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OSR - Sword & Planet Edition
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>Trove -- https://mega.nz/#F!3FcAQaTZ!BkCA0bzsQGmA2GNRUZlxzg!jJtCmTLA
>Useful Shit -- http://pastebin.com/FQJx2wsC
Previous thread: >>47368098

Question: What kind of weird alien technology and space travelling races have you got running around your fantasy setting? Have your PCs ever travelled to other planets?
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>What kind of weird alien technology and space travelling races have you got running around your fantasy setting? Have your PCs ever travelled to other planets?

There are aliens races on all the planets around earth and they're mostly devious. Players haven't made it there yet but aliens on earth are fucking with them. I'm thinking that at least some places like the moon will have breathable atmospheres and full on societies of weirdos.
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I don't have my own setting yet, sadly. When I do, I'm sure there will be aliens in it.

Hey, /osr/, I know many of you prefer LL Advanced over S&W Complete. Why is that? Not trying to start our own "edition wars." Genuinely curious as I really am enjoying S&W Complete, considering buying the book, but if there are good reasons to choose LL instead, I'd rather know before I invest real money.
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Someone asked about it last thread, so I'm reposting the right half of my frankensheet.
It's just LotFP's encumbrance being divided into base load (which is 5+STR with an additional +5 if dwarf) and encumbrance boxes with oversized items taking up a whole box (marked off by writing it down in the middle)
It's far from perfect, but I find it helped cut out the unnecessary description of how encumbrance works.
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>>47444822
Can't ever get weirder than Realmspace, Greyspace, and Krynnspace.

>>47444684
MC7 + MC9 + everything else with the 'Jammer logo on an MC sheet.
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>>47444684
There's a race of liches that live in a dimensional plane created by themselves. They are kept alive both by foul magics and cybernetic additions to their skeletal frames. Scholars and those who know of their existence usually call them "The architects" or something like that.

They never take part in any conflicts unless it involves them directly but they research all forms of life and tirelessly try to improve upon their design. There are very few ways of even coming in contact with them but if you do, they offer to "enhance" your mortal form. If you accept you'll disappear for a few weeks, and reappear naked wherever seems most convenient with a random augmentation generated from a table.

Notable results so far have been: A grappling hook that shoots from a chest cavity, a vat grown synthetic human head that can be detached and controlled remotely like a drone and a obsidian dick that shoots lasers.
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>obsidian dick that shoots lasers
You telling me that's not the norm?
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Most races in my setting are either fellow aliens or gene-spliced servitors created from a giant planetary-wide system as a reward incentive for fulfilling certain requirements set down there by ancient human engineer-colonizers (most of whom left after fulfilling their mission).
So any being who gets ahold of an interface (or gets to name level) can potentially fulfill certain requirements beneficial to colonization (making trade common the de-facto language, seeding acceptable organizations and religions etc) by the Terran Empire and gain rewards for fulfilling them. (longevity serums, gaining servitor races, creating new life, futuristic tech of different kinds and even spaceship(s) which miht not be up to galactic standards or if they are might be lower end trader ships)
It is not clear if Wizards and Clerics are interfacing with subsystems for terraforming/energy weapons/weather control or if they're truly out-and-out magical and how that would work in spaaaace.
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>>47444684

I'm really hard up to include Dralasites from Star Frontiers in a game.

Pic related.

Thats pretty much the only reason, I've been looking at that pic for nearly 20 years and I fucking smile every time I think about some little shit getting blasted by a huge blob fist.
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>>47445624
Herdspace is a full-on Dyson Sphere.
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I finally got a proper set of dice for playing DCC. No more dice roller app.
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>>47444684

My campaign setting has multiple planets and moons, some of which have life capable of producing either magic, technology, or magitech capable to space travel.

Lurking at the edges of the system, biding their time, is the Mind Flayers and their last starship.

No one has as yet traveled to other planets, but they've met NPCs from one of the moons.
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>>47447944
What plans do you have for the Mind Flayers?
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Does anyone have the new LotFP playtest? I wonder how the new weapon properties work
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>>47444684

The world is a collection of moons orbiting a gas giant, populated by several disfavoured alien humanoids, cast out by the ancient ones. Then a colony ship of humans crashed and scattered lifepods into severa, the cataclysm sending everyone back to the stone age.

Insane ship AIs and alien prophets of the prison moons war for supremacy by posing as gods, influencing the savages/players.
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>>47442155
>Basically, the only problem I see is the conversion of HD to Traveller system.

Have you seen a monster or human enemy's stat block in Traveller?

Here's a statblock for a D&D Wolf:

AC: 6 Move: 18'' Hit Dice: 2+2 % in lair: 10% Treasure Type: Nil No. of Attacks: 1 Damage/Attack: 2-5 Special Attacks: Nil


Here's a dog-sized desert predator in CT:
Type: Killer Weight: 25kg Hits: 6/8 Armor: Cloth Wounds & Weapons: teeth+1 A0 F8 S1

Human enemies in D&D are similar to monsters, but here's what you get for a human statblock in CT:

Pirate 7B2886 Age: 22 1 term Cr1,000
Brawling-2, Forgery-1, Blade-Cbt-1, Engineering-1
blade, low psg


Converting between these things is NOT trivial. These two systems are wildly dissimilar, and you need to know them both really well in order to translate things without it all going pear-shaped at the table.

If you wanted to run, say, Keep on the Borderlands in any random OSR system, you'd probably have to flip AC for ascending and maybe convert the saving throws according to your system's recommendations, and Bob's your uncle.
In Classic Traveller, you have no way to handle all those saving throws that will come up, (because Traveller's play style doesn't go in for that sort of thing) and you'd basically have to throw out all the enemy's stats and rebuild them, almost from scratch.
Much as I love CT, it's just not a compatible system with the OSR. (It is lower-case no-R old school, though, and I'm totally down to talk about it.)

(No, captcha, bagels are not cookies, not even if you cover them in sugary crap)
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okay so besides LOTFP, what are some other good OSR resources for Firearms, in need of them for a potential future campaign I'm likely to run using Microlite74, cause while one of it's supplements includes a couple gun stats, they're so barebones and obviously an afterthought that they're kinda useless for what I need, setting is overall historically similar to the 18th century(say around the 30 years war) in many regards including average tech level, but due to certain cultures and races being very skilled at designing and making weapons, examples of weapons of more modern tech levels(up to say early WW1) do exist in setting(however few of these are mass producible so while it's possible for a player to buy a small gatling cannon in the right locations, it'd be really expensive, would take weeks or even months to have made, similar amounts of time if it needs repairs, and see Heavy's line about how much it costs to fire his mini-gun for an idea regarding how much firing it for more than a couple seconds would cost)

I can go a little more into the setting if anyone is interested
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>>47450250
Look at the Primitive Firearms section in Mutant Future (in the Trove).
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>>47446428
http://patyrsun.tripod.com/races/races-gamma-world-new.html
Another dralasite aficionado!
I've actually put one as a boss type in my mutant future campaign. It was fun.
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The other day someone linked a site/blog whatever that has some GREAT post-apoc resources, like a map generator etc. Help?
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>>47450657
http://wizardawn.and-mag.com/tool_acity.php
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Ive finally read some of gygax work - keep on the borderlands - he invests a lot of his attention into the war gammy aspects of this module, especially the castle.

This gives me a weird understanding of dnd
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>>47451211
any tips on running this adventure?
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>>47447594
Is this game fun? The funnel system seemed way stellar to me
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>>47450133
>Pirate 7B2886

While I agree that Traveler isn't remotely OSR compatible, anymore than, say, Vampire the Masquerade or FATE or anything is, I think that you are probably being unnecessarily obtuse by presenting the stats that way.

But yeah.
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>>47451211
Read these:
http://www.dragonsfoot.org/forums/viewtopic.php?f=15&t=48680
http://www.knights-n-knaves.com/phpbb3/viewtopic.php?f=3&t=13480
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>>47444684

I don't like mixing science fiction and fantasy personally, it's a bit of my pet peeve. But right now my science fiction setting is supposed to basically be something like 'chose a picture of an alien, that's your race.'

The central idea of the setting is a group called the CoS (council of sentients) protects all underdeveolped worlds and also hires neutral peace keepers. The peace keepers are not known as being very nice or moral and are called Enforcers- these are the player characters.
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>>47451315

Well that's the standard Traveller notation, and a direct copy/paste from a mook in Citizens of the Imperium, an official supplement. But spelled out, that's Strength 7, Dexterity 11, Endurance 2, Intelligence 8, Education 8, Social Standing 6.
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>>47451467
>Well that's the standard Traveller notation

Yes I'm aware but at least I'm not likely going to talk about my character's stats casually like that.
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>>47451516

>not trading index cards with your UPP and relevant info

Step it up, anon!
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Has any OSR-system included a bard class? Does it work well? Or are bards incompatible with OSR?
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>>47444684
>What kind of weird alien technology and space travelling races have you got running around your fantasy setting? Have your PCs ever travelled to other planets?

Let's see. There are:
>Giant space moths with solar sail wings
>A group of human vivimancers that use the moths as transportation and have biological space suits
>Ships with solar sails made from the moth wings
>The floating orbital remains of ancient alien gods turned to stone
>A termite-mound space elevator inhabited by giant hagfish-man sorcerers with lightning muskets
>Golem power armour space suits
>Amphibianish evil overlords that fly around in stargateish black ziggurat spaceships
>Determinist cult mummies in clockwork vessels

There's probably more I've forgotten.
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>>47450133
>AC: 6 Move: 18'' Hit Dice: 2+2 % in lair: 10% Treasure Type: Nil No. of Attacks: 1 Damage/Attack: 2-5 Special Attacks: Nil
Are you sure you don't mean
>AC:6, MV:18", HD:2+2, TT:Nil, #A:1, D:2-5

or whatever that shorthand notation was that they liked to use in old modules.

Of course, a BD&D wolf (rather than an AD&D one) would also lack a liar% and get a morale value. And you should probably have a Number Appearing and alignment somewhere in there as well.
Also psionic ability for AD&D monsters, I suppose.

Still, for all those differences and such they're still pretty much intercompatible while the Traveller wolf is, in fact, a completely different beast.

>>47453177
OD&D, AD&D, and 2E all have a Bard class - although they all also take different approaches to it.
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>>47453207
>Valerian et Laureline

Certainly one of my favorite comic series, I've taken a lot of game content from it.
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>>47453299
>Are you sure you don't mean

I was copying from the Monster Manual. I did omit some of the unneeded fields to reduce clutter. Yeah, I should have used Basic, but MM was the first relevant book I could lay my hands on.
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>>47453177
Swords & Wizardry Complete: Player's Companion has a Bard class and it works fine.
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>>47450250
https://gumroad.com/l/hack01pdf?price_range=#

Check this out. Guns from early arquebuses all the way to near-future shit, and bits to adjust them from common affairs to rare artifacts. I like the suggestions for an invasion scenario.
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>>47455215
Super badass. Thx.
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>>47453177
>>47455012

Yeah, there's also the 1e Bard, the OD&D bard, Labyrinth Lord has a bard, ACKS has one, and Beyond the Wall has the Local Performer. I bet there's more that I'm forgetting.
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Can anybody help me out? I'm >>47444847
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>>47456014
I would guess it's down to the differences between them.
LL has -3/+3 while S&W has -1/+1 for ability scores iirc.
LL has default morale rules, reaction rules and the like.
LL has a few more fleshed out rules overall while S&W leaves a lot in the hands of the referee.

Personally I run S&W Complete, mainly for the modern layout and readable font, and just steal all the rules I like from LL and other sources.
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>>47447380
Realmspace is a Dyson Sphere too. The shell around the whole solar system is rock, the entirety of which is encrusted with gigantic runes that comprise every single known spell from TSR repeated ad nauseum. Across this Dyson Sphere, a never-ending chain of grey weirdo-beings march mindlessly.
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>>47456138
Also the "stars" are just portals to the Plane of Radiance.
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>>47455321
The 2E bard is the main big one you're forgetting, I think. It's distinct from the 1E bard by being a regular class rather than the 1E multiclass prestige class.
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>>47456088
>LL has -3/+3 while S&W has -1/+1 for ability scores iirc.
I prefer -1/+1, honestly.
>LL has default morale rules, reaction rules and the like.
I can just use the ones from ACKS or LL.
>LL has a few more fleshed out rules overall while S&W leaves a lot in the hands of the referee.
Eh. I think I'll stick with S&W Complete.

Thank you!
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So Cursed Chateau and England Upturn'd just went on sale at LOTFP. Anyone getting them? Apparently Cursed Chateau is a revision but I've never seen a pdf of the older version floating around.
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>>47456452
Definitely wondering about those cleric sub classes & alternate alignment in England Upturn'd. Any idea what that entails?
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>>47456505
No idea. First I've heard about it was from an interview with the creator that Raggi linked to, but apparently it's kind of a famous setting and a lot of people are hyped for it.
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>>47456674
So, is it a setting or an adventure. Kinda confused, although 128 pages seems a lot of pages for 1 adventure.
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>>47457445
It's probably a setting book like Carcosa or Red & Pleasant Land. I'm imagining a lot of setting and house rules with a small adventure/dungeon included.
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>>47449345

Probably a long game antagonist with world ending potential. I might set in motion a plot for the Mind Flayers to grow a new elder brain and start a colony on an existing moon or planet. The PCs could then become involved.
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>>47456383
I'd recommend reading LL all the same.
LL has more structure to the rules, i.e. it actually explains some things that S&W does not, so it's good for stealing ideas all the same.
>tfw I just switched the S&W Complete ability scores with the LL ones because I think the player's i'm introducing the game to would prefer the more obvious use of them
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So I bit the bullet and order both of the new LotFP books. I haven't read through them yet but I can give you an idea of what they are like.

Cursed Chateau is basically a haunted house. I think it's written by Grognardia guy? It has great art by Jez Gordon (as usual) and cute things like a random event table. Seems very gameable right from the start.

England Upturn'd seems like a pretty long adventure that takes place in England. At first glance I find the art in it to be pretty poor, it's very basic and doesn't really have that LotFP style to it. The layout also isn't as tight as many other LotFP releases. I've heard some good things about this module though so I'll look into it more.
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Brief sample pack of a Post-Apocalyptic LotFP/OSR homebrew I'm working on. Looking for ides, suggestions etc.
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>>47464693
POST MOARRRRR

now in all seriousness, it's looking good, simple and to the point. I like it!
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Can somebody tell me your most recent OSR adventure? Even in greentext format. I'm feeling sick to my stomach, lonely, depressed, etc., and could use a good story or something.
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>>47465494
I haven't played in ages or I would. Sorry, man.
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>>47465440
Tower of the Stargazer wrap-up:

Players properly set up the telescope and crystal. Fail to read the book describing the futility of travel via Star Crystal. Elf looks through and is beamed to a distant planet as elf-mush to be eaten my mossy aliens. Cleric pops-open a previously found blood vial, for some dumb reason I forget, only to be immediately attacked and choked by it (after already having seen the Specialist damn near die from opening one.) Specialist tosses acid from the fish pond (via glass vial) at it to kill it, but in doing so hits the Cleric as well rendering him unconscious and near death.

Remaining players decide to bargain with Calcidius as they are out of healing abilities. They threaten to burn down the tower unless the Wizard cures their fallen friend (they shoulda just dragged their asses back to town). Foolishly, they believe his promise and set Calcidius free who gnarls his aged hands, takes his first steps in a century and mutters a Death spell. Magic-User manages to avoid it, but the down-for-the-count Cleric and his dogs have their insides melt from within. He violently blasts a magic missile through the chest of the Magic-User. Specialist, torches ready upstairs, burns the library in a rage and repels down the elevator shaft only to stumble into the treasure vault. Manages to swiftly break the machinery, disabling all the force-fields and scoops up the 3 treasures and a backpack full of silver before trying to run through the storage room they hastily set ablaze much earlier. Almost dies from smoke inhalation, but manages to escape with 1hp and about 2550sp in treasure. Calcidius screams at him from the doorway "I NEVER FORGET A FACE."

One survivor. 3 sad, dead PCs
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>>47466716
That's a hell of a story though.
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>>47466760
I had damn fun running it.
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>>47466716
So, a successful run?
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What book has the best art and why is it DCC?

On a related issue hook a brother up with the biggest and fattest pile of old school art, just dump it on me like a slovenly trull or perhaps a troublesome strumpet.
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>>47456267
>prestige class
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE get the fuck out false edition traitor
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What are some good reads or guides or tutorials for teaching me how to build a dungeon
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>>47468220
Well, what the fuck else should I call it? It's a useful term for covering shit like the BECMI Paladin/Avenger/Knight/Druid or the AD&D Bard/Thief-Acrobat.

There's probably some 2E stuff that fits the bill as well since 2E is what it is, but hell if I know of any.

Ain't nothing wrong with repurposing verbiage from other editions.
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>>47460122
Did you get the pdfs? Share them would you please?
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>>47468737
>>47468220
Its also not only prestige classy, but nakedly more prestige classy than the other things that are prestige classy.

Also what is particularly erotic about the 1e bard is that half elfs appear to be able to do it too, opening up something to do about their shitty level limits.
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>>47451849
>I'll trade you an Oldilocks, Scout Retiree for my Not Anakin, Psionic Prodigy
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I was considering slapping Star Control alien races in my upcoming Into the Odd campaign.
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What is the reasoning for having turn undead be a spell you have to remember in LotFP? Doesn't that just make the cleric even more boring to play as?
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>>47470312
Just from a mechanical perspective, they already start with a 1st level spell on level 1, thus basically saying: we don't force your first holy spell to be turn undead.
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>>47470412
But turn undead is generally a power the cleric should be able to use at all times, right? At higher levels this makes the cleric kind of worse then, unless the spells per level are more forgiving in LotFP.
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>>47470412
Normally Clerics don't get a spell at level one, but can use Turn Undead, which is basically the same as a spell except they don't get to pick a spell; that's just what they get. In LotFP, they make it EXPLICITLY a spell and improve the spell progression to make up for the fact that you have to use spell slots for it.
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>>47470799
Oops. This is meant for >>47470312 >>47470741.

Also, I'm pretty sure turn undead was always a "certain number of times per day" ability.

Basically if you don't want your cleric to turn undead ever, you can just learn other spells. It makes your cleric a bit more customizable.
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>>47470312
They improved the spell progression to make up for you having to waste spell slots on it, but I think the main idea behind making it a choice, instead of an in-built ability was to make it more consistent.
You can see in older modules that a lot of undead creatures just got random immunities against turning. Because it was too strong.
By turning it down, the idea is for it to always be effective, as long as you prepare it properly.
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>>47470799
>>47470811
>>47470848
Alright, thanks for the help. I'm still a bit new to Basic D&D rules so I wasn't sure what the reasoning was.
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>>47468243

Here's a couple of links that might help with design:

http://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon

http://www.darkshire.net/jhkim/rpg/dnd/dungeonmaps.html
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How important staple monsters are to you?

How would you feel, if you have to face Copper Wombats and Electric Potatoes instead of Goblins and Orcs?
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>>47473403

I'd be cool with it, but a lot of folks like the comfort of a shared mindspace.
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>>47473403

Semi-important. They need to be present, but you can do something different with them. Or just run them straight-up old school.

Personally I run my OD&D goblins as beings that multiply from having their bits hacked off. They don't attack each other though, as a survival mechanism. Instead they seek out other things to engage in fights and get fucked up. They literally get off on fighting, because it is literally sexual reproduction for them.

Orcs on the other-hand are idiot pig-men who live in gloomy swamps.
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>>47473403
It depends on the setting and the tone of the campaign.
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>>47473491
>>47473506
>>47473520
I tried to simplify my OSR-ish hack, so as to make it easier for new players (and finish everything in a foreseeable future)...

I ended up with the only PC race being mutant goblins (21 kinds) and a weird-ass forest filled with non-standard monsters as a beginner's adventure.

I guess, I'll just carry on and try to finish things.
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>>47473688
>I tried to simplify my OSR-ish hack (...) I ended up with the only PC race being mutant goblins (21 kinds) and a weird-ass forest filled with non-standard monsters as a beginner's adventure.
This is the greatest thing that I have ever read, and I have been a DM for years.

>I guess, I'll just carry on and try to finish things.
Do it. Think about the tone of the campaign though.

What system are you playing?
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>>47473688
>I ended up with the only PC race being mutant goblins (21 kinds) and a weird-ass forest filled with non-standard monsters as a beginner's adventure.

That can work, though 21 different kinds of the same race will probably get pic related from your players.

Something to keep in mind when designing PC classes/races/other options is that the human brain can typically only evaluate and choose between 5 things (in some peoples' minds, 7 or 3). This means that beyond 5, peoples' brains tend to freeze up due to the sheer amount of choices.

You can see this for yourself with the base game:
Class? Easy, only three choices: I want to be a Fighter.
Race? Easy, only four choices: I want to be a Dwarf.
Weapon? Uhhhhh... let me look over this list for a minute..

Magic User Player:
Spells? Uhhh... Oh, I only can choose from the 1st Level ones? There are only seven of those.. let's see, I'll take Sleep, and Magic Missle.


Keep it simple, anon.
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>>47473927
Yeah. 5-7 options is good to avoid option paralysis.

Those are random, however. You roll and get something like "Woolly Goblin (+1 Armor, cold resistance, chance to catch on fire)" or "Cyclops Goblin (penalty to ranged attacks, resistance to magic, detect magic 3/day)".
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>>47473759
> What system are you playing?
Modified LotFP.
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>>47474098
Same! We have so much in common!
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>>47474098
>Modified LotFP.
And I still have not DM:ed a game of that particular system. This settles it though, LoFP is the next game that I will DM. Thank you.
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>>47470811
>Also, I'm pretty sure turn undead was always a "certain number of times per day" ability.
Nah, that's a... 3E thing, I think? Although it's possible 2E also had it be that way.

OD&D is silent on it, but AD&D and BD&D both have it be that a Cleric can Turn Undead any number of times per day but only once per undead. (Ever, sometimes, although I think some have it be a day-long immunity?)
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I cannot read the whole of Scarlet Heroes, but can anyone summarize which elements make it more suitable for adventuring solo?
How does it handle save-or-die effects?
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What's the most useful stuff you guys have at hand while DMing?
I'm thinking specific rules (reaction table, morale rolls), random tables, maps, shorthand setting info, NPC info and the like.
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>>47475276
I use a bluetooth headset over which my wife can send me insane ideas and table results while I have my handsfree on the table and look really impressive.
Someone wants to argue about rules? Joke's on you, kid, I have them all in my head.
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Swords & Wizardry, Swords & Wizardry Core, Swords & Wizardry Complete, Swords & Wizardry White Bow....

Halp. I wanna but the book but don't know which version to get.
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>>47474978
Check out the Black Streams: Solo Heroes booklet for a shorter version of the whole thing.

The answer for your question, though, is that you can Defy Death whenever you want to "avoid the consequences of a failed save or otherwise certain catastrophe". Also, if you're a Fighter and run into a problem that only a Magic-User can solve. Stuff like that.

You take 1d4/level damage, using the modified Scarlet Heroes dice thingy - 1 is no damage, 2-4 is one damage. That stuff. If it would kill you, it instead just leaves you at one hit point and the attempt to Defy Death fails.

Every time you Defy Death, the damage die increases: d6, d8, d10, d12.
For the more general question of what it does to make adventuring solo possible, though, that's basically just because it reduces monster HP to 1HP/HD, adjusts damage rolls so that 1=0, 2-5=1, 6-9=2, 10+=4, lets overkill damage carry over into other enemies within reach, gives you a free weak-ish attack against a foe in reach once per turn, gives you averaged hit points, makes you always win initiative, and generally makes the lone character more versatile through a generous skill system.

You also get some sped-up healing, for obvious reasons.

Oh yeah, and there's a suggestion that heroes generally aren't killed but are rather knocked unconscious and tossed in the dungeon/chained up before the evil overlord/suspended over a shark tank. You don't die, but whatever you were out questing for is now lost and forever beyond your reach.

Generally it just tries to make the single character roughly as competent as a party of fourish. This does mean that it's meant for SOLO heroes and breaks down a bit if you threeish, though.
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>>47475852
If you have to ask then I recommend Complete.
>>
>>47475852
Whitebox: Very simple but requires more rulings from the DM on ideas. A favorite of many.
Core Rules: Same game but more stuff is filled out for you, a couple more classes from the get-go and spells spelled out.
Compete: Same game but much more spelled out for you with many more classes and spells.
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>>47455215
neat thanks
>>
Does anybody here even care about into the Odd or is it to niche even for OSR?
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>>47460122
Post the pdfs bruh.
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>>47478327
Of course we care
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>>47478327

I like the equipment tables a lot. Haven't looked at the full book tho, just the one in the trove from a while ago.
>>
Do you prefer the single save of S&W or the traditional 5 of BC/LotFP/LL, etc?
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>>47479440
Single save, by far. You just say "make a save," possibly with a plus or minus if it makes sense, and all the player has to think is, "is it one of the 0-2 things my character gets a bonus against?" and then roll.
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>>47478475
>>47479263

I ask because I like the rule system and setting but I don't feel like I could do it justuce. Might be a bit of a long shot to think somebody here might run it though.
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>>47473403

Owlbears or GTFO.
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>>47473403
Not very. I do enjoy certain classic ones (classic demons like the marilith and orcus in particular) but I use S&W Monstrosities myself and that's full of some prett weird shit.
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>>47473403
Get that shit out of here, High Test Demi is the only Demi
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The 1e AD&D DMG has a list of monsters and their stats. Does this mean that I don't need the MM books if I just want to use the monsters in the DMG? Is there an advantage to having them?
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>>47479440
> Do you prefer the single save of S&W or the traditional 5 of BC/LotFP/LL, etc?
Single.
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What are some good modules I could use as a starting point for a campaign following Tower of the Stargazer?
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>>47481186

Heck yeah, owlbears are terrifying. You take a bear, which is a big lazy omnivore that would rather move on when it smells people than bother to open its ample can of whoopass, and you cross it with an owl, which is one mean-ass ambush predator that considers just about anything smaller than it to be a valid target for a surprise swoop and devour. Suddenly it ain't raiding your camp's rations in the dark, it's grabbing your buddy and carrying him back screaming, to feed to its young.
That's scary.
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>>47444684

Last week I just wrapped up a campaign where this was a relatively important side-plot. Sub-levels on Lv2 and Lv5 of the main dungeon were actually parts of a crashed alien ship which had melted through solid rock and become lodged underground in neolithic times; the players recovered lots of fun technology (phasers, plastic, fusion-powered flashlights and kitchen appliances) and encountered stuff like teleporters and quantum computers. Eventually they figured out how to relaunch one of the buried alien ships, but could only get it into the stratosphere, not orbit.

>>47473403

Comme ci, comme ça, really. In my next campaign (just started), goblins and orcs are player character races (goblins are basically re-skinned dwarves, e.g.), so I'm not using them as monsters. But I still needed some evil, infravision capable humanoids; and so I decided to replace all the goblinoids with soulless beast-men which had been created ages ago by Dark Powers from the mingled blood of animals and trolls. Called "gnoll-kind", they come in a variety of types ranging from rat-folk (kobold stats) up to bear-folk (bugbear stats). Offically feking wombat-folk, btw; thanks m8y.
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>>47483384

(Cont'd)

Current house rules:

Ability score bonuses don't exceed ±1, and as per Original/Holmes, bonuses from Str/Dex/magic affect to-hit but not damage rolls.

Mage class and magic rules from "Beyond the Wall and Other Adventures".

And, of course, as always, roll low to hit. (i.e. 1st level characters have THAC0 19 ==> +2 base attack bonus. To hit someone with AC 7, calculate 7 + 2 = 9-in-20 chance to hit. To hit someone with AC 3, 3 + 2 = 5-in-20 chance to hit. Way faster and easier.)
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>>47482844
The Grinding Gear
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>>47479440
at the very least, poison/paralysis/death & spell

don't have much need for the others, can't remember the last time they were used
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>>47479440
Physical and Magical Resistance of a hack our DM put together a few years back.
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>>47479440
Multiples. Mostly because it gives you more granularity and lets you make some effects easier/harder to save against than others.

Death saves constantly being 4 or so below Spell is the big one, really.

However, I'm alright with changing it into less categories. Do you really need dragon breath, petrification, AND death saves? They're all a save-or-die, in the end.
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>>47482724
The monster books have the actual descriptions for all the various non-standard bits the monsters have.

Also, the DMG only has the Monster Manual monsters. Nothing from MM2 or the Fiend Folio in there, for somewhat obvious reasons (they weren't out yet).
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>>47478327

I dislike how it uses roll-under saves.

Is there a better way to keep the simplistic stat system while also making it less roll under?
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>>47485185
One-save system has conditional bonuses/penalties. I.e. the amount of granularity is not that different from the 5-save syste.
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>>47485217
Yeah, but something like the OD&D table, for instance, can have different progression for different saves (M-Us get +3 to spells at some tiers and just +2 to other saves) and also build some basic bonuses/penalties right into the system (wand being 1 less than spell to nerf wands, death rays/poison always being easier to save against than the others due to their severity).

It's possibly to just dump it all somewhere else, of course, but personally I find it easier to just reference a static value on my sheet than hunting around for various conditional +1s due to race/class/level/feats/the price of tea in China.
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So I'm working on a classless Sci-Fi homebrew for OSR.

What I want to ask is; since it is classless would it be acceptable to have a sort of universal table of 'level up' bonuses that you roll and get randomly on, or would people like more structure in how their characters advance?
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>>47485402

Sci-Fi lends itself much more to skill-based systems, which kind've goes against a Level-based abstraction. The two don't really mesh well.

Sci-Fi can be done in OSR systems (Stars Without Numbers for example), but systems like GURPs probably do Sci-Fi in a more thematic way.
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>>47485438
>Sci-Fi lends itself much more to skill-based systems

Sure, but then the question becomes what sort of skills should you use and such?

I don't really like using skills in OSR but I like the sci-fi concept.
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>>47485482

Depends on how much emphasis you want to put on the day-to-day affairs of the characters and their interactions with technology.

SWN for example has Piloting, Navigation, Engineering, Big Guns, Energy Weapons, Firearms, Melee, Computers, etc. Basically every conceivable position on a ship that you might see in Star Trek or Firefly has it's own skill.

Systems like GURPS get much more in-depth with these skill interactions.
>>
Giving players an immovable rod, yay or nay?
>>
Does anyone have advice on copying text from pdfs? They always look screwed up due to the formatting.
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>>47485749
How smart/inventive are the players?
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>>47485402
You don't really need skills in a Sci-Fi system - or skills in an RPG at all, to be honest. However, skill systems DO help distinguish characters from eachother by making it so that one is better at doing certain things than the other, and pull challenges away from being player-focused ("describe how you disarm the trap") to character-focused ("roll to see if your character manages to disarm the trap"). There's advantages and disadvantages.

Also, I'd really recommend to you to think about why exactly you want to use an OSR-derivative system as the basis for your game. Mostly because, IMHO, B/X and the like work best for dungeon exploration and hexcrawls - not necessarily the first thing I think of when I hear "Sci-Fi". Still workable, though.

Because, really, what rules are you taking? Attack rolls, damage rolls, hit points, and saving throws are all somewhat universally applicable, I suppose. Attributes work with some adjustment. Armor classes need to be changed to something relevant, probably.
But evasion rules, GP=XP, random encounters, chances of getting lost during wilderness exploration, reaction rolls, listen/open door checks, morale? That's all stuff that really changes the feel of the game if you include or exclude it, and needs thinking about. If you want to encourage playing as gruff space marines you probably don't want players grubbing after all the valuables in sight, while if you want to encourage Han Solo the Space Pirate you probably don't want to encourage fights to the death.

And even then, the basic stuff isn't necessary either. Why separate saving throws and attack rolls - couldn't you just have an armor/dodge save of sorts, or a Death Ray AC? Why separate damage rolls and attack rolls, rather than combine them into one or have static damage or just go straight to the damage roll with armor merely reducing damage (and thus perhaps making the attack "miss")? Why have hit points?

Lots of questions. OSR is cool, though.
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>>47485862
>>47485402
Also, since I didn't answer your question, I'd personally like it to be one of those newfangled "roll or choose" tables. Random if you want to, but not if you don't.

This means that you can't have some choices be objectively better than others, but that should probably go for random tables as well.
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>>47485765
It really depends on the PDF, sadly. Some are OCRed better than others, and some aren't OCRed at all. And that's just for scans! Others are formatted specifically to work well as a PDF and thus have a bunch of PDF-unique formatting that screws it up if you try to directly copy it over.

Generally I either just copy-paste it and then manually edit it myself, or I just type the entire thing by hand. I'd love a better option, though.
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>>47485482
Steal the ones from Alternity or something.
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>>47485900
I really hoped there's a convenient program that automatically replaces newlines with spaces at least
>>
Since the other guy is holding out on us, here is England Upturn'd and The Cursed Chateau courtesy of your old mate LotFPanon, delivering you quality content as always. Bonus included: The Stygian Garden of Abelia Prem, which can go in the 3rd Party folder for LotFP. Once again, buy it if you like it. Seriously. If you get one iota of enjoyment out of it. Every purchase really counts for niche as fuck hobbies like ours.

https://mega.nz/#F!Y04xHISZ!EuyR2lJpyQAQYg0sglDwsA
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>>47486368
Wouldn't surprise me if there is. It wouldn't be too hard to do, I don't think, although you'd have to figure out something with intentional newlines.

Personally I'm not that annoyed by newlines - it's more stuff like OCR reading L's as ones or ones as sevens (even WotC got that issue in their reprint - dwarves have seven hit dice and leopards get seven attacks, I think it was?) or using weird formatting for apostrophes or just dumping a bunch of code into the clipboard or only OCRing it piecemeal so you need to find and replace entire sentences.
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>>47485356
Well, having 5 different progressions because there might be +/- 1 discrepancy between some saves is not cool either. I'd rather have 2-3 conditional bonuses.

>>47485749
Yay.

>>47486482
Yay.
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>>47474035
sounds like the best of both worlds to me
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>>47444684
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Which would be better for my game: 3-Save system, or single save system with simple class bonuses (ie. Sullied have a +2 to save against radiation.)
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>>47482844
I'm running it as part of B2. I might also use it to segue into doing a hexcrawl in Dolmenwood, since my wife's elf just burned down the inn at the Keep.
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>>47488171
No greater opinion on how many saves you should have, but what's the deal with the values on that 3-save example there? Area starts out as being one worse than Paralyze, but then becomes one better at 7+. That's the deal with that? What kind of mechanic kicks in at level seven to make area attacks that much more important to save against?

Speaking of important stuff, if poison is always going to be the best value I'd put it furthest to the left. For aesthetics. That way you don't get the up-and-down jumps when reading row-by-row.

I guess in this specific example the single save Wastelander would get +2 to "poison" (presumably broader than just "radiation") and -1 towards area effects (+1 at level 7+)? By the way, Paralyze/Poison/Area feel pretty damn specific and like they'd suffer from D&D-esque round-peg-in-square-hole scenarios (save vs. Turn to Stone to avoid falling rocks, save vs. Wands to catch an arrow, etc.)
Especially since "area" is so much more broad than "paralyze". Or that's the way it feels to me, at least.

Also, this is no fault of your own but it really bugs me that the flat increase in XP starts at name level rather than after it. I also think that it's a mechanic that only really shines when that's roughly when you get Raise Dead (and thus no longer need geometric XP to let first-level characters catch up), but that's more of a personal peeve.


Also also, why the fuck is the 2-in-6 Death Save not a save? C'mon, man, there's more than enough space to put that in the table.
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>>47488710
1. Those values are ripped straight from LotFP's fighter class. Ask Raggi.

2. The death save is for the Wastelander only to give them something else appealing when choosing a class. Sullied get Mutations, CON bonuses and bonuses to saves against radiation. Adepts get to freely distribute skills and have a bonus to saves against traps and their effects.

https://www.docdroid.net/kHgwIZv/rotdp.pdf.html
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>>47488710
>Area starts out as being one worse than Paralyze, but then becomes one better at 7+. That's the deal with that? What kind of mechanic kicks in at level seven to make area attacks that much more important to save against?

Isn't that the same level that mages start getting fireball spells? That might be an LotFP balancing trick.
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>>47475276
the 100 things in pockets table is nifty. Never used it, but it's nifty.

Also: d20 random mutations table. I can post it if you want.
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>>47488830
Sounds reasonable enough.

Come think of it, >>47488809, how many poison/paralyze/area effects are you expecting there to be in your game?

The way I figure it, having separate categories is only worth it if they come up often enough.


Also, reading through your doc:
>What's the deal with the Sullied's +1 CON modifier? Why not just give them 1d6 hit dice, or 1d4+1 for that matter? It's not like the con modifier seems to be used for anything else, since ability checks don't care about it. (I'd maybe also just combine it with Strength since it's such a vestigial stat, but that's just me.)
>What's the logic with reducing indoor range by a third? Or, rather, what's the logic with keeping that rule for firearms? The ranges in general are also pretty pathetic.
>What's up with that font? It's fine for chapter titles and such, but I think you might want something slightly more readable for skill names and whatnot.
>Why do guns take so long to reload? These times seem more appropriate for Zorro than Mad Max.
>The notes on dual wielding feel pretty weird when all you've got in there so far is guns.

Also, GJ on being able to parry plasma pistols with your bare hands. Might want to put a "melee" somewhere in there, I dunno.

What are your ideas for armor?
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>>47489308
>>>47488830
>Come think of it, >>47488809, how many poison/paralyze/area effects are you expecting there to be in your game?

Up to the Referees adventures.

>>What's the deal with the Sullied's +1 CON modifier? Why not just give them 1d6 hit dice, or 1d4+1 for that matter? It's not like the con modifier seems to be used for anything else, since ability checks don't care about it. (I'd maybe also just combine it with Strength since it's such a vestigial stat, but that's just me.)

Its to represent whether their bodies are adapted to their mutations. Its either made them frail or hearty.

>>What's the logic with reducing indoor range by a third? Or, rather, what's the logic with keeping that rule for firearms? The ranges in general are also pretty pathetic.

That is taken directly from Hack! Issue 1, a firearms supplement for S&W. Its largely unmodified so far since this is in ultra early stages.

>>What's up with that font? It's fine for chapter titles and such, but I think you might want something slightly more readable for skill names and whatnot.

Font looks fine to me.

>>Why do guns take so long to reload? These times seem more appropriate for Zorro than Mad Max.

They don't.

>>The notes on dual wielding feel pretty weird when all you've got in there so far is guns.

You're looking at sample pages from an unfinished product.

>Also, GJ on being able to parry plasma pistols with your bare hands. Might want to put a "melee" somewhere.

Parrying is for melee combat. I'll make that clear for ppl who think you can swat away ammo.

>What are your ideas for armor?

Unarmored, Light (leather) medium (chain), heavy (plate). There are things you can find in the waste like helmets or chest plates that will modify AC.
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So my players are kind of suddenly about to get to fourth level. Apparently this is where "early game" ends and real adventuring begins, if I understand old school D&D correctly.

So what does that mean in terms on how I should DM the game? And is this still a thing with LotFP rules?
>>
So, I'm starting a new LotFP campaign with my group. I want to do weird pseudo historical Europe in the mid 16th century.

Still haven't decided on a place to set the campaign. one of the players has talked about wanting to visit the mesoamerican lands in a conquest/hexcrawl scenario at a later point, but still, the starting point has not been set, so far I'm thinking of a few places:

>Italy, likely venice or rome.
>Spain, probably a coastal city or Toledo.
>Somewhere in what today is Romania, small village.
>Rural France.

As for possible adventure hooks I have a few:

>The pope and the inner circle of the Vatican are necromancers, undead shenanigans in Rome.

>Several nobles and kings are actually vampires from conflicting clans, their war is escalating.

>There's an apocalyptic cult whose following is steadily spreading through the countryside villages, they practice forbidden forms of magic to bring forth creatures from other dimensions. Mutations and oddities are not uncommon amongst them.

>The holy spanish inquisition has sanctioned all forms of non-divine magic, and will pursue any rogue magic users to execute them.

>Mirrors all around have become portals to a bizarro world that is pretty much Vornheim/Voivodja

>The sun suddenly disappears from the sky after some reckless adventures trigger an ancient curse. Everything starts to freeze slowly.


So, any more adventure ideas?
Where would be a fine place to start the game?
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>>47489875
>So my players are kind of suddenly about to get to fourth level. Apparently this is where "early game" ends and real adventuring begins, if I understand old school D&D correctly.
That's really just how B/X and BECMI structured it, to be honest. And even then I'd recommend the players to be cautious about hexcrawling.

The only thing it means is that the PCs are probably tough enough to be able to survive going out adventuring in the wilderness. Rather than starting the adventure at the door to the dungeon or needing to have the dungeon be within short distance of a safe town, they can go adventure far and wide.

Name level is the "real" breakpoint, at level 9+, where the characters and their armies can go play the "real" adventure that is building a keep and going roaming around with your army and fighting other armies in mass combat and occasionally delving back into a dungeon to get the funds necessary for maintaining and growing said keep and army..

Hell if I know how applicable this is to LotFP, though. I'm pretty sure that it dropped a bunch of the concepts that made this work?
>>
any tips on converting stuff for Beyond the Wall?
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>>47485862

This is sort of an idea I wanted to try, but it would seem too lethal, too gear dependent, or too luck dependent.

My original idea was something like 'everyone gets two hits before you die. If you are really tough you get a third. However you can wear armor (which stops physical attacks, like swords and alien claws) or shields (which stop laser guns and radiation blasts), each one getting its own number of 'hits' relevant to the item of protection. So a low level shield might block 2 energy weapon damage so it will still save your life, but bigger amounts of damage could still kill you. Potentially you could have a few rare weapons (like a heavy blaster, or a chainsword for physical) that would deal 2 damage if they hit, but perhaps having a negative to the attack roll to balance their high damage with low hit chance.

I don't know if I'm keeping this system though, it essentially boils down all combat into save vs specific things to not die, which is an interesting concept but I don't know how well it would really work.

Or if you want to go really specific; make a certain specific number of saving throws such as one for Physical fights (melee, wrestling with alien bugs, etc.) that would count as a 'save vs melee damage' and your agility score which would count as 'save vs ranged damage', failing them causing the damage.

This could also work with the 4 stat BACK system I'm planning on using, boiling stats down to Body, Agility, Charisma and Knowledge.
>>
Gonna run The Tomb of the Iron God soon for some players who are new to OSR. Pretty hype.
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>>47493233
I was typing >>47493252 when your message showed up.

What is it with 4chan and threads going undisturbed for hours and then people posting at the same time?
>>
>>47493265

Doesn't matter, if you were planning to reply you can just post again. I know you were just bumping the thread but it's really no big deal.
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>>47493252
tfw I'm running the same for new people in 2 days
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>>47493445
Good luck to us both!
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>>47493265
Time zones. It's almost 1AM where I am, for instance.

>>47493233
Fun idea: have a healthy/wounded/dead health ticker thingy, perhaps with a penalty for being wounded (or a bonus for being "fresh", Torchbearer-style). However, also use the whole Shields Must Be Splintered/Helms Must Be Shattered houserule that seems so popular in the OSR community - you can sacrifice your protection in order to avoid death. Maybe add Plate Must Be Cracked to that list, I suppose.

It's a bit of a death spiral, I suppose, but it's an interesting death spiral.


And, of course, such a system should obviously disincentivize getting into combat. Skip combat experience completely, for instance, and it turns into a punishing gruel with no reward.
Also, make sure to have plenty of henchmen/minions of some sort to act as additional "lives". Not just like D&D, but like Paranoia.

You would probably also want a massively flattened progression going on so that you don't feel like you've lost way too much when your character bites it. Kind of like, I dunno, Dungeon World. You never really get that much better, and a tenth-level character can adventure with a first-level character without there being too large a power gap.

A flat XP progression and extremely bounded math would probably do the trick, I think.
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>>47493468
>Fun idea: have a healthy/wounded/dead health ticker thingy, perhaps with a penalty for being wounded (or a bonus for being "fresh", Torchbearer-style). However, also use the whole Shields Must Be Splintered/Helms Must Be Shattered houserule that seems so popular in the OSR community - you can sacrifice your protection in order to avoid death. Maybe add Plate Must Be Cracked to that list, I suppose.
>It's a bit of a death spiral, I suppose, but it's an interesting death spiral.

So instead of having shields/armor as being purely to absorb damage instead you can wear them to increase your saves or AC and then if you would take damage instead you can damage your armor or short out your shield generator to absorb some of the damage instead?

I like that idea but I still want a sort of mechanic where energy weapons are good against armor but bad against shields and physical weapons are good against shields but bad against armor to create a sort of combat triangle so the players can tackle big or dangerous enemies appropriately.
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>>47493581
The basic idea, from the commonish houserule, is that shields give +1AC all the time but you can also let the shield get destroyed in order to negate all the damage from a single hit. Which then leaves you down one AC later, but could save your hide.

I've seen variants for helmets in an effort to make the "helmet" listing in the OD&D item list actually mean something, with much the same effect. +1AC, can be destroyed to negate a hit.

Extending that to plate armor is an idea I got from Torchbearer, which does just that - although that's very much a different system. In a D&D context, this would mean that you would give up +6 AC for the rest of the adventure. That's ridiculously huge, but if doing so saves you from a hit that would otherwise have killed you...


I think that, for a Sci-Fi version of these rules, all you'd really need to do is add exceptions to the specific armors. You can't have plasma shatter your armor or bullets short your shields, for example. Or perhaps just have them work differently for the purpose of avoiding hits - armor saves and shield saves being separate things, for instance? I dunno, it's something that would need to be worked on.

I'm gonna go to bed now since it's pretty damn late here in Europe, but I'll keep reading into this stuff. There's just so many different ways to resolve actions in RPGs.
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>>47494030

For when you get back or if anyone else is interested;

You have four saves, each tied to a stat. Body, Agility, Charisma and Knowledge.

Body save is used when you get crushed underneath something heavy, get slashed with alien blades and get irradiated or poisoned.

For physical things that could be affected by it, including attacks, you would add your armor bonus to it. For energy attacks that are close range or physical like energy blades or electrical discharge, you could add shields.

Agility save is for dodging things like ranged projectiles, running through clouds of poison smoke, trying to fall down a cliff, etc. Once again, you can add your armor to this for physical ranged attacks.

Thus system works if you limit your health to a two or three hit system, as listed above.
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>>47495606

As for the other two stats, Charisma and Knowledge, the Charisma save is used against all alien mind worms, mind control waves, and psychic abilities of all kinds.

Finally the Knowledge stat is a bit up in the air, I'm not sure what it could be used for except maybe for life support systems on ships or space suits? Or maybe it could be rolled to understand anomalies or something? I already had a plan that allowed people to Jury rig devices if they had high enough Knowledge stat.

The benefit if this system would naturally be that certain characters would have greater resistences to certain threats; the alien gladiator can wrestle with the sporlock and not get wrecked, the smuggler dodges laser blasts, the scientist can research the energy crystals before they explode, and finally the charismatic captain is the only one that can resist the mind control and save the crew. It fits pretty well and with some optional random rolling you could generate some cool characters that way.
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Anybody plays or runs Stars Without Number?
I'm re-reading the book now that I received my perfect-bound softcover, and planning on running a space western with Cowboy Bebop and Borderlands as the main inspirations, though I'm not sure how much of the basic premise of the setting I should keep.

[spoilers]I've watched the pilot and the train job and I still don't find Firefly entertaining, should I keep pushing?[/spoilers]
>>
>>47497985
Firefly is fantastic. Yes. Watch the episode Out of Gas, then decide.
>>
>>47498141
Alright then. It's 6AM and I'm not sleeping until the next night, so Firefly it is. Other reference material for space western, by the way?
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>>47475852
S&W WB is based off brass tacks OD&D and is very minimalist. It's a great starter game and a great foundation for you to build on top of. Check out White Box Heroes or White Box Omnibus supplement for additional classes to consider.

S&W Core is based on OD&D with the Greyhawk supplement, like Basic D&D was. S&W Complete is based off of OD&D with most everything included, similar to AD&D.

So to over-simplify things a bit, you have 3 different levels of complexity:
~AD&D
~Basic D&D
~Simpler than Basic D&D

Which one you prefer depends on how much extra clutter you're willing to tolerate in order to get more options.
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Old school trivia concerning Firefly:

http://scifi.stackexchange.com/questions/13668/is-the-firefly-tv-series-based-on-joss-whedons-game-of-traveller

tl;dr: Yeah, probably. He didn't come out and say, but signs point to yes.

Red zones are off-limits by order of the Imperial Navy. Reasons why are generally up to the referee to figure out. I wonder what Gorram's crime was.
>>
>>47479440
Single save the way S&W does it (with a +2 bonus vs. a class-appropriate category) is far superior. You dispense with the traditional, ad hoc categories of old school D&D, and eliminate a decent bit of complexity that does little to enhance the game. Basically, S&W's system gives you granularity only where it counts.
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>>47478327
It's one of my favorite game out there. Not just out of the OSR, out of any RPG. It's fucking awesome.
Go read the blog if you want more out of the setting. There are also a shitton of design stuff and mechanics that are ingrained within the setting and it's like the modern day OD&D.
>>
I just DMed a 2nd level thief, with a 1st level elf, mutant plant, moss dwarf magic user through the goblin caves of B2. 38 dead goblins. Used the shit out of this chart.
>>
>>47499739
Great job not posting the link or chart numnuts.
http://goblinpunch.blogspot.com/2013/05/wtf-are-those-goblins-doing.html
>>
>>47498694

I already did, I've read pretty much everything on that blog. It's really good, but my problem with the game and setting is that it is SO evcotive I doubt I could run it in a way that feels good. Hence I'd prefer to try my own game setting instead.
>>
>>47489264
Not the same anon, but I could always use more mutations tables or more entries to add to a mutations table. Keeps things unpredictable.
>>
What do you fellows think of isometric maps?
Easier to visualize evelation and room layouts and looks?
Or just an overdesigned mess?
>>
>>47501668
Fun to look at, and kind of useful for stuff like one page dungeons. Anything larger and it just becomes impractical.
>>
>>47501668
Good for art and when not using it as a battlemap but inherently less functional... I think
>>
>>47502065
>battlemap
>>>/out/

Jokes aside, I did use isometric maps for online battlemaps and that's a rare case where they are superior to top-down maps
>>
Any virtual tabletop replacements for roll20 and maptools that are good?
>>
>>47502177
I'd like to try Fantasy Grounds but the cracked version doesn't have the Core RPG system and doesn't let me integrate my homebrewn system into it.
>>
>>47501869
I'm thinking about it now, and I think it could work for larger dungeons as well, if they have a big focus on verticality and have a similar format as Stonehell.
>>
Any one page dungeon vaults?

I see a few get posted here and there and I'd really like to have a big stack of them to peruse.

Here's what I've found so far: https://www.onepagedungeon.info/2014/

One page dungeon contest archives, in case the link gets flagged as spam.
>>
>>47502095
Really? Hm, nice
>>
Found Mote by idle ideas which seems to be a better maptools.
And TabletopConnect which is 3d, but got cannibalized by Fantasy Grounds. Still looks interesting because the 3d view means I can offer a map of the dungeon to the players and shake the view when and if they get lost.
>>
>>47502648
Don't like Roll20?
>>
>>47503063
It's a bit bare-bones for what I have on mind, at least without a subscription.
>>
On Saturday, I'll be DMing/GMing/refereeing/whatever my first D&D (well, S&W in this case) game in person pretty much ever. I've played in person plenty, albeit not in years, but I've never DMed in the flesh before. Two of the three people for whom I'll be running the game have never played a tabletop RPG before, and one has only played newer stuff.

Aside from dice, the rulebook, some lined and graph paper, character sheets, and a pencil, do I need anything? I'm taking my laptop because the module will be on it, but...

1. Am I missing anything?

2. What module should I use? I don't feel confident in my ability to make an adventure that I'm certain enough they'd enjoy it to use it as their FIRST EVER foray into tabletop RPGs. Something where they're fighting an evil king or authority figure would work really well for this group.

Something where you get to feel like a rebellious badass fighting against an evil king or some shit would be awesome for this group.
>>
How do I convert AD&D 1e modules to work with Swords and Wizardry Complete? I'd like to run Scourge of the Slavelords.
>>
>>47503130
What level range are you dealing with? Low-level (1-3) might be a bit difficult to find 'fighting the evil king' modules for, because kings usually have defences that are a bit too hard for low-level characters.

N1 might do it, that pits your characters against a pretty small evil cult.
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>>47503554
That works. Thanks!
>>
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>>47502206
Not really. It dosen't do two large floors ontop of each other very well at all.

Pic related, stuff with several large floors with multiple connections become confusing. You either need it to be roughly a single plane with a few extras or mostly vertical with some thin flat bits.
>>
>>47504906
Like every good map, you need to plan around the medium and projection. You cannot do some things you could do with a normal map, sure, but you also can do stuff a normal map wouldn't usually support either. Dyson's Megadelve overlapped map is a good example of that, on a basic level.
>>
>>47502648
>Found Mote by idle ideas which seems to be a better maptools.

Don't get me started about MOTE and its kickstarter bait-and-switch bullshit. Those crooks took money to build a better Maptool, then announced that it was too hard and instead they were going to quit doing what they were paid to do, and instead spend their kickstarter-funded time to build a new engine from the ground up, that would be proprietary, closed source, and cost money.

(And on top of that, my experience as both a programmer and a user long ago taught me that no matter how bad the spaghetti, it's always better to refactor the code in place than to throw out a working codebase and start over from scratch. It always takes more time than you think to start over, and I've seen SO many projects halt and catch fire when they hit the "let's just start over from page 0" phase.)
>>
>>47506156
Really? The release I'm checking is pretty solid so far
>>
>>47506447

They fucked up their kickstarter (nobody I know had even heard of MOTE until well after the kickstarter was over, good job advertising) and when the money was only enough to cover phase 1 of the many ambitious phases they had announced, instead of starting a new "phase 2" kickstarter like non-crooks, they took the whole thing over to a proprietary codebase, and will now charge people for the successor to a free tool, including charging kickstarter backers to buy this thing they didn't ask for.
It was a debacle.
>>
>>47506714
Sounds horrible yeah. In their defense, it legitimately sounds like inexperience, as opposed to bad intentions, but still.
And I can attest. This is the first time I heard about them, and they're not that new anymore. What went wrong? Mote isn't the best name either.
>>
>>47499739
My players almost got a TPK from 5 goblins, am I doing something wrong, or are they?
>>
>>47506745

>What went wrong?

Complete lack of any advertising, it seems. They put up a kickstarter and I guess just hoped people would find out somehow.
I found out shortly after the KS ended, because I just randomly up and decided to google around to see if anyone was working on the Maptools codebase, and found them. When they announced only phase 1 was funded, I was ready to jump on board phase 2, but then they basically put MOTE on life support and announced MOTE-X and I lost interest.

It doesn't improve my opinion that the devs kind of come across as douchebags. Check out the responses to some angry dude on their blogpost about the shift. Angry guy's a dick, but rather than calm him down they're making smug jabs and posting smiley ^_^ faces :)) like a dick.

http://idle-ideas.weebly.com/blog/a-change-of-plan

>Have a nice life, anon. It was fun debunking you.
>>
>>47506840
we're using LotFP by the ways.
Two MUs, one Cleric.
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>>47506920

Two MUs and one Cleric vs five goblins, at level one? That's a super-run-away situation.
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>>47506920
Yeah, what >>47506995 said. Each goblin is roughly as powerful as one of your characters (weaker than the Cleric, stronger than the M-Us), and there's two more of them. The evasion rules are there for a reason, y'know. (Although I don't know if LotFP kept those?)

This is why hirelings are important and Fighters are even more important.

Hell, isn't the Keep filled with potential hirelings and whatnot? IIRC there's only one trap there the Jovial Priest, who is basically a TPK if you play him right and merely extremely dangerous if you don't play him to his strengths.
>>
>>47507432
Evasion rules?
>>
>>47507516
B24
>>
>>47506903
Wow, they do seem like self-entitled douchenuzzles. That's just pathetic to read.
>>
Syncrpg looks potentially interesting, I'll have to check it out.
>>
>>47508117

That does look nice! I'll have to check that out.
I've heard that Rolisteam (at rolisteam.org) is pretty nice if you want a simple VTT that's easy to use.
>>
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>>47507432
Why doesn't at least one MU have Sleep? It's as if someone wants a TPK...

> The evasion rules are there for a reason, y'know. (Although I don't know if LotFP kept those?)
Kept, but changed.
1) No penalties for running
2) Morale check instead of flat "50% chance to distract with dropped loot"
3) Different resolution:
> both sides in a pursuit roll 1d20 and add their movement rate divided by 10. For example, characters with 120' movement roll d20+12. The higher roll wins. Individual rolls for those with different movement rates can be used at the Referee’s discretion.
>>
>>47508551
>Why doesn't at least one MU have Sleep? It's as if someone wants a TPK...
Eh, if they use that then they're fucked in the next encounter instead. There's a whole lot of gobbos in those caves.

Also, of course, it needn't have become a TPK anyway: morale rules give the PCs an edge, reaction rolls can stop the entire thing from starting in the first place, and when all else fails surrender is always a somewhat ignoble option that nonetheless helps keep your characters alive.


As for evasion, I don't remember - did B/X keep the OD&D thing where intelligent opponents stop 90% of the time for gold, low-intelligence foes stop 50%, and animalistic ones stop 10% of the time (with reversed percentages for dropped rations)? I know they changed things a bit, but don't remember to what degree.

Do the LotFP rules also have the chance to lose your pursuer if going around corners/through secret doors? That's the main thing that made running feasible for slower characters, so I dunno if that would be cut when you replace the distance-based pursuit with a d20 roll.
>>
>>47508293
I'll check it out as well then.

Really, I just wish there was something rather customizable I can set up to be automatized for the players.
Skirmish vtt looks promising too, but the trial is ending any day now and I doubt it'll have a proper pricing method when it comes out.
>>
>>47498141
I like both those episodes, but both have weaknesses. The pacing in the pilot is a bit slow, and it seems like they're still trying to get things together in terms of acting, directing and so forth, because it's not as slick as later episodes. The Train Job is purposefully unambitious. Fox didn't like the pilot and wanted the show to start out with a typical "job", so that's what you get. Combine that with the fact that it doesn't build off the pilot the way it should, and it feels kind of like uninspired rehash. I agree with the other guy that Out of Gas is a good thing to judge by. Objects in Space and Ariel are also good, but you don't want to just skip through and watch the best stuff, especially since there are only 14 episodes. I will say that out of the first 5 episodes, you get 3 or 4 of the weakest in the series, in my opinion (that's not counting the pilot, which I think is a good enough episode to counterbalance the lack of finesse as far as execution goes). Once you hit Our Mrs. Reynolds, it's smooth sailing (though I still mostly enjoy the lesser episodes). I find that most folks who don't like Firefly don't like what it is in a general sense, that that might not apply to you, if you're specifically looking for space westerns.
>>
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I'm thinking of making my own OSR "box set" based loosely on the physical model of pic related, which is a reprint of the white box. The rules would basically be OSR as I play it, which means based primarily on S&W Complete, with some major rules changes including rules swiped from Labyrinth Lord, ACKS, and LotFP and those borrowed from the Internet.

It would be in the form of what is essentially a DMG (including a brief-ish monster manual) and several copies of an old school PHB (basically including the process of making a character). I'd plan to use it and then eventually pass it on if/when I have kids (and to a relative or friend's kids if I don't).

Do you think it would be worth the effort, given that it would mean writing my own PDF(s) from scratch?

If I do, would you all like me to upload the resulting PDFs, and pictures when it's done?
>>
>>47456452
just ordered them a few moments ago
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>>47510233

Sure. Seems like doing it all in PDF is going to be a bitch and a half though, coming from someone who is just writing down all his own house rules/OD&D game into a DOC file.
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So I'm not exactly sure where or how this is going to work out in the future but essentially I'm writing down a few of my ideas for the SCI-FI osr game.

Basically in this ruleset you'd only get 2 health points, and make 'saves' to avoid taking damage, with each failed save in combat being a point of damage essentially.

As for leveling up and experience gain, I tried to create a really broad d12 table each person rolls or chooses on each time they level. I'm not sure if I should expand it to a d20 or broaden the categories of what you can get a little bit, but I think you can get some interesting characters out of it. Also I should mention I plan on limiting characters to level 10 in this game.

I'm interested to see any feedback for this very incomplete starting point to the system, or how you feel about the save for health system.
>>
>>47511215
Do it in word, format it how you want, then file > print and choose "PDF Printer" to make a PDF that looks exactly like your MS Word document.
>>
>>47510233

No. Theres a reason box sets stopped being made. You can search around, but the jist of it is that its expensive and a pain in the ass to get all the components assembled and then shipped to your place and then shipped out to customers from there.

Also OSR is a niche market thats pretty crowded so most people who are going to be buying more are likely going to be making cheap impulse purchases or shit that doesn't take up more shelf space. A box set is the worst of both worlds in this case.
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>>47511688
I'm making it entirely for myself because I think it would be cool to have. Not selling it.
>>
I wonder if people would be up to contributing to a megadungeon
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>>47512721
Just how "mega" will the megadungeon be?
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I think its virtually impossible to discuss LOTFP outside of OSR
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>>47514392

Yeah, that LotFP thread is terrible.
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>>47453177
AS&SH has bards, and they channel the power of Azathoth to boot.
>>
>>47468098
http://oldschoolfrp.tumblr.com/
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>>47514687

Man, I wish tumblr's navigation wasn't so clunky, and it didn't insist on renaming all the files. Still, that's a cool site.
>>
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>>47478327
I love it. I actually just finished editing something for it. Working on another thing, but figured that I'd feel more accomplished if I finished something smaller for it first.
>>
>>47500827
This table slowly turns you into a rat

Rat Mutations d20

1. Whiskers, they let you be more aware of your surroundings and help you dodge 1 bonus to

AC
2. Disease Resistant
3. Night Vision
4. Full coverage fur, your original hair will fall out over the course of the week.
5. Fast Metabolism. You have more hunger, but you recover from sickness quicker
6. Claws at the end of your fingers, Increase Unarmed damage (2+STR instead of 1+STR)
7. Rat Tail
8. Grotesque visage, penalty to reaction rolls
9. Vomituous
10. Very Light Sensitive
11. Paws, unable to wield weapons (no thumbs) -2 to-hit with them (count as weapons, may as

well apply the bonus from the finger claws)
12. Growling Voice, penalty to persuasion, bonus to intimidation
13. Rat like Muzzle
14. Incisor Teeth, additional 1d6 bite attack
15. Stainless Claws, 1d6 weapons, like Paws in all other regards (except to-hit penalty)
16. Burrowing ability, desire to curl up in a self dug burrow intensifies
17. Ingested Disease Immunity, you spit ingested poison back out by reflex
18. Can eat long dead Flesh and even get sustenance from it
19. Roll 2 times!
20. No effect (your brain becomes smaller though, not that you would care or notice)
>>
How good are implementing homebrew, or advanced classes into the D&D Rules Cyclopedia?
>>
>>47519909
Don't. What you can do is implement kit-like alternative classes, but no more than three or four per base class.
>>
>>47520039
Kit like Alternative Classes? Pardon my ignorance, but care to elaborate?
>>
>>47520113
2e has optional 'kits' that alter how base classes work. For example, you would roll up a Fighter, and then pick a 'kit' giving them extra or alternative abilities, usually at the cost of some drawback. For example Beast Riders start with a monstrous mount, but can't start with 'civilised' weapon proficiencies and take a reaction malus from people outside their culture.
It's simple to implement, doesn't drown you in options, and has both flavour and mechanical effects.
>>
>>47520039
Or you could use the hundred+ classes they made for it, y'know.

Personally I kind of like the alternate Elf? The Shadow Elves are also pretty interesting.

Don't bother with the Orcs of Thar monster conversions, though. Those just end up horribly underpowered.

>>47519909
It's a tricky thing to do right, since you need to balance everything around the base experience.

You need to do some playtesting, basically.

What exactly are you thinking about when you say "homebrew, or advanced classes"?
>>
>>47520365
>hundred+ classes
I don't think there are that many.
>>
>>47520039
What about an entirely kit-based system?
I have discussed this here before and since refined it, but how about having a single basic class (Barebones statline) and having a budget to take additional extras such as increaced HP, Spell Progression, Base AC, Skills, Stances a la LotFP?

I playtested the idea and it seems to work, but I worry that it encourages jack-of-all-trades PCs.

What are some more interesting options you would like to see if you were using the system?
>>
>>47520472
At this point it's a classless system where you build a PC out of modules.
One thing you could do is use an archetype system like Talislanta 4e does: it's basically a large collection of premade statlines which the player can modify. Crating a character in that takes about five minutes, which is ideal for the OSR environment.
>>
>>47520809
Thats rather the idea, yeah.
Will look up Talislanta, although I was looking to avoid large collections of base statlines - sidestepping the issue of large numbers of classes was one of the reasons I started on this.
>>
>>47520431
It's roundabout a hundred, I think? I don't remember the actual number, though.
>http://pandius.com/becmicls.html

>>47520472
So a point-based character creation system, then?

I assume you've taken a glance at other games that run with that idea, right? GURPS being the famous one.
>>
>>47521231
Yes, I have had a look through lots of versions of the system. I wanted to do something distinctly more OSR through, namely a system that is simple and creates characters broadly compatible with your average character sheet. No 6000 skills and percentiles, just your HP, spell types, AC and equipment.

Having said that, I have toyed around with making more open skill/proficiency systems. The current rule is that, for a price, the player can take a basic skill in anything advanved that would require a check (Think LotFPs Specialist). Taking a weapon proficiency gives you a permanent bonus to using that type of weapon and a well made one as starting equipment.

I like the skills but am unsure about proficiencies, it might be a step too far away from OSR and a needless complication. Is there a better way to do them?
>>
>>47520922
The difference here is that you don't choose a race or secondary skills or even equipment. Archetypes are more like pregenerated characters than classes.
>>
Anyone can share the LotFP playtest?
>>
>>47521984
Is there such a thing?
>>
>>47466716
Holy shit, that really sells that adventure. Nice run! Liked the bit where their insides melt, seems like a very LotFP way to go.
>>
>>47523940
there is
>>
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My friends and I are fans of "Workaholics". Was thinking of having NPC dopplegangers of them in my fantasy world haha. What classes / stats?
>>
>>47525814
Make them goblins.
>>
>>47525842
Dude that would be funny as hell. Like, they're losers in their goblin society or something. I want them to be recurring characters in the world.
>>
>>47525955
The one thing to keep in mind is that deep down they do all three care about each other.
>>
>>47525814
>>47525842
Adam is a goblin who like to pretend he's an orc, like he's big and powerful but he goes full chickenshit if he takes any damage. He will ruin any rousing speeches and become a blubbering sentimental mess who always ruins any moments he's involved in.

Ders is a goblin, but he's taller than other goblins so he likes to pretend he's a hobgoblin and better than his compatriots. He's not. He is quick to diplomacy whenever anything goes tits up.

Blake is a kobold who has been led to believe he's a goblin. He likes to make weird art (which ruins a lot of art treasures) and has a fascination with dragon statues, but is easily the most sensible and decent of the three. Dislikes halflings, but loves their pipeweed.

They are kept to the worst end of the goblin warrens because they're really terrible at things.
>>
In Tower of the Stargazer, if the players are a little murder-hobo in their actions, I don't see Calcidius standing a chance at all, If the PC's get a higher initiative than him he's done for if they have the intention of killing him.
>>
>>47526088
Definitely! I want them to be pretty much harmless. They also don't fail ALL the time, they actually do succeed occasionally, but usually in super lame, but humorous ways.
>>
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>>47526278
Maybe Your PCs are all level 1 with HP's of like, 4. He's listed as a level 13 Magic-User. That's an average HP of 33-34.

He has a Death Spell with 130' radius that is instant unless you survive a Poison saving throw, not to mention all the other spells at his disposal.

But I mean, anything's possible, especially if he's largely outnumbered and low on the initiative roll. LotFP's rule about not being able to cast if you've been hit earlier in the Round and him being unarmed stack pretty hard against him as well.
>>
>>47526827
Yeah, your last point was what I meant. If one of them hits him before he gets a spell out, its pretty much game over for him. Plus if at least one of them tries to grapple him. (Which is exactly what happened in my game I DM'd) I was just dumb-founded how easily they killed him, and I have to chalk it up to if a magic-user is still very vulnerable regardless of level if he doesn't have someone backing him up.
>>
>>47527080
Generally this is why wizards should try not to conduct audiences face-to-face, but use as many intermediaries or contingencies as possible. It's not hard to tear up a spellcaster given the conventions around OSR games.
>>
>>47527080
Don't you need both hands free to wrestle someone? Are the players ready to do that with an enemy they've just encountered?

And wouldn't the wizard have a huge advantage in the roll seeing as he's level 14? The stats are never told but I'd assume he wouldn't have any problem with it.

And even then, as long as he gets highest initiative or if everyone before him misses, they will all probably die on his next attack.

From where I'm standing it still seems like an incredibly dangerous encounter.
>>
>>47528521
>Don't you need both hands free to wrestle someone? Are the players ready to do that with an enemy they've just encountered?

You just drop your weapon and try to grab hold of him.

>And wouldn't the wizard have a huge advantage in the roll seeing as he's level 14? The stats are never told but I'd assume he wouldn't have any problem with it.

Huge advantage? Wrestling is only d20 + Attack Mod + STR Bonus (ties decided by DEX mod) and only MU's only get +1 to their attack bonus so it should be in the party's favor assuming its the Fighter trying to wrestle him down.

>And even then, as long as he gets highest initiative or if everyone before him misses, they will all probably die on his next attack.

That's what I was saying, if at least one of the players gets a higher initiative roll they have a pretty good chance at killing him since he has only 12 AC.

>From where I'm standing it still seems like an incredibly dangerous encounter.

Yeah, it still is dangerous if they don't play it right or get real unlucky, but its not nearly as game-over as the module says it should be.

>>47528276
I agree, without someone to defend the MU he better win initiative.
>>
>>47528906
Is it attack modifier too? Or just STR?
>>
>>47529709
Is what? Wrestling? Yes its Attack Mod + STR.
>>
>>47529726
In other words, it's the melee attack bonus?
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