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Showing posts with the label OSR

Call for Playtesters - For "Into the Unknown" (B/X hack of 5e)

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I've basically finished the DM Handbook - Still missing the treasure and monster book, but these should not be needed for review and testing. All the player material, save a bit of art and layouting in the magic booklet, is done. SO - Anyone who would like to try out, or simply take a look at, a hack of 5e that harkens back to the simple days of B/X - where the rules properly support old-fashioned dungeon crawls and hexcrawls (and make them easy to run). Where reaction rolls, morale and race-as-class is still a thing. Sign up to playtest "Into the Unknown"! Just join the playtest group here, and all the files will be made available to you. Any and all feedback is greatly appreciated. https://plus.google.com/communities/104545421866073203092 Both there and on the blog, I will also be sharing designer notes in the upcoming weeks. The proposed cover for the boxed set

"Social Combat" in D&D (B/X vs 3e/5e)

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Writing the GM's guide for Into the Unknown  has definitely been the biggest challenge of the project, forcing me to examine hard my own assumptions and understanding of what is good game mastering. But at this stage, I think we're close enough that playtest is only a few weeks away. All sections are laid out, page count is finalised - It just needs some text added to a handful of sections. Blending 5e and B/X has been an excellent study in the differences between the two and trying to understand the implications of some of the changes. Reaction rolls and Morale for example, are among the more beloved parts of B/X that were abandoned in 3e and haven't been seen since. I've spent a fair bit of time examining both sides of the fence and figuring out which way to go. Here's a sidebar I ended up adding to the section on social interaction that sums up how I feel social interaction should work in D&D: “Social Combat” The reaction roll is not a structured

4th edition's implied setting is Old School as f*ck

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4th edition really turned me off D&D, at least as far as keeping up with its current state goes. At the time, I was already souring on 3.5's existential crisis with wanting to be GURPS in a class and level based system with abstracted combat. GURPS I felt simply did that better and I was coming to realise older versions of the game did the D&D parts with class, levels and abstracted combat, better. When 4e then came out, I read all the reviews and play examples to get a feel for the game and see if I wanted to tag along. Nothing new under the sun from me there - I was instantly turned off by the extremely gamist nature of it - A roleplaying game so standardised by rules, it had abandoned all pretence of players playing out the scene and using rules as an aid - Players were playing out the rules with the scene as a background prop. Combats taking forever. 9 page character sheets. Characters defined primarily by boardgamey tactical roles. The hours spent on the mini-game o

The D&D endgame has always sucked (except for *that* edition)

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In the grognard-sphere,  you can find many examples of grognards decrying the loss of D&D's endgame. As I am working on B/X-ing 5e for  Into the Unknown,   a cursory look at end-game approach is also on the menu (though mostly for a later Companion supplement since the core will only go to 10th level). I've never really played with domain and stronghold rules. I was certainly aware of them and of the fact that the game was supposed to move in that direction. I just didn't understand how non-wargamers would think they are anything but an exceptionally boring endgame. "You have over countless sessions fought everything from orcs to dragons, progressed from saving villages to saving kingdoms. Now, as you move into high-level play, new destinies and high level rules appear. Forget about resource management of rations and arrows. That's for noobs! At high levels, you get to manage the resources of an entire keep! Track the cost of building a new wing of the

A critical examination of Hit Points

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Oh, Hit points. Is there any other gaming concept as opaque and contentious over the ages? Maybe Armor Class,  but that is for another day. What are  hit points really? With monsters, it is simple enough to equate hit points to physical damage. But less so for people. Originally, number of Hit dice = the number of hits before you go down. Simple and intuitive option. A normal 1 HD man goes down when struck by a sword. A troll, being of larger and more durable stature than a man, has six hit dice (ie, can take six sword hits before going down). But then the iffy part: A 6th level fighter fighter is the equal of six men - Is his body as tough as a troll? What does his extra hit points represent? The exact answer seems to vary over the years and as significantly - There doesn't seem to be a clear consensus in any point in time as to its exact status. "Wounds + [x], from taking a hit" seems to be the the closest definition people can agree on at any given time.

B/X-inspired Monsters for 5e / Into the Unknown (followup)

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Short follow to my previous post  on this. I think I've arrived at a good format that strikes a decent middle ground between the simplicity of B/X and the long format of 5e. Note the addition of Morale and numbers appearing. Those rules should never have become 'OSR'. No idea why they were cut from 3e nor why they didn't return for 5e. They are lifeblood of D&D encounters, imo, and certainly for B/X and are back for  Into the Unknown . On this note - What do grognards make of the numbers appearing stats in B/X? Do you use them as is? I've always felt they tended to be on the high side. ---------------- Thankfully, Labyrinth Lord's monster descriptions are open content (though I am shortening them), since the SRD has none - Another one to add to the credits. It's all formatted pretty tight now. Only thing left now (groan) is find the right monsters to cut, add descriptions for the remaining 180 critters and rewrite the overly verbose "

Setting Pitch - Dreams of a Fading Earth

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Precis: Dying Earth + He-man & Thundarr + Science Fantasy + Mythago Wood with boundaries stripped + all your favourite myths and stories from any era. In the far far future Earth, indeed the universe, is slowly dying. Man lives under a bloated red sun in the inherited ruins of former ages and the decadent nihilistic fatalism of the end times have set in long ago. Time itself is like a torn rag and the planetary memories of decrepit Mother Earth have long bled into the world without rhyme or reason, as Mother Earth hazily dreams half-remembered myths and long forgotten truths from its youth into the world again. The Fading Earth is chimerical, as if seen through a shamanistic dreamlike lens where truths and fiction are mixed without order, and reality often follows a more narrative than physical order. Facsimiles of the Knights of the Round Table ride out of the mist in a crusade against the Old Ones stirring as the end of time approaches. Archetypical elves stalk the da

B/X-inspired Monster book for 5e / Into the Unknown

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I known I said that  making the Magic Book was without a doubt the most editorially demanding of the set . But the monster's book is not far behind. Might be more demanding in the end. I've done all the rough trimming and editing by now. Removing monsters that are obviously not a fit for B/X, removing those of unsuitable challenge ratings and trying my best to make the stat block simpler and take up less space. this has trimmed my original 140 page draft down to 63 page working document (for comparison, magic went from 122 page draft to 39 pages). I want to get down to 50 pages or less, but the choices from here are harder ones. I currently have 198 unique entries - Compared to the 186 entries found in B/X. It is not a like for like list of critters. And there is a few I will have to create on top of that (dwarf, elf, halflings and of course - Devil Swine). Not to mention, most of these have no description in the SRD! They will have to be added on top (groan). And cu

5e Race-As-Class: Dwarf (Into the Unknown)

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The Dwarf is up for review. Full version at the bottom of page The Dwarf in B/X is basically the fighter with better saves. I decided to let Extra Attack be a unique feature of the fighter in Into the Unknown.  So the Dwarf is instead based around being a a good mook horde breaker (from 3rd level onwards) and otherwise being a reliable hard damage dealer against solitary foes, who can also take a good amount of punishment. I've tried to focus on mechanics that doesn't require extra die rolls or new mechanics to learn (or if they do, ride on existing ones - two abilities look at the ignored die of advantage/disadvantage for their effect - And two other abilities involve invoking advantage and disadvantage for nice synergies). Oh and I added favored enemy. Because it's well known that dwarves carry a mighty grudge against their enemies. Overall, I am really happy with the result. I think it would be would to play (combining free shoves on advantage with opportuni

Splitting "Into the Unknown" into a B/X and later a Companion set

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Throughout the proccess of developing Into the Unkown  I've been resistant to the idea of splitting the rules set into staggered releases the way B/X and BECMI did. The 5e SRD has rules going all the way to level 20 for free, why impose limitations on what should be in ItU's ruleset when the material for higher is already there and just need some adaption and editing? If it's there, put it in. One rules set to rule them or or staggered sets for different tiers of play? I am getting close enough to the finishing line now that I did a projected page count, minus cover, toc and formalia (but including internal artwork), for the player booklets. Book 1: Characters - 55 pages Book 2: Playing the Game - 23 pages Book 3: Magic - 72 pages Spread out like this: 40 pages of intro and character creation 26 pages of rules 15 pages of equipment 69 pages of spell lists and spells So basically 150 pages of player material. For comparison, the equivalent chapters in the

5e spells complexity and verbosity vs B/X

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Making the Magic book for Into the Unknown is without a doubt the most editorially demanding of the set. 5e magic is verbose  and overly focused on spelling out everything. Re-arranging (I am sorting spells by level) and cutting superfluous stat blocks helps, even if it takes a lot of time. For comparisons, here is the B/X presentation of two simple spells: And here is the 5th edition presentation of two simple spells: Here are two simple spells in Into the Unknown: I am pretty happy that most 5e spells can have their stat block simplified to B/X standard of range/duration with mostly just a different approach to presentation (unless otherwise specified, casting a spell takes an action and requires verbal and somatic components - and I've eliminated material components without a cost). The screenshots here aren't so bad as they are all simple. But there are just so many spells in 5e that are ridiculously detailed. Paring them down is a lot of work. And 5e'

Jesus saves - the rest of you take full damage

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Saving throws have always been quirky in D&D - The original categories were.... eccentric to say the least. Why is save vs wand different from save vs staff? Is petrification really widespread enough to get an explicit mention? And what is a death ray anyway? Finger of death? What else? That said, it was charming and that has its own sort of saving grace. It is a lot more menacing when the DM exclaims "save vs DEATH RAY" than "make a fortitude save". 3e did an admirable job of simplifying and clarifying saves. 3 instead of 5, keying it to dexterity, constitution and wisdom gives you an idea of how you are trying to save yourself, making saving throws a lot less disassociated. Good job allround. The only recurring complaint against 3e saves were lacking the charm of older editions. Which, as complaints go, fall somewhere between obstinate and petulant. For me, it is mildly aesthetically displeasing that there are 2 physical saves and only 1 mental save. Bu

1-page rules summary of 5e / Into the Unknown (B/X-5e Hack)

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Once you boil 5th edition of D&D down a bit, it is actually a very simple game. So much so that you can outline the basics of the whole and all the needed terms in one page. So I went ahead and did that for Into the Unknown , since the aim of this 5e hack is to make it as simple and easy to play as B/X was - But using the more streamlined and balanced engine of 5e. Into The Unknown - Quick Intro & Common Terms (PDF) Only real variances here from 5e are use of the term "magic-user" instead of wizard and "Proficiency area" instead of "Skills"

Magic-User & Priest write-ups for "Into the Unknown" (B/X-5e hack)

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I've already shared write-ups for the  Halfling [Race-as-class] ,  Fighter & Rogue classes  and  Book 2: Playing the Game  for my B/X-inspired 5e hack, Into the Unknown. Without further ado, here are write-ups for the last two core classes. The Magic-User (PDF) The Priest (PDF) Here, I am making use of the categorisation employed from OD&D all the way to 2nd edition - of later classes, such as druids, being sub-classes of the four main classes. Except, I've simplified the distinction even more and not even made them sub-classes but different class features. So sorcerers, warlocks and wizards are all the same class. The magic-user class feature only shows up at 1st and 2nd lvl and basically just defines how a magic-user learns spells. I feel each feature is still very thematically distinct without needing to be separate classes. With the priest class, I am stretching this a lot more - as druid/cleric as class feature shows up on a lot of levels and they

More previews of "Into the Unknown" (5e compatible B/X inspired game)

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I've been doing most of the grunt work with layout and art and so forth on the five booklets I plan to release. So here is a sneak preview of the covers of all five booklets. I am doing five booklets because this is meant to be as usable and easy to use at the table as possible. So one book for character creation (and during the game, equipment - The weapons table, fx, is on the last page. Real easy to look up), another for all the shared rules, a third for magic and spells, a fourth for all the GM specific stuff and a fifth reference work for monsters and treasure. And a lot of effort has been put into the formatting, layout and writing to make sure it is simple, non-superflouous, broken into easy to scan paragraphs for important bit and broken into easy to scan sections on each page. You can check out the full  Book 2: Playing the Game  to see how you like it. The juiciest book, character creation, is getting near to be done. Stay tuned. PS. As you can te

Preview: "Into the Unknown - Book 2: Playing the Game" (lite 5e compatible OSR game)

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I did it - I actually managed to finish a project. Or part of it at least. Available for your consumption is Book 2: Playing the Game   of  Into the Unknown - A 5e compatible game for OSR gaming. Download here This is basically the rules for 5e D&D, excluding magic, chargen and DM specific stuff packed into a mere 24 large-font pages of rules, with artwork on top. Probably could have made it into 22, if not for the 2½ pages of attribute descriptions I wanted to include. Rule differences from 5e in this booklet:  Harsher rules for healing Looser definition of long and short rest Dropping to 0 hp causes exhaustion Proficiency areas based on class and background instead of skills (this will be detailed more in Book 1 for chargen) Proficiency advantage Fighters get proficiency bonus to improvising stunts in combat A few optional rules for firing onto melee and succeeding at a cost The main differences will be found in the other booklets

Riffing on names for my B/X-5e hack

So far, I have been using "RedNext" as my working title (mix of 'red box' and 'd&d next'). As I am progressing, I am thinking I should go with a better name. These are the ones I've toyed with so far: Vaults & Wyrms Wyrms & Warlocks Crypts & Chaos Catacombs & Crypt Things Orcs & Owlbears Ruins & Rust Monsters Tombs & Horrors Adventures in the Unknown Into the Unknown Journeys to the Unknown Unknown Journeys Basic Adventures Into the Underworld Journeys to the Underworld Underworld Adventures So far, I am leaning towards Into the Unknown thoughts?

Fighter & Rogue write-ups for "RedNext" (B/X-5e hack)

I've finished my write ups of both the Fighter and Rogue for my B/X-5e "RedNext" hack. Unlike the  Halfling , which was mostly written from scratch, these were a lot easier. Copy-paste from the SRD, trim and re-organise to make it easier to scan and fit into 3 pages each. The Figher (PDF) The Rogue (PDF) There are a few differences from the 5e PHB version though. No sub-classes, no feats, no race to be chosen (since race is a class), skill lists dumped and only the four core classes (+3 optional race-classes), trims a lot of the fat from the character dev mini-game that modern D&D so wants to become. There are two changes I use to cover the difference: A much increased focus on the simple combo of (4 core classes + background)  to define your proficiency and 'adventuring identity' as opposed to a proliferation of classes and long lists of skills (I do appreciate that 5e vastly cuts down on the skill lists. Still a bit too long for my taste). A choic

Skills in D&D - And in RedNext (B/X-5e hack)

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Skills is a problem. Always has been. It's a problem to have them and a problem not to have them. Back in the day, I considered myself a skill-aficionado. The thought that not having skills could be a well-considered feature of a system didn't really occur to me. These days, I am between two stools of appreciating the advantages to not having skills and still liking skills for the way it helps to distinguish and characterise characters. And this is why I don't like 5e skills - they are too generic and basic. They don't actually say anything about the character. We have skills in my 5e group, but I can't see we've used them for much other than 'guess I can add +2 to that roll'. In other words, they might as well not be there. With that in mind, my baseline is a slight modification of the OSR standard: Anyone can more or less try anything. For my 5e OSR document, I edited out all skill references to take as my baseline. Sort of. Actually, ski