|
Post by bestialwarlust on Apr 29, 2016 7:33:36 GMT -6
Because "simplest is always best" I'm strongly opposed to skill systems for OD&D. If it's appropriate for the class, the class can do it. The referee decides if it is appropriate for the class. The higher the level, the better. Done. Now somebody get me a beer. What about a simple background system? One word, say "Sailor", it's appropriate to that background you can do it. This is how I do it unless a player pushes for having skills written down. It's also how I demonstrate that two fighters can be completely different and not need feats or skills. "My fighter is a former sailor" that character will be an expert in any thing sailing/seafaring related "My fighter was part of a barbarian tribe" the character is an expert outdoorsman, skilled at hunting and can help with reactions with other barbarian type cultures.
|
|
|
Post by bestialwarlust on Apr 27, 2016 10:13:30 GMT -6
In my OD&D games I don't have skills spelled out unless the player wants one then this is what I use from my house rules:
Where are my skills?
Original D&D assumed that all adventurers are competent as opposed to most Normal Men, PC’s are adventurers. So an extensive skill list wasn’t part of the game. However some players like the extra bits to work with so here is a short list of assumed skills. Most of these can be used untrained (2 in 6 chance on the d6), the referee may grant bonuses or penalties depending on the situation. Those marked with an * require training (such as a class or background.)
Acrobatics — Feats of physical dexterity, balancing, tumbling. Alertness — reduces chance of being surprised Athletics — Running, Climbing, jumping. swimming. (fighters +1 bonus) Arcana* — Knowledge of things magical (magic users +1 bonus) Animal Handling — Skill with domesticated animals. History — Historical events, Legendary people Medicine — Skill a bandaging and basic first aid. Religion — Basic information on common religions of the area. (clerics +1 bonus) Riding — How good you are at controlling your mount under stress Stealth — Increase your chance to surprise someone. Streetwise — Gathering information on people, locations, etc. in an urban environment. Survival — Hunting, foraging for food, etc..
The list could go on, also remember that if you have a background that also may allow a “ability” not listed.
Now you have an “every-man skill list. Next come up with a background, this will give you other skills that aren't related to your class, or it can enhance one or two of the already basic adventuring skills. These can be labeled as good at. Give yourself a +1 with the good at skill.
Guidelines for skill use Don't let rolling dice take the place of playing the game, use these as a reference only if a die roll is called for. Don't let this list limit your imagination if you don't see it on your sheet it doesn't mean you can't try it.
|
|
|
Post by bestialwarlust on Mar 26, 2016 7:36:18 GMT -6
Thanks these look interesting I'll have to take a closer look.
|
|
|
Post by bestialwarlust on Mar 19, 2016 5:20:55 GMT -6
Besides OD&D I'm currently running a Warhammer FRP (1st edition) but in the past I've run the following:
Ars Magica Savage Worlds Star Wars d6 Traveller Call of Cthulhu Mage the Awakening Shadow Run
|
|
|
Post by bestialwarlust on Jan 18, 2016 18:10:07 GMT -6
U1 Sinister Secret of Saltmarsh. A haunted house that isn't so haunted after all.
|
|
|
Post by bestialwarlust on Nov 23, 2015 22:49:16 GMT -6
So one interesting thing I've noticed is that there are no defined rules or even defined poisons in CT. With the books I have I've noticed the following:
From Worlds and adventure page 33 (81 printing) Animals are usually edible (throw 5+ to be edible, DM -3 if the atmosphere is tainted) provided the planetary atmosphere is between 2 and 9, and the animal does not have a poison weapon. And then from the animal encounters book there is:
Event- Oasis. A small water-hole is encountered. Throw 10+ for it to be a mirage when approached. If it is real, throw 9+ for it to be poison, with appropriate clues.(page 7)
Event- Gossamer Nets. The trees release a poison net of adhesive strands, which float down on the travellers below. Each net which contacts someone does 2D+2 damage. Reroll for potential other animal encounters. (page 6).
Event Poison Pouncer, this animal causes unconsciousness within 30 seconds of his bite and, and death within 24 hours unless treated. Treatment requires an antidote, available in medikits bought on this world.
Event- Poison Plants. Contact with plant leaves creates irritation and dis- comfort resulting in mild sickness and loss of sleep. Reduce each affected indi- vidual's endurance by 1 for 2 days. Saving throw: education or less. (page 18)
Event- Poison Dripping Sap. The trees are dripping sap drops. If a drop contacts skin, it will inflict 2 hits damage. (page 34)
There are a few other places but those seem to be the most relevant. Notice only one seems to indicate any sort of saving throw and the other requires a medkit.
I like that there is no set definition so it keeps players guessing and poison dangerous, But have you done anything more with poisons in your game?
|
|
|
Post by bestialwarlust on Nov 16, 2015 22:02:32 GMT -6
|
|
|
Post by bestialwarlust on Oct 31, 2015 9:32:55 GMT -6
Looks great! thanks for sharing
|
|
|
Post by bestialwarlust on Oct 30, 2015 20:18:02 GMT -6
For those that are running or have run a "grittier" setting where treasure doesn't flow like water how do you award xp? monsters don't give a lot of points do you award xp for exploration? or other goals? do you have a set list that you use?
|
|
|
Post by bestialwarlust on Oct 30, 2015 19:41:29 GMT -6
I tend to keep it abstracted as od&d rounds tend to be longer. A lot action can occur as long as I judge the distances reasonable (within the 10-30 range) I just roll with it. I find I prefer the freedom and flexibility compared to the shorter 6 second rounds. As far as armor again I tend to eyeball it if it seems reasonable based on type worn...strength of the character I rule on it based on the circumstances. Basically I try not to let combat get to bogged down on details. I prefer to move past combat as quick as we can to get to playing the game.
|
|
|
Post by bestialwarlust on Oct 28, 2015 6:39:44 GMT -6
I've played it also. Out of all the WotC versions of d&d it's a better, but I'm not a big fan either at least for running. The cantrips are a good idea but too powerful (I prefer my cantrips to have limited use). Too much magic, don't get me wrong I love playing wizards but almost every class (and if you use the "sub classes") can cast cast, let's keep everything balanced! Boring! Barbarians are a culture not a class and why do they always make them berserkers?
Hit points everyone is too high I like them reigned in a bit more but I'm biased to od&d's d6 for everything. Now having said that running it with the free basic rules takes care of some of that. I would also play in a 5e game where as I would never play a 3.x, 4e or PF game. Overall unless you have to play the most current rule set or your group won't play anything but I wouldn't waste the money. If you do find a group and have a chance to sit in on a session or two I would recommend that at the very least.
|
|
|
Post by bestialwarlust on Oct 25, 2015 9:23:52 GMT -6
I'm working on that. Cheers Work faster!
|
|
|
Post by bestialwarlust on Oct 24, 2015 17:53:05 GMT -6
Same here
|
|
|
Post by bestialwarlust on Oct 24, 2015 9:30:44 GMT -6
So assuming a whitebox only game what spells have you brought in from Greyhawk? any from Ad&d? or only player created spells? If you brought in any have you made any modifications?
|
|
|
Post by bestialwarlust on Oct 22, 2015 18:59:27 GMT -6
|
|
|
Post by bestialwarlust on Oct 17, 2015 21:30:34 GMT -6
I dropped BtB backgrounds in favor of something more free-form -- "in a phrase or brief sentence, tell me what your character did before he/she began adventuring" -- and giving 1 or 2 skills/proficiencies based on their responses. So far I've treated the traits/bonds/ideals/flaws with similar looseness, but that aspect doesn't feel right to me so I may end up dropping those. This was something I was doing in my od&d game as optional for players that wanted to have something to differentiate characters. Then I found out that 5th ed was doing something similar. So 5e copied me
|
|
|
Post by bestialwarlust on Oct 17, 2015 11:51:16 GMT -6
There are movement rates per turn, I use them. "Special" maneuvers I adjudicate ad hoc. Most combats are indeed "hit/miss, x points damage." Excitement comes from the rapid pace of combat and maneuver. "Special" maneuvers depends. "Tricky" sword moves, for instance, I consider to be part of what's going on. The combat assumes you're fighting to the best of your ability. Grab a chandelier and swing, I'd do ad hoc. Interesting thanks. I'm looking to help some of my players see the bigger advantage to od&d's abstract combat vs the "tactical" combat of WotC d&d/PF.
|
|
|
Post by bestialwarlust on Oct 17, 2015 7:15:25 GMT -6
Without getting into the exact amount of time a combat turn/round is I was curious to see how others here utilize d&d's abstract combat nature. With hit points acting more of a pacing mechanic and the die roll representing several attacks combat leaves a lot open. Do most of your combats just play out as rolling dice and saying "hit" or "miss" or do you as a player or ref. embellish more? So long winded post I guess to ask how do you play out your abstract combats? How do you handle movement and attacks or any special maneuver in your d&d game?
|
|
|
Post by bestialwarlust on Oct 17, 2015 6:34:48 GMT -6
As the subject says. Have you used it? Did you modify it at all?
|
|
|
Post by bestialwarlust on Oct 12, 2015 18:55:35 GMT -6
Names, particularly reclaiming the name "Hobbit" for halflings. Everything else I'm saving for the day I finally get to run a Middle Earth campaign. ~Scott "-enkainen" Casper Are you going to use od&d for your ME game or a different system?
|
|
|
Post by bestialwarlust on Oct 12, 2015 18:25:34 GMT -6
From what I've read Gary wasn't a big fan of Tolkien, but added elements because of requests. I know a lot that started with whitebox were more sword and sorcery (grey mouser, etc..). The trend today it seems with a lot of resurgence of earlier d&d seems to be "gonzo" settings. But what about middle earth have you ever used it? or stolen elements from it? How much of your homebrew (if you have on e) is inspired by it?
|
|
|
Post by bestialwarlust on Oct 9, 2015 19:17:39 GMT -6
@theperilousdreamer has an interesting answer to this. Most monsters (especially "fell" races) are the result of abiogenesis or some form of spontaneous generation. There is no procreation. No young. No whelps. This is great, as it kills any moral temerity about exterminating chaotic babies: there aren't any! Also, it fits well with the idea that they are chaotic: no families, no ties of affection, no experience or understanding of it. This works better for me. This is pretty much how I run most of mine.
|
|
|
Post by bestialwarlust on Oct 4, 2015 6:03:17 GMT -6
How have you found this worked in play? I've played it this way as long as I can remember (with both "d6 only" and variable weapon damage) and I don't think it unbalances the game as long as the rule works for the monsters, too. That's why I stopped using it actually I found it tends to favor the DM side more as many times I'm rolling more so the chances of a crit come up for me more often. And with od&d having lower (to me more reasonable) hp that the crit roll isn't usually needed. My players don't seem to miss it I may ask the group again and see how they feel and if they'd like to see it brought back. I more inclined to have a natural 20 roll allow max damage without a roll. I look at the d20 roll more as to whether or not you succeeded in damaging your opponent not how well the strike was placed, that's more of the d6 roll.
|
|
|
Post by bestialwarlust on Oct 3, 2015 11:11:07 GMT -6
The Dallhun Manuscript, as Crow said, includes critical hits and an "instant kill" table as well, both of which Gary excised. And when I hit MN in 1973 the Blackmoor crew was still using "double damage on a nautral 20" which I've kept. How have you found this worked in play? I've steered clear of this because I like the abstract aspect of only d6 for weapon damage. And I stay away from it as it seems to favor the Ref more.
|
|
|
Post by bestialwarlust on Oct 3, 2015 6:51:39 GMT -6
I've converted a few spells over from 1st so second should be just as easy. Although I did retain some of the non d6 damage. (Mostly for ones that do d4.
|
|
|
Post by bestialwarlust on Oct 1, 2015 19:22:55 GMT -6
I keep it abstract. The exact amount of time doesn't matter. A turn is the amount of time it takes a character to do what needs to be done in combat. Outside of combat I don't use the terminology.
|
|
|
Post by bestialwarlust on Sept 20, 2015 17:41:03 GMT -6
It's an interesting idea, but I prefer the hard caps on AC. I always point out to my group that just because you lose HP doesn't mean you're damage. It's an abstract mechanism a fighter has higher hp, so he is able to ward off that final mortal blow by expenditure of his Hero Points (some times I'll use that phrase instead of hit points).
"The orc swings at you with his battle axe finding weak points in your armor, but instead of landing a telling blow your skill and luck have warded off any fatal strikes you lose 5 hp to stay alive."
|
|
|
Post by bestialwarlust on Sept 20, 2015 17:37:29 GMT -6
What do posters think about a Neutral Paladin class? Not LG Paladins or CE Anti-Paladins, but those who deny either and yet are somehow iconic of neutral behavior? I personally don't like it, because I don't like the later interpretation of paladins as servants of a god. To me, they are clearly chivalrous knights, like the Knights of the Round Table or the Paladins of Charlemagne. They are exemplars of God only in the sense that the feudal order is seen as ordained by God. "Paladins" who aren't Lawful are just knights, possibly rogue knights. They aren't iconic of an alignment, they are just Chaotic or neutral people who happen to be knights. And my "neutral" is just "not aligned", so a neutral knight is just a worldly knight with mundane concerns. I agree and I've made this explicit in my games. I use a slightly modified version of the GH paladin. So when players ask why the paladin doesn't have spells I point out they are virtuous knights their powers come from that not a deity. They can attach themselves to a church but it's not required.
|
|
|
Post by bestialwarlust on Sept 13, 2015 7:10:22 GMT -6
For those that detail out your deities and religions a bit and assuming a polytheistic culture do you add any motivation or justifications for why a cleric would choose a particular reason to serve one deity exclusively? Most people in a polytheistic culture play lip service to nearly all the deities at some point. So why would a person choose just one at the exclusion to all others?
|
|
|
Post by bestialwarlust on Sept 12, 2015 7:31:51 GMT -6
I use deck plans all the time, because I see ships in Traveller more as settings than anything - my players certainly (sensibly!) have always avoided ship combat like the plague. Of course the fact that I went straight from D&D to Traveller might have had something to do with it ... Oh, here's one of mine! www.drivethrurpg.com/product/63651/Nemesis-Class-Pursuit-Ship But various examples are all over the internet, for free. Cool I'll have to pick that up. I enjoy SPICA's Outer Veil setting. It's my default Traveller setting when I run traveller. I prefer the "low fantasy" feel of the setting it's great to sandbox in.
|
|