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

Saturday, October 29, 2022

House of the Dragon (season one review)

At this point, you have probably decided for yourself if you're going to watch it or not. I did and I thought it was great. I guess I could end here if that is all you want to know. It is on par, or maybe even better, than decent fantasy series like Witcher and Sandman, and well above Wheel of Time (I'll not say much about Rings of Power because I'm having a hard time powering through the first episodes).

However after my negative review of Fire & Blood, I thought I might add some positive notes. The series covers the second half of the blood, apparently.


Let's make this clear: this is nothing like season one of a Game of Thrones. The story is significantly less interesting. However, the worse aspects of the book are toned down: no lascivious dwarves and few gratuitous sex and violence scenes. Few scenes about taxes and building roads. No multiple narrators.

The pacing is a bit weird. The stakes are too high, too soon: a tournament ends up with multiple gruesome deaths, and later on two nobles fight on another in front of the heiress for little reason, and one ends up dead. It is like being virgin in an orgy (which also happens in the series too). It is too much in-fighting for a peaceful kingdom. The impact of violence and war later on is lessened because of that.

I've said about the book that "there are not many interesting characters to root for (or to hate; everyone is kinda dumb and evil)". Now, in the series, the characters are still weak, spoiled, scheming, violent, or have some other severe flaw. There is no Ned Stark on Jon Snow, and no one is witty and charismatic as Tyrion.

There is one notable exception: Paddy Considine is AMAZING as king Viserys. A weak king with no exceptional courage, wits, strength Benjamin... or health, but iron bound to his duty to keep the peace at all costs. You resent him for his lack of decisiveness and bad decisions, but you end up admiring his commitment. The best actor in the season by far. 

(Lots of cool versions of Elric of Melniboné [and maybe a Corum, hehe] vying for power... makes me wonder why no Elric series... oh well, I digress).

On the other hand, I admire the series for having no clear "good side". The show certainly seems to take a side (even "changing" some events from the book in favor of the "heroes"), but the "villains" are often misguided or have at the very least decent excuses for their actions ("we need a coup or they'll kill all your children", "that is what the king would want", etc.). And the "heroes" grow from their pettiness but never cease to be flawed. There is no easy answers here... which makes the show that more interesting. This time, it really feels like anyone could win.

The worldbuiling is good as always. GRRM knows this stuff. Which is why I like his other books, and will probably keep reading despite a few hiccups. The rest cast is good, the production is great, etc. The battles are decent, and there are plenty of dragons, but this season is a warm up for future strife - I feel there is a lot more violence and dragon-fighting coming. And these could be some of the coolest dragons ever seen on screen.

The show has a few flaws - confusing time jumps with unexplained events, some "tell don't show", a couple of very dark scenes, a few rushed events, etc., but overall it is really worth watching. 

Ideas for your D&D games? You bet!

It is impressive that they managed to created such a great show after the debacle of the last seasons of GoT (and even managed to create some decent connections with the original series). 

This might be the greatest fantasy series of 2022.

Unfortunately, it will take a couple of years for next season (apparently, there will be a total of four). Well, at least the ending is already written - and we might watch it on TV before getting Winds of Winter!

Friday, October 28, 2022

My favorite B/X house rules / changes / bits from other editions [2022]

So, here is a list if things I like about modern D&D (or OSR games) that I don't find in B/X. I have a "fix" for each of these, which I'll explain below.
  • Race separated from class.
  • Advantage/disadvantage.
  • Backgrounds.
  • Critical hits.
  • Streamlined saves.
  • Unified XP.
  • Streamlined skills.
  • Feats.
  • Weapon details (especially 3e/4e), without going overboard (AD&D).
  • I like "metaclasses" from 2e (warrior includes fighters, paladins, etc.), and also new classes such as the 4e warlord.
  • Alternatives to Vancian Magic (spell points or spell roll)
Some of these require completely new systems, while others are fixed with a couple of paragraphs. My own retroclone, Dark Fantasy Basic, tries to "fix" all at once. But each can be resolved separately.

[The reason I've compiled these formally is because I'm starting a new campaign].

Let's see...

Ugly AI art
  • Race separated from class.
This is relatively easy. B/X races have limited powers. Just let humans add +2 to a couple of ability scores (or a couple of feats) due to their "adaptability", while Halflings and dwarves get +2 to all saving throws, and all demi-humans get their usual languages, infravision, keen senses, etc. Now, demi-humans must pick a class, identically to humans. You might limit some combinations; it seems fitting to me that humans can be anything, dwarves can be fighters and clerics, halflings fighters and thieves, and elves fighters and MUs, but it all depends on the setting.

I have started writing a small PDF on that subject too (with about 20 races, from vanilla to very weird), but not sure where it is going.

  • Advantage/disadvantage.
This is readily adaptable from 5e (i.e., throw 2d20 and pick best/worst). If you dislike it, you can add a +4/-4 modifier due to circumstances. It is almost the same.

  • Backgrounds.
Another effortless addition. Just choose a relevant background (or "profession" in AD&D terms) and you get adequate knowledge, and also advantage (see above) in appropriate circumstances. Tons of flavor, zero complexity. This is from Dark Fantasy Basic:
1 – Peasant/Slave: Folk Hero, Escaped Slave, Village Champion.
2 – Military: Hero of the Great War, Hedge Knight, Sword for Hire.
3 – Nobility: Fallen Aristocrat, Second Son, Usurped Heir.
4 – Clergy: Herald of the Dying Gods, Former Cultist of the Great Old Ones, Axe Preacher.
5 – Outlander: Desert Nomad, Barbarian of the Frozen Wastes, Clan Outcast.
6 – Criminal: Professional Assassin, Sly Pickpocket, Charlatan.
7 – Artist: Minstrel, Wandering Actor, Circus Freak.
8 – Artisan: Blacksmith, Leatherworker, Tinker.
9 – Commerce: Merchant Traveler, Fence, Trader of Exotic Goods.
10 – Arcane: Scholar of Forgotten Lore, Diabolist, Shaman.

 

  • Critical hits.
I've been doing some play-testing with this one. Here is what I'm currently using.

  • Streamlined saves.
I do not need five vaguely defined saves. I am using a single save (roll 1d20+level, target 18), and I'm considering adding dex/wis/con modifier depending on the case.

  • Unified XP.
We would have to "balance" the four main classes to use the same XP tables for all. This is especially important for me since I'm testing milestone leveling.

Here is what I've suggested in Old School FeatsIf you prefer unified XP tables, we recommend using the magic-user table for all classes, adding a few extra feats for Clerics, Thieves and Fighters. Thieves also get 1d6 HP per level, like clerics. Clerics need no further enhancements. This changes some assumptions but is still balanced in my opinion.

Notice I also changed the cleric a bit.

If you don't use feats, just give +2 to one ability score instead.

I'm not sure this makes all classes perfectly balanced, but I'm certain it eventually makes classes MORE balanced than the original.


  • Streamlined skills.
Again, Target 18 works perfectly for thief skills. Add dex/wis if you want - I think thieves deserve the boost. Also, only a natural 1 triggers potential disaster

In addition, the various d6 tests (forage, hunt, find direction, find secret doors, etc.) can be replaced by skills (nature, perception, even persuasion). How to pick a new skill? Spend a feat to get a bonus equal to half your level.

Combat and spellcasting can be replaced by skills too (which I did in Dark Fantasy Basic - see below for spellcasting).

  • Feats.
I wrote a small book about that. Half of the book is in the preview, you can check it for free. Feats are a versatile way of adding unique features to PCs. Just be careful with how you use them. Read on for a bit more on the subject.

  • Weapon details (especially 3e/4e), without going overboard (AD&D).
This is something I have yet to tackle again. For now, I just ignore the "slow" tag. Here is a post about that.

  • "Metaclasses" from 2e (warrior includes fighters, paladins, etc.)
Yes, four classes are enough for me. Rangers, paladins, etc,. are "class packages" in Old School Feats. This way, character creation is a lot faster, and you only worry about your subclass on level 2. The warlord is included as a class package too.

  • Alternatives to Vancian Magic (spell points or spell roll)
I also wrote a small book on that too. It has lots of alternatives to choose from. Lately, I've been using spell points from that book. 

Also, been considering Target 18 spells, which is really simple and diminishes the power of high-level casters a bit, since they learn fewer spells.

Is this still B/X?

Yes! Or at least compatible. I use the same weapons, monsters, magic items, spells, and most procedures. I borrow liberally from other games too (AD&D, 2e, some stuff from the RC,  BFRPG and DCC adventures, etc.).

But why B/X?

Even with all these changes, my game is significantly simpler than 5e and even AD&D. I have enjoyed fiddly games, but I just want something easier to run. Creating a 5e or AD&D PC takes a while, and my players forgot half their features by level 10 in my 5e campaigns. So, it is also a lot easier on my players.

Anyway...

This are the house rules I'm currently using. Looks like a lot, but their explanation fits a single post. As I've noticed, most - but not all - of this is in Dark Fantasy Basic, which I have been trying to expand for a while. Or maybe I should write a "B/X house rules" PDF? Let's see where it goes.

Monday, October 24, 2022

Sandbox quest

So I have started a new sandbox campaign. Something in the style of West Marches. The PCs are explorers from a distant land, that arrived recently by ship. I've written some lore and things look interesting... Jungles, pirates, many cultures, castles, factions, lost civilizations, shades of gray... Will share with you later as we go. 

I'm using Dark Fantasy Basic with a few changes.

I have a nice overview of the setting, and I've been looking for cool dungeons, ruins and encounters to scatter into my sandbox. 

Well, it's a lot harder than I expected. 

First, let me tell you of some past campaigns...

I liked CoS and ToA despite the terrible organization. They have BOTH a coherent "narrative" and a sandbox setting, (mostly) railroad-free. They are, however, too verbose and extensive (and somewhat flawed). Interesting nonetheless.

I ran the entirety of Tales of the Demon Lord, each adventure is about 2-4 pages. It works well, but it lacks some coherence and the sandbox aspect. 

Before that, I've ran a couple of campaigns I created, but they were mostly GoT-style intrigue.

Now I want to build my own thing. Start with a home base (in my setting, the "Seven Castles" in the shoreline of a mostly unknown continent) and let PCs explore, interact, etc. I really like that setup for several reasons I might explain later. BTW, the PCs are now in a tropical jungle area, which makes me rule out some modules I've found (e.g., deserts, snow...) - or at least save them for later.


Since I cannot find any other big campaigns that interests me in the OSR sphere (except megadungeons), I thought I'd start looking for good OSR adventures and go from there.

Well, all I could find until now is rooms and rooms full of orcs, skeletons and giant bees in succession, with little rime or reason. 

So: I'm going through all my PDFs to find stuff I can use. Mini-dungeons, ruins, villages, locations, and even full hex-crawl modules that are portable enough (and not dominated by orcs and goblins).

Yes, I'd like recommendations, especially if free. But, for now, I'm taking a quick look at a few PDFs to see if they fit the bill. I'll also go through some recommendations I already got online, and whether I'll pursue them or not. Anything that looks good goes to my sandbox folder...

I'll say I'm not particularly interested in:

* Megadungeons.
* Orcs, goblins, etc., and skeletons living in random rooms for no reason (unless it is an undead-themed place, for example).
* Generators to create my own setting (I'm doing that already and I already have plenty of B/X random tables).

I'll also note that I've written my own OSR adventure, The Wretched Hive (currently on sale). I already ran it with this group. It contains the stuff I find important in these modules: coherence, different monsters, variety, etc. If your tastes are similar to mine, check it out!

Anyway, here is the first bunch:

* Qelong: this module is pretty cool, it has everything I wanted - coherence, creativity, a sandbox aspect, terseness, a decent size... and some jungles. Alas, we've already played it. If you haven't, it is worth checking out. So, nope, but maybe check for unused encounters.

* Monkey Business - a jungle hexcrawl by my friend Jens (The Disoriented Ranger). This is more "toolbox" (lots of procedures, random tables, etc.) than a finished piece that I can add to my setting. It is full of interesting ideas and weird encounters, however. It has a very gonzo vibe and relies mostly on intelligent monkeys - which I'm not sure I want to add to my setting (but I can easily replace for something else). I can certainly use some jungle encounters and tables (not to mention mushrooms, aliens, villages, tribes, etc.), so... Yes!

B2 The Keep on the Borderlands - A classic. Decided to skip for now because of the description: "The Caves of Chaos themselves showed off the introductory nature of B2 in another way: They're pretty much a who's who of the humanoids you could meet in Basic D&D, with separate caverns inhabited by kobolds, orcs, goblins, ogres, hobgoblins, bugbears, gnolls, and even a minotaur. Gygax later admitted that the result wasn't "ecologically correct," but that wasn't really the point.".". No, not what I'm looking for right now. Nope.

*  The Towers of the Weretoads - A very small location, very terse, PWYW, cool monsters, no orcs... It is free and could fit anywhere. Yes!

Wreck on the Reef - A blog post (from https://clericswearringmail.blogspot.com/search/label/maps and adventures) describing a wrecked ship. It has some authentic "wrecked ship" feel - with a decent amount of empty space, which I like. Too many monsters (although they are fitting - sharks, giant crabs, etc.), which I can edit out. Fits my theme perfectly (the PCs are currently on a ship and the campaign is partly coastal). Yes!

N1 Against the Cult of the Reptile God - this one seems perfect. Theme, size... also a classic. I haven't bought and I have hundreds of unread modules... but it looks enticing and not expensive, so... Maybe?

Next: maybe some BFRPG, DCC, and One-page Dungeon stuff. Plus, give me your suggestions!

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Saturday, October 22, 2022

The fighter die (OSR)

This idea is inspired by DCC. I think it can be adapted to B/X (or other OSR games) for two purposes:
  • Make the fighter a bit stronger.
  • Give the fighter alternative maneuvers.
Let's make this as simple as we can.


The fighter gets a fighter die (FD) equal to their level: 1d4 on level 4, 1d6 on level 6, etc. Before level 4, this is replaced by a +1 bonus (use 1d2 if you prefer). After level 12, the die stays at 1d12 and grows no further (if you go all the way to level 20, you could expand this to 2d8 at level 16 and 2d10 at 20).

With each odd fighter level, the fighter can pick a new maneuver. He can use one maneuver per round.
  • Bash: when you hit, add FD to damage.
  • Aim: add FD to your attack roll.
  • Slay: add twice FD to your damage if you crit.
  • Defend: add FD to your AC against a single attack.
  • Protect: add FD to an adjacent allies' AC against a single attack.
  • Take cover: add FD/2 to your AC against ALL attacks.
  • Mark: choose an adjacent target, he gets a penalty equal to your FD if he attacks someone else.
  • Resist: add your FD to one saving throw [notice that this allows fighters to use the same STs as everybody else, a la Target 18].
  • Recover: recover FD HP after you've been hit (no more HP than you lost this round).
  • Cleave: get FD additional attacks against 1 HD foes within reach.
  • Leadership: add +1 to attacks or morale to FD allies.
  • Etc.
Simple and effective. No bookkeeping, no complex math, no need for tables, each "special features" takes a single line and you have about seven at most.

(Notice that the fighter die is roughly equal to half their level; you could repalce it with a "fighter bonus" instead).

Maybe you could give something similar to thieves (to improve their skills and backstabbing) and even clerics (smiting etc.). But it should be even simpler - maybe as a fighter half their level. An 8th-level thief adding 1d4 to their attack (which doubles if you successfully backstab) sounds very reasonable.

MUS? well, they don't need a boost... BUT you can give them cantrips if you want, causing 1d4 damage at level 4 etc.

Well, for now, this is just a random idea. My combat house rules are already getting a bit complicated as it is, so I don't need to add more stuff now. But it could be a worthy addition for a simpler game.

Wednesday, October 19, 2022

Target 18 spells (B/X)

I've been playing around with Target 18. And, well, it kinda works for spells too.

This is how you do it: no spell slots. Instead, roll 1d20, add your MU level, and try to get 18 PLUS spell level (e.g., 19 for magic missiles, 22 for fireballs, etc.). 

Success means you cast the spell and keep it (with some special effects on a natural 20). Failure means you cast the spell and forget it. A natural 1 might create potential disaster.

(See Alternate Magic for spell mishaps, critical successes, corruption, chaos magic, etc. Most of this is included in the first 10 pages, so you can check it in the preview for free).

Art by Rick Troula - The Displaced.

You can add Int/Wis/Cha modifier if you wish (unless you're already using it for extra spells, since they don't really affect spellcasting under the usual B/X rules).

In any case, MUs learn one new spell per level, and don't have to "memorize" them - nor can they change it in the wild.

This is a bit harsh for MUs (and clerics) at higher levels, but slightly better for low-level casters. I still do not think they'll be weak compared to fighters, etc. And high-level MUs can cast los of magic missiles instead of using darts... with a small chance of failure.

A note on clerics: I have written extensively about them (here is one alternative) and I'm treating them as  a "2/3 caster", which means they get two spells for every three levels and add a smaller bonus to avoid losing them. They do not get access to all spells, but they can choose any while in camp; they are just slightly worse magic-users with different spells, better armor, faster advancement, better weapons, and turn undead.

Monday, October 17, 2022

(A new) Old School Feats review!

Here is a new review of Old School Feats:


Check it out!

The review touches some interesting points. "Multi-classing feats" for example, that look too powerful to some readers. They might be - I might even tone them down in a future revision (if play-testing and feedback point this way) - but I have been trying them and I haven't found them too powerful, ESPECIALLY if compared to the classic multi-classing rules from AD&D (or OSE advanced for that matter).

Here they are: let me know if you can make an unbalanced PC taking one of this feats, and I'll try to fix it (the goal of these feats is to easily create paladins, war clerics, thugs, gishes, shadow mages, etc.).

1.       Dilettante cleric. You can cast spells and turn undead as a cleric half your level (e.g., if you are level 10 you can turn undead and cast spells as a 5th level cleric), but you’re limited to 3rd level cleric spells (See notes on page 19).

2.       Dilettante fighter. You can use any weapon and armor. You can cast spells and even use thief skills in armor, although your ability to climb, move silently and hide is halved in plate armor.

3.       Dilettante mage. You can cast spells as a magic-user half your level.

4.       Dilettante thief. You have access to all the skills of a thief half your level, including read languages (when you get to level 8).

The most powerful of the bunch, IMO, is Dilettante mage, but at most it still weaker than a 10th level elf (same for dilettante fighter). The ability to wield any weapon might make the cleric a bit more powerful... but clerics can raise dead from level 7, so wielding magic swords is a minor feature in comparison!

By the end of the review, he also mentions a couple of other books on OSR feats. I'll have to check those too - they look very good!

Anyway, a good review overall, take a look... and if you like the idea of OSR feats, get the book and see for yourself!

Saturday, October 15, 2022

Old school weapons are terrible (armor too!)

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

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

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

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

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

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

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

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

AD&D uses different damage dice too, but tries to keep other traits to make weapons diverse, including  speed, space, and a weapon versus AC table with glaring arithmetical errors that not even Gygax used. AD&D 2e has a better, somewhat simpler table, IMO.
---

3e and 4e are not my favorite editions, but their weapons work a lot better than old-school D&D. Even 5e with all its flaws is better than any of the TSR editions in that aspect.

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

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

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

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

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

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


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

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

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

Click to enlarge.