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Saturday, November 07, 2026

Doors (B/X + Old School minimalist)

Another brief pause in our series, because I think this deserves a post of its own.

Moldvay's rules about doors are so terse that they are almost cryptic:

Normal (i.e., non-secret) doors are "often" stuck or locked. How often? No idea. There’s no explanation elsewhere, or in AD&D either. The rules for dungeon creation do not include a chance of being stuck, or even a dedicated symbol (unlike secret doors).

It wouldn’t be absurd to think all (or at least most) unlocked doors are stuck, since “an unlocked door must be forced open to pass through it.”

However, the effects of playing this RAW do look absurd. Since doors close (and presumably stick) by themselves and cannot always be forced, 99% of parties would quickly end up trapped in a dungeon they barely explored, unless they spike every door they pass (and no monster can ever put or remove these spikes, of course).

Maybe a door that has been forced will close but doesn’t have to be forced again? That would make little sense; it would be a creepy special effect rather than a rule of any consequence.

Forcing doors in B/X only makes sense if PCs can keep trying indefinitely, with each attempt costing time. How long? It doesn’t say anywhere. I’d guess 10 minutes, because that looks sensible and is also the duration of a turn (and of many dungeon activities).

It looks very tedious. I’ve mostly abandoned it myself, just leaving most doors open. But the alternatives to barring endless attempts are worse: letting weaker PCs try and succeed where stronger ones failed, letting all parties get trapped and die, etc.

Of course, maybe the doors can be taken down with an axe (which is not as easy as it sounds), but the rules do not specify that either. A crowbar may help... how? Again, no clue in the rules, as far as I can remember.

The OSE note that forcing a door ruins the chance of surprise is a good one.

How could we easily fix this?

We need MOST doors to be easily opened so the dungeon can be explored and PCs don’t always get trapped. But re-rolling ad infinitum is boring.

So maybe: you can open a stuck door in 2d6 minutes MINUS your Strength modifier. Subtract one minute if you have an axe, hatchet or crowbar. Minimum one minute.

Boxcars (or any result greater than 10?) means you cannot open it without a lot more time and equipment (and maybe you ended up hurting yourself or your axe in the process)?

An even better solution would involve adding a random table upon dungeon cration, something to the effect of:

  1. Open.
  2. Closed.
  3. Locked.
  4. Stuck.
  5. Closes by itself after a while.
  6. Roll twice and combine.

It would, however, add significant complexity to dungeon maps. Ultimately I might leave this for each dungeon/module to decide.

Find secret doors / listen

I do not have much to add here other than to avoid roll-playing and pixel-bitching.

What about you?

How do you handle doors at your table? Does it work well for you? What do you think of the suggestion above?

Tuesday, November 03, 2026

Retainers (B/X + Old School minimalist)

A brief pause in our series, because I felt eager to share this bit of my minimalist B/X game.

While re-reading B/X, I briefly despaired at the realization that my new B/X clone had skipped many crucial parts of the game.

Then I re-read the game I wrote back in 2017 and realized that I actually liked the way I had addressed most of those issues back then.

So, B/X Minimalist will probably incorporate a few updates from Dark Fantasy Basic, but this turned out even better, in my opinion. 

It answers some questions I felt B/X should have addressed, while remaining quite terse and easy to use.

I feel I can make a Darkest Dungeon style game out of this.

Tell me what you think, and especially if I've missed something!



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The adventuring party

The adventuring party is made up of multiple PCs with similar (or converging) goals. The party is often more important than any single PC. If a PC dies, it can be immediately replaced by a retainer if one is present. Otherwise, the player can create a new PC when the party is back to civilization.

Sometimes, a player can control multiple characters at a time (usually, a PC and some retainers, or multiple PCs if the GM allows). If a PC dies and has no retainers left, other players should offer their retainers to allow the player to continue playing the game.


Retainers

A retainer is an aspiring adventurer: a veteran, hunter, or outlaw, a cleric or mage seeking knowledge and power, one of the impoverished or desperate searching for gold, or one of the overconfident chasing glory. Most don’t live long, but this is a dangerous world for everyone.

Availability. To estimate how many retainers a settlement has, assume about 2% of its population is available at any given time under most circumstances. This number takes a long time to replenish when retainers die.

Creating a retainer. The GM decides race, class, and ancestry according to the nature of the setting and the place (human fighters are usually the easiest to find, then experts). To determine level, roll 2d6, take the lowest die, and subtract one, giving a level from 0 to 5.

Role. Retainers are NPCs who will follow the PCs into adventure (and may eventually become PCs themselves). They are not simple journeymen or mercenaries, but (relatively) loyal adventurers willing to face the weird, the unexpected, and the dangerous. They are built like PCs.

Limits. A PC’s maximum number of retainers equals their Charisma divided by two, rounded up. A PC’s retainers must always be of lower level than the PC.

Control. The GM decides how much control the players have over retainers. Usually, PCs can order them around within reason and control them in combat, provided they don’t make the retainers act suicidal. Retainers who are treated unfairly will usually refuse orders, walk away, or even act against the PCs.

Costs. 0-level retainers will ask for 10 sp in advance to go on a mission (which they spend immediately on family, debts, church, etc.), in addition to a share (usually half as much as a PC) of the treasure found or 10 sp a day, whichever is higher. These costs are doubled to 20 sp for level 1 retainers, then doubled again for levels 2, 3, 4, and 5 (to 320 sp). Most will want to go back after a period of a week or a month, but they can be convinced to join further expeditions.

Leveling up. Retainers level up like PCs according to the treasure received while adventuring. They also get a share of XP for monsters slain and other challenges (usually half, because “just following orders” will not get you far).

Hiring. When the PCs try to hire someone and the result is not obvious, the GM may roll 2d6 in secret to see how the NPCs react to an offer. A successful Persuasion check from a PC grants advantage on the roll (roll 3d6 and discard the lowest). Especially good or bad offers (or circumstances, such as finding a retainer with the same alignment as the PC or with converging goals) may give the PC an advantage or disadvantage to this check. Each PC must hire his or her own retainers.

Roll      NPC Reaction to the offer

2          Hostile

3-5       Refusal (roll again if better offer)

6-8       Bargain (requires better offer)

9-11     Acceptance

12        Enthusiastic (see below)

Better offer. Includes a full share of treasure or triple the advance. If such terms are offered before the roll, the GM may decide acceptance is automatic.

Hostile. If the roll is 2, the GM flips a coin: the NPC either refuses the proposal and becomes suspicious of the PCs, making future offers in the settlement harder (disadvantage), or accepts the offer but will eventually betray the PCs, trying to steal treasure, selling secrets to enemies, etc.

Enthusiastic. If the roll is 12, in addition to accepting, the NPC gets a +1 bonus to morale (see below).


Morale (optional)

Most ordinary retainers start with morale 7, but this number can be raised or lowered, from 5 to 11, depending on circumstances (if morale falls lower than 5, the retainer is likely to quit or run away). Here are some suggestions; use them with common sense.


Circumstance Modifier

Each successful expedition +1

Significant treasure found and shared +1

Each event that causes PC or retainer death -1

Abuse or carelessness from the PCs -1

Good/bad working conditions (pay, danger, etc.) +1/-1


Morale must be tested whenever retainers face extreme circumstances (GM’s call): the first PC or retainer death in a battle (only the PC who hired the retainer, and other retainers from the same PC, count), when half their side is defeated or heavily wounded, when fighting seemingly impossible odds or unbearably bizarre creatures, etc. It should be tested no more than once for each combat or situation. Creatures will also test morale when put in a bad situation. PCs never test morale; it is up to the players to decide if they will choose a fight to the death or a tactical retreat.

When morale is tested, roll 2d6. If the result is greater than current morale, the test is failed. Retainers will lose 1 point of morale and retreat or run away (they will escape if possible, otherwise they will hide until killed or convinced that the danger is over). Otherwise, they will continue following orders. 

A PC can spend an action to rally his or her retainers, giving them a second opportunity after a failed roll (with a successful Persuasion check, one attempt).