I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Monday, August 10, 2026
Single saving throws
Monday, June 22, 2026
Minimalist Magic Item table
I've spent a lot of time trying to finish this table. Probably too much time, honestly. It’s one of those things that works exactly as I wanted once it’s done, but just by looking at it, you can’t really see the amount of effort I put in. This is my Dark Fantasy Magic Items in minimalist form (although I think that book is still worth a read at $1.49; it has some additional stuff).
After polishing it quite a bit, I am almost satisfied with the result.
The idea is this: anyone can create a table with 1,000 magical items (a single d1000 table or d10 versus d100 etc). Since you’ll never use more than a few dozen (maybe not even that many) in a campaign, you’ll never really know the true value of the table. If the results don’t make sense to you, you’ll just think you got unlucky when rolling.
What I wanted was a table that could be easily judged by anyone at a glance. For example, you can easy see how common is a magical dagger compare to a magic ring or rope.
I could also have a table meant purely for inspiration, with a completely abstract and open format, where you combine an effect with an item, no direct relation between the two. The problem is when the effects often don’t fit the items very well, so you end up with armor that deals extra damage or axes that make you move faster, etc.
I had the impression this was the case in Shadow of the Demon Lord.
Or, ideally, I'd have a big list of common, uncommon, rare, legendary magic items... with sub-tables and elaborate descriptions, maybe prices too. I think this is what 5e does, maybe AD&D too. But it wouldn't be really "minimalist", would it? Anyway, I want to fit mine in a page or two.
The table below boils down to about 10 categories of objects and 20 categories of effects. Since the objects are divided in practice, we end up with more than a thousand possible combinations of effects and items. The difference is that I tried to make it very clear which effects fit best with which objects, so that most of the items you generate using the instructions will actually make sense, and "common" magic items will be, well, actually common. In fact, I toned don't some of the more fantastical and looney tunes effects (e.g., portable hole) to fit my favorite genres of fantasy (low fantasy, dark fantasy).
To illustrate the tables, I included a few items as examples at the end of the post.
---
Magic
Items
The most
common magic items are listed below with their usual effects. You can replace
the effects (or alter them, if you roll 1-4) using the effects table, below. It
is recommended you do that when you roll an odd number in the first d20, at least
until you need more variety.
1–2. Apparel.
A piece of clothing. Sometimes it only affects an specific part of the body.
Examples [1d8]: 1 amulet (+1 to all saves), 2 belt (your Strength becomes 18 or
gets a +3 bonus, whichever is better), 3 boots (+10’ movement, i.e., walk 25%
faster), 4 bracers (like belt), 5 cloak (+1 AC and saves), 6 gloves (+4 to
manual tasks such as picking locks, pockets, etc.), 7 helmet (+4 vs. mind
effects), 8 GM's choice.
3–4. Armor
or shield. +1 AC. Roll 1d4 for type: 1 light, 2 medium, 3 heavy, 4 shield.
5–6. Potion.
Restores 1d6+1 hit points.
7–8. Ring.
Rings can do almost anything. Roll on the effects table.
9–10. Scroll.
Contains a common random spell, anyone can cast. Roll 2d6, keep the lower die,
for its level.
11–12. Tool.
A magic tool that resembles an ordinary object but is supernaturally more
efficient. Examples: Roll 1d6: 1 rope (you can command it to climb walls, tie
itself, etc.), 2 lantern (burns without fuel for up to 10 hours on command), 3
bag (weighs one unit but holds 10 units without changing size or weight), 4 key
(once a day, it can open any ordinary lock), 5 tinderbox (creates flame on
command like a strong modern lighter), 6 waterskin (creates water on command,
up to a gallon a day).
13–14. Wand
/ rod / staff. Cast one spell (see Scroll, above). Roll for maximum charges
(wand 1d6, rod 2d6, staff 3d6). Casting spends charges equal to the spell's
level; regain one-third of maximum (round up) at dawn.
15–16. Weapon.
+1 to attack and damage. Ammunition comes in a bundle of 3d6 pieces, each
expending its magic on a hit. Weapon type: 1 axe, 2 spear, 3 hammer/mace, 4 bow
or crossbow, 5 ammunition, 6 polearm. See below for size if needed.
17–18. Sword.
+1 to attack and damage. Roll for size if needed: 1 dagger (1d4), 2–3 medium
(1d6), 4–5 long (1d8), 6 two-handed (1d10).
19–20. Special.
Either roll 1d20 on the Effects table, then invent an unusual object to carry
it (19) or roll for the object, then give it a remarkable or combined effect
(20).
Magic
Item Effects (d20)
Some
effects fit some items better. Entries 1-4 can fit almost anything (if you don’t
have an obvious effect, a roll of 1-3 might require you to roll twice); 5-6 are
ideal for weapons; 7 (spells) are better left for scroll and wands, although
magic swords can sometimes cast spells; 8-15 are mostly passive defensive and
they can work well for armor or potions or apparel; 16-17 are more “mental” and
better suited to helmets, necklaces and similar; 18 and 19 are rare and are
only an easy fit for scrolls (summoning) and big apparel or amulets
(transformation). 20 is for all items.
If the
effect does not fit the item, decide what to do, randomly or otherwise.
E.g.:
1d6: 1-2 be creative and make it fit or allow it to be weird, 3-4 roll again,
5-6 fall back to the ordinary effect.
- Cursed. The item carries a curse
that may manifest at the worst possible time.
- Temporary. The item becomes mundane
after being used 2d6 times.
- Powerful. The item is unusually
strong. For a numeric bonus, roll 1d20: 1–10 the effect is +2, 11–16 +3,
17–19 +4, 20 +5. Similarly, a d6 becomes 2d6 to 5d6, and a 50% reduction
becomes 1d20 × 5% (minimum 60%).
- Conjuring. The item seems to return or
appear from out of nowhere, as the owner conjures it with a word or
gesture. Alternatively, it is very easily concealed, foldable or very
light. If it’s a thrown weapon, it returns to your hand instead.
- Elemental attack. Deals an extra 1d6 damage of
one type. Roll 1d8: 1 acid, 2 cold, 3 fire, 4 lightning, 5 necrotic, 6
poison, 7 psychic, 8 radiant.
- Hatred. Deals an extra 1d6 damage
against one type of creature. Roll 1d12: 1 aberration, 2 beast, 3
celestial, 4 construct, 5 dragon, 6 elemental, 7 fey, 8 fiend, 9 giant, 10
humanoid, 11 monstrosity, 12 undead.
- Spells. Cast one type of spell. Roll
2d6 and keep the lower die for the spell's level, the higher die for
maximum charges. Casting spends charges equal to the spell's level; regain
one-third of maximum (round up) at dawn. Alternatively, simplify
"magic missile, three charges" to something like "cast
magic missile three times a day" when desired. Best left to
rings, wands, staves, and scrolls.
- Protection from element. Reduces incoming damage of
one type by 50%. See entry 5 for type.
- Protection from creatures. Reduces damage or attacks
from one type of creature. See entry 6 for type.
- Protection (saving throws). +1 to all saving throws.
- Defense. +1 to Armor
Class.
- Augmentation. Raises one ability score by
+3, or sets it to a fixed value (18), whichever is better. The stat
affected is usually physical and adequate to the item in question. If
necessary, roll 1d6: 1 Strength, 2 Dexterity, 3 Constitution, 4
Intelligence, 5 Wisdom, 6 Charisma.
- Resilience. 50% resistance to a hazard
or condition. Roll 1d8: 1 poison, 2 fear, 3 charm, 4 sleep, 5 exhaustion,
6 disease, 7 petrification, 8 an environmental hazard (hunger, thirst,
drowning, suffocation).
- Movement. Move faster or in new ways.
Roll 1d8: 1 fly, 2 climb any surface, 3 swim, 4 burrow, 5 walk on water, 6
ignore difficult terrain, 7 leap great distances, 8 slip free of grapples,
shackles, and cages.
- Misdirection. Disguise yourself, your
movement, or your actions. Roll 1d6: 1 invisibility, 2 silence (move
without sound), 3 impersonate someone, 4 create illusions, 5 leave no
traces, 6 pass as another kind of creature.
- Perception. A supernatural sense.
"Keen" versions of ordinary senses grant advantage. Roll 1d8: 1
darkvision, 2 keen hearing, 3 keen smell, 4 blindsight, 5 detect
invisible, 6 see auras or magic, 7 detect lies, 8 truesight.
- Communication. Understand or speak across
barriers. Roll 1d8: 1 all humanoid languages, 2 all spoken languages, 3
all written languages, 4 one exotic tongue (celestial, infernal, draconic,
sylvan), 5 speak with animals, 6 speak with plants, 7 telepathy, 8
understand any language you hear.
- Summoning. Call or create a creature to
serve you. It looks friendly and possibly loyal but is not enslaved. Roll
1d6 for HD, 1d6 for number of creatures (limit total to 10 HD), and see
entry 6 for creature type.
- Transformation. Turn into a creature,
usually an animal. Roll 1d12: 1 insect or spider, 2 rat, 3 owl, 4 snake, 5
wolf, 6 fish, 7 cat or tiger, 8 ape, 9 bear, 10 hawk or eagle, 11 boar, 12
a monster (see entry 6 for type).
- Special. Roll twice and combine,
invent something unexpected, or make the item especially noteworthy with
multiple functions.
---
Examples:
- Cloak: grants flight.
- Heavy armor +1 AC.
- Potion of cold resistance.
- Scroll holding a 2nd-level spell and a 3rd-level spell with 5 charges (this is a special result; I'd probably change this to a single 5th level spell, or replace it by two separate scrolls)
- Spear +1, +1d6 lightning damage.
- Two-handed sword +1 (1d10).
So far, these are cool if a bit ordinary. I haven't changed a thing. Let's try a few more:
- Helm that allows the wearer to see magical auras.
- Light armor that raises Dexterity by +3 (or sets it to 18) [I could change this, but since its is light armor, I think the Dex boost makes sense].
- Potion of healing.
- Belt of Strenght.
- Scroll of Levitate
- Shield that reduces damage from fiends by 50%.
I didn't even need to re-roll anything. Last pass, with some die rolls:
- 19, 6, 11 - Now this requires some input. I'd say it is a holy symbol that makes you a monster slayer (+1d6 damage to monsters) while you carry it. Maybe a sigil, tabard, etc.
- Level 1 scroll.
- 6, 2, 13 - We could stop at 6 and make it a healing potion, or roll on the second table and make a potion with 2d6 uses that protects you from fear.
- 8, 13, 5 - A ring of protection from disease.
- 16, 6, 17*, 11*, 14*, 6, 12 - A "mace of communication" sounds funny but doesn't quite work for me at first, so I re-rolled three more times (roll with asterisks were discarded) until I got a mace that causes additional 1d6 damage to undead. I could have stopped at a +1 AC weapon, come to think of it.
- Ring of Constitution.
As you can see, no "Legendary" status items, these would require rolling more 20s. But almost all the results are perfectly usable with little effort. I'll probably tinker a bit more with it before I finish my Old School Minimalist PDF (if I ever do), but at least I think I've found the right path here. Or almost...
Did I miss any obvious cool item or effect?
Thursday, June 11, 2026
"Serious" fumbles I can enjoy
As I’ve said before, I usually don’t like fumbles or critical failures in combat, at least in more "serious" campaigns; they make fighters look foolish.
Worse, the higher level a fighter gets, the more attacks they make; if every natural 1 is a fumble, fighters end up failing far too often. When you’re rolling 4 or 5 attacks per round, one of them is almost guaranteed to be a ridiculous blunder. Critical failures do happen in real life, but not nearly as often as a single die face suggests.
The idea of a saving throw to confirm whether the fumble actually happens is a decent (mathematical) fix; but with multiple attacks and multiple saves you end up with lots of rolls that don’t lead anywhere.
Instead of focusing on the character, we could focus on the weapon or the environment. Keep fumbles, but only in situations that are genuinely risky; and the effects shouldn’t make the character look like an idiot, but highlight the limitations of the weapon or the setting instead.
For example, a longsword needs space to be effective. In a cramped tunnel it still works (you can use half-swording, etc.), but it’s suboptimal; that could cause the fumble. You could even build a table of things that might go wrong on a natural 1, but only if it makes sense in context. If there’s no additional danger, then nothing funny happens.
Another option is to give the enemy an opportunity to strike with an advantage; maybe you overextend, make a reckless swing, and miss, opening yourself up to a counterattack. That way the focus isn’t on your “stupid mistake,” but on the danger you’ve exposed yourself to.
Let's try to combine both ideas. Here is how an actual rule I might use would look like:
---
When you roll a natural 1 on an attack, it is always an automatic miss. In addition, it can cause serious consequences if you’re in a risky situation:
Close allies: If an ally is too close to your target (e.g., shooting into melee or attacking a grappled foe), roll again to see if you hit your ally.
Tight spaces: If the area is too cramped for your weapon, you strike a wall and take a –4 penalty on your next attack with that weapon.
Flails and chains: If you’re using a flail, roll again to see if you hit yourself (half damage).
Fragile weapons: If you’re using a low-quality weapon or one unsuited to the target (e.g., a common blade against a stone creature), your weapon may break or lose its edge (–1 damage until repaired).
Dangerous stunts: If you’re attempting a dangerous stunt, such as jumping form a higher point etc., you failed catastrophically. Fall prone, take damage, save for half.
In all cases: You lose your footing, expose yourself, and take –2 AC until the start of your next turn, unless you spend an attack to regain balance.
---
Monday, May 04, 2026
Minimum Viable Fighter (B/Xish)
I’ve written before about how the B/X fighter feels too weak compared to other classes, and even less interesting than dwarves or clerics. In my minimalist OSR project, the goal was to add as few features as possible while still giving the fighter a boost in power and fun.
I avoided the complexity of proficiencies, fighting styles, and the dreaded feats (even though I like them) and instead settled on two additions.
First, the cleave mechanic gives fighters a boost they need: it shines against hordes of weak foes, scales with level, and eventually offers some advantage even against stronger enemies. It’s also very satisfying to see a fighter mowing down hordes of minions, like Conan or Elric.
Second, extra attacks ensure damage keeps pace. At level seven, the extra attack raises damage combat output and cleave potential*; at level fifteen, another attack continues that trend, aligning with AD&D’s progression.
(*I think I like this way of dealing with 1.5 attacks, but maybe 2 then 1 then 2 works better, not sure).
This may not make fighters as versatile as clerics who can raise the dead, but it does make them far stronger than before. The open question is whether demi‑human classes like dwarves, elves, and halflings should share these benefits. In my system, races are separate from classes, so I haven’t tackled that.
Anyway, here is my minimum viable fighter.
Will playtest soon.
---
Fighter.
You might call
yourself a knight, a barbarian warrior, a soldier, or a ranger, but it makes no
difference: your main skill is violence. A useful talent in this perilous world.
§
HD: 1d8.
§ Attack Bonus: level.
§ Saving Throw: level +3.
§ Cleave: When you reduce an opponent to 0 HP, you may immediately make an
additional attack against another opponent in range, for a maximum number of
times equal to your level.
§ Extra Attack: Fighters gain 1½ attacks* per round at level 7, 2 at level 15, and
3 at level 20. (*This means your second attack deals half damage, round up).
Tuesday, April 28, 2026
Minimalist OSR equipment list
Maybe I spent more time than I should have studying this list, but I believe I managed to summarize most of the equipment needed for a D&D adventure into major categories in a reasonably coherent way.
The price of one gold piece per day for food is expensive by historical standards, but it aligns with what most D&D editions recommend. And, of course, it can easily be swapped for a silver standard, if you prefer.
This updates the list on Dak Fantasy Basic slightly and convert prices to gold.
I believe this list is compatible with B/X prices when possible, but also the prices of items relative to one another are more accurate by historical standards and more sensible overall.
Please let me know if you have any corrections or objections!
--
Currency
The usual
currency in this game is coins of various metals. For simplicity’s sake, assume
all coins have similar weight, and each metal is ten times more valuable than
the next in the list.
1
platinum piece (pp) = 10 gold pieces (gp) = 100 silver pieces (sp) = 1,000
copper pieces (cp).
Players
start the game with 3d6 x10 gp. A gold coin is enough for hot meal, a cold beer
or a night in a collective room. Copper pieces are rarely worth carrying for
adventurers, but are common currency in hamlets etc. A common laborer will earn
rough 1 gp per day and eat cheaper food.
100 coins
weight one “item” (i.e., roughly 3 pounds).
Miscellaneous equipment
Food
(one day): Fresh
(1 gp, weight 1), must be eaten within a week. Rations (2 gp, weight 1/3) last
for one month. A hot meal or cold beer in a tavern costs 1 gp.
Common
tools (5 gp, weight 1): backpack (holds 10 weight), bedrolls (winter bedrolls: 10 gp, weight
2), blank book, block and tackle (requires rope), board game, camping gear
(flint, small blade and hammer), chain (per feet), climbing gear (for wood
surfaces or similar; stone climbing gear is 10 gp, weight 2), clothes (winter
clothing: 10 gp, weight 2), cooking tools, crowbars, fishing tools, grappling
hook, hammers, healing kits (10 uses), hooded oil lantern, hunting traps,
merchant's scale, musical instruments (small, like drums, horns, trumpets;
larger and more complex instruments cost 10 gp or more), rope (silk, per 20
feet), shackles, steel mirror, winter blanket.
Heavy
tools (5 gp, weight 3): caltrops (enough for 10 square feet), shovel, pick, iron spikes (30), tent
(1 person).
Cheap tools
(1 sp, weight 3):
15 torches, 10' pole, 20 candles (weight 1).
Expensive
tools (25 gp, weight 1): holy symbol, lock picks, grimoire, luxury versions of common tools (that might be
10% better or give you a +1 bonus to a test).
Liquids: water for one day (usually free,
weight 1; weight 2 in very hot weather), pint of oil (1 gp, weight 1/3; can be
lit and thrown 20' for 1d6 fire damage), holy water (25 gp, weight 1/3; can be
thrown 20' for 1d8 damage against undead, demons, etc.).
Skills
& tools
Skills will often require tools such as a healing kit, climbing gear, lock picks, etc. Improvised tools will often cause disadvantages. Some tasks will be impossible without tools (GM's call).
Additional reading:
https://methodsetmadness.blogspot.com/2026/03/minimalist-weapons-2026.html
Friday, April 17, 2026
Currency, precious metals, taxes, and training
I'm currently writing the equipment section for my "minimalist OSR" game. I've recently gone back to XP per gold spent. Hopefully, that will encourage PCs to donate to church, sleep indoors, carouse, or whatever is appropriate to their alignment and personality. But that's a whole other discussion.
What I want to talk about today is precious metals, and specifically a problem I keep coming back to: gold's value is severely degraded in D&D. On one hand, I want to be more or less faithful to the original rules. On the other, I like to maintain at least a minimum of internal coherence, and I can't shake my discomfort with the idea of any common weapon being worth almost its weight in gold (or, in the case of a bow, more than its weight in gold). At that point, gold is too heavy to even be considered a viable currency, and copper starts to feel less like medieval coinage and more like the Weimar Republic, with people hauling wheelbarrows of coins just to buy bread.
I've heard various explanations for this, the most common being a kind of gold rush that inflates prices across the board, so a sword ends up costing ten to a hundred times more than it would in actual history. Then there's the coin size problem: ten coins weigh about a pound, which is absurdly impractical (in my current system I am considering 100 coins to weight about a couple of pounds, which improves things somewhat).
The other issue is player wealth. If characters earn more than half their XP from gold, a fighter reaching level six might already be sitting on 10,000 gp or more. He can essentially buy every piece of available equipment (and wagons to carry it, with horses to pull it...), even at inflated prices, and hire several retainers on top of that (which isn't necessarily bad). The problem is that my players, specifically, start treating wealth accumulation as the point of the game. They stop spending, the pressure to go out and find more treasure starts to feel increasingly artificial and forced, and the whole economy becomes more and more implausible, even if the adventures keep coming.
There are several standard fixes for this. Many people suggest draining gold through taxes, maintenance fees, making PCs targets for bandits, or (as AD&D recommends) requiring them to pay for training to level up.
None of that appeals to me. I can hardly imagine Conan or Elric paying for a trainer (although they must have been trained according to their culture in status in the past). And my players, being perfectly rational (and I mean this is a fantasy, setting, of course...), will dodge every tax and respond to any tax collector with disproportionate violence. Worse, constantly handing out gold just to take it back makes me spend even more time focused on wealth, which is the opposite of what I want.
Then I read some Gorgon's Grimoire posts about the subject (like this), and an idea clicked into place; one that solves several of these problems at once, by letting the things I dislike cancel each other out.
Here's how it works: imagine that the legitimate local currency is whatever is stamped with the official seal of the local lord or empire (as suggested in conversation by Gorgon's Grimoire - thank you!). The coins the PCs pull out of dungeons are "frontier" coins; recovered from lost empires or inimical creatures, unregulated, unofficial, not recognized within current civilization. Any merchant who accepts them still has to exchange them for official currency before they can use them to buy anything inside the normal economy, which means they'll charge a heavy premium to cover that conversion cost.
This explains inflated prices without requiring an extreme gold rush. It's not only that goods are (notably) more expensive, it's that the PCs' money is worth less because of what it is and where it came from. They can't be bothered paying taxes or regularizing their hoard, and the prices they pay reflect that. Some merchants might try to smuggle the coins or find workarounds, but that's not the PCs' problem. Most will simply take the treasure to the appropriate authorities, pay the conversion fees, and pass the cost along.
It's a solution that feels organic rather than punitive, and it actually fits the fiction.
Of course, the occasional tyrannical ruler might start thinking the PCs are still not paying enough taxes, and some criminal guilds might consider a heist followed by forgery to make the coins legit... but then again, only occasionally. Money is not the main focus of the PCs or the game.
EDIT: BTW, these big costs include some upkeep too, so I can also ignore those...
Wednesday, April 15, 2026
Minimalist (?) turn undead, plus a reflection on playtesting
Old school D&D seems to work very well in practice; people often say it is because Gygax etc. had immense wargaming playtesting experience. But I have a feeling that old school GMs often relied on their experience and rulings over having things spelled out in the book, which some people may appreciate but certainly brings endless problems when you don't have much experience with a system and need to learn from the book.
Wednesday, April 08, 2026
Single roll combat (and more minimalist mass combat)
I nearly finished a document of about ten pages on mass combat in OSR systems.
My idea, as I had already discussed a few times, was not to introduce a new/alternate system (Chainmail, Warmachine, etc.) new types of data, replace the d20 with a d6, or rewrite a troop list, but to simply to use the rules/stats as they are written in systems like B/X or AD&D, and extrapolate those rules to cover a much larger group of creatures at once, or to cover a longer period of time. In other words, to try to summarize several rolls into a single one.
I approached this issue through four paths: one versus one, which I thought could simply be ignored; one versus many, allowing powerful characters to attack many weak enemies at once; many versus one, which allows the opposite; and many versus many, which are rules for battles between groups of different sizes against each other.
In the end, I decided to add a small idea about how to resolve any combat with just a single roll. Ultimately, I am concerned that this idea may have made all my other ideas obsolete, since it solves almost any situation. The only caveat is that the combats must be between creatures of approximate power. If you avoid absurd situations like a thousand versus one, it should work in situations up to fifty versus twenty, one versus ten, and so on.
Here are some ideas that might give you the gist of it. And maybe this is already enough that the doc is not needed... But let me know if it sounds interesting.
---
The margin of success
When you make an attack roll, subtract the target number from your result. That difference — positive or negative — is your margin, and it is added directly to damage on a hit. Optionally, a miss works the same way in reverse: a near-miss deals reduced damage rather than nothing, meaning every roll moves the fight forward.
A fighter needs a 10 to hit and rolls a 14. Margin: +4. His sword deals 1d8 — say he rolls a 5 — for a total of 9 damage. If he had rolled a 7 instead, missing by 3, the optional rule gives him 1d8 minus 3 — perhaps 2 damage — a glancing blow that still counts.
The group attack bonus
Ten bandits attacking a single knight roll once, with a +10 bonus, and deal one die of damage plus the margin. No rolling ten separate attacks. One roll, one result.
Conversely, the knight can attack all ten in a single attack with a -10 penalty. If he hits, he damages ALL ten bandits at once (10 is the hard limit; the knight cannot attack 100 at once).
The bandits need a 12 to hit the knight and roll a 9, adjusted to 19 with their +10 bonus. Margin: +7. They deal 1d8+7. The knight is not struck ten times; he is overwhelmed by a sustained press whose worst moment is captured in that single roll.
The knight strikes back. He needs an 8 to hit a bandit and rolls a 14, but with a -10 penalty that becomes a 4. A miss. The bandits' formation holds for now. Next round he rolls an 18, adjusted to 8. He hits, margin 0, deals 1d8 damage with his sword. If the bandits only had 4 HP each and he rolls 5 damage, he might have cut down all ten at once.
Groups of different sizes
When two groups of different sizes fight each other, the larger group gets a bonus and the smaller group gets a penalty, equal to the difference in size. Seven bandits against five knights: the bandits attack with +2, the knights with -2.
In some cases the groups can be reduced to a common denominator. Six bandits against four knights can be treated as three bandits against two knights, keeping the same proportions with fewer units to track. Twelve against eight becomes three against two. This is purely a matter of convenience — the math is identical either way.
The single roll method (optional)
Both sides roll one attack each, simultaneously. Apply the margin to average damage. Compare remaining HP. The side with more left wins; the loser drops to zero; the winner keeps only their remainder. Two rolls, a subtraction, a comparison, done.
Two ogres, 19 HP each, average damage 6, needing a 10 to hit. Ogre A rolls 16, margin +6, deals 12 damage, leaving Ogre B with 7 HP. Ogre B rolls 9, margin -1, deals 5 damage, leaving Ogre A with 14 HP. Ogre A wins. Subtract: 14 minus 7 = 7 HP remaining. Bloodied but standing.
---
Obviously this is intended for NPC fights and mass combat, mostly. Most players do not want their PCs to be killed in a single roll, and that can absolutely happen here. But it can be used in a limited way even for PCs: if your fighter is attacked by a mob of goblins that could never realistically kill him, a single roll quickly tells you how much damage he sustains before cutting through them, and everyone moves on.
Thursday, March 19, 2026
Minimalist weapons (2026)
I've tried this before: rationalizing B/X weapons and giving a few extra options without too much complexity.
I also gave weapons more reasonable prices and weights (encumbrance system to follow).
Now I'm writing my "OSR Minimalist" again and this is what I'm going with.
This is my latest attempt, and I'm quite happy with it.
Tell me what you think! Did I miss anything?
Melee Weapons
In the case of melee weapons, the damage, price, and weight are determined by size.
|
Size |
Damage |
Price |
Weight |
|
Small
(S) |
1d4 |
$3 |
1/3 |
|
Medium
(M) |
1d6 |
$5 |
1 |
|
Large
(L) |
1d8 |
$10 |
2 |
|
Great
(G) |
1d10 |
$20 |
2 |
Small
weapons can be used in the offhand and thrown (20 feet). E.g., dagger, dart, sap.
Medium
weapons are used in the main hand and can likewise be thrown (20 feet). E.g., short
sword, hand axe, light mace.
Large can
be used in one or both hands (+1 damage when used with both). E.g., longsword, dane
axe, heavy mace.
Great weapons
must use two hands to attack. Two-handed sword (zweihänder, claymore), great
axe, lucerne hammer, maul, most polearms, etc.
To further differentiate weapons, here are some optional traits.
§ Expensive: double the cost.
§ Quick: if you roll minimum damage, make one immediate free attack against the same target (once per turn).
§ Reach: attack from second row (5' extra).
§ Charge: double damage on a charge or when set against one.
Here are some common weapons:
§ Axes, maces (M, L, G). +1 to hit shields, heavy armor, hard or brittle targets. Axes also get +1 against wood and maces +1 against stone.
§ Brass knuckles (S, $1). 1d2, quick.
§ Clubs (S, $1). No special features.
§ Daggers (S). Expensive, quick.
§ Flails (M, L, G). +1 to hit shields or heavy armor, +2 if both, -1 if none.
§ Javelins (S). Thrown 30', weight ½.
§ Kick (S). 1d2; on a natural 1, risk falling prone.
§ Pole weapons (L, G). Expensive, reach, charge, plus same effect as axe and mace.
§ Punch (S). 1d2−1, quick.
§ Quarterstaffs (L, $3, 1d4 damage). Reach or quick (choose when attack).
§ Spears (M, L, G). Reach, charge.
§ Swords (M, L, G). Expensive, quick.
§ Warhammers and warpicks (M, L, G). +2 to hit heavy armor, hard or brittle targets, -1 against unarmored and soft targets.
G weapons: +1 damage vs. larger-than-human foes, −1 to hit smaller-than-human ones. Swords and spears get +1 damage if M, +2 if L, +3 if G.
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Ranged Weapons
|
Weapon |
Damage |
Price |
Weight |
Range |
Notes |
|
Sling |
1d4 |
$2 |
1/3 |
40' |
- |
|
Short
bow |
1d6 |
$20 |
1 |
60' |
- |
|
Long
bow |
1d6 |
$30 |
2 |
70' |
- |
|
Crossbow
|
1d6 |
$40 |
2 |
80' |
Slow |
- Slow: spend one round reloading between shots.
Ammunition
costs:
- Arrows or bolts — 20 for $5,
weight 1.
- Sling bullets — 30 for $1,
weight 1.
| # | Weapon | Size | Damage | Price | Weight | Traits |
|---|---|---|---|---|---|---|
| 1 | Punch | S | 1d2−1 | — | — | Quick |
| 2 | Kick | S | 1d2 | — | — | On natural 1, risk falling prone |
| 3 | Brass knuckles | S | 1d2 | $1 | 0 | Quick |
| 4 | Dagger | S | 1d4 | $6 | 1 | Expensive, quick, thrown 30' |
| 5 | Club | S | 1d4 | $1 | 1 | — |
| 6 | Javelin | S | 1d4 | $3 | ½ | Thrown 30' |
| 7 | Axe, mace | M | 1d6 | $5 | 1 | +1 to hit shields, heavy armor, hard or brittle targets |
| 8 | Flail | M | 1d6 | $5 | 1 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 9 | Spear | M | 1d6 | $5 | 1 | Reach |
| 10 | Sword | M | 1d6 | $10 | 1 | Expensive, quick |
| 11 | Warhammer, warpick | M | 1d6 | $5 | 1 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 12 | Axe, mace | L | 1d8 | $10 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 13 | Flail | L | 1d8 | $10 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 14 | Quarterstaff | L | 1d4 | $3 | 2 | Reach or quick (choose when attacking) |
| 15 | Spear | L | 1d8 | $10 | 2 | Reach |
| 16 | Sword | L | 1d8 | $20 | 2 | Expensive, quick |
| 17 | Warhammer, warpick | L | 1d6 | $10 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 18 | Axe, mace | G | 1d10 | $20 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 19 | Flail | G | 1d10 | $20 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 20 | Pole weapon | L | 1d8 | $20 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 21 | Pole weapon | G | 1d10 | $40 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 22 | Spear | G | 1d10 | $20 | 2 | Reach, disadvantage within 5' |
| 23 | Sword | G | 1d10 | $40 | 2 | Expensive, quick |
| 24 | Warhammer, warpick | G | 1d10 | $20 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |