Things that we do not because they make sense, but only because "this is how it was originally". It is not even preserving Chesterton's fence, it is refusing to even wonder if the fence needs repairs in order to serve its original purpose.
Pages
Wednesday, July 27, 2022
Minimalist B/X II - % skills [and nostalgia, and a rant]
Things that we do not because they make sense, but only because "this is how it was originally". It is not even preserving Chesterton's fence, it is refusing to even wonder if the fence needs repairs in order to serve its original purpose.
Saturday, July 23, 2022
OSR feats
Fighter feats
1. Animal companion. You have an animal ally that follows you around, and will help you and fight for you (the player controls it) as long as you treat it well. It must be an ordinary animal (a wolf, horse, hound, hawk, etc.), although it is an extraordinary example of the species, and its HD is equal to your level divided by 2 (round down). If it dies, you can get a new one after spending 2d6 days in the wilderness.
2. Armor master. When you wear armor, it is considered as being one step lighter (plate/chain/leather) for all purposes except AC, and you can move in light (leather) armor as if you were unarmored.
3. Berserker. Whenever you wish, you can enter a state of rage for one turn, during which you get +3 to your damage and saves, and all damage against you is halved. After this, you take 1 HP of damage per level (save against paralysis/petrification for half damage).
4. Favored enemy. Choose a type of nonhuman enemy – undead, demons, animals, giants, dragons, etc. You get a +3 bonus to your attacks, damage and saves against this type.
5. Finesse. When you use light melee weapons (short sword plus anything lighter) or attack unarmed you can use your Dexterity bonus instead of Strength for your attack rolls. Damage rolls are still affected by Strength only.
6. Fortitude. You get +2 bonus to saves against paralysis, petrification, and poison, but not death.
7. Shield expert. While using a shield, you get an extra +1 AC, and also +2 to all saving throws if a shield could conceivably protect you (usually breath, wands and spells). You can extend these benefits to one ally within 5 feet of you.
8. Unarmored defense. You get a +3 AC bonus when unarmored, +2 when wearing leather armor, and +1 when wearing chain.
9. Wilderness explorer. While you are in the wilderness, you can hear noises and find/remove traps as a thief of the same level as you, and find tracks and hidden things with the same chances as find/remove traps. In addition, when foraging, hunting, or rolling to avoid losing direction, you have an additional 1-in-6 chance of success (e.g., 2-in-6 to forage).
10. Wilderness skills. While you are in the wilderness, you can climb, hide and move silently as a thief of the same level as you.
11. Warlord. Your followers gain +1 morale as long as they can see you. You can shout orders to attack (+1 to attack throws) or defend (+1 to AC and saving throws), affecting allies and followers within 60 feet that can hear you.
12. Weapon master. You get +1 to attack, damage, and AC. Choose a type of weapon or a fighting style (blades, two-handed weapons, light weapons, missile weapons, dual wielding, sword and shield, grappling, etc.). When using this style, you get +2 to attack, damage, or AC (choose one when you pick this feat), instead of the usual +1.
Does this sounds interesting?
Monday, July 18, 2022
Worldbuilding, character builds, and old school D&D / OSR
Monday, July 11, 2022
Minimalist B/X (no tables!)
Every roll is d20 + level + modifiers, with a result of 20 or more indicating success.
Sunday, July 10, 2022
The Disoriented Ranger talks: D&D and the OSR
I've read this one cover to cover, as the subject interests me greatly. One of the main focuses is the Rules Cyclopedia (which might be my "one D&D book to take to a desert island"). If you enjoy the RC like me, you'll likely appreciate this one.
I also appreciated the section on "Changing rules without loosing compatibility to the source" (in the "R.A.W. vs. House Ruled" chapter). I think this deserves exploration and probably a post to explain my own opinion, but for now I'd just say I agree with Jens on this sentiment.
What's this about?
Nothing is older than yesterday's blog ... or so they say. After 10 years of exploring "all things D&D and role-playing" on The Disoriented Ranger blog, most of it during the Golden Age of the so-called OSR (and some of it in the Silver Age, I presume), it is time to look back and see what I deem worthy of conserving.
I talked several subjects over the years, many of them about game design and gaming advice, but some of it was my continuing exploration of the D&D Rules Cyclopedia and, in that context, early D&D. What did those gamers back then actually conceive? What does it mean? How did it change? And: how good had those first attempts at "role-playing games" been?
I shared my takes about these and they make a good first anthology. So here they are: 18 posts on roughly 110 pages with thoughts and musings about The Rules Cyclopedia, as people would back then in the scene that would be the OSR for some time. All edited and prettied up for this pdf.
Also check out Part 1 about Gaming Culture here!
What's to come?
There are five more anthologies to follow in the next couple of months, so look out for:
- Part 3: Musings about DMing
- Part 4: Storytelling Advice
- Part 5: DIY & Gamedesign
- Part 6: Theories in Action
Parts 1 to 3 as well as Parts 4 to 6 will also be compiled for a PoD option!
This is not a trip down memory lane, the topics presented here are still as important as they had been when I addressed them. My sincere hope is that sharing them here will encourage and inspire new readers (or fans of the blog, but with fresh eyes) to see the wealth of potential our hobby has, as well as its pitfalls.
Other than that: I can just provide the map, and even I get lost ...
Cheers,
The Disoriented Ranger
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What qualifies me, you ask?
Just so you know: "You don't need to justify your love, you don't need to explain your love, you just need to practice your love. Practice creates the master." (Don Miguel Ruiz)