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/osrg/ Old School Revival General Lolthcercise Edition

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Thread replies: 318
Thread images: 83

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>The Literally Whos:
https://discord.gg/qaku8y9
>Trove:
http://pastebin.com/QWyBuJxd
>Online Tools:
http://pastebin.com/KKeE3etp
>Blogosphere:
http://pastebin.com/ZwUBVq8L

Previous thread: >>54750708

How do you like your drow?
>>
>>54787411
>How do you like your drow?
Like Gygax intended them: powerful, thoroughly evil, spider-themed, matriarchal dominatrixes.
>>
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>>54787411
Salvatore regrets!

>>54787330
OK. But even if you're willing to skeleton up and fix this in 300 years, there's A deadline. Heat death of the universe?
>>
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>>54787411
>How do you like your drow?
You mean Ælf-Adal, right?
>>
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>>54787497
Lodsa magic items PCs can't use, neener-neener.
>>
>>54787411
Evil to the core. Only as monsters, never as PCs or neutral NPCs
>>
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>>54787525
>Heat death of the universe?
I wouldn't worry about it.
>>54787532
Yuss.
>>
>>54787810
Fun fact, originally the matrix was supposed to use humanity for processing power, but that got shot down. It also helps that the entirety of Matrix runs on hamfisted gnostic imagery
>>
>>54787411
Nude, submissive, and ready to go.

Alternatively, the ones from...I want to say Blackmoor? The ones who had this highly-religious setup and were actually interesting and not crazy, but had a pretty legit gripe that the surface elves left them to fucking die and their spiritual leader had saved them by following some weird philosophy? They were more monk/ascetic/shaman-y and less "psycho doms."

I thought it was cool. I think a lot of Blackmoor is cool, though I'd never run it myself.

>>54787580
Fuck this though.

>>54787532
Tell me more. I don't recognize the name.
>>
>>54787952
Not him, but the Aelf-Adal are from Veins of the Earth which is the Underdark as seen through Lovecraft glasses
>>
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What are you guys' favorite non-TSR modules? Pic mostly unrelated
>>
>>54788023
We're just talking about the older days, before the renaissance?

Basically anything from Judges Guild. Caverns of Thracia, Tegel Manor, some of the Treasure Maps (especially Crypts of Arcadia), but the best of all in my book is Dark Tower.
>>
>>54787497
>matriarchal dominatrixes.

Emphasis on this. The world needs more of this.
>>
>>54787411
>How do you like your drow?
Used sparingly.
>>
http://goblinpunch.blogspot.com/2014/07/chelinausca-and-morlocks.html >>54787411
>>
>>54788051
Thank you, kind Anon.
>>
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>>54775489
I think I've got the start of the calculations for the new racial class I'm making in ACKs. But I'm not so sure how to advance that to levels 1-4. I added up the cost of the racial powers and got this.

1. Endurance: 1
2. Weapon Focus: 1
3. Strength of Spirit: 1
4. Fighting Fury: 2
5. Savage Resilience: 1

6-1=5 5×40=200

Oni Lvl. 0 = 200 XP

Is that correct so far?
>>
>>54787945
Fun fact, literally everyone on the Internet has posted this fun fact before.
>>
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>>54787810
Oysker poh!

You got a table for eating walls?
>>54788239
>>
>>54787810
>the universe doesn't run on math
>uses math to hack da matrix
BRAVO WACHOWSKIS
>>
>>54788783
Okay inexplicably aggressive anon
>>
>>54789003
Anon that's a joke, not the actual script of the matrix
>>
>>54789013
Really, you think that was aggressive?
>>
>>54789156
I think you're being a fag but "aggressive" was more polite. Done?
>>
>>54788023

BFRPG - BF1 Morgansfort
Judges Guild - Caverns of Thracia
Labyrinth Lord - Stonehell
LotFP - Tower of the Stargazer

Just to name a few
>>
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>>54788972
>>
>>54788023
Barrowmaze.
>>
PDF request for the following TSR-published adventures that no one is man enough to share

• RPGA module list
https://pastebin.com/bTiWLJ1F

• Adventurer's Guild module list
https://www.acaeum.com/ddindexes/periodicals/agindex.html
>>
>>54789364
Oi, Skerples. If one were to remove a wall from the wall, place it upon a table, and then consume it by meas of fork and knife, and one's referee were to dice gameshapes to arrive at a consequence, what possible consequences may arise?
大井、Skerples。削除する場合 1 つの壁から壁、テーブルに置くし、フォークとナイフの測定によって消費し、の審判がどのような可能な結果が生じることがあります、結果に到着する gameshapes のサイコロ、?
Oi, Skerples. If you want to remove from the walls of the one put on walls, tables, and consumed by the measurement of the fork and knife of gameshapes is what can be found there may be a result in the arrival of dice,?
大井、Skerples。削除したい場合、1 つの壁は壁、テーブルに置いてフォークの測定によって消費され、gameshapes のナイフはサイコロの到着の結果可能性があります何がありますか。
Oi, Skerples. If you want to remove the single wall wall on and consumed by the measurement of the fork and knife gameshapes there might be a result of the arrival of the dice.
大井、Skerples。あなたはの単一の壁を削除してフォークとナイフの gameshapes の測定による消費サイコロの到着の結果がある可能性があります。
Oi, Skerples. You are in may be a result of the arrival of consumption dice by measuring the gameshapes of fork and knife, remove the single wall.
大井、Skerples。5 月は、フォークとナイフの gameshapes を測定することによって消費ダイスの到着の結果である、単一の壁を削除します。
>>
Oi, Skerples. Remove the single wall, by measuring the gameshapes of fork and knife and may be a result of the arrival of the consumer dies.
大井、Skerples。フォークとナイフの gameshapes を測定することによって単一の壁を取り外し、ダイスが消費者の到着の結果である可能性があります。
Oi, Skerples. You may remove the single wall by measuring the gameshapes of fork and knife, dice is a result of the arrival of the consumer.
大井、Skerples。フォークとナイフの gameshapes を測定することによって単一の壁を削除すること、サイコロである消費者の到着の結果。
Oi, Skerples. The result of the arrival of consumers to remove the single wall by measuring the gameshapes of fork and knife, dice.
大井、Skerples。フォークとナイフ、サイコロの gameshapes を測定することによって単一の壁を削除する消費者の到着の結果。
Oi, Skerples. The result of the arrival of the consumer to remove the single wall by measuring the gameshapes fork and knife, dice.
>大井、Skerples。Gameshapes フォークとナイフ、サイコロを測定することによって単一の壁を削除する消費者の到着の結果。
>Oi, Skerples. The result of the arrival of the consumer to remove the single wall by measuring the Giameshapes fork and knife, dice.
>大井、Skerples。Gameshapes フォークとナイフ、サイコロを測定することによって単一の壁を削除する消費者の到着の結果。
>>
>>54789117
Alright, I see. It's not really framed as a joke though. Seems more like bad fanfiction.
>>
>>54789977
Quite astute of you. It's by the author of the bad fanfiction Harry Potter and the Methods of Rationality
>>
>>54789977
It is. One written by a gibbering-mad lolbertarian machine cultist who got famous writing more bad fanfiction about a supergenius Harry Potter. If you give him literally all of your money, though, you can get into the good graces of A.I. God and His prophet. I hear A.I. Hell is reading Yudkowsky's fanfiction for forever.
>>
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>>54789876
>>54789900
The answer:
Walls are Normal Meat. They taste of Decearing Egg. They make a Delicious Breakfast. https://www.youtube.com/watch?v=FhhVw_cbQ9g
>>
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>>54790091
That reminds me. I really need to finish my setting notes for a world based on an absolutely literal interpretation of /all/ the Chick Tracts.
>>
>>54788023
Uh. I can really only think of ZH-01 An Overwhelming Sense of Loss if we're talking OSR modules. Maybe In Search of NEW Gods too. Footprints and & Magazine also have good stuff.

>>54789876
>>54789900
What did he ミーム by this?

>>54787411
Like your pic my dude. Although the spooky drow in Ravenloft pseudo-canon are kinda neat too.
>>
>>54787411
>How do you like your drow?
Like Drizzt
>>
>>54790427
www.translationparty.com/what-did-he-ミーム-by-this-13019881
>>
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>>54790603
>>
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I don't think I've ever used drow, but I sure like them as fap bait.
>>
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OC
>>
>>54790823
1, 2, and 10 are pretty fun

The others, meh. Just seem like genericish buffs and spells.
>>
>>54787580
2e had the GOAT artwork

>>54787497
Dominant, unrepentantly evil femme fatales.
>>
I need prison/dungeon break adventures. Anybody know of a good one, or a dungeon that works well "in reverse"?
>>
Any feedback on the oni class I made here? https://pastebin.com/8xjR2ujX
I'm nearly halfway done with my list of races I wanted to create.
>>
Randomized character advancement?
>>
>>54791841
What, like, 'roll 1d4 to see if your new level is in fighter, thief, cleric, or magic user?' Or more like testing skills and stats to see if they increase
>>
>>54791863

I was more thinking something like a 1d20 or 1d100 roll each level based on your class to see what you get.
>>
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>>54776188

Mind giving me a rundown?

I skimmed it, but could not tell what was important.
>>
>>54791841
http://jrients.blogspot.com/2017/07/one-size-fits-most.html
>>
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>>54791781
I'm writing one where you break into a fortress to steal the Pope.

So... I'm interested in similar adventures, but I have nothing to offer.

>>54791881
Sit down and read it properly, or google other reviews until I've got the blogpost done?
>>
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>>54791841
>>
How do you do grappling?
>>
>>54788051
>the best of all in my book is Dark Tower.
My African American of like parentage
>>
>>54792569

B/X, but here: Determine Strength or Dex at character creation to reflect grappling style. Elven Aikido vs Dwarven testicle-yanking.

Make an appropriate attack against your target. Succeed? Succeed! Make an attack each round to maintain grapple.
>>
>>54792569
Attacker attacks, defender defends, and the defender is grappled if they fail. Defender has -4 to dexterity and can't move or use any weapon longer than a knife against their attacker as long as they're grappled. To break free the defender needs to win a quick contest on their turn of strength against their attacker.
>>
>>54792178
Not if I write one first! I'm not actually gonna write one. You've just mentioned it two months ago and I want it!

>>54792569
After 3 years of Rugby and 1 year of BJJ, I try not to. I think it's one of the great challenges of any RPG to make a system for grappling that is both useable and agile enough to not bog down the game.

I simply run it mechanically the same as being swallowed by giant monster. It's a to hit roll and instead of damage they get "grappled". If you're in a grapple you can only use light/one handed weapons and you treat your armor class/defense score as half. If you're in a grapple you can either attack or try to get out of the grapple by hitting the enemy as with only half your attack bonus/score.
>>
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>>54793149
>Not if I write one first!
Hooray!
>I'm not actually gonna write one.
Boo! Why not?
>>
While we're all here playing old D&D I recently had the opportunity to play 5e and it really gave me a lot of ideas.

The thought of Fighters having these powers like a second wind is really cool. The different class and power archetypes that grant you new and powerful abilities are really cool. But it drags the game down in complexity. I sometimes wonder if it would be possible or even a good idea to try and add an element or two of the 'bloated' newer editions of D&D to the otherwise much more sterile and streamlined older edition.
>>
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>>54793526
It's not a bad idea. The GLOG, for example, is pretty much all about that.

But weiche, Wotan, weiche! Don't go overboard and throw in all the powers. Don't do the 4E thing of having powers be really abstract and tied to out-of-game stuff like "encounters" and "healing surges" that break the fiction.
>>
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What the fuck is the point of 'rolling' for spell power or spell DCs?

Last thread there was discussion of it, and I know DCC does it, but I just think it sounds stupid as fuck. The only possible thing rolling for spells could do is to waste your time and get you killed (in combat), and out of combat it's just a waste of time either way since you'll just retry the roll over and over again until you make it. So what's the point of rolling to cast spells?
>>
>>54793683
>and tied to out-of-game stuff
Doesn't bother me so much, I already do nebulous round lengths.
>4E
Consider poaching (or paring down) Strike!
>>
>>54793742
Stop shilling Strike! Why does /tg/ keep shilling Strike!?
>>
>>54793798
>Why does /tg/ keep shilling Strike!?
You try it yet?
>>
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>>54793798
>>
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>>54793812
>>
>>54793692
DCC casters are balanced entirely in that they'll slowly become lumps of cancer by using magic. It's not "oops the spell didn't work please try again", it's "oops you rolled a one, looks like a demon lord came to take a slice of your soul". And you roll for unavoidable spell "side-effects" in the form of mercurial magic, which can be anything from temporarily becoming a caveman to a sorcerer-king from another dimension bugging you in your sleep because every time you cast the spell thousands of his subjects die. And those are both actual results from the mercurial magic table
>>
>>54787411
Drow should have never abandoned their glorious sex dungeon jazzrobics designs, no matter how datedly 80s it became.
>>
>>54787991
Is Veins of the Earth in the trove? I can't find it anywhere and I'd really like to give it a look.
>>
>>54793905
It's in _Inbox
>>
Hiya there, you crusty old elves. Here's the rulebook update + The actual MCC RPG rulebook. If you want it. I dont care.

https://www.sendspace.com/file/yntolv
>>
I'm confused. Do Wizards get spells as they level in OSR games or is it only from finding/researching them in the world?
>>
>>54794245
1. By learning them on character creation. Roll to know spells of player's choice as many times as player wants, up to and including until Max Spells / Level # is reached
2. By finding spells on scrolls
3. By finding spells in spellbooks
4. By purchasing spells from high-levels
5. By researching spells
>>
>>54794245
>>54794260
Oh also, for a specialist:

6. Gain new spell of choice from specialty school on gaining level
>>
>>54794260
>>54794245
I know that 2e suggests giving them a random spell on level-up, because 'their learnings over the level suddenly coalesce into a real spell'. It also suggests giving them the option of choosing what spell they want to learn, but then they have to roll for it. Don't know if Basic and AD&D 1e have anything like that.
>>
>>54793967
Thanks man.
>>
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>>54794245
It... varies widely?
>>
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The Sage, a combination of magic user and cleric. They have the power to support their allies and curse enemies.

They roll 2d6 + (x2 level - x2 enemy effect in HD) and try to reach a 9 or better. Any 1 on either or both die grant them a -1 to all further Sage magic rolls until they return to town and can do their mystic bullshit to recover their mojo. You can also drink a Potion of Potency to recover from this negative, or temporarily grant a bonus to make things easier.

Sages can roll to;
>Heal Allies
>Cure Allies of status effects and diseases
>Counter curses or negative magic
>Command creatures (ie; turn undead)
>Stun Enemies
>Grant Bonus damage to Allies
>Hex Enemies to reduce their power
>Sense dangerous hazards or if an item is cursed

How does this all sound for a useful all around support class?
>>
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Skerples, what is that "eye venom" spell you mention in TotSK room 13?
Is that an Ad&D thing?
>>
>>54796937
Pretty sure that's one of Skerples patented "figure it out yourself, it'll make you more creative" spells.
>>
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>>54793864
They will live on in our memories though
>>
>>54795513
They barely seem good at running away.
Which is more or less the life calling of low level MUs.
>>
>>54797469

Stunning enemies and Commanding enemies to fuck off seems to cover the running away bit.
>>
>>54797858
Maybe I'm just too used to Rope Trick and Hold Portal.
Yeah, you're right that it seems fine.

Might I suggest removing
>Counter curses or negative magic
It's more interesting to roleplay that sort of thing.

And what's your policy on Fighters with scrolls?
>>
>>54797935
>Counter curses or negative magic

I don't think this should be removed. Without any other written methods this would be the only way to do it, besides I should have added a 'temporarily' to it, sometimes it can only surprise a curse instead of stopping it.

>Policy of Fighters with Scrolls
Postitive as of now. I'm not sure how magic items will be handled in my game yet, I'd probably let them use whatever as long as it isn't a serious issue of class balancing.
>>
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>>54797017
I swear I posted a version somewhere, and I know I've seen an AD&D spell called that.

Basically, you stare at a target within 100' and do 1d4 acid damage per round. You can't change targets.

It foreshadows the Basilisk, and is useful in fighting both the Stone Cobra Guardian and the Basilisk.
>>
Stars Without Number Revised Free Edition Beta

https://drive.google.com/drive/mobile/folders/0B4qCWY8UnLrcSXNVUW9CRzMtbkE

Like all Crawford games there's plenty of stuff to steal in my opinion. Psychic powers in particular seem to be simple enough to backport to Godbound sine it runs on Effort.
>>
>>54791781
>I need prison/dungeon break adventures.
Castle Caldwell contains a conceit like that IIRC.

>Anybody know of a good one?
...Oh. Never mind, then.
>>
>>54794398
What a helpful response
>>
>>54794323
That's one of the rules we never used. If you don't find it/research it, then you can go pound salt up your ass
>>
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>>54792569
PDF related. Page 3, "Combat Example".
>>
>>54791831
Bump
>>
>>54791781
I'm eventually going to finish one that everyone I've shown it to has said would be better upside-down.
>>
>>54793692
Clerics have to roll for turning
Fighters have to roll for fighting
Thieves have to roll for thieving
Why shouldn't Magic-User roll for magic use?
>>
>>54801682
Because unlike all those other things, magic-user runs out of magic. So making him roll for it too would be unfair.
>>
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>>54798899
There is an "Eye of Venom" in AD&D2's "Player's Option: Spells & Magic", as part of the seventh level spell "Seven-Eyes", but it does not match your description.
>>
What do OSR games have that a computer game couldn't handle? How are they better roleplaying than story games?

Serious question.
>>
>>54802286
>What do OSR games have that a computer game couldn't handle?
Infinite possibilities and smart environment.

>How are they better roleplaying than story games?
They are not inherently better, they are different. It's like asking how vanilla is better than chocolate, it merely depends on one's taste and preferences.
>>
>>54801210
Broad thread
>>
>>54802286
Storygames assume that the point of roleplaying is to create a narrative with a nice arc and resolution, and the mechanics are set up to push towards that.
OSR is set up to just run a world and let whatever stories emerge happen organically over time.
The human mind is incredibly efficient at turning random events into stories. Play DnD for a while with random encounters, tandom treasures, disposable PCs, brutal combat and all of the unpredictable and nasty bits of the genre... and a story will appear out of the chaos because that's what humans do.
You don't actually need storygames to have stories in your games.
>>
>>54803171
But if a storygame narrative also has mechanics to set it up on, then it'd mean those mechanics could allow for weird unexpected rolls, taking the story to a whole new direction. It can manage the same just as well.
>>
>>54803171
that's the exact problem with faggoty vidya games these days
>>
>>54803235
A storygame could have a story that takes a left field turn. With an OSR, there is no story. You look at things after the fact and piece a story together.
>>
>>54177836
>Wizard brains are weeeeeeeird.
How much of a distinction are you making between brains and souls?

I assumed you made a big distinction; but come to think of it, several of your random tables have involved brains exiting their body and then plane shifting.
>>
>>54803235
That's kinda my point. Regardless of your system, you get a story, because that's what humans do when given random patterns
>>54803247
U wot m8?
>>
>>54791831
I like the class so far. I have wanted to do something similar with ACKS's class creation system myself.
Out of curiosity, what other races do you plan on making?
>>
>>54801705
>Because unlike all those other things, magic-user runs out of magic. So making him roll for it too would be unfair.
You >do< know that in DCC you don't actually run out until you start blowing rolls, right?

>>54803304
The distinction between "brain" and "mind" isn't necessarily obvious to a non-native speaker.

>>54802286
>What do OSR games have that a computer game couldn't handle?
Complexity and situational rulings. It's the difference between code law (the law is the Law, all we need to do is see if you follow it) and case law (what the US uses).

>How are they better roleplaying than story games?
They aren't, necessarily. It just leads to different flavors of RP.
>>
>>54804398
You weren't a native speaker?
>>
>>54804398
>You >do< know that in DCC you don't actually run out until you start blowing rolls, right?
Yes, but DCC is an exception that >>54801682, that I was quoting, clearly didn't take into account.
>>
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>>54804112
Hey thanks! After this one I plan on making twi more cleric/druid classes (with one as a monk) and try to come up with some beastmen races, like centaurs, satyrs, harpies, cat people, and dog people. Though I know that's gonna be a huge bummer. I think I might go with how the Thrassian's are built though, like how you get different and better abilities the more racial points you put into them. Maybe have Value 0 as the smaller, weaker beastmen like satyrs and harpies and have Value 4 as the strongest, biggest ones like centaurs and werewolves.
>>
>>54793317
I have like 10? or so modules/dungeons I've ran that I need to format/write up/ edit first before I can really get to making a new one from scratch.

>>54795513
I don't really like the idea of rolling 2d6 and having enemy and caster HD be doubled but otherwise it seems like a pretty streamlined system. It sounds pretty effective but I urge you to reconsider the doubling of HD's for calculation.

>>54801682
That's not a very fair comparison. Everyone has to roll for fighting and depending on what is thieving, everyone may also have to roll for that as well. Clerics may have to roll for turning but that's equivalent to a MU rolling damage dice for a spell not being able to cast the spell in the first place.

>>54802286
OSR generally has a "narrative" emerge as a result of play while story games have play emerge as a result of narrative. Inherent in a story game is a storyteller who acts as an author while in a OSR you have a referee who simple adjudicates. A story game is fundamentally limited by the story teller while an OSR game is fundementally limited by the tables/randomized outcomes. It's ultimately easier to make/find good tables than a good story teller. OSR then presents a more robust system for playing RPG's than a storygame.
>>
>>54804465
Except he did take it into account, since he's attempting to justify the use of roll-over DC's for spells in DCC.
>>
>>54804435
Nah, I am. American (Northwest regional) English. I have a dental /t/ and some issues with laterally-releasing my /ɹ/.

It's just that as a historical linguist with a side in comparative ling and translation, that's one of the things I run into a lot.
>>
>>54801682
First of all, *everyone* has to roll for fighting. Secondly, the magic user's spells are instant problem solvers which work 100% of the time. The thief's skills and the cleric's turning are gambles.
>>
>>54793526
>The thought of Fighters having these powers like a second wind is really cool.
Just FYI this is basically implemented by a very common OSR house rule, the one where you gain some temporary HP or heal by taking a swig of booze. Just restrict that to Fighters only and limit the uses per day and Bob's your uncle.
>>
>>54802286
>What do OSR games have that a computer game couldn't handle?
Freedom, rules that are changeable on the fly, and notably the endgame, which no computer game I know of has tried to deal with integrated with an RPG.

>How are they better roleplaying than story games?
This guy >>54802361 isn't off base with the ice cream analogies, but the flavors are wrong. OSR is like pineapple gelato; once you try it you wonder what the fuck you were doing slogging through some thick, heavy Ben and Jerry shit full of chunks and marshmallow, and most people never go back. Storygames are like artisanal shit-flavored ice cream made on a base of human breast milk. There's no actual shit IN it, but the taste is exact: some few fetishists will love it, and everyone else will puke.
>>
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Anyone else tried that 'Host a Dungeon' game? get any interesting results? Pic related was my first go (I tried to make things a little clearer to read). All kind of crazy stuff happened that I wasn't expecting. Stuff like, rather than helping the remnants of a destroyed Dwarven civilization the humans started a war against them and wiped them out, only in turn to be destroyed by an army of Neanderthals who were aided by a group of adventurers (the battle was fought over a bridge in the heart of the volcano). Those adventurers became fabulously wealthy off of all the war loot but were ambushed and likely eaten by a Giant-Ogre named Rustmouth who took their treasure and their magic sword and became an major villain, amassing his wealth and forces for total dungeon domination. This isn't even including the strangeness of a Giant Demonic Bee or the explosive Orb of Pure Evil that caused a cataclysm for the dwarves.

I'll post the pdf.
>>
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>>54805050
>>
>>54805050
To all who bemoan shilling blogposts!
Look upon this post, and know what you invite in.
>>
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>>54805119
>>
>>54805534
Instead of posts linking to blogposts, we'd get posts that are blogposts.
>>
>>54805588
Skerples blogposts here at the same time as he links to his blog. Blogposting in these generals are nothing new. This guy's post isn't even that bad.
>>
>>54790091
>>54790031

...I thought it was pretty good.
>>
>>54806637
Matrix or Harry Potter?
>>
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OSR please help!

I'm looking for the pdf of DRAGON STRIKE.

Specially (only) the maps. Whoever did them made the AD&D FIRST QUEST maps too (Introduction to AD&D). Someone knows who he is? That style of map was what made me become a (forever) DM.

I looked at the Trove, but found nothing.

I would buy it, if the only one available for a fair price had the minis unpainted.
>>
>>54806813
You can always strip the paint off the minis using a degreaser of some sort.
>>
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>>54802284
Well huh. Then it's what >>54797017
said; a hint to figure it out for yourself. Or pick a spell you do know.
>>54805757
Generally, I'll try to post stuff that isn't quite finished yet to get feedback, or stuff that isn't worth a full blog post yet.
>>54805050
There is... a lot going on here. Where do the PCs fit in?
>>
>>54806698
The fanfic - Harry Potter and the Methods of Rationality. I found it clever and entertaining.

To be fair I also liked MLP: Friendship is Optimal so I may have a soft spot for these kinds of fanfics.
>>
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>>54806932 c >>54805105

Presumably, you get your group to do it for you to cut down on prep for your other group.
>>
>>54788754
Looks right to me. It ended up a nice number, but remember to round to the nearest 25 when it doesn't.
>>
>>54807317
Gotcha. I ended up just using the XP I tallied up in the base value in the class here >>54791831 since I don't think I'd need any extra classes. I will, however, fully utilize it when making my beastmen classes.
>>
>>54804632
>I don't really like the idea of rolling 2d6 and having enemy and caster HD be doubled but otherwise it seems like a pretty streamlined system. It sounds pretty effective but I urge you to reconsider the doubling of HD's for calculation.

I don't know. Having every 1 rolled count as a -1 ongoing to rolls mean's you basically get two of those per level before you start dropping in power levels.

Changing the target number to 7 keeps the same amounts but with less difficulty. It also means being one level ahead with a -1 to ongoing rolls is less of a punishment then otherwise.
>>
>>54793692
In DCC rolling over and over again out of combat can cause bad stuff to happen (both weird and mundane - 'you lose your spell for the day'). Rolling higher lets you have a cooler and broader selection of spell effects at your disposal.
>>
>>54801705
In DCC they only run out of magic on a crit fail - a cleric is actually far more likely to have all of their ability to fight, cast, and dungeon taken away by a bad roll as disapproval grows quickly. Add'ly thieves rolling bad at thieving means they face a trap and die, fighters rolling bad at fighting means they face a blade and die, giving wizards a no-failure way to rock combat is unbalanced as shit unless they've got iunno very few spells per dungeon.
>>
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What would be some good spells for an island based monk wielding water magic?
>>
>>54808784
There aren't very many water based spells at all, so you'll need to refluff. Burning Hands becomes a blow of hot steam, Hold Portal freezes the door, Magic Missile shoots up little ice shards, Read Magic is done by pushing the magical text underwater, Invisibility is a layer of water reflecting the light away from you, and so forth.

In general, fire spells are easy enough to just do as steam.
>>
>>54808784

>Desalinate Sea Water. Or 'Make the Ocean a Pond'

Must crack open a tropical fruit/coconut and fill the empty shell with sea water. Waving your hand over it, it becomes pure water that can be drunk.

>Sea Splash
Caster fires a short jet of water that hits the foe like a tidal wave, pushing them back 10+2 per caster level ft, with larger opponents getting pushed back much less. The water from this spell gets them wet, but evaporates within a minute.

>Ride the Storm
Can avoid all penalties when moving through fierce winds or storms once this spell is cast. If the wind is fast enough, can actually 'step' on it and ride it around, flying as fast as a horse can run.

>Speak to Dolphins
Exactly what it says.
>>
>>54809081
These are pretty nice. I'll use them in the next character I'll create.
>>
Have onyone here taken rules from OSR to 5e or other edition? which ones?
>>
>>54808784
Water Walking is a must. Some sort of Control Wind type spell for keeping the wind in the sails of your catamaran, a Summon Fish spell to improve fishing for improving fishing (similar to Growth of Plants or whichever one it is that improves the yield of crops) rather than have them fight for you, a highish-level Unexpected Whale spell where it just comes up from under a guy and swallows him whole if he fails a save, then disappears back into the deep (call it level 4, say, since it approximates Disintegrate but only works on/in the ocean).

There should also be something about moving or animating giant statues, to fit the legends about how the moai of Easter Island got to their places.
>>
>>54809859
but why
>>
>>54808784
>Maui's Magnificent Balsa Boat
A small paddled boat appears, suitable for rowing between close islands (1 hex or so). It persists for 8 hours.

>Calm Water
A spell to abate waves. Normally it will just work, but if used against a destructively large wave such as a tsunami or against magically created waves in any case, the caster must defeat the wave as though dispelling it, or other appropriate mechanic. The spell is also effective against a water elemental, but the elemental is in that case allowed a Save vs. Magic to resist. The reverse of this spell, _Tsunami_, summons a destructively large wave, but this is a strongly Evil act if you use nine-point, and Chaotic in any case; enough on its own to make you an evil, hated sorceror in the eyes of islanders.

>Tangaroa's Timely Rescuers
A school (pod? I don't know what the correct word is) of friendly dolphins appears, like in sailors' fables, and rescues any drowning/sharked-up people in the water, taking them to the nearest beach (caster has no control over the destination). Up to [caster's level] people may be helped this way.

>Maui's Marvelous Massive Money
A giant (about 5' diameter) limestone wheel falls from the sky, crushing one enemy unless he succeeds at a save vs. magic. On one island this wheel is extremely valuable; everywhere else it's just really inconvenient. Look what you did!

>Atonga's Swimming Charm
The caster gains a Swim speed of 15" and commensurate overland travel speed, provided he's unencumbered. Lasts [caster level] hours.

>I Kite Te Tangata I Te Mango
The man is eaten by the shark.
>>
>>54810386
cuz 5e needs them?
>>
>>54810420
I like how quirky these spells are.
>>
>>54810420
>Tangaroa's Timely Rescuers
What save do you have to make do avoid dolphin rape?
>>
>>54810756
I explicitly stated they were friendly like in stories to avoid this grave concern re: real actual dolphins. The spell probably thwarts their boners, or something.
>>
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>>54810420
>A giant (about 5' diameter) limestone wheel falls from the sky,
Reminder:

You can still spend the Rai Stone if you cast it into the ocean.
>>
>>54810945
Only if it happened nearby and there are reliable witnesses so everyone knows it's really there.
Also the stones that one faggot machined with power tools are literally worth less because everyone knew they weren't as hard to make and move, so who knows if a conjured coin that also sank to the bottom of the waves would actuallyt be worth anything. That's the ol' referee's remit, I guess.
>>
>>54811143
Anyone try to dredge that one up yet?
>>
>>54811365
Pretty sure the ocean in that area is much too deep for anyone to want to bother.
>>
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>>54809081
>Speak to Dolphins

This is a dangerous fucking spell.

Note: I don't have citations for any of this, so don't ask.

Dolphins are the skinhead punks of the sea. They are a bunch of chewed up, scarred, mean, bitter, sadistic shits that can move faster than your boat. You see a happy school of dolphins skipping along the waves?
https://www.youtube.com/watch?v=sRBu-FxD5W0

Except, you know, aquatic.

Male dolphins are also rapists and perverts. It's possible that there are male dolphins who aren't rapists and perverts, but they've probably been raped to death by the other ones, so it's not likely to come up. And I use these words deliberately.

See, ducks get brought up as rapists a lot, but ducks can't consent. They're dumb animals. They just do what they were built to do. There can't be any moral judgements involved. But consent starts to be important and relevant, IMO, around when a creature realizes it can use sex as a bartering tool. Not just for warmth or food, but for abstract stuff. Some of the apes have it figured out. Dolphins have it to. They can, as far as we know, establish some kind of consent, or value on sex.

They just don't. Because... see above. They'll also fuck weird things (dead fish, seals, smaller dolphins, blowholes, humans) and then show up and tell their friends. Or show off. It's weird.

So... you can talk do dolphins now.

You've basically got a direct hotline to the inmates of a maximum security prison, except the prisoners are free, fast, mean, and willing to trade. Dear god. The things they will tell you. A biker gang on meth and molly. A bunch of aquatic cannibal lunatics, who are all too willing to whistle and click their way into your nightmares.

Shoulda stuck to summoning demons.
>>
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Old School Renaissance or Old School Revival?
>>
What are the main differences between B/X and AD&D playstyles?

Also, are there any good places to read blackmoor trivia?
>>
>>54811481
Old School RPGs
>>
>>54811716
>group initiative vs individual initiative
>race-as-class vs race-and-class
>many classes vs fewer classes + kits
>no spells for clerics at 1st level vs spells for clerics at first level
>>
>>54811778
Old School RPGs aren't limited to the TSR D&D circlejerk that is the OSR.
>>
>>54811716
>are there any good places to read blackmoor trivia?
There's no one good place, but you can gather up a good fist if you look in a bunch of places.
Start with The First Fantasy Campaign, obviously; I'm pretty sure it's in the trove (it's a Judges' Guild product). Then check out Havard's Blackmoor Blog, read Playing at the World, and finally register at the Comeback Inn so you can read their hidden forums with anecdotes.

Supposedly there's a documentary coming out soonish as well.
>>
>>54811910
Thanks man, I've been reading piecemeal trivia and it's pretty damn interesting, but it's nice to have a concrete place to start!
>>
>>54811440
Dolphins are really fucking stupid.

Octopi, octopi are smart.
They can learn how to do new things by watching other animals do them, which is smart.
But here's the bananas part: They can intuit more efficient ways do do those new things.
>>
>>54811481
Old School Reveillark
>>
>>54812248
Dolphins can learn new things by watching other dolphins do them to.

Rescue dolphins learned to imitate tricks done by dolphins in captivity before they were released back into the wild.
>>
>>54811481
Old School Reveille. The trumpeter's blown the call and your angry-ass sergeant is kicking you out of bed and down into the horrible Vietnam hole.
>>
>>54811481
>>54812272
Obnoxiously somnambulant Reykjavik
>>
>>54812248
It's octopuses or octopodes
>>
>>54808460
>In DCC they only run out of magic on a crit fail
That's incorrect. They lose magic on normal failure.
>>
>>54811481
Old School Reverie
>>
>>54811481
both are valid in my opinion, although which one describes a specific OSR product better obviously depends on the product in question
>>
>>54812983
>It's octopuses or octopodes
Octopuses is unwieldy and nobody in the history of the world has ever said octopodes. The -us to -i ending when pluralizing comes from Latin, but who gives a fuck how foreign languages do their shit? The entire English language is one big example of doing other languages wrong. And the -us to -i thing has become a fixture of the English language.

For the sake of simplicity, I'd normally favor dropping all of the weird bullshit and just using the standard -s or -es ending to pluralize shit, but octopuses is as clumsy as nucleuses. So I favor a halfway simplification: don't worry about where the word came from; if it ends in -us use -i as the plural as long as it doesn't sound really weird to do that. You can't really pluralize campus as campi (at least not at this point), but octopi and platypi are fine.

Anyway, some shit in favor of octopi being acceptable in English:

https://www.youtube.com/watch?v=wFyY2mK8pxk
http://grammarist.com/usage/octopi-octopuses/ -- "Still, while the use of octopi can’t be justified on an etymological basis, it is not wrong. It is old enough and common enough to be considered an accepted variant.
>>
Had anyone played or at least read Moldvay's The Challenges Game System?
>>
Is that Critkeeper site dead? The one in pastebin links? Or just moved?
>>
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>>54815455
you wanna link it or you just name-dropping to look cool
>>
>>54815656

The latter but there you go: scribd.com
/document/286752020/Challenges-Game-System
>>
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So in the last game I ran I used a dirt simple inventory system.

Literally just 8 +/- Strength modifier items you can carry without penalty. Shit like torches, arrows, and small items take up a few items per slot, big items like weapons or armor take up a slot each, sometimes multiple, and then very small items don't take up any space unless your bags get too full.

What say you?
>>
>>54815975
In my opinion it's too penalizing. How are they supposed to get all the gold out? What if they find cool things but have to drop their rations just to carry them?
>>
>>54816058
>What if they find cool things but have to drop their rations just to carry them?
So he's DMing a game of Darkest Dungeon?
>>
>>54816058

Gold is carried in bags of course and each full bag might be a slot or two. You can always use magic or hirelings to help carry the gold, and more importantly, you CAN carry above that limit I should have mentioned, it's just that going beyond that decreases your exploration speed and makes wandering monsters more likely.
>>
>>54816122
How much gold is one slot?
>>
>>54816294

Enough to buy your mom for the night. Because she's a classy woman.
>>
>>54816294
100
>>
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>>54815975
Veins of the Earth has stuff like this.
>>
Man ACKS has EXCELLENT worldbuilding stuff
>>
>>54816582
For example?
>>
>>54816462
You get extra encumbrance based on your intelligence and wisdom? Who thought that was a good idea?
>>
>>54817149
I mean if you're smart you'll know how to pack your things more efficiently. So it does make sense.
>>
>>54788783
>>54787945
Fun fact
Most fun facts are not, in fact, fun.
>>
Need a summoner class that isn't a ripoff of Pathfinder. Prefer B/X but I'll work with anything. Thx
>>
>>54809859
I mean actually in the process of rewriting the 5e classes with AD&D-like replacements.

Very hard to keep them strong enough to fight level-appropriate monsters when Druids in 5e get Wild Shape at 2nd level instead of 7th like AD&D but I'm trying.

Also had to really gut casters since 5e is balanced around cantrips being cast every turn at low levels.
>>
>>54817580
Just curious... why aren't you playing AD&D instead?
>>
How do you fluff hit points?

Say there's two fighters of same level and constitution, but one of them has about five hit points less than the others. How does this look like in-game?

What if one of those fighters was of level or two higher but -still- had less hit points?
>>
>>54817746
I actually really like 5e mechanic-wise. It's by far my favorite "modern" D&D and I have plenty of fun playing it vanilla.

That said, I'm not crazy about how super-heroic the characters are right at 1st level, so I thought it may be fun to rewrite the classes to their more simplified and mundane origins. I've had people from my 5e group express a desire to play a more "old school" themed campaign while still playing in the familiar system.

I tried running AD&D for a few of these people already but only one of them really "got" the rules as written in the PHB. They're admittedly a lot less digestible than the 5e books.
>>
>>54818597
He's got less luck than the other fighter.
>>
>>54818597
I just narrate them as meat points when I play D&D. The meatier dude is just a little more swole. HP bloat isn't as much of an issue in OSR as opposed to modern editions.

My group's current system separates 'meat points' and 'plot armor' into different mechanics entirely and I'm liking it a lot better though.
>>
>>54818703
I like 5e too, but only if I'm going for a super-heroic game. The classes are only part of the problem. Have you considered playing an OSR game instead of straight old-school D&D? Labyrinth Lord is pretty good, and available for free.
>>
>>54814469
I'd just like to chip in that I, a different anon, have always preferred octopodes as the plural.
>>
>>54818775
I've thought about it and I might run LL at some point in the future, but my rotating group has played A LOT of new systems lately, and I can tell people are getting really tired of playing a new game every other week.
>>
>>54787411
>>54793864
>>54797053
Like these two said. 80s drow best drow. My players don't agree though...
>>
>>54818597
I don't.
>>
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So my group is going through a rough spot at the moment where every week we have a different player missing for one reason or another. It's getting hard to pull off a proper campaign.

To mix things up a bit, I'm thinking of starting a megadungeon-type campaign where each session is a different delve and it doesn't matter so much if players are absent. There's also the possibility of having a couple of separate dungeons run by different GMs within the same campaign. Maybe I'll get to play for a change.

Does anyone have any megadungeon recommendations?
I'm aware of Rappan Athuk, Stonehell, Barrowmaze, Dwimmermount, Maze of the Blue Medusa, Anomalous Subsurface Environment and I dug up Khosura from Fight On! and now I'm having trouble figuring out which one needs the least rewriting on my part, because I'm a picky bastard.
>>
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This is your dungeon.

What would you place inside for the players to find, fight, evade, and loot?
>>
>>54821432
>Brambly Hedge
Giant, but extremely fancy rats and mice.
>>
>>54821432
Well, my first impression looking at is is of an inhabited, civilized structure. So first of all, I'd structure it as a heist rather than a dungeon crawl. Evade servants and guards, loot the silverware and fine china, find whatever ultra-valuable doodad they've been hired to steal.
>>
>>54817207
Can the wizard pack my bag for me so I can get his int bonus?
>>
>>54823800
And adjust it about a dozen times during the journey as all the walking and jogging and snack breaks and spare candles keep messing up with the order?
>>
>>54815656
It's pared down AD&D with the serial numbers filed off. Good for learning AD&D, but not for much else.
>>
>>54817149
>>54817207
>>54823800
>>54823832
I would guess it's primarily for out-of-universe reasons so the encumbrance system doesn't inspire excessive min-maxing.
>>
>>54817338
coinsandscrolls
>>
>>54821030
Woke.
>>
>>54821362
Why not make your own? It'd be exactly to the way you like it.
>>
>>54821362
Stonehell is fun
>>
>>54824714
Yeah, that's probably where I'll end up.
It's just that megadungeons need a fair amount of pre-planning and organisation that might lend itself well to a module.

>>54825701
I should take a proper look at that again. The maps looked a bit generic, but I've heard good things about it.
>>
>>54825896
>The maps looked a bit generic
The maps are a bit generic. It's to make it easier to take out sections you don't like. Not an issue during play, and the dungeon itself is cool.
>>
>>54814469
As the original anon who corrected you, I appreciate your admitting that it just comes down to preference. I will not argue the point because of that.

Though I will admit I do not like incorrect declensions entering the language by way of their historical use.
>>
I always wanted to be a Cleric who was the second best fighter in the game after the fighter. But instead I'm always a heal bot. How can I be a more martial Cleric without being a Paladin. Paladin strips a lot of the Knight Templar aspect that rightfully belongs to the Cleric.
>>
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>>54826670
>Though I will admit I do not like incorrect declensions entering the language by way of their historical use.
How do you think languages evolve, anyway?

It's all a fucking mess, anon. It's bits of stolen grammar, new verbiage, bantering, weird commas, angry kings, brain damage, and convenience. English is ALL "incorrect".

>"The problem with defending the purity of the English language is that English is about as pure as a cribhouse whore. We don’t just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary."
-James D. Nicoll
>>
>>54826983
Just go out there and start swinging. Clerics are perfectly manageable as secondary melee guys.
>>
>>54826983
Either make it easier to regain hp in ways other than healing, or remove all hp-heal spells from the cleric. Or both.
>>
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>>54817338
https://coinsandscrolls.blogspot.ca/2017/04/osr-class-summoner.html
>>
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>>54826983
I'm currently writing 3 "Exorcist" classes based off Sabriel, the Medicine Seller from Mononoke, and the priest(s) from the Exorcist.

So... there are options out there, is what I'm saying. If you want to homebrew.
>>
>>54827013
he's not asking for Cleric to be worse at healing, he wants it to be better at healing
>>
>>54827078
woops that second healing is supposed to be fighting instead
>>
>>54827078
Well, nothing is holding him back from that other than the other players wanting him to be a healbot. So either he gets them to change their mind, ignore them, or change the rules of the game. I assumed that the first two were out of the question.
>>
>>54821362

The Darkness Beneath from Fight On! is also worth a look.
>>
>>54826983
>But instead I'm always a heal bot.
How is that even possible when there are only two healing spells in the game and you get to choose spells freely? Just... don't pick them. Or do pick them, but also do other shit, cast your other spells, wade into combat.
>>
>>54818703
>>54817580
I would like to see the rules when you finish it, i am also interesting in a fusion between 2e and 5e
>>
>>54826983

So pick non-healing spells and tell your party they are on their own. If they sperg out on you they weren't worth playing with anyway.
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>>54827032

Fuck off Skerples
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>>54827448
It's exactly what he asked?
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I've seen this general around for a long time and yet I wonder how it stays up.

How do you keep talking about the same old shitty games for years and years? Surely everything must be discussed to death by now.
>>
>>54828552

nice b8 m8
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>>54828552
>same old shitty games
New material - retroclones and modules and all sorts of things - is published all the time. There's plenty to talk about.
>>
>>54814469
>>54826670
>>54826996
English is fucked because it's Celtic + Latin + Angle + Saxon + Geat + Dane + Norman French + Parisian French and was collated in written form 1) based on the London area 2) during an unexplained "vowel shift" that changed how words sounded 3) by Dutchmen who only spoke French.

t. linguistics minor

>>54828552
The same could be asked of literally any game system. And, you'd be surprised abut how much is "undiscovered" within the rules because Jim interpreted Rule X to mean Y and told his group, who told their future groups, who told their future groups and it took Bob 30 years later to figure that Rule X means Z if you read it closely.
>>
>>54828677
Better than Afrikaans.
>>
Hoping that being the /osrg/ means that this is the valid place to ask Planescape related questions...

Just how antithetical to everything Planescape related is a plane-walking party consisting of:

* Human Incantifier who still enjoys traveling the planes for the sake of it, under the "a man should eat to live, not live to eat" mentality.

* Rogue Githyanki who believes Vlaakith has made the githyanki into slaves without them realizing it and wants to overthrow her.

* The child of a hag who fell in genuine love (cr: Ravel Puzzlewell) who wants to explore the multiverse after getting away from her overprotective mother.

* Kobold with delusions after seeing its tribe eaten by a dragon; wants to prove kobolds are the superior race by becoming strong enough to eat a dragon.

* Gnoll who rejects Yeenoghu and Gorellik as both being unworthy and wants to become a new God of Gnolls to lead its people to a better life.
>>
>>54829532
>meh
>Gith Drizzt
>special snowflake
>memebait
>Gnoll Drizzt

They're not antithetical, just lame. But I hate Planesacpe.
>>
1.
>Human Incantifier
>HUman
Incantifier is a race, sort of.

2.
>without them realizing it
Doesn't seem like something they'd get upset about.
>and wants to overthrow her
To take over, right?
And remember, Vlaakith summon and eats the souls of any Githyanki who reach high levels.

3.
Sounds fine, but
>after getting away from her overprotective mother
oedipal mothers are usually two way street.

4.
A OK. kobolds are a meme

5.
>to lead its people to a better life.
Again, doesn't sound quite right.


But none of those are big complaints. You do you.
My only real issue with >>54829532 is how long all the backstories are.
>>
>>54829703
It's hard to say what incantifiers are in AD&D; Alluvius Ruskin is an incantifier, but she's also still called a tiefling.

Don't forget, githyanki are obsessed with freedom. They want to conquer everybody else to be sure they can never be enslaved again. The whole point of their fluff is that they've turned themselves into Vlaakith's slaves whilst still chanting on and on about "muh freedumbz!", making them huge hypocrites.

Also, I get that there's two ways of reading "summons", but I always choose to interpret it as "she sends forth a demand that they come to her, then sucks their souls out when they do", which is why the githyanki are ignorant as to what she's really doing to all their elites.
>>
>>54829788
I thought the hypocrisy came from them being slavers and setting up psychic nukes everywhere.
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>>54828677
>Ling minor
You should see the knock-down drag-outs we historical lings get into once we start trying to classify English. Especially between the lexical-binding holdouts and the Chomskiites (which are like Trotskiites but vastly a) more annoying and b) less-committed to actual science). Shit, there's considerable evidence* from what Yorkish corpus we have that English is a Scandie language under it all.

And the Great Vowel Shift isn't exactly unexplained, it's just that no-one can agree on it. I personally hold to the theory that it comes from the increased mobility and sudden re-concentration of the European population following the Great Plague of 1666 and the massive upheavals of the Wars of Religion. YMMV. A crapload of guys going off to Forn Purts and then resettling with all their weird-ass new loanwords/showing off all dat culture, plus unifying the dozens if not hundreds of local accents is gonna rototill a language's pronunciation. Once it starts there's no stopping the Rape Train.
Lack of subject P2movement and violation of a bunch of the original Germanic Grimm's Laws, which were reformulated/sodomized by Victorians eager to prove that the Queen was SUPER ENGLISH because she was German and so was English. I wish I was fucking lying.
>>
>>54828552
OSR actually probably gets more new content made for it on a more frequent basis than the subject of pretty much any other general on 4chan besides Pathfinder/3.5 or 5e

>>54829532
>* Gnoll who rejects Yeenoghu and Gorellik as both being unworthy and wants to become a new God of Gnolls to lead its people to a better life.
I actually had a very similar idea for a Planescape campaign once, GM vetoed it cause he was kind of a prick
>>
>>54829692
The only difference between PLANESCAPE™ and AD&D™'s original version of the planes in 1E is that they took the Plane of Concordant Opposition and took everything really interesting and cool and unique about it away and replaced it with a gay-ass city in the middle where a bunch of low-levels can magically hang out alongside demodands. It's retarded.

Real Plane of Concordant Opposition is canon, official material from DRAGON® Magazine. Real Man shit.
>>
>>54830190
Maybe Concordant Opposition was from MANUAL OF THE PLANES™. Wherever it was, it was dank. And you can't get to the middle.
>>
Fastpacks.

http://www.occultesque.com/2017/08/1d10-fastpacks.html
>>
Rolled 6 (1d10)

>>54830318
1d10/10
>>
Does /osrg/ prefer more flavorful classes, or more broad and general classes?
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>>54830495
>>
Is posting homebrew rulesets allowed?
>>
>>54830495
I think flavorful classes should be something left for the individual DM to implement. One issue I have with 5e is how mechanics force you to make rather extreme, occasionally hard to explain and very specific assumptions about the setting, and while you can refluff, homebrew or write around them, I'd much rather not have those restrictions at all. Granted, OSR stuff assumes a great deal too like Vancian magic systems etc. but that's not as specific as "max level paladins of this oath can become an avenging angel for an hour, which lets them emanate anime auras of killing intent which scare things within a 30 ft radius"
>>
>>54830645
At worst, if it's GLOG-based, you'll get the >GLOG (dumpster fire.jpg) dude, but overall yes
>>
>>54829861
It's pretty well documented that English is a West Germanic language, not a North Germanic one. That said, due to Danish colonization of parts of England during the Danelaw period, there is considerable influence from Scandinavian languages as well.

This also helps to explain (among other things) the massive loss in grammatical inflection from the OE period to the ME period through koineization since the languages were so closely related.

>>54828677
I'm always surprised how many linguistics people there seem to be here.
>>
How can I make fighters better as they level up if I don't want to give out to - hit bonuses or extra attacks per round?
>>
>>54830755
Tolkien was a philologist
>>
>>54830867
Use weapon mastery rules since those also give out increased base damage dice and knockdown dice
>>
Do you think it's feasable to structure one sort of race in ACKs that actually generalizes a set of different races? Like a race that's comprised of strictly animal people of varying strengths depending on the race value?
>>
>>54829861
>Chomski
DUDE LANGUAGE IS AN ALIEN SPACE VIRUS LMAO

>>54830495
Depends on so many variable factors that your questions can provide no meaningful answers.

>>54830645
Yes, as long as you respond to critiques.
>>
>>54831050
Yes.
>>
>>54825896
>need a fair amount of pre-planning and organisation that might lend itself well to a module.
See, I feel the opposite. Even running small modules are logistical nightmares for me. Was just doing B1 for some people the other day and I had a hell of a time keeping track of all the sheets of paper.

Just get and detail what you can quickly (maybe use B/X or OD&Ds random generation tables to fill rooms that you can't custom fit) and go from there. If there are wings unfinished, have a block in them (maybe even an "under construction sign"
>>
the writing in veins of the earth makes me want to vomit. i'm getting quite tired of this aesthetic trend in osr. it's too similar to the literary new weird, which itself is irredeemable trash.
>>
>>54832264
What did you dislike in specific?
>>
>>54832264
For me it was stuff like the Derro, overly descriptive text that was unintelligible for the art of it and held no useful game information.
>>
>>54830678
>GLOG (dumpster fire.jpg) dude,
There's two.
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>>54832470
A lot of this stuff is meant to be brain-candy, not gamable content.

This is kind of annoying... but it does make writing gameable content easier. Let the weirdos be weird - nick their stuff and spin their wool into gold.
>>
How do you guys manage players interaction? when they want to interact with everything and talk at the same time telling they want to do x? use turns?
>>
>>54832264
>>54832589
Personally, I like it. Orcs and Dragons and stuff have been done to death, give me something new and weird. I don't have to use it, but if it's new I actually CAN: variations on tolkein/gygax fantasy are not woth paying for because we all know that shit already.
>>
>>54832555
OH GOD. I hope they don't breed.
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Because you guys complain I only link to blog stuff and never post OC here first, here's the current draft of my "political" learning dungeon. It's about breaking into a castle and stealing the Pope.

Formatting is shit. Nothing is finalized. But I'd like feedback on

-Hook. If this thing had production values, would you play it?
-NPC write-ups. Useful? Can you work with them?
-Any other comments

Basically, Part 1 is "spend money and time to come up with a plan", Part 2 "execute" and Part 3 is "improvise and adapt". It's a less structured tutorial... but there are also fewer modules that do this kind of thing.

Hopefully, this one does it well.
>>
>>54833157
I for one am glad that the mario introduction is intact
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>>54833473
It's one of the more compact explanations I've written.

This one is... more abstract though. There are lessons built in, but the notes on "what this teaches the players" are probably as long as the module itself, and not that useful. They just add clutter. The "Lessons" thing might make a return in Part 2, but I'll probably stick to a general section on Lessons and Design in each section.
>>
>>54833516
Once you get into intrigue campaigns, I would think the relevant concepts have more to do with writing and structure than with "gaming" per se. I read it, but it felt more like a draft of a regular adventure than a tutorial, unlike ToSK
>>
>>54833555
That's barring NPC interaction of course, but it's also about the only thing that the players would need a push towards, with since it could not be their first choice if they're coming from a more traditional campaign or new to the hobby
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>>54833555
Part of the problem there is that there's not much to compare it to. Most intrigue campaigns are improvised base on what the players are up to - like most sandboxes, really. I could just list a bunch of tools and things, but then it's more of a gazeteer or a toolbox than a module.

While you can really easily put TotSK against hundreds of other dungeons, this one is has a limited "base" to compare it to, if that makes sense.

It still is a tutorial, but it's much less linear. Every bit of it - from the map sketch to the Inn, is designed to teach new players something useful, like

-NPCs have lives too
-Their lives are useful
-Manage your time and money carefully
-Split up and coordinate
-Collaborate on a plan
-Execute it in coordination
-Lie
-Plan your escape
-Look for links between elements. I'm still working on a lot of the links. The goal is to not make it so densely linked that no GM can run it without cue cards and a network of strings, but not so boring there's nothing to discover

For GMs:
-how to steer without railroading
-how to anticipate your players
-how to structure a heist (difficult!) and politics
-how to write useful NPCs in a few lines
-the power of rumours and a well-crafted rumour table
>>
>>54833652
I'll keep an eye on your later releases. Good luck!
>>
>>54790320
>That's it! If you can't trust Satan, who can you trust?
>Jesus?
>SHUT UP!

That was... actually funnier and more self-aware than I ever expected Jack Chick to be.

Guy's still a dick.
>>
Are there any good dungeon crawls that'd fit nicely to branching from around the mid-level Stonehell?
>>
I have the opportunity to buy both Legends & Lore and the Wilderness Survival Guide. Can anyone please tell me anything about either of these and whether I should buy them or skip them?
>>
Crits Y/N?
If Y, random crit tables Y/N?
If Y, what's your favorite table?
>>
>>54834588

If you roll maximum damage on your damage dice that IS a crit.

Memeing aside, I'm not a fan of it. It helps monsters more then the players.
>>
>>54834792
>If you roll maximum damage on your damage dice that IS a crit.
Damn, I never looked at it like that. I think I'll stop using nat20 crits in my game now.
>>
>>54832264
>it's too similar to the literary new weird
But DIY D&D literally is the roleplaying arm of the New Weird. That's like getting mad at China Mieville for being too much like a novelist Zak S.
>>
>>54832994
You're more boring than you think!
>>
>>54835696
Says who?
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>>54835800
Me!
>>
>>54834588
I say yes. If you roll a natural 20 (19 if a fighter or dwarf over level 10) it is a crit and you get to roll another die worth of damage. Spells do not get critical and neither do backstabs.

You can forgo the damage to do something else from the list: Disarm, Break Shield, Stun, or Knock Prone but only if a fighter or dwarf.
>>
>>54833157
If you're using the silver standard, you should say so. If not, then '10 gold advance', or '1000 gold total' should be increased, substantially.
You should also call a Pope a Pope. Arch-priest isn't as cool.
I like the setup being all on one page. The 'why are barbarians kidnapping the Pope' justifications are good too. I like the rumour table, but it might not be helpful to the person running it to have to decide which rumours are true and false. If "There are smugglers in the river, I hear. For a price they can get you anything." is false, you just wasted the party's time for no reason, and not in a fun way. You should add a list of the cardinals, and a specific example of their vice (who should be renamed if you're keeping 'arch-priest' instead of pope).

Probably the most useful thing you can add to this is the 'default timeline' of how the pope's escape will go. This will give the DM something for NPCs to reveal parts of (the ship's captain knows to expect the pope's luggage to arrive in a carriage train an hour before the pope's own), and also allow you to assist the DM to build in events which will be unexpected even if the players have perfect information. Since this is the last chance the players will have to grab the Pope, it's also the most obvious opportunity. You should probably add some sort of rough breakdown of the Pope's habits/whereabouts for the remainder of the preceding 2 days as well, although not much detail would be required. Finally, you need to detail what jewellery the Pope usually wears, and its' value: stripping the rings off the Pope's fingers should be a fun and rewarding scene.

Are you intending to maintain the 'infiltration; acquisition; escape' structure in the layout of the module as well?
>>
How would you convert the gold prices into something more akin to what it might cost in the late 19th century?
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>>54836700
>If you're using the silver standard, you should say so. If not, then '10 gold advance', or '1000 gold total' should be increased, substantially.
Good point. I'll make a note on currency. I think I accidentally deleted it. It's the same system I use in TotSK. 200gp is enough to level a character, 10gp buys a horse, and 1gp can be approximated as $100 real-world modern american dollars.

>you just wasted the party's time for no reason, and not in a fun way.
That's why I didn't say "there's a 10% chance these rumours are false" or anything. It's the GM's discretion.

And yeah, there will be a list of 4 cardinals, 4 important priests, etc in the "Castle of St. Logan" section. Illustrations too, by another famous-ish RPG artist.

>Probably the most useful thing you can add to this is the 'default timeline' of how the pope's escape will go.
There's a set of timelines in draft, organized hour by hour. There will be one for the Inn, one for the Markets, one for the each of the Cardinals and potentially priests, depending on how I structure it, and a big one for the Archpriest. It'll show where they are and what they are doing for each hour of the 2 days (or 2hr blocks).

And weather.

>Since this is the last chance the players will have to grab the Pope, it's also the most obvious opportunity
Good point, I should add some rumours about how the Pope will leave the city.

>You should also call a Pope a Pope. Arch-priest isn't as cool.
Had to rename it from Kidnap the Pope after someone pointed out that it'd get me put on a watchlist.

>Finally, you need to detail what jewellery the Pope usually wears, and its' value: stripping the rings off the Pope's fingers should be a fun and rewarding scene.
I'm excited for the treasure tables.
>>
Is turning undead as overpowered in OSR as it is in newer versions? (Or so it seems to me, but that could have just been my group.)
>>
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>>54838103
The answer is "probably no, but it depends".
http://boggswood.blogspot.ca/2014/08/turn-undead-are-we-getting-it-wrong.html
>>
>>54837910
>by another famous-ish RPG artist.
Erol Otus?
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>>54830755
>I'm always surprised how many linguistics people there seem to be here.
It is a step of but one ell from men who play with words to men who play with worlds.

>>54831056
Dude's fucking brilliant, but he's also done damage to the field that it will take decades to correct. Especially the way his theories are all basally descriptive instead of generative but everyone pretends that a >sufficiently< descriptive model is totally useful to science.

>>54830495
>Does /osrg/ prefer more flavorful classes, or more broad and general classes?
Flavor doesn't require narrowness.

>>54833157
I still say "Steal this Pope" is a better title, but I'm liking it.

>>54833890
L&L is a Babby's First Mythology primer. It's a good base to play with, and it collates a lot of sources, but it's about as accurate as Wikipedia after /b/ gets bored and starts fighting the pedos again. If you can get a copy for your collection or you really plan on having historical deific Avatars come in and fuck with the players, it's worth $20-30. Otherwise you can just get New Petty Gods for the same utility.

>WSG
It's an absurdly over-complicated but useful setting book. It does that High Gygaxian thing though. He doesn't write a sentence-long rule that's actually gameable when fifteen pages of cruft will do. Honestly I prefer using LotFP's Wilderness stuff, but it's (again) useable and a good reference. Much like the 1e books in general.
>>
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>>54838510
Nah, this guy.
http://www.wizardthieffighter.com/
>>
>>54833157
>>54833652
>>54837910

OH FUCK YES!

I think the prologue is very strong. I especially like how Thule and the Capital city are described. Very strong plug and play ability from that. The city maps physically hurts me to look at but I'd prefer usable distances rather than abstractions. I like that buying items takes a bit of time and i think that adds to the time management aspect. I like the everyone knows rumor table and its opposition to the actual rumor table. I'm a big fan of how you present your NPC's especially because you add the "voice" component of their stat blocks. I think the knowledge broker being able to sell rumors and now I need a way to add that to my own games/settlement system.

>>Hook
I would, if for no other reason than reading the set up to an intrigue adventure. Not to suck your dick, but the formatting makes it much easier to understand and I'm fighting flashbacks of how shitty World of Darkness intrigue modules are now in comparison.

>>NPC's
Seem good, but I would like to see more fo the dungeon before i pass judgement,

>>Other Comments
I don't like the font of kidnap in the title.

>>Hopefully, this one does it well
Yo, this is already better than any WoD module I've ever read and it's only a 7 page snippet.

>>Look for links between elements
From what I've seen so far, the module definitely has this going on rather well .

>>how to anticipate your players
Not that your asking for help but what's helped me anticipate player action (I mainly run public games for beers) is to mark what information they have about something rather than looking at it form an author's omniscient view

>>Timelines
Will these be from the start of the PC's getting to the city or only on the final day.

I hope you start using a tripcode because then I can also use one Also because I can ask to work with you to write a module/dungeon
>>
>>54839050
>The city maps physically hurts me to look at
Good. Took me 3 minutes to draw. It's... not going to be anything like the finalized version. I just needed an approx sense of where things were, and a place to chuck new locations.

>Not to suck your dick
Apparently, I do that myself.
>but the formatting makes it much easier to understand and I'm fighting flashbacks of how shitty World of Darkness intrigue modules are now in comparison.
I've been trying really, really hard with this. I think I've spent 80% of my time on layout, 20% on content. I have a bunch of cue cards and scraps of paper that I keep rearranging and linking.

>I don't like the font of kidnap in the title.
Probably going to change it to an illustrated manuscript page. This was a hasty choice.

>Will these be from the start of the PC's getting to the city or only on the final day.
From the start. Day 1 part 1, hour 1 is "PCs arrive at docks". 49 hours later, the Archpriest leaves.
>I hope you start using a tripcode because then I can also use one
Not my thing. I like commenting anonymously on some stuff. People give me shit for spamming my blog, but the useful non-blog content goes mostly unremarked on. I'd prefer to keep it that way.
>Also because I can ask to work with you to write a module/dungeon
I don't really like writing collabs, sorry. :( It's tricky enough to keep up with my own ideas.
>>
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>>54839360
Formatting is 10/10 and really helps. You're doing a great job. Understandable, have a nice day!
>>
>>54838143
Huh. That's actually pretty close to what I was thinking of houseruling. Thanks!
>>
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>>54839564
NP. This might also have some interesting ideas, particularly Abominate and Banish. https://coinsandscrolls.blogspot.ca/2017/04/osr-cleric-spells.html
>>54839465
The art and proper maps will help too, I hope.
>>
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>>54834588
I love crit tables. My group does too. Adds a cool element of badassedry. We also use fumble tables which can be pretty humorous/nail biting when in combat.
>>
>>54840819
I disagree with the fumble table, and only use them if it's either really appropriate or just some fun fluff with no real penalties. Other than that, though, this looks like a good table and I'll probably give it a try.

Here's what I've been using recently.
>>
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>>54840881
I think it definitely depends on your table. My group had a fondness for DCC and it's weird magic and fumble tables, so I wanted to be able to bring that over to our LotFP/5e mashup I'm running.

I've been using this as a variant of the DCC magic system. It's brilliant. I let my M-Us recast any spell they're already spent at the risk of some catastrophic failure. Thus far it's caused our Trickster's right arm to have geometric patterns appear under the skin like they're trying to solve some puzzle. He also accidentally made 2 party members cough up fetuses of their own selves while trying to recast Magic Rope. Stuff like that makes the campaign more memorable imho.
>>
>>54841054
>DCC
DCC has probably the most kickass crit tables I've seen anywhere, and I'd love to fix them up on the other OSR systems. Shame I'm lazy.
>>
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Quick! What the fuck were these suspicious monks up to in the catacombs?
>>
>>54841151
Fornication.
>>
>>54841151
Storing winter food for the local orphanage, you heartless fuck.
>>
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>>54841115
> I'd love to fix them up on the other OSR systems.
You could just make them system-less.
>Shame I'm lazy.
You aren't being the poster Mr. Rogers wants you to be. Put down the hentai, put on some tunes https://youtu.be/2ypzpl02Rps, crack an energy drink, and toss 'em together.
>>
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>>54841160
Under consent of King, or without express written consent?

>>54841175
In the damp, bone-filled catacombs? I roll to disbelieve. Those sacks are full of something though...
>>
>>54841239
>Under consent of King, or without express written consent?
WITH the king.
>>
>>54827278
I'll post them here and in 5e general whenever I get around to finishing.
>>
If you have a Medicine skill for LotFP, should it work as either:

1. Roll 1d6 equal or under your skill level and heal that much HP. Failure deals 1HP damage.
2. Roll 1d6 equal or under your skill level and heal that much HP x your level. Failure deals 1HP damage.
3. Medicine skill level is a multiplier for HP healed by medkit.

Ignore anything about this negating the Clerics role. If option 3, should the medkit heal 1d4? 2d4? Victims HD?
>>
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>>54841260
>WITH the king.
But he's been dead for years!

That does explain what they were doing in the catacombs though. But what possible reason could they have for violating a royal corpse? Or are they just perverts?
>>
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>>54818703
I've posted this before, but this was my attempt to mix 5e with the OSR (specifically LotFP's mechanics).

- Class/Race separation.
- Small perks for each Race/Class.
- d6 Skill system.
- DCC styled combat feats for 3 classes.

I've been running a campaign using this for about 2 months now and it's been really solid. I put them through the meatgrinder using RAW LotFP for like 6 months so they're kinda happy to have a more 'heroic fantasy' thing for now.
>>
>>54787411
what's the illithid doing in here
>>
>>54840819
There are some parts I like about these tables. I like the significant variety in what happens, depending on your roll and weapon. I also like that you'll be more likely to crit the higher level you are. But I'm not a fan of all the math and the additional rolls.

Perhaps take a table from Player's Option and make it on 18+ roll that hits with a margin of 5 or more?
>>
>>54841508
Honestly, I don't even use the math at the end. I just have them roll a 1d100 and tell them what happens.
>>
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>>54841440
miring dat lolth booty bruh
>>
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>>54841440
-Weird sex
-Ambassador
-Missionary
-Hired assassin
-Expert poisoner or magician
-Eye candy
>>
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I was going to wait until this thread died, but it seems to be going pretty slowly.

V3.0 of Tomb of the Serpent Kings is up: https://coinsandscrolls.blogspot.ca/2017/08/osr-tomb-of-serpent-kings-30.html

It's got an improved map, better layout, and a hundred other useful tweaks and changes. Nothing's changed substantially from 2.0, but it's a much more useful and coherent document now.
>>
New
>>54843021
>>54843021
>>54843021
>>
>>54841440
>he doesn't know about Von Iddlethoop
>>
>>54837910
>10gp buys a horse, and 1gp can be approximated as $100 real-world modern american dollars.
>horses cost a thousand dollars
No offense but I think your approximation is a bit off. That's an extreme lowball on the price of a medievalish horse.
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