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Original D&D Discussion :: Other TSR Classics :: Boot Hill (1975) :: Wild West: OD&D Style
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 Wild West: OD&D Style
« Thread Started on Aug 6, 2008, 6:36pm »

LAW OF THE GUN

OD&D, Western Style

Having recently read Blood Meridian (A more graphic and stunning Western I’ve yet to read.) and played a few sessions of Aces & Eights, I felt the need to put together a mini-game that adapted the elementary rules of OD&D to an old west setting.

So, without further ado:

STATS

Each character gets the familiar stats of Strength, Intelligence, Wisdom, Constitution, and Charisma. A stat of 13-15 gains you a bonus of +1, 16-17 a bonus of +2, and 18 a bonus of +3. All rolls for stats are made on 3d6; no weighted dice, please.

HIT POINTS

A character’s initial hit point score is equal to his Constitution. And yes, higher constitutions do get the +1 to +3 bonus. So character with a constitution of 12 would have 12 hit points and a character with a constitution of 18 would have 21 hit points.

LEVEL

Levels are gained through surviving battles. Note that a battle implies a real possibility that the character may be maimed or killed. Gunning down four unarmed and sleeping Indians does not count as your character surviving a battle. Use common sense.

There are ten levels that a character may aspire to. With each level the character gains 2 hit points, +1 to strike on combat, and may add +1 to a single skill.

SKILLS

A beginning character gains 4 + INT modifier in number of skills. Each skill is tied to a stat. So if a character with a Wisdom of 13 took the skill Perception, he would have Perception:13. Skills may be bought up as the character rises in level, but the highest skill level possible is 19. Even the best fail sometimes.

The skill system is meant to be quick and cinematic, hard and fast. As such, there is little description of the skills and individual groups are encouraged to place their own spin/advantages/limitations on the skills.

COMBAT SKILLS

Each combat skill can be taken only at first level, and may never be added to as you raise in levels. They give the character an initiative bonus and additional accuracy when using certain types of weapons.

Cutthroat: +2 to hit with all bladed weapons.

Deadeye: +2 to hit with all guns.

Knuckleduster: +2 to hit in unarmed combat.

NON COMBAT SKILLS


Drinking (Constitution): You can stay sober until a failed roll.

Educated (Intelligence): You have had a higher education and knows a lot about a lot.

Endurance (Constitution): Can stave off effects of starvation, harsh weather, and bodily harm.

Fellowship (Charisma) You can get people to like and agree with you.

Gift of Gab (Intelligence): You can converse in any language, even if it’s only on a very crude level.

Indian Lore (Wisdom): You know the ways of the Natives, including myths and customs.

Intimidation (Strength or Charisma): People give you a wide berth and give in to your demands.

Man of the Cloth (Wisdom or Charisma): You know your Old Time Religion.

Medicine (Intelligence): A doctor, dentist, or maybe shaman. Goes well with the Education skill.

Perception (Wisdom): A good eye, and can tell when something doesn’t feel right.

Riding (Constitution): You are good at riding horses, angry bulls, etc.

Roping (Dexterity): The cowboy’s skill. Good with a lariat.

Seduction (Charisma): All that and a bag of chips.

Stealth (Dexterity): The scout’s ability to move through territory unseen and unheard.

Tracking (Wisdom): The bounty hunter’s skill. Can be used for both urban and wilderness climes.

ARMOR CLASS:

Most folks don’t go around wearing armor these days. Which is why gunfights are so danged lethal! Heavy animal hides, favored by trappers and cowboys in colder regions, act as AC 8. A steel breastplate, similar to Conquistador armor, would act as AC 5. A leather duster coat, while looking pretty darn cool, doesn’t give any armor bonuses. Bonuses for high dexterity apply as per usual.

SAVING THROWS

Since the only OD&D save that would have any actual application in Law of the Gun is vs. poison, there is only a single saving roll in the game. It is used for three things.

1. To save against poison.

2. If the character takes more than half their HP damage in a single attack, they must make a saving throw or become instantly unconscious.

3. The very first time the character gets shot, they must make a save at -2 or freeze in shock and terror, unable to even defend themselves properly.
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 Re: Wild West: OD&D Style
« Reply #1 on Aug 6, 2008, 6:38pm »

WEAPONS

All non-firearm weapons do a straight 1d6 (plus strength bonus if applicable). Weapons available include:

Indian Weapons: Arrow, Club, Bolas, Spear, Tomahawk

Bladed Weapons: Knife, Straight Razor, Machete, Saber, Sword Cane, Shuriken

Blunt Weapons: Walking Stick, Billy Club, Table Leg, Midget

FIREARMS

Firearms in Law of the Gun use the Exploding Dice mechanic. Which is to say, if a die rolls a natural 6, the die gets rolled again and the second number added to the 6. This continues for as long as 6 keeps coming up on the die.

So if Roscoe Slade whips out his piece to take a shot at the Gringo Kid and rolls 2d6 and gets a 3 and a 6, he might roll again and get a 5 for a total of 14.

Pistols do 2d6 points and have a range of 40 feet.

Rifles do 2d6 but have range of 120 feet (providing the shooter is in a position to see the target).

Shotguns do 3d6 from up to 5 feet away, 2d6 from up to 15 feet away, and 1d6 from up to 30 feet away. Further than 40 feet they are not terribly reliable.

So let’s put together a character.

“Red Knife” Jacob Nash

Strength: 13
Intelligence: 9
Wisdom: 5
Dexterity: 13
Constitution: 16
Charisma: 8

Armor Class: 7 (tough animal hide plus Dex bonus)
Hit Points: 17

SKILLS: Cutthroat, Drinking:16, Endurance:16, Stealth:13

GEAR: Sawn-off Shotgun, Machete, Boot Knife, Derringer, Small Bag of Gold Dust (value around $16), Tattered Deck of Cards, Broad-Brimmed Hat of Bearskin, Good Boots,

IN BRIEF: “Red Knife” Jake is a mean-tempered hombre what came to the West for to stake him a claim. Three years later he’s found the best way to make money in the gold business is to jump claims and steal from those who have already struck the vein. He supposedly met his end following a confrontation with the Gantner Gang, but managed to show up alive and kicking in Abilene some three weeks after it was reported that he was gunned down in a hail of bullets. Much to the chagrin of practically everyone.

Jake is of average height, with a sturdy build, grizzled appearance, and mean, flinty eyes. He dresses in clothing made from the hides of predators that he claims to have slain personally, and always has an extra weapon or two tucked away. He is quick tempered and impetuous, rarely taking the time to think his actions through. His nickname comes from his skill with his machete, which he has taken to naming “Jose.”
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 Re: Wild West: OD&D Style
« Reply #2 on Aug 6, 2008, 7:27pm »

Cool, have an exalt.

I'm interested that you did this after playing Aces & Eights. What did you think of Aces & Eights? What made you create Law of the Gun rather than use Aces & Eights? (I haven't played Aces & Eights, but I think it sounds interesting, which is why I ask...)
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 Re: Wild West: OD&D Style
« Reply #3 on Aug 6, 2008, 8:30pm »

Thanks!

Aces & Eights is a lot of fun, but it isn't particularly simple. It takes a while to create a character, and, while the game isn't needlessly complex, it is a lot closer in tone to Hackmaster or 3.5 than to the slam-bang, gritty types of westerns that I've always enjoyed thanks to sirs Eastwood and Bronson.

By morphing OD&D into a western game, not only did I get a simple and fast-paced game where a character can be created in mere minutes, but it was a lot easier to sell the idea of playing it to my regular group as I've been running an OD&D campaign weekly for over a year now.

And yeah, "Red Knife" Jake was my Aces & Eights character. I simplified him for his LotG incarnation and used him as a contact/adversary for the characters.

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 Re: Wild West: OD&D Style
« Reply #4 on Aug 7, 2008, 7:01am »

A few thoughts on this:

1. I like what I've seen, so far, rules-wise. Aces & Eights is really Hackmaster in the Wild West, which means it's similar to AD&D, which means it converts well to OD&D.

2. For more Wild West ideas, you might check out SimonW's Go Fer Yer Gun, which is based on Castles & Crusades. It's a cheap download.

3. Your experience idea is similar to that of Boot Hill and I think it works well. Boot Hill has some neat "first shot" charts that you might check out for those pesky gunfights. I can send you some of this info or maybe post it here if there is interest in it.

Bravo, and an EXALT. :D
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 Re: Wild West: OD&D Style
« Reply #5 on Aug 7, 2008, 3:42pm »

Thanks Fin :)

I actually have all the editions of Boot Hill floating around somewhere. I also have had Go For Your Gun and all of Simon's other stuff from back in the days before he started selling them on RPGnow (I particularly like Lashings of Ginger Beer).

The best part of Aces & Eights is the clear target scope that you use when trying to hit your opponent. You lay it over the image, placing the bull's eye exactly where you are targeting, then you roll the dice, add up your bonuses, and draw a card from the deck. Based on this, you not only get to see how close you came to your target, but where the shots actually struck. It's a huge amount of fun. It works great with just a handful of characters, but when you get a party of six people and an equal number of opponents, it gets cumbersome.

And since this is an Old School site, that's the last I'll comment on Aces & Eights ;)

Doc
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 Re: Wild West: OD&D Style
« Reply #6 on Aug 7, 2008, 7:09pm »

sweeeeet... i like it.. only thing i see that i would change is the armor class... i would proubly go with more of a defense value sort of thing..and armor does not lowers that but provides some sort of soak value...

oh yeah.. have an exalt..
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 Re: Wild West: OD&D Style
« Reply #7 on Aug 7, 2008, 9:02pm »

You should put it out as a Labyrinth Lord supplement.
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 Re: Wild West: OD&D Style
« Reply #8 on Aug 10, 2008, 6:52pm »

NICE! Simple, cinematic, and fun! Which experience table for raising levels are you using? I'm guessing the Fighter. Thank you for NOT putting in rules for gatling guns! But dynamite rules would be fun.....
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 Re: Wild West: OD&D Style
« Reply #9 on Aug 11, 2008, 6:20am »

Add rules for spaceships and you could use it for Firefly.
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 Wild West: OD&D Style
« Reply #10 on Aug 11, 2008, 6:27am »

If pistols got an initiative advantage compared to shotguns and rifles, and shotguns maybe had a little bit more range, then you'd have a very compact little system where each type of gun had its own significant advantages and disadvantages.

Also perhaps there should be a Poker skill?

EDIT: Also maybe there should be an extra combat skill: Quick Draw. It seems like initiative would be more important in this system, because of the consequences of being hit.
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 Re: Wild West: OD&D Style
« Reply #11 on Aug 11, 2008, 7:19am »


Aug 7, 2008, 3:42pm, doc wrote:
The best part of Aces & Eights is the clear target scope that you use when trying to hit your opponent. You lay it over the image, placing the bull's eye exactly where you are targeting, then you roll the dice, add up your bonuses, and draw a card from the deck. Based on this, you not only get to see how close you came to your target, but where the shots actually struck.
Although I own the leather hardback of Aces & Eights, I've never really played it. The target scope always looked a little silly, but I guess I need to give it a try if it's that fun to use. Oh, and even thougth it's an old school site, a little A&8 chatter isn't too bad ... it's really AD&D Wild West after all! :D
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 Re: Wild West: OD&D Style
« Reply #12 on Aug 11, 2008, 11:13am »


Aug 11, 2008, 6:20am, apeloverage wrote:
Add rules for spaceships and you could use it for Firefly.


You really wouldn't even need rules for spaceships.

In Firefly, the ship <i>Serenity</i> is another character (and I'm guessing an NPC, to boot). Every other ship is either a plot device or window dressing.
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 Re: Wild West: OD&D Style
« Reply #13 on Aug 11, 2008, 11:29am »

Actually I already did rules for spaceships in the Star Opera setting (see the thread in the OD&D workshop area).

Yes, there SHOULD be a skill to let you play poker. How about:

Cardsharp: Allows for skill at playing, bluffing, and cheating at games of chance.

I'm keeping away from making Quick Draw a skill and allowing it to reflect the Dex bonus of the character instead, though if you want to you could say that the Deadeye skill allows an initiative bonus when using pistols.

Dynamite? Yeah, I could do that. How about:

6d6 to anybody within 5 feet (impact zone)
5d6 to anybody within 10 feet
4d6 to anybody within 15 feet
3d6 to anybody within 20 feet
2d6 to anybody within 25 feet
1d6 to anybody within 30 feet

That takes into account not only the force of the explosion, but also shrapnal (flying bits of wood, metal, etc) caused by the explosion.


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 Re: Wild West: OD&D Style
« Reply #14 on Aug 11, 2008, 1:56pm »

Dynamite was pretty much a standard ending to almost every Boot Hill adventure I ever ran. Somebody somehow would get ahold of some and blow up the bank or saloon or wherever and half of the characters would die in a blazing inferno. What fun.
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