For various reasons (including my limited skills with InDesign), it is unlikely that I will update the book on DTRPG, although I might write a second edition one day. As always, I'll send a significant discount for people that bought DFB or any of my books (make sure you're getting e-mails from DTRPG).
Pages
Saturday, April 29, 2023
Dark Fantasy Basic UPDATE/ERRATA
For various reasons (including my limited skills with InDesign), it is unlikely that I will update the book on DTRPG, although I might write a second edition one day. As always, I'll send a significant discount for people that bought DFB or any of my books (make sure you're getting e-mails from DTRPG).
Wednesday, April 26, 2023
Where to find me [2023]
Here is where you can find me - in addition to this blog, of course. If you want to comment on a particular post, this is the best place to do it.
Monday, April 24, 2023
Fun with multiclassing (OSR)
However, I find multiclassing in B/X games could be ridiculously simple: just divide XP evenly, and get the best of each class. I think this is the official rule (or how most people do it).
For example, if you're a fighter/MU with 200,000 XP, you pick the best abilities (spells, saving throws, weapons, HP, etc.) from a fighter and a MU, each with 100,000 XP.
Notice that the elf almost works like that already. An elf with 120,000 XP is not that different from a PC that is both a Fighter and a MU with 60,000 XP each. He has dark vision, can hear noises, and has a ridiculously specific immunity to ghoul paralysis, but he stops at level 10, so things balance out.
Let's see how many problems this "fix" could solve.
- Half-races. Half-elf? No problem, just add an human class to elf. You can combine elves and dwarves to create gnomes, and so on.
- Three classes? No problem, divide the XP evenly by three.
- Monstrous races. You could have kobold, goblin, and lizardmen NPCs - any creature that is not remarkably powerful. Just pick a class with a 50% XP tax , get the appropriate powers (usually darkvision, maybe +1 damage), you don't even need to create anything. These are not necessarily balanced - a kobold fighter will always be weaker than a human fighter (although the kobold probably wins in the dark...) - which is fine, as it keeps kobold as weaker humanoids as they are described in the books.
- Dual classing - okay, I googled it. So, you could "multiclass" when you're already a 5th level fighter, for example. I see no problem in principle - all your XP goes to your new class until it can match your current XP, and then divide it evenly when both classes reach the same XP. Also, add some downtime and in-game justification for why you became a powerful mage so quickly! This is easier than most archaic, byzantine dual-classing rules.
- Balance? This is more or less balanced in most ways I could imagine. It is far from perfect because classes are not balanced to begin with. Notice, you HAVE to keep the XP division even. If you start distributing XP in some weird 75-25 split, for example, you get unbalanced results.
For example, a 14th level MU would become a 12th level MU who is ALSO a 9th level fighter - with his own barony!
Of course, this is not meant for infinite XP. Let's try with 1,050,000, for example - the highest in the game AFAICT. This gives us, for example:
- A 14th level MU.
- A 10th-level MU who is also an 8th level Halfling. No problems here.
- A 10th-level MU who is also a 11th level fighter. Still has a barony (sigh), but no MU apprentices and doesn't get access to 6th-level spells.
- A 10th-level MU who is also a 12th level cleric. Does seem too powerful (although IMO this is a cleric problem). Probably fixable by using a single spell progression. You still have 5/5/4/4/3 spell slots (like every 12th level cleric), so you could cast four fireballs or cast striking four times - or two of each.
Maybe we need some different limit. Maybe 1,200,000 XP, limited to level 8 in your secondary class, disallowing multiple types of stronghold, for example? Could work, thus adding even more options - a MU/fighter distinct from a fighter/MU, for example.
As I've said, I don't really use multiclassing. I've been using feats instead. These are from Old School Feats, each balanced separately to disallow overpowered PCs:
2. Dilettante cleric. You can cast spells and turn undead as a cleric half your level (e.g., if you are level 10 you can turn undead and cast spells as a 5th level cleric), but you’re limited to 3rd level cleric spells.
3. Dilettante fighter. You can use any weapon and armor. You can cast spells and even use thief skills in armor, although your ability to climb, move silently and hide is halved in plate armor.
4. Dilettante mage. You can cast spells as a magic-user half your level.
5. Dilettante thief. You have access to all the skills of a thief half your level, including read languages (when you get to level 8).
Notice these do not affect saving throws or allow you to build strongholds or create magic items - not even raise dead if you're not a cleric. A dilettante PC remains significantly less powerful than an actual magic-user, fighter, thief, etc.
As far as I can see, this is easier and more balanced than the usual multiclassing rules. You can still use the other feats in the book to create a wizardly elf, a barbaric dwarf, and a halfling sniper. Check it out if you haven't!
Saturday, April 22, 2023
100 Dark Fantasy Backgrounds is out!
My new book, 100 Dark Fantasy Backgrounds, is out!
100 Dark Fantasy Backgrounds is a collection of backgrounds for your dark fantasy games. There are no statistics or specific mechanics here; this is mostly a collection of ideas.
Check the PREVIEWS, above, to see some examples!
The first part lists 100 dark fantasy backgrounds with some detail – usually two or three sentences, sometimes more. Most with a tragic or dark twist.
The second part is a single page, adapted from Dark Fantasy Characters, with 80 one-word backgrounds (such as actor, beggar, blacksmith, etc.). These are not specifically “dark”. You can use them to add more detail to your characters’ past or choose one of them instead of the dark fantasy ones. You can ignore part one and combine this with part three to generate your own tragedies – but, again, not all characters need tragedy!
The third part is a tragic events generator, a collection of random tables that can generate thousands of different results. You can use them to create your own backgrounds or to add detail to a background from parts one and two. For example, if you roll the “criminal” background in the first part, you can choose which crime using a random table in the second. Likewise, if you suffered some injustice, you can check this part to find a culprit or to find out how old you were when it happened.
Although this is a systemless book, it is especially suited for medieval dark fantasy games, such as Dark Fantasy Basic.
Monday, April 17, 2023
The HD game III - Mass combat (and a simple OSR mass combat system)
And there seems to be an easy solution, although it might take a while to get there.
First, average damage is very easy to calculate for most ordinary troops. A sword [1d8] deals an average of 4 damage (we are rounding down), and if you hit 50% of the time, the average damage is 2. But you have to calculate this for each type of opponent, as their armor class may vary. Easy to do with THAC0, if not perfectly intuitive (THAC0 19 means you hit on 19 or 20, i.e., 10% of the time, against AC 0; add 5% for each point of AC, so AC 4 means you hit 30% of the time).
What about ascending AC? It is a bit trickier. Using OSE, +0 means you hit 55% of the time against NO ARMOR (10). So you should subtract 5% for each point of armor over that, e.g., 30% for AC 15. I will use that method since I'm used to it. And if you got an attack bonus, you add 5% for each point (e.g., +20% if your attack bonus is +4).
Let's try the Chainmail route and play with groups of 20. You know the average damage for ONE veteran (4); multiply that number by the number of chances (in 20) that he or she hits the intended target.
The formula for average damage for a troop of 20 soldiers is DMG*(21+AB-AC), where DMG is your single soldier damage (e.g., 4), AB is your attack bonus and AC the armor class. You could pre-calculate it, so a group of veterans has an average damage output of "4*(21-AC)", for example, which is easier to calculate. When attacking a target with AC 15, they'd deal 24 damage per round. No roll is needed.
Make a single attack roll. If you miss, calculate damage as if one-third of the attacks hit. If you hit, calculate damage as if two-thirds hit. If you hit by 10 or more, ALL your attacks hit. If you miss by 10 or more, ALL attacks miss.
Friday, April 14, 2023
Comfort, Color, Contrast: three types of fantasy (vanilla, weird, grounded)
Thursday, April 13, 2023
The controversial "Old School Feats" is gold!
Tuesday, April 11, 2023
The HD game II - Fighters
Using the same example as before, let's take 5 cavemen with AC 11, 9 HP and 5 damage on average. A 10th-level fighter surely has plate armor (although this costs speed); let's give him a shield too (no torch...), and +2 miscellaneous magic bonus, for a total AC 19. With my approximation, the cavemen would hit on a 17+, thus doing about 5 damage per round to the fighter.
A 10th-level fighter could have about 45 HP or so - killing him would take 9 rounds. He would hit basically every time against AC 11 (either because you're using my approximation or giving him a +2 weapon etc.). Even if we give him an average damage of 7 (1d8 plus some miscellaneous bonuses), it is not guaranteed that he will kill one cavemen per round, but he will probably take fewer than 10 rounds to take down all opponents (provided he has any bonuses to his 1d8 damage at all).
Wednesday, April 05, 2023
Low Fantasy Silver Standard
I like the idea of using a silver standard because it's much more sensible than gold. There are other advantages and disadvantages from that. One thing Delta recommends (and I follow) is keeping armor under the gold standard, so chainmail costs 10 times more than a long bow, for example.