The PCs in my sandbox were hunting a few goblin tribes. I had the entire area (hexes) and a couple of goblins caves prepared in advance (adapted from a published module).
I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Wednesday, June 19, 2024
Sandbox detour
The PCs in my sandbox were hunting a few goblin tribes. I had the entire area (hexes) and a couple of goblins caves prepared in advance (adapted from a published module).
Monday, June 17, 2024
Milestones WITH XP
Thursday, June 13, 2024
The importance of cleaving mooks
![]() |
| Amazing art by Dean Spencer. |
3E D&D
CLEAVE [General] You can follow through with powerful blows. Prerequisites: Str 13+, Power Attack. Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature in the immediate vicinity... (PHB p. 80)
GREAT CLEAVE [General]
You can wield a melee weapon with such power that you can strike multiple times when you fell your foes. Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher. Benefit: As Cleave, except that you have no limit to the number of times you can use it per round. (PHB p. 82)3E D&D introduced the concept of "Feats": special powers that may be chosen as characters advance in level. Fighters get additional, bonus Feats (more than any other class), and the two listed above are on their Bonus Feat applicable list. That said, not every Fighter gets the power; they must make a deliberate choice to pick up the ability. At the earliest, a Fighter might have Cleave at 1st level, and Great Cleave by (you guessed it) 4th level.
Most of us interpret this as a reworking of the rule from earlier editions; if a Fighter (with the Feat) battles very weak creatures, then they're likely to get a chain of attacks that puts many of them down. And many of us prefer the continuity of this mechanic -- unlike in 1E, where there's a huge quantum collapse between fighting "up-to-7-hp" creatures vs. "up-to-8-hp" creatures, the benefit here will more smoothly be usable against 2 HD or 3 HD creatures, just less frequently.
Monday, June 10, 2024
Fixing B/X fighters
Saturday, June 08, 2024
Are B/X fighters too weak?
Thursday, June 06, 2024
Author x Referee GMs
For example, the classic "quantum ogre". There are two doors. The PCs choose the door on the right. Can the GM decide there is an ogre behind it AFTER the PCs choose?
Thursday, May 30, 2024
Unlimited D&D x Limited D&D
This is not about "House Rules x RAW", however.
I would guess most groups would quickly accept that the DM can include new monsters to the setting as desired, but this is an assumption that often gets ignored when discussing old school D&D.
For example, I always found that "immunity to ghoul paralysis" was a silly trait to give a class or creature because it is so specific. But if you are only using Moldvay's Basic - and not even expert - it could be an interesting advantage, since the total number of monsters is low. Still, people keep using it even when playing some form of UD&D.
Same for the cleric "turn undead" tables that include the NAMES of the creatures turned instead of their HD. If the number of undead are limited, this makes perfect sense; otherwise, it looks strange and impractical.
(A more extreme example is the blink dog and its hatred of displacer beasts. B/X tell us almost nothing about these creatures, but they attack each other on sight. How often will that happen? If you're playing UD&D, almost never).
There are other aspects of old school D&D that seem to be remnants of this limited mindset. For example, clerics and mages cannot use sword, which is important if most magic weapons are swords, but becomes less important if you have several magic maces or daggers.
Another example I've been struggling with lately is spells. I've been running a game slightly based on B/X, which does not contain "counter spell", exactly. But now I'm introducing an NPC for another system that has this spell. Is it fair to my caster that he didn't get to choose it?
(My solution for this is: if my player shows interest in Dispel Magic, I'll let it function as a counterspell. Fortunately, he hasn't got it so far).
Personally, I was always attracted to this "Unlimited" take on RPGs in general. I'm willing to add new monsters, spells and even the ocasional laser guns to my games, and always tried to accommodate every character concept the players suggest (although now I'm tempted to go mall-human for the next campaign).
But there are advantages of the "limited" perspective - it allows players to get more familiar with existing monsters, spells, etc., for example.
In fact, having fewer monster types reinforces their significance rather than diluting it.
If every single monster, spell or item the PCs find is completely new, they can never learn anything except trough direct contact. There is no room for extrapolation, generalization, etc.
I have a similar feeling on classes. Yes, I like paladins, assassins, warlords, druids, avengers, and monks. But rather than having a dozen classes, I prefer having FOUR: fighter, mage, thief, cleric, each with a few variations. And I think the AD&D bard - a class that works in a completely different way from other classes - is an unnecessary mess.
(Maybe I'll reduce it to THREE classes for my Sword and Sorcery game, ditching the cleric).
Even 5e seems to have problems with this (correct me if I'm wrong; I don't play 5e anymore). For example, the "Staff of Charming" requires attunement by "a bard, cleric, druid, sorcerer, warlock, or wizard". But what if I'm using a 3rd-party class, or even the very popular artificer? Are they automatically excluded? Or do including a class requires rewriting all magic items like that?
As you can see, seeing classes through a limited scope simplifies some aspects of the game.
(This is partly what Old School Feats is about, BTW - no extra classes but many additional options. You can look at the free previews to see how I treat fighters, for example: a framework to create warriors, paladins, rangers and warlords).
In short, my favorite approached to D&D is having unlimited choices within a limited framework that works as a common language between players and DM.




