pathetic.
>>
>>53035751
>It does actually tell me something. Namely, that some undead were never alive. I don't think that's what it was going for, but it's an interesting thought.

I don't think it's ever covered. Ironically, it's one neat idea that's also completely untrue (by the book as written).

Ah well.

>>53035608
>Ravenloft was a real mess when it came to sticking to themes and flavor.

You said it.
>>
>>53035751

I don't know about you but the concept of Nito in Dark Souls 1 is still one of my favorite ideas in all of fiction.

>the God of Death
>also the First Undead
>Probably was never alive
>Probably just a mass of dead things comprising a humanoid skeleton
>The literal concept of Death itself incarnate in something that was not ever a living being before it became undead

This shit gets me.
>>
>>53035952
There's also the Dark Souls idea that humanity is a disease you can catch, like leprosy, and that the natural state of man is undeath.

It doesn't make a lick of sense but it's neat anyway.
>>
>>53035758
>A 1st level specialist's average chance of success on one of his skills is something like 25%. That's pathetic.

It's 33% and only if you try to be a generalist specialist and put one point into four different skills. Which is not smart.
If you put all your 1st level points in a skill, you'll have a whopping 83% success rate at that thing. Or you can put three points in one thing for 66%, and put the remainder into a secondary thing for 25% at that, or just do two and two for 50% success at two things.
But the point of the specialist is to specialize and be good at something, whereas the original Thief had to gain a lot of levels before he became good at anything.
>>
>>53035630
>>53035546
Apple-ohm (AC by armor; HD 1+; MV 25'; #AT 1; D 1d4 or by weapon; SD as gnome; Save F1; Ml 12; AL N)
Ostensibly a genus of gnome. Befriend burrowing mammals as gnome, plus bees and birds (including dinosaurs).
Can cast 2D-lusion 1/day/HD while wearing a gnome hat. Duration is until concentration breaks or hat is removed.
Sleep dangling from tree branches (they hold on with their teeth).

כּÖø×Ŗוֹם (AC 8; HD 2-1; MV 25'; #AT 3/2; D 1d4-1 or by weapon; SD possession (see below); Save F2; Ml 3; Al C)
Possesses a person by eating or being eaten by them. Victim regains control while under the open sky without a hat.
If planted, grows an orange tree and a single, vengeful כּÖø×Ŗוֹם. If victim is planted with an orange tree, bears 3d6 כּÖø×Ŗוֹם/year.
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>>53036143
So I informed my artist friend of /tg/'s immediate and unhesitating response to her image.

She says you're all bastards.

Carry on.
>>
found the reissues of judge's guild material at my flgs, are they worth picking up? or are they like remastered albums in that theyve changed shit for no discernible reason and ended up kacking the whole thing up
>>
>>53036078
>It's 33%
They only have enough points to advance half their skills at 1st level. Thus, their average skill is 1.5 / 6 = 25%. (That's if you include sneak attack but leave out languages.)

>only if you try to be a generalist specialist and put one point into four different skills. Which is not smart.
Granted. And thieves have a somewhat expanded list of skills, so if you shave off a couple, the numbers look slightly better, with the emphasis on "slightly".

My complaint is not that a specialist can't relatively quickly get good in a couple of skills, but rather that his baseline is pathetic. To be a well-rounded thief is impossible until you hit high level. Having an ability that's essentially a coin flip isn't ideal, and having one that's worse than that is hardly worth having (again, unless there are no repercussions to failure). Really, I think the skills (most of them anyway) should have a higher baseline (2 in 6 at the very least), and maybe the specialist should gain points more slowly to compensate.
>>
>>53036252
Said it before, I'll say it again.

Thief skills should be automatic successes, dicing for time cost.
>>
>>53036252
>To be a well-rounded thief is impossible until you hit high level.

Well, yeah, that's why he's a specialist. It also means you can have two (or three!) in the party and they're not redundant. Mastering a whole spate of skills is a thing for high level specialists, not 1st level ones.
>>
>>53036286
This is interesting. Tell me about that. How would you order it? They roll, you tell them how long it will take, they decide if they're willing to take that long? Could do it with they roll, it takes half that long before you tell them the full duration and they can back out if they want to save time? Does it mean non-thieves have % to fail?
>>
>>53036468
Hidden roll, cover the die but leave it on the table. Reveal it when the reach the time or give up.

Non-thieves do milder (less supernatural) activities, have a chance of failure, and still roll for time.
That said, higher level non-thieves *do* improved their speed at some of the (neutered) thief abilities.
No improved chance of success, but there are retires with consequences.
>>
>>53036468
Not that guy, but I'd make it "You know how likely you are to succeed. You need X successes to finish the task. Start rolling."
You're sure to do it, but the question is how much time it'll take.
>>
>>53036560

I've always done that, but less explicit and meta. Failing a stealth check doesn't mean the ogre instantly sees you and stealth time is over. That's no fun.
The first failure might be a noise that wakes him up, while the second makes him suspicious so he picks up his club and goes to look around and see what that sound was, and maybe on the third one he spots you. The initial failure puts you in a tighter spot, but doesn't shut you down just yet.
>>
>>53036604
Sorry, I wasn't clear.
I actually do say "X successes". As in the letter, not fill-in-the-number.
It's some finite quantity. They know there's some goalpost. But they don't know where it is or how close it is.

See, with no threats there shouldn't be any issue bruteforcing it. But if they're in a situation where there's no threats, I'm not doing my job. Time is always and forever the enemy.
>>
I guess the only thing I'm different-wise from my friends is that I'm the crunchiest dm & I love giving my players as many options as they need to make characters. I love to make new magic crap & spells. I throw traps I've made at them constantly and puzzles and riddles too. Most of the other forever dms are all about the combat but I love personal intrigue and people actually forgetting who they are for a little while. It's great decompression I'm. I'm a bit older than some of y'all here, though. I think I've dmed for twenty-nine years now?? I've had one thirteen year campaign (Greyhawk), a seven year campaign (Dragonlance) and my current one, it's not very old though.
>>
>>53036252
You could maybe do a base of 2 for skills, with the same 4 points to add at 1st level, and 2 thereafter, until you hit mid-level, at which point you'd only gain 1 (maybe after 5th level). At any given level, however (including 1st), you'd only be able to increase a skill by 1 point. So the highest you could have at 1st level would be 4/6.

Honestly though, I'd be tempted to change things to a d10 roll to give a bit more granularity. This would also make it easier for folks to grasp their chance of success (6 out of 10 = 60%). The only downside I see are that d10s are less ubiquitous dice, and there could be significantly more points to allocate at 1st level, but I don't think either of those are major problems. Unskilled could start out at 3 out of 10, and specialists could start out with 4 out of 10. On any level gain, they'd get 2 or 3 points to add, and could put no more than 1 point into any given skill. 1st level would essentially be a double level: you'd get double the points to add, and could increase a skill by up to 2 points.
>>
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There's a little old lady who lives on her own half a mile outside of town.

What's she doing out there, and why? And don't be obvious about it.
>>
>>53036797
We /just/ did this one. Her cottage is a change-of-scale gimmick dungeon, she buys groceries for the monsters in the walls.
>>
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>>53036830
As I recall, you guys got about 3 rooms in before people lost interest. /osr/ has too many different styles and desires to collaborate. It's a society of wizards, and the plural of wizards is war.
>>
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>>53035546
>The entire book feels like it was rushed or written in one go and never substantially edited or examined from first principles.
>>
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>>53037005
I'm reasonably ignorant of the personalities and history of mid-D&D. Since this is /tg/, I suspect you're not in favour of this lady?
>>
>>53037005
Why....I never knew what she looked like and that was purposeful. Spoiler your shit, man!!

>>53036852
War. I like war. Just like Mordenkainen. Maybe you remember him huh....
>>
So OD&D doesn't give more abilitie score for level up right?
>>
>>53037029
That's the CEO who drove TSR into the ground then sold it to Wizards of the Coast.
She kicked Gygax out of TSR in a hostile takeover, and instituted a "no playtesting on company time" policy.
She also hated the hobby and it's hobbyists, she was only interested in TSR for it's money.
>>
>>53037029

Legend has it she put a stop to playtesting at TSR. To play devil's advocate, from what a lot of folks said about their time at TSR, the "playtesting" at TSR when she came in sounded a lot like round the clock fun and games on the company's tab rather than serious quality control work.
IMO The Blumes were the real bad guys of the story. Lorraine Williams was just the one who was given the unpleasant task of trying to fix a company that had lost its direction and was hemorrhaging cash at an alarming rate. (Which I gather is always a thankless task, because it hurts.)
>>
>>53037076
Nope. And if you aren't using the Greyhawk splat book; Strength, Intelligence, and Wisdom are only used to calculate bonus xp.
Aspects of you character that falls under those attributes are folded into your class and level.

The 'prime requisites" were initially just aptitudes for classes.
>Hitting harder than the more "experienced" guy, because you're bulkier.
>Learning more from your "experiences" than the less smart guy.
>etc.
It was all very abstract, but so were all the other mechanics.
>>
>>53037076
Nope. There are ways to get stat increases however.
>>
>>53037076

Nope.

>>53037090
You've confused her with the Blumes. They were the ones who took the company from Gygax, and the company took a nosedive under their direction. (Though it was probably headed that way under Gygax, too.)
>>
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>>53037128
>>53037090

>Legend has it she put a stop to playtesting at TSR.

To be fair, I've seen some of the stuff TSR and Wizards produced with playtesting, and it's not a thrilling endorsement of the method. I'd rather have 2 extra hours per day spent thinking about high-level problems and usability issues than 2 extra hours futzing around looking for traps.

But since option 1 is not common in RPG design it's a moot point. You can lead a grognard to water but you can't make him think.
>>
>>53036006
>There's also the Dark Souls idea that humanity is a disease you can catch, like leprosy, and that the natural state of man is undeath.
>It doesn't make a lick of sense but it's neat anyway.
definitely one of the reasons I prefer Bloodborne as a setting, it's overall more coherent, which is kinda funny considering it's a sorta-Lovecraft setting(although honestly there's just as much of Robert E. Howard, and William Hope Hodgson in Bloodborne's setting as there is Lovecraft)

overall though comparing the two I'd argue that Bloodborne would be the easier setting to emulate under an OSR ruleset, might not seem that way at first glance but definitely feels that way to me(only major systems in Bloodborne that really need much work to emulate are the Trick Weapon system and the Gun Parrying system)
>>
>>53037166
Do you have a favorite osr dev? Is that not grognardy? You do realize you're on an osr thread in tg, correct?

Why do we need stupid labels anyway...
>>
>>53037225
Jeff Grubb. He was responsible for āŒˆManual of the PlanesāŒ‹, āŒˆSpelljammerāŒ‹, and āŒˆAl-QadimāŒ‹.
>>
>>53037298
Well now I'm reading his short stories again, damn it. I hope you're happy, anon!

Honestly, great choice in dev, no fault there.
>>
>>53035200
>but at least it's not shards of glass in milk.
What sorts of magic potion could that be for you to willingly drink it?
>>
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>>53031469
Bastard! My setting is 1630 but with magic!
>>
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>>53037225
>>53037298
>>53037431
>>
The universe is very unstable, and entities from other universes are lapsing into the world. Portals appearing out of nowhere is becoming more and more common.
>>
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https://youtu.be/7M2Qt0RjktU

Why does /osrg/ never talk about Paladins?
Is it an extension of only discussing B/X?
>>
>>53037793
>Lemon Demon
>I've Got Some Falling to Do
Now that's a blast from the past, I remember watching the TmsT/Andrew Kepple animation on AlbinoBlackSheep.
>>
>>53031248
> What's different about your setting?
It depends on the setting.
>>
Has anyone done a system where PCs with lower ability scores actually get more experience? I feel like that would make sense, and it would make lower-stat characters more viable options.
>>
>>53037793
I brought up paladins before, but many here are very adamant about keeping their prime requisites, so I don't think they've ever actually used the class.
>>
>>53037898
Eeh, it was pretty conclusively demonstrated that even a +100% xp rate, although a decent reward for humans, barely matters.

As far as HitDudes go (which is most chars when you get down to it), a simple +1 to hit and damage is going to make them crazily better than their INCURABLY shittier peers.
>>
>>53037793
the guys you can never actually... play?

They're cool in theory (other than 2e, in which they're terrible).
>>
>>53037898
Why not just give everybody roughly equivalent attributes?

>Eeh, it was pretty conclusively demonstrated that even a +100% xp rate, although a decent reward for humans, barely matters.
I agree that XP bonuses tend to be minor, but I think that's going a bit far, especially if you include the lower levels (being level 3 while other folks are level 2 is a pretty big deal if for no other reason than being 50% more durable).
>>
>>53037932
>Eeh, it was pretty conclusively demonstrated that even a +100% xp rate, although a decent reward for humans, barely matters.
Demonstrated where?
If one gets 100% more xp than everyone else every session, they'll always level up twice as fast. That feels pretty damn significant.

>>53037965
>Why not just give everybody roughly equivalent attributes?
Because I still like the idea of rolling 3d6 in order and having some be naturally better than others.
>>
>>53037977
>If one gets 100% more xp than everyone else every session, they'll always level up twice as fast.
Since XP requirements roughly double each level, you'll be a level ahead. I don't think that leveling 8 times in the time that others level 7 times really counts as twice as fast.

>Because I still like the idea of rolling 3d6 in order and having some be naturally better than others.
But you're then compensating for that in an attempt to balance things out.
>>
>>53037977
Well, you'll be a level ahead of a single class peer. Its often pretty good to be level 2 in a party of level 1s.

>Because I still like the idea of rolling 3d6 in order and having some be naturally better than others

Sure, but where post OD&D editions go astray is the major stat creep masturbation hour.
>>
>>53031248
Lamentation of the Flame Princess Monk class

Yes or no?
>>
>>53037997
>Since XP requirements roughly double each level, you'll be a level ahead. I don't think that leveling 8 times in the time that others level 7 times really counts as twice as fast.
It takes the the other players twice as long to get to where you are, right? That's what I mean by twice as fast.

>But you're then compensating for that in an attempt to balance things out.
I mean that "naturally better" and "learns faster" are two different things. I'd like the whole thing to be a bit more balanced, so giving the less naturally talented ones another kind of bonus evens it out somewhat.

>>53038006
>Sure, but where post OD&D editions go astray is the major stat creep masturbation hour.
Could you elaborate?
>>
>>53038075

Did you make one or what?
>>
How do you guys design interesting dungeons? I'm looking at a collection of rooms I doodled out on graph paper, but actual inspiration just isn't flowing.
>>
>>53038176
Fighter with d6 HD
Inflict Minor, Medium, or Large weapon damage with their bare hands at levels 4, 7, and 10, add half Attack Bonus to AC, Move 60ā€™ in a round unencumbered, Must be Lawful
>>
>>53038156
>It takes the the other players twice as long to get to where you are, right?
Actually, no. Because as you level, you fight monsters that award greater XP. Even if it takes you 60x as many XP to go from level 8 to level 9 as it does to go from level 1 to level 2, it doesn't take 60 times as long. After all, an 8th level monster awards 65x as many XP as a 1st level monster.

>Could you elaborate?
I can't say for sure what he's talking about, but in the LBB, stats did relatively little in the way of bonuses. An 18 dexterity, for instance, gave you a +1 to hit with a missile weapon, and that's it.
>>
>>53038183
I posted about something similar yesterday, in a now-defunct thread...

>Personally, I like to pick a theme and build around it. What was the dungeon in the first place and what is it being used for now? Just off the top of my head...

>Maybe it was originally a shrine / base of operations for a militaristic cult that was abandoned after new construction hit an underground river and flooded significant portions of the dungeon. Now, a whole host of nasty critters have laired there, but the main force at play is a tribe of troglodytes who have grown increasingly bold in raiding the surrounding countryside for plunder and food. In addition to livestock, they have a handful of peasants housed in cages, awaiting the slaughter.

>The main threat to the troglodytes is a giant slug, which they carefully avoid. It blocks access to the deeper, more sacred parts of the shrine, where, past armored double doors, undead and magical traps protect the relics of the cult. This is where the true treasure lies.

>As for the cult, it was locked in a secret war with a holy order, which sought to eradicate it. The flooding came at an inopportune time for the cult, when it was beset and could not leave itself exposed. Thus, it abandoned the flooding shrine, intending to return with greater forces to reclaim their base. But before that could happen, the holy order decimated their ranks, leaving the survivors to scatter and hide themselves among the populace. But a handful of cultists still reside in a nearby town and keep an eye on the area. They will likely try to ambush the weary PCs, when they depart from the dungeon with their riches.

>So at this point, the dungeon pretty much populates itself.
>>
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>>53038289
>Inflict Minor
>>
>>53035630
What the fucking fuck? A Jewish orange?
>>
>>53038559
The orange looks like it's wearing a yarmulke.
>>
>>53036143
Hate to ruin the joke but כּÖø×Ŗוֹם is the Hebrew word for orange as in "the color orange". The fruit is called ×Ŗַּפּוּז. It was originally an acronym of ×Ŗפוח זהב ("golden apple"), but over the centuries the shorter term was adopted.
>>
Halfling fighters are obviously rare as fuck. So how do you get one any magical armor?

I mean that's already rare, let alone when it has to be fitted to his size...
>>
>>53038886
>So how do you get one any magical armor?
Make it yourself. Commission a hermit mage-smith to make it for him.
>>
>>53038886
Speaking practically, the DM throws in some appropriately-sized armor because there's a halfling in the party. Speaking theoretically, *shrug*. Maybe you do the thing where magic armor resizes itself to fit the wearer. It's kind of hokey, but at least it's functional.
>>
>>53038909
>>53038886
>>53038914
Or maybe you just go to a dungeon where you're likely to find appropriately-sized armor. I'm now imaging the rest of the party stooping over to fit beneath the 5' high ceilings of an ancient halfling stronghold.
>>
>>53037192
Couldn't trick weapons just be handled by including different attributes for a weapon's forms?

E.g., the threaded cane's cane form functions as a standard sword, and the whip form has a reduced damage die or requires more space to use properly, but can hit from a greater distance (plus doing extra damage to beasts, depending on how deeply you want to emulate Bloodborne's mechanics).
>>
How do you do critical hits? What happens when a character rolls a 20?
>>
>>53039214
>What happens when a character rolls a 20?
They automatically hit.
>>
>>53039214
>What happens when a character rolls a 20?
Double damage is fairly standard. The main issue is that if you let monsters critical too, it can unexpectedly make low and mid level characters dead. You could always say it's a PC-only ability. Either that, or monsters have to be a certain hit dice before they can crit. Or you just swing with it. If you're playing Basic and let people go down to -10 hp before they die, then you've reduced people's ability to suddenly and unexpectedly die, even with critical hits.
>>
>>53039214
The character does the highest damage possible with the weapon they use.
>>
>>53038378
I guess that's fair. Still, I feel like extra xp is desirable, fairly advantageous and a least a bit of a consolidation for PCs with low stats. I feel like it closes the power gap in a better way than 4d6-drop-lowest and point-buy.
>>
>>53031587
How about using alignment as in the SMT franchise?

Law
>This alignment is associated with God, order and peace. In the game, it is represented by the Messian religion and the colors blue and white. The Law alignment promotes order and safety, but taken to an extreme, it leads to dictatorship and elitism

Neutral
>Also known as "Balance", this alignment accepts the need for laws to govern the world but not at the cost of personal freedom. It rejects the concept of relying on Lawful or Chaotic powers to focus instead on personal empowerment, refinement, individuality and the inherent strength of mankind. Although presumed to be the most idealistic alignment by many, it is also the hardest alignment to attain because of its isolationist nature, destroying everything in your way and even standing against former friends.

Chaos
>This alignment is associated with Lucifer, freedom and war. In the game it is represented by the Gaean religion and the colors red and black. This alignment promotes freedom of choice, thought, and action above all else in stark contrast to the controlling nature of the Law alignment. However, this freedom can lead to a vast amount of suffering and anarchy, leading the world into a primal state of unsuppressed vice and survival of the fittest.

Light
>Light demons are deities that are usually worshiped in their religions. However, Light does not equal "good", just as "Dark" does not automatically mean "evil" in this series.

Neutral
>Neutral demons are minor gods and supernatural creatures from myths or others that fall between the lines and are neither good or evil. The vast majority of demons in the series are Neutral.

Dark
>Dark Demons are generally evil gods or devils, reviled by whatever religion believes in them. However, not all dark demons are wicked or vile creatures, and some can be friendly in conversations or quests.
>>
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>>53039731
>I feel like extra xp is... a least a bit of a consolidation for PCs with low stats.
I mean, it obviously advantages the low-stat player, but it seems like you're adding epicycles when you just need a system with elliptical orbits. How would you decide what kind of XP bonus to give people? Total up their attribute modifiers and give a +20% bonus for every -1 modifier (so that a -4 total would give you +80% XP)? What about folks who roll normal compared to folks who roll really high? Do folks who roll really well get an XP penalty (maybe -5% XP per +1 modifier total)? Also, doesn't this work directly against the prime requisite bonuses, where you get bonus XP for having a high score? Maybe that should be changed to you getting a +10% bonus if your highest score is in your prime requisite--no matter what your actual score is--and +5% if it's your second highest score). Or maybe it should be dropped altogether.

But I still think you should just draw cards or something, so everybody ends up with an equivalent number of stat points, just distributed differently.
>>
OSR blogs poll, URLs taken from the Pastebin:

https://www.strawpoll.me/12856929 (1/2)
https://www.strawpoll.me/12856933 (2/2)
>>
>>53040201
>what kind of XP bonus to give people? Total up their attribute modifiers and give a +20% bonus for every -1 modifier (so that a -4 total would give you +80% XP)?
I was thinking something like that, although I think that a +20% bonus is a bit too high.

>What about folks who roll normal compared to folks who roll really high?
They get neither advantages nor drawbacks.

>Do folks who roll really well get an XP penalty (maybe -5% XP per +1 modifier total)?
Yes, I'd say so.

>Also, doesn't this work directly against the prime requisite bonuses, where you get bonus XP for having a high score?
It does, that's why I asked if anyone had tried this before.

>Maybe that should be changed to you getting a +10% bonus if your highest score is in your prime requisite--no matter what your actual score is--and +5% if it's your second highest score
That sounds like it could work.

>But I still think you should just draw cards or something, so everybody ends up with an equivalent number of stat points, just distributed differently.
I've done that before and I personally think it's a bit boring. You never get any really crazy assortments of stats and it all kind of becomes more mundane than it has to be.
>>
>>53031248
2e is considered OSR?
>>
>>53040519
It's kind of skirting the line, but yeah.
>>
>>53040519
Yes, sometimes.
>>
>>53040519
Core rules most definitely but people get a little squicky when you start adding most of the splats like the Complete series and such.
>>
>>53031814
>swear fealty to Arneson and just enjoy the high life of commanding some lizardmen and riding a dragon while brandishing a magic sword.
What do you get if you swear fealty to Gygax? A custom polearm and perfect internal clock?
>>
>>53040576
i'd want to know what's the playing style most associated with every edition. I know most OSR is about dungeon crawling, but for what kind of game you'd play exactly:
OD&D
Basic
AD&D1e
AD&D2e
>>
>>53037166
>o be fair, I've seen some of the stuff TSR and Wizards produced with playtesting, and it's not a thrilling endorsement of the method.
When your 3e playtest druid takes feats to buff their ability to hit things with a scimitar, you're incompetent playtesters. I'm sure they Had Fun though!
>>
>>53038614
>It was originally an acronym of ×Ŗפוח זהב ("golden apple"),
I am having bizarre mental images of Eris yelling YOU'VE BEEN TANGO'D and lobbing oranges at other goddesses, and yes, I know I'm mixing mythologies.
>>
>>53037569
Immunity to Shards of Glass in Milk?
>>
>>53040446
>I was thinking something like that, although I think that a +20% bonus is a bit too high.
If a character's totaled modifiers add up to -6, he's going to be a bit more than a level ahead of everybody else. Past the first few levels, where the hit point boost of being ahead is huge in terms of percentages, would you take a 7 in all your stats if it meant you got to be only a bit more than a level ahead? That's -1 hit point per level, -1 melee to-hit and damage, -1 missile to-hit and AC, -1 to reactions, -1 to saving throws, and can only write simple Common words. I don't think that's a good trade-off. (Of course, if you play to high enough level, things will eventually become broken when it quits costing more to gain each successive level--you'll be level 9 when a normal guy is level 8, but level 22 when a normal guy is level 14--but I think the way to deal with that is to quit awarding bonus XP once you reach name level, which means you'll stay a little more than a level ahead.)

But if you'd like something less dramatic, and only want to partially compensate for low scores, +10% instead of +20% could work. Less than and it doesn't seem like it's worth going through the trouble.
>>
>>53037793
> Why does /osrg/ never talk about Paladins?
>>53037940
> the guys you can never actually... play?
http://www.athenopolis.net/2016/12/chance-of-rolling-class.html
>>
>>53040673
>OD&D
Minigame within a wargame. End goal is becoming a baron in the wilderness.

>Basic
Board-gamey dungeon crawling, end goal is becoming immortal.

>AD&D1e
Complicated dungeon crawling. End goal is killing the demogorgon, or something.

>AD&D2e
Storybased high fantasy. End goal is saving the world.
>>
>>53040774
>Basic
>end goal is becoming immortal.
Silly anon. You don't become immortal at 14th level.
>>
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>>53040772
>bard: 0.002%
>>
>>53040794
Did B/X alone even have a defined end-goal?
>>
>>53040652
A polearm, a warhorse, and the smug and possibly true, Robilar didn't earn that reputation by sitting on his hands conviction that you're better than those guys who didn't earn their shit.

Oh, and about ten times as many magic items, if I recall Mornard's anecdotes correctly. Ones that just work, too, instead of having wills of their own and fucking with you.
>>
>>53040812
That's the 1e bard, which is not a class you can start in anyway, so who cares. Dunno why it's saying that the original method of rolling up AD&D classes is 3d6io, though.
>>
>>53040851
Yes: making the players buy the AD&D books
>>
>>53040743
I mean, having bad stats is still bad, but the normal game has it even worse for low-stats characters. I'd like to lessen that disadvantage a bit, so that's why I'm proposing the bonus xp.
>>
>>53040917
I thought that was Holmes' end-goal, and B/X was moving away from that by being a full game.
>>
>>53041016
Then +10% seems like the way to go. It's easy and straightforward, and you'd have to have a really fucking shitty character to be a whole level ahead. A really, really, fucking shitty character.
>>
>>53041041
Well, in a way, sure. We all know you can play nothing but B/X indefinitely and stay happy. But it was definitely still intended as a beginner's box that you'd graduate from; remember, in the Moldvay years the only Basic product that existed was the two boxes and a couple adventure modules.

It wasn't until Mentzer's BECMI edition that it bloomed out into a full-blown line of its own, with Known World gazetteers, Princess Ark, Creature Catalog and so on. Of course, partially that's because Moldvay Basic was only in print for about two years, which people keep forgetting.

(And, incidentally, when they did bring Mentzer in to do a new version it was because they'd concluded that Moldvay Basic wasn't doing a good enough job of teaching the game to kids from scratch; hence the now-reviled style of Mentzer Basic. So it was clearly always meant as a gateway product.)
>>
Just found this:
http://gloomtrain.blogspot.com.es/2016/03/pyromancer-class.html

Is there a better pyromancer class out there? I don't think so.
>>
>>53037738
What happened?
>>
>>53041321
I like this class. I have no sense of how balanced it may or may not be, but it doesn't look unreasonable. Very specialised, but that's fine.
>>
>>53037898
>>53038156
Experience points, like many other terms, is very poorly named.
As with levels, it's an abstract collection of anything about your character that makes then better (or worse) at fighting.
If you nail it down and say it's one type of things that makes you a better fighter, then the other types of things will lynch your tone in a dark alleyway.
>>
>>53041321
>>53041485
Actually, you could do the Thief like this.

You have a pool of dice equal to half your level.
You can do thievy shit: backstab, hide in shadows, pick pockets, pick locks, etc...
Each time you do that, roll dice from your pool, 1s are removed from pool until you rest. If backstabbing, you use this roll as damage.

Success is automatic regardless of task difficulty, it's about managing when to do your thief magic / saving it for the right moment.

Did I just create the Thief-User?
>>
>>53038886
Pay to have alterations made.
>>
>>53041598
>Did I just create the Thief-User?
No, Gary Switzer did that. You have a neat idea there, though.
>>
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>>53038075
>>
>>53038886
Get an armourer to make you some, get a wizard to make it cool.
Kill a goblin warlord, thoroughly clean his armour and wear it.
Be a respected enough halfling that the locals of the moot gather together and make you some out of whimsy, magic, trickery and good intentions. I'm thinking you'll have a helmet that is also a stew pot.
Find ancient pigmy empire psiplate.

Lots of options.
>>
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What's a seriously good game for planetary romance? Not some fanmade reskin of a reskin of Swords & Wizardry, targeted stuff.
>>
Should the comment about elves being able to become "nearly invisible" in their grey green cloaks translate into a mechanical bonus?
>>
>>53042450
LASER swords and SPACE sorcery
>>
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>>53042607
no SPACE swords and LASER SURGERY
>>
>>53042450
I like "Machinations of the Space Princess" personally though I hear that "Warriors of the Red Planet" is alright as well.
>>
>>53042469
I'm unable* to speak for "should," but it "can."
Personally? I'd just use it as a guide when arbitrating outcomes.
*unless an elf in your group spams it to try for surprise attacks
then you should. but you should also add an elf-eater to the WM table
>>
>>53043129
>Not some fanmade reskin of a reskin of Swords & Wizardry, targeted stuff.
>>
I've been thinkin of Doppelgangers, and the fact I kinda want to do an adventure centered on them. However, I don't really feel like making it just another murder mystery or the like. I feel like the "Haha, I was actually a shapeshifter this whole time!" twist thing is pretty much done. It's the first, and often only, thing I've really seen done with them. Time for something else.

How would you do a doppelganger-centric adventure if you wanted to emphasize them as these weird, inhuman *things* that hide behind human faces? What kind of intresting things would you do with something like that?
>>
>>53043173
TSR did a Barsoom game.

It's not that good but you know, '74 TSR. It got pulled after a C&D.
>>
>>53043255
A village where everyone's a doppelganger and they're just chilling and living their lives and trying to act human, but then an actual human moves in and they don't know how to handle it, so they find some adventurers and ask them to (politely) make the actual human leave so they can go back to living out their weird, stilted imitation humanity in peace.

They've tried asking the human (or human family?) to leave, but they don't know how to handle it when the human's all "no" and they just get awkward and fall back on being polite and talking about the weather.
>>
>>53043309
I'm thinking of that one level of Psychonauts here, along with Stepford Wives and you know, being English.

But, essentially, the doppelvillage is nice. They won't murder you, they trade with nearby towns and villages, they've found a way to live that works for them.
>>
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>>53037005
>>53037029
>>53037090
>>53037166
It's weird how the cliff notes of TSR history always try to paint Lorraine as Satan incarnate when she did so little compared to both Gygax and the Blumes. And really, the collapse of TSR was a long time coming. There's a reason why White Wolf killed WoDonly a few years before TSR went under.

>>53043255
You might want to read Hour of the Knife, a Ravenloft module.
>>
>>53043440

Yeah, if anything, Williams kept TSR afloat a lot longer than it would have otherwise. Without her there may never have been a buyout, the company would have just tanked and the conventional wisdom would be that RPGs were unprofitable and really just a fad that had come and gone, killed by video games just like the CYOA and gamebook markets, which actually did collapse in the late 80s.
>>
>>53043255
>if you wanted to emphasize them as these weird, inhuman *things* that hide behind human faces?
>What kind of intresting things would you do with something like that?
There are stats for body-snatching Jewish oranges up-thread. Might be worth a look.
>>
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>>53043255
This might help get your noggin joggin

1/2
>>
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>>53044017
>>
Anyone got a good PDF for interesting magic items?
>>
>>53043255
Servants of some kind of ancient eldritch evil that are trying to coerce the social evolution of the intelligent races to further the agenda of their forlorn masters. Dopplegangers in my setting were created by an elder god of secrets and apathy and tend to hoard various artefacts and arcane knowledge when assuming positions of power.
>>
>>53044280
Just go into your attic m8
>>
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Y'know, working on 120 encounter tables simultaneously has kind of opened my eyes to how under-represented certain climates/terrains and activity cycles are. To many people seem too fond of the "Any/Any" and "Any" meme.
>>
Ok, i love Gary's advice for troublesome players:

>Strong steps short of expulsion can be an extra random monster die, obviously rolled, the attack of an ethereal mummy (which always strikes by surprise, naturally), points of damage from ā€œblue bolts from the heavensā€ striking the offenderā€™s head, or the permanent loss of a point of charisma (appropriately) from the character belonging to the offender. If these have to be enacted regularly, then they are not effective and stronger measures must be taken. Again, the ultimate answer to such a problem is simply to exclude the disruptive person from further gatherings.

>tfw a guy is being an asshole on the table and you just put down your charisma score while everyonce in a while you let out an storm and a lighting bolt falls near him
>>
>>53046237
The charisma drain is pretty clever, but the rest of that is cancer.

If someone is being a cunt. You talk to them about it or expel them.
Being a cunt back is the epitome of failing to be impartial.
>>
>>53046237
I get the feeling that the type of losers who like bolts from the blue are the type of guys who make the Paladin PC find a nursery of Orc babies and make him fall no matter what he does.
>>
>>53046539
That one is easy.
ā€¢ Hire a high level druid.
ā€¢ Kill the vile orc spawn.
ā€¢ Druid casts reincarnate.
>>
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>>53046539
No here's one that's a little trickier :
>>
>>53046685
There was recently a campaign in a certain Israeli cafe chain to get people to act nicer to the workers. You could get a 2 NIS discount by saying "thank you". It's less than a dollar, but, like, all it takes is literally just saying the magic word. It worked surprisingly well, even on grumpy businessmen hurrying out with their coffee.
>>
Remind me again, what was the name of the site, used to make map like this >>53037793
>>
>>53047805
There are probably multiple site

Donjon has a dungeon generator that can make it blue among other options
>>
>>53047925
Ain't that.
The guy posted it a few threads ago, I did search for it but failed to retrieve it.
>>
>>53043309
>>53043350
>I asked them how they were doing... and then they just started telling me how they felt! For an hour!
>Yeah, they have to go.
>>
>>53036852
>/osr/ has too many different styles and desires to collaborate. It's a society of wizards, and the plural of wizards is war.


Guys

Guys listen

I had the greatest idea

Guys what if

what if we all ran our OSR hexcrawl megadungeon fuckery together

no wait, it'll be great just listen

We all run our shit in the same universe... but DM zone-of-influence is separated by islands, so Bob runs his Xanthia hexcrawl and his dungeons, and Gary runs the Andor hexcrawl and his dungeons,and Larry runs the Gildor hexcrawl and his dungeons, and players go to different places as they please (or have multiple characters)
>>
>>53049779
>what if we all ran our OSR hexcrawl megadungeon fuckery together

I too, remember the grae/tg/ary cloudgaming project and how it fucking died. Besides, I'm part of the 2e masterrace.
>>
>>53049815
Jokes on you I'm a newfag to these threads and did not hear about the grae/tg/ary cloudgame

What if I tried to run this with roll20 randoms
>>
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>>53049779
Flailsnails, it's been done.

Here's a more inspired riff:
We raid the phone-lich's dungeon.
>>
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>>53049984
>tfw missed flailsnails
>tfw reading old blogposts talking about how awesome it was
>tfw it won't happen again because it isn't new anymore
>>
What will you do if a fighter wants to perform a maneuver to which there are no explicit rules in the book? Say, throw sand in someone's eyes or kick them down a pit behind them?
>>
>>53050575
You make a ruling.
>>
>>53050575
>throw sand in someone's eyes
Fighter rolls to hit, enemy rolls vs. paralysis

>kick them down a pit behind them
Fighter rolls to hit, enemy rolls vs. paralysis

Or just do a simple contested check. 1d10 + level + ability score bonus vs. 1d10 + monster HD + possible extra abilities
>>
>>53050636
that book is shite tho
>>
How would you go about running an OSR-style game in 5th edition? My players are very averse to running anything other than 5e or 3.5e.
>>
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>>53050735
>>
>>53050737
>My players are very averse to running anything other than 5e or 3.5e.

Are you sure running an OSR-style game for such playersheathens is a good idea?
>>
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>>53050737
Outdated but still generally true.
>>
>>53050715
>Fighter rolls to hit, enemy rolls vs. paralysis

>save vs. paralysis:
>This saving throw also can be used in situations in which exceptional force of will or physical fortitude is needed.

Wouldn't a save vs. breath weapon be better here?
>This save also could be used in situations where a combination of physical stamina and Dexterity are critical factors in character survival.
>>
>>53050737
If you've the Curse of forever DM, insist on a "one-shot."
If not, nix all the non-combat rules "for a session."

>>53050779
Every time that's been posted, it's caused a hissing fit.
>>
>>53050737
Nerf PCs and change the gameplay loop to the point that it isn't 5e anymore.
>>
>>53050776
I'm trying to ease them into an actual retroclone ruleset by giving them a taste of old-school gaming. We'll have to see how it goes.
>>
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>>53050813
>he doesn't know
>>
>>53050813
Vs. breath weapon is for halving damage from AoE attacks.

Also, what book are you quoting from?
>>
>>53050852
>Vs. breath weapon is for halving damage from AoE attacks.

Then how come Fireball is a save vs. spell?

>Also, what book are you quoting from?
2nd edition DMG.

>>53050851
Know what?
>>
>>53050872
>Then how come Fireball is a save vs. spell?
Because Fireball is a spell.

>2nd edition DMG.
Surely 2e has rules for those situations?
>>
>>53050872
>Know what?
How the saves work.
>>
>>53050896
>Because Fireball is a spell.

But according to saving throw priority, breath weapon comes before spell. If breath weapon is used to half damage from AoE attacks, surely it should be used for Fireball.
>>
>>53050912
But the spell description specifies that save vs. spell should be used.
>>
>>53050934
Why? It makes no sense and breaks the whole logic of saving throws in two.
>>
>>53050947
Probably a balance thing.
>>
>>53050934
>>53050947
It was a holdover from when Save v. Breath was /only for Dragon's Breath.
At some point, it (and a few other saves) became Sacred Cows.

In a just world, no calls for saves would mention the type of save to use.

>>53050964
mid kek
>>
>>53050964
>>53050983
Then saving throw against breath weapon would fit best for the above fighter maneuvers, as you'd need a similar sort of physical endurance and fortitude to avoid being kicked into the pit as you might to avoid a dragon's breath.
>>
>>53050998
c >>53050851
>>
>>53050998
No, because vs. dragon breath is for halving damage in AoE attacks.
>>
I'll say it

I hate all those different bizarro saves and trying to keep track of them

Fortitude/Reflex/Will is more intuitive for quick rulings
>>
>>53051024
Then how come Fireball is a save vs. spell?
>>
>>53051031
No one's stopping you from using them.
>>
>>53051031
I like S&W's unified save. You just have the one number and get bonuses to it for different things.
>>
>>53051040
Because Fireball is a spell.
>>
>>53051052
Doesn't make sense for different classes to have a different number for the save, but other than that, it's probably the best way to do it.
>>
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>>53050998
Saves are NOT how. Save ARE what.
v. Death ā†’ to avoid losing a fight
v. Stone ā†’ to avoid being gimped
v. Rod ā†’ to ignore knock-off magic
v. Breath ā†’ to reduce unavoidable damage
v. Spell ā†’ to ignore proper magic

>>53051040
c >>53050983
>>
Not sure if this is the right place to ask but does anyone know where I can find tables for events happening at the scale of a settlement, which can be resolved by the settlement leader/mayor (which is in turn a hook for players)?

e.g some possible events of the type I'm looking for

- A mysterious blight spreads through the crops making their roots so deep and strong they can't be harvested.
- A freak thunderstorm burns down the village granary
- The militia captain's wife is having an affair with one of his younger soldiers and he gets caught, prompting him to challenge the soldier to a duel even though such practices are banned
- A group of mercenaries are passing through the town and the villagers fear for their daughters' chastity
>>
>>53051052
This sounds pretty good in my book

maybe something like 16+ at level 1, every odd level improves it by 1, you get to add characteristic bonuses if appropriate (like Con against disease)
>>
>>53051065
But according to saving throw priority, breath weapon comes before spell. If breath weapon is used to half damage from AoE attacks, surely it should be used for Fireball.

>>53051096
>v. Death ā†’ to avoid losing a fight
>v. Stone ā†’ to avoid being gimped

Curing death is a fifth level spell. Curing petrification is sixth level. Clearly the latter is far more of losing a fight than the former, instead of being gimped. This makes no fucking sense.

>v. Breath ā†’ to reduce unavoidable damage

Then, again, why is Fireball not a save vs. breath weapon? It's fucking unavoidable as hell.


>c >>53050983
c >>53050998
>>
>>53051125
No, because the spell description specifies that save vs. spell should be used.
>>
>>53051153
But breath weapon is "to reduce unavoidable damage", spell is "to ignore proper magic". Fireball is unavoidable damage: even if you save, you take half damage out of it. You don't just fucking ignore it.

You're going around circles to try justify this retarded, utterly nonsensical system.
>>
>>53051177
Then change it.
>>
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>>53051031
>Constitution represents your physical fortitude . . . unless you have to use this save it which case it doesn't
>Dexterity represents your reflexes . . . unless you have to use this save it which case it doesn't
>Wisdom represents your willpower . . . unless you have to use this save it which case it doesn't

it's shit m8
>>
>>53051125
>Curing death is a fifth level spell. Curing petrification is sixth level.
Curing death is time sensitive. You can leave a statue in the dungeon, play 67 sessions, wipe the party 19 times, disband your group twice. and un-statue someone 5 campaigns later.
>>
>>53051225
Okay, but either way, whether you're killed or petrified, you've lost that fight. No one's going to cure the thing unless the battle is first won. You're not just temporarily gimped.
>>
>>53051241 c >>53051197

Also of note, >>53051125
>Curing petrification is sixth level.
Dispel Magic is 3rd level.
You can use it mid-fight, even.
>>
>>53051224
But... isn't that the exact opposite?

>Constitution represents your physical fortitude . . . unless you have to use this save it which case it doesn't

But the save is derived out of your constitution!
>>
>>53051324
>Dispel Magic is 3rd level.
>You can use it mid-fight, even.

Since when can Dispel Magic cure petrification? Wouldn't that make Stone to Flesh worthless?
>>
>>53051343
It won't cure all sources of petrification, but it beats Flesh to Stone.
>>
>>53051197
>>53051324
>Oh yeah? Well, let's see YOU do better

No. Fuck you. You're not going to get rid of me that easily.

You've been using this shit for decades. You keep telling me it makes some sort of mystical sense I can't see. But to me it's just complete bullshit.

If I can come up with something better, then how come Gygax or whoever's responsible for this trainwreck didn't write it better back in the first edition? You'd think even they could've given it a passing glance and realized how fucking retarded it was. Maybe give it five more minutes of thought and replace it with something objectively better, such as the S&W single-number saving throw or fortitude/reflex/will.
>>
>>53051388 >>53051404
My shitty homebrew doesn't even have a mechanic for saves.
>>
>>53051414
How does it manage all the relevant mechanics, like fireballs and dragon breaths and Charm Persons and whatever else out there?
>>
>>53051388
Welcome to the OSR. You're allowed to change whatever you want here. Everyone else does.
>>
>>53051451
Yet we take whatever the book says as a baseline even though it makes no fucking sense, then nonsensically argue about how it actually does make sense even though it doesn't?

What's the point? If we all acknowledge it's terrible and change it...
>>
>>53051432
If you don't disrupt a spell, it hits. Period.

If I'm describing a pitfall or a cloud of poison gas, and you /quickly/ interrupt me off to say you flinched away, I'll either let you escape or pick an X-in-Y chance that feels appropriate.
>>
>>53051486
You asked, I answered to the best of my abilities. I don't even run 2e.
>>
>>53051512
That sounds pretty neat.

Probably not so easy to manage in a text game, though.
>>
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>>53051327
The save is derived primarily from your class. There's no point in having ability scores AND F/R/W saves, they're thematically redundant (just as AC and DR don't mesh).
>X represents Y
>Except when you use Z, which represents Y

>>53051414
>>53051432
Taking a wild guess on ability checks or % chance
>>
>>53051555
>The save is derived primarily from your class. There's no point in having ability scores AND F/R/W saves, they're thematically redundant (just as AC and DR don't mesh).

It's just the same thing, named differently.
>>
>>53049815

The OSRG gaming thing died because there was only one DM, and he had to stop.
>>
>>53050826

You mean a hissy fit, and I think there was only one guy who was really bent out of shape about it.
I mean, sure, it could be better, but nobody's bothered to improve on it so..
>>
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>>53051626
No offense, I like you guys, but I wouldn't run a game for /tg/ unless there was significant money in it.
>>
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>>53051579
>It's just the same thing
They aren't but even if they were that would be all the more reason to remove one.
>>
>>53051486
>it makes no fucking sense

If you don't understand why it is the way it is yet, then you probably should leave it alone for now. Trying to fix things you don't understand leads to bad solutions.
>>
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>>53051031
I like just having one Save value for most things, and Saving vs a Stat for specifics.

Dodge a fireball? Save vs Dex. Survive an avalanche by swimming? Save vs Strength. Avoid being petrified, electrified, summoned to hell, or other assorted effects? Just Save.
>>
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>>53051768
BUT ANON THAT'S BADWRONG FUN BECAUSE STATS ARE RANDOMLY ROLLED SO SOME CHARACTERS WILL BE BETTER THAN OTHERS

I MEAN WHAT IF THE WIZARD SURVIVES A DOSE OF POISON AND THE FIGHTER DODGES A TRAP

IT'S MADNESS
>>
>>53051555
>Taking a wild guess on ability checks or % chance
Usually 2 or 3 in 6, 8, or 12. I don't even use ability scores.
>>
>>53051844

Ironic shitposting is still shitposting. And stats run from a 15% chance of success (why even roll?) to a 90% chance (why even roll?) and they never change or get better, so no amount of training can help, which is lame.
Putting weight on stats means your character can be crippled forever due to one bad roll at the start, and that's just shitty game design.
>>
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>>53052139
>Ironic shitposting is still shitposting.
Is it even shitposting to trigger people like (You)?

>15% chance of success (why even roll?)
>90% chance (why even roll?)
Because I'm the DM and I say so.

>they never change or get better, so no amount of training can help, which is lame.
I thought gritty realism was the latest OSR fad?

>Putting weight on stats means your character can be crippled forever due to one bad roll at the start
Sounds like what happens to every PC with no Con mod who rolls a 1 on his first HD.

>that's just shitty game design.
Is it really?
>>
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>>53051844
>>53052139
>and they never change or get better, so no amount of training can help, which is lame.

I mean, that's fairly system/item dependent.

>crippled forever due to one bad roll

That could be almost any roll. A really good hit from a goblin with a dagger. A failed dodge (percentage doesn't matter.)

If all your Stats are 10, that's a 50% chance on a flat-out "Roll under your stat." That's better than most systems give you. And if you also auto-pass all trivial tests and get a +4 to +2 bonus in a fair number of circumstances, it's simply not an issue.

Some guys can cast spells. Some guys have two swords. Some guys are really bad at dodging. So it goes. It's not "unfair."
>>
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>>53052348
No need to get snippy, anon. Keep it positive.
>>
>>53051667
you sound like an ass
>>
I keep seeing Moldvay Basic everywhere. Not an issue because I love it, but did something big happen with it? It seems a lot more common than it was a year ago.
>>
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>>53052381
You want to run a game for these guys? You want to pour time and effort into pleasing only transient crowd made of trolls and neckbeards with a few sensible people trying their best?

Feel free to (or go to /qst/ or something). All the more power to you if you feel like that would be fun. But I wouldn't.
>>
>>53052435
Everyone here prefers basic over advanced d&d
>>
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>>53052377
>positive
ugh i know you didn't mean this but speaking as someone who sexually identifies as a demi-lich that is such a problematic thing for you to say so could please just NOT
>>
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>>53052496
What are the material components for Sexual Identify?
>>
>>53051626
>>53049815
>>53049779

I would very much like to do something like this, would it be done over discord or something?
>>
>>53052535

Roll20 was what we were using.
>>
>>53052435
Someone made a really good post about this a few weeks ago, but I don't really want to bother digging it up.
AD&D is much bigger than B/X in the OSR scene, but /osrg/ happens to prefer B/X.
>>
>>53052543
were you using theater of the mind?
>>
>>53051031
Yeah, the new school save categories are actually a good thing. It's the actual math they screwed up.

A single-category saving throw system that cleaves closer to B/X than Swords & Wizardry's could look like: 14 - 1/2 level, rounded down. Dwarves and Halflings get a +3 bonus to their saves, Thieves and Magic-Users get -2 penalty, and all other classes are unadjusted. Progression stops at 14th level. Add in people's attribute modifiers as appropriate (which is the core of the Fort/Ref/Will system).
>>
>>53051768
There are two problems with rolling directly vs. your stats:

1) Stats become way too important, and a lucky roll during stat generation can make a 1st level character 90% immune to a particular type of spell.

2) Your attributes are static and thus don't scale like they need to. This dramatically decreases the power of low-level spells that give you a saving throw, while dramatically increasing the power of high-level spells that give you a saving throw (easy high-level saving throws are an important balance against the growing power of high-level casters).

Why not just apply your attribute *modifier* to your single category saving throw? That way, things properly scale, and your attributes don't become so overwhelmingly powerful.
>>
>>53052546
>AD&D is much bigger than B/X in the OSR scene
Is it? There seem to be a shitload more retroclones of Basic.
>>
>>53052873
Oh, and normal men have a save of 16 (2 points worse than a 1st level fighter).
>>
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>>53052971
There are a number of reasons for that.
>Basic has less official material
>Basic is easily modified
>AD&D has some terms that may not be OGL (although FG&G manages to use them)
>>
>>53053041
Regardless of the reasons, it means that there are more retroclones of Basic available for play. If you list the top handful of retroclones, how many of them are for AD&D? That represents more people playing games in the Basic sphere than the AD&D sphere.
>>
>>53052971
ā€¢ Blatant kludge notwithstanding, almost no one adds rules.
ā€¢ No one can agree on which rules need striping out.
ā€¢ OSRIC already exists for publishing modules.

>>53052546
>but I don't really want to bother digging it up.
Actually, scratch that. I was /so bored/ that I even edited some html to look like the original post for making a screencap.
>>
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>>53052954
>There are two problems with rolling directly vs. your stats:

Are we going in circles? I feel like we're going in circles.

>Stats become way too important
I think you have to agree that "too important" is a subjective measure. HP becomes 'too important' in lethal games. Torches become "too important" in games set in caves. So that's not a very useful statement.

>1st level character 90% immune to a particular type of spell.

Two comments. So? And probably not?
Imagine a character immune to mind control or sleep, or Fear, or darkness. Not that crazy, right? Maybe a little OP, but not enough that if that came up as part of random generation you' ban the character.

Let's say you have that elusive 18 in your Dex. It could happen. You Save vs Dex 90% of the time. You're 90% likely to take half damage on a fireball or something. But you've got the same chance as anyone else against a poison trap or a finger of death. A 90% chance of half damage won't save you.

>Your attributes are static and thus don't scale like they need to.

Again, not in all systems. And also... what does "like they need to" even mean? Do you hear yourself?

>Why not just apply your attribute *modifier* to your single category saving throw? That way, things properly scale, and your attributes don't become so overwhelmingly powerful.

Sure, you can do that too. But all that does is flatten the curve a little. And the curve doesn't necessarily /need/ to be flattened.

Plus, there are numbers between 3 and 18 on your sheet. You have a 20 sided die. These two things ought to be linked and it's a bizarre quirk that they aren't.
>>
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>>53053176
>That represents more people playing games in the Basic sphere than the AD&D sphere.

That's some pretty faulty reasoning reasoning there. AD&D gets more discussion on the blogosphere, has several forums dedicated to it, and has multiple official re-releases every week. And there are also a million clone of The Black Hack, that doesn't mean that people are playing more Hack games than say, DCC games.
>>
>>53053292
>AD&D gets more discussion on the blogosphere, has several forums dedicated to it, and has multiple official re-releases every week.
[citation needed]
>>
>>53052535
Got a roll20 account?

I'm only interested in text games, but if that's fine by you you could either join and post here or just keep an eye on the group for when I eventually pitch the idea.

https://app.roll20.net/campaigns/details/1779492/knights-of-the-written-word-2
>>
>>53053379
on the roll20 discord right? I do have a roll20
>>
>>53053390
nah, I just meant in the game threads

I have no knowledge of discord
>>
>>53041321
Any more things like this?
>>
>>53053379
Oh, you might have to be a member of the group to actually see this, my bad
>>
>>53053447
>>53053466
It's like skype but not bad

How many people do you have for it now?
>>
>>53053489
zero my man

I mean sure I'm sitting on dungeons and hexmaps (aren't we all) but I only came up with the multi-GM idea 4 hours ago

the roll20 game I linked to isn't an actual game for this or anything, it's just a central hub for text-only gamers looking for GMs and groups
>>
>>53053559
I am a GM and would be interested in GMing too since I have a fair amount of hex maps and fluff ready as well as a playing group that would be interested
>>
Is critkeeper down?
>>
>>53053622
hokay, I made a listing on roll20, feel free to post whatever there
https://app.roll20.net/lfg/listing/76545/sarkomands-fault

And of course anyone wanting to simply be a player could post as well. I'm going to use BFRPG for my game, but if other GMs want to use other systems converting characters should be easy peasy.
>>
>>53051512
>I want to encourage players to shout over the top of me and each other.
Your heart's in the right place at least.
>>
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What's the easiest to pick up OSR system?
>>
>>53054300
BECMI, it's written specifically so kiddies can learn it as they read. That makes it useless for referencing, but that's what RC's for.
>>
>>53054300
B/X is pretty simple
BECMI is built with a "learn as you play" mentality
Then there are really light clones like Strange Magic, Searchers of the Unknown, and The Black Hack, although you're expected to know the fundamentals of old rulesets.
>>
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>>53054324
>>53054341
Thanks anons, I was considering Lamentations of the Flame Princess since it's got the free, artless, not edgy version, but just skimming through it felt a little odd, bit too abstract rulewise.
>>
>>53054300
Basic Fantasy RPG
>>
>>53053041
So what AD&D material do I read to learn about Specialty Priests?
>>
>>53054532
Faiths and Avatars for FR ones. Complete Book of Priests maybe?
>>
>>53054414
I'll second this. It and all its supplemental material being free sure is nice too.
>>
>>53031248
>What's different about your setting?

It's Spelljammer but replace the phlogiston with the Astral Plane, and kill off all the gods.

It's different because nobody fucking plays Spelljammer.
>>
>>53054300
Swords and Wizadry
>>
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>>53054532
Depends on what you're aiming for
>Kinda generic, basic, easily adaptable to most settings? The Complete Priest's Handbook
>Elemental cults? Dark Sun's Air, Earth, Fire, Water
>Real world stuff? Legends & Lore (2e)
>A grab bag of monster gods? Monster Mythology
>Forgotten Realms? You really don't need to know but if you want to torment yourself there's Faiths & Avatars and Demihuman Deities
>>
>>53054553
I play sj. I'm going to be running a game of it soon, too!
>>
What are other simple fantasy games that are easy to house rule?
>>
>>53048111
The real problem is that the human has more than three lines of dialogue, and doesn't even repeat them!
>>
If one player wants to be a wizard ninja, how can he achieve that?
>>
>>53055464

Barbarians of Lemuria

The Microlite series

Dungeon Squad

Dungeon World
>>
>>53053195
OD&D (1974) LBB is the best edition, followed by B/X and 4e. Groggy Blackmoor trivia and gratuitous use of the Outdoor Survival map owns, as do Gob1lin Punch stuff, airbrushed wizard vans, and weird Weird shit. MiƩville owns, Vance owns, polearms own but so does riding into battle on a giant lizard whilst wielding an intelligent sword with incredible cosmic powers, also the lizard pisses heroin and you found it in a stasis pod in a crashed spaceship.

Elmore is trash. AD&D is trash with some stuff worth stealing. 3e is trash trash with some stuff worth stealing. 5e is mediocre.
>>
>>53055490
Ask the ref for a custom class or custom spells for you.
>>
>>53055538
This is, of course, my stupid fucking opinion, and if you agree with it you're probably broken in similar ways to me. I bet you think every wizard dreams of some day being able to have a lab full of vats, don't you? vaaaats.
>>
>>53055490
Wear black. Hide. Stab people with knives.

This is something wizards are traditionally OK at - reminder that a first-level wizard isn't that tough, but is more than capable of stabbing the shit out of some motherfucker, especially while they're distracted by the big obvious fighters.
>>
>>53055538
>MiƩville owns
Into the sphere of annihilation your opinions go.
>>
>>53051104
I'm afraid I don't have any links for you, I just wanted to point out that:
>A mysterious blight spreads through the crops making their roots so deep and strong they can't be harvested.
This is not how crops work. With grains, you just need the top bit with the seeds in it, and to harvest them you cut the stems some distance above the ground (that's what sickles and scythes are for). With tubers and root vegetables, what you just described is "the harvest is miraculously mega-rich".
>>
>>53055548
I...don't...not agree...with you.
>>
>>53051125
>Curing death is a fifth level spell. Curing petrification is sixth level.
Oh, you're this guy again. We already explained this to you once, cocksucker.

>Then, again, why is Fireball not a save vs. breath weapon? It's fucking unavoidable as hell.
It's not unavoidable in the same way AT ALL because you already roll dice for the Fireball damage, introducing an extra escape opportunity which makes a high chance of saving less crucial. Saves vs. Breath Weapon imply massive, inevitable *sums* of damage; dragon breath does the dragon's current HP in damage and not something like 8d6. And yes, I know you're now going to wank about why dragon breath is allowed to work differently because that's what you did last time, but to that I say: kill yourself, for real.
>>
>>53055643
but embassytown though
>>
>>53040917
I have both a complete b/X and set of ad&d manuals, but I for the life of me cannot stand reading gygaxian prose to try and make the switch. Would that I could, but the man was too flowery when tasked with creating it. I can't tell if I'm just stupid and impatient or it's just to thick to dig through. Maybe I'm just not skimming enough.
>>
So when you use Renegade Crown's random terrain tables, you just plop the terrain wherever you feel like, and then roll 1-100 for the actual amount of spaces the terrain takes up?
>>
>>53055545
Have you ever done a custom class like that?
>>
>>53055707
Go read some Vance, then you'll understand who Gygax was trying to imitate, and just how shit a job he did of it.

>>53055733
Yeah basically. Might be a good idea to pick a random spot before rolling and centre it on that, at least for a few pieces.
>>
>>53053195
what is weird style?
>>
>>53055749
Oh, trust me I've read through most of the thick of dying earth and it was taxing. I wonder if anyone ever told Gary to tone it down.

Also, any recommendations on converting to glorious 1e?
>>
>>53055745
No, but the Spellslayer kit might be a good place to start?
It's very definitely not what you're looking for, but again: starting point.

Some Anons were picking at it a short ways back.
Again, not what you're looking for, but it might activate your almonds
https://boards.fireden.net/tg/thread/52307223/#52308636
https://boards.fireden.net/tg/thread/52307223/#52309179
https://boards.fireden.net/tg/thread/52307223/#52309330
https://boards.fireden.net/tg/thread/52307223/#52309751

Might also help to read up on what ninjas actually did
https://boards.fireden.net/tg/thread/51206655/#51211695
https://boards.fireden.net/tg/thread/51206655/#51211881
long and short of it is they were peasant-arsonists who spread rumors about themselves to make their job easier.
Give them lots of fire toys, and maybe pick spells to go with some if the more prolific rumors?
>>
>>53055891
Yeah, don't.

I'm being serious here, I really don't like AD&D as a game.
>>
>>53055891
Yeah, don't.
>>
>>53055944
By any fair measure, those dubs are rightfully mine.
>>
>>53052971
The other guys gave you good answers but I feel like they didn't state one thing totally clearly: the AD&D players are to a great extent grogs who never stopped playing it, and who actually unironically buy into Gygax's claim that if you're not playing AD&D you're playing Wrongā„¢ and Not A Real RPGā„¢. In that recent mini-brouhaha someone brought up in /osrg/ where Kabuki Kaiser said some shit on his blog that maybe he shouldn't have, the comments on K&KA involved a lot of "I was disappointed in the OSR turning into all this faggotry instead of more AD&D forever, AD&D is the real game and Basic is training wheels for babbies".

They don't make retroclones because to their minds fucking around with AD&D is both pointless and heresy. Hence things like why the OSRIC guys were surprised that anyone would want to actually buy their fake game. That was never the intention.
>>
>>53055891
From what?
>>
>>53052971
Retroclones are a mark of dissatisfaction.
>>
>>53055889
This quote from the Arnold K. (the Goblin Punch guy) sums it up pretty well.
>>
>>53056063
oh man that's exactly the way i felt playing the newer editions

the more i wanted to change the setting, the more i realized how restrictive some of the mechanics were, and the more i realized how restrictive the mechanics were, the more i questioned why i was using the system
>>
>>53055889
Did you ever read any of China MiƩville's Bas-Lag novels, or Jeff Vandermeer's (significantly less popular) Ambergris novels? Those are good representatives of the New Weird, which is probably what Anon in the screencap meant.

Before that Weird usually meant "shit published in Weird Tales", so like Lovecraft and Clark Ashton Smith, maybe Leiber. Jack Vance probably belongs in this category too, or somewhere inbetween.
>>
I played becmi back in the day and I don't really get the fascination with it t b h I get that you can mod the hell out of it (and considering today's state of RPGs, I don't blame you) but it just doesn't scratch the gamist itch. When I was a kid I wanted those ad&d books so much that everything just paled in comparison it seemed. I didn't have to play just a cleric now, I could play a DWARF cleric. It seemed like the biggest deal ever then.
>>
>>53056203 #
I can't imagine wanting to play a dwarf cleric, which makes it hard to empathize.
Dwarves are an archetype unto themselves, layering another archetype just muddles the character.

What I'm getting at here is: any dwarven cleric is really just a cleric *or* a dwarf, but wearing a funny hat.
>>
>>53056274
>any dwarven cleric is really just a cleric *or* a dwarf, but wearing a funny hat.
This just smacks of a lack of imagination to me.
>>
>>53056264
I can kind of get in the gamist context he provided, it's like wanting to just have that option to fuck with numbers and variables and shit
>>
>>53056279
You can ham up both traits, but one will still overshadow the other.
>>
>>53056203
There is actually a dwarf cleric class for BECMI, in the Dwarves of Rockhome supplement.
>>
>>53056309
Says you.
>>
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>>53056309
Being either a dwarf or a cleric is not a trait. It's called a race (""""""") and a class ("""""""). I'm getting to old for this shit.
Ok oh I can play an ELF cleric now! Does that help you unspool from your lofty thought processes now? It was interesting to see it combined, not necessarily from a mechanical viewpoint but to see how it overall impacted the game.
>>
>>53056309
>>53056350
As an interesting question: Why is being a dwarf an important trait that should not be impinged on by another, but being a human is not?
>>
>>53056366
Human isn't an archetype/stereotype.

If you pick an ethnicity, that's a different matter; but "Human" doesn't instantly conjure character traits.
>>
>>53056366
Again, it's not a trait. Once you realize that, your question answers itself.
Your welcome.
>>
>>53056417
>"Human" doesn't instantly conjure character traits.
Neither does fighter. Oh wow, I'm a warrior! What does that imply beyond the fact that I'm competent at hitting things? Nothing.
>>
>>53056459
>not being iron thewed
I hardly knew ye, /tg/
>>
So dwarven paladins are definitely out. Gotcha.
>>
>>53056417
It kind of does, though. A lot of fantasy and sci-fi of the 20th century is about what it means to be human in a world inhabited by other intelligent species.
>>
>>53051761
That makes it even worse!

I can't understand it because it makes no sense, and I can't change it for the same reason.
>>
>>53053218
>>Stats become way too important
>I think you have to agree that "too important" is a subjective measure. HP becomes 'too important' in lethal games. Torches become "too important" in games set in caves. So that's not a very useful statement.
It could greatly exacerbate power disparities resulting from random attribute generation. If your stats aren't randomly generated, then this aspect needn't be a concern (though it obviously makes save stats more important relative to no-save stats).

>>Your attributes are static and thus don't scale like they need to.
>Again, not in all systems. And also... what does "like they need to" even mean? Do you hear yourself?
We're in an OSR thread, so unless you specify that you're doing things differently, the assumption (so that we can actually discuss things) is that you're running an essentially "standard" system by old school standards, in which case, scaling saving throws play an important role. It's not that the system is so holy that you can't tweak it, but if you just rip a pillar of the game out, there are bound to be repercussions. In this case, low-level effects are significantly de-powered, while high-level effects can actually gain a good bit of ground (assuming you're using straight 3d6... if you use something like 4d6DL, then there may not be much of a difference, though in that case, low-level effects are seriously hamstrung).
>>
>>53056916
https://en.wikipedia.org/wiki/Wikipedia:Chesterton%27s_fence
>>
>>53057791
Exactly. And for all your attempts to help me understand how saving throws work - thanks for that, by the way - it's only raised more questions.
>>
>>53057846
I don't even know what you're asking of people in this thread anymore. Some have said that you should change it if you don't like it, and you get mad. Some say that you should learn more about it, and you get mad. Maybe you just want to be mad, in which case I'd appreciate it if you did that somewhere else.
>>
>>53057968
>Some have said that you should change it if you don't like it, and you get mad. Some say that you should learn more about it, and you get mad.

I can't do the former without the latter, and all I've learned by doing the latter is that it makes even less sense than I thought it would.

>Maybe you just want to be mad, in which case I'd appreciate it if you did that somewhere else.

I don't think anyone wants to be mad. I just want to understand this.
>>
>>53057982
Alright, let's try to work this out in good faith then. I can't be sure that I'll have the answer but I'll try to help you. The conversation has been going on for a while, so can you repeat what it is exactly that you're having trouble understanding?
>>
New thread:
>>53058029
>>
>>53057999
Posted in the new one.
Thread posts: 358
Thread images: 82


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