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 Weapons and Armor. Show all posts
Showing posts with label Weapons and Armor. Show all posts

Saturday, October 10, 2026

100 days of B/X (part III - B11 to B14) - alignment, costs, language

Continued from here.

B11 - Alignment.

Too much time has been spent on the subject. Here, the "cosmic forces" are not even mentioned, and alignment is just a measure of how trustworthy and altruistic you are. Law is explicitly similar to Good and Chaos explicitly similar to Evil. It doesn't work much better or worse than other versions of D&D. 

Because of that, alignment languages do not make sense here.

In addition, alignment is kept secret for Chaotics and Neutrals, but Neutrals have little reason to hide their alignment, and Alignment Language could be tested anyway...

B12 - Cost of Weapons and Equipment

The costs are very strange by medieval standards, but they make sense to make the game a bit more interesting and challenging, as PCs cannot carry much treasure at once.

One tip for remembering how much a coin is worth is The Parable of the Workers in the Vineyard (Matthew 20:1-16): one silver coin per day of work is a decent, standard wage for an ordinary laborer.

Armor is too cheap compared to other items, while garlic is ridiculously expensive, perhaps due to a typo. Plate armor costs about a dozen cloves of garlic, which I discussed before. These outliers have been fixed and simplified.

B13 - Language

This is purely setting-specific IMO. I don't think B/X (and D&D in general) is great in this aspect. Maybe a percentage of all intelligent creatures should speak Common anyway, to allow for more roleplaying and social interaction. I don't think it is an issue that needs to be changed or explored much in a minimalist game, anyway.

Not much to add to the player character creation example. It seems as always that the PC rolled a bit well for his stats, but not by much. Most of this has been covered in the last post.

B14 is the character sheet.

I'll stop here because B15 describes spellcasting and probably deserves a post of its own.

Anyway, here is my version.

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Equipment


Most items are simplified because items are not the focus of the game. Weapons, armor and shields received more attention to make combat more diverse and interesting. Ordinary clothes are assumed and not counted.


Currency

The usual currency in this game is coins of various metals. For simplicity’s sake, assume all coins have similar weight, and each metal is ten times more valuable than the next in the list. 

1 platinum piece (pp) = 10 gold pieces (gp) = 100 silver pieces (sp) = 1,000 copper pieces (cp).

A gold coin is enough for hot meal, a cold beer or a night in a collective room. Copper pieces are rarely worth carrying for adventurers, but are common currency in hamlets etc. A common laborer will earn rough 1 gp per day and eat cheaper food.

100 coins weight one “item” (i.e., roughly 3 pounds).


Quick equipment selection (optional)

Instead of picking equipment, it is easier to give starting characters a predetermined selection. Each is worth about 105 gp. Feel free to add 10 gp to each character for saving everyone’s time if you want.


Fighter (96 gp equipment + 9 gp spare, 19 weight)

Light armor, light shield, large weapon, medium weapon, backpack, bedroll, camping gear, healing kit, rations × 3, rope, torches.


Thief (100 gp equipment + 5 gp spare, 16 weight)

Light armor, daggers × 2, sling, sling bullets, lock picks, backpack, bedroll, rations × 3, rope, grappling hook, torches.


Cleric (101 gp equipment + 4 gp spare, 16 weight)

Light armor, light shield, medium weapon, holy symbol, backpack, bedroll, rations × 3, healing kit, torches.


Mage (83 gp equipment + 22 gp spare, 16 weight)

Staff, daggers × 2, sling, sling bullets, grimoire, backpack, bedroll, rations × 3, rope, healing kit, hooded lantern, oil × 3, steel mirror, blank book, torches.


Miscellaneous equipment


Food (one day): Fresh (1 gp, weight 1), must be eaten within a week. Rations (2 gp, weight 1/3) last for one month. A hot meal or cold beer in a tavern costs 1 gp.


Common tools (5 gp, weight 1): backpack (holds 10 weight), bedrolls (winter bedrolls: 10 gp, weight 2), blank books, block and tackle (requires rope), board game, camping gear (flint, small blade and hammer), chain (per feet), climbing gear (for wood surfaces or similar; stone climbing gear is 10 gp, weight 2), clothes (winter clothing: 10 gp, weight 2), cooking tools, crowbars, fishing tools, grappling hook, hammers, healing kits (10 uses), hooded oil lantern, hunting traps, merchant's scale, musical instruments (small, like drums, horns, trumpets; larger and more complex instruments cost 10 gp or more), rope (silk, per 20 feet), shackles, steel mirror, winter blankets.


Heavy tools (5 gp, weight 3): caltrops (enough for 10 square feet), shovel, pick, iron spikes (30), tent (1 person).


Cheap tools (1 sp, weight 3): 15 torches, 10' pole, 20 candles (weight 1).


Expensive tools (25 gp, weight 1): holy symbol, lock picks, grimoire, and luxury versions of common items (that might be 10% better or give you a +1 bonus to a test).


Liquids: water for one day (usually free, weight 1; weight 2 in very hot weather), pint of oil (1 gp, weight 1/3 — can be lit and thrown 20' for 1d6 fire damage), holy water (25 gp, weight 1/3 — can be thrown 20' for 1d8 damage against undead, demons, etc.).


Skills & tools

Skills will often require tools such as a healing kit, climbing gear, lock picks, etc. Improvised tools will often cause disadvantages. Some tasks will be impossible without tools or made with a -10 penalty (GM's call).


Melee Weapons


In the case of melee weapons, the damage, price, and weight are determined by size. 


Size Damage Price (gp) Weight

Small (S) 1d4 3 1/3

Medium (M) 1d6 5 1

Large (L) 1d8 10 2

Great (G) 1d10 20 2


Small weapons can be used in the offhand and thrown (10 feet). E.g., dagger, dart, sap.

Medium weapons are used in the main hand and can likewise be thrown (10 feet). E.g., short sword, hand axe, light mace.

Large can be used in one or both hands (+1 damage when used with both). E.g., longsword, dane axe, heavy mace.

Great weapons must use two hands to attack. Two-handed sword (zweihänder, claymore), great axe, lucerne hammer, maul, most polearms, etc.



Ranged Weapons


All ranged weapons require ammunition and two hands to operate.


Weapon Damage Price (gp) Weight Range

Sling 1d4 2 1/3 40'

Short bow 1d6 20 1 60'

Long bow 1d6 30 2 70'

Crossbow 1d8 40 2 80'

Crossbows are slow. You must spend one round (or attack, if you have several) reloading between shots.


Ammunition costs:

• Arrows or bolts. 20 for $5, weight 1.

• Sling bullets. 30 for $1, weight 1.



Armor and shields


Armor comes in three types: light (+2 AC, 40 gp, weight 5), medium (+4 AC, 160 gp, weight 10), and heavy (+6 AC, 360 gp, weight 15). Unarmored characters have AC 10. The Dexterity modifier is always added to AC.


Shields

Shields may be light (AC +1, 10 gp, weight 2) or heavy (AC +2, 24 gp, weight 4; AC +4 against missile weapons). If used offensively, they deal 1d2 damage. Reinforced shields, made mostly of iron or heavy wood, add 50% to weight and cost; they are somewhat tougher but grant no extra bonuses to AC.



Languages

Every character begins to play knowing how to speak Common plus one additional language. Non-human characters have their extra language determined by their ancestry, while human characters may freely choose their extra language from the available list. Characters with positive modifiers in Intelligence, Wisdom, or Charisma may select further languages as described in the Modifiers chapter.

In most settings, characters begin the game illiterate. A character may learn to read and write by trading one of their available language slots for literacy rather than an additional spoken language.

The languages available to characters depend on the setting. Some common languages are Common, Elvish, Dwarvish, Halfling, Goblin, Draconic, Celestial, and Infernal. Common is the most widely spoken tongue across all peoples. Celestial and Infernal are the languages of angels and devils respectively, Draconic is used by dragons and sorcerers, and Goblin is used by goblins, hobgoblins, orcs, and similar peoples. Other languages may include Thieves' Cant (a secret, coded language used by criminals and rogues to communicate secretly in plain sight), trail signs and sign language. In some settings there might be dozens of languages (sometimes even in the same kingdom) and a few alphabets.


Trading Languages

After selecting Common and their first additional language, a character may trade every three further languages for one skill of their choice instead. Spellcasters may choose one extra spell in place of a skill. For example, a character with five extra languages from high ability scores could end up with Common, Elvish, Goblin, Literacy, and one skill.


Alignment Languages (Optional)

If the setting uses alignment languages, each character may select the language of their alignment (Lawful, Neutral, or Chaotic) for free, in addition to their other languages. The GM should confirm whether alignment languages are in use before character creation begins.


"Tragic Characters"

If you rolled your charters and the sum of all abilities is below 63, you can re-roll the smallest ability score once and take the best result. Repeat this until the result is 63 or greater. Alternatively, re-roll all abilities at once.



Skills & Checks


Skills

Certain characters gain skills through their ancestry, class, or talents. Skills allow characters to accomplish impressive feats that would be very difficult for the untrained.

A skill is calculated using the highest relevant ability score plus the character's level, minus 10. For example, a level 3 character trained in Alchemy with Intelligence 13 has a skill of 6 (i.e., 13 + 3 − 10). To test a skill, roll 1d20 and add your skill level; a result of 20 or more is a success. A natural 1 always forces a second roll; if that roll also fails, a mishap occurs at the GM's discretion.

Alchemy (Int/Wis). The character can identify potions, poisons, and similar substances. Mishap: the substance is misidentified or accidentally imbibed.

Athletics (Str/Dex). Covers climbing steep surfaces, jumping long distances, swimming in extreme currents, and other hard physical feats. Mishap: the character falls midway if climbing, falls prone and takes 1d6 damage if jumping, or risks drowning if swimming.

Awareness (Cha/Wis). The character's general alertness to their environment, such as noticing an ambush or suspicious behavior.

Decipher (Int/Wis). The character can attempt to decipher unfamiliar languages, codes, and scripts. Mishap: the text is misread.

Find (Int/Wis). The character can search for hidden doors, concealed objects, and things hidden in plain sight.

Healing (Int/Wis). The character can heal 1d4 HP per person immediately after combat, and 1 HP per person once per day just before sleep. Mishap: the patient loses 1 or 1d4 HP instead.

Hear (Wis). In a quiet environment, the character can listen at doors or detect approaching sounds.

Locks & Traps (Dex/Int). Covers picking locks and finding and removing traps. Picking locks requires thieves' tools and may only be attempted once per lock. Finding and removing a trap each require a separate roll and may only be attempted once per trap. Mishap: the lock and lockpick are broken, or the trap is triggered.

Lore (Int/Wis). Covers history, myths, legends, and arcane knowledge. Mishap: the character recalls confidently but incorrectly, and the GM provides false information.

Nature (Int/Wis). Covers tracking, hunting, foraging, and wilderness survival. Mishap: the character becomes lost, follows a false trail, blunders into a monster, or unknowingly gathers something poisonous.

Persuasion (Cha). Twice per encounter, the character may re-roll a reaction roll or morale check, taking the better result. Mishap: the attempt backfires; take the worse result instead.

Sleight of Hand (Dex). Covers picking pockets and similar feats of manual misdirection. Mishap: the attempt is noticed immediately and with certainty.

Stealth (Dex). Covers hiding in shadows and moving silently. Attacking or moving breaks concealment. Mishap: the character makes a conspicuous noise or is spotted in plain sight.


Unskilled Characters

The GM may decide that certain tasks are simply impossible for the untrained. Alternatively, an untrained character uses their raw ability score minus 10. A character with Intelligence 13 attempting an Alchemy roll would roll as if he had Alchemy 3 (i.e., 13 − 10). I prefer to err on the side of “there is always a chance”, noticing that unskilled attempts are often dangerous.


Ability Checks and Unskilled Tasks

If a task is easy and could be accomplished by an average person with some effort (e.g., breaking down a door or climbing a rope) it is rolled using the raw ability score alone, with no penalty. For example, 1d20 + 13 for a character with Strength 13. If the character has a relevant skill, they may add their level to this roll as well.


Alignment

The universe hangs in the balance of the cosmic struggle between Law, the infinite unifying principle of order and conformity, and Chaos, the unrelenting entropic force of freedom and change. It is up to you to pick a side or remain neutral.

You can choose to be Lawful, Chaotic, Neutral, or Unaligned, unless your class or other features require a specific alignment. Alignment is not a straitjacket for behavior, but a summary of your philosophy, worldview, and sympathies.

Lawful characters believe in heavenly order. There are divine laws, legitimate rulers, and faithful prophets, though also false idols and usurpers. Unholy magic is better left alone, the undead must be destroyed, and other aberrations with them. Some Lawful creatures are very dangerous, because the universe has mysterious rules the mortal mind cannot fully comprehend. To defy Law is to bring destruction upon the world.

Chaotic characters believe in freedom and chance. There are no legitimate kings or queens, no perfect doctrines, no reasonable taboos. The universe is ruled by randomness. The strong rule the weak with power and lies, as it always has been. People and magic are just tools for the clever. Even demons may cut good deals if you’re smart enough. 

Neutral characters believe in Balance. Both Law and Chaos are inimical to humankind, as each vision of paradise would turn this world into a living hell. The gods of Neutrality, if they exist at all, are bound by nature and want to preserve reality as it is. Life is more important than order or freedom.

Unaligned people and creatures are agnostic about this struggle, whether because they don't fully understand it, feel they cannot affect it, or simply don't care.

People don't always act in accordance with their alignment, and it is often hard to distinguish one from another. All alignments contain good and evil people. A Lawful character may wage war against other Lawful sects for religious or mundane reasons or choose justice over mercy without exception. Chaotic characters may cooperate with Neutral or Lawful ones to achieve a common goal. A Neutral character can pray to the Lawful gods against the hordes of Chaos in a moment of need.

Lawful and Neutral beliefs are more common amongst humankind, though Chaos is often worshiped simultaneously, or in secret.

Many nonhuman creatures identify as forces of Law, Chaos, or Neutrality. It is often hard to say if they're telling the truth. As a rule, Lawful creatures are somewhat more predictable, since they have rules to follow (though those rules often contradict each other).


Saturday, August 01, 2026

One (single magic item) to rule them all

I've been thinking for a while now about the excessive multiplication of magic items in D&D. 

Whether through random tables or official modules, players quickly become overloaded with items. And this ends up stripping away all the special character these items should have. Many times I've asked myself (and others) if this aligns with the literary works that inspired D&D (Appendix N etc). 

Sometimes Moorcock's works are cited, since Elric has several magic items and so does Corum. there are examples on Tolkien too. But I think there's a distinction to be made there:

It seems like most of these stories have just one magic item that clearly stands out above the rest: Stormbringer, in Elric's case, Excalibur, in King Arthur's case, or the Holy Grail, in other Arthurian stories, or The One Ring, in Tolkien's case, the decks of cards in the Amber series, and so on.

And D&D-based literature seems to follow the same line, from The Crystal Shard, which gets its own book, to Dragonlance, which lends its name to an entire series.

Of course, even when there's just one protagonist item per campaign or setting, there are several other items as well. In Tolkien's case, for example, we have Andúril, the (quite powerful) Palantíri, and even Sting and mithril armor. Stormbringer itself has its twin sister sword, which gets less attention in the book.

However, what definitely does not happen in most of the literature mentioned is the constant accumulation of magic items by a single character, or quickly swapping those items for better ones. Every magic item carries a story, which is why simply discarding it seems to diminish its value and importance.

In addition, such legendary items should play a central role, not something you find in a random dungeon or that is easily traded. Think of the Arkenstone in The Hobbit, which has monetary value but also a sentimental/historical values that may cause or resolve a war, and ends up feeling more relevant than The One Ring at least for this book.


So why do D&D PCs get so many (disposable) items?

One of the reasons this happens is that, in older versions of D&D, magic items worked as a way of making PCs not only more powerful but also more unique. Often, equipment was what differentiated one character from another, in the absence of feats or even talents that could be chosen with new levels. Two tenth-level fighters, for example, would differ greatly from one another depending on the items they carried.

Now that modern D&D has feats and new class talents as you level-up (well, even BECMI and AD&D eventually got their skills, proficiencies, etc.), the magic item treadmill feels unnecessary.

But having only "meaningful magic items" is not an easy thing to apply at the table, precisely because D&D players are so used to, and expect, receiving more and more magic items. 

Another problem is that D&D wizards essentially have no clear ceiling on their power. A D&D wizard with enough XP has more power than a Palantír (or a dragon, making dragonlances somewhat pointless), so many magic items may become worthless as wizards level up.

Maybe one way would be to separate legendary items from more disposable ones more clearly. Something I've been using in my (science-fantasy) campaign is making some of the supposedly "magic" items mass-produced. You could do something similar by saying that a +1 sword is just better quality and can be safely traded for a +2 sword without any regard for its story or "magic".

Since I don't like writing a post about a problem without at least trying to offer a solution, here are a few attempts:

Multiplication. A magic sword that doubles or even triples its damage, for example. If a regular sword deals 1d8+1 damage, the magic sword deals 2d8+2. But if the character, for whatever reason (strength, proficiency, etc.), deals 1d8+5 with a common sword, the magic sword deals 2d8+10. That way, it's ALWAYS meaningful, but it's far more dangerous in skilled hands.

Absolutes. Items that simply bypass the rules in an absolute way: this item is completely immune to magic, or it's basically indestructible like "the One Ring", or it simply negates any possibility of resurrection, or ignores armor completely. D&D itself already has a few items like this, they just need to be part of the setting's history instead of thrown into a lsit of artifacts.

Items that grow with the character. The longer the character keeps the item, the more they learn from it and bond with it. Something I've suggested before, but which would also work with sentient items like Stormbringer, or mysterious items like the Claw of the Conciliator, whose effects, even by the end of the book of the same name, aren't 100% clear (which is also the case with The One Ring and Stormbringer).

Monday, June 22, 2026

Minimalist Magic Item table

I've spent a lot of time trying to finish this table. Probably too much time, honestly. It’s one of those things that works exactly as I wanted once it’s done, but just by looking at it, you can’t really see the amount of effort I put in. This is my Dark Fantasy Magic Items in minimalist form (although I think that book is still worth a read at $1.49; it has some additional stuff). 

After polishing it quite a bit, I am almost satisfied with the result.

The idea is this: anyone can create a table with 1,000 magical items (a single d1000 table or d10 versus d100 etc). Since you’ll never use more than a few dozen (maybe not even that many) in a campaign, you’ll never really know the true value of the table. If the results don’t make sense to you, you’ll just think you got unlucky when rolling.

What I wanted was a table that could be easily judged by anyone at a glance. For example, you can easy see how common is a magical dagger compare to a magic ring or rope.

I could also have a table meant purely for inspiration, with a completely abstract and open format, where you combine an effect with an item, no direct relation between the two. The problem is when the effects often don’t fit the items very well, so you end up with armor that deals extra damage or axes that make you move faster, etc. 

I had the impression this was the case in Shadow of the Demon Lord.

Or, ideally, I'd have a big list of common, uncommon, rare, legendary magic items... with sub-tables and elaborate descriptions, maybe prices too. I think this is what 5e does, maybe AD&D too. But it wouldn't be really "minimalist", would it? Anyway, I want to fit mine in a page or two.

The table below boils down to about 10 categories of objects and 20 categories of effects. Since the objects are divided in practice, we end up with more than a thousand possible combinations of effects and items. The difference is that I tried to make it very clear which effects fit best with which objects, so that most of the items you generate using the instructions will actually make sense, and "common" magic items will be, well, actually common. In fact, I toned don't some of the more fantastical and looney tunes effects (e.g., portable hole) to fit my favorite genres of fantasy (low fantasy, dark fantasy).

To illustrate the tables, I included a few items as examples at the end of the post.


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Magic Items

The most common magic items are listed below with their usual effects. You can replace the effects (or alter them, if you roll 1-4) using the effects table, below. It is recommended you do that when you roll an odd number in the first d20, at least until you need more variety.

 

1–2. Apparel. A piece of clothing. Sometimes it only affects an specific part of the body. Examples [1d8]: 1 amulet (+1 to all saves), 2 belt (your Strength becomes 18 or gets a +3 bonus, whichever is better), 3 boots (+10’ movement, i.e., walk 25% faster), 4 bracers (like belt), 5 cloak (+1 AC and saves), 6 gloves (+4 to manual tasks such as picking locks, pockets, etc.), 7 helmet (+4 vs. mind effects), 8 GM's choice.

3–4. Armor or shield. +1 AC. Roll 1d4 for type: 1 light, 2 medium, 3 heavy, 4 shield.

5–6. Potion. Restores 1d6+1 hit points.

7–8. Ring. Rings can do almost anything. Roll on the effects table.

9–10. Scroll. Contains a common random spell, anyone can cast. Roll 2d6, keep the lower die, for its level.

11–12. Tool. A magic tool that resembles an ordinary object but is supernaturally more efficient. Examples: Roll 1d6: 1 rope (you can command it to climb walls, tie itself, etc.), 2 lantern (burns without fuel for up to 10 hours on command), 3 bag (weighs one unit but holds 10 units without changing size or weight), 4 key (once a day, it can open any ordinary lock), 5 tinderbox (creates flame on command like a strong modern lighter), 6 waterskin (creates water on command, up to a gallon a day).

13–14. Wand / rod / staff. Cast one spell (see Scroll, above). Roll for maximum charges (wand 1d6, rod 2d6, staff 3d6). Casting spends charges equal to the spell's level; regain one-third of maximum (round up) at dawn.

15–16. Weapon. +1 to attack and damage. Ammunition comes in a bundle of 3d6 pieces, each expending its magic on a hit. Weapon type: 1 axe, 2 spear, 3 hammer/mace, 4 bow or crossbow, 5 ammunition, 6 polearm. See below for size if needed.

17–18. Sword. +1 to attack and damage. Roll for size if needed: 1 dagger (1d4), 2–3 medium (1d6), 4–5 long (1d8), 6 two-handed (1d10).

19–20. Special. Either roll 1d20 on the Effects table, then invent an unusual object to carry it (19) or roll for the object, then give it a remarkable or combined effect (20).

 

 

Magic Item Effects (d20)

Some effects fit some items better. Entries 1-4 can fit almost anything (if you don’t have an obvious effect, a roll of 1-3 might require you to roll twice); 5-6 are ideal for weapons; 7 (spells) are better left for scroll and wands, although magic swords can sometimes cast spells; 8-15 are mostly passive defensive and they can work well for armor or potions or apparel; 16-17 are more “mental” and better suited to helmets, necklaces and similar; 18 and 19 are rare and are only an easy fit for scrolls (summoning) and big apparel or amulets (transformation). 20 is for all items.

If the effect does not fit the item, decide what to do, randomly or otherwise.

E.g.: 1d6: 1-2 be creative and make it fit or allow it to be weird, 3-4 roll again, 5-6 fall back to the ordinary effect.

 

  1. Cursed. The item carries a curse that may manifest at the worst possible time.
  2. Temporary. The item becomes mundane after being used 2d6 times.
  3. Powerful. The item is unusually strong. For a numeric bonus, roll 1d20: 1–10 the effect is +2, 11–16 +3, 17–19 +4, 20 +5. Similarly, a d6 becomes 2d6 to 5d6, and a 50% reduction becomes 1d20 × 5% (minimum 60%).
  4. Conjuring. The item seems to return or appear from out of nowhere, as the owner conjures it with a word or gesture. Alternatively, it is very easily concealed, foldable or very light. If it’s a thrown weapon, it returns to your hand instead.
  5. Elemental attack. Deals an extra 1d6 damage of one type. Roll 1d8: 1 acid, 2 cold, 3 fire, 4 lightning, 5 necrotic, 6 poison, 7 psychic, 8 radiant.
  6. Hatred. Deals an extra 1d6 damage against one type of creature. Roll 1d12: 1 aberration, 2 beast, 3 celestial, 4 construct, 5 dragon, 6 elemental, 7 fey, 8 fiend, 9 giant, 10 humanoid, 11 monstrosity, 12 undead.
  7. Spells. Cast one type of spell. Roll 2d6 and keep the lower die for the spell's level, the higher die for maximum charges. Casting spends charges equal to the spell's level; regain one-third of maximum (round up) at dawn. Alternatively, simplify "magic missile, three charges" to something like "cast magic missile three times a day" when desired. Best left to rings, wands, staves, and scrolls.
  8. Protection from element. Reduces incoming damage of one type by 50%. See entry 5 for type.
  9. Protection from creatures. Reduces damage or attacks from one type of creature. See entry 6 for type.
  10. Protection (saving throws). +1 to all saving throws.
  11. Defense. +1 to Armor Class.
  12. Augmentation. Raises one ability score by +3, or sets it to a fixed value (18), whichever is better. The stat affected is usually physical and adequate to the item in question. If necessary, roll 1d6: 1 Strength, 2 Dexterity, 3 Constitution, 4 Intelligence, 5 Wisdom, 6 Charisma.
  13. Resilience. 50% resistance to a hazard or condition. Roll 1d8: 1 poison, 2 fear, 3 charm, 4 sleep, 5 exhaustion, 6 disease, 7 petrification, 8 an environmental hazard (hunger, thirst, drowning, suffocation).
  14. Movement. Move faster or in new ways. Roll 1d8: 1 fly, 2 climb any surface, 3 swim, 4 burrow, 5 walk on water, 6 ignore difficult terrain, 7 leap great distances, 8 slip free of grapples, shackles, and cages.
  15. Misdirection. Disguise yourself, your movement, or your actions. Roll 1d6: 1 invisibility, 2 silence (move without sound), 3 impersonate someone, 4 create illusions, 5 leave no traces, 6 pass as another kind of creature.
  16. Perception. A supernatural sense. "Keen" versions of ordinary senses grant advantage. Roll 1d8: 1 darkvision, 2 keen hearing, 3 keen smell, 4 blindsight, 5 detect invisible, 6 see auras or magic, 7 detect lies, 8 truesight.
  17. Communication. Understand or speak across barriers. Roll 1d8: 1 all humanoid languages, 2 all spoken languages, 3 all written languages, 4 one exotic tongue (celestial, infernal, draconic, sylvan), 5 speak with animals, 6 speak with plants, 7 telepathy, 8 understand any language you hear.
  18. Summoning. Call or create a creature to serve you. It looks friendly and possibly loyal but is not enslaved. Roll 1d6 for HD, 1d6 for number of creatures (limit total to 10 HD), and see entry 6 for creature type.
  19. Transformation. Turn into a creature, usually an animal. Roll 1d12: 1 insect or spider, 2 rat, 3 owl, 4 snake, 5 wolf, 6 fish, 7 cat or tiger, 8 ape, 9 bear, 10 hawk or eagle, 11 boar, 12 a monster (see entry 6 for type).
  20. Special. Roll twice and combine, invent something unexpected, or make the item especially noteworthy with multiple functions.

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Examples:


- Cloak: grants flight.

- Heavy armor +1 AC.

- Potion of cold resistance.

- Scroll holding a 2nd-level spell and a 3rd-level spell with 5 charges (this is a special result; I'd probably change this to a single 5th level spell, or replace it by two separate scrolls)

- Spear +1, +1d6 lightning damage.

- Two-handed sword +1 (1d10).


So far, these are cool if a bit ordinary. I haven't changed a thing. Let's try a few more:


- Helm that allows the wearer to see magical auras.

- Light armor that raises Dexterity by +3 (or sets it to 18) [I could change this, but since its is light armor, I think the Dex boost makes sense].

- Potion of healing.

- Belt of Strenght.

- Scroll of Levitate

- Shield that reduces damage from fiends by 50%.


I didn't even need to re-roll anything. Last pass, with some die rolls:


- 19, 6, 11 - Now this requires some input. I'd say it is a holy symbol that makes you a monster slayer (+1d6 damage to monsters) while you carry it. Maybe a sigil, tabard, etc.

- Level 1 scroll.

- 6, 2, 13 - We could stop at 6 and make it a healing potion, or roll on the second table and make a potion with 2d6 uses that protects you from fear.

- 8, 13, 5 - A ring of protection from disease.

- 16, 6, 17*, 11*, 14*, 6, 12 - A "mace of communication" sounds funny but doesn't quite work for me at first, so I re-rolled three more times (roll with asterisks were discarded) until I got a mace that causes additional 1d6 damage to undead. I could have stopped at a +1 AC weapon, come to think of it.

- Ring of Constitution.


As you can see, no "Legendary" status items, these would require rolling more 20s. But almost all the results are perfectly usable with little effort. I'll probably tinker a bit more with it before I finish my Old School Minimalist PDF (if I ever do), but at least I think I've found the right path here. Or almost...


Did I miss any obvious cool item or effect?

Thursday, June 11, 2026

"Serious" fumbles I can enjoy

As I’ve said before, I usually don’t like fumbles or critical failures in combat, at least in more "serious" campaigns; they make fighters look foolish.

Worse, the higher level a fighter gets, the more attacks they make; if every natural 1 is a fumble, fighters end up failing far too often. When you’re rolling 4 or 5 attacks per round, one of them is almost guaranteed to be a ridiculous blunder. Critical failures do happen in real life, but not nearly as often as a single die face suggests.

The idea of a saving throw to confirm whether the fumble actually happens is a decent (mathematical) fix; but with multiple attacks and multiple saves you end up with lots of rolls that don’t lead anywhere.

Instead of focusing on the character, we could focus on the weapon or the environment. Keep fumbles, but only in situations that are genuinely risky; and the effects shouldn’t make the character look like an idiot, but highlight the limitations of the weapon or the setting instead.

For example, a longsword needs space to be effective. In a cramped tunnel it still works (you can use half-swording, etc.), but it’s suboptimal; that could cause the fumble. You could even build a table of things that might go wrong on a natural 1, but only if it makes sense in context. If there’s no additional danger, then nothing funny happens.

Another option is to give the enemy an opportunity to strike with an advantage; maybe you overextend, make a reckless swing, and miss, opening yourself up to a counterattack. That way the focus isn’t on your “stupid mistake,” but on the danger you’ve exposed yourself to.

Let's try to combine both ideas. Here is how an actual rule I might use would look like:

---

When you roll a natural 1 on an attack, it is always an automatic miss. In addition, it can cause serious consequences if you’re in a risky situation:

  • Close allies: If an ally is too close to your target (e.g., shooting into melee or attacking a grappled foe), roll again to see if you hit your ally.

  • Tight spaces: If the area is too cramped for your weapon, you strike a wall and take a –4 penalty on your next attack with that weapon.

  • Flails and chains: If you’re using a flail, roll again to see if you hit yourself (half damage).

  • Fragile weapons: If you’re using a low-quality weapon or one unsuited to the target (e.g., a common blade against a stone creature), your weapon may break or lose its edge (–1 damage until repaired).

  • Dangerous stunts: If you’re attempting a dangerous stunt, such as jumping form a higher point etc., you failed catastrophically. Fall prone, take damage, save for half.

  • In all cases: You lose your footing, expose yourself, and take –2 AC until the start of your next turn, unless you spend an attack to regain balance.

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By the way, this is the best rule I have for "shooting into melee". Being  a good archer improves your chance to hit an ally close to targe (an incompetent archer is more likely to miss both entirely), and this also takes into account your ally's armor.

Thursday, March 19, 2026

Minimalist weapons (2026)

I've tried this before: rationalizing B/X weapons and giving a few extra options without too much complexity.

I also gave weapons more reasonable prices and weights (encumbrance system to follow).

Now I'm writing my "OSR Minimalist" again and this is what I'm going with.

This is my latest attempt, and I'm quite happy with it. 

Tell me what you think! Did I miss anything?




Melee Weapons

In the case of melee weapons, the damage, price, and weight are determined by size.

 

Size

Damage

Price

Weight

Small (S)

1d4

$3

1/3

Medium (M)

1d6

$5

1

Large (L)

1d8

$10

2

Great (G)

1d10

$20

2

 

Small weapons can be used in the offhand and thrown (20 feet). E.g., dagger, dart, sap.

Medium weapons are used in the main hand and can likewise be thrown (20 feet). E.g., short sword, hand axe, light mace.

Large can be used in one or both hands (+1 damage when used with both). E.g., longsword, dane axe, heavy mace.

Great weapons must use two hands to attack. Two-handed sword (zweihänder, claymore), great axe, lucerne hammer, maul, most polearms, etc.

 To further differentiate weapons, here are some optional traits.

---

§  Expensive: double the cost.

§  Quick: if you roll minimum damage, make one immediate free attack against the same target (once per turn).

§  Reach: attack from second row (5' extra).

§  Charge: double damage on a charge or when set against one.


Here are some common weapons:

§  Axes, maces (M, L, G). +1 to hit shields, heavy armor, hard or brittle targets. Axes also get +1 against wood and maces +1 against stone.

§  Brass knuckles (S, $1). 1d2, quick.

§  Clubs (S, $1). No special features.

§  Daggers (S). Expensive, quick.

§  Flails (M, L, G). +1 to hit shields or heavy armor, +2 if both, -1 if none.

§  Javelins (S). Thrown 30', weight ½.

§  Kick (S). 1d2; on a natural 1, risk falling prone.

§  Pole weapons (L, G). Expensive, reach, charge, plus same effect as axe and mace.

§  Punch (S). 1d2−1, quick.

§  Quarterstaffs (L, $3, 1d4 damage). Reach or quick (choose when attack).

§  Spears (M, L, G). Reach, charge.

§  Swords (M, L, G). Expensive, quick.

§  Warhammers and warpicks (M, L, G). +2 to hit heavy armor, hard or brittle targets, -1 against unarmored and soft targets.

G weapons: +1 damage vs. larger-than-human foes, −1 to hit smaller-than-human ones. Swords and spears get +1 damage if M, +2 if L, +3 if G. 

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Ranged Weapons

 All ranged weapons require ammunition and two hands to operate. 

Weapon

Damage

Price

Weight

Range

Notes

Sling

1d4

$2

1/3

40'

-

Short bow

1d6

$20

1

60'

-

Long bow

1d6

$30

2

70'

-

Crossbow

1d6

$40

2

80'

Slow

  • Slow: spend one round reloading between shots. 

Ammunition costs:

  • Arrows or bolts — 20 for $5, weight 1.
  • Sling bullets — 30 for $1, weight 1.
---

Note: I may or may not combine this with an optional critical hit checklist (and fumbles) to give weapons even more distinctions.

Also, let me know: would a list of ~24 weapons be easier to grasp than this "choose the size of your weapon" scheme? Or something else (e.g., list of weapons and sizes versus separate list of traits...)

I'm leaning towards leaving lhe list of simple weapons in the minimalist version and adding the full list as separate and optional.

Example (unfinished):

#WeaponSizeDamagePriceWeightTraits
1PunchS1d2−1——Quick
2KickS1d2——On natural 1, risk falling prone
3Brass knucklesS1d2$10Quick
4DaggerS1d4$61Expensive, quick, thrown 30'
5ClubS1d4$11—
6JavelinS1d4$3½Thrown 30'
7Axe, maceM1d6$51+1 to hit shields, heavy armor, hard or brittle targets
8FlailM1d6$51+1 vs shields or heavy armor, +2 if both, −1 if neither
9SpearM1d6$51Reach
10SwordM1d6$101Expensive, quick
11Warhammer, warpickM1d6$51+2 to hit heavy armor, hard or brittle targets; −1 vs unarmored
12Axe, maceL1d8$102+1 to hit shields, heavy armor, hard or brittle targets
13FlailL1d8$102+1 vs shields or heavy armor, +2 if both, −1 if neither
14QuarterstaffL1d4$32Reach or quick (choose when attacking)
15SpearL1d8$102Reach
16SwordL1d8$202Expensive, quick
17Warhammer, warpickL1d6$102+2 to hit heavy armor, hard or brittle targets; −1 vs unarmored
18Axe, maceG1d10$202+1 to hit shields, heavy armor, hard or brittle targets
19FlailG1d10$202+1 vs shields or heavy armor, +2 if both, −1 if neither
20Pole weaponL1d8$202Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets
21Pole weaponG1d10$402Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets
22SpearG1d10$202Reach, disadvantage within 5'
23SwordG1d10$402Expensive, quick
24Warhammer, warpickG1d10$202+2 to hit heavy armor, hard or brittle targets; −1 vs unarmored

Tuesday, March 03, 2026

The critical hit "checklist"

As you might have noticed, I really like critical hits, but I dislike complexity. Playing systems such as Rolemaster with extensive crit and fumble tables, where a bad roll could mean your character trips over an invisible turtle (really!), was fun but also slow and frustrating.

This is another idea for critical hits. 

My aim is to pile all weapon complexity onto critical hits, so we don't have to write it down in every character sheet. It makes critical hits lengthy and detailed, but something you can easily change or ignore if you dislike it.

Maybe critical hits activate on a natural 20 (maybe 19-20 for certain fighters), or maybe on a margin of success of 10 or more. Whatever method you use, I think this table would simplify things. Each line can represent an idea that applies to lots of weapons, and you can just skip the lines you don't use.

You start with the idea that a critical hit not only gives you maximum damage, but — if it doesn't outright kill your target — gives you a percentage chance of doubling it.

The chances start at 5% for each point of difference between your d20 roll and your target number (e.g., with ascending AC, if you have a total of 23 against AC 13, you start with a 50% chance).

Then you go through a small checklist, skipping the items that do not apply:

  • Using two hands gives you +10%.
  • Armor (or tough/brittle bodies) gives swords and axes -10%.
  • Shields give swords, spears and arrows -10%.
  • No armor (or soft/flexible bodies) gives swords +20% and axes +10%.
  • Lack of blood and functioning organs gives swords and spears -20%.
  • Spears give you +10% otherwise (i.e., if there are blood/organs).
  • Oozes give blunt and small weapons and missiles -20%.
  • Large foes give blunt and small weapons and missiles -20%.
  • Polearms are combinations of weapons, so it depends. Other weapons might fall somewhere in the sword (slashing) spear (piercing) or mace (blunt) categories. 

You get the idea. You can tweak the numbers, but potentially the entire "weapon versus armor" and "weapon versus large" tables could be included here — and since critical hits are rare, all this complexity only comes up occasionally, keeping the game fast the rest of the time.

When you get the percentage (if positive), you roll the chances of doubling your damage. If you roll doubles, you triple damage. Such a critical hit should always be described in detail, and someone killed in this manner will often suffer a gruesome death (decapitation, disembowelment, etc). If you miss the percentage roll, you still add +2 damage if you roll doubles.


If you like to use fumbles, a natural 1 could give you a fumbling chance. At least here they wouldn't apply to 5% of all attacks. Fumbling chances could be affected by circumstances such as:

  • Using a flail.
  • Shooting into melee.
  • Fighting with large weapons in small spaces or using bows indoors.
  • Uneven or unsafe ground.
  • Either way, the goal is the same: keep the complexity tucked away where it rarely surfaces, but it exists and always stays somewhere in the back of the players' heads, making weapons feel more grounded and detailed without slowing your game down.