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
Monday, October 09, 2023
Old School "Tiers of play"
Thursday, October 05, 2023
Point-buy D&D (OSR)
Point-buy mechanics are not uncommon in D&D; even in OD&D (IIRC) you could reduce one ability score to improve another. Later on, you had proficiencies to choose.
The best thing about this is that you can customize your character however you like.
The main problem, of course, is analysis paralysis.
[Another downside is that all PCs of the same class become "optimal" and "samey" if you don't introduce some randomness].
Too much choice becomes burdensome. At the very least, you'd need a few examples or templates to help players out, unless they are familiar with the system (with that said, I played such systems for decades without much issue).
Anyway, I have often wondered if old school D&D could be easily reduced to a point buy system - probably after playing Lamentations of the Flame Princess, which uses a similar system for skills.
| by James West. |
Ideally, we'd have a number of things to "buy" with a similar cost.
Let's start with 3 points per level (maybe 5 on level 1). You can assign them to (no more than one point per level to the same ability/skill/etc.):
- Attack bonus.
- Saves (bonus apply to all saves).
- Ability scores improvements
- Skills (1-in-6 otherwise).
- Spells (1 point per spell).
- Spell-casting.
- Turn undead.
- Feats/features.
Some entries deserve special consideration.
Spell-casting means your MU level. Spellcasting 3 means you cast as a 3rd level MU. You still have to learn the spells, and you probably need at least the same number as you spellcasting (e.g., at least 3 spells for spellcasting 3).
To Turn Undead you roll 1d6 and must beat the target's HD by 4 or more. TU 2 means you roll 1d6+2, etc. A margin of 8 or more means destruction.
Feats are various perks, including all existing features. Some of them could cost more than 1 point (e.g., multiple attacks) and they might be limited (e.g., one for every three levels) to reduce complexity. You can find many examples in Old School Feats - they'd cost 2 points each.
About Point-Based Characters. The idea of point-based RPG characters dates back to at least Melee (1977), the predecessor to The Fantasy Trip (1980). It was popularized by Champions (1981) and has since become a mainstay of the roleplaying industry.
However, even in 1995, the idea still hadn't been officially incorporated into AD&D, which instead focused on random rolls to generate characteristics, linked with rigid class and level structures that didn't give players any room for variance in their characters. The closest that AD&D came to point-based characters was in Unearthed Arcana (1985), which offered some alternative methods for rolling lots of characteristic dice to try and generate a specific character class that the player was seeking. AD&D second edition (1989) similarly provided some methods to let players add extra dice to certain characteristics during character generation.
Skills & Powers dramatically changed this by offering a point-buy system that let players not only purchase characteristic points and proficiencies, but also allowed them to choose which class abilities that they wanted to buy. It allowed considerable variation, and thus players could have characters with "out-of-class" weapons, or even a Conan-esque fighter who could both fight and move silently. Skills & Powers even included traits (advantages) and disadvantages - two notable elements of point-based character systems that help to add detail and depth to characters.
Friday, September 29, 2023
Minimalist encumbrance/slots (B/X)
Light items (potions, torches, etc.) are ignored unless you're carrying more than pounds of them. You can bundle 6 torches, 3 days of rations, 3-5 daggers/wands/potions, etc.
| Encumbrance | Movement Rate |
|---|---|
| Up to STR | 120’ (40’) |
| Up to STRx2 | 90’ (30’) |
| Up to STRx3 | 60’ (20’) |
| Up to STRx4 | 30’ (10’) |
| Encumbrance | Movement Rate |
|---|---|
| Up to STR | 120’ (40’) |
| Up to STRx1,5 | 90’ (30’) |
| Up to STRx2 | 60’ (20’) |
| Up to STRx3 | 30’ (10’) |
Wednesday, September 27, 2023
AD&D DMG cover to cover - part VIII, pages 100-114 (NPCs, CONSTRUCTIONS and CONDUCTING THE GAME)
NON-PLAYER CHARACTERS
Appearance: youthful, unkempt Sanity: neurotic Traits: violent, obsessive, kindly, studious Personality: rash Bravery: brave Disposition: haughty Intellect: ponderous Interests: collector of fauna
CONSTRUCTION AND SIEGE
Then we get various siege engines like catapults, ballistae, etc. They require a regular attack roll (and do NOT use the table on page 108 to determine “to hit” probabilities, despite what the text says), which might give fighters a chance to shine here. Spellcasters, on the other hand, can use various spells against structures, as described in this section.
CONDUCTING THE GAME
In many situations it is correct and fun to have the players dice such things as melee hits or saving throws. However, it is your right to control the dice at any time and to roll dice for the players. You might wish to do this to keep them from knowing some specific fact. You also might wish to give them an edge in finding a particular clue, e.g. a secret door that leads to a complex of monsters and treasures that will be especially entertaining. You do have every right to overrule the dice at any time if there is a particular course of events that you would like to have occur. In making such a decision you should never seriously harm the party or a non-player character with your actions. “ALWAYS GIVE AMONSTER AN EVEN BREAK!”Examples of dice rolls which should always be made secretly are: listening, hiding in shadows, detecting traps, moving silently, finding secret doors, monster saving throws, and attacks made upon the party without their possible knowledge.There will be times in which the rules do not cover a specific action that a player will attempt. In such situations, instead of being forced to make a decision, take the option to allow the dice to control the situation. This can be done by assigning a reasonable probability to an event and then letting the player dice to see if he or she can make that percentage. You can weigh the dice in any way so as to give the advantage to either the player or the nonplayer character, whichever seems more correct and logical to you while being fair to both sides.Now and then a player will die through no fault of his own. He or she will have done everything correctly, taken every reasonable precaution, but still the freakish roll of the dice will kill the character. In the long run you should let such things pass as the players will kill more than one opponent with their own freakish rolls at some later time. Yet you do have the right to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye or invoke any reasonably severe penalty that still takes into account what the monster has done. It is very demoralizing to the players to lose a cared-for-player character when they have played well. When they have done something stupid or have not taken precautions, then let the dice fall where they may! Again, if you have available ample means of raising characters from the dead, even death is not too severe; remember, however, the constitution-based limit to resurrections. Yet one die roll that you should NEVER tamper with is the SYSTEM SHOCK ROLL to be raised from the dead. If a character fails that roll, which he or she should make him or herself, he or she is FOREVER DEAD. There MUST be some final death or immortality will take over and again the game will become boring because the player characters will have 9+ lives each!
Furthermore, there must be some purpose to it all. There must be some backdrop against which adventures are carried out, and no matter how tenuous the strands, some web which connects the evil and good, the opposing powers, the rival states and various peoples. This need not be evident at first, but as play continues, hints should be given to players, and their characters should become involved in the interaction and struggle between these vaster entities. Thus, characters begin as less than pawns, but as they progress in expertise, each eventually realizes that he or she is a meaningful, if lowly, piece in the cosmic game being conducted. When this occurs, players then have a dual purpose to their play, for not only will their player characters and henchmen gain levels of experience, but their actions have meaning above and beyond that of personal aggrandizement.
Again, it is curious to see such advice in the DMG, as these "story arcs" are usually a mark of modern play.
Thursday, September 21, 2023
Minimalist "Weapon versus Armor" table
But I'm still wondering... could we have an easy weapon x armor table?
Tuesday, September 19, 2023
Critical hit checklist
20+: max damage x2.
30+: max damage x3.



