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Into the Unknown is now available in print & pdf

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Into the Unknown  is an Old School game that seeks to blend the Basic & Expert rules and style of play of the '80s with the current 5th edition ruleset of the world's most popular roleplaying game. Get it here in print and pdf! (Also,  Pick up your free character sheet here ) What does the Game have? The game is divided into five digest-sized booklets, optimized for use at the gametable: Book 1: Characters  holds all you need to quickly create a new character (52 pages) Book 2: Playing the Game  has all the essential rules for players to get going (28 pages) Book 3: Magic  is strictly for those players whose characters are spellcasters (54 pages) Book 4: Running the Game  has everything a Game Master needs for running old-school games (85 pages) Book 5: Monsters  holds a selection of ready-to-use critters, complete with morale scores and treasure types (65 pages) These are all laid out and edited to be as quick to scan and...

Into the Unknown is complete! (pending proofs for release)

Today, I finished the last bit of writing, editing and proofreading on the last book, uploaded the files to onebookshelf and am now awaiting approval (which will go through no problem I expect) before I can order proofs. When they come in, and assuming they look as I expect them to look, I press the button for release and they are released! I expect this will be no more than two weeks away. In between there is a few hours work with fitting the pdf products with cover and back cover, writing product descriptions and setting up bundle deals. But the files I have on my computer are basically the ones I expect to go on sale in two weeks or so. I can't quite believe I am finished. This started out as a small scale project I thought I wrap up in a few months, grew into a complete game with ambitions for proper layout, plenty of artwork and all that jazz that people would enjoy having at their game table. The last year of sickness I've battled with didn't exactly speed things ...

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 ...

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...

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...

A more interesting weapons table for 5e

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(tl:dr -  Here is a table with more interesting weapon choices for 5e ) I really like the armor table for 5e. Good range of choice, not too short, not too long and there are just enough differences and overlaps that your choice of armor is meaningful and distinct. Simple and interesting. The weapons table for 5ed is probably one of the least thought out and most poorly implemented mechanics in the Player's Handbook though. Loads of redundancies (Why would I ever buy a mace when a quarterstaff does the same damage, is 20 times cheaper and can be used with 2 hands for even more damage?), Shortswords and scimitars being the same except vast price difference, longsword, warhammers and battleaxes all being the frigging same weapon, etc. It seems to have been built around weighing different damage types as more valuable than others, no matter that the differences almost never come into play. Except it's inconsistent. A warhammer is bludgeoning, but pricier than a slashing ba...

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 ...

Ability modifiers: 5e vs B/X progression (+musing on power levels in 5e)

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We reached 5th level in our D&D campaign last session. Wow, that is a significant step up in the power curve in 5e. 7th level ought to map well enough to the 'superhero' title of OD&D I reckon. We (two battlemasters and a paladin) went up against some 'Varl' that our DM estimated to be of medium difficulty. Curbstomped in the first round. He was faltering by the time my paladin was ready to roll 4d8+2d6+6 for smiting. Didn't even have time to make my extra attack for another 4d8+6 before I had chopped his head off. DM trying not to have his jaw drop at how easy that was for us. We've had lots of fun at levels 1-4 though. Vulnerable at times, but not too vulnerable. We all had some nice moves and badass moments yet threats were tangible. 5th level feels like we're now consistently baddass. So that is probably my rule of thumb for 5e's implied setting. 1st/2nd - Trained and well above average person but nonetheless mundane. 3rd/4th level - Ge...

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 c...

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 ...

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...

Halfling [Race-as-class] for 5e (RedNext B/-5e hack)

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Halfling - Racial Class 5e (PDF) First of all, let me start by saying - 5e may be simple and balanced, but class design is NOT.  Class design is really where the designers put in the highest level of complexity into the system. Lots of unique sub systems (battemaster, warlock), maneuvers that break the action economy in unique ways, implied strategic build paths, etc.  All stuff I want to simplify away with  RedNext  - take away the excess of moving parts.  But even besides that, there is lots to consider - Every level gets a bennie of some sort (in three tiers), some hardcore class defining ones, others thematic. And impact of bennies is asymmetrical from class to class (except 5th and 11th). And all of them have frontloaded abilities that are on the surface overpowered.  Weighing all these up and when to put the big ones is a lot to consider - Making the Halfling took time! Dwarf and elf might be easier purely because I now have a better g...