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/osr/ - Old School Revival General

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Thread replies: 341
Thread images: 79

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Welcome to the Old School Renaissance/Revival/Revolution!

>Trove:
http://pastebin.com/QWyBuJxd
>Online Tools:
http://pastebin.com/KKeE3etp
>Blogosphere:
http://pastebin.com/ZwUBVq8L

>Previous Thread:
>>55131856
>>
>>55191179
Clyde Caldwell
>>
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I made 4 goblin classes.
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>>55191179
So I finished reading TotSK, it was good and I feel that the save or dies, were mild in comparison to other old school stuff. Good job anons!
>>
>>55191179
I really like this kind of art

Art made on pc does not give the same feel
>>
>>55191471
stop shilling your dungeon
>>
So I'm currently making a dungeon and have a few monters or enemies;
>Rat men, intelligent and can have reaction checks with. You could ally with them if you want or fight them
>Porthole Monsters. Weird zombie/beserker nonhuman people with glass windows on their chest. If you break the glass and stab the heart its an instant kill; this is being used to test my new called shot system
>Ghostly weak apparitions that attack in groups; for the cleric to turn

What else do I need? I'm thinking I need something big, dumb, and strong as a mini-boss style enemy or something scary to roll on the wandering monster table to give it some bite.
>>
>>55191686
I'm sorry anon, my dungeon is for 3.5, consists of three areas (catacombs, torture chambers and the throne room), the /osrg/ one is much better and more coherent.

>>55191697
>big, dumb and strong
Goat-lord, big scary man-beast that headbutts people to death and generally pushes people around
>Ass-Cobra, a cobra that paralyses people and then climbs into their ass to hibernate, has be cut out or use laxitives
>>
>>55191697
Check this out
http://goblinpunch.blogspot.com/2016/01/dungeon-checklist.html
>>
>>55191959
The little symbol in the lower left indicates it's from 2002.
>>
>>55191179
Has /osrg/ made any dungeons together? I think we're a wide group of GMs so we must be able to make something wild and/or fun.

Would anyone be interested in doing so?
>>
>>55191959
>©2002
It's not that long ago that we were still free, Anon.
>>
>>55192085
Sure. Where do we start? Take a Dyson map, number it, then let anons make suggestions for each room?
>>
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>>55192392
>>55192085

Y'all ignored the last collab, so I don't have great hopes for this one.
>>
>>55192085
>Has /osrg/ made any dungeons together?
As mentioned a couple threads ago, dungeons are harder to do collaboratively than hexmaps due to the increased need for some kind of cohesion if it's to come out meaningfully better than a random-generated map.

I think a possible solution might be to key something like Dyson's huge Jakalla map, the concept of that makes it only credible that there would be a great deal of heterogeneity. We'd still have to decide whether we were doing Tekumel, generic Sword & Planet or standard fantasy, though.

I vote Sword & Planet
>>
>>55192444

/osrg/ not the best place to interactively design things. Separate threads might be better to find dedicated workers.
>>
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>>55192482
or maybe... some kind of discord... hmm...

wonder where that link went...
>>
>>55192392
I like this idea, attached the connections map, Jakala is huge! If it's too big, I'll upload the map for Fuck Mountain

>>55192444
Any hope is better than no hope

>>55192458
I don't think it needs cohesion per say, I'm just sure it would be better that one of the robot maps

>>55192482
Let's not work, work on it, people shit post and then we add said shit into the dungeon, if anyone runs it, then they deserve at least one (you) of your choice
>>
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>>55192693
Can't do discord, but will happily post from here

Also, uploaded Fuck Mountain, feel free to shop if it interests you
>>
Why is 9th level the 'name' level?
Why is 9th level when you get your cool shit?
Why is 9 the maximum number of hit dice?

It's so strange. Surely making it level 10 would have been much better and instantly recognizable. Nice round number and going to a big boy 2 digit level number conveys the feeling of the big leagues.
>>
>>55192873
>Why is 9th level the 'name' level?
Because it's when you get the cool shit

>Why is 9th level when you get your cool shit?
It's the PC peak of power, where they get maximum number of hit dice

>Why is 9 the maximum number of hit dice?
Because PC can't have more than one digit of hit dice, 9 is the max
>>
>>55192873
Wasn't 10th level spells like wazzy Rain of Colourless Fire etc? Like apocalyptic spells?
>>
>>55192873
>Why is 9th level the 'name' level?
It's just residual, from standardizing OD&D. In OD&D each class' name level is different; 9 for Fighting-Men, 8 for Clerics and 11 for Magic-Users.
>>
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>>55192392
>>55192458
>>55192482
>>55192693
I've added numbers to the map,goes 1,2,3,etc

Please excuse the shitness
>>
>>55193085
It's beautiful isn't it?
>>
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>>55192392
>>55192444
>>55192705
>>55192737
If you guys want, I could draw up a custom map for you to fill out. I've been doing a lot of pen and ink dungeons recently, and need the practice. Pic related; is some of my work.
>>
>>55193226
Anon, I can only be so erect...
>>
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>>55193108
7. Nursery. 2d6 hexagonal alcoves, 1 meter in diameter, sealed by wax. Each contains :
1d8
1 - A gigantic larva hungry for flesh (HD1, CA9[12], Bite 1d6, ML 5).
2 - Pupation sludge (2d6 acid damage, save for half).
3 - Fully formed giant bee, happy to meet new faces. Wishes to discover the outside world.
4 - 1d4 cubic meter of honey, stashed by a worker for personal use.
5 - Mummified remains of a previous adventurer. A random +1 weapon can be salvaged.
6 - 100 GP in semi-precious stones, covered in sticky mucus.
7 - Insane malformed bee, needs to graft itself onto a sentient being to become complete.
8 - Tunnel to the plane of wax.
>>
>>55193226
That would be great!
>>
>>55193252
>>55193419
>>55193432
Alright, some questions before I start. One, do you guys want to choose the map layout itself, or just the monsters inside? Two, should I start a new thread so we don't clog this general up? And finally, I've only made these maps for 5E play before, so if I need to adapt something to your system, let me know.
>>
>>55192124
>>55192154
Yes, we know you are retarded.
>>
>>55193416
This is awesome, thank you anon
10. Giant bee queen, with 2d6 worker bees. Is currently interested in hexagonal architecture and will pay PC's in honey for hexmaps
>>
>>55193543
One. Just the monsters inside for me, you're the Map anon, you have control of the map
Two. If it stays OSR, then I think it can work here, if someone gets mad, then maybe move it?
Three. Go wild anon, you're awesome
>>
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I'm finishing off my "feudalism for people in a hurry" series with a very simple land and investment system.

https://coinsandscrolls.blogspot.ca/2017/09/osr-land-and-investments.html

It's tied into the Estates post here: https://coinsandscrolls.blogspot.ca/2017/06/osr-three-estates.html
And my system for generating baronies. It's /not/ tied into my post on taxes because those taxes apply to found treasure and loot, not revenue.
>>
So in Streets of Marienburg or World of Dungeons, how exactly does the +6 Health attribute work when recovering HP?

Gonna be running Streets for a monthly one-shot group I go to in a couple weeks.
>>
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Alright, this is the last sort of custom ACKs races, cloven beastmen. This one includes the likes of sheep, deer, cows, and horses, with centaurs being a special case. I think that instead of creating classes for each race value, I'll just have them be fighters with the additional racial perks. Any sort of feedback would be appreciated.

Racial Skills: 0
-Infravision (1)
-Wilderness Evasion (1)
-Healer (1)
-Running (1)

4-1=3 3x40=120xp
*Each point in ability either increases a given trait or adds an additional one.

Racial Skills: 1
-Infravision (1)
-Wilderness Evasion (1)
-Climbing (1)
-Healing (2)
-Alertness (1)
-Running (1)
-Hooves (1)* [*Gain a 1d4/1d4 lethal attack with hooves]
-Horns (1)* [*1d4 headbutt attack, 2d4 if charging/Only optional for horned cloven animals]
-Inhumanity

Horns: 7-1=6 6x40=240xp
Hornless: 8-1=7 7x40=280xp

Racial Skills: 2
-Infravision (1)
-Wilderness Evasion (1)
-Climbing (1)* [*Not available for light centaurs]
-Healing (2)
-Alertness (1)
-Running (1) OR Running (4)* [*Light centaur creatures gain 240' movement a turn, 80' movement a round/Only optional for light horse centaurs]
-Hooves (1)* [*Gain a 1d4/1d4 lethal attack with hooves]
-Horns (2)* [*1d6 headbutt attack, 2d6 if charging/Only optional for horned cloven animals]
-Encumbrance (4)* [Light horse centaurs are built for speed and long-distance
travel. Light horse centaurs can carry up to 20 stone (200lb) and move
at full movement, or they can carry a maximum of 40 stone
(400lb) and have movement halved.]
-Inhumanity

Horns: 10-1=9 9x40=360xp
Centaurs: 14-1=13 13x40=520xp
>>
>>55193876
Interesting. Will probably borrow parts of this. Although it seems to work better for a more "realistic" world generation system like the one you use.
>>
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>>55194529
Racial Skills: 3
-Infravision (1)
-Wilderness Evasion (1)
-Climbing (1)* [*Not available for light centaurs]
-Healing (2)
-Alertness (1)
-Running (1) OR Running (3)* [*Medium horse centaur creatures gain 180' movement a turn, 60' movement a round/Only optional for medium horse centaurs]
-Hooves (2)* [*Gain a 1d6/1d6 lethal attack with hooves]
-Horns (3)* [*1d8 headbutt attack, 2d8 if charging/Only optional for horned cloven animals]
-Encumbrance (5)* [Medium horse centaurs are built for speed and long-distance
travel. have been bred to be fast, strong
and sturdy, but are meant for shorter distance travel. Medium horse centaurs can carry up to 30 stone (300lb) and move at full movement, or they can carry a maximum of 60 stone (600lb) and have movement halved.]
-Inhumanity

Horns: 12-1=11 11x40=440xp
Centaurs: 15-1=14 14x40=560xp


Racial Skills: 4
-Infravision (1)
-Wilderness Evasion (1)
-Climbing (1)* [*Not available for light centaurs]
-Healing (2)
-Alertness (1)
-Running (1) OR Running (2)* [*Heavy horse centaur creatures gain 120' movement a turn, 40' movement a round/Only optional for medium horse centaurs]
-Hooves (3)* [*Gain a 1d8/1d8 lethal attack with hooves]
-Horns (3)* [*1d8 headbutt attack, 2d8 if charging/Only optional for horned cloven animals]
-Encumbrance (6)* [ Heavy horse centaurs are the largest of all, bred
to be big, strong laborers. Heavy horse centaurs can carry up to 40 stone (400lb) and move at full movement, or they can carry a
maximum of 80 stone (800lb) and have movement halved.]
-Inhumanity

13-1=12 12x40=480xp
16-1=15 15x40=600xp
>>
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>>55194530
>Interesting. Will probably borrow parts of this. Although it seems to work better for a more "realistic" world generation system like the one you use.
It works fairly well if you have large baronies full of wasteland/mountains/orc territory or whatever too. In some cases a Baron might be literally unable to afford to be a Baron, and might start thinking of other ways to raise money...

But yeah, it's designed to be fairly realistic. Can't make a system that works for everyone.
>>
I mostly play/DM B/X and BECMI and its clones
I might be setting up a white box game
any hints or notes?
>>
>>55195260
don't kill your PCs
>>
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Hey /osr/, I'm the guy that wrote up all these classes. Now I need some advice.

How would I go about actually letting my players pick them? Instead of just saying "oh you can play as a fighter, rogue, cleric, magic user, etc" like in most games, my game would have a huge amount of classes to choose from. So how would I actually let people do it? Show them a list of 100? Just tell them to pick whatever they wanted and I'd fit them in the closest class? What do you think?
>>
>>55195581
a dragoon is a dragon knight
a highway man is a bandit

so... 95 classes
>>
>>55195581
Have them roll for it. Either as 1d100 or as something where they roll each dimension separately or something like that.
>>
https://coinsandscrolls.blogspot.ca/2017/09/osr-building-castles.html

Here are rules for building castles. They're very, very simple and fairly clever, I think. You'll probably look at your dungeon maps in a different way after this.
>>
>>55196231

Why don't you start your own general, that way you can discuss your ideas and link your own material in more detail without derailing this thread? Thank you.
>>
>>55196344
It's entirely relevant to osr, you drooling moron. It doesn't need its own thread, especially when this one is going so slowly.
>>
How do you deal with the death of PC?

Do your players have henchmen?

Should I let players start with max HP at first level?

How do you run modules with huge maps? I was looking at In Search of the Unknown but I don't think I can run it properly...
>>
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>>55196429
Don't feed the troll, anon. Hes' been doing this for days. No idea why.

Have a charming and useful video instead: https://www.youtube.com/watch?v=JGbPShUpjpg
>>
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>>55196344
I sure wouldn't want a thread on /tg to ever get derailed, that would be the worst thing ever
>>
>>55196442
>How do you deal with the death of PC?
Reroll.
>Should I let players start with max HP at first level?
Only if you already let them do that with their first character.
>>
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>>55196442
>How do you deal with the death of PC?
Reroll a new character at level 1. The system I use is pretty flat, so it's not a major power downgrade to go from level 5 to level 1.

Get introduced whenever convenient: https://coinsandscrolls.blogspot.ca/2017/03/osr-table-of-replacement-pcs.html

>Do your players have henchmen?
Yup. Lots of them. Mostly noncombatants working on side-projects, but they've currently got

10 soliders
1 sergeant
1 sharpener
1 squire
3 civilians (who are hanging out with and paid by the soldiers)
1 herdsman and stablekeeper
4 carpenters
and they're hiring a butler.

Use cue cards and simplified stats.
>Should I let players start with max HP at first level?
Depends on the system and the swingyness of HP. I don't, but some people do, and I can see arguments either way. If you are worried about PCs dying a lot, it's not a bad idea.
>How do you run modules with huge maps?
Photocopies and subsections cut out with labels on them. Or frantic improvisation to fix mistakes and add new content.
>>
>>55196442
>How do you deal with the death of PC?
Not a big deal until the party is around 3rd level or higher. By that point I let them prepare a lvl1 protege in case of death. Eventually the protege level up and stay some 2 levels below their main. Ensures that there's more continuation and connection when a character death happens.

>Do your players have henchmen?
Nope. They hire hirelings on a case by case basis, but it's always temporary. I have 7 players (and 1 npc follower who has sworn a lifedebt to 2 of the player characters) and they hardly need any more help.

>Should I let players start with max HP at first level?
I don't. Sometimes the dice favor you, sometimes they don't.

>How do you run modules with huge maps?
Requires a bit more preparation. Sometimes I'm lazy and don't want to do it, but anything can be handled with enough time.
>>
>>55196231
Oh, this is actually something I'd been thinking about for a while.
>>
>>55196600
>Oh, this is actually something I'd been thinking about for a while.
Thanks, dub dubs.

I was struggling with the ideas for days, doing all kinds of math to get the numbers "right". This way - the dungeon way - is much more fun and convenient, both from a realism POV and a gameplay POV.

Plus, I'm excited to see some classic dungeons converted into castles, if this catches on.
>>
>>55196495
>Reroll
But when? What if the group is inside a dungeon? The guy just appear from nowhere?


>>55196502
>Reroll a new character at level 1
This seems a bit too extreme

>GLOG
I don't like it, I want the true D&D experience

>Mostly noncombatants working on side-projects
>10 soliders
Doesn't this make combat too slow?

>Photocopies and subsections cut out with labels on them
This might work


>>55196576
>Not a big deal until the party is around 3rd level...
Interesting!

> I have 7 players
Wow, this is a lot of players

>I'm lazy
I have this problem too
>>
>>55196686
>But when? What if the group is inside a dungeon? The guy just appear from nowhere?
Have them just be an adventurer who was the last surviving member of the previous group who attempted to raid the dungeon.
>>
>>55196686
>This seems a bit too extreme
Your mileage may vary. Are you going with a level penalty at all? What's the disincentive for death?
>GLOG
Fair enough, I suppose. I will point out that my group o' noobs don't seem to notice the difference, except that they keep converting 5E players to the GLOG (or B/X) after trying to explain why their GM has a big stack of paper in instead of a book and their character is a Frog Knight who wants to get a castle via feudal taxes and lies.

>Doesn't this make combat too slow?
Nah. They all have the same Attack, and I usually group their initiatives, so I can just chuck down 5 d20s, see which ones come up with the right numbers, and then roll damage. It's barely slower than any other turn. Sometimes I need to test for panic and stuff like: http://blessingsofthedicegods.blogspot.ca/2014/01/hireling-orientation.html
>>
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>>55195581
Roll for it. 1d100.
But beforehand, ask if they have something specific in mind. If they don't (they never do), then roll. If they really hate the idea, they get 1 reroll.
>>
I just can't bring myself to work on my dungeon.

I have a neat idea and a solid feeling of what I want it to be but whenever I put pencil to paper I write like 5 words, give up, and get frustrated.

The friends I want to play with tell me they can't wait to see what I've made but I literally have fucking nothing and I feel awful.

Why can't I just do it?
>>
>>55197411
because you are,afraid of disappointing your friends.

Try approaching it from a different direction. Do something you normally don't to build the dungeon. Or,go looking for inspiration.
>>
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>>55194529
>>55194550
Any benefits or drawbacks the race should get?
>>
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>>55194529
>>
>>55197605
As large-size creatures, they incur the damage a weapon inflicts upon large-size opponents, which is usually a fair amount greater.
>>
>>55193876
>>55196231
I won't let you be the only shill in this thread any more!

http://melancholiesandmirth.blogspot.com/2017/09/blessings-fall-like-rain-system-for.html
>>
>>55197750
>So this post describes how one could potentially use the reaction roll in order to determine the weather.
Sold. Although I do like http://whatwouldconando.blogspot.ca/2017/04/five-dimensional-weather.html

And I do like the moon setup. There should be more stuff based on that kind of thing. "Oh shit, we can't go out. It's a red moon tonight. Time to fortify camp and panic."

It's also why almanacs or a good astrologer are worth bringing along on a hexcrawl.
>>
>>55191959
The 80's were truly a glorious time, friend anon. Were you aware that in the 80's, there was no such thing as autism? It's true! We only had easily avoided tards and the occasional spaz.
>>
What are you working on today, /osr/?
>>
I'm trying to figure out how I want to handle random encounters.

I think I want to steal from Goblin Punch's ranger rules.

So the players roll to see if they encounter wandering monsters. In a dungeon, they roll every ten minutes and whenever they make noise or otherwise draw attention. During wilderness travel, they roll twice for a days journey.

Roll is a d10. 1 or 2 is the base rate for random encounters. Increase the base rate:
1 for each encumbered character in the party
1 for each party character in plate
2 if the PC:s carry light in a dark environment
1 for pack animals
* random GM bonuses

If the party has a ranger, they encounter tracks of monsters (per Goblin Punch rules) on a roll of 10. This doesn't stack (diversify!). Tracks are super useful and can show you often-traveled paths, likely traps etc.

Then, the palyers roll on the encounter table itself. If it is not prewritten, I build it using these rules: http://www.paperspencils.com/2017/01/01/structuring-encounter-tables/ (basically 2d6, 2 always dragon, 12 always wizard, 7 always recurring characters). Some prewritten tables have "nothing" option, which must be rerolled since this is handled by the previous roll.

Then we roll reaction if appropriate (e.g. cave-ins, oozes or zombies are always hostile).

Then i would like to roll on a "what is the monster doing"-table, but that causes to many roll. The monster is always hunting the PC:s (if unintelligent) or checking out the armed party (if intelligent), unless i as a GM improvises something. Here i try to make the monster interact with the local environment (goblins in the rope-bridge room? They are setting up traps!).
>>
>>55200549

cont.

Then we roll for surprise (if appropriate). Actually we don't because I'm exhausted after all the rolling and just want to get started. And the PC:s are almost always carrying light and shouldn't be able to surprise anyone unless they explicitly try to. By the same reasoning, the monsters should always get the drop on the PC:s unless something prevents this.

Am I missing something? I feel like the entire process is to complicated. I'm thinking about writing some arcane script that handles this but the players like to roll dice...
>>
>>55200485

Keeping up with the namefag blogs being shilled on /osrg.
>>
>>55173312
>why is the AC so low? should be more like 15-17
Those ACs literally don't exist in Basic. Unarmored AC is 9 and it counts down from there. An AC of 4 is midway between that of chain mail (AC 5) and plate mail (AC 3). Some clones like Basic Fantasy convert the original descending armor class system to an ascending one that uses attack bonuses, similar to modern D&D, but if you're asking somebody for B/X stats, that means the lower the better when it comes to AC.
>>
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I've updated this again, to add in hostage negotiation rules.

Anything else you think I need to add, or is this game about finished?
>>
>>55196502
what on earth is a sharpener?
>>
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>>55200858
>>
>>55200485
Drawing out the hexmap from Into the Abyss and setting some encounters for it
>>
>>55201398
Whoops, I mean In the Abyss
https://www.scribd.com/mobile/document/117655441/Planescape-D-D-2nd-In-the-Abyss-OCR
>>
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>>55201418
This is the hexmap, it needs more "something" though?
>>
>>55196686
>But when? What if the group is inside a dungeon? The guy just appear from nowhere?
Found bound in the next room is a useful trope.

>This seems a bit too extreme
One variation I have seen is 1/2 the XP of the highest player. 1st does work in a lot of cases.

OSR combat is quite quick.
>>
>>55192873
>Why is 9th level the 'name' level?
>Why is 9th level when you get your cool shit?
>Why is 9 the maximum number of hit dice?
That your max hit dice.

Also gives you 5 levels till you max out (in stuff that not BECMI)
>>
>>55195382
I have good players and they generally have avoided TPKs.
>>
>>55200485
Building out a small city for the base of a a campaign.
>>
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>>55191238
> Margaret (Weis) came in and started crying. It literally destroyed her. She was like, "Oh my god. That's not Goldmoon. She looks like a whore." She cried, and I went and talked to her.
>>
One of my players keep bringing his mule with him everytime he goes inside a dungeon. Usually leaving it a room or two behind or outside meaning he can quickly dump off anything valuable he finds.

What is a good way to goof him for doing this?
>>
>>55202737
The mule should make separate encounter rolls.
>>
>>55202737
rocks fall mule dies
>>
>>55202737
Make it so he shares xp with mule. Or have mule acquire a taste for expensive relics, not letting anyone touch them without a fight, including PC of course.
>>
>>55202737
Mules are very OSR.

Now mules might be tasty to someone
>>
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I'm a bit stuck, so I'm throwing this question to y'all: what are some good alternate spells for a cleric of a fertility/mother-of-monsters goddess? I'd like to make them feel distinct from your average cleric, as well as weird enough that they don't just feel like an off-brand druid.
>>
>>55202737
have them find some apples. they are magical. when eaten the players just don't see a benefit. so they dump them on the mule. The mule eats them and becomes sentient. Ea apple gives .5 pt of intelligence boost. So unless a player ate a few of them they wouldn't notice any benefit.

Now intelligent have it complain about cold and lack of armor and it being dark etc. Once you are done with the fun have the apple wear off.

If you want to have some completely bizaar fun have the mule get int of 20 and begins to loose 1 pt a day or so and let the players go on a quest to figure out how to save the mule from becoming an animal again. Silly but you can play it for as long as you want or the players reaction to it.
>>
>>55202911
Create food and water spell makes cleric lactate with high-nutrition milk.
>>
>>55202737
>Usually leaving it a room or two behind or outside
Make rooms with many entrances. Instead of monsters appearing to the characters when rolling for encounters, make the monsters appear in the mule's room.
>>
>>55191238
>>55202551
His non-cheesecake stuff is pretty good though.
>>
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>>55203082
>>
>>55202737
>>55203072
Also, don't just do that without warning. Let him know that monster encounters can work like that from now on.
>>
>>55203175
This piece is amazing

>>55203183
Does he really need the warning? He brought a warmblooded beast of burden into a dank labyrinthine dungeon? That's a bad combo right there
>>
Does anyone have a comprehensive economic system?

I don't like bogging down the players with this stuff, but I would personally love having a economic system that makes sense.

How does those goblins have a chest with 1,000 gold, when 1 copper is usually a buck?

What happens when the party throws a big banger and gives away 100 gold in the local tavern? Or throws the farm boy 5 gold pieces for some information?? This has gotta screw things up right?

Are there any good blog articles or systems that try to tackle this problem? Either via some rule structure or guidelines? Specifically on treasure, shopping, etc?
>>
>>55203243
>Does he really need the warning?
He doesn't *need* it, but it might be helpful to tell him since it will feel more fair. After all, it hasn't happened until now and there aren't any written rules about it. Some players might get really turned off of the game otherwise, at least in my experience.
>>
>>55203282
I know of some good macroeconomic stuff, but not micro.

That said, a lot of your problems can be solved by switching to a silver standard or a copper standard. So instead of the goblins having a chest with 1000 gold, they have one with 1000 silver or 1000 copper. If the party throws 5 gp to the farm boy, they're throwing away a fair chunk of change with this system --- much less likely until much higher levels.
>>
>>55203348
Interesting. I'll look into the different standards.

Do you use a different standard yourself? One of my biggest struggles is treasure generation. Between doing it efficiently and doing it right. A lot of the time I feel like my players don't get what the deserve, or even get wayyyy too much.

Which makes sense because a lot of the time some monster will have way more gold than they should for whatever reason. Maybe they lucked out. But currently it feels way too random.

I know The Black Hack has an alternative rule system, where each monster has d6 per hit die worth of gold. Not every monster would have this, but if it makes sense for them to have gold then roll the dice. Maybe I should work on expanding that to treasure hoards as well.
>>
>>55203282
>>55203348
> switching to a silver standard or a copper standard
+1

> Does anyone have a comprehensive economic system?
Most medieval wealth was in food, livestock, or textiles, not precious metals. The chroniclers never fail to mention what nobles and persons of quality wore. You can give out gold pieces, but you can also make the players strip fallen enemies of weapons and armor, or cart out the supplies in a store room.

MMORPGs let players buy and sell, and this creates a market which sets prices. In TTRPG, the DM must unfortunately set market prices. If you set prices in different cities differently, you can create arbitrage opportunities for the players, assuming they can transport the goods safely.

We've had the discussion that the end game for a thief, founding a "thieves guild", is a reference to a Cervantes joke. Wouldn't a better endgame for a thief be to go legit and become a merchant? If I were to add a skill to the LotFP specialist, how about "Appraisal"?
>>
>>55203533
I think that is a great path for a thief to go down towards end game.

One of my biggest problems with giving out treasure through textiles, art, and furniture is who the hell is buying this shit? Let alone have the money?

I can't imagine someone wanting to buy a piece of art worth 50 gold, when even people who own manors might not makes that money over 3-5 years.

I guess my biggest problem is, if there is no demand for an item then why is there such a high price for it? Art is only worth something when people have safety and sustenance. And most people in a medieval world don't even have that if they own a manor. ESPECIALLY if there are green creatures with sharp ass teeth biting people.

I know in the end we are playing fantasy land and this stuff doesn't matter. But I would like a happy middle ground. I just haven't found a system that actually has a happy middle ground.
>>
>>55196502
>Do your players have henchmen?
>Yup. Lots of them. Mostly noncombatants working on side-projects, but they've currently got
>10 soliders
>1 sergeant
>1 sharpener
>1 squire
>3 civilians (who are hanging out with and paid by the soldiers)
>1 herdsman and stablekeeper
>4 carpenters
>and they're hiring a butler.
SKREBULEK
WHERE THE FUCK ARE YOUR PLAY REPORTS

Don't deprive me of the ability to enjoy others' games vicariously when I don't have a group of my own ;__;
>>
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>>55200858
Guy who sharpens your swords. He also shoes horses.
>>55203282
>Does anyone have a comprehensive economic system?
Sort of.
https://coinsandscrolls.blogspot.ca/2017/03/currency-in-osr-games.html
https://coinsandscrolls.blogspot.ca/2017/09/osr-land-and-investments.html
https://coinsandscrolls.blogspot.ca/2017/06/osr-death-taxes-and-death-taxes.html

Summary: 1 gp = 10sp = 100cp.
$1 modern American dollar = 1cp = 1 denier for the purposes of estimation.

So lunch costs about $5 or 5cp. A used car that will last 6 months or more without serious maintenance costs $1,000, so a good quality adventuring horse costs 1,000cp or 100sp or 10gp.

Makes estimating things really, really easy.

PCs are heavily taxed on treasure by their feudal overlord, but it lets them buy into the feudal system, get free labour, land, and security.

You turn dungeons into castles.

Any money you throw to people makes them very happy, because the average peasant farmer earns, after expenses, taxes, and loss, 1d10sp per year.
>>
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>>55203705
I wanted to wait to combine 2 sessions into one because they were both pretty short. The Paladin made a terrible mistake, everyone went to the bank, the Knight and the Thief are cheating scum, and a crocodile ate the thief's dog.
>>
>>55203959
Perfect. This is something I can work off of. Wonder how my players will feel after I tax them for the first time... Excellent.

May I ask how you go about generating treasure for each adventure? Do you just stick to the fiction? And if you are running an adventure module, do you just stick to the treasure it offers or do you change it to work within your game?
>>
>>55203308
Makes sense. Mind you, but would you have allowed the mule in, in the first place?
>>
>>55204167
>Wonder how my players will feel after I tax them for the first time... Excellent.
Probably OK, if you phrase it as buying into a system. It's not a penalty, it's a tax. https://coinsandscrolls.blogspot.ca/2017/06/osr-death-taxes-and-death-taxes-part-2.html

If you want to see how it goes in play: https://coinsandscrolls.blogspot.ca/2017/07/osr-tomb-of-serpent-kings-session-7.html

Oh and you'll probably want this too: https://coinsandscrolls.blogspot.ca/2017/06/osr-three-estates.html

>May I ask how you go about generating treasure for each adventure?
Haphazardly. I work based on what levels characters. Fuck the fiddly economics; chaos and poor spending choices and thievery and castle building will take care of anything that isn't taxed.
> do you just stick to the treasure it offers or do you change it to work within your game?
Always have to change them because the $1 modern American dollar = 1cp = 1 denier for the purposes of estimation estimation isn't commonly used.

But yeah, about 2,000gp per PC for a 6-sessiond dungeon seems to be right.
>>
>>55203282
You could always go full OD&D and play up the goldrush economy.

Six torches for 1GP, a week of rations for 5GP, a mule goes for 20GP. Prices are horribly inflated, gold is near worthless for the big names, adventurers sink millions of gold pieces into building castles in the middle of nowhere, huge piles of copper coins are left lying on the ground in dungeons because they're literally not worth picking up.

Peasants cost 1GP/month to support as men-at-arms, somehow, while the inhabitants of your barony pull in roughly 200GP/year or ~17GP/month or ~6SP/day. Your generic seaman is earning 10GP/month (below average, but they're earning it in cash rather than self-produced produce), while the lowliest smiths pull in 25GP/month.

Should a Lord die and not be fully free from the laws of society, the state will take a 10% tax on the inheritance - likely upwards of 24,000GP.

The areas that the adventurers inhabit are very, very rich - but also extremely expensive because of that, as the rest of society tries to leech all it can from the adventurers.


More seriously, I've heard that ACKS does a good job of making its economy make sense. Although it also has it all be somewhat spreadsheety because of that.
>>
>>55204171
I think so, if the mule can fit in there. Of course, you could come up with various things to make it harder to get it in there. Maybe the mule gets scared by the sinister forces lurking in the dungeon, or maybe the entrance to the dungeon is underwater.
>>
>>55203282
I'm actually having trouble with that myself. My game takes place in the mid-late 19th century and I'm wondering how much this stuff would approximately cost in dollars. Could you buy weapons out of a weapons catalogue, how much would a horse cost compared to a motorizes bike, etc.
>>
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Guys, there's coin burning a hole in my pocket. What do you think of the stuff on Grognardia's shelf?

OSRIC black blade edition
adventures dark & deep: a curious volume of forgotten lore
monsters of myth
tome of horrors -- necromancer
tome of horrors ii -- necromancer
labyrinth lord
advanced edition companion
anomalous subsurface environment ASE1
anomalous subsurface environment ASE2-3
red tide
echo resounding
dcc rpg deluxe
dungeon alphabet
mutant future
stonhell dungeon: down night-haunted halls
barrowmaze i
barrowmaze ii
oubliette issues 1-4 compendium
oubliette issues 5-8 compendium
astonishing swordsmen & sorcerers of hyperborea

>>55203698
> who the hell is buying this shit?
>>
>>55205212
>What do you think of the stuff on Grognardia's shelf?
I have some of it and I want most of the rest.
>>
>>55203412
My preference is usually for a silver standard for treasure (experience) while a gold standard for prices. I've been considering switching to copper, but in general I think silver works out best for my needs. For example it means that building a castle is semi-feasible for someone in the level 9 range, but difficult before then. Compare the gold standard, where a level 9 party could trivially have a dozen castles dotting the landscape without it being a particularly large drain on their finances.

On the other hand for the copper standard the transition towards land ownership wouldn't occur for another 3-4 levels, so more like level 12-13 or so. I've considered that because it allows for a much slower start to the game. That can be good or bad depending on your preferences.

That all said, I don't actually have a consistent game yet to test any of this, so...
>>
>>55205212
Which of those would you rate as essentials?
>>
Is there any exemple of OSR game that I can read?
>>
>>55202551
>Margaret (Weis) came in and started crying. It literally destroyed her. She was like, "Oh my god. That's not Goldmoon. She looks like a whore."
KEK, "that's not Goldmoon", classic. What audience did she think she was writing for anyway?
>>
>>55206442
Like, in Braille or something?
>>
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>>55194550
I think the thief class should be barred from cloven beastmen with racial value higher than 1 since hooves aren't exactly silent, but being a mage is attainable. The canine and feline beastmen can't become mages, but they can become thieves at any racial value.
>>
>>55206593
I remember reading Dragons of Autumn Twilight for the first time way back when, and the bit where Goldmoon explains to Tika that No Sex Before Marriage rule made me lose it. Of all the people on Krynn to have that rule, it's the Native American style barbarians. Meanwhile, Caramon's been shagging everything with a pair of tits and a pulse from Tarsis to Eastwilde.
>>
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So I've gone ahead and changed the MU class in my game into a supporting, healing, magical utility role.

How do you feel about this?
>>
>>55206990
>So I've gone ahead and changed the MU class in my game into a cleric
>>
>>55207033
Not him, but the cleric has other baggage along with it and messes with the otherwise tight class structure. I can perfectly understand why someone would remove or replace it
>>
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>>55193419
>>55193432
>>55193252
>>55193656
Finished! You guys can fill it out however you want. Enjoy!
>>
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>>55207033
>>55207093

Yes, that was intentional. I have merged them into one class to go for a simple archetypal triangle for classes; Fighting, Exploration, and Support. Fighters are good at fighting, Rogues are good at exploring, and the Sage is good at support. Those are the primary roles of a dungeon exploration game.
>>
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>>55207520
Great, thank you kind anon!
>>
>>55207520
I love this! Thank you mapanon! Anyone gonna start?
>>
Any nice new products worth my time?
>>
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So I finally completed all the races and classes that will be playable in my ACKs setting. Here they are from oldest to newest:

>Class - Eremi Mercenary
https://pastebin.com/16TvLTv3
>Class - Zulon Druid
https://pastebin.com/r0nWgfXa
>Class - Oni Barbarian
https://pastebin.com/8xjR2ujX
>Class - Natare Monk
https://pastebin.com/2GkNFBZU
>Class - Chione Herder
https://pastebin.com/9tMXiEPr
>Class - Verduran Plainsman
https://pastebin.com/iW2NWX6V
>Classes: Elf Redux (Ranger, Mage, and Thief)
https://pastebin.com/91D9WQVn
>Classes: Deor Beastmen Templates
https://pastebin.com/XDX380uj

Some thought on the matter:
-ACKs has very good customizing in terms of races and classes, but the customization for coming up with spells seems lacking. Some spell effects available in the spell index aren't given proper guidelines in the Player's Companion.
-I wanted to have elemental based magic strictly wielded by the druidic tribes, but I had to resort to adding spells from DnDTools in order to fill out the lists for each tribe. I wanted the spells to grow in spectacle as you progress, often adding 7th-9th level DnD spells in 5th level spell slots, so I'm sure this whole thing will be unbalanced out the wazoo. I'd love to try and find a way to convert it more efficiently into ACKs' style of play, but for the time being this is all I got.
-I regularly ignored the cost of custom powers and tampered with their effects as I saw fit for the class, seeing them more as guidelines than strict rules.
-A number of houserules are in place in regards to weapons and health, such as the inclusion of modern firearms, a fatigue system in battle, plate armour granting 8 AC rather than 6 in regards to certain weapons, etc.
>>
Rolled 1 (1d3)

>>55207978
Yes! YES!! NUMBERS!

1. The Waiting Room on the Edge of ...
This mess of a room contains people who have travelled far and wide to find this terrible place. It smells faintly of almonds and there are:

d3 x d30 treacherous hirelings and their 4d30 strange foreign wares.

Anyone want to roll for this?
>>
Anyone have a printer/scanner combo they use at home and can recommend? I don't want the office finding out about my terrible hobby.
>>
>>55208572
>>55208572
http://store.hp.com/us/en/mdp/printers/laserjet-pro-multi-function
>>
>>55208470
Shit I forgot to roll
>>
>>55191179

Wow, this art looks really classic. I approve.
>>
Rolled 26 (1d30)

>>55208750
Fuck my life
>>
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>>55207978
25. Liquid library.
Shelves lined with horizontal barrels fitted with taps. Each contains 225 litres of liquid knowledge on a different topic.
On the left after the door, 20 porcelain cups are hung on a rack by the handle, right next to a red barrel containing knowledge of the esoteric classification system used here. Whoever drinks from it can read and understand the codes painted in red runes on the lid of each "book".

1d10 twice - Barrelbook topic
1 | Ethics of | Sentient stones
2 | Strange customs of | Elf hybrids
3 | Beguiner's guide to | Oriental mandrakes
4 | The proper way to dissect | Hollow turtles
5 | 2d100 ways to cook | Kings & Queens
6 | The uncomfortable truth about | Undead mushrooms
7 | Forbidden love between (roll twice on second column) | Brain ants
8 | The secret weakness of | The real humans
9 | 2d100 jokes about | Wingless bats
10 | The Origins of | Astral worms

A single sip is enough to answer 1d6 questions on the topic.
After each sip, roll 1d10 : if the result is lower than the number of liquid knowledge sips taken by the drinker during the last day, he must save versus poison or suffer amnesia par 1d4 days (then 1d6, then 1d8, etc.).

On the far side of the room, a chair-like mechanical device rests under a thick layer of dust. When someone sits in it, it vibrates for 1 round, then manacles close around the victim's ankles, neck and wrists. Another round after that, a 10cm long needle plunges into the victim's brain through the top of his skull, and begins pumping out the knowledge of a random topic (save for player's choice, or GM's choice). A vial of liquid knowledge is produced, and the victim is freed.
>>
>>55208470
Treacherous Hireling was...

Pind Wassoon, this hardy warrior often makes short work of his enemies. Due to a childhood incident, has a terrible hidden hatred of one of the party members, due their likeness to the person who burnt his family at the stake. Will often bully enemies into their path and "unintentionally" make their life a living hell

>>55208784
I understand why the artist made sure she shaved on a deep level

>>55208881
>suffer amnesia
>sit in the wrong chain
>just fuck my shit up

Great work
>>
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>>55207978
18. Gar'Niel's hideout.
This secret room can be revealed by touching the gorgon head painted on the southern wall of (17). It will animate, then ask "What is your name?" in the language of turtles.
If someone lies to the painted head, its eyes will glow and a bolt of fire will strike the liar for 2d6 damage. The painting will then stay inert for 1d6 turns while it accumulates energy.
If someone called "Gar'Niel" speaks their name aloud, the section of wall on which the head is painted will rotate, leading to the secret room.
If someone without a name (or who forgot their name) talks to the painting, it will crash, as it was not designed to handle this scenario. Smoke will rise from the gorgon's eyes, the paint will run, and the rotating wall will unlock itself.
The secret room contains a rotten futon, a jar of grease, 100 GP (silver standard) worth of jewels in a hole dug under the futon, a crumbling maintenance manual for a "knowledge extraction device" written in turtle runes, and an enchanted speed-eating lasso hung on the wall (anyone caught in it is slowed down as per the Slow spell).
>>
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4, 4, 4, 8, 12, 6, 6, 12, 8, ?, 30, 12, 12, 30, ?
>>
>>55210813
hike
>>
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>>55210813
>>55211029
>>
How does OSR feel about the 5e mechanic of being able to prepare a spell in a higher level spell slot to increase its power?

I really like this and I think it fits well into OSR games of resource management, but gives more flexibility to the players. But then again, I can see players just spamming their favorite spell over and over without any kind of thought.
>>
>>55211166
You'd need to alter every spell individually in order to make it compatible with those new rules, because the majority of spells don't deal direct damage.
>>
>>55211166
Many spells which would scale with spell slot in 5e scale with caster level instead in OSR stuff, so it would be an overall nerf.
>>
>>55211166
nah
>>
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>>55207978
Shit, I knew I forgot the numbers. Thanks for doing that for me.
>>
>>55206442
OSR Primer.

It's probably in the Trove and it's definitely on lulu somewhere as a free pdf download
>>
I fucking hate the elf, dwarf, and hobbit classes
But I like race-as-class.

What should I do?
>>
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>>55214434
make your own
>>
>>55214434
make new races.
>>
>>55214434
Reconsider, as the Elf class is GOAT.
>>
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>>55200485
I finished my own system for OSR city generation because Corpathium seems counter intuitive to me and can only be used for 1 city.

http://melancholiesandmirth.blogspot.com/2017/09/an-account-of-6-cities.html
>>
I just bought DCC RPG on a whim. what am I in for?
>>
Looking for 'The Gnomes of Levnec' by Zzarchov Kowolski. Does anyone have it?
>>
>>55215857
RNG-based, gonzo dungeon crawling with stupid dice and a couple good ideas to steal
>>
>>55215520
I'm glad you did this, but I think it suffers from the same lack of generic districts that Cörpathium does. Every city I make with In Cörpathium is Cörpathium. I would need to make 20 new districts for each city to make not-Cörpathium. Your generator only needs five unique districts per city, but that's a bunch of districts that might never get used.

Or maybe I'm missing the point?
>>
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>>55213633
No. Thank (you), you did a great fucking job. Now just need to fill it full of traps (with dicks), some sort of sex golem, two flail snails and Lionel the Rich, father of Timberlake the Just, returned from the dead to avenge his son.

>>55207978
Thank you kind numberanon
>>
>>55215950
Check in the Neoclassical Geek Revival folder in the trove.
>>
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>>55207978
23. Ossuary.
This is where the hollow turtles entombed their dead. The 3d20 skeletons are hanged 2 meters above the ground by thin ropes braided out of mammal hair. They look like regular turtle skeletons, but their hands end in elongated fingers and opposable thumbs, and the inside of the shell is empty: there isn't a single bone.
The shells have however been filled with grave goods during the funeral, mostly rags and wooden icons.

1d20 - Grave goods
1 1d8 x 10 GP, to be spent in the afterlife
2 Black swimsuit, to navigate the Acheron safely
3 Cherished knick-knack in semiprecious stone, worth 1d20 GP.
4 Mummified pet corpse (1d4: 1 - Sentient Stone, 2 - Wingless bat, 3 - Oriental Mandrake, 4 - Human toddler)
5 Rusty athame engraved with an inspirational quote.
6 Debt contract in favour of the deceased, now voided.
7 2d6 ornate jade rings, worth 1 GP each.
8 Circular bronze shield shaped like a gorgon's head
9 Golden bowl worth 5 GP
10 Vial of liquid knowledge containing a memory cherished by a relative of the deceased.
11 Magical heart-shaped stone engraved with the turtle rune for "Song". Repeats 1d20 times in a row any song heard before becoming silent again
12 2d6 pellets of poison (save or lose 1d6 CON when ingested), to keep the vermin away from the grave goods.
13 Glass jar containing a bored undead mushroom.
14 3d6 dried almonds in a clay pot.
15 Astral worm feasting on the ambient despair (HD 1, CA 6 [15], ethereal, Bite: 1d4 INT damage).
16 Regular turtle skeleton.
17 Brass key to a random dungeon door (roll 1d30 for the room).
18 Limbo pearl. Now that it infused for centuries inside the corpse, it triggers mental communication with the spirit of the deceased hollow turtle when touched.
19 1d10 x 10 GP worth of jewels.
20 This skeleton is in fact a mimic, placed here to guard the ossuary against grave robbers.

One of the skeletons contains a heartfelt letter to Gar'Niel by his son, lamenting his inability to access his father's hidden cache.
>>
>tfw im using Skerples Tax rules, ACKS domain management and DCC dice chain
>all in lotfp

Help???
>>
>>55219445
Hire an accountant.
>>
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>>55219445
Welcome to the OSR.
>>
Is it worth even writing up and thinking up up material for highly specific OSR style settings, even those that don't fall under the high fantasy umbrella?
>>
>>55219718
Yeah. Specific settings are way more interesting than generic bullshit.
>>
>>55219718
As long as its unique.

If you write "orc barbarians", write 500 words of lore for them and I can summarize it as "they are orc barbarians"; you have wasted your time
>>
>>55219718
Yes. Many of the best-loved products of the OSR are "highly specific non-high-fantasy settings", like Yoon-Suin, Red and Pleasant Land, and Vornheim. Hell arguably even the City-State counts; it's just that the specific thing (not!Lankhmar) is so universally beloved by gamers that it almost seems generic. But like, the Overlord has a cannon from a fighter jet mounted on his citadel and the Mighty Servant of Leuk-O in his basement, it's not classic style.
>>
>>55218621
Ah, thanks.

Never looked in that folder because of the misspelling ('greek' instead of 'geek').

Makes the folder look like more of a Mazes & Minotaurs greek myth kinda thing.
>>
>>55219718
imo highly specific settings are much more interesting. At this point people can make greyhawk derivatives with their eyes closed. Stuff like Hubris or Yoon-suin are a lot more inspiring to draw from if I'm not going to loot directly from historical texts.
>>
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>>55219445
ACKS domain management really does need a spreadsheet, or at the very least, lots of sheets of paper and tears to match. Try An Echo Resounding or http://www.paperspencils.com/2017/05/28/investments-citadels-and-domains/ instead to not panic.

The tax rules, luckily, just require a Baron, a map, and some politics.

>>55219718
Yes.
>>55220154
A very, very good lesson.
>>
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How does one make a city crawl interesting? Any tips?
>>
>>55223193
Read Vornheim, it's in the trove.
>>
>>55214434
>I fucking hate the elf, dwarf, and hobbit classes
What do you hate about them?
>>
Looking to run a system that has all classes on the same xp progression, good exploration rules (not required I can houserule some up), and some organization rules in the background. Not dcc because it's too meatgrinder for me. So something like ACKS but with the king cut out. I was looking at using beyond the wall.
My plans are to do a hexcrawl with them running a mercenary band halfway through while still doing wilderness adventuring and tomb plundering. Thoughts?
>>
>>55193876
>https://coinsandscrolls.blogspot.ca/2017/09/osr-land-and-investments.html
Your math in this doesn't make any damn sense, the comital income rules especially. If the Baron of Holbach withholds 100% of his dues to his lord, he makes 270 gp extra per month, but the Count's takings off him are 5 gp/month? This seems to be based entirely off some kind of very weak game balance notions rather than logic. Reasonably, the count should be making at least 80-90% of the baron's own income, or else the baron himself should only be able to get another few per cent through withholdings -- and *on top* of that the Count should be pulling a great deal of extra income from the levying of fines and other various seizures of property tied to the justice system. Historically that comital right was enormously important.

(Of course, barons should be exempt from tax in a feudal system, so "cheating on your taxes" doesn't make any sense as a concept, you'd be withholding your lien, or potentially the scutage-in-lieu of armed service, but your system doesn't seem to be for the period when scutage was common.)
>>
>>55223940
Sorry, these are all good points, but I've got a game starting in 1hr and I've got to prep.

Summary: I left the 5gp/barony value for Counts as a placeholder when I was trying to figure out how to calculate the income. Final version will be based on core/developed/undeveloped hexes.

Cheating on taxes: it's more about feudal aids then taxes. Correct on all counts r.e. tax exemption, but there's a good argument to be made for a shadow-tax economy based on "one-time" forced loans, aids, and costs that effectively sapped wealth anyway. This isn't military service witholdings. This is saying, "Oh I'm so sorry lord, but I can't quite buy you that horse you requested."

But you are right, probably overbalanced tax witholdings by 10x over. Will reduce a bit.

I'm working on a system for Baronial Fines and Justice (to match https://coinsandscrolls.blogspot.ca/2017/06/osr-indulgences-and-clerical-services.html)
>>
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Oh and anyway, before I go, here's how to apply these rules:>>55196231

To a classic dungeon. Namely, the Temple of Elemental Evil. https://coinsandscrolls.blogspot.ca/2017/09/osr-castle-of-elemental-evil.html
>>
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Is there a compilation of all the GLOG hacks/homebrews in one place? I didn't see anything in the trove
>>
>>55224479
I don't think so.
>>
>>55224479
>>55226633
Nah, there wouldn't be. It seems to be like OD&D in that what people like about it is the intense customizability (and in the case of GLOG, the way it handles magic-users, I think). Arnold Punch's and Skerples' various writing about their stuff on their blogs are probably the two largest compilations of stuff, though.
>>
To those of you running OSR games, how do you start? Do you write up a dungeon, toss the players in, and then improvise the surrounding countryside? Design a region and then justify why there are dungeons? I'm halfassedly working on a setting and I feel like I shouldn't be wasting my time, since I have exactly 0 dugeons and therefore 0 playable content.
>>
>>55208275
Anything to say about any of them?
>>
I own orginal Rules Cyclopedia and B/X sets. Most Retro-Clones strike me as minor rewrites of D&D with different art and not worth the asking price.
>>
>>55228584

Start players as 0 level peons ala DCC. Do funnel with 4 zero lvl PCs per player. Give them map with thier village hex and 20 miles radius around it (days walking distance). Vague general direction arrows for Nearest market town, maybe the big city. That's it. Entire game is hex Crawl with randomly generated hexes, encounters and weather. Apply logic don't have desert, artic, jungle all next to each other.
>>
>>55228917
The popular B/X retroclones don't even have asking prices. Labyrinth Lord and LotFP both have free no-art versions and BFRPG is straight up free. Out of the top of my head, ACKS is the only "relevant" one that's not free, but ACKS is not used nearly as much as it is talked about
>>
>>55228917
one of the main things that make most BX/BECMI/RC or OD&D derived OSR games appealing is that you can get a brand new physical copy of them for much cheaper than it would to get a good quality copy of the original TSR versions
>>
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>>55217631
What do you mean by generic districts? I made 5 cities with a variable number of districts so that the 6th city would end up using all the unused districts. Most city generators I've seen base cities on population and then work down from there (for some arcane reason that escapes me). Corpathium generates a city based on the relationship of each district to each other. My system was essentially drawing from a list of possible districts (thematically related) to make cities.

>>55224479
So I know at least 3 hacks based on GLOG, Skerpels uses his variant, there's an anon who posted his variant a while back, and I have my own which is slowly becoming less and less GLOG and more of rolling under under attributes and using a number of casting dice instead of vancian magic or spell points. See the attached file.
>>
>>55195581
Too many classes! There should only be three - Fighting-Man, Cleric and Magic-User
>>
>>55208275
Those look really nice. I particularly like the Zulon Druid for some reason. Hard to pinpoint, it just... Works for me.
>>
>>55229323
Well, as far as generic districts... where is the tanners district? Where would we find the docks? I like the unique districts with unique things in them, but I would like to roll weirdness like a city with three separate smelting boroughs and explain just why this is.
>>
>>55229461

No, it's Fighter, Rogue, and Magic User. These are the three classic fantasy archetypes, Clerics are just magic users with some fighting skill and a gimped spellbook. Not interesting, far better to combine Magic Users and Clerics into one class.
>>
>>55229767
Why it would matter where the tanners district and docks are for game purposes? I just can't see why it would be important for the players where the mundane aspects of a city would be.
>>
>>55229885
Ah, I get it. Cörpathium and your generators are for telling us what the highlights of each area are, and not really so much about what that area of the city is like. Cool, thanks for the explainies.
>>
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>>55224202
>>55223940
Ok. I've made some adjustments. Want to take another look at it?

>>55228584
Write a dungeon based on a core idea. Put a village a day's ride away. Give the village one or two quirks. Then work on a history and a plot.

Don't waste your time on history. Build history generators.
>>
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I've added a "random wand barrel" to any magic item shop.

Don't worry, the shops are very rare. One per city, at best, and they all know each other. They're for semi-retired wizards, eccentrics, and cranks. They deal mostly in dentistry, weird shit that threatens the city, and unusual things adventurers dig up that could be turned into war-engines for the local lord. They're a combination pawn shop, fortune teller, banker, dentist, moneylender, barber, and matchmaker.

Sometimes, adventurers come back with random wands (or wand-like things). If the spell inside can't be safely identified, and if the power inside the wand isn't clearly dangerous, it goes into a big lead bin. You can buy any number for 5gp each.

The obvious option is a random low-level/weird spell with 1d4 charges.

But what other stuff could a dubious discount wand do?
>>
>>55231232
On casting, it opens a wand-shaped portal to the plane of water. Roll for how fast water comes flying out.
>>
>>55231232
Turns into a stuffed animal when used.

Explodes in the user's hand when used

Creates a blinding flash when used.

Works normally, but has a 1-in-6 chance of exploding.

Works normally, but has a 2-in-6 chance of creating a blinding flash.

Has a 5-in-6 chance of working normally, otherwise does not work.

Produces a small spurt of saltwater/nonpotable water (or potable, but isn't very much), followed by an additional 1d3-1 smaller spurts.

Turns into a common garter snake. This snake is not under anyone's control and will seek to slither away from anyone nearby. It is not poisonous, but will attack for 1 damage if cornered.

Works as normal, but if anyone else uses a wand in the same round the wands connect (with no discharge of effect) and neither character can act for the next round.

Does not work. When used, wilts.

When used, creates a flood of Really Bad Things. For example, poisonous hostile snakes start spewing out of the wand. There is no way to stop this. The snakes come out 1/round for 1d4 hours or 1d4 days.

Does not work. This is a stick, not a wand.

Does not work. This is a stick that someone has enchanted to detect as a wand.

Does not work, but the user thinks it does.
>>
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>>55231664
>Does not work, but the user thinks it does.
I love these items. The players just found (and luckily sold) a Crown of Protection.

It did nothing mechanically, but it gave the wearer an ego boost, a feeling of warmth and power, and a shot of confidence.

It was going to get them all killed.
>>
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>>55231232
The wand has a mild give to it and smells faintly greasy. When used, person casting's strength stat becomes 1 higher than their highest stat. Their hair grows to shoulder length and a beard spurts through their face. While they don't lose any mental prowess, they become unshakingly confident in their ability as a hand to hand combatant. Effect lasts for 1d4 hours.

Enjoy your time as the cream of the crop.
>>
>>55231820
>person casting's strength stat
I first read this as 'the stat used to determine strength of casting'.
>>
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>>55232084
>>55231820
What about a spell/wand/potion that increases all Stats to 18 but drops all Saves (secretly) and maybe HP and makes the player feel invincible?
>>
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I'm trying to create a Classless GLOG hack by smashing Macchiato Monsters into it.

Why kind of horrible monster have I become.
>>
>>55231820
NOBODY DOES IT BETTER.
I swear, he had the best fucking promos.
>>
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>>55232720
>Why kind of horrible monster have I become.
No idea, but I'm interested to see how it goes. I'm writing my GLOG hack up to post soon.
>>
>>55229498
Thanks! The Zulon was the first class that made me branch out to DNDTools and outfit them more nature related spells than provided in ACKs. I'm glad it paid off.
>>
>>55232960
NP, anon.
>>
>>55202911
summon facehugger
>>
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>>55202911
Induce Twins

Split someone into a good and evil twin.

Get a tree to tell you secrets.

Call on a totemic representation of a primal fear-causing animal. Not very effective against the literate but very dangerous to other animals... or in the dark.

Destroy language.

Evert Soul. Flips a creature's form to resemble the animal most akin to its soul (snake, wolf, worm).

Spinecrack.

Speaking Scars. Can read your past from your injuries.

Healing Milk.
>>
>>55202551
>HP 5
>HP 11

I thought old D&D was meant to be challenging? A level one character could one-shot these.
>>
>>55234134
>friendly NPCs have low HP
>I thought old D&D was meant to be challenging? A level one character could one-shot these.

Are you retarded or something?
>>
>>55191179
I wonder if she's summoning that imp or destroying it?

She can summon my imp any day.
>>
>>55234596
Considering the fact that she hangs around a red dragon, wears a mail bikini like a well-dressed priestess of Loviatar and has an actual skull hanging from her belt... I'm going to lean towards "summoning".
>>
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>>55202551
copyedits
>>
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>>55234134
fixed
>>
Any recommendation for playing OSR a little more heroic?
>>
>>55239453
Have damage rolls explode (+1 die on maximum result). Add critical successes and failures. Nudge the attribute modifiers downward so that it gives bigger bonuses, but be harsher on failures.
>>
>>55239453
Some suggestions:

Let the players allocate a stat score that's enough for a +1 modifier on a stat of their choosing, and 4d6 drop lowest in the rest.

Let characters begin with a max roll of their hit dice.

Adopt Kevin Crawford's Fray Dice mechanic as in Scarlet Heroes (if something has less hit dice than you have levels you can roll a free die of damage against them, which varies by class, and Magic-Users can always roll it).

DCC Mighty Deed of Arms to give fighters and dwarves a unified mechanic to do cool shit not explicitly covered by other rules.
>>
>>55240138
Also, either 2e-style thief skills (d%, but you get to choose where to spend the "points" you earn by level) or LotFP d6 skills
>>
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>>55239453
Depending on what you mean by "heroic", giving the PCs a bit of a safety net can help. This makes it so they can take bigger risks and perform more risky heroics.

Additionally, you could give some sort of fate/talent/focus/hero points that let them boost their rolls. Spend 1 point before a roll to get the better of 2 rolls. Spend 2 points after a roll to reroll it. Maybe spend a point to negate the penalty you'd normally get on a roll for doing some crazy heroic -- or to let you automatically perform some feat you'd normally have to roll for. Or to try to do some insane thing you'd normally not even get to try (spend a point to let you make a to-hit roll vs. AC 5 to grab an arrow out of the air, etc.). You don't have to worry about balance that much if you don't make stunts freely repeatable. Shit just lined up to work that one time, but if they try to do the same thing over and over, it isn't going to fly. Basically, players need to vary shit and be interesting or you rule against them, or at least make it harder for them to pull their shit off.
>>
What is the best GLOG roll20 character sheet? Right now I'm thinking Black Hack but it lacks secondary attributes.
>>
Is there a scan of original Braunstein available somewhere? In the trove or otherwise.
>>
So between all of the old D&D and Retroclones there seems to a be a ton of different methods of determining initiative and turn order. SOme have segments, some have individual people initiative, some have everyone on a team go at once ect ect.

What is your preferred combat turn order/initiative system?
>>
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I was without internet for a week and typed up some stuff.
None of this has been uploaded to my blog yet.

First, RUNES - 2 pages of stuff for clerics, 1 page of OGL.
If you have vikings/nords I'd recommend giving them the same bonus as dwarves and giants.
>>
>>55239453
In escalating order of power, Use Scarlet Heroes, Exemplars and Eidolons, or Godbound.

No matter which power boost you choose definitely use Godbounds's bestiary and monster creation rules if you're planning on playing with a full party though.
>>
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>>55242425
Next, VILE VENGEANCE OF THE BEES, a complete adventure for, I dunno, levels 2-5?
Inspired by the MTG card Killer Bees.
Your party may get a cursed staff of power!
>>
>>55242462
Finally, the preview edition of DUNGEON PLANET, which might be the start of a megadungeon.
Some text is randomly highlighted as an experiment in creating artificial "stickiness" that Bryce and I are both fans of; wasn't sure if it was working or not.
Features ~12 new monsters, ~3 new magic items, ~3 new spells. An Appendix is also a micro-sized OA type of thing.
>>
>>55220396
At this point, I'm craving high fantasy OSR settings and nobody seems to be interested in delivering. With how creative people in the OSR are, it'll be amazing but nobody's interested in that aestheic anymore.
>>
>>55242204
I like the idea of segments, but I haven't had time to test it out much yet. In the (non-OSR) game I am a player in we use individual initiatives rolled every round.

That said though I will say that there's something therapeutic about saying "roll for initiative". It's also good for delineating combat.
>>
https://joeskythedungeonbrawler.wordpress.com/2012/04/09/hears-your-stinkning-barbarian/

Why isn't this your new barbarian class

Why do people insist on being a 'barbarian' class rather than a fighter or thief from a barbarian culture

Is rage osr

what IS best in life
>>
>>55242653
Yoon-Suin, ARaPL, Narcosa and the like all strike me as high fantasy.
>>
>>55243380
> GIRL CAN BE A BARBARIAIN AS LONG AS SHE HAS A PENUS.
hot
>>
>>55242536
>the oriental
model of elements (air, fire, metal, water, wood)
Is this intentional?
>>
>>55243832
Not entirely but hey, Fantasy China is different from IRL China.
>>
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>>55242001
Oh jeeze, I wrote my own. It's shit so I'm not scanning it. Better make your own.

Basically, it lists the stats and modifiers down one side, then Stealth, Movement, and Save.

Below that, there's a shield-shaped box split in half for Attack and Defense, and a heart-shaped box below that for HP, Total and Current.

And below that is a box for XP, for current GP, then banked GP, and a box for treasure. The rest of the sheet is mostly blank.

The backside has the numbers 1-20 for inventory slots.
>>55242204
Roll under your Wisdom. If you do, you go before the enemies. If you don't, you go afterwards. Roll each round. Players go in order of their rolls, lowest to highest.

It works, it doesn't unbalance stuff, it allows for some tactical play and some randomness too.

>>55242462
BEEEEEES!
>>
>>55208275
Not much to say, but I like it. More games should have racial variants of classes (and humans should have their own unique takes on the standard classes).
>>
>>55238746
Pretty good but that orc's statblock is a little small. How can I possible adjudicate a combat without knowing his(/her!) class level, full statblock, inventory, hopes, fears, dreams and family dynamic? Pls fix asap k thx.
>>
Do you think you could convert the gold economy in OSR games to something akin to prices in 19th century America?
>>
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>>55246373
Arguably, core D&D is already there. http://blogofholding.com/?p=7182
>>
>>55246373
>Do you think you could convert the gold economy in OSR games to something akin to prices in 19th century America?
1 gp = $1
>>
>>55246373
Impossible because 19th century America was on bimetallic standard and D&D is quinquemetallic.
>>
>>55246520
>he didn't count electrum pieces
Shoulda spent more time on research and less on fancy words.
>>
>>55246445
That seems a bit lazy.
>>
>>55242157
I have the rules and map in the form of .txt files; I'm not sure a scan or PDF exists.
>>
>>55246735
Well then (You) should look up the prices of gold per oz. every year in 19th century USA, average them, then figure out X, where X is the cost in $ of a pound of gold, the multiply any gp values by X. That complex enough for you, spergman?
>>
>>55193226
That's beautiful work, anon.
>>
>>55191179
What's everyone's favourite (or some recommended) undead crypt delves?

I want to look at a model or two before mapping this crypt for my players. Some stuff with some intelligent geographical features and/or that incorporates water would be ideal.
>>
Is there any way to do spell slot growth that isn't retarded?
>>
>>55246957
There's The Lichway in White Dwarf and No Stone Unturned in Dungeon.
Not a crypt but the church in Adam's Wrath is really creepy.
>>
>>55246957
The Crypts of Arcadia from the Book of Treasure Maps. No water.

Barrowmaze. Takes place in a swamp.
>>
>>55246957
The only one I've played is "Return to Keep on the Borderlands," but it's a sizable challenge. We only won by essentially tricking the evil clerics into thinking we were joining them, and then backstabbing them at the most critical moment.
>>
>>55246999
Depends on how much work you want to do.

You could do away with spell slots and give characters access to all spells at first level, but there is a cumulative risk of failure (with horrible results and side effects) the more powerful the spell is.

That's a lot of work though, and might still be retarded by your term. I've kinda always wanted to build a magic system like that, though. I love the idea of PCs facing an almost certain death and the lowly 1st level wizard whipping out a Hail Mary to slay the Thing That Should Not Be when he's got like a five percent shot at it doing literally anything other than tearing the ectoplasm out of his body.
>>
>>55246735
Lazy is the best.

Seriously, what are you gaming to do? Is the point to do currency conversion and 1-in-12 to 1-in-20 math conversions?
>>
>>55247030
>>55247075
>>55247083
I'll check out all of these, thanks for the recommendations. It's such a deliciously tired trope that it's good to have a starting point as to where one should best sift through the stuff that's out there.
>>
>>55247286
I should've said that Adam's Wrath is actually about flesh golems. My bad.
>>
>>55247539
Absolutely unacceptable anon, how dare you waste my time with a well-designed dungeon.
>>
>>55247257
>>55246794
Just trying to figure out how to put value to a gold coin. How precious or common it would be in everyday life. I'm teetering over $20 per gold piece or $100 per gold piece (from that GLOG post earlier).
>>
>>55247687
As the author of that post, I'd go with $100. It makes things so much simpler if you need to estimate stuff on the fly.

$20 also works, but then you can't do quick decimal math with sp and cp, and you can't use historical derniers as a baseline.

Or do shit like this: https://en.wikipedia.org/wiki/Penny_bun

I mean, in either case, you'll be within an order of magnitude of correct, so don't worry about it. In a game with elves and HP, a factor of 10 in either direction isn't too bad.
>>
>>55247687
>$20 per gold piece
So 2 silver = $1

>$100 per gold piece
So 1 copper = $1

Seems lazy.
>>
So I've realized that my problem with thieves skills is that they're not guaranteed checks, but they are necessary checks that need to be made because they essentially do something for free. Let me bounce this random idea off of you, /osr/.

What if I gave the thief Technique Points? They spend one technique point to activate an ability that allows them to do a super-human thief ability which puts them above par of the rest of the party's ability to sneak around. So for instance, they spend 1 TP to automatically unlock a door, or 1 TP to move 5 feet completely silently. As they level up, they gain more TP for the day, and they recover at a rate equal to HP.

Or something along those lines.
>>
>>55247752
>dude what if thieves used mana and were shitty wizards knock-offs
No.
>>
>>55247687
I mean, think about what a gold coin sounds like to you, or more importantly, to your players. When the king offers one thousand gold pieces to whoever brings him the head of the Oathless Knight, do you want the players to be thinking about a decent bounty, or do you want their eyes to widen knowing that they could all live off that kind of money for months?

To me 1,000gp sounds like a pretty substantial sum, I'd go for $100 to the GP. I also like the fact that it makes a relatively small number feel like a large amount, thus underscoring the preciousness of even a single coin.
>>
>>55247776
Why no? The thieves abilities are supposed to be supernatural to begin with at least I hope you're running it that way, or I would be severely disappointed in you and trying to roll a low % check as per the default rules is pretty shitty in and of itself.
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>>55247752
The thing that's great about thieves relying on skills so much is that it's almost as much crunch as it is fluff. Sure, you're pretty sure that the thief can unlock this door without triggering the pit trap that sends all of you into the fire, but he's only human after all, and dice are fickle. With your idea there's no nail-biting involved.

I do like the fact that you came up with an original thing though, I just think it would make a thief class feel too invincible for something that I think is intentionally pretty luck-based.
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>>55247855
>With your idea there's no nail-biting involved.
Not necessarily. Suppose I gave the thief only 3 TP at level 1? Does the thief REALLY want to spend his time picking a lock here, or should he save it and maybe detect that trap later on? And fuck, he's out of TP and you guys are in the thick of it, but you're only going to get 1 back. Do you continue and just rely on your wits and ability to find the key/trap naturally? There's huge give and take here.

>I do like the fact that you came up with an original thing though
This is actually the scraps of a completely brand new system I thought of that was essentially unlike anything I've seen before, but then I realized that my whole beef with most TRPGs was literally just skill checks being flawed on their basis, which is why I was drawn to OSR to begin with.
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>>55247836
Give too little TPs and a thief can barely walk down a single hallway silently.
Give too many TPs and a thief can unlock ever door in the dungeon.
It's terrible.

>>55247901
>Suppose I gave the thief only 3 TP at level 1?
So he can move silently for a whopping 15 feet or cast knock three times?
Might as well drop thieves and be done with it.
>>
>>55247965
>Give too little TPs and a thief can barely walk down a single hallway silently.
Make their percentage rate too low and they will fail every task. Except the fix to this is to either scrap the system, give them more points, or to level up within the game.

>Give too many TPs and a thief can unlock ever door in the dungeon.
Provided they don't spend it looking for secret doors or traps, or any of the other myriad of thieves abilities, of course.

Balance is of course going to require playtesting, but I think this will solve a major problem with thieves skills in which they will allow a thief to be as talented as the lore should suggest, will allow the thief to grow, but will also make sure the thief can't get away with it willy nilly.

>So he can move silently for a whopping 15 feet or cast knock three times?
Unless you balance the thieves skills to be differing values. But the low ball of 3 TP at level 1 is there as a suggestion of "What if I just don't let them magic their way through the dungeon automatically?" Especially by limiting it to restoring at the rate that HP do.

>Might as well drop thieves and be done with it.
Boy, that's quitter attitude if I ever heard one.
>>
>>55248086
>>55248086
>Boy, that's quitter attitude if I ever heard one.
Your thieves are more useless than AD&D's, which is a very good reason to quit..
>>
>>55248130
Again, how so? In fact, I'll just link you to this post above: >>55247836
Specifically
>trying to roll a low % check as per the default rules is pretty shitty in and of itself.
And here: >>55248086
>Make their percentage rate too low and they will fail every task.
My thieves are guaranteed success, whereas AD&D thieves are highly likely to fail catastrophically just trying to do their first job. That alone already makes them better, but if you have reasons why they're worse, I'd love to hear them.
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>>55202950
I love this idea
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>>55248182
>My thieves are guaranteed success
Only for N times, after which they become dead weight with less combat ability than a cleric.
And you also don't seem to understand HP recovery rates in OSR games if you think thieves can recover TP mid-fight.
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>>55248291
>Only for N times, after which they become dead weight with less combat ability than a cleric.
So like the wizard? Might as well drop wizards then, right? Though, unlike the wizard, the thief can backstab and use missile weapons very effectively. The thief can also make choices about when to use their powers wisely and effectively as well.

We can also make the same comparison with low HP on all party members, realistically. Fighter down to 1 HP? Well he's basically a minion from 4e now and will probably want to quickly leave before that goblin gets a lucky strike on him from out of nowhere.

>And you also don't seem to understand HP recovery rates in OSR games
1 HP per day of rest.

>if you think thieves can recover TP mid-fight.
Mid-dungeon. That line was a typo. I meant to type in they can recover 1 TP if they rest, but resting in the middle of a dungeon is a dangerous proposition.
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>>55247752
I'd probably want to give the thief a slightly heightened base-line when it came to doing thiefy stuff, even if it's just +2 to rolls, but I don't have a problem with something like technique points being their mainstay.* Would probably take a decent bit of playtesting to get the particulars tweaked right, but it has the potential to be pretty interesting.

*The term is a bit clumsy though. "Spend technique", doesn't exactly roll off the tongue. Knack? Focus? Craft? Guile?
>>
>>55248351
>unlike the wizard, the thief can backstab and use missile weapons very effectively.
Unlike the thief, the wizard can end an encounter.

>powers wisely and effectively
Shitty powers are never wise or effective.

>they can recover 1 TP if they rest
Now you've made them worse than casters because they require 24-hours of inaction before they get their mana back.
>>
>>55248405
I'm thinking about introducing it to the group the next time we play because we're gonna be rolling up level 1 characters. Thinking of starting the thief with either 3 or 5 points. Might start with three.

Side-note, I disagree with that. The name Technique points are fine. Granted, I also play many video games like Etrian Odyseey where they use that name.

>>55248442
>Unlike the thief, the wizard can end an encounter.
And the thief will be able to end a trap, locked door, or sneak behind an enemy successfully and probably kill him with backstab. Your point here is moot.

In fact, let's drop the wizard argument altogether. There's no way you can fairly win that, and frankly it's moot to the overall point. The point is to make it so that people don't automatically avert away from a terribly broken class that is the progenitor of the skill system of today's RPG which are frankly messy and detracts from roleplaying.

>Shitty powers are never wise or effective.
Opinion, a shitty argument, and frankly sounds like you just want to get rid of thieves instead of finding a good fix for a good concept.

>Now you've made them worse than casters because they require 24-hours of inaction before they get their mana back.
You mean like HPs?

Sorry, I think I'm going to stop responding to you actually. I don't feel you're very intelligent, and frankly you sound like you're just looking for an argument at this point. Here's one last (you) for the road.
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>>55246957
No water, just ice and snow, but Death Frost Doom (from LotFP) is considered a classic.
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>>55248504
You took the thief.
You gave him spells.
Spells that are somewhat better than 1st-level spells but worse than any 2nd-level or higher spells.
Spells are harder to renew than a cleric's or wizard's.
All because you have a hateboner for skills.
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>>55246957
B A R R O W M A Z E
>>
>>55247075
>>55249440
A few have suggested Barrowmaze now, so I'll check it out first. Thanks.
>>
>>55246748
Could you please share it with us, kind anon?
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>>55247752

My plan is like this, but instead it's a die. You can add a +1d6 to any d20 roll that's not an attack. Once per day per level.
>>
>>55247776
>>55248559

>Class with a limited resource
>IT'S A WIZARD WITH SPELLS REEE

Fuck off
>>
>>55236500
>>55238746
what are these kinds of sheets made in?
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>>55251362
photoshop
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>>55247752
Counterpoint: why not just make them free?

No really, why not? Just have the abilities be absolute statements: a Thief can always sneak past people, can always pick a pocket, can always climb a wall, can always disarm a trap, can always pick a lock.

Now they're actually useful, although you probably still want the rest of the classes for other reasons.
(Magic-users can do stuff Thieves can't, Fighters can actually take a hit in a fight, Clerics have healing, etc.)


(Although note that I didn't put "Find Traps" on that list of stuff. That's because Find Traps probably shouldn't be a Thief Skill, and so I've returned to the OD&D/Moldvay way.)
>>
Hey gang, dungeon stocking question. I'm using an idea that I sorta stole from STALKER, that going underground is bad news. In STALKER that's just a bit of lore you pick up as you play, becuase bad shit usually lives underground. But for my dungeon I want to use the same idea, except there's a whole subterranean world of monsters. They have their own homes and shit underground. To get to the point, should I use a mix of monsters, and have them all interact and politick, or should I stick to a single type or two?
>>
>>55253438
Put as many as you can handle. The more factions, the richer the game, but it can become overwhelming. If you are unsure, start with 3 and let some space to add more as needed.
>>
Can someone explain the Scrap Princess meme to me?

Like... it just seems like scribbling to me. What am I missing?
>>
>>55254287
The cool OSR kids like her so you should like her too, otherwise you're uncool.
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>>55197505
If you're always garbage it's never a surprise.
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>>55254287
>it just seems like scribbling to me
This.
Nothing personal, but her 'art' is garbage in my opinion. And also, VotE is highly overrated. Again, these are my opinions, so if you like her art, veins etc good for you. I for one think the whole product is garbage
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>>55254287
I feel that her art is neat because there's sort of an order within a great amount of chaos. A lot of it is what you'd call scribbles, but pretty complex forms that I can recognize and lets me imagine further are still embedded in them. It's a way of going about illustrating dungeon motifs that I haven't seen a lot and I think that's why I'm interested in them.
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>>55254378
I like VotE, conceptually. But it's almost 100% on the strength of Stuart's writing, and the gameable content. The art is what it is, it's better than nothing, but /osrg/ seems to be full of HUGE FANS and I'm like... eh?
>>
>>55254545
>/osrg/ seems to be full of HUGE FANS
I think that's just down to a common internet source of false impressions: I don't like Scrap's art much either, but since I'm not an asshole I don't start yelling and whacking a bongo every time someone mentions him -- what's the point? Besides, I can see what people like about the style, it's just not my thing.

So the end result is that unless it's a topic like GLOG that has dedicated retards who sperg out every time it's mentioned, you only hear from the people who like it. That's the best way; but it does mean you can't use it as a basis for estimating popularity.
>>
>>55254545
I'm honestly glad you like it. But I'm gonna have to say I'm not a big fan of Stuart's writing either. It's not terrible, but it isn't great either. It just is.
I do agree that the concept is a good one, I just think that the execution was bad. It's a huge problem with osr: there are tons of things out there promoted as a great product when in fact it's garbage.
I get more out of the shitposting we all do here... not literally shitposting avtually. I'm talking about ideas we all throw out, lists we come up with etc.
>>
>>55254670
Are there GLOG spergs?I guess I missed them. Not that I'm complaining. What do they take issue with? The GLOG seems pretty inoffensive
>>
>>55254718
The less said about them the better, but there are one or two guys who consistently post butthurt ITT when someone talks about the GLOG -- apparently because they want people to talk about the shit they like instead, but at the same time they apparently have nothing to say about it themselves to start a conversation on.

I know, it's juvenile as hell.
>>
>>55254670
>since I'm not an asshole I don't start yelling and whacking a bongo every time someone mentions him
I'm this fag (>>55254378 & >>55254670) and I couldn't agree more. What I truly hate is that if I weigh in with an opinion that goes against the narrative, I'm immediately called a shill or nofun or a 5e troll.
He'll I've even had ppl accuse me of being the person behind the "your game is shit" blog or whatever. It's not true, but hey, that's the internet.
>>
>>55254735
So the standard trolls in these threads?
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>>55254287
Honestly I've been wondering the same myself.
>>
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>GLOG
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>>55254767
I think the thing that I always want to know about these posts is what the actual complaint is. It's clear from the image you posted that you think the GLOG is a garbage fire. Okay, that's a legitimate opinion. But what exactly is wrong with it? What don't you like? There has to be something that makes you think it's a garbage fire. So what is it?
>>
>>55254741
2nd one that i claimed was me was supposed to be >>55254703
>>
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>>55254767
>cards have rules for when you draft them

what is this madman humbuck
>>
>>55254741
You can't be >>55254670! I'M >>55254670!
>>
>>55254703
Well... Less "writing" and more "concepts." To be fair. I open the book, they've got a wild notion that I can pull out of the book and put in a game.

The prose "is what it is," too.
>>
>>55254824
It's another one of WotC's attempts at multiplayer formats. In this case it's Conspiracy - basically an attempt to bring drafting to more casual tables (and hence sell a bunch of booster packs, I guess), but with the twists that some cards do stuff as you draft, everyone gets a "conspiracy" card that gives them special rules effects (kinda-sorta like Vanguard in a way), and then there's a mechanic where cards can make people the "monarch", where they get to draw an extra card in their end step but other people can steal their crown by attacking them.

Lots of format-specific cards, anyhow. They've been doing that since, what, Commander some years back?

>>55254703
>It's a huge problem with osr: there are tons of things out there promoted as a great product when in fact it's garbage.
Preach it. It's kind of surprising how terrible modules can still get a cult following.
>>
>>55254790
My 5efag players liked the heck out of GLOG. More than I liked it and I did quite like it.
>>
>>55250571
Wait, do you play 5e? I feel like that's missing the point a little, but I'm curious how that works out for you.

>>55252536
1. Because the other classes and even the thief can attempt the mundane form of these skills on their own already. If the fighter takes off his plate and wears sneaky boots and moves as quiet as possible, then he can automatically sneak up on certain enemies. If the wizard dumps out a flask of water and observes how it flows on the ground, he can already find traps. Dwarfs and Elves also have a supernatural ability to find secret doors on their own, albeit with a small random chance.

The thieves skills were meant to be more or less supernatural in ability. A thief hiding in shadows literally hides IN the shadow. When a thief moves silently, they completely move without any sound. The rolls were originally there to prevent out those abilities to prevent the thief from being 100% invisible and silent at all times while detecting all traps. I'm just changing out the random chance to rationing skill points, which feels a little smarter.

2. I already developed a "joke" system to turn the game into an abstract adventure game that I think works a little bit better. It's called Necromancer. It's quite silly.

>>55253438
Why don't you just run forgotten realms and play the drow?
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>>55254790
Not him, but I am one of the others who posts that meme on occasion. Last time this came up I actually went through everything under the GLOG label on Goblin Punch and listed everything I liked and didn't like about it. But by then the thread was autosaging so I didn't get a chance to post it.

Let's see if I can find it... Although the thread's not too long from death anyway.
>>
>>55254790
Zero support for high levels because Arnold fell for the "the best games are at level 5 or lower" meme. Furthermore, a lot of posters just post it to show how cool and contrarian they are by playing a hipster D&D lite.
>>
>>55254790
>>55255246
Ah, here we go.

DISLIKES

HP is awful. I don't think HP only based on CON is a good idea.

The idea behind convictions is okay (debatably, anyway), but the mechanic itself isn't very good. There are better ways of encouraging that behaviour besides randomly giving people better rolls. (personally, I'd do small XP bonuses, myself.)

Addendum to convictions --- when you combine that with things changing your convictions that makes it much worse.

"Don't Get Hit" Points

Good night's rest restores all HP, lunch restores HP

"Defense" roll is... pretty much as mechanically unwieldy as descending AC is without any nostalgia to support it.

1 save

Most of the classes are either bad, mediocre, or of questionable design. Like as if a storygamer was trying to houserule OSR. Most tending towards both bad and questionable design. And the system of classes itself is somewhat worse than mediocre.

roll a natural 1 on your death and dismemberment and gain HP? No thanks.

obsession with scars?

I don't mind separating race and class, but I don't really like the way that it's handled here.

SPELLS. It's basically the "annoying postmodernist blogger" thing. It's not a benefit to me to play a game where the spells are sentient extra-dimensional creatures. In of itself it's fine, but honestly I've never understood why people sperg out so much about preparing spells.

there are better things to do with spirits any way, honestly.

Not really a fan of casting dice.

Or dooms/mishaps. I don't mind magic being dangerous (in some games), but... I don't really like the execution too much.

"hair wizard"

"diseases are caused by petty spirits"

bonds could have been good but honestly aren't

monster sheet uses weird symbols instead of something sensible

just something "off" about things. I can't really explain it. Like the noise and perception rules. They're not bad, but there's just something "off" about them that I can't place.
>>
>>55255349

LIKES

Madness table is pretty good as madness tables go. Actually seems reasonable.

I like the idea of the "really good dog" class. Not so much the way classes including that one work, but that class itself is good.

at least it has stats for the black death I guess I've been looking for those.

The old version of the character creation system is good.

Potions are pretty okay?
>>
>>55255228
>The thieves skills were meant to be more or less supernatural in ability. A thief hiding in shadows literally hides IN the shadow. When a thief moves silently, they completely move without any sound. The rolls were originally there to prevent out those abilities to prevent the thief from being 100% invisible and silent at all times while detecting all traps. I'm just changing out the random chance to rationing skill points, which feels a little smarter.
Here's the thing, though: I'm pretty sure that you won't break anything by just giving the Thief infinite skill points or whatever you're calling them. None of the skills are powerful enough that they deserve to be limited stronger than the Wizard's (save, perhaps, Read Magic), and even unlimited you'll just have... I dunno, an actually competent character? Someone who can do the whole "scouting" thing without having to worry all-to-much about the typical flaws with such a plan? Unlimited lockpicking?

Why do you hate the Thief so much?
>>
>>55255375
TLDR

- As far as flavour goes, it's tied way too much to the edgy weird stuff. I'm not a huge fan of that.
- Spells are gross.
- Most of the things dealing with characters are gross. HP, saves, classes, races, spells, bonds, convictions, etc.
- Too much storygamer stuff.
- Sperging about HP.
- Sperging about Vance.
- Parts seem a bit mechanically unwieldy.

+ There are a couple of rules that I could see borrowing into a non-awful system.
>>
>>55254703
Honestly, by what standard or reason is VotE garbage, especially when compared to "official" products of the same type? If you don't like Scrap's art that's one thing, but God knows it's at least better formatted than the AD&D monster manuals.

For its function as a setting book, there's plenty of fluff. The writing isn't any worse than in most TSR settings. and it includes systems to generate cave systems, climbing rules etc.
>>
>>55255387
I think you're pulling this down to reductio ad absurdum. You're ignoring the fact that this ability will give them superhuman abilities to bypass a challenge they would have to complete otherwise, and that they can still engage with the dungeon normally.

Plus, if you just give them unlimited skills, then you're just going to shoot yourself in the face at some point in terms of game design. What if you get them to a door they need to get through but you want it locked because logically that makes sense? Either you have to change the locking mechanism to bypass the thief ability because they can just stroll up and unlock it after having unlocked all the OTHER doors around him and also finding ALL of the secret doors and traps, or you might as well not have bothered putting the door there. Giving the thief unlimited ability to do his super natural abilities is ridiculous, and if you were to do that, you might as well just hand over the map to the dungeon.

If you force them to ration out their skills, then it becomes much more of a thinking game on the thieves part, because they actually have to think "Did I roleplay well enough to determine there is no trap? Or did I miss it and I should spend a point detecting traps?"

I mean, this is very basic game design. I'm half wondering if you're that anon from last night pretending he isn't to fish for more (you)s...
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>>55254287
The idea is that it conveys enough information to understand what the drawing is about, but not enough to force a specific vision of the creature on you. You get pointers, and your imagination does the rest, just like with text: you can have long detailed descriptions, or short evocative ones. The Scrap style aims for the later.
It works for some, but anyone expecting beautiful illustrations is bound to be disappointed.
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>>55255467
>What if you get them to a door they need to get through but you want it locked because logically that makes sense?
They get through the door they need to get through anyway?

Much like they would have anyway, be it through the 15%-100% the OG Thief has or whatever spells the Magic-User feels like using (be it Knock or Disintegrate) or through the brute force of the Fighting-Man knocking the door down lock and all.

After all, if they need to get through the door they'll get through the damn door. In your scenario the thief has been through the rest of the dungeon unlocking all the chests and barred grates they felt were appropriate and then whoops, now they're all out of MP and can't do shit with this Important Door.

Also, note how I said before that they explicitly shouldn't get Find Traps. They didn't originally have it, anyway, and I honestly feel like that one's a mistake. Especially since the implementation was so damn clunky. (Moldvay even had it so that non-thieves can't find traps!)
And have they ever had Find Secret Doors? That's generally been an Elf-exclusive ability, hasn't it? Beyond the standard checks, that is.
>>
>>55255748
>the 15%-100% the OG Thief
Oh yeah, I should probably bring this up as well:
I'm basically just saying that you could make every Thief as skillful as the 11th-level Master Thief Halfling from Greyhawk and it wouldn't break shit.
100% Open Locks, Remove Traps, Pickpocket or Move Silently, Hide in Shadows, and Hear Noise.
>>
>>55255748
>They get through the door they need to get through anyway?
By having to find the key or solve a puzzle? Don't tell me you actually design dungeons 100% reliant on someone making a random-chance check?

>Also, note how I said before that they explicitly shouldn't get Find Traps.
I noted that, but 100% disagree with you. It functions in the same way that Elves secret door finding works, which is a small percentage passively when approaching the area.

Sorry, I just think you're wrong fundamentally for the reasons I listed above which you failed to address (you only addressed the door without mentioning that literally everything else in the dungeon is also solved with 100% success rate).
>>
What skill system do you prefer and why?
no skills, 1d6, 1d20, 1d100?
>>
>>55255417
There is no 'standard' measure. As I said I personally just didn't like it. If you do then that's great, also as I said before.
All the additional rules and tables, as with most things in the book are superfluous. I'm not saying that there isn't good content, I'm saying that we don't need the 10,000th new set of monsters, we don't need yet another set of rules and tables and shit like that. Maybe others do, I personally don't.
Also, and here's another opinion you can feel free to disagree with: the fluff was not very good and certainly didn't seem inspired to me.
Again, this is why sharing an honest opinion on something you don't like is usually a pointless endeavor, as you get shit all over for it, as I alluded to here: >>55254741
It's honestly a symptom of ppl on general: they want to have popular opinions because it's safe. Just look at any social media platform and you'll see what I mean. Even anonymous ones like this Mongolian Yak Milking Imageboard
>>
>>55254825
Yeah, I corrected myself above, but I have to say that pic+post made me laugh.
>>
>>55256146
No skills. It's what drew me to the OSR to begin with. Skills are there only to abstract away actual roleplaying.

OSR skill-less game
>"Alright, so we need to talk to these nobles to get that map"
>DM: "You see the noble at the banquet"
>[2 and a half hours of intensive roleplaying later]
>"Good jobs guys, the noble has given us the map so long as we use it to help him prove his lineage to the throne and move him up in society."
>"I don't like the implications that he might attempt to assassinate the other more just nobles, but we need to build up that war chest."
>DM: "The map is written in an ancient language that you don't understand though. You can find the place without translating though"
>"Okay, how about we hit up a library and ask around town for rumors of the area"
>[More intense roleplaying scenes and some detective work]
>"Great job guys, now we know about the orc tribe that lives there and can prepare tributes to pass them successfully."
>DM: "You're at the dungeon, and you're in the first room."
>"We begin to look for traps"
>[Intense roleplaying of detecting traps, rationing items and light, avoiding danger, and solving dangerous puzzles]
>"We did it guys!"
>DM: "Great session, see you next week."

Modern day skill based game
>"Alright, so we need to talk to these nobles to get that map"
>DM: "You see the noble at the banquet"
>"I roll a persuesion check."
>DM: "Okay, you pass, but the map is written in an ancient language"
>"I make a knowledge (history) check to read it
>DM: "Okay, you pass. The map mentions some orc tribes in the area, but you can avoid them. You're at the dungeon, and you're in the first room."
>"Roll a perception check?"
>[2 hours of rolling and arguing about minute rolls]
>DM: "Great session, see you next week."
>Nobody shows up because they found the game boring.
>>
>>55256358
Nice strawman
>>
>>55256146
NWPs with the adventuring ones removed.

Adventuring skills should be narrated, not rolled for.
Non-adventuring skills should be available so that the players have character.
Players should not have access to every non-adventuring skill.
But as they are not adventuring skills, it's rare that I would actually care much about them being random. You're a blacksmith as your day job? Great, you can make or repair swords if you want.
>>
>>55256219
I am not "shitting all over you", I was trying to get you to share your rationale as to how VotE was bad. Then you go and belittle other people's opinions on the book by saying they only hold it because it's safe and popular
>>
>>55256430
Problem with that is it removes the ability to learn a skill without fighting or adventuring. If someone doesn't know how to fish, for example, someone else can teach them how to fish, and that can be an interesting scene that doesn't require any fighting or killing.
>>
>>55256483
If that's the way you want to take it, then fine. I didn't say you personally and exclusively were shitting all over my post specifically. I was 'speaking' in general terms.
As to that second part about me shitting on everyone else's opinions, again, it was a generalization.
Here's a direct comment at you, since you seem to need to be told the obvious:
Work on your reading comprehension.
Additionally, you ignored the part that answered your question:
The monsters are pointless, the tables useless and the fluff was uninspired. Those were, as I painstakingly pointed out, were just opinions and not presented as objective fact
>>
>>55256550
True, that's an issue. But so is having every character be able to do everything --- I don't really want to have a party who are all astrologer-architect-apothecary-beekeeper-chandler-farmer-herbalist-mason-gem cutter-violinist-priest-sculptor-painter-doctor-lawyer-glassblower-papermaker-sailors.
>>
>>55256784
I would say a good compromise for that is allow them to have all the knowledge type skills by default, as that allows you to make more advanced dungeons and adventures, but leave any of the technical work to professional NPCs unless the character specifically writes it in their background. Sort of like the profession table from 1e.
>>
>>55256557
fucking savage
>>
>>55254287
>can someone explain
Some people like art, style and tone that other people don't. Some people like rough impressionist work, some people like realism, some people like a bunch of buckles and belts.

There's a notable divide in current osr between punkdiy-garage zines that are popular at the moment, and oldcore/traditionalists. Nerds, being another form of hipster bullshit, tend to categorize and harp about it a lot on the internet.
>>
>>55255349
>1 save
>"diseases are caused by petty spirits"
>monster sheet uses weird symbols instead of something sensible

Oh, so you have shit taste?

I don't even like the Glog, but you literally are complaining about its best elements. KYS mate
>>
>>55257080
>I don't even like the Glog
>but
Can you guess how I know you're lying?
>>
>>55256557
>I didn't say you personally and exclusively were shitting all over my post specifically.
How about you learn to read before telling other people to "work on their reading comprehension? When did I say or even imply that was directed at me?
>The monsters are pointless, the tables useless and the fluff was uninspired.
What I wanted you were to elaborate on these points
>>
>>55257178
Say what you want, but you came off as a complete asshole. As far as elaborating, what for? You're fucking mad and acting like my opinion is going to sway you in any way. I refuse to argue with you over shit we for sure aren't going to agree over.
Nothing was new or revolutionary in veins at all. That's an opinion, and you seem to have another one.
Stay mad, I have work to do
>>
Calm down you fucking nerds.
>>
>>55256886
That's more or less what it is, yeah.

>allow them to have all the knowledge type skills by default, as that allows you to make more advanced dungeons and adventures
What do you mean by this though? I've been inclined towards requiring players to use sages for most esoteric knowledge-based things (unless that is their profession, of course).
>>
>>55257178
I have to agree with other anon here. You were acting like a shit back and now you're essentially resorting to "dindu noffin". If you legitimately don't know how your post could be taken as shitposting, then I think you need to reflect a little bit more on your choice of words.
>>
Alright fellas, new thread:
>>55257513
>>55257513
>>55257513
>>55257513
>>
>>55257051
See ironically I'm very strongly in the diy-leaning camp. I like both and if they actually hard-split I'd still want input from the grognards, but I just... Dunno.

I figured someone could explain the appeal. If someone's really excited I figure it's probably for a reason. Which as it happens someone did explain it.
Thread posts: 341
Thread images: 79


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