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Post by Zulgyan on Sept 20, 2019 3:18:55 GMT -6
Raise Thread!
Has anybody tried this recently?
Any experiences or conclusions?
I want to playtest it myself.
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Post by Zulgyan on Sept 17, 2019 20:08:43 GMT -6
As soon as my OD&D campaign started, one of my players, totally new to D&D and the fantasy genre, asked me if he could buy drugs to heighten his senses in the dungeon or increase his stamina for the expedition.
Which are the best rules for buyable drugs in oldschool D&D games? I'd like something simple, varied and brief.
Thanks!
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Post by Zulgyan on Sept 16, 2019 14:07:52 GMT -6
Ok, I voted Other: it's quite clear Ogres are not included in the original Charm Person, but I am quite inclined to go the Moldvay way.
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Post by Zulgyan on Sept 15, 2019 15:51:01 GMT -6
Ogres are explicit mentioned in the humanoid list, before the size thing.
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Post by Zulgyan on Sept 15, 2019 12:14:42 GMT -6
Why did Moldvay include Ogres?
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Post by Zulgyan on Sept 14, 2019 21:07:29 GMT -6
So Ogres are out of that list. I am still inclined to include them. What do you guys think?
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Post by Zulgyan on Sept 14, 2019 21:06:46 GMT -6
Gary Gygax in Dragon #90 wrote:
With the vast array of new monsters found in the FIEND FOLIO® Tome and the Monster Manual II, most players and DMs are left wondering which "humanoid" types are affected by the charm person and hold person spells. No need for further concern — the expanded list is printed below.
The creature types are keyed to the book in which they are found: (M) for the original Monster Manual, (II) for Monster Manual II, and (F) for the FIEND FOLIO book. Note that the half-elf and half-orc are also included, even though they don't have "monster" descriptions, because they are character races.
Aarakocra (F) Atomie (II) Azer (II) Booka (F) Brownie (M) Buckawn (II) Bullywug (F) Dark Creeper (F) Dark Stalker (F) Derro (II) Dryad (M) Duergar (II) Dwarf(M) Elf(M) Firenewt (F) Flind (F) Forlarren (F) Frost Man (F) Gibberling (F) Githyanki (F) Githzerai (F) Gnoll (M) Grig (II) Gnome (M) Goblin (M) Grimlock (F) Halfling (M) Half-elf Half-orc Hobgoblin (M) Jermlaine (F) Kenku (F) Killmoulis (F) Kobold (M) Korred (II) Lizard King (F) Lizard Man (M) Meazel (F) Men (M) Mite (F) Mongrelman (II) Nereid (II) Nixie (M) Norker (F) Ogrillon (F) Orc (M) Pech (II) Pixie (M) Quaggoth (F) Quickling (II) Qullan (F) Shade (II) Sirine (II) Snyad (F) Spriggan, size S (II) Sprite (M) Svirfneblin (F) Swanmay (II) Taer (II) Tasloi (II) Troglodyte (M) Xvart (F)[/quote]
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Post by Zulgyan on Sept 14, 2019 20:41:49 GMT -6
In your OD&D games, can Charm Person charm Ogres? This doubt showed up in my game today.
OD&D and 1E do not explicitly mention ogres in spell description.
But Moldvay Basic says: "It will not affect undead, nor creatures larger than an ogre". So it looks like ogres would be included there.
I am inclined to include them.
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Post by Zulgyan on Sept 12, 2019 15:22:08 GMT -6
d6
And I like the d6 WEG system.
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Post by Zulgyan on Aug 28, 2019 19:57:51 GMT -6
Some ideas:
The dungeon very far away is the classic "module".
The dungeon close to town is the classic campaign dungeon.
The city-dungeon is the most complex scenario a DM can ever create and run.
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Post by Zulgyan on Aug 21, 2019 11:34:48 GMT -6
Letter N*10 was found and posted later, and also an additional letter from 1988 looking back at the campaign. These letters were 2 additional pdfs that were posted separated from the main document.
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Post by Zulgyan on Aug 21, 2019 8:42:27 GMT -6
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Post by Zulgyan on Aug 20, 2019 21:47:38 GMT -6
Pits of Cil confirms OD&D bearded elves.
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Post by Zulgyan on Aug 20, 2019 20:40:59 GMT -6
oh! great! thanks for spotting that out!
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Post by Zulgyan on Aug 20, 2019 18:52:17 GMT -6
Yes! It's a full 164 page book!
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Post by Zulgyan on Aug 20, 2019 14:18:07 GMT -6
That generator is pretty amazing.
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Post by Zulgyan on Aug 20, 2019 13:36:15 GMT -6
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Post by Zulgyan on Aug 20, 2019 2:33:29 GMT -6
In my current AD&D 2nd ed campaign, the players are so obsessed with money and survival that they seem hesitant to even adventure at all. They are viewing the characters as extensions of themselves, only willing to do anything if there is a great reward and minimal risk. "I wouldn't risk my life by going into those sewers, why should Blurp the Bold?" I'm trying to shift their perspective to thinking of their character as being in a book or movie - what would be the most interesting path the character would take? No one wants to watch a movie about a bunch of dudes sitting in the tavern turning down adventures waiting for an easy gig. At times it really drags things down and gets frustrating, since this is supposed to be an action and adventure game, and I don't want to railroad/force them into an adventure out of spite. Bring the adventure to them like a horror movie: Wererat infestation! Orc invasion! Have their town attacked and make them fight for their lives.
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Post by Zulgyan on Aug 13, 2019 11:01:42 GMT -6
It seems to me that attacks were based on an "ascending armor class" scheme. To hit value were as per chart, but that chart remained the same at all levels. Each character had a bonus to hit as they progressed in levels.
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Post by Zulgyan on Aug 10, 2019 17:39:39 GMT -6
Maybe a dumb question, but I'm not getting the difference between the 2. In the part regarding specialists:
I always thought the armorer made armor, and the smith or blacksmith made weapons.
Can someone explain this to me?
Thanks!
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Post by Zulgyan on Aug 7, 2019 0:41:59 GMT -6
I usually play with 4 to 6 players at a time. Since henchmen will feature more heavily in my next campaign, I'm going to assume that each player hires 2, on average (some will hire none, some 2, some 4 maybe).
This will make the average expedition getting into the dungeon a 12 to 18 man force. This serves a rough guideline to balance the threats the groups will face (so no 30-300 orcs, but maybe 3d6?)
What's going on in your OD&D campaigns? How big is the exploration party and how is it usually composed?
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Post by Zulgyan on Aug 6, 2019 0:09:33 GMT -6
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Post by Zulgyan on Jul 28, 2019 17:36:28 GMT -6
So I'm preparing my next campaign, centered around an archetypal OD&D dungeon, the proverbial "ruined pile, a vast castle built by generations of mad wizards and insane geniuses". About half of the players (6 out of 12 approx.) will be total newbies to D&D. So I want the first level of the dungeon to be challenging but also a "tutorial level" of sorts. This does not mean it has to be a "goblins in a cave" or something that's generic and has been done to death. I want to make my own level, but I'm looking for good inspirational material: Keep on the Borderlands & In Search of the Unknown are good examples of "beginner" dungeons aimed at new players (and DMs, but in my case I already have many years of experience running games, so I'm not looking for "beginner DM" dungeons specifically). Tomb of the Serpent Kings is an OSR module designed deliberately as a tutorial dungeon (it even includes notes explaining what each particular encounter or room is supposed to teach). beyondfomalhaut.blogspot.com/2017/07/review-tomb-of-serpent-kings.htmlAny recommendations of other modules? Any recommendations in general? Tips, guides, articles, etc.? Of course I'll aim for a complex, non-linear map that gets the OD&D exploration game right! Thanks!
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Post by Zulgyan on Jul 27, 2019 0:15:32 GMT -6
I like that BTPBD aclaration.
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Post by Zulgyan on Jul 26, 2019 19:44:09 GMT -6
1st Level Cleric Spells, revision:
I have lowered Bless from level 2 to 1 and added Remove Fear (Cause Fear) from Basic.
That's it for now.
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Post by Zulgyan on Jul 26, 2019 16:25:11 GMT -6
Rappan Athuk is the published megadungeon that most inspires my imagination. I have the 3.5 boxed set Rappan Athuk. In which ways is the S&W version better (aside from the convenient stats)?
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Post by Zulgyan on Jul 25, 2019 20:53:21 GMT -6
Cool! I plan to eventually to have a full OD&D-like rule-set in Spanish.
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Post by Zulgyan on Jul 25, 2019 13:28:21 GMT -6
www.dropbox.com/s/aubw9xcujjbbd11/CZ%20-%20CREACION%20DE%20PERSONAJES.pdf?dl=0I am preparing an old-school dungeon campaign, hopefully with a big pool of players (12 to 15), that will play the game taking turns to participate in sessions (6 player max per session), but all part of the same campaign. I made this introduction pdf to character creation that is half-spanish, half-english. You can still enjoy the presentation and art (not mine), and check out my spell revisions or equipment list, which are in English. A cool thing about this document, is that it's optimized for smartphone viewing (that's why the font is so big). Whatsapp will be the main tool for organizing session and transmitting information about the campaign. Enjoy
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Post by Zulgyan on Jul 25, 2019 7:53:42 GMT -6
" Hold Person: A spell similar to a Charm Person but which is of both limited duration and greater effect." I've always felt like this spell description is a little vague... I mean, unless this was Gary's original intent, and he decided to change it to a paralysis spell later. It could mean "similar" with regards creatures affected ("persons"). Or it could mean that you take "hold of a person", controlling it at your will.
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Post by Zulgyan on Jul 25, 2019 7:51:44 GMT -6
Magic Missile: Seems you like the AD&D version Personally I prefer 2-7 damage but see also here. delta uses 2-7 with AD&D progression. What progression do you use?
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