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

Wednesday, June 14, 2023

Minimalist/expanded B/X weapons

Here is my revised B/X weapon list. 

The goals is to make it simpler (fewer words/entries, also clearer), expanded (more weapons), more balanced (no useless or flawless weapons), varied (distinctions between weapons) and easier to use (pick your weapon size/style before choosing a particular weapon). Weights are a bit more sensible but not entirely realistic. 

This is somewhat similar to Dark Fantasy Basic, but adapted to B/X. It also incorporate some AD&Disms such as speed, reach, defeating armor, and damage against large creatures, but keeps them extremely simplified.  

Two-handed mace is needed!

Melee weapon

Price

Weight

Dmg.

Range

Dagger

3

10

1d4

10

Small/short weapon

6

30

1d6

10

Medium weapon

10

50

1d8

-

Large/Great weapon

20

80

1d10

-

Polearm

30

120

1d10

-

Ranged weapon

Price

Weight

Dmg.

Range

Sling

2

10

1d4

50

Short bow

20

30

1d6

50

Long bow

30

40

1d6

70

Crossbow

40

50

1d6

80


Small weapons are one-handed, and can be used in the off-hand too (except spears). Medium weapons are one-handed, but can be held with two (+1 damage). Large weapons require two hands.

----

CLASSES

Clerics can only use blunt weapons: hammers, maces, clubs, some polearms, slings. Mages can use  daggers and staves (optional: can use other weapons, -4 to hit). Dwarves and halflings need two hands to use medium weapons (no bonus damage) and cannot use large ones (or longbows).

---

WEAPON TYPES

Every melee weapon can be taken in small, medium, or large size unless indicate otherwise.

Axes, hammers, maces deal +1 damage on a natural 20 in melee (but not thrown). They are also good at breaking down doors, etc.

Clubs are cheap (1 sp) medium weapons that deal 1d4 damage.

Crossbows need one round to recharge after fired and deal +1 damage on a natural 20.

Javelins are cheap (1 gp) small spears that can be thrown (90') but not used in melee for more than one single hit (as they may bend when they hit).

Lances are just heavy spears made to be used one-handed when riding a horse (1d6 damage). They deal double damage on a charge.

Picks get +1 to-hit against heavy armor (chain or better), unless the opponent is large. A pick can be added to a axe/hammer/mace for 5 gp.

Polearms are "combination" weapons - either a sword on top of a long pole (naginata/halberd/etc. - +1 damage against large foes AND +1 on a critical 20), or a combination of one or two other large weapons (spear and hammer, hammer and axe, pick and axe, etc.). They are always as long as large spears and if they include a spear they can be used to brace against a charge (1d8).

Spears are cheaper (half price), lighter (-10 weight) and deal less damage (1d4, 1d6, 1d8), but can be thrown (60'). Large spears cannot be thrown, but are very long. Medium and large spears deal double damage when bracing against a charge.

Staves (e.g., quarterstaff) are cheap (2 sp), light (40) large weapons that deal 1d6 damage.

Swords deal +1 damage against large enemies; they cannot be thrown. Fencing swords are medium, weight 40, cost 15, can only be used one-handed, and have no benefit against large foes, but get +1 to-hit against unarmored targets. 
---

HOUSE RULES

Critical hits (on a natural 20): +2 damage; +4 for large weapons (+3/+5 for certain weapons as seen above).

Initiativeon ties, when both sides are attacking, the weapons will indicate who attacks first. If you are not engaged with your foe, the longest (or better range) weapon attacks first. If you are already engaged, the quickest weapon attacks first.

[For now, it is up to the GM to decide which is which, but should be obvious most of the time - larger weapons are longer and slower, and within the same size axes and maces are shorter and slower while spears are the opposite. A polearm is always slower].

(Thanks again Sleeper for the idea).

Dual wielding: if holding one weapon in each hand, you can make an attack with the other weapon when you roll a natural 2. On initiative ties, you choose which weapon to use. If holding two identical weapons (e.g., two shortswords), they are considered both faster and longer against an opponent using a single identical weapon (shortsword).

Range: you can double the maximum range (-2 penalty) or triple it (-3 penalty), but not more.

---

NOTES:

We've been talking about weapons. I wasn't 100% satisfied with my previous attempt. So I thought I'd try a minimalist version before adding details (such as length and speed). I really like the results.

I'll try to add Speed Factor the next time around. But TBH this looks pretty good for my own games.

Oil flasks and holy water have special rules and do not belong in this list IMO. A torch is not a weapon and should deal maybe 1d2 damage at most, unless combined with an oil flask or something. The "slow" tag is discarded as it doesn't accomplish anything IMO.

This is now incorporated in my Minimalist OSR game. I'd love to get feedback on this. Leave a comment or get in touch.

And let me know if I missed anything!

Tuesday, June 13, 2023

DMG (1e) cover-to-cover: INDEX

I've been the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view. Why? This is explained in part I

This is what I've got so far. My plan is to finish commenting on the entire book, and write an overall conclusion/review. I might do the PHB next (will leave a link here if I do).
  1. Part I, pages 1-9 (preface, introduction)
  2. Part II, pages 9-22 (the game, character abilities, races, classes) 
  3. Sidequest: all elves are half-elves.
  4. Part III, pages 23-37 (alignment, money, armor, hirelings, henchmen)
  5. Part IV, pages 37-46 (time and spells)
  6. Part V, pages 47-60 (the adventure)
  7. Part VI, pages 61-83 (combat)
  8. Sidequest: minimalist grappling and striking.
  9. Part VII, pages 84-100 (experience and the campaign)
  10. Part VIII, pages 100-114 (NPCs, constructions and conducting the game)
  11. Part IX, pages 114-169 (MAGIC RESEARCH/ITEMS and TREASURE).
  12. Part X, p. 169-173 (Appendices A, B - Random dungeons/wilderness)
  13. Coming soon!

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Monday, June 12, 2023

B/X weapon list remade


Here is a list of B/X weapons (adapted from OSE) with small changes in weight and the addition of speed factor. I think I've managed to distinguish every weapon with its own niche. No weapon is identical or simply better or worse than all others (if I've missed something, let me know).

The "slow" tag is removed and replaced by Speed Factor.

Notice that if you want to simply ignore speed factor and all the house rules below, the list below is still a bit more balanced (and sensible, IMO) than the original.


Assuming you're you are running the B/X as written, this is how you use speed factor (thanks Sleeper for the suggestion): whenever initiative is tied, and both sides are attacking, the weapons will indicate who attacks first. If you are not engaged with your foe, the longest weapon* attacks first. If you are already engaged, the quickest (lower SF) weapon attacks first.

[*when in doubt, the longest weapon is the one that does more damage; if they do the same damage, spear beats sword beats axe beats mace - or treat them as identical, if you find this hard to memorize].

Optional rule: when initiative is tied, roll 1d10. Every weapon that has a SF equal lower than this result also gets to attack twice (to make things even easier, you can just roll initiative with 1d10).

In addition, whenever you roll a natural 20, you get the chance of dealing a brutal hit: make another attack against the same target with a bonus equal to your SF.

[I like this solution because it makes the right weapons good against armor. If you want something faster, a natural 20 will give you more damage instead - maybe equal to half your SF, or equal to SF if you beat AC by 10 or more].

I reduced weapon ranges to their maximum range (e.g., "missile (30’)" instead of  "missile (5’–10’ / 11’–20’ / 21’–30’ )", to better fit the blog format - but it is something I plan to change too.

Weapon

Price

Wt.

Dmg.

SF

Properties

Axe, battle

7

50

1d8

8

2H

Club

3

50

1d4

4

Blunt

Crossbow

30

50

1d6

10

Missile (240’), Reload, 2H

Dagger

3

10

1d4

2

Thrown (30’)

Axe, hand

4

30

1d6

4

Thrown (30’)

Holy water (vial)

25

-

1d8

5

Thrown (50’), Splash weapon

Javelin

1

20

1d4

5

Thrown (90’)

Lance

5

120

1d6

6

Charge

Long bow

40

30

1d6

6

Missile (210’), 2H

Mace

5

30

1d6

7

Blunt

Oil (flask), burning

2

-

1d8

5

Thrown (50’), Splash weapon

Pole arm

7

120

1d10

10

Brace, 2H

Short bow

25

30

1d6

4

Missile (150’), 2H

Sword, short

7

20

1d6

3

-

Silver dagger

30

10

1d4

2

Thrown (30’)

Sling

2

20

1d4

7

Blunt, Missile (160’)

Spear

3

30

1d6

5

Brace, thrown (60’)

Staff

2

40

1d6

4

Blunt, 2H

Sword, long

10

60

1d8

5

-

Torch

 1/6

-

1d4

4

-

Sword, great

15

100

1d10

8

2H

War hammer

10

20

1d6

6

Blunt


As we have seen on the last post, the simple system has a lot of positive , "hidden", consequences: for example, axes and maces are better against heavy armor, while swords and daggers become even more deadly against unarmored foes.

Well, it is a start. But I feel that there is still work to do. I'd like to see:

- More weapons.
- More balance and diversity in weapons.
- More sensible weights.
- Interrupting spells!
- Dual wielding.
- Fighting one and two-handed with the same weapon.
- Sensible rules for dwarves and halflings. Their limitations aren't limiting if  they can just pick the best weapon (the sword).
- More weapon details ..  WITHOUT making things difficult! Including, maybe, space required, backstabbing, large foes, fighting dragons and oozes, and so on.

So this is what I'm trying next! Stay tuned!