Thread #97832804
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Welcome to the Old School Renaissance General, the thread dedicated to first-decade, Gygaxian D&D, its faithful modern clones, and content created for use with them. Later editions (2e and newer) should be discussed elsewhere.
Broadly, OSR games encourage a tonal and mechanical fidelity to Dungeons & Dragons played as intended by its creators from 1974 to 1983 — less emphasis on linear adventures and overarching metaplots and a greater emphasis on player agency.
If you are new to the OSR, welcome! Ask us whatever you're curious about: we'll be happy to help you get started. We also have two excellent beginner guides created by Anons with feedback from the thread that you can check for help:
>n00b DM's Guide
https://pastebin.com/EVvt6P0B
>n00b Player's Handbook
https://pastebin.com/XALkXkV0
>Troves, Resources, Blogs, etc:
http://pastebin.com/9fzM6128
>Need a starter dungeon? Here's a curated collection:
https://archive.4plebs.org/tg/thread/94994969/#95006768
>Previous Thread:
>>97805822
>Thread Question:
Do you have a favorite EMDT module?
327 RepliesView Thread
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>>97832804
>Do you have a favorite EMDT module?
Yes: Khosura is the best thing Melan ever did IMO, and among the zine-format modules Trail of the Sea Demon stands out as a fantastic city adventure, or sequence of them.
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>end last session on a cliffhanger
>movement beyond a curtain
>it is probably Kobolds
>spend the intervening week thinking about how we should conduct diplomacy to get information out of them
>session starts
>The party dwarf pulls aside the curtain to reveal a surprised kobold and a few more in the room behind him.
>we fail surprise irl except the dwarf player
>he bashes the thing's head in
>we are in it now
>there is a burning oil trap
>an almost fatal flanking force we just barely managed to shift our rear gaurd into in time to block
>kobolds are roughly the size of children so we release the wardog
>many jokes about the priestess being a pit mommy with a dog named Princess
>there are almost 40 kobolds
>they exploit the darkness to fire arrows at us unseen
>PC fighters too afraid to push up to make room for a torch bearer
>a brave venturer puts away his weapons to advance forward with a lantern
>the most terrible of all things happen, for 3 turns out dice are completely cold
>the dog is bought down by the elite kobolds
>a henchmen is knocked to 0 by the kobold chief
>is this the end?
>dice decide to finally roll above 6, fighters are killing about 2 kobolds a turn
>box cars on morale
>we are actually fighting kobold Spartans or some shit
>We grind them down but burn most of our healing keeping the frontline up
>roll to see what happened to the henchmen and the dog
>henchmen will be fine, just needs a night's rest, but the dog took advantage of the free neutering service so is Princess now for real.
Our first big dungeon fight was a blast. There were a lot of light lessons we learned the hard way but it looks like we got a forgiving encounter to learn them in Also the rest of the party was impressed with how lethal the wardog was for the few rounds it got to kill kobolds that they now want to buy all the wardogs in every town we go to from now on.
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Want to contribute to the thread but don't know where to start? Use this table.
>1. Make a spell
>2. Make a monster
>3. Make a dungeon special
>4. Make a wilderness location
>5. Make an urban set piece
>6. Make a magic item
>7. Make a class, race, or race-as-class
>8. Make a 4-10 room lair.
>9. Make a trap
>10. Roll 2D10 and combine
>>97832804
Honestly my favorite is probably Vaults of Volokarnos. Scratches that Borshak's Lair itch.
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>tq
I own a copy of Xyntillan and really like what I have looked at. The two maps are a wonderful touch and I look forward to being able to run it someday. In regards to his other stuff, I make a point to not read modules I don't plan on running any time soon to avoid spoiling myself on the off chance that I have the opportunity to play them so I don't really have much of an opinion on his other stuff. His Fomalhaut setting is really neat, though. I quite like what I've heard from Melan. He seems like a good DM.
>>97833038
Sounds like a blast! Glad you guys had a memorable session out of it. My party also recently discovered just how useful extra bodies can be and dragged some men-at-arms into the second floor of a dungeon. Against all odds they escaped unscathed and the party gave them a bonus of more than a year's wage each so they'll likely be tripping over themselves to come back with them.
>kobolds are roughly the size of children so we release the wardog
Lel
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What do you do to filter out good players from bad at your table? Are there any particular red flags or green flags you have?
I have the following green flags:
>Autistic
>Friendly and polite, or at least trying to be
>Shows up on time consistently
>Engaged during the game
And red flags
>Talks politics at all
>Related to the above, complains about this or that being bad or problematic, or conversely spergs out over someone being different than them
>Phone at table
>Being a dick to another player
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Do you guys think it's possible to create a history simulator with random terrain generation and geographical determinism on a 6 mile hex grid using cellular automata procedures that could be rolled out by hand on pen and paper without particularly complicated calculations? Possibly to a high degree of abstraction, but not too much so.
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>>97833895
Possible? Yes. It would take a lot of autism and a lot of time to get it right. I'm not sure it's worth the effort -- consider that Toady has been trying to make his history simulator not suck ass for well over a decade now
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>>97833934
It's called Dwarf Fortress, king of the simulationist vidjeo gaymes. The start of a new game involves a full world history simulation with plate tectonics, erosion, gods, historical ages, wars, and such. It's very cool and also the results are very clunky even after working on it since forever ago.
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>>97833340
We are playing ACKS2.
>>97833680
Yeah, our party has been a bit hesitant to hire henchmen especially the spell casters but I am playing a Venturer which are weak in combat. Because of this I went all in on henchmen early and they really clutched the fight, they held the important flank and the +1 AC from the bard's inspire courage stopped 5 hits on the party by my count.
I think my group has been a little to 5e brained but I think this fight proved that all the extra help was critical and hopefully they will recruit some more guys when we get back to town.1
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>>97820120
might be a standard in ACKS since I haven't read it but the growth time seems too quick? a baby needs at least a couple of years to be a toddler and if we are waiting for an adult than at least 14-15 to allow for reproduction.
anyway Human herding will likely be very niche since raiding for humans or demanding tribute from a local settlement or even just ruling a town with an iron fist would be easier. it might be a thing in the underdark or otherwise very desolate lands.
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>>97833895
>using cellular automata procedures that could be rolled out by hand on pen and paper
If you're happy with something that takes forever to do by hand and generates something that looks wrong, sure, it can be done.
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>>97834247
NTA. I have multiple acquaintances with actual diagnosed autism that I play boardgames with. Admittedly I've never played D&D with them, but I would: They're considerate, low-drama people who are genuinely passionate about games and are pretty easy to get along with. Occasionally you might need to tell them some things explicitly when they don't get non-verbal communication, which I generally have little difficulty with. That one thing is not always ideal, but there's MUCH worse out there.
Of course not all people with autism are like that, particularly the highly politicised ones, but it sounds like the Anon you replied to has a similar experience to mine.
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>>97833692
Because it's still a working retroclone.
Also, currently there are no detailed rules for handling troops movement, military campaigns and so on without the DM handwaving them.
>>97833038
>kobolds are roughly the size of children so we release the wardog
Good choice, the wardgog is a must at lower levels, especially against kobolds, goblins, morlok and similar.
>the dog is bought down by the elite kobolds
When we started, we had 2 wardogs in our group (plus a summoned skeleton one by the necromancer).
>>97833703
>Talks politics at all
>Related to the above, complains about this or that being bad or problematic, or conversely spergs out over someone being different than them
>Phone at table
>Being a dick to another player
Yeah, kick him.
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>>97833895
>Do you guys think it's possible to create a history simulator with random terrain generation and geographical determinism on a 6 mile hex grid using cellular automata procedures
Yes.
>that could be rolled out by hand on pen and paper
No.
>without particularly complicated calculations?
Lmao no.
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>>97833692
It's because the ACKS discord had to go somewhere after being banned from Reddit. They chose here because it's easier to brigade and not get caught by stuff like making puppet accounts if everyone is anonymous.
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>>97832804
>TQ
I ran The House of Rogat Demazien ages ago when it was in the zine, I ended up modifying it for Yoon-Suin. it was a great exploration adventure, one of the better
>weird shit in a wizard tower
sort of ones I'd run at the time. In the Shadow of the City God and Forest of Gornat look quite good and have been idling on the things-to-run pile when something close enough comes up in campaign.
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Thoughts on Macuahuitl? I've been thinking of trying it but I can't find it in the troves so I want to know if it's worth taking the plunge for.
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Anons, for my summer project, I'm picking up the retro-cloning of B/X and releasing it into the wild (with a free and open license) in my native language.
The issue I want to tackle is to lower the entry barrier into the hobby. (There has been no full rpg ruleset in the language) and I want to promote the hobby.
For this reason, I'll make these adjustments to make it as-easy-as-possible to someone with no-prior-information about the concept of TTRPGs.
>xp per gold spent (as in First Fantasy Campaign)
>coins limited to bronze, silver, gold (with the ones listed in treasure tables converted in ratio)
>phased combat (side initiative, movement, missile, magic, melee, morale)
>MU spells reach a maximum of spell-level 5
>max level 9 (name-level endgame)
>alignment languages removed, acts as modifier to reaction rolls
>imperial units converted to metric
>attack matrix is removed (but the math is the same), player characters receive class-based attack bonus instead to remove looking up the table for each attack.)
> monsters and PCs use the same attack matrix?
That's all I could come up with. any other suggestions?
Once done, I can put it out in English under CC0 too.
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>>97839589
>I'm picking up the retro-cloning of B/X and releasing it into the wild (with a free and open license) in my native language.
based
>>xp per gold spent (as in First Fantasy Campaign)
bad
>>coins limited to bronze, silver, gold (with the ones listed in treasure tables converted in ratio)
irrelevant
>>phased combat (side initiative, movement, missile, magic, melee, morale)
need more expleen
>>MU spells reach a maximum of spell-level 5
why
>>max level 9 (name-level endgame)
not same for all chars
>>alignment languages removed, acts as modifier to reaction rolls
fine
>>imperial units converted to metric
ugh turdie
>attack matrix is removed (but the math is the same), player characters receive class-based attack bonus instead to remove looking up the table for each attack.)
??? so its the exact same???
>> monsters and PCs use the same attack matrix?
gross
4.5/10
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>>97839589
>>xp per gold spent (as in First Fantasy Campaign)
NuSR bullshit, IMO. How are they gonna build castles and raise armies if you're siphoning away all their cash?
>MU spells reach a maximum of spell-level 5
Why would you do this?
>max level 9 (name-level endgame)
That's a bad change, different end levels are a balance mechanism, akin to making Magic Users weak in early levels in exchange for being powerful at the end
> monsters and PCs use the same attack matrix?
Why would you do this?
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>>97839600
i am >>97839597
and im glad you basically agree
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>>97839597
>>97839600
For xp-per-gold-spent, my intention is to herd players into endgame domain play, instead of them just hoarding gold. (I got it from Arneson, so that shouldn't be NSR). To clarify, I'll list "areas of interest" for them to spend. For instance, a cleric should use the gold to donate to temple, and a MU to build a lab, etc.
With coins, I feel like that's a must because whenever someone hears the word "electrum" that would not register as some sort of metal. (that was the first I heard about it when playing B/x for the first time for instants.
With combat, I mean that I will have it divided into phases of initiative, movement, missile, magic, melee, and morale). at the initiative phase, it is decided that which side goes first for the remainder of the turn for each phase.
With MU idea, I'm still not sure, but I thought it would be less confusing to have the same-level number of spells for both Cleric and MUs. (or should I bump the Cleric spells to sixth level?)
With max level 9 - I must say that I'll list fighter, mu, and cleric as core classes, and with others as optional. So maxlvl9 makes more sense?
yeah, attack matrix is the same but presented differently. So, I guess monsters would get the same treatment as well, requiring no attack matrix.
imperial2metric conversion because we use metric system.
That's the intention behind these. Any other suggestions?
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>>97839619
>instead of them just hoarding gold
youre forcing a purge rather than giving a good option to spend
im sorry but im too drunk and youre too esl for me to help more tonight.
I wish you well but tomororw you can expect me you rip your post apart and call you mean names
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>>97839626
Sure anon, as long as it's constructive criticism, it's all welcome.
Keep in mind that there's no wargaming and ttrpg hobby beyond a very small group. I'm trying to bring it on to the masses; by offering it in the "vernecular" so to speak. Think of picrel, when you provide feedback. It's an effort to bring the word of Gygax (pbuh) upon the nation.
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>>97839659
>the word of Gygax (pbuh)
[distant sounds of a banned faggot raging]
kek
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>>97839680
>>97839659
In the name of Gary Gygax (PBUH),
who first set dice to table
and showed the way,
we begin.
O Gygax (PBUH),
guide our game,
make our rolls fair
and our dangers real.
We remember Alexander Macris,
who taught that gold has meaning
and that what we build can last.
Keep our coffers full,
and our ventures wise.
We heed RPGPundit,
who warns us not to forget
the old ways.
Let us not grow soft.
Let us not drift.
O Table,
before you we gather.
Give us fortune,
give us risk,
give us stories worth telling.
Keep us from easy victories
and empty rewards.
Let the game be true,
now and always.
roll well and often
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>>97839749
Guilt by association, it's crazy popular in NuSR circles. Arneson did it, but it's still not a good idea, and we're not actually in the business of revering the sacred texts here outside of jokes.
>>97839689
>Macris and RPGpundit
>RPGpundit ever
Lame! Pic related is far superior
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>>97839824
It's still not good, it should be easier to disrupt a spell by chopping the caster in the face with a sword than by shooting him with an arrow, not harder, let alone impossible.
You also don't lose literally anything by making magic the last action phase.
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>>97839597
>I'm picking up the retro-cloning of B/X
>list of FOEGYG changes follows
If you're doing a B/X retroclone, don't change random stuff you don't even understand.
If you want to do some NuSR crap, don't call it a B/X retroclone to try and fool people who don't speak English and don't know any better into buying it.
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>>97840052
>>97840057
> fool people who don't speak English and don't know any better into buying it.
it's not for sale, it'll be for free.
It's for a society where TTRPG is limited to a very limited playerbase at sf/fantasy groups at colleges.
I know that you are a wanker acting not in good faith but I'll explain myself for other anons. (and won't reply to wankers later on).
-xp-per-gold-spent: I got it directly from Arneson.
- phased combat: inspired by Chainmail
- limiting classes to mu, fighter, cleric: inspired by OD&D
Calling it "NuSR crap" is ignorance or worse; illiteracy.
>Discarding attack matrix (but representing the same math in different format) changes nothing.
>Imperial units converted to metric: changes nothing.
>electrum and platinum coins converted to gold, bronze, silver (this would slightly undermine encumbrance rules)
The only questionable ones would be
- mu spells reaching level 5 max (as it is level 6 in original)
- max level capped at 9 (in the original game it's 9, 9, and 11 for mus)
- alignment languages converted to reaction roll modifiers (I'm yet to see a game report where 'alignment languages' have been meaningfully implemented. and the game designer (gygax) states that he has regretted it. It's available on the internet forums if you can use search engines.)
>offering elf, dwarf, halfling, and thief as optional rules
I don't see any problem with this.
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>>97840057
Nah. It's not a strict clone like OSE, but the term "retroclone" allows for stuff with some mild houserules. What he's doing is leaning towards something like Labyrinth Lord, IE firmly in the standard retroclone area, rather than a borderline retroclone like LotFP, which is still far from actually doing a NuSR game.
That said, some of the changes kinda suck.
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>>97840216
>I don't care that Arneson did it once
It's called THE FIRST FANTASY CAMPAIGN for a reason, anon...
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>>97840469
>I don't care that Arneson did it once, As a matter of fact, it's a NuSR staple today
You're not only retarded but extremely delusional. So I apologise, anon, I didn't know. And I apologise for bothering the thread.
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>>97840693
Arneson is 2e now? I feel like your next claim would be to consider ACKS closer to "true D&D" than D&D itself?
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>>97840799
>No, considering XP for gold a "mild houserule" is literally "AD&D" 2e's approach to it.
That was me, and I'll say this: Fucking with XP for gold is generally some big-ass FOE bullshit, but the reason I said it was a "mild" houserule is that it doesn't fundamentally alter the player's interactions with the game -- you're still delving dungeons to acquire gold so you can level up, with all of the play implications that has. It's just at the end of the cycle, the DM's rule takes the money away from you, which somewhat kneecaps you at higher levels when you start wanting to do the domain game.
That's not at all the same thing as 2e shuffling gold for XP into an option and telling DMs not to use it, and offering a bunch of bullshit instead, or modern milestones "level up when you tell them to" or whatever.
It's a shitty change IMO, but it doesn't remove a pillar of the OSR, just chip it in a way that isn't very obvious until you start to get to high levels, which most campaigns won't do, so it will not ever be apparent to them.
And it's not an all-or-nothing change, either -- since you can only level up once per session, many expeditions will return with excess gold that can't be used for XP, which under the proper rule just means when you're leveled up you will always have more cash than XP, but under this dumb rule will fill your coffers more slowly. Thus one likely change to gameplay is that your players will want the biggest wagon(s) they can get ASAP, and to keep going back in to haul even more out of the dungeon each session, to beat the siphon, than regular players who will prefer to turn around and leave the dungeon as soon as they've grabbed enough to level up.
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>>97841504
>i'm going to step into this thread one more time to say yeah
You say that as if you ever left you doublefucker.
You do realize there's a decent faction of us here who don't hate 2e, but don't think it belongs here (There's a /todd/ thread and a /2eg/ thread up right now, both of which would welcome it warmly)
As for "Made up strawman" - Fuck off and continue fucking off until you find the fuck off end point, then hop the fence and keep fucking off in that direction until they call the police on you.
It's obvious to anyone with a brainstem that there's one sperg with a hard-on who is constantly trying to cause shit in these threads
>Muh 6 munfs
How about 18 so far and reigning for the Blaster to your Master?
I know you instinctually want to cover for him since you think you agree with him/are on the same side, but he's not your buddy, he isn't your pal, or friend.
He's just using 2e to shit these threads up.
If you like 2nd edition AD&D then this person is going to use it like a fleshlight so he can dump his load in /osrg/ and then run off giggling when everyone starts despising the game you like because to him it's a means to an end.
And you'd know that if you had an IQ above gas station hotdog temperatures given how he acts in /2eg/
Assuming you give enough of a shit about your fuckin' poggers most beloved game to actually go over there and observe for a thread or three?Retard.
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Guys. I love Wolves Upon the Coast.
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>>97841531
I see your concern and I think it's a legit one, slowing the game down eventually, and affecting how PCs engage with the dungeon.
But since Critical Role will be the players' (i.e. the audience) only experience of RPGs, if not herded, I fear they will end up not building strongholds, etc. ever. Because wargaming is not taken for granted, or even known among the existing playerbase (whom have access to English rules --of mostly 5e and VtM stuff).
I'll think of a better way to lead players into that, if I can.
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>>97840052
im not the one making it dummy, he asked my opinion on his changes
>jeff easley
>sig clearly says trim truman
i hate dumbfuck ESLs so much its unreal
>>97840120
you asked, and you got answered. Your changes are dogshit, regardles of their source
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>>97840525
nigga you dont even play D&D
>b-b-but arneson did it!
he also is ducking cocks in hell, give that a try too.
>>97840594
worthless 2etard
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>>97841504
>[Deleted]
LOL
We are not a Gygax/Jeffro cult worshipping one true wayism as some God given way to play D&D
Yes, we are, and we won.
brOSR has claimed another annex.
Get fucked, BITCH
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>>97840120
nta
Getting rid of electrum is fine, but I have found having that super special PLATINUM PIECES as a thing does delight players.
XP for spent treasure is a choice you're making to direct towards domain play, which honestly is your call but I think detracts from the overall freedom of exploration base many players will find appealing. It will narrow your already narrow field. Having it be a possibility rather than the goal might have better success as an intro game, lots of folks don't seem to find domain play appealing at all.
Otherwise seems fine. Post it when you make it, cool project. What are you thinking of running for the intro dungeon?
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>>97840587
>So gold for XP spent to prevent PCs from "having too much gold" by retards who don't understand what gold is for in D&D is not a NuSR staple TODAY?
No, it's not. Lots of people use this. IIRC Melan used it in Fomalhaut. Jeff Rients used it. It's simply a way to leave the game in a more pulp S&S vein with wandering adventurers, and doesn't distort the incentive structure of XP for gold at all.
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>>97842194
The NuSR version is usually some sort of "carousing table" where the DM siphons away your cash and leaves you pennliess after every adventure. Getting XP for spending your money on a wagon and men-at-arms to guard it isn't the same thing, really.
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>>97842097
>detracts from the overall freedom of exploration
>lots of folks don't seem to find domain play appealing
These are valid concerns, anon. Maybe I can include "xp for gold SPENT" into the DM section as optional.
The issue is the audience will most definitely come from video games where sandbox/exploration is not something they know about. So, it'll even be harder to make them un-learn what they'll carry over from vidya games.
My main objective is to make it accessible while still offering the D&D experience.
Also, what's with the brosr faggots spamming the thread. It's all so tiresome...
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>>97842161
>And what do you do if you're running a module that has ep?
Anon, there is zero modules available in the language. That's the whole damn point. This is a non-problem.
Also no "conversion rules" needed, because coin values relative to each other is already given in the original ruleset.
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>>97842262
or y'know, just dont change it at all? What are you expecting to actually get out of making these changes?
Just keep Gold-for-XP as is, and leave it at that.
>what's with the brosr faggots spamming the thread
It's our thread, ESL bitch. Don't like it? Fuck off.
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>>97842212
>The NuSR version is usually some sort of "carousing table"
That's Rients again, you retard.
>>97842161
>Would you share a couple words on why you think Khosura is better than Castle Xyntillan?
I guess the main reason is that I like S&S better than the whimsical-medieval tone of Xyntillan. I started to list reasons but realized they were all ultimately the same one. I do think that there are some things Khosura does better, such as the proportion of empty rooms, but if I say something like "Castle Xyntillan is a bit too much of a monster zoo for my tastes" it comes off as deranged, because it's not actually a problem that Xyntillan has, both are excellent examples of module design and the map of Xyntillan is basically unbeaten as a plausible castle (compare e.g. Castle Amber with its absolutely dogshit map). It's only in comparison with something of the caliber of Khosura that you can even notice the issue, which at that point is a matter of taste.
So yeah, I fundamentally prefer it because I like sword & sorcery/Fomalhaut better. Both are great modules however, well worth the money.
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>>97842262
There's only one guy yawping about "brosr" and he's either a genuine idiot trying to needle Fishfag, or (more probably) Fishfag himself falseflagging to make the thread look more evil in his demented internal narrative. Either way you should just report and ignore such shitposting.
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>>97842272
*EFL
>>97842291
>Either way you should just report and ignore such shitposting.
Fair enough.
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>Start up a weekly OSR quick play for DND newbies that uses one shot dungeons
>Slowly say things like ''we should keep track off time''
>Hmmm this dungeon might be easier if someone could map where you've been!
>I wonder how heavy everything we are carrying is!
>Since gold is EXP, I guess you don't really have to attack every single mob you see!
>MFW slowly turning them into OSR fiends
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>>97842262
>So, it'll even be harder to make them un-learn what they'll carry over from vidya games.
I've found just flat out telling players how the game works with things like
>the dungeon isn't a fixed set piece, the creatures and denizens change as you explore
or
>exploring the world with a map and finding interesting locations is part of the game
and giving them a map that isn't 100% accurate but more based on in-game-world knowledge with things like
>here be dragons
works well.
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>>97844252
I started watching one of those and one of his black friends RPs at the town gates "I am known as Avarice." The guard asks "As in, greed?" "I BETRAYED MY OWN BROTHER!".
Was too cringe, I could not not warch past that. Looks like a cool system though.
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>>97834979
good review for Rogat, I picked up a bunch of the Echoes of Fomalhaut issues recently and have been wondering what others thought, currently using Astonishing Swordsmen & Sorcerers of Hyperborea for a Fomalhaut game set out of the City of Vultures.
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>>97832862
>>97834979
Footnote to these posts: Trail of the Sea Demon is the revised publication of House of Rogat Demazien (which was originally a free PDF), with a ton of added content. So these anons are praising the same module, essentially.
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>>97843088
Outstanding to hear.
>>97843195
Shut up retard.
>>97842534
>ACKS and BROSR
You aren't affiliated with me. You and the tapdancing boomer can both go kick rocks.
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Why hasnt' the OSR community put out a free (libre) version of their favourite edition of D&D (whether it is ODND, ADND or B/X) yet?
It sounds parallel to what OSR cherishes, the DIY attitude, the anti-consumerist stance, etc.
Has it already taken over by and integrated into "the market"?
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>>97845197
They ain't suing shit. You can't copyright rules to a game, only a particular expression thereof. They have trademarks on some monster names, and copyright on the original text, but if you rewrite and use your own monster names you're untouchable and any attempt at barratry would be terrible PR for them.
The main reason there aren't more of these are that it's a lot of work when you can just print-on-demand a copy of the original rules.
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I've got a question: it's not gaming-related but collection related.
I've stumbled upon a copy of DMG and PHB (2e, I know...) for 110 USD approx. Is this a good price? And are they worth getting in hardcopies. (I know I can download stuff).
Since you guys are into old books, I assumed you can help with this.
This is NOT about rules but the price, so keep the discussion away...
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>>97845305
>>97845313
Thanks, anons. I'll skip, then.
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>>97845287
This is a common price on the secondary mainstream "nostalgia" market at the moment unfortunately. It's not an accurate price, but people continue to pay this amount and thus people continue to charge it.
Case in point, my LGS regularly prices good condition AD&D 2e Core Books for $75+. Are they worth that much? No. Will people pay that much for nostalgia? You bet your ass they will.
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I think anyone looking to run a one shot dungeon in the hopes of introducing players to Old School would be better served by running a delve into the first floor of a mega dungeon.
If you ran it right - someone died, obstacles were overcome and treasure was found.
You get through what you get through in a session, leaving time to return to town & calculate XP.
Players will be motivated to return because they didn't "finish" the dungeon.
This is a more complete introduction to the playstyle than some kind of kiddie-pool sample session.
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>>97845287
>I've stumbled upon a copy of DMG and PHB (2e, I know...) for 110 USD approx. Is this a good price?
Absofuckinglutely not. I mean, a buck apiece is too much for that trash edition but even if you like it, that's blind extortion. This man is correct: >>97845313 Those books are commoner than dirt.
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>>97845804
>By minor I mean as microscopic
XP-for-Gold is not "microscopic". It is one of the cores of the game.
>its an option though!
Its specifically discouraged, and you are encouraged to use dm fiat awards.
>>97843917
1e is a good game and OSR
2e is a dog pile for storyshitters and not OSR
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>>97845166
What would it do that isn't already happening? If its an ideological thing with the free libre thing, ydy but its of minimal utility when you can already download the originals or any number of retorclone with ease.
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>>97845500
No need for it to be a megadungeon, any dungeon of 40ish rooms and a few floors will do. They're cool and all, but insisting its required for something that is very unlikely to come up is a weird hill to die on.
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>>97846698
Allows the global community to collectively maintain, translate, and improve the text
Makes the game accessible to anyone with an internet connection (without having to decipher base64 links on mega-d*t-nZ)
Can never be deleted or taken out of print by a corporation
Protects the hobby from "walled gardens" and predatory licensing changes (like the OGL instance)
Creators can write, publish, and sell their own modules or hacks without fear of legal threats or royalty demands
Allows for development of possible vidya adaptations
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>>97847332
learn to read.
>>97847770
It's not my fault if you were indoctrinated.
>>97847792
I'm a DM, but attached is one I've designed (in ppt) for newbies.
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>>97848109
Yeah, so none of the things you listed require the thing you want. You can go ahead and make it, sure why not, but it doesn't do anything for the majority of use cases so no one has bothered.
That's it really.
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Quite a niche thing but for the next two years, I'll be travelling a lot every week, so I bought myself an ipad and one of those pens, and put the pdfs, etc into it. I got something called freenote, which gives you graph paper. But is there a better way to draw dungeons, hexmaps on ipad?
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Question for Dungeon Masters: Have you ever used an NPC to trick your players into doing something incredibly stupid? In the last session, the players freed the soul of an old wizard, thinking they were bringing him back to life to get a reward. In reality, the powers were transferred to a young man who claimed to be the wizard's assistant. He was actually the deceased wizard himself as a young man, who had traveled through time to steal his own older self's powers—but in a younger body—so he could continue his studies on eternal life
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>>97848205
Was that possible for the PCs to know that in the campaign, or did this happen just so you can continue the campaign? I mean, if they are oblivious to the time-travelling wizard, that defeats the purpose.
If they had no way of knowing this, and had to go through tons of shit to complete the quest, it should feel not-so-great...
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>>97848255
>Was that possible for the PCs to know that in the campaign, or did this happen just so you can continue the campaign?
It was possible for the PCs to figure it out, but it would have required gaining the trust of the wizard who had imprisoned the other one's soul. Not exactly easy, considering the PCs don't even know which tower he lives in... safe to say, that wizard is now very angry with them.
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>>97848323
As long as it was possible (and probable) for the PCs, it shouldn't be much of a problem if they haven't done so. Nevertheless, I agree with >>97848309 as the next step
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>>97849417
>>97849399
>>97848234
So I did an experiment. There is no "offline" version of dungeonscrawl, BUT, if you load the site before hand, the whole thing can run without an active connection, including exporting/saving locally.
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>>>97827306
>>>97827882
looking at the dinoposting in the last thread, I realized that BX Triceratops and Tyrannosaurus have 11 and 20 HD respectively. I think T-Rex HDs could be too many, even in AD&D 1e had 18.
Why this choice in your opinion? "Attitude" of the beast? To make sure they are a terror?
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>>97848155
Nothing aggregated that I know of, but a lot of various old school artists have their own blog pages like
https://pmullenblog.blogspot.com/
or Otus' tmbler shrine.
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>>97851293
If you truly understand the DMG, which is no easy task not only because it's written in High Gygaxian, but more importantly because a large chunk of what it tells you to do is completely unclear until you actually try it at the table for months if not years, your inevitable conclusion will be that it is completely irreconcilable with 5e.
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>>97851314
>no easy task it's written in High Gygaxian
You mean it emphasizes the need to track time
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>>97851906
Odd comment, not sure what you mean by it.
>You mean it emphasizes the need to track time
Sure, but not only. Also that chapter of the DMG is explained reasonably clearly, I wouldn't call it High Gygaxian.
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>>97850148
>it never made sense to me that a Tyrannosaur has more HD than an adult dragon
Can't say I agree. Never had a problem with that. There's no reason Dragons should have more HD than a T. rex: Better AC, breath weapons, flight, immunities, resistances, intelligence, infravision, constant detect invisible and hidden, fear aura, and better Saving Throws MORE than make up for it.
However, I do house rule that Dragons attack as if they had HD equal to 1/4 HP because I've always found the rule that very young and ancient Dragons attack on the same column pretty silly. So an Adult Red Dragon has 11-14 HD and 4 HP per die instead of 9-11 HD and 5 HP per die. (Not that it changes much, it's about +2 to hit.)
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>>97855318
This will trigger the spergs but while I am not a fan of the Giant HD revamp in 2e, some of the work with the dragons make sense.
Still, big Sauropoda out-HD even those.
Then again, I have the impression that truly Colossal dragons like pic rel are a modern thing. I would say scale creep for Giants started in 2e and for Dragons in3e.
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>>97857266
>Then again, I have the impression that truly Colossal dragons like pic rel are a modern thing. I would say scale creep for Giants started in 2e and for Dragons in3e.
NTA
I'm gonna pushback on that bit about the dragons. Smaug's early depictions put him at around 60ft in length which falls into the Colossal range. If we're talking about D&D specifically then by the AD&D MM Tiamat was 60ft, Bahamut was 72ft, fully grown gold were 54ft, and fully grown reds 48ft. All of those rate Gargantuan and up by that size chart.
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>>97857856
to what?
>>97857483
You are right, they are quite long already. In the same book you have 30+ HD sauropods
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you guys ever do something like add big scary boss monsters to your dungeons/adventures for fun? do you only ever run adventures as written in that there's an encounter table and pre-written little clusters of guards?
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>>97860142
"Boss monsters" are detestable, but obviously there should be more dangerous monsters scattered throughout the dungeon level and equally obviously there should be a mix of larger monsters and bands of smaller ones. Gygax famously had a gaggle of trolls on level 1 of Castle Greyhawk just to force players to learn to run the fuck away sometimes. What kind of weird shit have you been reading?
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>>97859926
Which is too bad as dragons doing wresting would really get butts into seats.
>>97861347
Nope, sorry.
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In OD&D and in Basic, do parrying/countering characters lose their ability to initiate a new attack on the same round.
that is, does the combat go like:
Fag1 attacks, get parried/countered by fag2
Fag2 attacks, gets parried/countered by fag1
round ends.
or does it go like:
fag1 attacks, gets parried/countered by fag2
round ends.
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>>97861453
>>97861457
Yes, correct. 2e is off-topic for /osrg/, as has been upheld by the mods.
>ur nogames!
post your D&D books and ill post mine
>>97861481
>parried/countered
huh?
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This is holmes, explaining man-to-man bullshit in basic.
>The person parrying does not get his next hit
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>>97860142
I tend to have a few larger monsters as apex predators or high difficulty threats in dungeons as part of the milieu, dungeon key and random encounter table but don't usually set them up as required boss-fight conflicts. Its more about the threat as significant but with rewards and choices for players to make about engagement than a linear fight setup to keep playing the d&d tonight.
Having the encounter table as a representation of the dungeon factions, and scaling that based on likelihood of encounters with different factions is important, but works best in conjunction with the keyed room encounters and being able to adapt that based on player choice.
>encounter table has phase spiders on it
>keyed room with phase spider nest
>players get to keyed room before encountering spiders, torch it
>reduce or rewrite spider encounter
Gives the whole dungeon a more living world feel, partially for player experience but also helps me run it.
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>>97861701
i don't mean required obviously but just something fun ig. a giant bug moving into a dungeon the pcs have been exploring for a bit is something that i think of immediately as something to shake up what would normally be a standard wander back down to the furthest spot they made it to.
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>>97861731
>shake up what would normally be a standard wander back down to the furthest spot they made it to.
Keeping the dungeon fresh and changing is worth doing. There's a careful balance between it being like a cleared video game level and making it an endless grind, there should be some sense of accomplishment but the dungeon should be part of a strange and dangerous underworld. There's likely a workable short ratio for however many days, trips, etc. it has been before other monsters in the world move in or something changes, I've mostly been working on a
>what has everything in the area been up to this week
scale but it has at times made more sense for locals to act more quickly or for things to take longer to change in a more remote or isolated dungeon.
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>>97861481
In OD&D it depends on the difference in weapon class.
>4 a) For any weapon 2 or more classes higher than the attacker the ability to parry does not exist.
>b) For any weapon 1 class higher to three classes lower than the attacker the defender may parry the blow by subtracting 2 from the attacker's roll, but he has no counter blow.
>c) For any defender whose weapon is four to seven classes lower than the attacker, the defender has the option to give the first blow OR parry the attacker's blow, by subtracting 2 from the attacker's roll. If the attacker equals the original requirement for a kill the higher weapon breaks the defender's weapon. If the parry is successfuI, the defender gets one counter blow.
>d) For any weapon whose class is eight or more classes lower than the attacker, the defender gets the first blow and may parry the second or strike the second. He subtracts one for the parry and a roll equal to the original kill requirement breaks the weapon. (Pikes, spears or lances of the attacker do get the first blow over lower class weapons if there is a charge. Here the length of the weapon prevents the defender, even with his Iighter weapon, the abiIity to get the first blow.)
I don't remember how parrying works in BECMI Weapon Mastery.
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>>97861413
Because they imply a vidya/quest structure where there is a set objective which is then hidden behind the boss monster and the PCs have to defeat it to clear the dungeon. This is a bad way to run your game, and more critically, not an old-school way to run it, which is what this particular general is about.
As Anon says, it's fine to place large treasures in the lair of a monster; it's also fine for the PCs to take a job killing a dangerous monster in its lair, which is thereby cleared out because it's not a big place. But these are not the same idea, since you could sneak past the first monster to obtain the treasure and just not take the job killing the second one, without being narratively gated by your refusal.
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>>97862154
but does the defender lose the ability to start a melee procedure if he uses his weapon length privilege. or was he never entitled to start a melee combat procedure other than his weapon length privilege.
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>>97862265
>lose the ability to start a melee procedure
That's not how Chainmail MTM works. I advise you to read the whole thing if you want to understand it, but:
>Melee: When two figures are within melee range (3"), one or several blows will be struck. The order of striking depends upon several factors. The man striking the first blow receives a return blow only if he fails to kill his opponent.
>1st Round:
>First blow is struck by--
>a) the attacker, unless
>b) the defender has a weapon which is two classes higher, or
>c) the defender is fighting from above (castle wall, rampart, etc.).
>2nd Round and thereafter:
>First blow is struck by--
>a) the side which struck first blow previously, unless
>b) the opponent has a weapon which is two classes lower, or
>c) the opponent is fighting from above.
The reciprocal combat with each character having his own action you're imagining from the Alternative Combat System simply isn't part of MTM combat.
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>>97861011
>>97861601
You truly have a reptilian brain uhu? The question is about scale creep or lack of thereof, and comparison between dino and dragon sizes/HD. OF COURSE one will talk about later edition to know where it went.
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>>97862866
Eh, it's the expected result of many years of obnoxious 2e faggotry, 1/3rd of which is posed as "I'm a perfectly reasonable poster who's only here to talk about games teehee" before suddenly flipping and going "blarg fuk u trollcow brosr discord grognards newbie guide purity spiral AAAHHH"
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>>97862154
>I don't remember how parrying works in BECMI Weapon Mastery.
BECMI has a Parry combat option that is basically an option to refrain from attacking for an AC bonus.
Weapon Mastery has DEFLECT for some of the weapons (usually swords and some polearm) which allow from mid-level of mastery up to avoid an attack (you have x attempt per round, x scales with mastery level) if you pass a Death saving throw.
It's quite powerful.
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>>97863116
It was just for anyone curious. To which I add - to anyone that wants to import WM, don't increase the damage die* and to hit, and don't go beyond rank 3.
*or dunno, a die increase (say d6 to d8) at rank 3 for the fighter only in BX.
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>>97862866
2e bad
>>97863000
>[Deleted]
LOL
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>>97863348
You fight round by round, but yes, unless one party dies, routs, or withdraws in good order (which is also a non-voluntary action in Chainmail proper, the result of a mildly failed morale roll, but can be assumed to be voluntary for PCs in D&D whio have no morale scores since the player's feeling about how the battle is going constitutes their morale) the melee will continue. Note though that in Chainmail itself there are no hit points, so the assumption of the MTM rules as written is that there won't be that many rounds of melee since one combatant or the other will just die.
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>>97863478
hits becoming hit dice has been a disaster for combat brevity. Gary trying to put a band aid on it since greyhawk by varying hit die size and weapon die size and adding increasingly more damage from strength has never really worked to bring time to kill down.
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gonna run stonehell for my table
where should I stick it, and what's a good town to pair it with? I want to mostly focus on stonehell itself. I've done the big sprawling hexcrawl sandbox thing enough times and want to run something more focused
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>>97866751
>http://www.peldor.com/
weird pathetic little site. gives off massive pedophile vibes
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>>97832804
80 IQ and above scenarios ONLY
>Playing nights dark terror, run across the layer of the Viper Clan Goblins, want to learn the whereabouts of the Wolfskull Goblins.
>They seem to have barricaded themselves in, The strong guys in our party break down the wooden door with some lumber axes, so ofc they notice.
>There is a Barricade of Rock and refuse a bit down the tunnel, we see a gobo head pop out and a knife comes at us but losses energy and falls at out feet, they gab at each other before an expectant hush. there are 7 of them
>The barricade gives them a good bonus from ranged attacks, so we decide to rush, but first the cleric casts light on a bolt and our thief fires above the goblins, light blinding them.
>We rush at them and non of thier knives hit, Next round we pass checks to get up the barricade and the thief rolled so well that he could get off a shot, killing one of them, they continue throwing knives and miss all but one of us.
>Next round our melee guys down 1 of them, but our thief gets smacked. Round after that, our thief shatters his arms to not die, and the dwarf backs him up and kills the offending goblin, the last 4 goblins retreat down the tunnel.
>Cleric spends a minute healing the thief, and the thief goes up to spy on what the goblins are doing ahead. There are 14 of them one handling a fucking snake. Nah, We are not going head on.
>Instead strong guys go out to collect fire wood, while the thief acts as look out firing at any goblin that tries to peak.
>We set a fire trying to smoke them out, but no one leaves after an hour, we do see smoke leaving a second hidden entrance though.
>We cover that entrance with waxed canvas, and that smokes them out, they trickle out and we down them one by one. the final 8 come out at once and the snake tamer goblin throws a snake at the cleric which constricts him
>Dwarf tears the snake apart, Cleric bamps the Snake tamer for a bit, and the thief finishes him off with a crossbow bolt.
>finni.
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>>97867381
Sorry about that. Here are the links without the other stuff. https://www.ahazu.com/adnd/netbooks.php http://www.peldor.com/ http://www.barrowmaze.com/meatshiel ds/ https://dmheroes.com/locations http://www.canonfire.com/cf/index.p hp https://www.completecompendium.com/ Hopefully someone finds something useful.
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>>97867381
So can we get the person who went running to the mods last month, who was told to fuck off and leave our thread alone, permanently banned or something?
We aren't doing this because we enjoy it, we're doing this because we are asking you for help.
Can we have some mod feedback?
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>>97868439
Obviously they don't give a shit. They need engagement numbers because advertising (because there's still people out there that browse without an adblocker).
So instead of making a proper hard decision, they're just saying something nebulous and useless.
Also, OSR is everything pre-WOTC. I have spoken.
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>>97868691
>Also, OSR is everything pre-WOTC. I have spoken.
Everything form the TSR era falls under the broad purview of the OSR. this thread is meant to be a discussion for ALL of it. doesn't nessicarily mean all of it's good or reccommended, but this is the place where it should be allowed to be discussed. This is all i have wanted, not the OP getting changed to exclude a bunch of ontopic stuff because someone has to force their personal grudges. We should excise the whole "Welcome to the /osrg/ " opening blurb to prevent this. Who else agrees?
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>>97868838
>Everything form the TSR era falls under the broad purview of the OSR.
No it doesn't.
>this thread is meant to be a discussion for ALL of it.
No it isn't. You made this up in your mind. Fuck off and make your own thread.
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>>97868875
That's not "to you", that's just what it is. Those games and the clones of them.
>>97868838
>Who else agrees?
Nobody agrees, troll. Kill yourself.
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>>97867433
I skimmed these and besides the Barrowmaze generator this is all a bunch of off-topic bullshit. Not only low-quality slop, but slop irrelevant to the thread. Might as well post a bunch of homebrew Battletech mechs in here.
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>>97868927
I posted that stuff for people not retarded. homebrew Battletech mechs would be way more on topic than stupid whiny posts. https://peterstribe.com/crystal_sphere_generator2.html You are free to post stuff if you have anything.
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My players have just committed to heading over to the Barrowmoore (not that they know what it is yet). Exciting stuff. Going to have to do a bit of work to make it fit for Dolmenwood but I think it'll be worth it. They are lvl 3 currently so I expect they'll be able to push through the early parts without too much issue.
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>>97848205
I used a well like baroness and her daughter that was married off by a peace treaty to trick my party into an illegal gun running and treason against the Duke. Turns out the rebels weren't better than the Duke. They got out early, but they met a nasty Satanist illusionist and he likes to threaten them or cause problems for them. Playing in ACKS.
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>>97868431
danke.
I have been enjoying going through classic adventures. Though my progress on NTD has been slow and only get to it every few weeks.
I Also have been browsing some from old dungeon magazines. unfortunately the ANARCHIVE website a lot of them were on are down. there are some real gems in there. I ran one from there for my group that was like 2-3 pages long. Light of Lost Souls or something. Set up is that a ghost tries to posses one of your party, and the only way to exorcise it is to light an abandoned lighthouse that the Ghost forgot to do in life and caused a ship to crash and all crew abord to die. The catch is that that ship was filled with pirates that now all rise as zombies to try to kill the physical manifestation of that ghost.
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>>97870959
Nta but why are you always so defensive and angry in every single reply?
You can't even entertain a normal conversation with the guy who was trying to talk with you about netbooks, instead you flipped out and acted as though he shat in your bowl of cereal
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So whats the deal with all the cursed items? who is the one spending 1000's of gold enchanting some boots to absolutely suck? Of course there is going to be a prankster wizard here and there, but surely that doesn't justify the sheer NUMBER of cursed items.
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>>97872166
>how often does that happen?
How often do witches get killed, or people desecrate altars, or offend gods, or priests/priestesses? How many people die angry and vengeful, particularly in a dungeon, where they might get cut down by their comrades in a greed-fight over who get the magic doodad or bag of gems?
And how old is your world? The older it is, the more years there have been for bad objects to pile up.
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>>97872218
>>97872218
>And how old is your world? The older it is, the more years there have been for bad objects to pile up.
thats fair enough with the longevity nature of enchanted items.
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>>97872230
Note that cursed items in particular are hard to destroy, and they don't generally get scooped up into some rich lord or wizard's collection, so you're gonna see more of them proportionately in the wild than there are cursed items as a percentage of the whole.
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>>97872235
you could make cursed items into potent ammunition. Just stap some cursed shoes to your sheild or use one of those toy mechanical claws to throw it at people so it instantly sticks and encumbers them. Its like the stickiness of napalm mixed with the permanency of diamond.
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>>97872276
well, the indestructible aspect works for the sheild. and if it is a magic weapon, they just need to touch it with their hand. But at that point you are giving them a weapon so I guess the second point is moot.
There are definitely ways to weaponize them.
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>>97873175
Dwarf Fortress forums. It's not part of a longer comic, if that's what you're asking.
Goblins in DF kidnap the children of other races and raise them, so you can get attacked by goblin armies that include dwarves who were taken from your own fort many years before.
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>>97872289
I mean, it might just be me but I would say that there has to be at least a nominal intent to use the item for the curse to kick in. For a dagger, for example, I would say that you could stuff it into or remove it from a bag of loot or place it on a counter at a shop or look at it closely or even test the edge with your finger with no ill effect but if you used it to do anything "dagger-ish" like cut a piece of cheese or stab someone or even just wave it around and practice with it then the curse would kick in.
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>>97873514
I thought you like inventive solutions anon san. The fact that these things are near industructable even if they will give you some horrid debuff if you use them directly DOES make you think they have some use.
>>97873996
fair enough.
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>>97875411
The curse of a cursed item only takes effect at the worst opportune moment, for a dagger it would be at the very moment that you try to use it in combat.
Everything you are coming up with is just garbage rules lawyer metagame bullshit
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in the 1973 pre od&d draft, gary's proposal sent to dave has that attacks done as men deal 1 damage and attacks that would be done as fantastical creatures deal 1d6 damage. presumably, fantastical creatures include Heroes since they are in the fantasy vs fantasy table which he is mentioning directly as a reference.
Tho, i cannot find it, i'm guessing that 0 level characters were going to have 1 hit point as opposed to a hit die? Regardless, even if everyone has a minimum of 1HD, this means that fights are in the advantage of players anytime the fight is fair or the creatures they are fighting have less hit dice than they do (two or three 1 damage attacks against a single 1 damage attack)
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>>97880999
>Chainfail
Never understand all the quirks about this blatantly flawed system
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>>97874481
use one of those toy claw things. Or a rag like handelling a hot pan.
>>97873514
Dont have a cow man.
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>>97881075
They were using the man and fantasy distinction from chainmail for damage, but where rolling on this attack matrix.
The insistence on chainmail rules actually being used for rolls seem to come from Arneson. You can see on his surviving blackmoor material all kinds of references to stats used for man-to-man fighting.
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>>97881075
I personally like the mostly 2d6 system and I think it had some neat ideas for the time like range determining who gets to attack first.
I have to say, one thing I am not a massive fan of in most editions of dnd is HP bloat. I understand it as an easy way of showing progress, but I would prefer your HP ranging from between like 4 to 20 throughout an adventurers life rather than like 4 to 50. And damages being more bounded to compensate. But again, that effects the whole progression dynamic.
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>>97881150
>all kinds of references to stats used for man-to-man fighting.
If you don't known the context of the references it's hard to corroborate any thesis.
>>97881169
I generally do not dislike the man-to-man (more like humanoid-to-humanoid table) but in the end the alternative system gives enough abstraction to be used in situation where chainmail would have struggle.
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>>97881285
The lawsuit document is 854 pages long, and i've mostly skimmed around the parts that interest me for houserule purposes. But in it Dave himself has to admit that he took chainmail's rules and later "changed them", but cannot articulate how. From various interviews, we know Gary never playtested with strict chainmail rules and the draft that he sent to Dave for comment had a lot less chainmail references than the final product of OD&D, presumably after Arneson sent feedback.
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Can you help me with this thread /OSRG/?
>>97880483
I think op need your obscure bootleg system that's on Kickstarter and no one is backing or buying on the shelves.
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Today was session 60 of my BFRPG campaign.
One player returned after not playing for a long time. He made a sick-ass sheath for his magic scimitar using the husk of a giant finger that he had previously chopped off a giant zombie hand. Previously in the dwarven mines, one of the players lost a magical spear in a fight with some trolls. They decided to go back and reclaim it and get revenge in the meantime. They went negotiated a deal with a tribe of subterranean orcs to help them kill the two trolls in exchange for some gold.
Together they unified their forces and outnumbered the trolls, they also found a large sum of gold and a set of +1 chainmail hidden in a trunk in their lair. MOST IMPORTANT: They finally found a Wand of Treasure Seeking that they had lost way earlier in the campaign without even knowing what it was. They are taking it to get it identified right now. Pretty excited for 'em.
No idea what they're gonna do next week.
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>>97845166
That image is wrong. Here's the corrected version.
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This is neat, and i'm adding it to all my games. It's basically nothing, but it makes so much sense for base AC to increase over time.
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>>97883670
https://catalog.archives.gov/id/200185170?objectPage=554
The whole 1973 draft for OD&D is in the lawsuit as evidence.
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>>97883696
Overemphasizes attributes, like a lot; saving throws are gay and busted; no reason for it to exist when actual AD&D is right there. It's another semi-janky "I Can't Believe It's Not AD&D" system, the Fantasy Heartbreaker of the OSR era.
It's not surprising that virtually nobody talks about it anymore.
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Does anyone want to play Irish OD&D?
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>>97883989
Not really. I don't think the treasurehunting mechanics of OD&D are a good fit for "Mythic Ireland", regardless of what he means specifically with that vague descriptor.
("World of Eire" is also comically lazy, but there's an argument to be made that that's fully Gygaxian)
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>>97884058
Found this by searching the author's name:
https://www.drivethrurpg.com/en/publisher/6385/night-owl-workshop
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.
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>>97884722
ftfy
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>>97884833
>>97884767
>Astonishing Swordsmen & Sorcerors Fantasy Adventure Game
(ASSFAG)
huh
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>>97883989
I am tempted to give it a read through at least. Another day though. Is time for my beddy byes already.
>>97883996
Kekked.
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New Thread:
>>97887059
>>97887059
>>97887059
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>>97887064
Actually, No. We're not doing this. By my own executive consensus we're doing the next /osrg/ over here! come talk about the game, not the users!
>>97887306
>>97887306
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Of course this faggot would take "talk about the games, not the users" as permission to do his shithead routine again.
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