/osrg/ OSR General

I think it's limited sufficiently by the material costs.

Copying spells into your spellbook costs money and time, and depending on your adventures, you may not be able to take them all on any given expedition.

Once you have a small library of grimoires, you can't burn down the town and flee on horseback unless you want to abandon all that investment.

You can carry all your stuff around in a gypsy wagon, but at some point, a secluded, guarded base makes more sense.

And it takes time and gold to back up a spellbook.

Additionally, there's this excerpt from Tarnhelm's Terrible Tome (last I checked it was pay what you want on DriveThru - would post mine, but I'm not sure if it has a watermark or not).

My personal suggestion is to alter them to taste. My personal changes are:

>Wand uses: 1d6+1 character level (recharges on rest)
>Can be used with zero charges, but risks breakage on 1-in-6
>Breakage causes backlash damage
>Charges are used in lieu of the HP system, and casters can use the wand's charges to cast cantrips (BFRPG 0-level spells) beyond their normal daily allowance
>This replaces the minor magic ability of wands
>Optionally, when the charges run dry, the caster may cast with HP instead (at the DM's discretion) to avoid the risk of beakage

Would help if I posted the excerpt...

>captcha

That's not an airplane. That's a glider you befuddled, infernal piece of software.

Anything good OSR wise on Amazon?

Is Harn and Harnmaster OSR?

Probably not, I don't think? I know fuck-all about Harn (I think it's spelled Hârn?), but I've kind of gotten the impression that it doesn't really have much if anything to do with the old-school D&D playstyle that the OSR echoes.

Like, just being an old game doesn't make you OSR. Teenagers from Outer Space isn't OSR. Shadowrun isn't OSR. GURPS isn't OSR.
(All those games, and Hârnmaster, are from the same time period - the late eighties.)

Is there any way to implement a system to handle both armor and evasion as viable ways of avoiding damage that doesn't include armor soak?

Armor-as-DR, armor-as-hit-points, Shields Must Be Splintered, dodging-as-saving-throws, armor-as-saving-throw...

What exactly are you after?

Sure, it's called AC. Dexterity represents evasion and armor represents well, armor. You can probably clarify a bit.

For LL: The Inn of Lost Heroes is a great one-shot but I missed my chance to run it at Halloween.

>NGR is rarely spoken of, and I'm curious if there's worth to it

I'll comment on it briefly a bit later. Still not sure what my final opinion is, if any.

>Sure, it's called AC. Dexterity represents evasion and armor represents well, armor. You can probably clarify a bit.
Right. Dex only gives up to +2 bonus, making evasion AC at best base+/-2. This is not a lot, and in effect makes best possible dodging equivalent to second cheapest armor choice. I'm wondering if a heartbreaker wouldn't be improved by offering a viable evasion/dodge mechanic, as an alternate path to armor, but the simplest solution - turn dodge into AC and make armor soak up damage, doesn't feel right to me.
>Armor-as-DR,
that's soak for each hit, right? I'd rather avoid it
>armor-as-hit-points,
soak with limited amount of HP?
>Shields Must Be Splintered,
shields breaking in lieu of hp loss?
>dodging-as-saving-throws, armor-as-saving-throw...
Those seem straightforward and interesting. I'm putting them on the list.