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
Friday, July 26, 2024
In praise of Lamentations (LotFP)
Tuesday, July 23, 2024
Some MMA-Melee reflections
Thursday, July 18, 2024
Christmas in July (2024) picks
The most recent OSR deal right now is probably Knave 2e. I'm curious about this one - I really liked the first one.
Friday, June 28, 2024
12 odd things about B/X wilderness encounters
2. Adventurer groups are incredibly diverse, considering how difficult is to find dwarves and other "demi-humans" in the tables. Any adventurer in a group of experts in 36% likely to be a "demi-human".
3. Expert adventurers, up to level 10-12, still adventure in the wilderness (despite many people thinking you should start "domain play" sat level 9 and stop adventuring.)
4. There are parties of high-level clerics, MUs, and fighters, but no thief parties (thieves only appear in more mixed parties, or as groups of "bandits" that apparently have no thief skills/talents). This might be because there were no thieves (as class) in the original D&D.
5. Mountains are extremely dangerous - at least 50% chance of encounter per day, and 25% of encounters are with dragon-like creatures (mostly dragons but also hydras, etc.), not to mention the possibility of a 36-HD giant Roc.
6. Swamps are dangerous too... Troglodytes are horrific; 2 HD, 5d8 appearing, camouflaged and always murderous. Desert and "barren" encounters are just as dangerous and almost as frequent (2-in-6, like forests), which I find odd, as desert fauna should be scarcer.
7. Swarms of common insects only appear swamps, but killer bees are everywhere.
8. The "unusual" table contains basilisks, which are more common than bears or ordinary hawks - or Halflings, etc.
9. In fact, there are NO ordinary bears in the tables, only cave bears and werebears.
10. Pirates (Chaotic, Morale 7) and Buccaneers (N, ML6) are nearly identical. They are also the largest groups; fleets can have more than 200 people in it.
Monday, June 24, 2024
10:1 combat (B/X, Chainmail, and OD&D)
Thursday, June 20, 2024
The Tombs of Atuan
The Tombs of Atuan is the second book in the Earthsea cycle. If you liked the first one, this is a decent sequel, if a bit slow and underwhelming. I've read it maybe a decade ago and revisited it last month.
Wednesday, June 19, 2024
Sandbox detour
The PCs in my sandbox were hunting a few goblin tribes. I had the entire area (hexes) and a couple of goblins caves prepared in advance (adapted from a published module).
Monday, June 17, 2024
Milestones WITH XP
Thursday, June 13, 2024
The importance of cleaving mooks
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Amazing art by Dean Spencer. |
3E D&D
CLEAVE [General] You can follow through with powerful blows. Prerequisites: Str 13+, Power Attack. Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature in the immediate vicinity... (PHB p. 80)
GREAT CLEAVE [General]
You can wield a melee weapon with such power that you can strike multiple times when you fell your foes. Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher. Benefit: As Cleave, except that you have no limit to the number of times you can use it per round. (PHB p. 82)3E D&D introduced the concept of "Feats": special powers that may be chosen as characters advance in level. Fighters get additional, bonus Feats (more than any other class), and the two listed above are on their Bonus Feat applicable list. That said, not every Fighter gets the power; they must make a deliberate choice to pick up the ability. At the earliest, a Fighter might have Cleave at 1st level, and Great Cleave by (you guessed it) 4th level.
Most of us interpret this as a reworking of the rule from earlier editions; if a Fighter (with the Feat) battles very weak creatures, then they're likely to get a chain of attacks that puts many of them down. And many of us prefer the continuity of this mechanic -- unlike in 1E, where there's a huge quantum collapse between fighting "up-to-7-hp" creatures vs. "up-to-8-hp" creatures, the benefit here will more smoothly be usable against 2 HD or 3 HD creatures, just less frequently.
Monday, June 10, 2024
Fixing B/X fighters
Saturday, June 08, 2024
Are B/X fighters too weak?
Thursday, June 06, 2024
Author x Referee GMs
For example, the classic "quantum ogre". There are two doors. The PCs choose the door on the right. Can the GM decide there is an ogre behind it AFTER the PCs choose?
Thursday, May 30, 2024
Unlimited D&D x Limited D&D
This is not about "House Rules x RAW", however.
I would guess most groups would quickly accept that the DM can include new monsters to the setting as desired, but this is an assumption that often gets ignored when discussing old school D&D.
For example, I always found that "immunity to ghoul paralysis" was a silly trait to give a class or creature because it is so specific. But if you are only using Moldvay's Basic - and not even expert - it could be an interesting advantage, since the total number of monsters is low. Still, people keep using it even when playing some form of UD&D.
Same for the cleric "turn undead" tables that include the NAMES of the creatures turned instead of their HD. If the number of undead are limited, this makes perfect sense; otherwise, it looks strange and impractical.
(A more extreme example is the blink dog and its hatred of displacer beast. B/X tell us almost nothing about these creatures, but they attack each other on sight. How often will that happen? If you're playing UD&D, almost never).
There are other aspects of old school D&D that seem to be remnants of this limited mindset. For example, clerics and mages cannot use sword, which is important if most magic weapons are swords, but becomes less important if you have several magic maces or daggers.
Another example I've been struggling with lately is spells. I've been running a game slightly based on B/X, which does not contain "counter spell", exactly. But now I'm introducing an NPC for another system that has this spell. Is it fair to my caster that he didn't get to choose it?
(My solution for this is: if my player shows interest in Dispel Magic, I'll let it function as a counterspell. Fortunately, he hasn't got it so far).
Personally, I was always attracted to this "Unlimited" take on RPGs in general. I'm willing to add new monsters, spells and even the ocasional laser guns to my games, and always tried to accommodate every character concept the players suggest (although now I'm tempted to go mall-human for the next campaign).
But there are advantages of the "limited" perspective - it allows players to get more familiar with existing monsters, spells, etc., for example.
In fact, having fewer monster types reinforces their significance rather than diluting it.
If every single monster, spell or item the PCs find is completely new, they can never learn anything except trough direct contact. There is no room for extrapolation, generalization, etc.
I have a similar feeling on classes. Yes, I like paladins, assassins, warlords, druids, avengers, and monks. But rather than having a dozen classes, I prefer having FOUR: fighter, mage, thief, cleric, each with a few variations. And I think the AD&D bard - a class that works in a completely different way from other classes - is an unnecessary mess.
(Maybe I'll reduce it to THREE classes for my Sword and Sorcery game, ditching the cleric).
Even 5e seems to have problems with this (correct me if I'm wrong; I don't play 5e anymore). For example, the "Staff of Charming" requires attunement by "a bard, cleric, druid, sorcerer, warlock, or wizard". But what if I'm using a 3rd-party class, or even the very popular artificer? Are they automatically excluded? Or do including a class requires rewriting all magic items like that?
As you can see, seeing classes through a limited scope simplifies some aspects of the game.
(This is partly what Old School Feats is about, BTW - no extra classes but many additional options. You can look at the free previews to see how I treat fighters, for example: a framework to create warriors, paladins, rangers and warlords).
In short, my favorite approached to D&D is having unlimited choices within a limited framework that works as a common language between players and DM.
Thursday, May 23, 2024
Basic Wilderness Encounters is now available!
My new book, Basic Wilderness Encounters, is now available!
It is 50% off for the first week or so - but if you bought ANY of my books before, see if you got my e-mail before buying.
I've been obsessing about random encounters for the last few months of my hexcrawl campaign...
I really liked adding them to my games, but there were some aspects that I found troublesome in practice: mostly, it took me too long to generate encounters and the results did not always make sense.
In this book, I try to tackle the whole idea of random encounters: the tables, procedures, terrains, and so on.
The first part of this book is a collection of thoughts, ideas and alternatives for creating random encounters - including reaction, distance, surprise number of monsters appearing, balance, and so on.
The second part is a list of 1000 random encounters (100 for each type of terrain), one line for each, including number, distance, surprise, and a few details, using this format (I added a summary of terrain features for easy reference):
The third part of the book describes a year in the wilderness – giving you a random encounter check, a succinct description of weather and some random details:
Each part can be used separately.
Take a look at the previews to see if you like it!
Writing this book has made using random encounters faster, easier and more fun in my own campaigns - I hope it does the same to yours!
Monday, May 20, 2024
Inverted Target 20 - Trained/Untrained
However, in the last few days, I've been thinking of an alternative that is even simpler. I'm not the first one to have this idea - I've seem something similar in at least two or three OSR games.
Mathematically, it it's very close to Target 20, but it uses a method that resembles THAC0 and saving throws. Here it goes.
You have two numbers in your sheet, in addition to ability scores* and modifiers: Trained and Untrained.
Notice that the chances of succeeding when you are untrained are about half when compared to a trained PC (e.g., by level 5, the chances are 30% and 15%).
- Saving throws. I'd say every adventurer is trained in saving throws. Some classes or situations deserve a bonus.
- Skills. Thieves are trained in their usual skills. But you could add "training" to rangers, for example, to forage or find tracks.
- THAC0. Works perfectly with descending AC. Only fighters are trained in combat.
- Ability checks. If you are untrained, this is how you can attempt to do thief (or ranger,etc.) stuff.
- Level is calculated in advance, you only roll 1d20+ability mod.
- Comparing values is even easier than addition.
But, overall, Target 20 feels somewhat easier to grasp for my players - they expect bonuses over a descending number.
Notice that the two systems can be used interchangeably, as the "trained" values are mathematically identical to suing Target 20.
Saturday, May 18, 2024
Fallout: Carcosa
good, with many shades of gray,