Old School Renaissance General - /osrg/

Welcome to the OSR General thread.

>Links - Includes a list of OSR games, a wiki, scenarios, free RPGs, a vast Trove of treasure!
pastebin.com/R67ZA8Q1

>Discord Server - Live design help, game finder, etc.
discord.gg/qaku8y9

>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 QUESTION:
>DCC: Yay or nay? Too modern or a solid twist on the old?

>DCC: Yay or nay? Too modern or a solid twist on the old?
Ynay. I'm using it for my current group and every sessions makes me want to switch to B/X. At the same time, the sessions are fun and the players like the system well enough. I also don't want to subject them to system change after already switching from LotFP to this. I think the best things the system has taught me is that the basic D&D rules really don't need to be re-invented, and that my own imagination as a DM usually works better than rolling on a table (at least during the session).

>DCC
Has some cool ideas, but it's too crunchy, and having to regularly reference tables during play is complete bullshit.

I like it. Yay.

I don't like the funky die and all the charts. It has some neat ideas that I implement into my BFRPG games.

I switched from LotFP to DCC as well. No reason other than wanting to try something new and to have a different aesthetic tone than LotFPs grimness. I think my players (being not normally tabletop RPG players) enjoy DCC more, to they liked LotFP too. So far, I'm loving it.

The Crawlers companion app is pretty sweet for streamlining most all of the table references. I can't say I really agree on crunchiness, since 99% of everything I need to reference is on my Judge's Screen, but I can see people being annoyed by looking up spell results.

MCC looks like it's gonna be rad.

>DCC: Yay or nay? Too modern or a solid twist on the old?
I can't even decide which retroclone to use or which version of D&D to use, or if I want to say hell with it and just use Searchers of the Unknown.

DCC is a neat system with cool ideas that I would never want to actually play. But it's good to mine for inspiration and ideas.

Fuck, this spell list is long.

Why did I decide to do this anyway?

Basic Fantasy RPG.

Just making sure: All two hundred are being done as 2nd Level spells, right?

TWO hundred?

I just wrote one hundred. Or are you including the really silly list we did first? I'm not writing the rules for all of those.

And I'm doing them in the format for my game. It's relatively easy to convert to a 2nd level spell. Just replace [dice] with 1 or 2 and [sum] with 6.

Examples:

9. Compartmentalize Mixture
R: touch T: object D: 1hr
Command a mixture of items (a soup, a pile of coins) that weigh no more than [dice]x100lbs to separate into [sum]+1 categories. The separation is slow, and hindered by even the slightest effort. The categories must be clearly defined and identifiable by inspection. For example, you could split a soup into "vegetables" "broth" and "poison", or a pile of coins into "minted during the last century" and "older". You could not, however, split a pile of coins into "handled by Xerphion the Tyrant" and "not handled by Xerphion the Tyrant", as there's no way to tell just by inspecting them. You could not separate "a locked chest" and "its contents", because the items could not flow freely into separate piles.

13. Heroic Leap
R: touch T: creature D: [dice] minutes
Target can leap up to [sum]x5' high and/or [sum]x5' forward in a straight line. They take no damage on landing, provided they land on or above the level they started from. For example, you could leap from the ground to top of a steeple, or you could leap over the steeple to land on the ground, but you couldn't leap from the top of a steeple to the ground. On landing, the target may Save vs Dex to change direction and repeat the leap. You cannot cast spells or attack while leaping.

And why should I choose BFRPG over the competition?

>The Crawlers companion app is pretty sweet for streamlining most all of the table references.
App? Streaming? Is this some sort of new-age witchery of which you speak? I know only of the old, true ways of paper and dice.

>I can't even decide which retroclone to use or which version of D&D to use
I'd say the default in Moldvay Basic. If there are things you want tweaked, you can radiate outwards from there.

It's simple, it's easy, it's modular, it has everything you need in an OSR game.

BFRPG has good shit like race & class separation, ascending AC, and a shit load of optional add-on's to crunch out the game if desired. It's a simple, nice modern take on B/X. It's also free.

Homebrewing. What do you think of my class list? (Pic).

Im not sure about some of the M-U and Specialist roles.

Any glaring omissions?

Should I increase the count to 20-24 classes to cover more archetypes?

Honestly? You could probably get away with 8 classes. Druids make better enemies than PCs, and Rangers tend dominate wilderness exploration and survival. The outdoors turns into a ranger-only minigame.

Magic User (or just call them Wizards) (stable but slow)
Occultist (power but also danger)

Rogue (sneaking and damage)
Tomb Robber (lore and perception)

Cleric (miracles)
Crusader (miracles and swords)

Barbarian (tons of HP and no pants)
Fighter (swords and pants)

But that's just my opinion.

All I can say about DCC is that everyone I know who went into it with reservations or disdain for it's 3.0 roots (it's 90% AD&D, 10% 3.0) came out loving it.

» No skill lists. Your job and history either make you skilled (d20) or unskilled (d10) at attempts.
» No fighting style perks. Pick a Warrior or Dwarf and the Mighty Deed die takes care of all that stuff.
» No "once a day" spellcasting boredom.
» The negative consequences for Clerical or Wizard casting add a new spice to the game.

While I do think some of the crunchier bits could have been simplified a bit (two-handed fighting, spell-duels) and I sometimes hate fishing out the proper funky dice, all in all I really dig it.

I'm not the person you're responding to, but I kind of like racial classes. Ascending vs descending AC never really seemed that important to me, and it's pretty easy to convert one to the other, so that doesn't sway things much (also I find it weird to use ascending AC in conjunction with standard, descending saving throws).

I worry that things might begin to blend together a bit, with rogue / tomb robber / specialist, in particular.* With that said, I find the setup of your pic to be interesting, at least with regards to the warrior and knave types, where it goes from specific to general as you go from left to right (I would've made them radiate out from the center though). Not sure if the magic-user / occultist / druid section follows this rule as I don't know the parameters of occultist, but it might. The crusader / inquisitor / cleric section seems to be more about the level and variety of magic, but I suppose that this, too, is essentially the same pattern.

*But a lot depends on your actual execution of things. Also, your presentation. Having a smaller number of "core" classes and then presenting others as additional or secondary classes (perhaps with the implication that they're also rarer and thus have a smaller part to play in the structuer of things in general) can make it easier to grasp things.

Sorry, two hundred and ten.
One hundred and ten if you're just doing the second list.
71-80 got doubled up by mistake (, ).

It was 2 different people. I decided to keep my own numbering for consistency.

Anyway... it's a lot of spells.

Clerics are already miracles and swords (...well, maces as post-OD&D)
And you've dropped the rather interesting "anti-magic archetype"

So which 71-80 are you doing, if not both?

Yeah, but Crusaders are miracles and BIG swords and shields and all that.

The anti-magic archetype is tricky, from a game design point of view. If you've got an anti-mage PC, you need to design encounters around that. Just like the Ranger turns the wilderness into a Ranger-only minigame, the anti-mage turns fights into a wizard vs antiwizard battle.

It also tends to be statted as "The Inquisitor has abilities that are not spells but function just like spells, except they also cancel magic or do truth-based things."

Overall.. it works, but it's a bit like having an "anti-huge creature fighter". Sure, your games /might/ include a huge creature or two, and then the dragonslayer will be able to use all their abilities... but otherwise, they're a bit of an ugly duckling.

Not saying it's better, just saying it's mine.

But I'm only up to 20, so those are a ways off.

Any good Sword and Planet games out there?

You might as well says thieves are bad, for forcing the referee to add traps (or forcing the party to bring an thief to deal with traps).
You can deal with traps without a thief. You can deal with magic without an antiwixard.
Should we strip out Magic-Users because they easily bypass some challenges? What about scrolls.
>Just like the Ranger turns the wilderness into a Ranger-only minigame, the anti-mage turns fights into a wizard vs antiwizard battle.
Not a fair compassion. If the Ranger takes over during a hex-crawl, they do \everything\.
An antiwizard might be the MVP when fighting a wizard, but everyone else is fighting too.

>alleged new meta-level of Veeky Forums

Anyone can deal with traps (unless your system has Disarm Trap as a thing /only/ a specific class can do).

And yes, of course you can deal with magic without an antiwixard.

But the Rogue doesn't /only/ deal with traps. It's a relatively minor thing they also do.

But the antimage is built almost entirely around... being an antimage.

They tend not to have much to fall back on, task-wise.

>An antiwizard might be the MVP when fighting a wizard, but everyone else is fighting too.

And when not fighting a wizard, everyone else is fighting too, and the antiwizard is picking their nose or being a Slightly Shitty Fighter. That's the problem.

Understand? Yes.

Care. No.

Any reason why not BECMI?

Is there an OSR with a point buy system?

Do you guys ever let players find out what a monster's hit dice and hit points are? If yes, in what way? Do the players or PCs have to do something before attaining that knowledge?

>spend 30+ minutes getting your scores and stuff juuuust right and double checking your math
>five minutes later
>die in a kobold ambush in the first room of the dungeon

OSR and point buy are not a good fit for each other. I'm not aware of any retroclones that use it.

Very few mechanical differences. The main distinction is that Mentzer wrote tutorial books instead of reference books, so it's harder to look things up in BECMI than in B/X.
Also, Immortal Rules were balls.

As with most rolls, I do up in front of the screen.
>If yes, in what way?
If they pay attention while I'm (quickly) rolling it.

So what the fuck exactly are adventurers supposed to spend all this money they're getting on?

Purple Lotus and Wenches.

Castles. Followers. Investment banks. Orphanages. Better horses. Whores. Lots of whores. Silk. Floppy hats. Alimony

A nice house, servants, a small army to follow them around and support expeditions further and further afield, sumptuous balls, gilded carriages, obscure and expensive tomes, donations to the church, hooker, blow, hookers and blow, blow to snort off hookers, etc.

The answer is always fortress.

Merchant fleets. Outfitting pirates and privateers. Costs money to set that up.

Gonna do two short 1d20 tables tonight.

Any requests? I'll honor the first 2 I get.

1d20 strange curses.
1d20 poorly cooked meals

I haven't decided y we t, but the way I'm leaning is that the classes on the outside are "generic", work mostly like the standard ones and are safe all-rounders. The two inner classes are considered something like specialties or kits that either do one aspect better or change how the class plays.

Re Clerics: I'm basically splitting up the cleric spell list. The Cleric does all the miracle type stuff; healing, protection, etc. The Inquisitor gets all the stuff that typically cancels out magic. Prot from evil/magic, suppressing magic, banishing, etc. The Crusader is basically a paladin. Fights, with a bit of help from the big guy.

The knave track is one im having trouble with. The specialist will get lots of skill ranks (a la Lotfp). The rogue is there just to fill the sneaky backstabby thug archetype. Grave Robber I'd like to be the Indiana Jones type guy who is good at dealing with typical dungeon/underworld hazards. But atm that is pretty much what the specialist can do, so ill have to think of a way to differentiate them.

For druid, i was thinking nature/fae magic. M-u's do the typical arcane type. Occultist i thiught would focus on demon summoning, or turning himself into a demon. Still not sure.

1d20 magical diseases

I'll flip a coin and do one of these.

And this.

Do the Curses one please.

Differentiate them by having the Grave Robber get lots of skills to handle underground challenges. Disarming traps, picking locks, sneaking, climbing, etc. Then have the specialist be more of an espionage agent. They can forge documents, case a building for weaknesses, disguise themselves, and so on. So you'd want a grave robber for dungeon expeditions and a specialist for social infiltration and spy work.

I've got 2 sets of d20 curses I can post, give me a second.

They're stolen from some blogs, but they're useful.

Curses are a dime a dozen.
Easier to make up on the spot, too.
I'd rather see the meals.

I agree with this but I think could go even further. How about this:

Fighter (swords, tons of HP, pants optional)
Magic User (spells, occultism, alchemy)
Cleric (miracles and fighting)
Thief (sneaking, damage, perception)

What do you think?

Far Away Lands but it isnt exactly OSR

Curses:

Curse (Major or Minor)
R: 100’ T: creature D: permanent
You inflict a minor or major curse on the target. The creature must have wronged you in some way. This can be very petty ("being young and beautiful", "wearing offensive socks", and "shooting arrows at me"), but it must be a personal offense. You can't curse someone if you don't hate them just a little bit. For a minor curse, you must invest 2 [dice], and they are automatically exhausted. For a major curse, you must invest 4 [dice]. You cannot dispel your own curses.

Some witches specialize in dispelling curses. Other witches tolerate curse-breakers as a necessary annoyance. High-level clerics can also break them.

You missed "Elf" and "Dwarf" I think, hurr hurr hurr.

I do like having pairs of ideas on each axis (fight, magic, sneak, holy). 3 ideas per axis. just seemed to dilute it, at least as presented.

Carcosa is sword & planet & mythos. I don't run it straight, but there's a lot of cool stuff there to loot.

DCC has a zine called Metal Gods of Ur Hadad, which has at minimum a cool urban 0 level street urchin funnel.

Planet Algol and Metal Earth are both older blogs with a shit ton of cool ideas and resources for sword and planet.

Empire Of The Peal Throne is probably worth checking out too. Its all kinds of strange indo-oriental fantastic planet.

Don't know about White Star, but its suppose to be that as well.

...

>You missed "Elf" and "Dwarf" I think, hurr hurr hurr.
and the halfling, why does everyone forget about the halfling?

>In normal light, if a halfling finds some shadows or cover to hide in (remaining absolutely quiet and not moving), the attempt at hiding will succeed 1/3 of the time. To use this ability, tell your DM. The DM will roll ld6; a result of 1 or 2 indicates success at hiding, as long as the character does not move or make any noise.

Even Sauron forgot about the halfling.

Because outside of Tolkien, they never really got traction in popular consciousness. Too much child-biology wiring in the brain. They fit into an uncomfortable space in the ol' lizard-mind.

it's free in PDF format, only 5 bucks for a physical copy off of Amazon(and there's a monster manual and several adventure books also on Amazon for similar prices), and it has a really healthy amount of support both officially and from the fans

>DCC: Yay or nay? Too modern or a solid twist on the old?
definitely a Yay, and honestly assuming the core D&D mechanics are present in some form or another there isn't much I'd consider "too modern" to potentially include in an OSR game, but then I'm an advocate of the following OSR definition;

A game or supplement is OSR if it's one or both of the following;

1.) an edition of D&D(or AD&D) published by TSR Inc(certain other games published by TSR are also counted)

2.) is broadly compatible with any TSR edition and/or anything else calling itself OSR


or to TLDR it;

>A game or supplement is OSR if interchangeable with OSR and TSR D&D.

It was food.

1. Mushroom and trout stew sans salt.
2. Pine bark bread.
3. Crab-apple curry over soggy rice.
4. Flank steak skewers cooked until v. well done
5. Cow brain in a brown sauce.
6. Overly seared hot peppers and herbs.
7. “Salsa,” diced tomato in water and vinegar.
8. Twice-cooked pork and bitter herb slaw.
9. Small game birds and goblin liver cutlets.
10. Onion and water soup.
11. Leg of mutton over open fire with warm milk and herb baste.
12. Hardtack and tainted water for softening.
13. Eggs over very hard with a side of boiled carrots and celery.
14. Mashed potatoes and suspicious milk.
15. Black pudding from an unknown animal.
16. Beans and potentially toxic manticore bacon.
17. Salmon suspended in cow-bone gelatin.
18. Pigs feet in myconid-stalk gravy.
19. Ogre haunch, burnt to eradicate disease.
20. Chicken hearts in a gritty walnut breading.

I think we can go even further beyond

Fantastic Heroes & Witchery has a bunch of stuff keyed towards Sword & Planet and other Weird Fiction subgenres beyond the standard D&D Fantasy one, although really with a little tweaking almost any OSR system will do

But all that is just your average British cuisine. *Ba-Dum-Tiss*

My particular flavor of OSR games is Fantasy !NotFrance and !NotBritain so I couldn't help it.

IRL the worst food I've ever eaten was from Sierra Leone; soup that the locals said contained chicken. Bones were too small, I think it was probably rat.

I've considered cobbling together my own Sword and Planet style frankensystem.

I considered having the 4 standard classes as broad categories, then 3 "skill trees" representing different playstyles.

Eg. Fighter: soldier/berserker/hunter

At level up you'd pick one or two perks from any of those trees.

But that gets dangerously close to "builds".

What about Rules Cyclopedia? Same system.

Alright, so forgive me if I sound stupid, but after deciding I'd like to run a game of B/X, most likely with a retroclone, I'm having a hard time grasping exactly everything that B/X entails.

I've been reading about the split with AD&D and all that, but having trouble figuring out in a consise manner what the differences between Holmes, Moldvay, and Metzer d&d are, and which ones retroclones use/are based off, etc.

Could someone explain to a DM new to OSR exactly what it is I have to figure out before running a game, which modules are compatible with what, etc.?

PICTURE IS DISEASE-RELATED, NSFL. And now for the Magical Diseases. Gotta do it in two posts.

1. Arcane sneezes. While afflicted, spawn one sentient snot golems every 1d4 hours.
2. Tenser’s Vertigo. Gravity is randomized every 2d4 hours.
3. Lvl 2 dysentery. In addition to usual symptoms, 1d4 fire damage every hour as gouts of elemental power erupt from various orifices.
4. Wild Growths. All hair falls out, jute fibre grows in its place until long enough to achieve sentience and pull free of host.
5. The Onyx Lung. Diseased host coughs obsidian fragments for 2d6 days until rocky growths spread to rest of body.
6. Jungle Eyes. Symptoms start with cloudy vision and frequent blinking. Eyes first liquify and then solidify into chalky mass, rest of body soon follows. Highly valued for plant fertilizer.
7. Truth-Eating Plague. Psionic insects burrow into back of throat, feed off truth. Host must make Saving Throw vs Magic whenever they speak. On fail, can speak only lies for next 1d4 hours.
8. The Shivers. Necrotic energy saps target from within. Extremities grow brittle, all fingers/toes break off if untreated after 1d4 hours.
9. Red Snake Disease. Evocation magic draws life energy from infected, manifests as small red garter snakes that burst free of flesh at rate of 1d4/minute.
10. Thousand Cuts From Within. Arcane energy mingles with blood which tears at flesh from inside-out and causes immense internal bleeding.

Fuck, still too long. I'll just post a jpg in a minute.

11. Arcane Storm Affliction. After harmless initial strike from arcane thunderstorm, energy builds up in afflicted until light pours from every orifice and sears flesh painfully.
12. The Emerald Light. Energy cast off from magical emeralds cause afflicted to sprout crystalline growths over body. They rupture flesh and eventually obscure so much of body that afflicted cannot receive nutrients and die of thirst.
13. Plague from the Southern Isles. Nerve endings grow hypersensitive and magical forces tug, causing afflicted to feel irresistable pull northwards. After 1d6 hours, nerves erupt from flesh and burrow into ground, rooting afflicted in place. Once dead, body mutates into humanoid plant.
14. Crown of Glory. Divination energy manifests and dream-liquid erupts from afflicted's ears. Clings to flesh, reflecting afflicted's memories and dreams. Afflicted goes braindead in 1d6 days.
15. Acute Summoning Sickness. Disease brought on by conjuring infected creatures. Conjurer erupts in painful boils that fill with arcane pus. Once ruptured, afflicted loses all magical abilities for 2d6 years.
16. Mind-Spikes. Latent magic manifests in infectious disease that feeds on strong wills. Bony growths break through skull, killing afflicted before bursting and spreading contagious virus.
17. Demonic Nosebleed. 1d4 days after summoning infected demonic entity, nosebleed begins. Lost blood is highly magical, draws powerful demonic and fae entities through the veil between worlds.
18. The Charmed Plague. Infectious charm spell transmits between individuals, causes mild disorientation and mental dampening. Stupor lasts for 1d4 days.
19. Spontaneous Elven Combustion. Disease only afflicts elves, spreads only when forest is too densely populated. Charred elf-corpses often become infected by burrowing beetles that feed off burnt magical flesh.

Fuck it, here's the image.

What do I need to run 1e Greyhawk? I have both the World of Greyhawk box set and Greyhawk Adventures, but I'm trying to work out which one I can leave in storage and which one's going to be the workhorse.

Can't go wrong with RC, but I always though there was way too much unnecessary material even in Cyclopedia. I find that most campaigns' meat of the game is during levels 1 through 6, and a lot of RC is rendered moot by that fact.

My advice is run moldvay, and sprinkle in rules from RC when you decide they're necessary.

Rules Cyclopedia is BECM (no I) in one book.
It's easier the reference than BECMI, but it's a pretty thick book.

I'd say "builds" aren't inherently problematic, it's mostly a problem in 3.PF due to balance reasons and how it clogs up making characters, just need to have it set up so that all the options are reasonably balanced with each other and relatively simple in nature

Quintessential modules are:
B1, B2, B4, DA2, G1, N2 don't run N2, S1, S2, S3, S4, X1

>which modules are compatible with what,
Everything is compatible with everything. That's the whole point of these generals.
>what it is I have to figure out before running a game,
If you don't know the relevant rule, make a ruling. Then look up the rule after the session.
If there is no rule, but it comes up a lot, add a house-rule.
There are some good tips for new referees in module B1.

>but having trouble figuring out in a consise manner what the differences between...

>OD&D Product Line
LBB (the Little Brown Books), the 3 original D&D booklets. It assumes you have a copy of CHAINMAIL.
OD&D (LBB + the supplements), basically AD&D.
Holmes (Holmes Basic), LBB+Greyhawk but only 'til level 3. Noticeably better written than the LBB.

>AD&D Product Line
AD&D (1st edition), near unplayable due to poor organization. Basically just better organized OD&D.
2e, mechanically this is OSR but ostensibly it's not.

>Basic Product Line
B/X (Moldvay/Cook Basic), branched from OD&D. Leans to "make rulings" over "have rules for everything."
BECMI (Mentzer Basic), slightly revised B/X. Aimed at new players, but has worse organization.
RC (Rules Cyclopedia), BECM in one book.

^ Forgot to mention: RC is a bit light on M.

Honestly, despite the obvious Tolkien basis for halflings (I mean, they were originally called hobbits, after all), I think that halflings are, in play, significantly different from hobbits. At closest, they're a "what if Bilbo wasn't a reluctant adventurer, but instead was all about that shit", and given that even a reluctant Bilbo was scandalous in hobbit society, that's significantly different.

Personally, I associate a halfling more with a warrow / waerlinga from the Iron Tower trilogy than a Tolkien hobbit. Granted, the Iron Tower trilogy was the prequel to the unauthorized sequel to Lord of the Rings, which makes it essentially alt-LotR, but the notHobbit waerlinga were badass archers and better suited to adventure. I mean, look at that fucker with the bow in the pic. He's serious business. (Hell, at the end of the series, one of them becomes a fucking berserker.) So take this and maybe add a dab of Bilbo burglary, and that's what I imagine.

Holmes only goes through level 3 and is as much a starter set for OD&D (and a stepping stone to AD&D) as it a true edition of Basic.

Moldvay / Cook Basic (B/X) is the first true edition of Basic, and as such, the basis for later Basic editions. It's nice and concise, split between two 64-page books (covering levels 1-3 and 4-14, respectively). There was intended to be another set to cover higher levels, but they instead chose to start over with Mentzer Basic.

Mentzer Basic (BECMI) is almost identical to Moldvay Basic in terms of rules for the stuff that both of them cover. It obviously goes to higher levels though, with 3 out of 5 of its sets covering shit past 14th level. What is significantly different is the (shitty) layout. Mentzer's Basic set takes a "learn as you go" sort of approach which I find really fucking irritating (because it introduces you to a piece of an idea and then when you want to look into it more, you can't, because the full rules about it are hidden somewhere later on, and possibly in a different book). Additionally, all the sets (except for the expert set, for some reason) are split into two books, a player book and a DM book. I feel like this is unnecessary, and it makes shit harder to find (and leads to BECMI being comprised of a total of 9 fucking rulebooks). Other stuff like the way the sections are arranged bothers me as well. It goes clerics, cleric spells, then fighters, then magic-users, then magic-user spells, then thieves, then dwarves and so forth. That means that all the class information isn't together, but rather divided by a bunch of spell information. I really have a hard time ever finding anything in Mentzer Basic.

The Rules Cyclopedia is essentially Mentzer Basic, minus the immortal set, put into one reference book. It's a bit crunchier than Moldvay Basic because of the extra material from all those sets and such, but at its core, the rules are practically the same.

I can't get to the trove. is it dead again?

I still contend that we ended up with 'Kender' because somebody got the bright idea to make halflings that more resembled the way halflings got played at the table in the old days, but things went too far.

>Mentzer Basic (BECMI) is almost identical to Moldvay Basic in terms of rules for the stuff that both of them cover.

Don't forget that instead of giving Thieves new stuff for those higher levels, it took the old level 1-14 skill progression and streeeetched it out to 36 levels so you get better at an agonizingly slow pace, making it probably the weakest Thief in any D&D edition.

Where did the concept of elves only being capable of reincarnating come from?

It's down for me too.

It reminds me of 5e which is fine. I'd be glad as long as it doesn't eventually become build autism.

It's telling me that it was removed. So yeah, Trove's dead. I hope somebody has it backed up.

>spend 30+ minutes getting your scores and stuff juuuust right and double checking your math

That's the exact reason why the system I've been working on since 3.5 has essentially become an OSR. You roll, here's you stats, those're your abilities, and you'd better hope there's the necessary items needed to gain more skills in the dungeon if you want to multiclass.

I made a point buy for attributes, but that's the closest I've gotten. It's probably overly-involved, but I wanted to avoid dump stats as much as possible, and since the relative importance of attributes varies according to play-style and campaign, I figured it would be nice to let DMs pick which scores were more or less important.

Gotta be honest with you, that's indecipherable.

idk why the black hack gives me the Dungeon World vibes

Yeah. I probably skimped on the instructions. Basically how it works is this.

Step 1: Decide which attributes seem more or less important than normal in your campaign (maybe you think that dexterity is really powerful but wisdom is pretty gimpy). Just leave them all at normal if you're happy with valuing them the same.

Step 2: Determine how many points people will have to allocate.
--2a: Subtract the number of attributes you marked as "low importance" from the number of attributes you marked as "high importance".* (If you just left all the attributes as "normal", the number will, of course, be 0).
--2b: Cross reference the number you got (which will give you your column on the "number points to spend" table) with how generous a package you want to give people (which will give you your row on the table--note that each package gives you a roughly equivalent dice generation method as well as a very approximate point average) to get the number of points people will have to allocate.

Step 3: Buy your attributes! Go to the "cost of attributes" table, pick how high of a score you want for that attribute, then cross-reference that with how important that attribute is in order to get how many points it costs. If that particular attribute has a racial adjustment, then access the appropriate table for that (an elf, for instance, gets a +1 dexterity, so he would purchase dexterity on the "+1 racial adjustment" table.

It's really convoluted to explain, but once you know what you're doing, everything's pretty obvious.

*Because high-importance attributes are more expensive, so if you want a package that gives people an average attribute of somewhere around 12, they're going to need more points to spend the more high- vs. low-importance attributes they have.

I dunno, I got the same feel. They have that kinda quick jump-in-and-play dungeon crawl thing going, with a sort of indie storygame aesthetic happening.

TROVE DOWN

>Don't forget that instead of giving Thieves new stuff for those higher levels, it took the old level 1-14 skill progression and streeeetched it out to 36 levels
I find it interesting that that wasn't the case originally. The original print of the expert set had the thief skills hitting the ceiling, like they do in Moldvay Basic, but I guess once they got around to planning the Companion set, they couldn't figure out what to do with thieves after that, so they went back and revised the skills so that they went up more gradually than before.