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 sorted by relevance for query minimalist. Sort by date Show all posts
Showing posts sorted by relevance for query minimalist. Sort by date Show all posts

Saturday, January 31, 2015

Minimalism, Elegance and Multipurpose Mechanics

I once tried to write minimalist RPGs. After a long period of infatuation with detailed, “realistic” games, I got a bit bored and thought I could enjoy something faster, simpler, easier - maybe my own version of Risus, Searchers of the Unknown or Lady Blackbird. At that time, I was very interested in going back to D&D but couldn't stand a few features that have been present in most editions of the game: endless charts, complex XP rules, and long lists of various things (such as spells and equipment), so a naturally gravitated towards things like SotU, Microlite20 and so on.

The problem was that every time I read those games or wrote my own, I couldn't stop adding stuff to them. You see, there are many bits in my favorite RPGs that I find unnecessary and dull, but there are lots of small things that I like and, sincerely, have a hard time leaving out of my game.

It took me a while to realize I wasn't looking for minimalism at all.

Wikipedia has an useful definition that says minimalism “describes movements in various forms of art and design […] where the work is set out to expose the essence, essentials or identity of a subject through eliminating all non-essential forms, features or concepts.”

The thing is, I rather like many features that one could find non-essential, such as the interaction between weapons and armor, encumbrance, skills, and so on, but I still dislike the rules-bloat that sometimes come with it. What I want is to have a system with all this stuff and some simple rules to go with it.

What I was looking for is elegance.

Elegance is a debated topic, often confounded with minimalism, but to me they aren't the same (although very close to each other). Dictionaries define elegance with words like effectiveness and simplicity. Once again, I found a simple explanation in Wikipedia (emphasis mine):

Minimalist cover art - T&T UK 4th edition
In engineering, a solution may be considered elegant if it uses a non-obvious method to produce a solution which is highly effective and simple. An elegant solution may solve multiple problems at once, especially problems not thought to be inter-related.

The difference, for me, is this: while a minimalist game eliminates every detail that is not important or essential, an elegant game uses the same solutions for different things, which means that few rules can be used to cover many situations, whether essential or not.

For example,"3:16 Carnage Amongst the Stars" has a minimalist set of traits: Fighting Ability (FA) and Non-Fighting Ability (NFA), and not much else. This is not elegant per se (although the game is very elegant in other aspects), but it is simple and good enough for that particular game. For elegance, I can hardly think of a better example than Delta's house rules, that uses the same Target 20 mechanic for attacks, saving throws and thief skills, without deviating much from Original D&D. It cuts redundancy, not details.

Although the concepts are different, any good minimalist games will have a healthy dose of elegance, or risk becoming uninteresting. “Whenever you try to do anything you must roll 6 on a d6” is hardly a game at all. The aforementioned Risus and Searchers of the Unknown are good example of minimalist games that use elegance in order to maintain simplicity while allowing for a good range of distinct situations.

Another important point to focus in is “inter-related problems”. Using a single mechanic for different things isn't necessarily elegant if those things have little to do with each other. For example, creating “social hit points”, “social attacks” and “social armor” in order to use the same system for combat and interaction in D&D sounds clunky, not clever. Likewise, unified mechanics might be simpler, but not necessarily elegant.

The opposite of elegance, in my opinion, is useless distinction. This is the reason I could never understand versions of D&D where the fighter gets an attack bonus that rises from, say, +1 to +17 during 20 levels, instead of simply getting +1 per level, or why use two different ways to adjudicate thief's skills (say, 50% chance of finding traps and 3 in 6 chances to hear sounds). Of course I could find worse examples, but those are the ones I think most people will be familiar with. Adding such details for no reason makes the game more complex but no more effective which, by definition, makes it less elegant.

When writing my own stuff, I often try to think of multipurpose mechanics, ideas that can be used to expand the game without making it more complicated. Take abilities in OD&D, for example: most of them have few purposes for most characters, and they work fine that way. But if one is creating new stuff for OD&D, he could use the existing abilities for new purposes (roll 3d6 under ability to achieve something is a popular one) instead of coming up with new abilities or new mechanics.

In order to make the games I like simpler, I no longer try to cut all that is not essential. Instead, I try to find the most useful tools I can, and use them for as many situations as possible. That is the philosophy I'll do my best to follow when talking about weapons, abilities, modifiers and similar topics in the coming posts.

Monday, September 02, 2024

More minimalist classes (OSR) - Thieves

In my endless quest for minimalist OSR systems, I've been thinking of minimalist classes lately. At the risk of repeating myself, here is how it goes:

- Mages get ONE new spell per level, and get +1 to spellcasting.
- Fighters get +1 to attack per level, but they also get extra attacks and, indirectly, more damage.
- Thieves get ONE new skill per level.

The LotFP method of using "skill points" works well, but this is even more minimalist and simple. I think I got the idea from a Brazilian YouTuber, DM Quiral.

Now, you either have a skill or you don't. If you do, you will occasionally succeed automatically. If numbers are necessary, you get a +10 bonus. But, mostly, you don't roll: you can simply be able to do ventriloquism, juggling, appraising, etc.

E.g., B/X suggests an ability check for climbing a rope (which RAW indicates the thief has better chance climbing sheer walls...). If you have "climbing", you get a +10 bonus, which often means automatic success.

If you prefer X-in-6 chances, +10 translates to +3. E.g., the thief has 4-in-6 instead of 1-in-6 chances of hearing noises.

For challenging stuff (climb "sheer walls"), the GM may require a skill check... Other PCs get a -10 penalty, but you roll your ability as usual, since your +10 bonus compensates that.


This simple system addresses some of the common problems I have with skills:

- How can a 1st-level PC be really good in a given skill.
- How non-thief characters can try to do thief stuff.
- You do not have to write a bunch of skills into every thieves' sheet, let alone other PCs.

HOWEVER it loses some of the compatibility with the original thief.

One alternative is, instead of giving ONE +10 skill, you give the thief TEN +1 skills. The usual ones: hear, climb, hide, traps, read languages, scrolls, back-stab, etc. By level 2, you get a +2 bonus and so on, until level 10.

This still leaves the thief behind the mage. Remember, the mage gets:

- More spells (i.e., variety).
- New spells that ARE BETTER.
- Old spells GET BETTER.

So, maybe the thief deserves some equivalent to "critical hits". Not only he is more likely to succeed, he succeeds BETTER than an untrained PC.

Meaning: if you succeed by 10 or more, your results are particularly impressive. Maybe you can "climb silently" or help your allies. Maybe you sneak so proficiently that you get a bonus on top of your back-stab. Etc.

Still, the thief should maybe get both more skills and better chances - especially if using the same XP table. 

Anyway, its a start.

Tuesday, September 12, 2023

Minimalist monk (B/X) - take 2

I've tried writing a minimalist monk a while ago... but maybe it wasn't minimalist enough. I was still too close to AD&D. Let's try something even simpler (and closer to B/X and Old School Feats' "monk package").


Minimalist Monk (v 2.0)


Requirements: Minimum WIS 9.
Prime requisite: DEX.

XP, HP, saves: as fighter.
Attacks, weapons, armor: as thief.

Special features:

Pick one on level 1, and one more on every third level (3, 6, 9, 12).

Martial artist. You deal 1d4 damage with bare hands/feet, which is increased to 1d6, 1d8, 1d10 and 1d12 on levels 4, 6, 8, 10 and 12. When attacking with weapons, you can choose to use this damage or simply add +2 to weapon damage.

Unarmed offense. You can make an additional attack per round, but it must be an unarmed attack (punch, kick, etc.)

Unarmored defense. When unarmored, you get a bonus to AC equal to half your level (round up).

Mobile. During encounters, your movement rate is half you base movement instead of one third (e.g., 120’ [40’] becomes 120’ [60´]).

Acrobatics. You take half the usual damage when you fall. You get a +4 bonus to AC during retreat and withdrawal. You get a +4 bonus to  ability checks and saves involving jumping, tumbling, etc.

Pure body. You are immune to disease and poison.

Resilience. You get +1 to all saves. You can pick this feature twice.

Regeneration. Once per day, recover an amount of HP equal to your level.

Thievery. You can use thief skills as a thief half your level. You can pick this feature twice to be as skilled as a thief of your level.

Taboos:

Monks cannot own more than they can carry, nor can they use more than 3 magic items at the same time.

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NOTES: 

The classic monk has more features - and is significantly more powerful, requiring more XP etc.

This one is about as powerful as a regular fighter (who gets to play with more weapons, armor, shields,. etc.).

I like this "pick a feature" approach to customize characters easily. If you like this customization without complication approach, try Old School Feats. 

Sunday, March 28, 2021

Minimalist OSR

Some random musings on the topic...

When I wrote Dark Fantasy Basic, I was creating a kind of homage to Moldvay's Basic* (as you can see from the cover). This book is one of the best ever, IMO.

On one hand, I was trying to make it simpler, by cutting XP tables, many saving throws, etc. On the other, I was is trying to expand it with character customization (skills, feats, etc.) and additional levels. 

In the end, I wanted to you keep a similar size (about 60 pages), which I achieved, but not without cutting monsters, dungeon-building, and DM advice (which I ended up including in my other books).

I was not especially interested you making a "minimalist Moldvay", since the game was simple enough for me already.

Since writing it, however, I've written quite a lot about "minimalist D&D", usually within the context of 5e - a game I consider unnecessarily complex. 

However, I was browsing through the OSE SRD the other day and I got instantly hooked by the simple classes (in case you don't know, Old School Essentials is a fairly faithful clone of B/X, which you can get for free*). They are wonderfully terse - and you can still find some easy ways to make them simpler.

Basically, you can just Target 20 the whole thing so each class is a couple of paragraphs.

Well, the fighter is already a couple of paragraphs and tables. Same for the wizard. The thief is, once again, a bit trickier. The hardest thing to convert to Target 20 is the climbing skill. Should climbing be a thief skill? It's debatable. But - what if we stick to Basic and make EVERY skill a thief skill?

In Dark Fantasy Basic (like in B/X) every PC becomes better at fighting as their level increases - regardless of class. Classes such as the thief get some minor "magical" abilities in B/X, and potentially in DFB too. DFB does the same for thieves' skills - everybody can become a better thief as their level rises.

But I've added more skills - such as nature etc. - for rangers, barbarians, and so on. Now I'm thinking that is not strictly necessary.

What if we only have these three "skills" - let's call them Warrior, Expert, and Spellcaster - instead of the usual ones? 


Art by Rick Troula.

Like in DFB, the Fighter is 100% warrior, plus 2/3 expert and 1/3 spellcaster. In practice this means a 9th level fighter has +9 to attack, +6 for "expert stuff" (see below) and +3 to cast spells (consider that +3 is a small bonus for such a high level PC).

Conversely, the wizard could be 100% spellcaster, plus 2/3 expert and 1/3 warrior.

And the thief Would get 100% expert, 2/3 warrior, and 1/3 spellcaster.

But we could play around with this idea a little bit. The total bonus, as you see, is level x2 (so our 9th level fighter has a total +18 bonus; +9 for warrior and +9 to divide between expert and spellcaster).

So maybe we make the thief 100% expert, plus 50% warrior and 50% spellcaster. A 10th level thief gets +10 for "expert" stuff, +5 to attack and +5 for spells. An the cleric might have, I dunno, 70% warrior, 70% spellcaster, and 60% expert. A "witcher" class would be balanced between warrior (100%) spellcaster (50%), and expert (50%),

As long as the total is the same.

This doesn't require math. Instead, just give the PCs two points per level to distribute among Warrior, Expert, and Spellcaster. The maximum rank they can get is equal to their level. The minimum should be level/4 (or something).

Expert stuff would do everything that isn't combat or spellcasting. That means climbing, yes, but also deciphering languages, nature, backstab, leadership, etc. With one caveat - you only get to add it if you have the adequate "expertise". It would be equivalent to 5e' proficiency bonus. Some feats would allow you to double it, etc. Animals would be expert at hunting, hiding and so on, a goldsmith NPC would just be good at his job.

Of course, we would add a perk or two to warriors and spellcasters. Maybe add you warrior rank to HP, or twice that much. Spellcasters get more spell "points" or something, in addition to the bonus.

A PC would look like this:

Aurelius (level 7)
AC, HP, etc.
Str +3, Dex +2, Con +2, Cha -1, Int 0, Wis +2. 
War 7, Exp 4, Spl 3
Expertises: stealth, nature.

So, when attacking, we would get a +10 bonus (+7 from warrior, +3 from Str). When sneaking, he'd get +6 (+4 from expert, +2 from Dex).

I wrote this on a whim. But I think it might be enough to build a minimalist OSR game. And, come to think of it, if you tweak the numbers right, you could even make it almost 5e compatible...

* By purchasing stuff through affiliate links you're helping to support this blog.  

Saturday, September 24, 2022

Why I like minimalism: complexity is exponential, and exceptions raise complexity

I've been preaching minimalism (or elegance) for a while now. One reason why this is so important to my games is because complexity is exponential. In other words, sometimes adding three or four paragraphs adds an unexpected amount of complexity to the game that to you become a hurdle for each new ruling our change I want to implement.

A simple example: if you have five different saving throws, every new class has to include a savings throw chart. Adding a sixth saving throw requires you to change all classes.

Another example. B/X has seven classes (fighter, MU, cleric, thief, elf, dwarf, halfling). If we separate race from class (fighter, MU, cleric, thief, in combination with human, elf, dwarf, halfling), we have sixteen possible combinations. Which, by itself, is not a problem; on the contrary, you only have to analyze two sets of four to get sixteen options. 

(I'm using B/X as an example because it is already a very minimalistic game compared to AD&D or modern systems. Sometimes people seem baffled when I mention I think D&D 5e is too complex - let alone B/X. I think it illustrates my point).

Now, let's say some class-race combinations are forbidden. Say, dwarves cannot be mages. This exception, by itself, does not add complexity; in fact it removes an option. But now, for every new class and new race you want to add, you have to consider which combinations are allowed. If you have ten classes, now every race has ten units of information added (or more - "can you take this class", "what is your level limit"). Analyzing a race to pick has become a lot harder.

[This is a reason why race-as-class is USEFUL, BTW. If you use that, new classes includes race, level limits, and everything else that is needed. You could have a fifty different classes without adding significant complexity to the game. I prefer, however, having fewer options but more combinations, e.g., ten classes and ten races].


What about multi-classing? "Take a level in another class" is simple enough. See 3e D&D (well, it is not THAT simple, but it is okay). But notice that the complexity spreads - races have favored classes, which affects multi-classing. Creating a new race takes longer. CHOOSING a race takes longer. And if some multi-class are forbidden, adding a new class affects the complexity of ALL existing classes because you have one more combination to analyze.

Notice that, because of this, complexity LIMITS choice. You cannot have 20 races if each race has to consider 10 classes, lest races become a list of exceptions and limitations. (I am writing a small B/X-inspired book with more than 20 races, BTW - see below).

Here is another common problem. Say I buy a setting book that includes a new race... and notice a cool new class in ANOTHER setting book. If "level limits" or "class restrictions" are required, these two things simply do not communicate, unless you adapt them yourself. 

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A small digression:

This is also related to the reason I dislike small mechanical features that simply do not come up 99% of the time. For example, everyone who has played enough B/X knows elves are immune to ghoul paralysis. You probably don't have to write it in your sheet. But there are maybe 150 monsters in B/X, and the ghoul is only one of them. This is adding complexity to the elf for no reason (notice that immunity can be limited to the GHOUL'S description instead of the elf's description). 

Also, "immune to ghoul paralysis" is not the kind of information that should be used to describe an elf in a few paragraphs. Yes, this can be an interesting fact about elves if you're writing "the book of elves", but when selecting a race for your PC this is as important as writing that elves are "an important ingredient of thri-kreen cuisine".

This also reminds me that certain "facts" about races are setting specific - so, it is conceivable that "elves cannot be clerics" is only true for some settings and thus shouldn't be included in the elf's description.

I was jut listening John Vervaeke on Lex Fridman mention an interesting thing: when we see a dog in the street, we might say 'look, a dog eating a bone", instead of "a mammal", "an animal", or "a cocker spaniel" (or even "an ingredient of goblin cuisine"). There is an ideal level of depth/detail when trying to describe something in an useful way.

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In short, this is why I prefer minimalist systems: I can add my own stuff with minimum effort. 

This is why I do not use multiple saving throws, separate XP tracks, level limits, class limits, ability requirements, etc., in my games. 

Dark Fantasy Basic is built entirely with such ideas. It is a complete overhaul of Moldvay's Basic. I think it might deserve some updating, maybe in 2023-2024, to add GM rules, races and monsters. But it will take a while.

Old School Feats is my first take on expanding B/X without adding complexity: only four classes are considered (fighter, MU, cleric, thief), but within this four classes you add abilities that are usually reserved to druids, warlords, rangers, paladins and mountebanks, WITHOUT having more XP tables, saving throw tables. It also adds a minimalist version of multi-classing that has worked well for me (does not involve XP). Well, half the book is in the previews, so you can see for yourself. 

My next project is a book on races. I'll try to keep the same goal: adding options, NOT exponential complexity. Race separated from class, no level limits, but I'll probably make some concessions to the original rules to make it perfectly compatible to B/X.

Finally, if you want a minimalist take on OSR games, you can check it here ("Minimalist OSR"). It is still unfinished and it's free. I'd love to hear your feedback!

Tuesday, October 13, 2026

100 days of B/X (part IV - B15 to B18) - spellcasting

Continued from here.

In B15, we’ve reached one of the hardest parts to convert to my minimalist system, which is magic. This happens for several reasons.

First of all, it’s impossible to make a system that is both balanced and compatible with the original, because the original isn’t balanced at all. Fireball is a 3rd-level spell that causes 5d6 damage (save for half) for a bunch of foes, but gets stronger each level. Cure Serious Wounds is a 4th-level spell that cures 2d6+1 HP, never getting stronger. For a 5th level cleric spell, you can creates enough food fora  dozen men and their horses for one day... or raise the dead.

So the first difficult choice here is between changing something that I notice in practice, in my games, isn’t balanced, or keeping something original to the game that I like, which is basic D&D.

My tendency is to try to do a bit of both, giving the player the option to use spells from the original or from other places, while also offering my own selection of spells. I’ve already done this multiple times in my book Alternate Magic. So I won’t analyze every spell carefully, just go through them quickly.

Before starting the analysis, let’s begin with B15’s own description, which says that spells need to be cast with gestures and voice. I think that’s something interesting to keep, in order to impose some limitation on magic-users.

Notice that, in B/X, clerics are extremely powerful, more so than magic-users, since they can have access to all the spells. On top of that, they can resurrect the dead very early, which I’ve criticized many times. 

In AD&D, this cleric progression is corrected, and material components are also introduced, which creates a more serious limitation on magic-users. But most people simply ignore this, and even if they didn’t, it wouldn’t make sense to choose your spells every day without having all the components to choose from.

Curiously in B15 is said "Spells must be memorized before an adventure begins", which is more sensible than choosing everyday IMO, but this means (apparently) "one spell per adventure (or per day, if the adventure is longer than one day)" as written in the Clerical Spells section. 

Also in B16 it is said "the DM may choose which spells a character has in the book, or may allow the player to select them", which, of course, makes a HUGE difference, but the book doesn't tell which one to use.


Maybe it would be better to combine these requirements so that some limit is placed on magical power while, at the same time, there isn’t so much bookkeeping.

Even if I were to redo every one of the spells, which I honestly feel like doing, I would have to choose which line to apply to each one.

I could include spells that get progressively stronger, like the infamous fireball. I could include spells that are replaced later by slightly stronger spells, like Cure Light Wounds, which becomes Cure Serious Wounds. Or I could include spells that become gradually obsolete, like Sleep, which at first is extremely powerful for dealing with the typical groups a first-level character can face, but which later is completely set aside to make room for more powerful spells.

The same applies to Magic Missile, which has a somewhat dual nature: it’s relatively weak at any level, even though it’s iconic.

We can assign each spell at least two characteristics: starting power and scaling, and that’s without even getting into their applicability.

Of course, whichever of these lines I follow, whether spells that scale with level or spells that are easily replaced, it requires a completely different magic system, because it changes the balance of the entire system.

The fact that I prefer unlimited D&D over limited D&D makes everything even more complicated, since the number of spells, and even of magic systems and settings, is potentially infinite.

For a minimalist RPG, offering many magic system options is counterintuitive, so I’ll choose (or create) one, and leave the existing spells (as well as Alternate Magic) for those who have other preferences.

So, first, let's write a minimalist version of the spellcasting system WITHOUT rewriting the spells.

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Spellcasting

A spell is a technique that certain creatures (usually possessing the Spellcasting skill) can use to produce magical effects through special gestures and words. This ability is acquired through study, meditation, and some measure of innate talent. Casting requires the caster to be able to speak and to have at least one empty hand.

A spellcaster can learn a number of spells of their choice equal to their spellcasting bonus. The player chooses his spells on creation and upon each new level. If the PC discovers a grimoire, scroll or tutor while adventuring, he can also swap known spells for new ones when he gains a new level.

Casting spells costs mana points (MP), which is a measure of magical “stamina” of sorts. A spellcaster has a number of MP equal to their spellcasting bonus times 2, but cannot spend more than half their maximum MP on a single spell (round up, minimum 2). MP recovers at a rate similar to HP. In addition, once a day, a spellcaster may recover 10% of the maximum MP (round up) in one hour of study or meditation. To recover any MP, the spellcaster must possess his own grimoire or magic symbol (creating or consecrating a new one takes one day per spellcaster level).

An unwilling target of certain spells can ignore some or all of the effects with a saving throw (representing dodging or enduring the spell, or sheer luck), if explicitly described in the spells.

Being reduced to zero MP has dangerous effects. [Magic mishap table to be added]

Spells from other books and games

In this game, spells have no levels. If you are using spells from other books, a spell costs 2 MP per spell level to cast. Optional rule: if the spell in question becomes more powerful with caster level, the cost is equal to the caster’s level instead, but the caster may choose to cast it as a spellcaster of lower level to save MP (which cannot be smaller than the original cost). For example, a 5th-level caster uses 6 MP to cast a 5d6 fireball, but a 10th-level caster can cast a 10d6 fireball for 10 MP or a 7d6 fireball for 7 MP and so on.

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Now, for minimalist spells. Well, the spells in B/X are pretty terse, but we can make them shorter... adn fewer.

Choosing purely by my personal taste, and trying to keep some balance between the need to let magic-users grow ever more powerful, which is cool, and not allowing them to simply be superior to everyone else, especially fighters who, particularly in B/X, have somewhat limited powers, I would choose the following points for my magic system:
  • Make first-level magic-users a bit more powerful and high-level magic-users a bit less so.
  • Get rid of spell levels being separate from the magic-user’s level. For example, Fireball could keep gaining extra damage per magic-user level, but without being a third-level spell, instead being a spell usable at any level. Maybe a few spells like wish should be gatekept as rituals, not sure.
  • Get rid of spells slots while we're at it.
  • Use "known spells" instead of "memorized spells", perhaps allowing spells to be swapped when you gain a level, with a decent amount of study time, etc., but not letting magic-users choose their spells every day, and greatly reducing the number of spells, so that you can create themed magic-users, for example, one more focused on fire spells, other in healing, and so on.
  • Keep the idea that spells get more powerful as the magic-user gets more powerful.
  • In fact, 1d6 per caster level sounds good and could be used for fireball, sleep, and even charm.

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A spell’s range is 120' unless otherwise noted. A 0' range indicates the spellcaster can only affect himself or a target he touches. Duration is one hour unless otherwise noted (after the duration is nearly over, the spell can be cast again to maintain the effects). 

Spells that cause or restore damage take effect immediately and are permanent.

HP affected. Some spells affect a number of HP, which is the total rolled. An affected creature must have current HP equal to or lower than that total. If the target makes a successful save and the spell says “save halves”, the total is halved for that target (rounded up) before comparing. 

Example: a spell that affects 30 HP does not affect a creature with 20 HP that saves (30 halved is 15), but a spell that affects 40 HP does (40 halved is 20), whether or not it saves. Each creature affected uses up HP from the total equal to its current HP, so a spell that affects 30 HP can put to sleep creatures with 10 and 20 HP.

Multiple targets: certain spells can have multiple targets. Unless otherwise noticed, the caster decides the main target, and nearby targets are affected if there is any damage (or HP) left. 

The expressions "save halves" and "save ignores" mean that a successful save by an unwilling target halves or ignores the effect.

  • Charm: one humanoid creature within range, up to a maximum of 1d6 HP per MP spent (save halves), regards the caster as a trusted friend. It won’t act against its own life or its nature, and it can make a new save whenever it is ordered to do something against its interests. After the duration the creature knows it has been charmed.
  • Cure Wounds (Range: 0). Heals 1d6 HP+1 per 2 MP spent, up to the target’s max HP.
  • Detect Evil Intentions: the caster can “feel” evil intentions of living and undead creatures nearby, but not precise thoughts. The specifics are up to the GM.
  • Detect Magic: each nearby item, person or place that is enchanted or currently affected by magic glows faintly.
  • Fireball. A burst of flame explodes at a point within range and fills a 20' radius, causing 1d6 damage per MP spent (save halves).
  • Light: creates a source of light similar to a torch, without heat. If cast upon an object, it moves with it. If cast upon the eyes of a foe, the target is blinded for a minute (save ignores).
  • Magic Missile. One or more (one per 2 MP spent) bolts of force strike targets the caster can see, causing 1d6+1 damage each. The caster divides the dice as they like among the targets, and each target takes the sum of its dice. No attack roll or save is needed.
  • Protection from Evil (Range: 0). Gives a target creature +1 to AC and saving throws against evil creatures (e.g., all non-human chaotic creatures). In addition, summoned and artificial creatures (demons, elementals, golems, etc.) cannot touch (even with melee weapons) or possess the target unless the target touches them first (even with melee weapons). Ranged weapons do not affect this limitation either way.
  • Resist Cold (Range: 0). The target takes no harm from normal cold (cold weather, etc.) and halves the damage (rounded up) from other cold attacks, including magical ones.
  • Resist Fire (Range: 0). The target takes no harm from normal fire (up to a bonfire, but excluding lava, etc.) and halves the damage (rounded up) from other fire attacks and other effects.
  • Sleep. All living creatures (not including undead, automatons, elementals and creatures that do not sleep) in a 20' radius fall into a magical sleep, up to a maximum of 1d6 HP per MP spent (save halves). While unconscious they can be easily slain. They wake after one hour, or sooner if wounded or shaken awake.
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So, there you have it: B15 reduced to half or less, paragraphs reduced to a line or two. Most other spells can easily receive a similar treatment, because that is all I need for my games.

There are also several good lists out there, including CC stuff from Cairn and similar games, but these are slightly closer to B/X.

Sunday, September 27, 2026

100 days of B/X (part II - B1 to B10)


We have all read B/X many times. Now I'll re-read it with a critical eye, looking for things I don't like and have house-ruled away, to create my new version.

It is a minimalist (or almost minimalist) version, and I'll mercilessly cut every part that is not used often to enhance the fun of my games.

I still want to make it COMPATIBLE, at least vaguely, to TSR D&D, for several reasons - I like playing classic modules, and I'm very used to the numbers, procedures, monsters, etc.

I'll skip huge swaths and just focus on the most interesting bits. If you have never read B/X, I'd recommend taking a look for yourself (for the reasons explained here).

Here we go!

B1 - credits and art, skipped.

B2 - Foreword and acknowledgements. 

"Those rules [original D&D] were written for people with a background of gaming experience. This revision was designed to be easily read and used by individuals who have never before played a role playing game. In the half-dozen years since the original rules were published, the TSR staff has answered thousands of rule's questions. The answers helped find problem areas in those rules, areas which could either stand minor improvements or were difficult for novice gamers to understand. This revision was aided not only by the collected gaming experience of TSR personnel but by the gaming experience of the thousands of players and DMs who sent us letters in the mail."

My house rules (and this series of posts, of course), are meant for people with a background in D&D, so I will not teach how to roleplay. But, like B/X, they are based on problems that emerged from my real experiences with the rules, and I should probably start my own foreword with that.

B3 - How To Use This Book, Definitions of Standard D&D Terms.

Not much to comment on here for the reasons explained in B2. Basic covers levels 1-3, mostly dungeon adventures, while Expert covers levels 4-14, and the Companion (which never appeared for B/X) would take characters to 36th level. As I explained in another post, levels 1-20 work much better, although anything beyond 15 has to be added to B/X instead of adapted. I will consider it.

One thing to note is that the wilderness is too deadly for 1st-level PCs and becomes too easy around 8th level, which also needs to be taken into account.

B4 - "At the start of the game, the players enter the dungeon..." interesting advice and probably too often ignored. The "caller" is explained here but I don't use it my games.

Use of the Word "Level" explains the confusion created by the lack of a good thesaurus when the word "level" was used in the game, since characters, dungeons, spells, and monsters are all divided into levels that are not necessarily compatible (e.g., a level 5 MU can get a level 3 spell in dungeon level 4). Later editions dropped monster levels, but it's the use that makes the most sense when compared to PC levels ("A monster's level is equal to the number of Hit Dice").

I'll skip "How to Use Dice," but the section below is interesting because it never really explains how to win or what the game's actual goals are, beyond the obvious goal of having fun. Not great, IMO, but I'll skip this is my game too.


B5: PART 2: PLAYER CHARACTER INFORMATION

This section explains the creation of PCs. Not much to add here; I find 3d6 in order too harsh (and not even used in the basic modules anyway), equipping characters too boring (it could be replaced by starting packages, which I'll leave as an option), and the rest can be simplified. See my version below.

B6: Character Abilities, Ability Score Adjustments, Hit Points and Hit Dice: nothing to comment here. 
It is interesting that Charisma and Constitution cannot be changed, as they are useful to all PCs. But, to be honest, I wouldn't see a problem with reducing them to 9 to raise prerequisites. However, I find the whole idea of prerequisites an unnecessary complication, so I'm skipping it.

1st-level HP is a problem that is often house-ruled away because most players do not want PCs starting the game with 1 HP. But since I don't treat 0 HP as immediate death in my games, I won't change it.


B7: Bonuses and Penalties Due to Abilities.

I love the simple -3 to +3 bonuses and penalties, so I'll probably keep them. I'm replacing the maximum number of retainers and morale with something else, and since there is no separate magic save for now, Wisdom and Charisma will grant additional languages like Intelligence does.

Still, every ability score matters, since I'll be using a roll-under system for skills.

B8: Character Class Tables

One of my main reasons for creating my minimalist version of B/X is that I dislike looking up tables. I'd much rather have a 7th-level fighter gain a +7 attack bonus and +7 to saving throws. It works surprisingly well, being essentially Target 20 with a few twists of my own.

Thief abilities are described here. I've turned them into skills because that solves several problems. Skills are based on ability score minus 10 (minimum 0), plus level, giving starting thieves roughly a 15%-20% chance of success, which I find reasonable.

Backstab is NOT described here, and I won't be turning it into a skill. It will remain a special ability.

B9-B10: Character Classes

Here things start to get a bit tricker. I will add cleave and multiple attacks to fighters. Turn undead will be simplified to 1d6, with results that are not dissimilar to B/X (or even RC on higher levels). Thieves and mages are similarly simplified, but spellcasting will be dealt with in its own chapter. Clerics will be nerfed as they are too powerful.

Things such as dwarves and elves will be treated separately from class. For now, I'll keep many of the same special powers and maybe give humans a few ability points, but I might change this later, as I don't find these powers neither interesting nor sensible.

Magic-users and clerics get "taboos" to avoid using some weapons and armor, but these are a lot less restrictive than the originals.

---

MY VERSION:

Here are how my corresponding house-ruled version looks so far, without much formatting. I will share the whole PDF later on.

1. Introduction

This is a minimalist version of classic/OSR games. It functions as a toolbox, not a complete game. It has no spells or monsters, for example; it only replaces character rules.

This game assumes:

• You are familiar with classic/OSR games.

• You are looking for a quicker, easier version (or reference book) that still fits perfectly, with little conversion needed.

• You want more options with less complexity.

• You want to keep the d20, six abilities, saving throws and other traits of the classic games.

In short, this game has:

• A single d20 mechanic. To do almost anything, roll 1d20 plus ability bonus/penalty and other modifiers, try to hit a DC (usually 20).

• Attack rolls use a similar system, adding attack bonus (AB) and hitting the target's AC.

• A single saving throw, although some classes and races will have certain bonuses. To make a saving throw, roll 1d20, add your level and any appropriate bonuses. The DC is usually 20, but see "miscellaneous rules".

• Ability checks work in a similar manner. "Roll under" is optional and not assumed.

• Spell slots and Vancian casting are replaced by a similar check.

• Ability scores have some additional functions.

• Identical XP tables for all classes. You can replace XP with "milestones" or some other form of advancement if desired.

• No prime requisites. No XP bonuses due to high ability scores, etc.

• Four classes, four races. Race is separated from class. Any race can pick any class, barring setting limitations.

• No level and class limitations for elves, dwarves, etc. Some aspects of these races have been changed to compensate.

• Fewer armor/weapon limitations. These have been reduced to a minimum.

• Streamlined skills and checks. Percentage skills, 1-in-6 checks, etc. are replaced by a d20 roll, which includes thieves' skills.

• Advantage/disadvantage is optional. Advantage means you roll two dice and pick the best one; disadvantage means the opposite. This replaces +4/-4 modifiers if you dislike these (or if passing/failing a check would be impossible and you want to make it possible).

• Fighters, experts and mages replace other terms (fighting-man, magic-user, etc.) for short.

• Minimal added crunch (note to self). Document must be 60 pages or less (including rules on PCs, monsters and GMs). Appendixes with more options (but avoiding new mechanics) are permitted.


The Basics

When a character tries to do anything that carries a risk of failure, roll 1d20, add your modifiers (usually a skill), with 20 or more signifying success. A "hard" difficulty is assumed; the GM may set other difficulty numbers (DC) for particularly easy or hard tasks, as indicated in the table below.

Notice that a DC of 18 is similar to 1-in-6 chances or a 15% chance, making it easy to convert tasks from other systems to this one (e.g., if you have 3-in-6 chances of getting lost, avoiding it is an "easy" check).

Natural 1

A natural 1 is an automatic failure and, when attempting something risky, means potential disaster (DM's call). Roll again, with a success meaning you barely avoided disaster (but still failed to reach your goal and might suffer a small setback defined by the GM).

The table below provides suggested Difficulty Classes (DCs) for common tasks.

DifficultyDC% ChanceEquivalent
Very Easy865%~4-in-6
Easy1150%~3-in-6
Medium1435%~2-in-6
Challenging1815%~1-in-6
Hard205%—
Very Hard25——
Nearly Impossible30——
Epic35——
The Stuff of Legend40——

A failure after rolling a natural 1 is called a mishap.

For example, when you are climbing, rolling a natural 1 means you risk a mishap, such as falling halfway through. This does not usually apply to attack rolls.

Natural 20

A natural 20 may mean a special success or critical hit, depending on the GM and the circumstances.

In combat, I treat a natural 20 as an automatic hit, with maximum damage (e.g., 9 instead of 1d6+3).

Saves and Magic

Optionally, the GM may rule that a natural 20 and natural 1 have similar results for saving throws and magic rolls.

Trying Again

You can usually try again, depending on the consequences of your failure.

Even if a natural 1 caused you to break your lock picks, you can try again if you have a second set, etc. This requires time, and some rolls can only be attempted once a turn, once a day, etc.

Everything Else

Use your favorite game as written, adapting to d20 when necessary.


2. Player Characters

How To Create A Player Character

There are seven steps to create a player character, using an "AABCDEF method" for easy memorization.

A starting character can be a blank slate, shaped entirely by adventure. Backstories are welcome, but what defines your character is what they do, not past glories.

Every character needs a reason to adventure and to keep adventuring. If that reason is lost, find a new one, or retire the character and create another.

• Abilities. Roll 3d6 six times to find out your character's abilities. Roll in order or assign to taste. If the sum of all abilities is 60 or less, you can discard and roll again. Alternatively, assign either 14, 12, 11, 10, 9 and 7, or 13, 12, 11, 10, 9 and 8 to your ability scores.

• Ancestry. Choose an ancestry. This will affect your ability scores.

• Bonuses. Check the Bonuses and Penalties table and record any modifiers tied to outstanding ability scores.

• Class. Pick a class. This determines your HP, attack rolls, saving throws, and any special abilities. Note all of these down.

• Details. All characters start at 1st level with 0 XP. Record both on your sheet. Pick any additional languages and skills you can.

• Equipment. Every character starts with 3d6×10 gp. Browse the Equipment and Weapons table and outfit your character within your budget, writing down your purchases and any money left. Record your Armor Class (AC) based on whatever armor you chose.

• Finishing Touches. Choose an alignment, write down any physical details or background you find appropriate, and give your character a name. Don't get too attached.


Abilities

Each ability score tells you something different about your character:

• Strength measures raw muscle power and physical force. Characters with high Strength are better suited to the fighter class.

• Intelligence reflects the capacity to learn, retain knowledge, and solve problems. High Intelligence favors the mage class.

• Wisdom represents intuition, common sense, and sound judgment. High Wisdom suits the cleric class well.

• Dexterity captures speed, agility, and fine motor control. A character with high Dexterity excels in the thief class.

• Constitution combines overall health and endurance. It influences every class by potentially modifying the number of hit points a character has.

• Charisma is a blend of appearance, personal magnetism, and leadership. It shapes how monsters and NPCs react to the character.


Ancestries

There are four ancestries: Dwarf, Elf, Halfling, and Human.

1. Dwarf

A sturdy and enduring folk, renowned for their skill in mining, smithing, and stonework. They are typically stout in build, about 4' tall, long-lived, and known for their stubbornness and loyalty.

• +1 to Strength or Constitution (random).

• Favored weapon (+1): axes, maces, and crossbows.

• Darkvision 60'.

• Bonus: +4 to the Find skill to detect structural abnormalities (hidden passages, moving walls, built-in traps, recent changes, etc.).

• +2 to all saving throws.

• Limitation: cannot use great weapons and must use two hands for large (1d8) weapons such as a longsword.


2. Elf

Elves are an ancient and graceful people, attuned to magic and the natural world. They are almost as tall as humans but thinner. They are long-lived to the point of near-immortality and carry themselves with an otherworldly air that other races often find either enchanting or unsettling.

• +1 to Intelligence or Dexterity (random).

• Favored weapon (+1): swords and bows.

• Bonus: +4 to the Find skill to detect hidden doors. +4 to the Hear skill.

• Darkvision 60'.


3. Halfling

Halflings are a small and nimble folk, cheerful by nature and surprisingly hardy for their size (about 3'). They have a reputation for going unnoticed when they wish to, and for a love of comfort, food, and the occasional unexpected adventure.

• +1 to Constitution or Dexterity (random).

• Favored weapon (+1): all ranged weapons.

• Bonus: +4 to the Stealth skill.

• +2 AC against attacks from large creatures (larger than human-sized).

• +2 to all saving throws.

• Limitation: cannot use great weapons and must use two hands for large (1d8) weapons such as a longsword.


4. Human

Humans are the most widespread and adaptable of peoples, found in every corner of the world and in every walk of life. What they lack in the innate gifts of other ancestries they make up for in ambition, versatility, and sheer variety.

• +1 to three random different ability scores.

• Favored weapon (+1): choose two of swords, axes, maces, spears, small weapons, bows, crossbows, slings, etc. Alternatively, choose a bonus language.

• Bonus skill: choose one skill.


Bonuses and Penalties

Each ability score has a corresponding bonus or penalty.

ScoreAdjustment
3-3
4-5-2
6-8-1
9-12No adjustment
13-15+1
16-17+2
18+3
19*+4
20*+5

Strength adjustments apply to melee attack and damage rolls.

Dexterity adjustments apply to ranged attack rolls and Armor Class.

Constitution adjustments apply to hit points gained per hit die.

Intelligence, Wisdom, and Charisma adjustments grant additional languages. For example, if your adjustments are -1, +3, and +2, you gain four additional languages (minimum zero).

Level 1 characters cannot start with an ability score above 18. If an ability reaches 19 during character creation, lower it to 18 and add 1 point to another random ability.


Classes

There are four basic classes: Cleric, Expert, Fighter, and Mage.

The Expert replaces the traditional Thief; while his default skills lean toward thievery, he may trade them for others.

When choosing a class, look at your highest abilities and consider which classes they favor. A score of 13 or above in a relevant ability is a good indicator.

As a rule of thumb:

  • Strength favors Fighters.
  • Dexterity favors Experts.
  • Intelligence favors Mages.
  • Wisdom favors Clerics.

1. Cleric

With the power granted by your deity, you protect the innocent and weak from the forces of darkness, fight against the dying of the light, and smite the wicked creatures that roam the earth.

Class Features

  • HD: 1d6
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 2
  • Spellcasting: level / 2, round down (see the Magic chapter)

Turn Undead

Clerics can repel or destroy undead by brandishing their holy symbol.

The undead must be visible and within a 60-foot radius of the cleric.

Turning can be attempted once per minute, in lieu of an attack.

Turned undead flee by any means available and will not harm or contact the cleric for one minute.

To turn undead:

  1. Roll 1d6.
  2. Add the cleric's level.
  3. Subtract the target's HD (for example, 2 for zombies).

A result of 5+ succeeds.

A result of 10+ destroys the undead permanently.

The roll result also indicates the total HD of undead affected (minimum one creature, maximum 10 HD).

Examples:

  • A result of 11 against zombies destroys 5 zombies.
  • A result of 11 against skeletons destroys 10 skeletons.

In mixed groups, lower-HD undead are affected first.

Taboo

A cleric must use blunt weapons and cannot use edged weapons (including swords, bows, spears, etc.).

A cleric who breaks this or other taboos appropriate to their alignment or deity may lose supernatural powers until atonement is made. Specific consequences depend on the setting.


2. Expert

Your shadowy past no longer matters. You chose a life of adventure, and the skills you developed will come in handy.

Class Features

  • HD: 1d6
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 2

Skilled

You gain seven bonus skills:

  • Athletics
  • Decipher
  • Hear
  • Find
  • Locks & Traps
  • Pick Pockets
  • Stealth

(See Skills below.)

Backstab

When backstabbing (see the Combat chapter), you may use your backstab bonus instead of your combat bonus.

In addition, add your level to any damage dealt with a successful backstab.


3. Fighter

You might call yourself a knight, barbarian warrior, soldier, or ranger, but it makes no difference. Your main skill is violence, a useful talent in this perilous world.

Class Features

  • HD: 1d8
  • Attack Bonus: level
  • Saving Throw: level + 3

Cleave

When you reduce an opponent to 0 HP with a melee attack, you may immediately make an additional attack against another opponent within range.

The maximum number of attacks gained this way is equal to your level.

Extra Attack

Fighters gain:

LevelAttacks
73/2 attacks
152 attacks
203 attacks

3/2 attacks means you attack twice in the first round, once in the second, twice in the third, and so on.


4. Mage

Common folk fear you because you dare to cross the boundaries of morality and superstition.

When adventurers descend into the abyss of ancient ruins, you are the one who knows what lurks below.

Class Features

  • HD: 1d4
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 1
  • Spellcasting: level / 1, round down (see the Magic chapter)

Taboo

A mage cannot cast spells while wearing armor or using a shield, as these interfere with the flow of mystical energies.

Additionally, a mage requires one free hand to cast spells.

A two-handed weapon does not prevent spellcasting, since it may be momentarily held in one hand while casting.

Saturday, January 02, 2021

2021 plans... and what would YOU like to read?

Happy new year!

I'll begin the 2021 run of this blog by listing my current projects. If you want, let me know what you find interesting - or come up with your own suggestions! I asked the same question last year, and I think it worked out well.

There is no deadline for these ones; most are in a very embryonic stage. Surely, more stuff will come up eventually.


Curse of Strahd (blog)
I have endless comments about CoS, in addition to the ones I already made. The sad part is that I'm not currently planning to run it again, so many good ideas will go unused... let's see.

Tomb of Annihilation (blog)
Like CoS, a good but flawed campaign - the one I'm currently running. I might have a tip or two, but not as many as CoS.

Reviews (blog)
RPG reviews are hard to do. They take some work to write, and I'm always very cautious to be both fair and respectful. In addition, my reviews do not get many views or comments, so I'm not sure anyone is interested. Sometimes, I read a book that interests me, and I publish a short review - including non-RPG stuff. Or just a recommendation - something brief.
Maybe I'll add a "currently loving..." tag to my posts? If you want to know which RPGs I like, I'd say try Shadow of the Demon Lord. It has been my favorite for a while.

D&D 5e Light (blog + PDF)
My minimalist version of 5e. I will continue to write about it on the blog and might publish a PDF one day. I'm aiming at 20-40 pages for the PHB, might add a minimalist MM and DMG too.

D&D 5e Dark (PDF)
A small collection of house rules to make 5e a bit darker. Many people did this before but I want to give it my own spin. About 10-20 pages or so.

Teratogenicon (print)
I really want to make a POD version of the Teratogenicon. It is a bit harder than it sounds but I think I can do it.

Dawn of the Bloody Sun (PDF)
My post-apocalyptic setting. Only a collection of ideas so far. Even the name is temporary... but yeah, something akin to Dying Earth, Dark Sun, Mad Max... Red Sun, Mad Sun, Scorched Watelands and so on.
Here are some related posts: one, two, three.

Dark Fantasy Cyclopedia (PDF)
Dark Fantasy Basic plus monsters and a combination of all my booklets. Just calling it "cyclopedia" makes me nervous, I'll admit, but aiming for the stars might be a good idea.

Weapons and armor (blog)
I'm not really focused on that right now... But it is a subject I love, and the ideas keep coming. So I'm probably writing a bit about that in 2021.
I might also make Manual of Arms: Armor, a defensive counterpart for my MoA:Weapons.

EDIT (04/2021): Manual of Arms: Armor and shields is now available!

Suggestions?
If you have any ideas, let me know! Do you like OSR, RAW 5e, minimalist 5e, other systems...?

Wednesday, December 30, 2020

2020 retrospective (blogging, publishing and gaming)

It is that time of the year. 2020 is nearly over. It was not the cyberpunk we might have expected (not talking about the videogame, although it might also apply), but maybe some other kind of dystopia. Certainly not the double crit I was hoping for... unless the villains were rolling the dice.

Anyway, I'll focus on blogging, publishing and gaming... because this is what this blog is about.

Blogging

I maintained a decent pace, and I'll finish the year with around 69 posts (wink wink), making 2020 the most productive year in this blog.

I wrote about RPG theory, OSR stuff, Curse of Strahd, 5e house-rules, combat and minimalist D&D. So, I think I did manage to give the readers what they wanted. I'll do the same next year - see below!

Gaming

I finished my Curse of Strahd campaign and started running Tomb of Annihilation online. It's going slow. One PC has fallen and that might have caused some loss of interest. The campaign itself is good but flawed, as it often happens with "official" modules.

My version of D&D 5e is now so house-ruled and minimalist I can barely call it 5e anymore. 

I want to publish the entire thing but I'm not 100% sure how to do that - as a collection of house rules? As an entire system based on the SRD? We shall see.

I might play other games in 2021. Maybe some one-shots, maybe with someone else as the GM...

Playing online might be less enjoyable, but it is very practical. 

Publishing

Some of my 2020 goals were accomplished, some were not. 

The most important thing I published is the Teratogenicon. I really like how it turned out. It is what I wanted it to be - my favorite monster generator.

Also published my first adventure, The Wretched Hive. If you're looking for a short, low-level OSR adventure, check it out! I might add 5e conversion notes down the line, if there is interest.

My most ambitious projects - a Dark Fantasy Cyclopedia and a Minimalist 5e - went nowhere. Mainly because I'm not sure how to separate the two... or if I should separate them at all. Also, see "gaming", above.

What's next?

I'll make a post about my projects for 2021 very soon, and, as always, I'll ask for your suggestions.

Final thoughts for 2020

Here is a classic by Larry Elmore. Like many people, I absolutely love this picture:


A group of adventurers is showing off a slain dragon. They look happy (even if some are still concerned), and you can barely notice the small amount of rusted armor, torn clothes, bruises and scars. I cannot help but to ask myself if the helmet in the ground belongs to one of them... or a fallen fellow.

Their feat seems relatively small. There are certainly bigger dragons out there.

But they have succeeded. They've got the treasure and (what's even better) the XP. More important than all... they fought. And they survived.

More challenges will come... but they will be better prepared to face them.

Anyway.

I hope you have a great 2021!

Friday, September 08, 2023

Minimalist monk (B/X)

Here is my B/X version of the monk, vaguely inspired by AD&D and the RC, also using a few ideas from Old School Feats (that contains a Monk "package"). The goal is to make it balanced and simple, rather than sticking closely to the original, similarly to my minimalist warlord and white mage.
 

Minimalist Monk


Requirements: None 
Prime requisite: DEX

XP, HP, saves: as fighter.
Attacks, weapons, armor: as thief.
Skills (climb, traps, locks, hearing, stealth, but NOT pick pockets): as thief.

Special features:

Pick one on level 1, and one more on every even level.

Martial artist. You deal 1d3 damage with bare hands/feet, which is increased to 1d4, 1d6, 1d8, 1d10 and 1d12 on levels 4, 6, 8, 10 and 12. When attacking with weapons, you can choose to use this damage or simply add +2 to weapon damage.

Unarmed offense. You can make an extra attack per round, but it must be an unarmed attack (punch, kick, etc.)

Unarmored defense. You get a bonus to AC equal to half your level (round up), to a maximum of +6 if unarmored, +3 if wearing armor.

Mobile. During encounters, your movement rate is half you base movement instead of one third (e.g., 120’ [40’] becomes 120’ [60´]).

Acrobatics. You take half the usual damage when you fall. You get a +4 bonus to AC during retreat and withdrawal. You get a +4 bonus to  ability checks and saves involving jumping, tumbling, etc.

Pure body. You are immune to disease and poison.

Pure mind. You are immune from mind-controlling magic, including sleep, charm, geas, etc.

Pure soul. You get a +4 bonus to saving throws against all spells.

Regeneration. Once per day, recover an amount of HP equal to your level.

---

NOTES: 

The monk, in all its versions, has lots of small powers and fiddly bits. This is probably the simplest version can come up with while still maintaining the same feel. I prefer the "pick a feature" version than giving each feature a predetermined level as it allows for more customization while keeping things very simple.

Is this monk better than the fighter? I think the armor and THAC0 limitations are enough to balance them. What about the thief? The thief is a weak class with an easy XP progression, which the monk doesn't have; the monk cannot backstab either (although I'd let them take is as a feature).

If you think the monk is too powerful, I suggest using the magic-use XP progression, but no more - the monk still feels a bit weaker than a paladin.

I didn't include any taboos for the monk, but I think they would make sense. I'd let each monk pick a taboo according to their own vows (again, customization without complication): truthfulness, refusing healing potions and magic, cannot carry more than three magic items, etc.

Anyway, if you like this customization without complication approach, try Old School Feats. 

It contains most of these features, and many notes on balance, taboos, and so on.

Tuesday, February 20, 2024

Minimalist sword & sorcery I - The concept

I've been thinking about this idea for a while. I started writing a minimalist D&D but I got stuck, maybe my hearth is not in elves and orcs anymore. 

But what about a minimalist sword and sorcery game? That sounds cool. There are a few good ones out there (I really like LFG for example, but it is a bit crunchy for my tastes), but maybe I can add something of my own.

Here is how I would (will?) do it:

S&S Tropes

- Tough protagonists - Starting at level 3 is recommended, everyone has many talents: a fighter can climb and hide, a sorcerer can use swords and some armor, etc.
- Dark, Dangerous Sorcery - Must recreate the entire spell system.
- Perilous world - well, we already expect that from D&D. But add easy rules for starvation, dehydration, etc.
- Decadent civilization - even resting in town is a challenge.
- Some dark fantasy tropes apply here: nonhumans are mysterious, alignment is complex, etc.


The system

- The basis: BFRPG because it is an awesome game with CC license.
- Convert everything to a Target20-like system.
- Take some hints from AD&D.

Player Characters

- Ability scores: 3d6 in order or maybe something a bit stronger.
- Classes: Fighter, Sorcerer, Expert. Optional feats and skills to differentiate them.
- Races: none, but you can add some cultures or backgrounds (barbarian, civilized, decadent, etc.).

Adventure and combat

- As usual, with my own tweaks, including cleave and other power-ups for the fighters.
- Most challenges are simply Target20 or similar.
- Lots of optional rules for weapons and armor because I like them.

Magic

- I have to rewrite it completely to make it more dark and dangerous.
- Sorcery probably requires bounding spirits to your will, but also includes some alchemy, mesmerism and summoning.
- Add some rituals, corruption and blood magic from Alternate Magic.
- Magic items are not as common and not as useful.

Monsters

- Probably just curate the list a bit, giving more emphasis to S&S foes.
- Also emphasize unique monsters and monster variations (using Teratogenicon as inspiration).

Treasure

- Must be significantly reduced (see this post).

Minimalism

- Single save, single XP table, single mechanic for skills, etc.
- Lots of optional rules left to appendices.

Sounds interesting?

Thursday, March 26, 2026

Minimalist treasure 3: superfast treasure generation

I really liked the last post. I think it opened my eyes to several circumstances that will be very useful in my games. For example, regarding the fact that each of copper/silver/gold/platinum is worth ten times  than the other, but especially that gems/jewelry are worth ten times more than gold on average, and that magic items are not far from ten times more valuable than gems. 

Even so, the result, although satisfactory, still ended up being quite complicated (and a bit abstract) for the game I want to call OSR Minimalist. I realized that by reducing the types of treasure to a 2d6 table similar to a reaction table, you could keep the roll simple while at the same time producing varied and concrete results for quickly describing treasure.


| Roll        | Result                          |
|-------------|---------------------------------|
| 2 or less   | Heavy objects, Copper, Silver   |
| 3–5         | Copper, Silver, Gold            |
| 6–8         | Silver, Gold, Platinum          |
| 9–11        | Gold, Platinum, Gems            |
| 12 or more  | Platinum, Gems, Magic Items     |


A lot, some, a few

This treasure is immediately easy to describe with "a lot, some, a few". So 6-8 means "a lot of silver coins, some gold, a few platinum pieces".

But how many, exactly?

| Roll        | Result         
| 2 or less   | d6×10,000 Copper, d6×1,000 Silver, Heavy objects
| 3–5         | d6×10,000 Copper, d6×1,000 Silver, d6×100 Gold
| 6–8         | d6×1000 Silver, d6×100 Gold, d6×10 Platinum
| 9–11        | d6×100 Gold, d6×10 Platinum, d6 Gems
| 12 or more  | d6×10 Platinum, d6 Gems, d6×0.1 Magic Items

So, each item in the list has the same value on average.

Also, each line is worth slightly above 1,000 gp on average.

So if you find a hoard worth 5,0000, just multiply every result by five.

Neat, right?

Now, following the intuition from the last post (that larger hoards should be more weight-efficient, the "nobody buys a Ferrari with dimes" point), let's assume the table is calibrated for a 1,000 gp hoard. Roll with −1 for hoards under 500 gp, +1 for over 5,000 gp, +2 for over 10,000 gp, and +3 for over 20,000 gp.

This is optional, of course. If you don't apply the modifier, a dragon might end up sitting on piles of copper, which is fine.

Alternatively, if you want more variety, you can roll on the table multiple times for a large hoard, treating each roll as a separate component.


Bjorn Pierre (unsplash)

A note on heavy objects and magic items

I added some heavy objects to the table because I like the idea of some hoards containing statues, pelts, rugs, clothes, etc., but you can easily ignore it.

Magic item, OTOH, are d6×0.1 per each thousand GP. If the hoard is smaller than that 10,000 gp, you can treat it as a small chance of having a magic item, a low value magic item, etc.

Even more variety?

I am tempted to add a secondary table of "special effects" that take effect if you roll the same number on both dice. But that is just for extra flavor. To keep the minimalist vibe, that 2d6 table is all I need.