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Against the Funnel of Game Balance - Old School Fun

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Game Balance is a totally different kind of fun compared to old school fun. It's more a fun-nel really, that basically seeks to minimize the parts of the game that old schoolers find fun. Gamers, generally speaking, roll dice because the element of randomness brings a level of excitement to the table. And they applaud creative thinking or player skill being able to make a crucial difference in a tight spot. Because it is fun. Because they are variables making the game more open-ended. Game Balance is the opposite: It is the premise that so long as the party manages its resources properly, they will be guided through a scenario of progressively more difficult encounters, each of which they should be able to defeat in turn and still come out with positive hit points, for a total combat experience that should be neither too easy nor too hard. If the GM knowingly presented encounters too strong for the party, that is seen to be GMing in bad faith. If they are too easy, the GM is e

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