/osrg/ - Old School Renaissance

Welcome to the Old School Renaissance general.

>Trove:
pastebin.com/raw/QWyBuJxd
>Tools & Resources:
pastebin.com/raw/KKeE3etp
>Old School Blogs:
pastebin.com/raw/ZwUBVq8L

>Previous thread:
> Topic Question
What do first level fighters after they've spent their hit points? They can't fight for shit and they have no skills like the thief

> Design Challenge
Make a 6 room dungeon segment involving a Treant. MS Paint is fine.

Other urls found in this thread:

youtube.com/watch?v=EGOgP1BqHg8
gameswithothers.blogspot.ca/2013/12/troll-world.html
gameswithothers.blogspot.ca/2014/02/trollworld-city-encounters-d-wandering.html
gameswithothers.blogspot.ca/2014/02/trollomancer.html
gameswithothers.blogspot.ca/2014/02/it-is-hard-to-find-cool-pictures-of.html
gameswithothers.blogspot.ca/2014/02/things-you-find-in-trollworld-magic.html
gameswithothers.blogspot.ca/2014/02/randomized-fighters-for-hacked-bx.html
gameswithothers.blogspot.ca/2014/02/hime-bx-character-class-mostlysort-of.html
goblinpunch.blogspot.com/2016/01/dwarves-are-lazy-because-they-are.html
goblinpunch.blogspot.com/2013/05/the-platonic-dwarf.html
goblinpunch.blogspot.com/2015/12/a-few-words-on-dwarven-culture.html
goblinpunch.blogspot.com/2016/01/a-few-more-words-on-dwarven-culture.html
twitter.com/NSFWRedditGif

Fighters do nothing, they are absolutely worthless

Things fighters do:
>Fight things
>Take hits for the rest of the party
>Stay in the front to protect everyone
>Wear the best armor
>Wield magic swords
>Level up pretty quickly
>Get a sweet castle at higher levels

Anyone excited for Eldritch Cock in 2018?

How do I get a OSR girlfriend

Favorite setting?

Yes, my engorged member has turned a deep crimson in anticipation of the only LotFP release of 2018.

Get your girlfriend to play osr games with you if you have one. Or find a girl who plays or dms osr games and ask her out.

Yoon-Suin.

youtube.com/watch?v=EGOgP1BqHg8
Absolutely!
Oh wait, you mean the book.
>Make a 6 room dungeon segment involving a Treant. MS Paint is fine.
OP your design challenge is too ambitious! You've flown too close to the sun!

Planescape

I know it gets a lot of shit. I know faction war ruins the setting. I know that all the factions are college freshmen taking philosophy 101 level. I know that the cant is edgy teenbait shit.

I don't care. I like the outlands and hoe the gate towns can slip in and out of their respective plane depending on the acts of the people there. I like the fact that the hive is so disgustingly dirty that there are literal portals to the paraelemental plane of ooze. I like the fact you can go up to thor's palace and spit in his face. I like the fact it makes the planes less of a "oh spooky mysterious" place and makes interesting adventures from it.

Do I get my lynching now?

>Do I get my lynching now?
Sure.
>I like the outlands and hoe the gate towns
>hoe the gate towns
There are better things to spend your money on, son.

Would you guys consider retro phaze OSR? I mean, it's based off of games that are based off of OSR products

Dominions.

Is Tunnels & Trolls OSR? How about games like Boot Hill? Has anyone ran games from these systems ever?

>TSR
Either Dark Sun or Al-Qadim

>OSR
I dunno

>Treant
Does it have to be a specific kind?

*lynches u*

>Tunnels & Trolls
Sort of but not really

>Boot Hill
Yes but no one cares about it

I'm not a cop.

For the guy asking for alternatives to Vancian casting there's also Netherese casting.

Working on a zombie OSRPG game.
>3d6 straight down for stats
>3/4-5/6-8/9-12/13-15/16-17/18 stat modifiers (-3 to +3)
>random occupation determining random skills
>skills are only for things that a player would not be able to reasonably replicate through in-game action
>hp is 10 +/- Con modifier
>Defense is 10 +/- Con modifier, plus armor
>guns deal 2d6 to 4d6
>hand weapons deal 1d6 to 1d10
>focus is going to be on base-building, resource gathering, and resource management
>random scavenging tables
>injuries will be prolonged and include stat debuffs
Any thoughts for stuff I should include? Things I should avoid? I am trying to reconcile the standard half-speed shuffling, fatal-infected-bite-turns-you-into-one zombies, with the fact that a zombie virus would need a huge initial infection vector in order to have any chance of actually threatening civilization. Like, it would have to kill 90% of people right off the bat. I considered just saying the characters happen to be immune, but then how to explain them being in danger from zombie bites themselves? My other option is a contaminated flu vaccine (since it would be bloodborne) but I don't know if I like the message that that sends. Or maybe you guys have another idea.

Sorry. this is kinda tangential to OSR.

In your games does an unarmed human deal 1d2 damage or 1d3 damage?

1d2, 1d3 is a stupid die that only belongs in DCC. Plus, it nicely follows the whole die size progression.

I use BFRPG. "Sometimes a character will attack without a weapon, striking with a fist or foot. This is called brawling. Normal characters do 1d3 points of subduing damage with a punch, 1d4 with a kick; kicks are rolled at a -2 attack penalty. A character in no armor or leather armor cannot successfully punch or kick a character in metal armor, and in fact, if this is attempted the damage is applied to the attacker instead of the defender."

You halve a 1d6 roll you fuckwit.

Flat 1.

1 -> 1
2 -> 2
3 -> 3
4 -> 1
5 -> 2
6 -> 3

is easier than

1 -> 1
2 -> 1
3 -> 2
4 -> 2
5 -> 3
6 -> 3

you must shit in urinals.

You know what'd be intuitive? If 2 wasn't 2 and 3 wasn't 3.

Either is equally cogent. Unless you shit in urinals. I don't really understand why this is even warrants a discussion.

Is this sink a urinal?

It just dividing the number you roll a d6 in half. You only use it for a few rolls, not something common like a d6 or a d20 roll.

You seem to imply that if someone wants to have any kind of 1 in 3 chance or something, you're not allowed to convert to a d6. Literally what is your fucking problem? It's not about it being "intuitive", it's just a method of generating a 1d3 range since the vast majority of people do not have or want to get a d3 dice.

I'm assuming you're "trolling" or being stupid on purpose. Nobody cares about your gay little inability to understand basic math or understand why someone would extremely rarely want to use a 1d3. Literally fuck off and hang yourself.

>And ascending AC is strictly inferior to descending AC.

1 damage if they aren't a trained punch-fighter
1d4 if they are a trained punch-fighter.
1d4+SB if they are a trained punch-fighter who has killed someone with their bare hands, intentionally.

>Favorite setting?
not counting my own homebrew settings it'd probably breakdown as such;

TSR/WOTC published
>Sundered Empire/Godwar(see attached file)

Professionally Published OSR Setting
>tie between Weird Adventures & Yoon-Suin

Blog Only Setting
>Trollworld;
>gameswithothers.blogspot.ca/2013/12/troll-world.html
>gameswithothers.blogspot.ca/2014/02/trollworld-city-encounters-d-wandering.html
>gameswithothers.blogspot.ca/2014/02/trollomancer.html
>gameswithothers.blogspot.ca/2014/02/it-is-hard-to-find-cool-pictures-of.html
>gameswithothers.blogspot.ca/2014/02/things-you-find-in-trollworld-magic.html
>gameswithothers.blogspot.ca/2014/02/randomized-fighters-for-hacked-bx.html
>gameswithothers.blogspot.ca/2014/02/hime-bx-character-class-mostlysort-of.html
>probably some of his other posts can fit in as well

World of the Lost or Umerica.

I need a good system for Post-Apocalyptic shit. Not looking to reskin something that already exists. I know about Mutant Future and MCC, but I want mutants to not be a focal point.

OD&D verbatim.

How does descending armor class work? I just picked up Labyrinth Lord and I like what I see but I don't get this.

Lower is better
Armor lowers AC
For magic armors it subtracts if it's +N (that's good) and adds if it's -N (that's bad)

In math terms
AC = 9 - (Dex bonus) - (armor bonus)

Your armor, the better it, has a lower number. Attacks go like this:
Roll your d20 and add your THAC0 then add the enemy's AC to your roll. If the number is 20 or higher, you hit.

You hit if 1d20 >= THAC0 - AC


To help you understand it

1d20 >= THAC0 - AC
1d20 - THAC0 >= - AC
1d20 10 - THAC0 >= 10 - AC
let ac = 10 - AC
let bab = 10 - THAC0
1d20 + bab >= ac

it's algebraically interchangeable with ascending armor class.

Whoops.

>1d20 10 - THAC0 >= 10 - AC
1d20 + 10 - THAC0 >= 10 - AC

AD&D has 9 as unarmored, but I'm pretty sure LL has 10?

I'm pretty sure you have it backwards. 2e has unarmored 10, LL has unarmored 9.

What are some supernatural-like skills I can give my fighters? Something in the same vein as Thief skills.

Fluff their hp in funny way. Play a barbarian instead. Roll for psionics. Juggle 5 magic swords. The world is your oyster.

Any cool blogposts about dwarves?

Is there any cyberpunk osr?

>T&T

Not really.

>Boot Hill

Not strictly speaking, no, but there are conversion rules, so you can kinda play OSR stuff in Boot Hill and vice versa.

>Has anyone ran games from these systems ever?

I've done some T&T, it's kind of a ghetto D&D. The rules are kind of shitty, but in an entertaining way.

If you have trouble, maybe try pic related.

These posts hit the nail on the head, but aren't actually about dwarfs.
goblinpunch.blogspot.com/2016/01/dwarves-are-lazy-because-they-are.html
goblinpunch.blogspot.com/2013/05/the-platonic-dwarf.html

This post is weird for the sake of being weird, and honestly isn't any good.
goblinpunch.blogspot.com/2015/12/a-few-words-on-dwarven-culture.html

And this post is great. Also blatantly based on Dwarf Fortress.
goblinpunch.blogspot.com/2016/01/a-few-more-words-on-dwarven-culture.html

I'm gonns need something better than juggling, friendo. What about something like 'Cleave Material' or 'Jump' or 'Malice Paralysis' or something like that.

Fighters are the only class that can learn SPECIAL MOVES.

You can only learn special moves from being trained by grumpy old mountain gurus, pit gladiator champions, or knightly order patriarchs and so on. You have to prove your worth and usually pay for the training, and only then will you be allowed to learn a special move. You can even invent your own special move, but only once you reach name level and spend a ton of time and money on it. Then YOU get to be the grumpy dojo master who slaps around his pupils for not doing the chores and gives off shitty riddles as words of wisdom.

So if MU+Cleric is such a seamless and perfect fit, why are your Fighters and Thieves still separate?

Glorantha? Started my game today. Super into the lore but any comments or discussion is welcomed. I took major parts from the world and shuffled them around to make a new map. Using 5e for the game because I like the system and everything translates decently well. Party was po'ed about no normal elves but they are coming along.

What do you lads think is better? B/X or BECMI?

B/X

B/X. More concise, non-fucked thief skill progression, less fiddly bullshit. And who needs more than 14 levels anyway?

Because each of the 3 classes I personally use uphold one primary part of the basic gameplay, which is dungeon crawling.

Fighters are good at Fighting.
Rogues are good at exploring/bypassing obstacles.
Sages are good at resource management.

The MU is unnecessary and dead weight for dungeon crawling, since it's ability to "do everything, but with a limited number of brain bullets" is weird and counter intuitive. I love the aesthetic of wizards but find their powers/role to be too unbalancing and strange. Fitting them into a holy magic/support magic role is perfect and also works thematically; the medicine man, the parish priest, the village outcast, the guru, etc.

Plus, these also fit over some of the most common archetypes seen in fantasy pop-culture, especially stuff that isn't directly based on D&D. The most prototypical class lineup you see in most video games is Fighter, Rogue, and Mage. The MMO holy trinity is Tank, DPS, and Healer, etc. Tabletop games aren't video games though, it just feels the most appropriate by style.

Seems kind of a random question though; the subject people were talking about and the post I was responding to was about Fighting man special moves. Seems pretty off-topic to bring up Sages at a time like this.

Your sage has no more resource than your fighter and fighting is part of bypassing obstacles.

>Your sage has no more resource than your fighter

Except they literally do? They don't have unlimited heals or light generation, they just have them for a while and slowly lose them the more they spam them.

>Fighting is part of bypassing obstacles.
Sure, but only a specific type of obstacle. To which the Fighter is a specialist. In my case, bypassing "obstacles" as the Rogue does it more based on things like locked doors, tightrope chasms, sheer cliffs, and stealth sections. To which it is the ONLY class that gets bonuses to do these things.

But you seem to be overly reductionist; I don't think you understand what I'm going for, or indeed understand game design at all.

But at this point I'm pretty sure you're just here to "troll" and to make me have an "epic fail" or accuse me of being a namefag or whatever gay bullshit you're going for. So I'll leave you to it then. You "win". Congratulations.

B/X for sure, BECMI fails to deliver a consise basic system and provides a lot of stuff you will never use

What if I move above 14th level? Could I then perhaps bust out Companions and up?

I suppose you could, but in practice I have never played a campaign in which any character would reach a level anywhere near 14.

Oh? How have your campaigns typically ended? Did the PCs simply retire?

The style of play changes drastically as higher levels are reached: the amount of XP needed to level up will increase in such a way that simple adventuring alone won't cut it. You'll have to consider maintaining strongholds, collect taxes, etc. My players happen to like simple adventuring, so play becomes less interesting for them at higher levels.

You give d10 fir fighter HD (average 5.5) and d4 for sage HD (averages 2.5).
Every level of sage lets them stomach 2 points of penalty.

If you throw in inherent 2d6 (without weighting for needing more attempts/ having more chances to earn penalties) a 13th level fighter has more resources than a 13th level sage.
If you don't factor that in, a 1st level fighter has more resources than a 1st level sage.

In my still-fresh OD&D campaign, Fighters have been the most widely-used class for one reason: Better equipment. At 1st Level in particular, their HP isn't any great shakes compared to the other classes, so their better options for AC directly translate to staying alive. Their choice of weaponry (like spears and throwing axes) grant them better versatility and freedom than a Thief and their reliance on backstabs. RAW they're also the only class that uses ranged weapons, but I think most refs allow Thieves a missile weapon here and there.

Grappling, Tripping enemies, Disarming... How do YOU do it? as a check specific for it? Or do you let characters do it in place of damage?

I'm thinking on doing fighter moves just as spells: Vancian moves that are spent, but grant awesome effects when produced. But to work, I'd had to have at least 8-10 different effects (increased fire/ice damage, area effect tornado, ranged cut/extra ranged shot, avoid a hit entirely... I could use more ideas)


How are you supposed to treat weapon restrictions in the case the characters pick said forbidden weapon? Let's say that the wizard wants to use a sword against an enemy, even knowing that he'd do poorly. How do you treat this?

>Replace "morale" with "discipline"
>You must roll over discipline to sneak past the enemies of that type
>anything with 0 or unlimited discipline can always be snuck past, but never run from combat

How's this little houserule? Discipline essentially fuses a surprise/stealth rule with the morale rules and makes it a simple d20 + stealth to sneak past.

I wonder what was his last post ever.

Can you imagine if the last thing you send to the Internet at large is "traps aren't gay tho, because of the very feminine dicks, let me explain why in details"?

Quick, name the one OSR rulebook or sourcebook I should buy for travel reading over the holidays. Must fit in a backpck and be less than 200 pages.

Sorry about this

Who do you think is gonna die first?

I know one of these idiots is gonna do something stupid in the ASE. Especially after one suggested putting "sick rock" (radiated) at the end of a staff to use as a weapon...after finding it in a thick, lead padded chest...with 3 Moktars slowly dying around them, flesh falling from bone.

My money's on the elf. Arrogance kills faster than stupidity, every time.

Elf. "Guys, I've got this," has killed more characters than anything else.

Pre-3e Greyhawk. I know ill catch hell for saying it, but its what i grew up with and ive been using it since it came out in folio format.
3e ruined the setting imo

>Most contemporary fantasy is IMO the flacis sort, not good old Swords & Sorcery full of action and adventure.

Gary was a grumpy old man, but damned if he didn’t get it depressingly right sometimes.

>Gary was a grumpy old man
Its funny, im old now and am considered a grumpy old man. I always really liked gary, he was pleasant to game with and never took himself as seriously at the table as you might think. He was a huge fan of verisimilitude, and thats how i run my games

What's the most memorable death you've ever had a PC have, Tim?

My only knowledge of Gygax comes from his public life, never known the guy. With all the unfair bias that brings, I must say he seemed a bit grumpy.

Heh
Oh he was a grumpy fucker in general, and i am too i guess. Neither right or wrong, its just one of those things that just is.

t. JaMal
Reminder that Gygax screwed Arneson out of AD&D royalties, pretended that 2e didn't give him royalties, blamed other people for "forcing" him to include rules, and said D&D was garbage compared to Lejendary Adventures (pls buy my game)

>t. JaMal
Keep trolling faggot

No need to get snippy, James.
When are you gonna update Grognardia?

How do you guys make hexcrawls fun?

So far I've just started with a random encounter table for my territories and have given most of the "monsters" on it their own exploitable history & major "lairs".

I've seen two major approaches with how people stock their hexes

1. The Carcosa approach; that is stock your hexes with adventure seeds/plot hooks and let the DM improvise.

2. The TSR approach; detail your hex sites with actual content and throw in a lot of "boxed text" sites that reinforce theme/serve as landmarks but do little else.

Personally, I think I prefer the latter approach but have "special encounters" that are randomly rolled that go back to the first approach.

>AD&D 2e vs 1e (counting rule books only and not modules)
Discuss.

Modules/setting box sets are AD&D 2e best asset though.

The most famous adventures are 1e's though. What are some good 2e adventures?

(Also please recommend a good Dark Sun module, I want to run DS soon)

How do you run a OSR game for 1 - 2 people? I know that black streams and scarlet heroes exist, but do those run well? Could I just basic D&D with 2 PC's?

is there/why isn't there an /osr/ general discord?

Planescape is objectively shit, kill yourself

Hey, /old/, this guy's giving away printed versions of his system and its Addendum. You use his Adventure Idea Generator and his Adventure Title Generator, write an adventure outline based on what you rolled, send it to him and he'll draw one or more winners to receive the books. You should join, guys, it could be fun.

oldskulling bl ogspot com/2017/12/sharp-swords-sinister-spells-giveaway html

cute

discord is shit

do you usually buy any equipment that is not on the equipment lists? Which one?

I'm running a modernesque dungeon, and duct tape seems a must have to carry.

Should I give them the chance to buy a toolbox (pliers, screwdrivers, tongs, hammer, wrench, nails, plastic adhesive, etc) or should I make them buy the tools one by one?

My current system:

Regions of hexes have specific themes. So in the ironweb woods for example, you'll find giant spiders.

I generate regions as the players move out. This is from a list of regions that I have.

Some regions are special. For example, The Hives are a special region/terrain type with giant bees. There may be special resources in these.

As players travel, I generate what exactly is in the hexes. So they might run across a road while travelling and decide to follow it. Alternatively, they could stumble upon a dungeon or a lair or a landmark. Generally I use civilization > dungeon > lair > landmark. Some locations of these might have interesting resources.

I've been running a game for 1 person and it's worked out pretty well. He's been playing 4 characters though.

It would be challenging to run with just 2 characters. If you had a lot of hirelings it's possible though.

The great modron march
Die Vecna Die!
Dancing hut of baba yaga
Marauders of Nibenay

Discord is for video games
Discord is also not OSR, it in fact has nothing to do with pre 2e D&D

That abstract line:

I'm making some shit where I have HP and armor

If both represent the ability to dodge damage, why have both?
One is a resource, the other stays fixed. How do you decide which things increase what?
STR increases HP and Dex increases AC? Does that mean that STR is reduced over time, but DEX does not?

Have you tried any Armor-as-HP systems? Do they work nice?

and its shit

Anyone have a pretty good PDF of magical items to distribute?