/osrg/ - Old School Renaissance General

Old School Renaissance General:

>Links - Includes a list of OSR games, a wiki, scenarios, free RPGs, trove etc.
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>OSR Blog List - Help contribute by suggesting more.
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>Webtools - Help contribute by suggesting more.
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>Previous thread
Thread topic:
How much do you restrict magic in your campaign? How much SHOULD you restrict magic in your campaign?

Other urls found in this thread:

quibish.blogspot.com.au/2011/12/customized-classes-for-bx.html
twitter.com/NSFWRedditGif

I've given it a cursory read once or twice, and I'd say it's pretty great.

>How much do you restrict magic in your campaign? How much SHOULD you restrict magic in your campaign?
I haven't had a lot of magic items in my campaign because of Raggi's and DCC's writings, but I'm starting to think that that was a big mistake. It's a part of the game after all.

Alright, I'm going to check it out then.
If anyone else has any views on the B/X Companion, I'd love to hear it.

/osrg/ can you recommend me some inspirational material for weird and terrifying powers my PCs can earn?
I'm also looking for twisted ways to recharge magical items/powers.

How powerful are dragons in ACKS compared to B/X and other retroclones?

To the user that requested the Fungal Forest like a month ago, I'm sorry for the slowness. We all know the holidays are hellish for hobbies and Veeky Forums shit in general.

Here it is, I hope it was worth the wait.

70s-early 80s scifi and fantasy stories.
The Demon in The Mirror by Offutt has a totally benevolent but utterly horrifying wizard, and several not so benevolent and horrifying wizards.

I'd have to double check my copy, but I recall them being pretty strong(for example their Breath Weapons deal 1d6 damage per HD the Dragon has, and since an Adult Dragon has 10 HD, well odds are good about most things getting hit by a breath weapon either dying or being crippled by it), also I love how they divide Dragons up by type in ACKS, it's both recognizable to the standard kind most D&D/OSR stuff uses, but has it's own tweaks;

Wyrm
Metallic
Blue
Brown
Sea
White
Red
Green
Black

this isn't counting things like Wyverns or Dragon Turtles though

How the fuck does monster morale work?

Roll to check if they run away after first kill
Roll to check if they run away after half of them are dead

When monsters have a reason to flee you roll 2d6 and if it is higher then their morale score they flee. Normally you roll when one monster in a group dies and when half their numbers die.

This

So once again, I'm still needing new ideas and things for my Fighters to get when they level up.

Basically this is coming from a fucked up homebrew where nobody gains any HP past first level, you just get better saves and become better at your class's primary roles.

So the goal here is for things that both A) Scale upwards forever and B) Things that are fun to pick out and mule over for what to pick.

So whenever Fighters level up, they make pick one 'Feat'.
>Gain +1d6 HP
>Gain an extra attack against low level monsters(?)
>Gain a special attack or upgrade an existing one
(Special attack= Once per combat make attack roll +bonus to hit equal to Fighter level. On failure deal 1d4 damage anyway, on hit deal 1d6+fighter level in damage)
>Improve your AC by +1 as though you were more heavily armored, cannot exceed normal armor limits this way.
>Improved Morale/Leadership or retainers(?)
>Increase maximum range on thrown/ranged weapons(?)

These are a few of my more conservative ideas but I still need a few kinks worked out and to get the numbers in order before I can correctly implement them. I'd appreciate the help.

Is there a retroclone of RC in all of its insane 1-36, everything in one book forever glory?

man reading these diagrams always makes me depressed as hell, always feels like the people who played in these games didn't get much actual enjoyment out of the game either since they tend to die in pretty bullshit ways, even by OSR standards

Dark Dungeons is what you want

Crusty modules like those were meant for tournament play.

I use LotFP and random spell supplements (Wonders & Wickedness, the B/X Witch) and drop on average one magic item in per session. I don't give a fuck what anyone says, I like when my players get excited about finding an etched stick that molds foliage (but dies after 4 uses), helmet that you can pour alcohol into to make a corpse speak one answer, a mask that de-ages the PC to around 12 years of age, a potion that impregnates the imbiber with a familiar, a sword that does extra damage (or self harm) based on the AC vs Roll number... It keeps things weird and interesting and my players on their toes.

I feel the exact opposite. The diagram, assuming it's based on a real session, makes Tomb of Horrors look like a module that's fun as hell to play.

see

Don't forget after the first gun is fired, and after ostentatious displays of power like blowing shit up.

>always feels like the people who played in these games didn't get much actual enjoyment out of the game either since they tend to die in pretty bullshit ways, even by OSR standards
I have one question.
Have you ever danced with the dev-played drunk one-shots? Because every so often you need to just cut loose and do some hilariously retarded shit. I know the guy who does these (he's a regular at conventions in the NW), and their group basically plays these out as breaks from their "real" campaigns, drunk as Hell and enjoying every second of it.

I don't like +1 swords etc. being magical so I fluff them as just being really fancy/well-made.

I'm of the opinion that magic items need to be really magical, like a sword that ages you at 10x the normal rate but every time you kill someone with it you de-age by 1 year and permanently gain 1 hp.

>How much do you restrict magic in your campaign?
Partly, it's up to the tastes of the players, partly mine. I'll throw in a few things in a pick-up group to to feel their expectations and feelings (one of my favorites is a crystal skull, with no explanation) and see how they react. If they immediately go for THE AZTECS WERE SPACE ALIENS WE SHALL TRANSCEND it's probably time for a pretty gonzo campaign, whereas a group that does a careful, paranoid evaluation of the thing before they even touch it is probably more in line for an LotFP-style "all magic will fuck you, sometimes literally" campaign.

I personally prefer magic that's about new abilities and rules-breaking rather than raw mechanical pluses, along with significant but not sodomizing drawbacks. I usually have at least one magic item >available< in each session, but the players may never even interact with it.

Samples from my last few sessions:
• A smoked-glass eye. Allows the bearer to become ethereal under starlight (as long as neither the sun nor the moon has risen). Bearer can only be killed if no star can be seen in the sky. If you choose, it grants comforting delusions to those who gaze into it and fail a save vs. magic device.
• Scrimshawed human thighbone, a "grimoire" of Palsied Affect
• Hellfire Lion, which transforms normal flames which light it into hellfire that burns all non-consecrated objects.
• Key that opens human chests.
• Black eagle that plants Suggestions (usually that it is valuable) in the mind of anyone who handles it. Has the ability to cause temporary Wisdom damage through nightmares. Both the Suggestions and the wisdom damage can be controlled with an Ego contest.
• Book that can potentially open a dream-gate to Caracosa. Or not.

>How much SHOULD you restrict it?
Whatever, man, I'm not gonna tell you how to play. But if neither you nor your players feel that magic is special and a little (or a lot) dangerous, you're Doing It Wrong.

>I don't like +1 swords etc. being magical so I fluff them as just being really fancy/well-made.

I'm considering doing something like this but making all the +whatever weapons 'Trick' weapons. Such as from Bloodborne or Monsterhunter.

As in giant swords that change into axes and shit. I'm not sure what other mechanics I should give them. Maybe something like making them dependent on range or enemy type fought.

The reason to do it like this is so that the player isn't encouraged to just find a +1 or +2 sword and just sit on it forever.

>you're Doing It Wrong

There's that phrase again.

I see a lot of you pretentious cunts making 'all magic so dangerous, so edgy' around in the OSR sphere. and I'm getting honestly pretty sick of it. Let the Wizard be a Wizard, stop making everything so edgy and dangerous. Would you like it if every time you attacked as a fighter you had a chance to lop off your own limbs? No? Then why do it to the MU? Fuck off.

>I have one question.
>Have you ever danced with the dev-played drunk one-shots? Because every so often you need to just cut loose and do some hilariously retarded shit. I know the guy who does these (he's a regular at conventions in the NW), and their group basically plays these out as breaks from their "real" campaigns, drunk as Hell and enjoying every second of it.
no, in fact I've never gotten drunk, but then I can't really drink much in the way of alcohol as I'm diabetic

>How much do you restrict magic in your campaign? How much SHOULD you restrict magic in your campaign?
in an OSR context I generally don't see much need to restrict magic, indeed I tend to prefer to give it a slight boost at the low levels(within reason, like if I give a level 1 Wizard more than 1 spell slot in a day, I'd specifically restrict them from memorizing Sleep or Charm more than once, at least until they have another level or two under their belt)

>I don't like +1 swords etc. being magical so I fluff them as just being really fancy/well-made.
does being made out of fancy materials like Meteor Iron or Dragon Bone/Tooth/Scale/Horn count as magical, or is that just considered a fancy material?

Cause people are bored of this shit. Dealing with the arcane shouldn't be as constant or predictable as swinging a weapon.

>stop playing the game the way it was designed i'm so sick and tired of it

>How much do you restrict magic in your campaign? How much SHOULD you restrict magic in your campaign?
Really depends on the setting I'm running. My most recent one I designed (and wanting to run here shortly) is using LotFP set in 1685 England with a twist: a mysterious warp of magic has enveloped the world and vast swaths of land once populated by humans are now peopled by demi-humans. That was 50 years ago and a few petty demi-human kingdoms and areas have cropped up though most have either been captured and sold into slavery, shipped overseas to colonies, fled to less populated regions or otherwise. Magic is now a legitimate thing that is treated as a heresy by the Catholics and Lutherans in Europe, Sunnis in the Middle East, and numerous other groups around the world but accepted by many others now (even the English colonies, built not on religious freedom so much as religious bigotry) are heavily divided, some accepting it, others going full-blown Salem Witch Trials on people. Pennsylvania is now home to not only demi-humans fleeing Europe but also those religious minorities who have embraced magic.

It's there, it's either hated, embraced, treated as something different but not necessarily bad or otherwise.

Did I mention that the first game will be "England Upturned" (modified to be set after the Civil War) and then leading the group to head to Nigeria and "World of the Lost"?

By people you must mean (You). Actual whimsical wizards are far more interesting and fun characters then generic black robed edge sorcerers for the millionth time.

You also imply that, for some reason, if I don't agree with edgy CoC magic of corruption and shit that I must mean I want scientific style mass duplication style magic, which also isn't true. I like my magic spiritual, mystical and mysterious, that doesn't mean it has to be such a fucking minefield just to animate your broom into sweeping the floor.

That's a bullshit argument anyway unless you're arguing just not having the MU class at all; if magic isn't at least somewhat predictable nobody would use it or be able to use it.

>does being made out of fancy materials like Meteor Iron or Dragon Bone/Tooth/Scale/Horn count as magical, or is that just considered a fancy material?
I'd generally consider it just fancy material.

>Dealing with the arcane shouldn't be as constant or predictable as swinging a weapon.
Replace magic with 2e psionics. ez pz

While that guy is an asshat, the authors and designers didn't even play it the way it was designed so that's a pretty dumb argument to make.

Who said anything about it being a minefield, unless you're just fixating on DCC?

Casting spells is whatever. You just do it. If you want something darker, do it. But finding an item and not being sure if it was created by some primitive understanding of magic and might have some side-effects due to that? Legit as fuck.

>to to feel their expectations and feelings
dorp. Should be
>to suss out their..
I wound up deleting some duplicate verbiage there and missed that.

Anyway, like says, I prefer there to be a sense of >magic< in the items, not just mechanical advantage or action economy.

Now, as far as the character half of that question - I still use Magic-users and Clerics, even if the players don't. In the last seven sessions I've had ten total magic-using NPCs, of whom two were direct antagonists (both killed by the party), one is friendly, three are is guardedly neutral, and the rest are more or less hostile because of the party's actions but working more subtly than just "nuke the bitches". The players also removed themselves from the reach of two of those hostiles and a couple of the neutrals, so they're basically non-entities right now anyway. The Knight-Hospitallier they sold into slavery might be an issue at some point, of course, but that will come when it comes.

>While that guy is an asshat, the authors and designers didn't even play it the way it was designed so that's a pretty dumb argument to make.
I'm sorry I think you will find that only James Raggi (PBUH) has ever actually done magic the way Gygax and Arneson meant it to be. I mean, you don't think the Satanic Panic came from nowhere, do you?

Are there any fantasy OSR games where a person could have the option of playing a fighter or monk with gun gauntlets?

>going to run a solo game for a level 2 PC tomorrow
>all the modules I can find are either too short, too hack-and-slash, or too long

Just fuck my shit up sempai

Did you try the HHQ and O-series?

That's not what you said you dope.

You said that if your magic was not "special", as if that means anything, and "a little or a lot dangerous" you were doing it wrong. That's what I had issue with.

Why do you want to punish magic users for casting spells and doing magic shit? Muh backfiring spells muh blood sacrifice muh summons that want to kill the caster as much as his enemies? That's what you're implying. You're basically saying that if you want to run a final fantasy style setting or a setting with a magic shoppe that you're doing it 'wrong'. That's why I had a problem with what you said.

There is nothing wrong with treating magic as a moderately useful amenity in a high fantasy setting. Why can't magic shops sell purple love potions and enchanted sweets? Naw man, that's not DARK and EDGY enough for me.

That wasn't me who said "doing it wrong", tho. Do whatever the fuck you want. I just prefer settings that have magic be often volatile. A practiced spell in a Wizards spellbook doesn't need to have a chance to fucking explode. But some found shit does.

No, and thank god for it.

>That wasn't me who said "doing it wrong", tho.

>Would you like it if every time you attacked as a fighter you had a chance to lop off your own limbs? No? Then why do it to the MU? Fuck off.
That's the point. The MU doesn't unless he's either busy treating with demons or some shit, or (and this is a critical part) poking random buttons on something he never designed or researched. If some random yobbo tried to reload a matchlock gun without training, he'd stand a pretty goddamned good chance of blowing his hand off - shit, ask the Perry twins about that, and they're actually skilled artillerists.

So that lion up there? It can be relatively safe, even beneficial, if you know what you're doing (the Sage involved used it to burn a magical demon-spawned infection out of the party members), but it also led to a burned-down house and several minor fires in the party's wake while they figured out what it did.

Wizards are crazy people experimenting with Shit Beyond Man's Ken. Fuck, even scientists (or janitors..) routinely work with shit that can and will kill you if you don't take precautions. The fact that they're professionals means that things are less dangerous (for them), but sometimes you're still riding the whirlwind, and it >should< feel like that. "Safe" is for spells, not cantankerous spirits jammed into a metal stick by some mortal asshole a millenium ago.

Oh, so the ritual in NSFW failed hard, then? Sounds like a lot of fun.

I get just as tired of "whimsy" as I do of "edginess", honestly. But the unpredictability of magic (including the existence of flawed and cursed items) adds another layer of exploration to the game. Magic is, by definition, some spooky shit. If you stop and think about it, someone who's so far down the rabbit-hole that he'd rather bind a wind-spirit to sweep his fucking house than pay a couple coppers to some kid from the village is kind of a weirdo. Even if he has a nice hat and a pet owl.

Are you having a hard time believing that you are talking to multiple people on Veeky Forums?

Not specifically, but there's theoretically nothing stopping a person homebrewing such a class or just introducing them an item that a fighter can use. But asking about such a specific thing and supplying drawthread art triggers my "special snowflake" alarm and makes me think that this is some sort of pet concept you've attached yourself to.

Sometimes it feels like the only two OSR magic systems are

>roll to see if the spell fails and how many mutations + corruption you gain
>you kill 1d100 orcs, what else do you do?

On the one hand, casters shouldn't turn into inhuman freaks all the time. On the other hand, it's kinda ridiculous that Tim the 1st-level Wizard can always a spell without any chance of failure while Hercules has a 5% chance of missing an attack.

They sound so boring I didn't even bother looking at them.

>Oh, so the ritual in NSFW failed hard, then? Sounds like a lot of fun.
Somewhat, yes. It failed but still warped everything in the world.

ok. play a fighting man. they do d6 damage in melee, as do all weapons, and are treated as a crossbow for ranged attacks.

Have fun with WotL. Shit's fun.

Thanks user, will do!

>If you better precede every critical statement you ever make with IN MY OPINION or else you're literally generalizing and automatically wrong!!

This is good, thanks.

Well, magic that powerful's gotta go somewhere. Plus, depending on who "wins" E-U, that could go some pretty entertaining places in the next few years.

I'm also looking forward to playing around with it, for Nubian Elves if nothing else.

>I'm also looking forward to playing around with it, for Nubian Elves if nothing else.
Stealing this. Also, Arab Halflings and Yoruba Dwarves?

So I mentioned it last thread- but I was going to have a Lawful race (humans), a Chaotic race (beastmen), but I wasn't sure if I was going to add in a race of the last alignment of Neutrality.

Somebody suggested elves which I think is kind of cool, but elves are sort of played out. Maybe they're still good if you play up their weird immortal aspects?

>You said that if your magic was not "special", as if that means anything, and "a little or a lot dangerous" you were doing it wrong. That's what I had issue with.
First of all, that was me. Not him.

Second:
"Special" = a feeling of wonder when using it. Something that is not ordinary. Often accompanied by danger. Loosely synonymous with "cool".
Also, in this case "not common, to the point of everyday use"

If magic is boring and dangerous, or cool-looking but utterly routine, than players >will< get bored with it. Bored players don't use magic creatively. And after thirty years of playing, I'M just as fucking bored with the "muh fairy unicorn mount muh giggling pixies muh flying car" as I am with edgelord players who want to fuck a baby to death to get their third-level spells by which they inevitably mean "gonads" to go off.

I >don't< want to punish casters for doing magic shit. Or casting spells.
I >do< want there to be potential consequences for fucking with boxes when you don't know what's inside. Or getting shanked in the middle of altering reality by pure force of will.

Also, note the capitalization of Doing It Wrong. In Veeky Forums board culture, this is usually a signal that the speaker is being sarcastic or employing hyperbole. Especially in a post where I go out of my way to point out that it's my own opinion, not

If you can't tell, I'm
Distinguished by my complete sentences, overuse of the word "also" and refusal to post without a picture (usually turn-of-the-century weird fiction or fantasy from a century ago, with some Early Modern historical art and a bit of medieval illuminations or modern fantasists thrown in).

>Stealing this. Also, Arab Halflings and Yoruba Dwarves?
Don't forget cannibal Pygmy halflings in the woods. With curare darts and a shit-tonne of ivory..

*sigh*
>first spoiler
>..it's my own opinion, not absolute truth.
I even quoted The Dude, man. Although I could have pushed it closer to the previous sentence instead of splitting it out after the magic items description.

Made this up just for you.

Troika.

Geez, OPs magic question really opened a can of worms huh?

How do you gives Specalists fighting abilities?

I ask because obviously Fighters get better at fighting as they go up in level since that's their job, and Wizards get better and better magic spells with which to do combat, so what should specialists do? Just sneak attack even if that's not their 'theme' since not all of them are thieves?

You can give them an attack bonus like in other retroclones.

>How much do you restrict magic in your campaign? How much SHOULD you restrict magic in your campaign?
Not at all, and you shouldn't. Assuming you're playing b/x, ACKS, LotFP, just follow the what the book tells you. There's no magic item shops already, and wizards already have to find their own spells (or research them at a great cost), no need to restrict magic any further.

On the topic of buying magic items, I usually don't allow it, but, I have "masterwork" items that can be built by master artisans, they work just like +1 weapons but can't hit things that only can be hit by magic.

I love all the tables in the bx companion. The special trait tables are my favorite.

All my magic items have at least a name and some extra power beyond +1 to x.

But i prefer minor powers that are flavorful rather than gonzo stuff. I mean magic items are MADE so they should have a purpose that makes sense.

Example: Oathsworn: a +3 shield that will never break as long as its wielder keeps his word.

My last group ended up naming their adventuring company "the oathsworn crusaders" after they got it.

I like this idea. If you ever fo something with it post here so i can steal it

They were made, but they were not always made to be completely benefitial. For example, a magic sword that slowly grows in power as it eats away your memories would be useful for a sorcerer king to outfit his warrior-slaves with.

Give an option of spending 2 points per +1 to-hit.

>but they were not always made to be completely beneficial
Then they're cursed items, and occupy a different place in the random treasure table. If I roll a cursed item, then yeah, I'll put a curse on it, but if the random treasure falls on a +1 sword, then I'm giving it a flavorful power that makes sense.

Still, let me be clear that I think the "slowly grows in power as it eats memories" made by a sorcerer king for his slave warriors is a cool magic item with an neat backstory.

I always try to make magic items be stuff that has a history, even if it's only in the dungeon because I rolled it with the random treasure rules. Why was it created? Who wielded it last? Is it famous? Not just random stuff for the sake of being "interesting".

To me, that makes the magic items more interesting than if they're random gadgets that might impregnate you or age you 10 years or whatever.

I'm not sure, a cursed item to me is a completely detrimental item, like a possesed suit of armor or a returning arrow.

I guess I like my magic items to be more like Tyrfing than Excalibur.

But Tyrfing was literally a cursed item.

A sword with that will never miss a stroke, never rust and cut through stone and iron as easily as through clothes, but must kill a man each time it's drawn.

I mean, sure hit with no roll and ignores armor sounds like a magic item to me, even if the disadvantage is significative.

>a cursed item to me is a completely detrimental item
Not really. The classic case is the berserker sword, which makes you super strong but you lose control during a fight.
Making every single magic item be a double-edged sword heh just doesn't make sense to me. And for whatever much is this worth as an argument, it's not how b/x and other retroclones expect it to be either.

Basically, both Excalibur and Tyrfing are cool and good. Having all items be excalibur or all items be Tyrfing on the other hand, not so cool.

>must kill a man each time it's drawn
That's a curse.
Literally.

Doesn't matter how positive the benefit is, all the classic cursed items were powerful as fuck. Besides, in the very same mythology there are plenty of super strong items with no drawbacks. Angurvadal, Sumarbrand, Ichaival...

The point is that it was actually cursed by the two dwarves who made it, so it's by definition a cursed item. Also this cursed sword led to more bad than good.
The point of cursed items in old tales is that they might seem good at first, but they always lead to catastrophe. You writing
>I mean, sure hit with no roll and ignores armor sounds like a magic item to me, even if the disadvantage is significative.
Is ironic, since that is probably what Svafrlami and the other holders of the sword believed too.

I hear you, I'm just stating my personal preference. I would not consider Tyrfing a cursed item, but I also don't usually put cursed items unless you go rummaging inside a coffin. Of course most items won't have such a strong detriment.

A more "mundane" example would be a decanter of endless water that only works while you sing.

>Not making the Specialists the guys perfect at barking tactical orders at the rest of the party
>Not making the Specialists use trick shot moves befitting their skilled nature
>Not having Specialists be the masters of trick weapons such as in
>Not having Specialists get an X in 6 chance to have an extra flaming bomb potion or consumable combat item, so they can be the arsenal guy
>Not letting the Specialists be the monster hunting pros; preparing for fights with the right potions and weapon ointments
>Not letting the Specialists get an accurate prediction of monsters based on his creature identification and tracking skills
>Not letting the Specialists get a bonus to using traps and the environment at their advantage like home alone

Could you pick literally anything more boring then skill points ---> bonus attack?

I get you, though I tend to think of the why before the how.

>A more "mundane" example would be a decanter of endless water that only works while you sing.
It was created by an order of singing monks who created various magic items as a form of devotion to their long forgotten god, only known nowadays only as "Gonzo, the Forgotten One"

also for some reason they called their god "immortal" instead of god but no one knows why...

>Not making the Specialists the guys perfect at barking tactical orders at the rest of the party
I wouldn't want to roll a Warlord inside the Specialist

>Not making the Specialists use trick shot moves befitting their skilled nature
Whatever that means, stuff is accessible to everyone but fighter is better at it

>Not having Specialists be the masters of trick weapons such as in
Something here, I guess. Although Fighter shouldn't have a problem with it either.

>Not having Specialists get an X in 6 chance to have an extra flaming bomb potion or consumable combat item, so they can be the arsenal guy
A chance to have? Fucking make one and have it. Might as well turn equipment into a DW-style "I have 5 of something, here's what I got now"

>Not letting the Specialists be the monster hunting pros; preparing for fights with the right potions and weapon ointments
Like every smart party should do?

>Not letting the Specialists get an accurate prediction of monsters based on his creature identification and tracking skills
Bushcraft

>Not letting the Specialists get a bonus to using traps and the environment at their advantage like home alone
Again, something like this is a matter of teamwork

So yeah, I went for the simplest thing you can think of.

Gonzo, short for Gonzalo, was an astronaut that ended up stuck on the planet, forgotten without fuel or radio. When he went into cryostasis awaiting a rescue mission, the village I herited his collection of Aerosmith albums and a reworked manual record player and eventually founded a monastic order that still cares for frozen Gonzalo. The decanter was a gift from a devout wizard.

>How much do you restrict magic in your campaign? How much SHOULD you restrict magic in your campaign?

Depends on the type and power of magic.

Especially since I like a little bit higher fantasy- I have no problem with there being magic shops. These are trick and playful types of magic, minor potions and salves. Little trinkets, nothing really powerful. I like every village to have a wise man, druid or at least a priest capable of some minor magical stuff.

Magic is very limited though for MUs because all magic items must be created with limited uses and out of important and sometimes rare ingredients. Any 'endless' magic item of any power like a flying carpet or magical sword requires the magic user to permanently give up one of his spell slots to craft it. Plenty of high level mages in the world only really 'use' 4 to 5 of their spells slots for self defense or in adventuring, most of them give them up to either bind permanent spirits or minions to themselves, create powerful magic items, or weave permanent enchantments on their abodes or even bestowing permanent abilities on themselves or their close allies.

Since we're on the topic of magic rules, what are some good cantrip rules for B/X and/or LL?

>what are some good cantrip rules
The best cantrips rule: cantrips don't exist.

Cool answer, but I asked because I wanted to see some actual cantrip rules so it's not that helpful. Thanks anyway though.

How's my new Racial Class?
B/X Malice Stormer
Stormers have d10 HD
A level limit of 10
Saves like an Elf
Can use any Weapon or Armor
Cannot use Staves/Staffs, Wands or Scrolls
Infravision 60’ Regeneration -1 hp per turn, not fire/acid
Custom Class calculator value 7.05
Stormers are horrific hyper-effective killing machines, created by some alchemic means in a mysterious city in the wastes. This city is known only for its brutal decay and the vast number of menial produced goods that flow to customers across the continent. Stormers are the elite warriors sent by the city’s masters when normal mercenaries aren’t enough. With a face like a skinned horse, they create a hideous image as they slaughter their way across battlefields with a variety of polearms and axes, wounds healing as they go, leading to speculation they are part troll. Stormers can serve as elite Operatives, journeying far beyond the wastes as part of a mission with others, or just to record their travels for a hungry home audience. Stormers must pay 10% of their total earnings back to their masters high in their mysterious city. These costs include housing, combat tax and general support maintenance. For Stormers serving as combat troops, these are waived along with any pay.
Level 1 ------------- 0
Level 2 ------- 2115
Level 3 ------- 4230
Level 4 -------- 8460
Level 5 -------16920
Level 6 ------ 35250
Level 7 ------ 70500
Level 8 ----- 141000
Level 9 ----- 282000
Level 10 --- 402,000

Almost forgot

+2 hp upon reaching level 10

Anything I should change?

>Regeneration -1 hp per turn
regen is super OP. As long as you survive in a dungeon, you get full HP back? Too good.

Oh I'm sorry I thought this was tabletop instead of a scripted MMORPG.

Protip for regeneration; tie it to enemy's slain instead, or even just enemy's damaged. That way you can't just be at full health every encounter and trivialize the game's HP, potion, and healing magic economy. Also in my opinion is more evocative and cool anyway. Being a creature like a ghoul that feasts on the life force of beings you shred apart is a lot cooler AND less broken then just letting the player be a troll.

?
I thought that management of resources was a big thing in OSR

It's the reason when we were brainstorming a warforged race-as-class everybody was like "having them not eat or sleep is too powerful". Not having to manage HP while exploring? Fucking incredible. I would never play a regular fighter if I could play a class that is "fighter, but with regen."

I mean fuck, only need 2115 to get to level 2? So basically, in exchange for needing a little bit more XP to level (and giving 10% of my gp, which means the same shit in the end), and having a lower max level, I get:

>regen
>infravision
>better saves
Move the fuck over fighter and dwarf, king of dungeon crawling has arrived.

You'll have to go a couple of threads back (like more than 8 threads back for sure) unless user reposts the version of cantrips that's been floating around here.

You can check out BFRPG 0-level spells.

You can also shamelessly steal any cantrips you feel are good.

You can also say that magic-user can produce various minor effects depending on which spells he's holding in his head right now.

I thought about using a lesser regen value, but the calculator only have one setting.

What if I banned all magic items?

For the Stormer I mean.

That works. It's a trade-off for more power in the beginning but less over time.

I used quibish.blogspot.com.au/2011/12/customized-classes-for-bx.html

to make this class

1 turn is 10 minutes an encounter is measured in rounds of 10 seconds.

yes, but also remember that each room you look at takes 1 turn. And regen keeps working even as you do other things. And that you don't have a fight every room (1 in 6 chance of random encounters every 2 turns, and in a typical dungeon 13 or so out of 20 rooms are empty)

So by law of averages, most of the time you will have completely healed before you get into another fight.

Regen in not a problem in combat, it's out of combat that matters.
If more "narrative" solutions were allowed, regen that only works in combat would be fine.

Seems accurate for a 313 Malice Stormer

Do a Wraith Raider next