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What's the best OSR hexcrawl?

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>What's the best OSR hexcrawl?
The one randomly generated using DMG 1e

(reposting from last thread)

So I really enjoy many of Torchbearer's subsystems, but the actual conflict resolution rules are kinda shit IMO.

Do you guys know of any hacks that make them a bit more OSRish in nature?

So, what's games are you playing/running anons. I've got a game of AD&D 1e this weekend. I think we're going to get our asses handed to us by drow, since our dwarves (a Dwarven fighter and thief) lead us to deep into the tunnels and we've attracted the attention of a drow outpost. We range from levels 5-7, and there's only the two dwarves (5 and 6), me an elven fighter (7) and both a human cleric (6) and mage (7). We're fucked

Seconding a randomly generated one.

Currently running a pretty much entirely randomly generated hexcrawl game. It's pretty great. Using an unholy combination of rules because I'm using this game partially as a way to learn the rules and partially to test out a bunch of house rules I have.

Solo Godbound game with the girlfriend. She's having tons of fun and this makes me happy. I want to teach her how to dungeon delve though, so I'm thinking of adapting Tomb of the Serpent Kings for the future. Meanwhile,since she doesn't know anything about D&D, I'm gonna throw some iconic monsters at her for the next few sessions. Also thinking about importing some things from Stars Without Number (like Transhuman technology). That's the beauty of OSR to me, it's easy to import things.

I'm going for a quickie task resolution system for OSR play that folds all the basic D&D checks like lifting gates, spotting secret doors, finding traps, climbing, listening, etc along with opposed checks and ability score checks into a base system that can apply to everything that should be encountered in play. It's basically 3rd ed without the scope creep of infinite DCs and with strong admonishments as to when and how to do things, using some ideas I've gotten here and elsewhere. Anyone willing to take a look? It's two pages.

I'll probably move the Perception check info elsewhere later, but as it's a particualr concern when trying to figure out such systems I thought I'd leave the procedure in its current place.

just... if they're in a pinch, roll under the stat that best describes the action... otherwise... they just succeed with enough time

...

Is this really that superior to assigning a probability based on the circumstances and rolling a d10?

Also, if the party needs to get past some bars across a tunnel, the best solution is to have the weakest person try. If he fails, the next weakest try and so on. This gives the highest probability of success.

More generally, my experience is that if I ever consider letting the layers roll for a task, I should just let them do it. But often with amendments like "It will take 10 minutes and you have to check for wandering monsters", "It will be really loud", "You have to drop what you are carrying", "The orcs will get a free attack" etc. That works for me.

> Is this really that superior to assigning a probability based on the circumstances and rolling a d10?

That's essentially what it is, only with a D20. I just provided guidelines for assigning those probabilities, or telling the guy not to bother rolling in the first place.

>Also, if the party needs to get past some bars across a tunnel, the best solution is to have the weakest person try.

Yeah, that needs to change. Thanks.

>More generally, my experience is that if I ever consider letting the layers roll for a task, I should just let them do it.

With some tasks I agree that works fine, and I tried to explain that here ("don't roll for everything"). But things like secret door spotting and the like are classically random and I do prefer it that way.

Thanks.