/osrg/ OSR General - Wandering Edition

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>Previous thread:
THREAD QUESTION:
>What is your favorite wandering monster chart?

Other urls found in this thread:

retiredadventurer.blogspot.com/2013/05/a-procedure-for-wandering-monsters.html
occultesque.com/2017/04/portals-inter-dimensional-travel-made.html
youtu.be/NpYp_h6BTjM
vimeo.com/61566045
youtu.be/JzuoJVr3IAo
youtu.be/4zxi3SClJGw
en.wikipedia.org/wiki/Aquatic_insect
youtube.com/watch?v=ytpqcJ1IfoA
deltasdnd.blogspot.co.nz/2009/07/what-is-best-combat-algorithm.html
twitter.com/NSFWRedditVideo

If your overland encounter tables aren't like this you ain't shit -
retiredadventurer.blogspot.com/2013/05/a-procedure-for-wandering-monsters.html

Yeah, but that'd take actual work to make...

Are there any good rules to buff up thief's backstab? Even in the older systems with less HP bloat, doing two or three times your piddly 1d4 dagger damage doesn't feel worthwhile at all.

Thieves get +1 to sneaking and +1 to sneak attacks every other level

On their sneak attack roll, they get to add their sneak attack bonus. Every point over 20 grants +1 damage to the die roll, which they can do with any weapon.

Still not that good without a great roll, but I feel like it's still useful.

It takes work, but it's useful forever!
I spent an hour or so doing these river encounters, for instance, and I've had several whole sessions spontaneously occur due to the result.

I like the DCC rule that makes daggers do 1d10 instead of 1d4 in backstab.

>Doom Eels, maximum DOOM.

Jesus Christ how horrifying.

Any chance of you uploading the spreadsheet or at least a full screenshot?

I actually kind of like the way 3e did sneak attacks, where the extra damage is not weapon-dependent.

That's nice. Do you also get the bonus multiplier?

Naturally. Otherwise it wouldn't be much better than double damage, and a fair bit worse than triple damage or more.

Could GLOG guy tell me what he had to do to get the system roughly up and running? I know it's unfinished, but there seems to be enough for a decent base game.

I might work on some cleric/paladin classes for it.

That sounds a bit overpowered actually. 2d10 is a lot of damage at first level.

Seconding, that looks badass.

I steal the Assassinate ability and give it to Thieves: If you successfully backstab a target with a hit die equal to yours or less, they make a saving throw against Poison/Death. Upon failure, they die instantly. On a success, they take normal backstab damage. This does carry the consequence of higher level monsters being harder to outright kill, but there's still the chance of that high hit dice monster being dropped outright.

Jakandor's

Thiefs/Specialists add half their Level (Rounded Up) to their to hit roll when doing a sneak attack. They also add (Level/2)d6 to their damage roll.

ded thred
ded movment
odr is kill

We're just sleeping!

That's what they said about Cthulhu.

something to remember is that a Level 1 DCC character is on average closer to a Level 2 or 3 character in most other OSR systems in overall power

You could get around it by ditching the backstab multiplier on first level, though still allowing the +4 to hit and for the dagger to deal 1d10 damage, then give them double damage on level 2 or 3, triple damage maybe a level later than normally, x4 and x5 by the book.

So, contemplating changing how AC/ Defense works in my game, and basing it off of initiative (which would be a 2d6 roll + Armor Bonus, or maybe something based off the characters HD). Do you think this is a terrible idea?

Anyone got any other ideas for AC?

I've seen one where you just use health points basically. Armor gives you temporary HP that is subtracted before regular health and is regained after each battle, or maybe even each round if you keep the numbers really low.

The positive of using this is that you can make armor piercing attacks/magic really easily, it just goes for your main health pool instead of armor first, which would be cool for Rogue sneak attacks and such.

Makes me think of how Final Fantasy Tactics did it. Armor just gave you bonus HP and evasion stats.

It's funny, because I kind of already have something in place for that (my game is sort of a modified The Nightmares Underneath, where characters have both their HP and Health as a separate scores; I have it so that crits automatically go to health first)

Really, me wanting to change AC is because when they get that + High AC, the survivability
can start to get...obnoxious.

I want to rephrase OP's question, because I need some stuff to steal:

What does you current wandering monster table look like?

Depends on the area but I tend to keep traveling merchants on the wandering monster tables because I think the idea of randomly running into a dude that sells shit in a dungeon is pretty funny. (Also I really like the Atelier series)

It's a work in progress but here are my "normal" encounters

And "special" encounters.

My plan is to backport the Thief from Greyhawk into the LBBs--which has a twofold effect.

One, using 2d6 rolls for missile fire, if we assume a +4 bonus, is really powerful on the die curve. Two, weapons universally roll d6 damage, so a dagger jumps from something like 3-12 damage to 3-18, which, compounded with Surprise, can allow a Thief to take down a key target slightly faster.

I'm not the guy you're asking but this is what I ended up giving my players in terms of a rulebook when I ran GLOG for them. I hope this helps.

Take things in context,
>weapons universally roll d6 damage,
because damage is modulated through to-hit.

Here's a thought:

When rolling surprise, not the number you rolled. Each round, decrease the number by 1.
Thieves whose dice are below 2 get +X to-hit, where X is their foe's noted number.

Thought someone mistakenly posted an /osrs/ general here kek

I dislike wandering monster tables.

I usually stock the dungeons and then highlight a few that might roam certain areas or respond to loud noises they hear, but by and large I dislike doing random encounters in dungeons.

Wilderness-wise I don't use them either, I just mark a few hexes on my overworld map and if the players wander through them, there's an encounter there that I've hand-picked.

It's a little more extra work on my end, but I hate slowing down the game to roll, consult charts and then run combat on the fly. It's one process where I think a little bit of prep work really goes a long way in terms of smoothing the game out as a whole.

There's something to be said for emergent gameplay with randomly-generating monsters and whatnot, but I'd prefer to do that outside the game as prep work.

>I dislike wandering monster tables.
Which is why you made a blog post reporting how your group spent an entire session putzing about rooms they already cleared.

Pfftt, who do you think I am, Skerples? Go back to your hole, you triple-posting buffoon.

And you're wrong. My blog only has shitty 1d100 tables and other terrible content.

Fire your editor.

You are banished from this thread.

...

okay but for real, who's being referenced here?

>terrible content.
Your post on extra planar travel was the bee's tits.

What are some good places to talk about OSR outside /osrg/? I dislike AD&D though

odd74, but they *only* care about OD&D.
K&KA, but they (mostly) care about AD&D.
Blog comments.

Pick your poison.

Link?

occultesque.com/2017/04/portals-inter-dimensional-travel-made.html

My favorite was
>[7] Eternal Wasteland
>6. Pour out all of your water on the salt flats, and scrape away the slurry that forms.
but almost half of them were gems.

>Which is why you made a blog post reporting how your group spent an entire session putzing about rooms they already cleared.

Skerples here, kind of did, but to be fair they are noobs, and no wandering monster is going to want to tangle with Rocky the Dire Basilisk. That room, at least, is safe.

>okay but for real, who's being referenced here?

God only knows. People are always pretending to be me or pretending to spot me or actually spotting me, so it might be me, but it might be some other fever dream from user's fetid nightmares.

Does kind of look like my posting style, I'll admit. But it's not my content. I do love me some wandering monster tables.

Oh hey I AM that guy, and thanks, I had fun writing that entry as well. Anything you'd like to see in future updates?

>but it might be some other fever dream from user's fetid nightmares.

The skyline was beautiful on fire
All twisted metal stretching upwards
Everything washed in a thin orange haze

I said, "Kiss me, you're beautiful -
These are truly the last days"

You grabbed my hand
And we fell into it
Like a daydream
Or a fever

Hey! It's a song reference that's not Lemon Demon. My day is complete.

>Yeah, but that'd take actual work to make...

Anything worth doing is worth doing right. I believe in you, user.

Full res please.

>Could GLOG guy tell me what he had to do to get the system roughly up and running? I know it's unfinished, but there seems to be enough for a decent base game.

I needed to add:

-An inventory cost system (stolen straight out of LotFP). How much does a lantern cost, Arnold? HOW MUCH?

-More spells, and rules for them.

-Random encounter tables, long-distance travel rules, downtime rules.

Otherwise, the Martial Classes + Wizards + Core rules + Death and Dismemberment Table + Potions Table all worked out.

And you can use any old Monster Manual.

I like you.

although the only atelier game I bought was the one the series' fans yelled was evil for not having little girls in sexy swimsuits (it was a good game), never got around to playing the rest of the series

are there any space osr?

Bx (by Kevin Crawford)

Stars Without Number by Kevin Crawford is extremely good and cool.

The thumbnail of that looks like a delicious sandwich.

Subliminal sorcery. He's leading you astray toward his fetish.

I'd love to hear your explanation for how I'm doing that.

Stars Without Number for space dungeoncrawling and maybe politics if you want.
Starships and Spacemen for a more campy sci-fi tone directly lifted from classic Star Trek.

Other games out there include Hulks & Horrors, Lamentations of the Space Princess, White Star, and Metamorphosis Alpha.

I've got shit due at midnight, so I don't have time to come up with a good story.
On a related side-note, I spent the last 15 minutes looking through fireden for a picture you posted a few times.
I couldn't find the picture, but please post it. I don't remember it well enough to describe it, but you know the one.

>It's a song [...] that's not Lemon Demon
Have an old-timey rape song!~
youtu.be/NpYp_h6BTjM

reading the attack roll
1d20+Target AC+COMBAT SKILL+ATTRIBUTE MODIFIER+ATTACK BONUS

this is kinda weird

>I couldn't find the picture, but please post it. I don't remember it well enough to describe it, but you know the one.

I feel as though you're attempting to lure me via a cunning ruse...

Remind me to do a post on "The Unfortunate Rake" and the history and versions of this tune one day. It's not really /osr/ related, but it might be handy for worldbuilding purposes.
vimeo.com/61566045

Something, something, half-bug people fighting.

>Something, something, half-bug people fighting.

Oh jeeze, that doesn't narrow it down at all. This one?

youtu.be/JzuoJVr3IAo

Stag beetles (?), not lobsters.
good you think lobsters are bugs tho

youtu.be/4zxi3SClJGw

Are there any large bestiaries for DCC?

That might not have been me then. No stag beetles fighting in C:\Users\Skerples\Porn\Shocking Porn\Insects

But good news. Plenty of insects!

And lobsters are in arthropoda. If we're using the "common knowledge" definition of bug, they're bugs. If we're using the actual definition of bugs... well, the order hemiptera is pretty tiny, in fact.

100 signs of nearby monsters

Many parts of . But the biggest disappointment is the Windows filepath.

>Fight me.
>

Abandoned buildings.
Monsters infiltrating cities
Puzzles.
Rival parties.
Named demons.
Commodities found in dungeons.

Dungeon crawl hooks that don't involve wizards or wizard towers.

>If we're using the "common knowledge" definition of bug, they're bugs.
I don't think so. Insects, spiders, centipedes, and scorpions? Sure. Lobsters, crabs and horseshoe crabs? Not so much. Shrimp? I wouldn't call 'em bugs, but I could kind of see how somebody else could. Lobsters get fucked by a combination of size and aquatic habitat, neither of which are particularly bug-like. You could maybe deviate in one of those things, but not both. Coconut crabs don't count as bugs because they're crabs and most crabs are big and aquatic. So it also has to do with what (non-scientific) family you're in. But we're talking about vernacular here, so it's all more art than science.

So, what's everyone's favorite, best module? Either from new OSR material or just from actual old material. What do you like the most of all you've seen, read and/or played, and why?

Of all I've played recently, Village of Hommlet comes to mind. It really helped the party to get to the old-school mindsets.

How's ToEE itself? Did you do that? It's been on the back of my mind for some reason, despite the fact I've never actually played it and haven't even really read it. I'm wondering if it would make for a good time.

Didn't get around to do the rest - I just scavenged Hommlet and added it to my campaign. I haven't heard the rest of ToEE is quite as good.

en.wikipedia.org/wiki/Aquatic_insect

Google+ seems to be the big one.

>en.wikipedia.org/wiki/Aquatic_insect
Yes, but those get in because A) they're aquatic but not big, and B) because we're familiar with terrestrial insects, which we most certainly consider bugs, and they're in the same group (like how terrestrial crabs get excluded from being bugs because they're related to normal, aquatic crabs).

Is there any type of wandering monster table that follows a format?

Ideally with modifiers or different die sizes for specific monsters, so you can end up with zombies eating dead explorers, but not skeletons dancing around a tree.

>He doesn't want skeletons having a merry old time in his setting

I guess we're just hating good things now.

Not even joking, skeletons dancing and doing all kinds of weirdly casual stuff is literally their thing in my setting.

Also, I guess their dancing can compel people's skeletons to join their dance.

This includes your skeleton first trying to free itself from your flesh.

Screw it, make anything possible but use the modifiers or different dice to adjust how likely it is. Zombies looking to trade furs? A band of halflings ritualistically sacrificing dinosaurs? Why the hell not.

>not skeletons dancing around a tree

Do you even Danse Macabre?
youtube.com/watch?v=ytpqcJ1IfoA

>Moon encounters
>Rom

Most of these seem unfinished, but thanks for the lulz anyway.

Isn't that just Target 20? It's a fairly common houserule/osr rules mod, because it's simple: You're trying to roll a 20. Always. You just add all your numbers together, and if you score a 20, you hit.

Delta has a post on it: deltasdnd.blogspot.co.nz/2009/07/what-is-best-combat-algorithm.html

Because it's delta, he works things through logically and mathematically and declares it to be objectively superior. I really can't argue with him, although I don't convert non-Target 20 games to Target 20

Death, Frost, Doom for being so nasty, brutish and long on doom.

I always added AC to the attack roll rather than reduced it from my THAC0, and I'm going to take this article as justification to doing so.

So shall i tell the tale of my first use of the GLOG attempting to run skerples training dungeon. It was only a 1 on 1 thing (me dming and one player with a character and two hirlings) but there were some clever tricks and my player came up some clever ploys that nearly resulted in his death and the death of his hirlings multiple times

>Most of these seem unfinished
They are. Making them is a long and hard process.

In AD&D, multiple attacks are done in the rather silly half-attack way, where you get one more attack every other round.

Would it break the balance too much by turning this to an extra attack every round, but with a reduced die, such as a d14? It would be easier to remember and play if nothing else.

Would there be any other houserules to deal with the matter?

Going to be running a game for few newcomers come weekend. They've never done this, but are intrested after I described old school dungeoncrawling to them. Any suggestions for a module I should use? They just want to get a taste of this whole dungeon crawling thing, so I'm trying to think what would be a good one for that.

Currently thinking I might just use Keep on the Borderlands. Also thinking about Tomb of the Iron God by Matthew Finch. TotIG might be a more straightforward thing, for them. It's also pretty damn good IMO.

But still, any other suggestions?

Like I said a little higher up in this thread, I had a really good experience with the Village of Hommlet. You probably can't go terribly wrong with that.

Are there any books of generic lairs/dungeons for populating a hexcrawl?

Ideally nothing too gonzo to the point where time-travelling aliens overtake the whole campaign, but a little bit of weirdness is appreciated.

I downloaded all the entries from the 1-page dungeon contests and have been reading through them to help populate my hexcrawl

I'd say about 1/3 are worthless junk that you could randomly generate yourself on any online D&D generator, 1/3 are lame but with a few good ideas you can steal, and 1/3 are rad as heck but probably need a bit of flavor tweaking for your campaign

>Try to run a wilderness hex crawl
>Don't know jack shit about geography
>Work really hard on making it interesting anyway
>Players work this out very quickly. >Why are the rivers running up user in this direction ?
>Campaign feels dead out of the gate
>Sad times

>>Why are the rivers running up user in this direction ?

What you should have said

'Why are you asking me out of character? If it intigues you go investigate with your characters and find out you slack-jawed, mewlin, ninny-faces, OOCin', metagamin'...'

>Would it break the balance too much by turning this to an extra attack every round, but with a reduced die, such as a d14?
Just make it the worse of two d20 rolls. So you'd get one standard attack, and one bonus attack at the worse of two rolls.

Or just draw a poker chip at the beginning of each round. Spend two chips to gain an additional (standard) attack. You can never hold more than 3 chips, and must discard any additional ones you draw.

Also, you could have some sort of counter you flip over at the end of every round. If it's on one side, everybody who has an additional attack gets one this round. If it's on the other side, nobody does.

Yeah I'm pretty off at the moment , quite insecure and anxious.

The same player also text me a list of synonyms for strange because I kept overusing the word strange.

I've never even hidden the fact I don't know shit about certain things. You are not required to, either. You can just seriously go "because I neither know nor care enough to simulate an accurate geographical representation of a working world. Now, here is a dungeon full of monsters."

Seriously. You don't have to hide the fact that it's a game or pretend you're trying to do some sort of a perfectly portrayed world in every respect. You can admit you don't know, without somehow losing all your authority.

If they still demand an explanation because it breaks their immersion somehow, slap them for being autistic. Or just tell them that the natural laws of this world are slightly different in unpredictable ways. But mostly just slap them.

Tell 'em you're a dungeon master not a goddamn dictionary and if they want the game to expand their vocabulary they should go play an educational game and not a monster punching simulator

I'm and english major and I once had my players accidentally team up with pure evil because they didn't know what 'malevolent' meant,
fuck fancy synonyms tbqh