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

Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Tuesday, July 22, 2025

Christmas in July (2025) picks

Christmas on July sale over DTRPG is on! Here are my usual picks, with some additions.


This includes my latest work, Basic Wilderness Encounters - which recently got a couple of 5-star ratings!

Most products have a 30% discount.

There are 75% discounts here

I notice some interesting stuff in there, but nothing I've played before. Swords of the Serpentine is good S&S, or so I'm told; Blue Rose is a classic setting from the early 2000s (IIRC) that I might check.



This time I'm a bit curious about Adventure Anthology for Shadowdark, although I might have some of his adventures in some other compilation... usually good stuff.

HYPERBOREA - which I reviewed here - is also included.


Now, let's see the old favorites...

OSR
Teratogenicon, my monster maker (check the previews!).
Dark Fantasy Basic, my B/X neoclone.
Low Fantasy Gaming Deluxe Edition (review of the original version);

Classic D&D
This are some of my favorites. Explanation here.
Monstrous Manual (2e) - the current price is RIDICULOUSLY LOW for such a a great book.
Dark Sun boxed set.

Goodman Games
In addition to the amazing Dungeon Crawl Classics RPG (DCC RPG), I really like The Dungeon AlphabetThe Monster Alphabet and The Cthulhu Alphabet. They are near system-less and full of awesome stuff to inspire your games. I still haven't read How to Write Adventure Modules That Don't Suck but it is also on sale.

They also publish awesome adventures; Doom of the Savage King is highly recommended! Same for Jewels of the Carnifex, which I reviewed here.

Necrotic Gnome
Several Old School Essentials titles are also on sale in addition to Old-School Essentials Classic Fantasy: Rules Tome. I really like Old-School Essentials. It is basically a concise, well-organized version of my favorite D&D (B/X). The SRD is great. the version that interests me the most is the advanced version - it is NOT an AD&D clone, but B/X with many new options taken from AD&D, dragon magazine, etc. For players and DMs.

Sine Nomine Publishing
Worlds Without Number is on sale. I have only read the free version briefly, but seems very good overall, and I've appreciated many other titles form the same author, including Scarlet Heroes and Silent Legions (maybe my favorite OSR take on horror and Lovecraft).

I think that's it for now. If you know any other books on sale that you'd recommend (especially if it is 30% off), let me know in the comments and I'll add it to my list. Feel free to promote your own products!

These are all Affiliate links - by using them, you're helping to support this blog!

Thursday, February 27, 2025

Monster taxonomy and organization

It seems that the new 2025 Monster Manual organizes EACH  monster alphabetically. This means a "Green Dragon" is found under "G". In the 2014 Monster Manual (and most MMs before that), all dragons were found under "D", for dragon. The same happens with giants, demons, etc.

I think this is an awful decision.

Not that this is simple. One reason there's so much debate over monster classification (and issues like orcs being inherently evil) is that taxonomy itself is complex. In the real world, we classify living beings into categories like Domain, Kingdom, Phylum, Class, Order, Family, Genus, and Species. Can a green dragon interbreed with a red dragon? There is no "right" answer, but I'd guess they can. What about a gold dragon? Applying real taxonomy to fantasy creatures is not easy or ideal.

But let's look at this from a practical standpoint

Should we have one single entry for each species? That is impossible because we need many entries for humans (bandits, clerics, druids, etc.).

Besides real taxonomy, how can we organize monsters?

One alternative I really like is monster type. This is one of the main points of my Teratogenicon. Undead have LOTS in common to each other, and if you ever want to create your won, looking at existing undead is more useful than calculating CR.

There are other practical reasons to use monster type.

First, let's assume you are new to D&D, and you don't really know the difference between demons and devils. Or maybe you vaguely remember playing 2e and you don't even KNOW there are monsters called either of these things.

You go looking for an explanation in the MM. You turn to "D" and... there is nothing.

Can you see the problem?

On the other hand, let's say you're an experienced DM and you want to build your own dungeon! This is going to be a hellish cave, full of demons... Now let's find some o populate it! Where do you look for them? Again, you've got nothing. At best, the MM has a list of "fiends" that include demons, devils and others.

And what if - unimaginable though it is - you forget the name of a particular demon you once saw and want to use as the villain?

The only way this is useful is if you use strictly for reference. You never create your own adventures, but maybe you're running a module that lists "1d4 green dragons" on the encounter table and you have to check it in the MM (that is not great either; most adventures should provide you with the relevant stats to avoid page-flipping and book-flipping, but modern D&D is so crunchy that this is nearly impossible).


This might be a radical, but I think a good MM could be divided in 20ish chapters, including the 14 monster types with a few subdivisions. For example:

Aberration
Beast
(Giant beasts)
Celestial
Construct
(Golems)
Dragon
(True dragons)
Elemental
(True elementals)
Fey
Fiend
(Explaining differences between demons, devils, etc.)
Giant
(True giants)
Humanoid
(maybe separate species from professions)
Monstrosity
Ooze
Plant
Undead
(maybe corporeal/incorporeal)

To clarify, "true" dragons, elementals and giants have that word in their names: e.g., Green Dragon, Hill Giant. To make things even clearer, D&D could use different names for wyverns and trolls. For example, "draconians", "dragon-like", "draconic creatures", "gigantic humanoids" (notice that troll is a "giant" but "giant bat" is not).

Calling a wyvern a "dragon" makes the idea of "natural language" impossible, since you'd have to explain (or assume) the meaning of the word "dragon" every time you find a "dragon-slaying sword", etc.

There are a few obvious problems to this approach.

First, the monstrosities are so numerous that the alphabetical approach just feels easier. In addition, they are not always easy to separate from aberrations (gricks and grells - what are they?). In fact, when I wrote Teratogenicon I had to go back to 3e to find a good definition of aberrations.

Some subdivisions would need further reflection. Should dragons be listed alphabetically, or should chromatic dragons be separated from metallic? Not sure.

But, from a learning or world-building approach, this would be nearly perfect. 

It also gives the MM a more "in universe" feel. When an average peasant sees a "dragon", "green" is not the first thing that comes to mind. Similarly, a "death knight" is an undead first, and for the untrained eyes it is not that different than other ghosts or apparitions. People will just run and call this place "cursed"!

The "monster type" division, therefore, is also teleological.

In addition, you could easily create an alphabetical index of each creature for easy referencing (with page numbers, of course), and this list could include both "dragons" and "green dragons", under D and G. You could add page numbers to modules and encounter tables too, but maybe that'd be too much to ask...

In conclusion, I dislike the new organization. It makes it more difficult to find some monsters and put them into proper context. It makes the game less coherent and more difficult to learn. I will not say I have the perfect answer, but I can say I find the former approach preferable to the current mess.

Monday, February 03, 2025

D&D 2024 monster stats

Here is an example of monster stats in 2024 D&D:


This is... not bad.

Of course, we could reduce it by half while keeping the information we need 90% of the time. How often do you need to know this monster's Charisma score?

But it has a few advantages over the D&D 2014 stat block: it abbreviates AC, HP and CR, it includes saves right next to abilities, and it removes the armor type since it rarely does anything.

It adds Initiative to monsters, which I don't get. 

Here, it is "+5 (15)". I'm assuming that 15 means that:

- You can use that instead of rolling.
- They found it useful to save you the trouble of simply checking Dex modifier.
- They found it useful to save you the trouble of simply adding 10.
- They made a mistake (it was supposed to be 13, due to Dex) and I'm spending more time thinking about this stuff than they did.

But it wouldn't be D&D without some errors and redundancies, right?

It also has a few weird things. 

For example, it mentions "Gear Daggers (10)". This is somewhat useful, but it almost creates more questions than it answer:

Are these ordinary daggers or whatever "umbral daggers" are? Does this creature (that has claws) has any unarmed attacked when it runs out of throwing daggers? Assuming it does, can it attack twice when unarmed?

(There is also an apparently baffling concept: this is a dagger that cannot kill you according to its description, but only poison and paralyze you. I'm assuming vampire's prefer warm blood...)

Some creatures that have attacks with swords and bows ALSO have these listed as gear, which looks redundant.

And the "Vampiric Connection" part is a bit baffling, since it seems to be a power particular to the MASTER and not the creature.

Now, about he ability scores... They LOOK fine, but I'm wonder if this wouldn't be more useful:


It LOOKS horrible in comparison, but at least it emphasizes what needs emphasizing: the fact that THIS monsters, contrary to most, has saves that are different form modifiers. And I'd guess that is the reason why they botched the "initiative" bit, BTW.

Similarly, it wouldn't be hard to rewrite the attacks to something simpler:

Umbral Dagger (x2), +5. Melee (5 ft) or Ranged (20/60 ft). 
Damage 5+7 (1d4+3 piercing +3d4 necrotic). If reduced to 0 HP by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.


I do miss some of that 2e information (morale, terrain, etc.) but maybe "number appearing" should be included in the random encounter tables instead (does 2024 have those?).

Apparently the MM indicates that D&D 2024 is what we expected: a small improvement over 2014 in some areas, a bit worse in a few, and still maintaining a vague compatibility and lots of redundancies and inconsistencies.

Wednesday, September 18, 2024

D&D 2024 is FREE

There is finally a free version so anyone can check this out:


As I've said before, I'm unlikely to play it, but I can still take a deeper look at the free version. Today, just a few impressions from a brief glance.

First, it is really nice to have a free version available.

I think the system looks a bit better and crunchier. Lots of additional options in the PHB.

Some obvious errors such as darkness/concealment didn't get corrected.

Apparently the "outlander" background is no more, which I found odd; please correct me if I'm wrong. 

Also it seems now certain classes are "forced" into certain backgrounds, but you can pick any race/species as they no longer affect abilities. Dwarves, halflings and humans have the same speed now.


The martial classes get some much-deserved toys to play with. But there are no significant improvements. 

For example, this style was already bad and they've made it WORSE:

Great Weapon Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

This one was sub-par and now it is mandatory for anyone with the soldier background (which seems to be the go-to "martial" background):

Savage Attacker
Origin Feat
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

Of course, the combination of these two bad traits makes them EVEN WORSE, as savage attacker makes it less likely that you will apply your meager damage bonus form GWF.

They are probably assuming you will compensate in other ways (other feats, for example).

The fighter is slightly improved.

I wrote extensively about 5e weapons and armor before (if you care about this stuff, check these links), so I'll add a couple of extra comments on that.

The armor types are still a headache for OCD players, with some light armor being heavier than some medium armor, etc.

The weapon properties are a cool addition. But they make combat a bit more complicated and are not particularly sensible. I prefer my own.

The longsword and the mace have the same "sap" trait, for example. The shortsword (and many other weapons with the "vex" trait) curiously seem to only function if you have more than one attack, which is odd. The greatclub is still basically useless because quarterstaff - but at least it has a function (pushing people). The pike still weights 18 lb with the same reach as the 6 lb glaive.

But, overall, I give them props for trying.

"Light" and "Heavy" weapons still mean big and small, regardless of weight.

Muskets and pistols are part of the weapon list, no longer optional DM stuff.

Crafting rules: nice and simple but also seem to indicate everyone who can craft anything makes 5 gp a day, so they can all afford a "wealthy" lifestyle. Otherwise they can probably save enough money to get a "wish" spell in a big city once every few decades, which is interesting but not game-breaking. OTOH raise dead costs only 2500 gp - a couple of years of saving money and living in modest conditions.

The bloodied condition from 4e is back, which is nice.

Overall, this is not what I'm looking for. I'm a bit flabbergasted by the number of small problems I could find in a brief glance.

However, I'm still curious about the system and other people's impressions. Did they improve the ranger, monk and barbarian? Are spells significantly different? Did they fix or break anything else? What else do you like or dislike? Let me know in the comments!

Thursday, July 18, 2024

Christmas in July (2024) picks

Christmas in July has arrived, so here are my usual picks, with some additions.

The most recent OSR deal right now is probably Knave 2e. I'm curious about this one -  I really liked the first one.

Dragonbane is currently 4.99, which might make me finally get it. 

Same for The Witcher if you're interested - doesn't look like my type of game.

Or Dungeons of Drakkenheim if you are into 5e - looks really cool, and I might get it for my OSR games.


Also, let me remind you that all of my books are included in the sale

This includes my latest work, Basic Wilderness Encounters - which recently got a couple of 5-star ratings!

If your tastes are similar to mine, take a look! They are mostly compatible with OSR games (except for a couple of 5e books - "Manual of Arms").


HYPERBOREA - which I reviewed here - is also included.

The Halls of Arden Vul Complete is also 40% off - or $45.00 off. Sounds reasonable for 1.100 pages (!) although it is probably too much material for me to digest.

Now, let's see the old favorites...

OSR
Teratogenicon, my monster maker (check the previews!).
Dark Fantasy Basic, my B/X neoclone.
Low Fantasy Gaming Deluxe Edition (review of the original version);

Classic D&D
This are some of my favorites. Explanation here.
Monstrous Manual (2e) - the current price is RIDICULOUSLY LOW for such a a great book.
Dark Sun boxed set.

Goodman Games
In addition to the amazing Dungeon Crawl Classics RPG (DCC RPG), I really like The Dungeon AlphabetThe Monster Alphabet and The Cthulhu Alphabet. They are near system-less and full of awesome stuff to inspire your games. I still haven't read How to Write Adventure Modules That Don't Suck but it is also on sale.

They also publish awesome adventures; Doom of the Savage King is highly recommended! Same for Jewels of the Carnifex, which I reviewed here.

Necrotic Gnome
Several Old School Essentials titles are also on sale in addition to Old-School Essentials Classic Fantasy: Rules Tome. I really like Old-School Essentials. It is basically a concise, well-organized version of my favorite D&D (B/X). The SRD is great. the version that interests me the most is the advanced version - it is NOT an AD&D clone, but B/X with many new options taken from AD&D, dragon magazine, etc. For players and DMs.

Sine Nomine Publishing
Worlds Without Number is on sale. I have only read the free version briefly, but seems very good overall, and I've appreciated many other titles form the same author, including Scarlet Heroes and Silent Legions (maybe my favorite OSR take on horror and Lovecraft).

I think that's it for now. If you know any other books on sale that you'd recommend (especially if it is 40% off), let me know in the comments and I'll add it to my list. Feel free to promote your own products!

These are all Affiliate links - by using them, you're helping to support this blog!

Friday, December 22, 2023

D&D (6e) recommends fudging? (Peril in Pinebrook)

I've been using X/Twitter lately, but I have no idea if I'm doing it right. 

I just take a look at what people I follow are talking about and start rambling over half a dozen tweets.

Today I've seen two related subjects: encounter balance and fudging (more specifically, a kind of "deus ex machina" that is tantamount to fudging, i.e., send the dragon or Paladin to save the PCs if they ever get caught in a bad situation).

The reason seems to be this bit from an upcoming D&D module that teaches new players how to play (Peril in Pinebrook). Apparently, it is a specifically written for children:


As you can see, they avoided recommending that you simply change the results of the dice - but the effects are pretty much the same.

Well, I have written several posts against fudging and illusionism already, so I'll try to avoid repeating myself too much.

Instead, I'll just mention a couple of thoughts I expressed on X/Twitter today.

---
"Fudging" and "illusionism" are popular among D&D players in 2023.
It's okay if your table likes them, but I hate to see it taught as if this was the ONLY valid playstyle.
ESPECIALLY while you are learning the game.

---
I don't like this, but if your table wants kids gloves this is a valid playstyle... just be honest that this is what you're doing.
I think kids have to learn honesty and fair play too.

---
You absolutely can run a game where no PCs ever die for good.
E.g., Dark Souls. Or Toon.
Just be honest to your players about it.

---
I wish that everyone that recommends fudging the dice would add at least a few caveats:
- It is not universally accepted (and there are several people that strongly advises AGAINST it).
- Can lead to loss of trust (the GM is lying/cheating) and wrong assumptions (e.g., "we can defeat an adult red dragon"!).
- Puts an undue burden on the GM (e.g., "I am responsible for saving the PCs").

---
Some people believe both in "balanced encounters" and that "fudging is okay".
So, the encounters are designed for the PC's convenience, but if they (or you) FU you STILL have to save their asses?
I can see defending one or the other - I like neither - but defending BOTH is strange IMO.
Makes you think that the GM is not only responsible to create "fair" fights (or, to be more precise, fights the PCs will probably win) but ALSO to save them if they don't.

---
That's all I have for today... "Balanced encounters" deserve a post of its own.

For now...

I wish you all a Merry Christmas!

---
Aditional reading:

Tuesday, November 28, 2023

The BECMI reaction table

To be honest, I never paid much attention to the BECMI reaction table. 

I'm usually more interested in B/X and I thought that the BECMI table was just a needlessly convoluted version of the B/X table I liked, requiring multiple rolls to achieve the same result.

I was completely wrong, of course.


The part I overlooked is the asterisk. It explains in a succinct manner a  number of questions I had with B/X reactions:

- When do you use Charisma for reaction rolls?

- What happens in an "uncertain" result?

- What happens if the NPC is still uncertain after several rolls/actions?

It doesn't answer all questions of course, nor does it address all the issues I have with encounters, but it is a great starting point - probably much better than B/X.

It could probably be simplified to two rolls instead of three. Or to a single table with pone roll affecting the next, such as the Rules Cyclopedia (which also has a tendency towards hostility that I find appropriate for most monsters):


And as much as I dislike the number of rolls you need to create an encounter, I have to admit this "roll again" part has an interesting risk reward dynamic: 

"The NPC is obviously hostile, so what do we do?"

If we have something to offer, or a charismatic PC who can talk to him (in the same language), maybe negotiating is our best bet. Even if we do, however, there is a chance the NPC will suddenly use this opportunity to attack us!

And, of course, you only need one roll to start the encounter - further rolls depend entirely of the PCs actions. 

So you have cool "social mechanics" or even "roleplaying minigame", which is as interesting as combat - since it can also involve initiative, intimidation, role-playing AND "roll-playing" (or player skill AND character skill), languages, alignment, spells, etc.

And you can use this table regardless of your preferred D&D edition or OSR game.

These "social mechanics" are often and unjustly maligned in OSR circles - "just role-play it!" - but IMO these are great rules from a game that definitely has old school cred (Mentzer red box).

And, of course, this is just a refinement of a rule that was contained in the original D&D. 

Social mechanics are here from the start.

Additional reading:

Tuesday, November 21, 2023

How D&D 5e (XGtE) encounters succeed and fail at the same time

A small addendum to yesterday's post.

I used this table as an example:


This is only one the "swamp" tables in XGtE.  

There are always three: for low, mid and high-level encounters. Overall, I find them easy and decent enough if combined, and that is how they "succeed" - encounters are varied and appropriate for each terrain.

The first one contains, for example, "2d4 lizardfolk".

The table above is for high-level encounters, containing black dragons and yuan-ti instead.

But I noticed there is something missing in that high-level table...

A lizardfolk army!

Or a large group of orcs, a horde of zombies, etc.

Because this was the promise of 5e and bounded accuracy: "Low-level monsters would continue to be usable at higher level, as their attack bonus and AC would allow them to remain meaningful threats to player characters".

But these tables tell a different story: low level PCs fight goblins, high-level PCs fight adult dragons, and that is it.

This is a bad choice for a number of reasons:

- Makes the world feel fake as it revolves around the PCs.
- Robs the PCs of the opportunity to realize how stronger they got (remember when we had a hard time fighting goblins? Now we are fighting armies of them!).
- Feels unnatural and forced for the GM to have to introduce stronger and stronger monsters.
- Makes the PCs think that violence is always an option, as they'll seldom find monsters that are too tough for their current level.
- Robs the players of the opportunity of feeling overwhelmed and yearning for something they cannot get without effort - "we cannot face them now, but one day we'll get revenge against the goblin horde!".

I think it is conceivable to run a battle against an army in 5e, even if it would be much harder than OSR games, because the monsters are much more complex. The DMG even has a few suggestions to do that, which XGtE improves... but apparently doesn't fully use.

Now, I have never played 5e at such high levels - only three campaigns that ended on levels 5 to 10 and a few shorter ones. So please correct me if I'm wrong here.

My PCs did fight about a hundred skeletons once, but only about six at once (they were in a narrow spot). It went reasonably well.

I don't know why 5e gave up on this promise, betting instead in the repetitive process of fighting a dozen zombies at level 5 and a dozen revenants by level 15.

I think a world in which there are ALWAYS black dragons and zombies to be found in the swamps, and the PCs have to deal with them differently as they gain levels, is much more coherent, organic and fun.

Monday, November 20, 2023

Good generic wilderness encounter tables? (B/X vs. AD&D vs. 5e)

I've been analyzing the B/X wilderness encounter tables lately, and while I'll probably stick to that for now, I think since this blog talks about Basic, AD&D and (sometimes) 5e, one small observation is in order:

As often happens, the encounter tables in in B/X are oversimplified and the ones in AD&D are overcomplicated

And 5e got us beat again - but it took them a while!

Let me explain. 

The B/X wilderness encounter tables fit a couple of pages. While I love the fact that they are so slim, they produce strange results: dragons do not follow their natural habitats, there are too many dragon and basilisks, every result requires a sub-table, etc. 

There are (about) 96 possible results for each terrain, but many are repeated; dragons about happen 6% to 12% of the time.

AD&D, on the other hand, contains about a dozen pages of tables and sub-tables, using d100. 

You'd think they'd take the opportunity to organize all entries in single d100 table, but no, we have tables and sub-tables with incredible levels of detail; some monster will appear only 0.1% of the time.

It also has famous a sub-table to describe which type of prostitute appears if you ever find one...

[I'll ignore 2e, 3e and 4e for now because I haven't played them as much. From a  brief glance, 2e hasn't included such tables in the three core rulebooks, and 3e is even worse than 5e in forcing that encounters are adapted to the PC's needs. I'm guessing 4e is the same.].

5e did not even HAVE many random encounter tables at first - each table was part of a setting, which is fair enough if you're using a published setting - it only suggested you created your own and provided a small example, with about 20 entries and using 1d12+1d8 for some reason.

The tables included in the settings are often very good, but that's not what I am looking for. [BTW, this is why I haven't been analyzing random encounters in dungeons - I think these MUST be connected to each particular dungeon, and I simply cannot stomach a hill giant randomly appearing in a deep dungeon fro no reason].

Fortunately, Xanathar's Guide to Everything partially fixed that.

It contains simple d100 tables (simpler than AD&D but more complete than B/X) that list not only monsters but also number appearing - plus a few "cosmetic" encounters that don't really belong here (rain, "the sounds of drums", etc.).


Unfortunately, these tables are separated by CR, and are too slim unless combined.

This is a bad thing on principle - the world shouldn't conform to PC's level - and, combined with the existing tables, it is even worse - that means that past level 11 there is no more "rain" encounter but now there are "drums" for some reason (looking at the table above, I assume the yuan-ti like to play drums, but only when the PC's reach level 11).

Fortunately, you can integrate all these tables by adding another roll [e.g., "roll an extra d10, with 1-4: tier 1, 5-7: tier 2, 8-9: tier 3, 0: tier 4" - thank you Evan for commenting here!]

Maybe there is a game out there that uses the best of AD&D, BX and 5e. The tables in BFRPG look decent, but a bit slim. Dragons and rarer and appear in appropriate biomes! Yay!

I guess I could adapt my favorite bits from all these sources, but it is unlikely that no one else has compiled a better table... let me know in the comments!

Monday, October 23, 2023

Teratogenicon is the DEAL OF THE DAY - 50% off!

Dear friends,

Teratogenicon, our most impressive book, is the DEAL OF THE DAY on DTRPG. - 50% off!

The books is a collection of tables and essays on how to create your own monsters.

It contains one chapter for each of the fourteen most famous monster types (aberrations, beasts, celestials, constructs, and so on). Each chapter examines specific habits, appearance, goals, traits, powers, origins, and many other topics.

In addition, the appendixes will help you to create stats (for both old school and contemporary games), to roleplay monsters, and to include all monster types into a coherent whole, among other things.

If you haven't got it yet, this is your chance. It is compatible both with OSR and modern RPGs. 

If you buy it - or if you already got it - you can also buy my "everything bundle" for a discounted price, after you buy Teratogenicon.

Just check the previews to see if it piques your interest!

And please share, like, upvote and retweet if you can!




Monday, July 10, 2023

Target 30

I must have proposed a dozen different systems for D&D skill/tasks already. 

B/X, one of the simplest forms of D&D available, has at least three or four - often for the same kind of test (e.g., hiding or climbing), sometimes even for the same character (e.g., the Halfling). Finding the perfect method is elusive, since each has its pros and cons. Usually, I favor methods that:

- Take levels AND ability scores into account.
- Use "roll high", with a natural 20 being the best result.
- Fit well with other rolls, such as combat, saving throws and thief skills.

My favorite so far is "fractional skills", which I refined to use in Dark Fantasy Basic, and still using in my current campaign. Xd6 roll under is also a favorite because the results match well with thief skills.

But I think there is another option. I have been a fan or Target 20 for a long time, and I have recently tried be67 with my friend Jens, which might have given me this idea:

Roll 1d20 + ability score + level (if appropriate), with a target of 30.


For example, a 4th level thief with Dex 14 rolls 1d20+14+4 to open locks, succeeding if he rolls 12 or more (i.e., 45% of the time). By level 14th, he is succeeding 95% of the time.

This system works especially well for me for a couple of reasons. First, my PCs have ability scores that average about 11 by first level*. Second, they have a few opportunities of raising abilities scores with feats. This brings us closer to an ideal Target 18 - i.e., close to 1-in-6 chances for untrained PCs (as B/X intended), but adjusted to their ability scores. Third, it makes each point matter for ability scores.

* I'm using something slightly more benevolent than "3d6 in order" to begin with (average 10.5 for each ability score). If you're using 4d6 drop lowest, this works even better to create heroic PCs. An average ability score of 12.2 is very close to 1-in-6 chances. And it would work perfectly for Knave too, as the abilities average more than 11.


To smooth things out, there is ALWAYS a chance of success or failure. If you roll a natural 20 and still fail, you can try again with a +10 bonus. Conversely, if you roll a natural 1 and would still succeed (e.g., a level 14 thief with 16 Dexterity), you must roll again with a -10 penalty or fail.

This solution seems decent for climbing, jumping, hiding, tracking, finding, etc. Use 25 for intermediate tasks or "minor tests" (e.g., open doors), 20 for most simple tasks (almost equivalent to "d20 roll under"), 35 for the nearly impossible (e.g. "bend bars" or the thief lesser skills such as hear noise and read languages).

The DC for surviving Resurrection/System shock is 15. Very close to AD&D.

The DC to understand spells is 20. Close to AD&D again.

I'm not sure I would use this for spellcasting and combat, however; the difference from B/X would be too great. Which is a downside compared to Dark Fantasy Basic, that uses a single system for everything.

Curiously, I think something similar to this could work well even for 5e D&D. Add 10 to the usual DCs (use 22 to 24 as default), reduce the proficiency bonus (maybe 1/4 level, apply to all saves and skills, half level+2 if you have expertise). If you are not familiar with 5e, this would require a longer explanation, which I'll avoid here since I'm not playing 5e anymore. But it could easily be the basis for a minimalist version of 5e.

Well, I like it. Maybe I should use it if I write something AD&Dish in the future...

Saturday, May 06, 2023

Converting 5e monsters to OSR games

There is no exact formula to convert 5e monster to OSR games.

You can use this:

- Divide HP by 10. This is your number of HD.
- Divide damage by half.
- Keep AC as written [if using AAC], or add +1.
- Attacks and HP are defined by HD.
- Saves as a fighter of equal HD (e.g., 9HD monster saves as a 9th-level fighter).

But it is much better to find a monster of a similar type in your "main" monster manual and change as desired.

Here is why.

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A warning

I started writing this because I was curious. While I learned a few things about how monsters changed from TSR era to 5e, I find it that it was ultimately an unproductive exercise that took me too long. In conclusion, I think you're better off just finding a similar monster. But I decided to publish my ramblings anyway, so that maybe someone can find it useful or give me a simpler method.

(BTW, please notice I used commas as decimal points due to my version of Excel, sorry about that!)

Introduction

Once upon a time, I was playing 5e and trying to convert some of my favorite monsters from the TSR era, and I wrote this. Nowadays, I am playing OSR games exclusively - if anything, I might convert 5e monsters to OSR stats if I want to try some 5e adventure or creature.

And there are plenty of good 5e monster books out there, including Tome of BeastsCreature Codex, and Creature Collection (overview here). The Monstrous Manual (2e) is hard to beat in terms of content (it is probably the greatest D&D monster book ever), but some of the art from these 5e books is simply amazing.

When someone asks me how I do this, I often say the easiest method is just dividing 5e damage and HP by two. If necessary at all - I prefer to find an existing monster in the MM or the S&W SRD, for example. 

But I got curious to run some numbers (with an admittedly small sample of 5 random monsters). Here are my results.

These are from the 5e SRD. 



I also tried divide HD by CR to see if there is an obvious relation. There is not (there are other ways to use CR that could be useful, but I'm not getting into that). Likewise, the amount of HP per HD is not fixed.



And these are from the OSE SRD (I took some liberties with 4+1 HD and 1-1 HD). I used the ascending options to make the comparison easier.


Here is a comparison. AC and attack bonus columns are 5e number minus OSR numbers. The other columns are 5e numbers divided by OSR numbers.


First round of conclusions

First: there is no exact formula. Result will vary widely depending on monster type. We can, at best, try some approximations - and we are doing this with a very limited sample.

Second: 5e damage is about twice as high, as predicted. HD follows a similar pattern... but not always. HP is about three times higher.

Third: AC is a bit lower in 5e (about one point), and the attack bonuses a bit higher (about two points). 

So, my first guess was about right, except 5e HP is higher than expected. But there seems to be an easier way to fix that.

Just divide damage and HD by two. Keep AC (or add a point if you will), but let attack bonuses, HP and saving throws be defined by HD. A monster with 5HD saves as 5th-level Fighter, etc.

A bigger sample

I was unsatisfied with the results and decided to try a bigger sample, using 5e HP as a measure of power. This might be a better idea since HD are different in 5e (2d4 HD to 2d20 HD are different things). So I started by dividing HP by 10 to find HD. 

I removed the dragons because they are just too different between B/X and 2e, to a point I don't think you could generalize "OSR" stats.

Here are some results:


As you can see, this method works reasonably well in the first group - up to 50-60 HP. AC is usually close too. From 60-100, it starts to break down - but you can can use a similar formula, maybe subtracting one HD or two and adding one or two points to AC as appropriate.

After 100 HP, 5e monsters get a huge boost in HP, but not in AC. 5e PCs at these levels are not really comparable to OSR PCs (a 14th level 5e fighter might have 110 HP or more, while in B/X it would be maybe half as much), and I think monsters are hardly comparable either. If you get this far, you might be better off reverting to a number between HD/2 and HP/10.

I think you could find a method that's a bit more precise than the ones mentioned above, taking HD AND HP into account at the same time... but, TBH, I don't think it is worth the effort, as you'll see below.

Outliers and monster types

Some monsters changed more than others. Notice that the earth elemental has the same HD in both versions, while the ghoul went from 2 to 5, and the 5e veteran has 9 HD while the B/X version has one to three!

The dragon changed a lot from B/X to 2e, for example. I used a young red dragon in my first comparison because the "standard" in the 2e Monstrous Manual is a youngling. In B/X there is only one version (10 HD), but in the 2e MM the youngling has 15 HD, while an adult has 17 HD.

But the main thing to keep in mind are monster types. Oozes lost lots of AC. Most humanoids NPCs are frail in the OSR, with one or two HD even for veteran warriors. Giants have lots of HP in 5e. And so on.

Is it worth the effort? Super-simple conversion

Given that there is no precise formula that applies equally to all monsters, as seem above, is a careful conversion worth the effort?

I think this whole exercise is useful to learn the right "ballpark" for monsters, but it might be easier AND more precise if you just found a similar monster and adapt accordingly. For example, a Nivix Cyclops (Ravnica) has 10 HD in 5e, while a usual Cyclops has 12 HD. In OSE, a Cyclops has 13 HD. So an OSE Nivix Cyclops could start with 11 HD or so, with a few special powers. 

As you notice, Cyclopes were already quite though in the B/X era.

But if you don't have a similar monster (which is rare), just decide where the monster fits in the HD pecking order, and go from there. 

Use your "main" monster manual for that. For example, this is adapted from Low Fantasy Gaming Deluxe Edition, used as an example, but you could choose the 2e MM or OSE as you "main" monster book.

< 1 HD - Bat, Giant Rat, Goblin, Kobold, Man Eating Monkey, Sprite, Stirge, Xornling
1 HD - Dwarf, Elf, Human, Projectile Leech, Skeleton, Urgot, Wolf.
2 HD - Centaur, Dire Rat, Giant Ant (Worker), Giant Centipede, Giant Spider, Green Slime, Horse, Serpentman (Hraarsk), Skorn, Will o’ Wisp, Zombie.
3 HD - Boar, Dire Bat, Dire Wolf, Gargoyle, Ghoul, Giant Ant (Soldier), Giant Eagle, Harpy, Lemure, Wererat, Worm (Plague), Yellow Mould.
4 HD - Cockatrice, Claw Toad, Doppelganger, Fire Beetle, Gelatinous Cube, Giant Lizard, Griffon, Ogre, Ogre Skeleton, Shade, Tiger.
5 HD - Barrow Wight, Chuul, Giant Serpent, Giant Shark, Giant Wasp, Hammer Snail, Hell Hound, Sorcerer, Maelheim Terror, Manipede, Merrow, Minor Elemental, Minotaur.
6 HD - Giant Ant (Queen), Giant Crocodile, Giant Scorpion, Grey Ooze, Hag, Imp, Owlbear, Serpentman (Ssurlock), Werewolf, Wraith.
7 HD - Banshee, Cyclops, Flesh Golem, Manticore, Mummy, Ogre Mage, Sabretooth Tiger, Spectre, Troll.
Etc.

Notice that a Nivix Cyclops should have FEWER HD in LFG when compared to B/X, for example; OTOH, a LFG dragon would be much stronger (20 HD) than a B/X one (10 HD). 

Teratogenicon

For a completely "new" monster, just decide if it is stronger or weaker than existing ones of the same type. Creating a new undead? Ask yourself, is it weaker or stronger than a ghoul? You might decide for yourself or compare it to the 5e ghoul to find the answer.

Teratogenicon revolves around types rather than specific monsters (the RC also has monster types, but I've used the more detailed 5e version). It has a chapters on dragons, constructs, fey, etc This is a better perspective to convert monsters, IMO (although the Teratogenicon does NOT contain much about stats, being mostly a system-less book).

Thinking of monster types is good for making  coherent setting too (as also exemplified in the book's appendix). I like dragons to be especially powerful in my settings, for example, so I rather use 2e dragons than B/X dragons.

Teratogenicon contains a single table extrapolating other characteristics - including AC - from HD. Attacks are just +1 per HD (a 10 HD monster attacks with +10). This is obviously a rough approximation, but it has been working well in practice.

The book suggests using 5e conventions for HP per HD - meaning a big monster has more HP per HD (4d10 for an ogre, for example). This is a matter of taste and not strictly necessary. I happen to like big monsters having lots of HP, but not necessarily more accurate attacks. The table below uses 1d8 for HD.

Addendum: converting AD&D to Basic and vice-versa

I do not think that converting from AD&D 1e or 2e to Basic (B/X, RC, OSE, etc.) is worth the effort. The differences are so small that you are better off using the monsters as written. The D&D Rules Cyclopedia has some conversion guidelines, but 90% is "keep is as written or use the closest analogue". 

There is 1 point difference in AC that won't matter 95% of the time. 2e morale uses 2d10, but you don't need to convert - just roll 2d10. And so on.

In conclusion...

I think converting from 5e to OSR with mathematical formulas is, unfortunately, not a worthy endeavor. Just choose your "main" monster manual and fit new monsters into the existing fauna. The resulting monsters will match your system and setting much better.

These are all Affiliate links - by using them, you're helping to support this blog! Every book linked in this particular post is a book that I own, enjoy and recommend.

Sunday, November 27, 2022

Quick Black Friday/Cyber Monday deals

Here are some deals, FWIW.



Frog God probably has the biggest sale ATM. Some titles - both 5e and OSR - are 60% off. Not sure what to pick, since I'm not into megadungeons and detailed settings. Maybe Monstrosities and Tehuatl.

Some of my own books are included in the sale (I don't know how they chose it).

Old School Feats and Alternate Magic are compatible with B/X and OSE, BFRPG, etc. They add lots of options to your games without getting to AD&D/RC levels of complexity, and you can check the free previews in the site to read almost half the books.

If you're into 5e, my two 5e books are also on sale (weapons and armor).

I also have a couple of "get everything" bundle for 50% off, but these are not Black Friday deals:

And here are some deals I've recommended in the past and are currently on sale:


These are all Affiliate links - by using them, you're helping to support this blog!

Saturday, October 15, 2022

Old school weapons are terrible (armor too!)

This is a rant... as you noticed from the title.

I complained about 5e weapons, fixed them, and even wrote a couple of books on the subject. Now that I'm playing OS and OSR games, I must say they are equal or worse than 5e when it comes to weapons.

Let's get "unrealistic" out of the way, since "realism" is really hard to get and to measure. Weapons are too heavy, armor is too cheap, everything is too expensive (and that might be a good idea), but let's leave that aside. I'll not even dwell on the fact that plate armor costs the same as 12 garlic because I believe this is a typo (that nonetheless gets repeated in OSR clones).

The problem is that many weapons are useless or redundant (e.g., the short sword is identical to the mace in every aspect, except it is more expensive and cannot be used by cleric, while the spear is just better and cheaper; the battleaxe is slightly cheaper than the sword but it is slow, two-handed, a terrible weapon in comparison... and it's lighter, which is baffling). This is from B/X, BTW.

I think the problem has a lot to do with the evolution of D&D. I explained it here (and now I notice I'm repeating myself a bit. You know what, you can read THAT post and skip the next four paragraphs if you prefer).

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In chainmail, all weapons dealt 1d6 damage, but you had a weapon versus armor table to differentiate weapons and make some weapons different better in some circumstances. also, when you're dealing with troops, price might be important (when you need 2000 gp to get to level 2, price is definitely not important).

Then you have Holmes, which showcases all the problems in a glaring manner. All weapons deal 1d6, but some of the biggest, heaviest, most expensive ones are also slower, for example, making them not only entirely pointless but also detrimental to characters that do not want to use a dagger.

B/X has an optional rule to allow some weapons to deal more damage, so it fixes some issues: expensive, heavy weapons are more effective.

AD&D uses different damage dice too, but tries to keep other traits to make weapons diverse, including  speed, space, and a weapon versus AC table with glaring arithmetical errors that not even Gygax used. AD&D 2e has a better, somewhat simpler table, IMO.
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3e and 4e are not my favorite editions, but their weapons work a lot better than old-school D&D. Even 5e with all its flaws is better than any of the TSR editions in that aspect.

And I'm not even saying that you need much complexity. On the contrary. It is obvious to me that removing the "slow" aspect from Holmes or B/X would improve the game. You might use 1d6 for all I care - this is just an abstraction, period.

So, I'm done complaining. Should we try to fix it?

It shouldn't be hard. First, let's make slow weapons only gives you -1 initiative. This is a rule I added to my (free) OSR Minimalist document. Add a "fast" tag for some weapons and voilà: even someone with a dagger can occasionally have an advantage over a mace. With a couple of words and a single digit (slow 2, fast 1) you add another dimension to the system - and I bet I don't even need to explain you what slow 2 means!

[Notice that this is not perfect, either, as longer weapons should have an advantage at least on the first round. Unless you're backstabbing, as it should be - in fact, adding speed bonus to back-stab would be great, as it gives thieves a reason to use daggers. There is an entire post to be written about how weapon speed and initiative do not work together for precisely this reason, but we'll leave that for another time]

As you can see, we could go either way: easy or complex.

This is from Dark Fantasy Basic (OH means off-hand, etc. - see below):


There is a lot more to it, but basically heavier/expensive weapons deal more damage. That might be enough. The rest adds fiddly bits that I enjoy but increase complexity a bit. I'll paste the entire page below so you can judge for yourself.

Of course, you could go even deeper, with an usable weapon versus armor table and various special effects for each weapon. This might even justify a Manual of Weapons for OSR games. Of course, it would be shorter (probably including weapons and armor) and simpler than my 5e manuals. What do you think?

For now, I'll be using The Basic Fantasy Equipment Emporium for my B/X-like games. It is free and awesome (it even corrects the price of garlic, lol), which makes me reconsider if it is worth writing another book on the subject. But I might try. A "fixed" version of 5e has simple weapon tags that could work for OSR games. We will see.

Click to enlarge.