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I'm glad some people like ACKS. I haven't had a chance to play it yet, but it does seem to be pretty decent for a Basic clone.Rulebook Heavily posted:Microlite74 Someone might find something interesting in there. They're not all retroclones, but you will find about ten D&D clones to each game that tries to go a bit further. Quality not guaranteed. Rulebook Heavily posted:Forward to Adventure, influenced by Tunnels & Trolls
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# ¿ Jul 20, 2012 02:13 |
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# ¿ May 16, 2024 22:59 |
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Snorb posted:I still highly recommend your Noble House Generator I commented on back in May, complete with entirely age-inappropriate deaths like a one-year old "offending the wrong mage" or "went to war, never returned." It's hardly impossible for a sufficiently paranoid mage to have Contingencies prepared to blast eldritch doppelgängers from the 8 2/7th dimension, triggered by the distinctive gurgle they make as they shed their human forms to strike. It's not like humans make noises like that, after all!
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# ¿ Oct 29, 2013 19:00 |
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Or, since you're a gamer, 3d10. E: if you're worried about knocking them over then all the cool people are using an abacus.
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# ¿ Oct 9, 2014 15:35 |
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If you treat Wish as a general "do a bit of anything" spell, of course you can have it at low level - people have been calling Prestidigitation "Least Wish" for years. You would still have to draw up guidelines and limitations, especially on the high level version, but it does scale.
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# ¿ Jan 24, 2015 10:34 |
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You have to get the mystic alignment of tunnels and rooms just right, and occasionally hire some adventurers to persuade a minotaur to move its lair from room 3C to 3J-a because it's really throwing off the kobold/goblin balance and making the ritual spell that keeps your drinks cold require 3% more orc teeth per annum.
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# ¿ May 8, 2015 09:00 |
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gradenko_2000 posted:Were there ever official PDFs of OD&D/Three Brown Books and their supplements, and the Holmes Basic Set that we might expect someday? OD&D definitely had official PDFs. They weren't very good scans though.
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# ¿ Jul 22, 2015 08:15 |
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This one?quote:So this is the setting of original D&D: a frontier land, perhaps with a single state in its center, with wilderness populated by creatures of myth,
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# ¿ Aug 23, 2015 12:07 |
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"James, this is possibly the single coolest cover I've ever seen on an RPG product. No exceptions. I'm trying to think of a better cover, or one its equal, and so far I'm coming up with nothing." Some of the stuff he's published has been good, his game is your basic D&D-but-, he's an insufferable edgelord, and the stuff he writes himself tends to be mediocre. Raggi posted:
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# ¿ Sep 21, 2015 06:13 |
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Again. I was maybe a month away from emailing and asking them when I'd be able to redownload that. e: It's the new version from the reprint they did, with fancy cover art that doesn't fit at all. The reference sheets are the old poo poo scan, but I don't know how that was handled in the reprint. Also, they still haven't re-released Chainmail. 90s Cringe Rock fucked around with this message at 18:29 on Jan 26, 2016 |
# ¿ Jan 26, 2016 18:12 |
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Can I get a Fauchard Guisarme-Fork, Bat's Wing on the fork, in Pike length, with a mid-length spike on the butt? Ta.
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# ¿ May 3, 2016 17:41 |
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The OD&D entry for orcs does go into more depth than the other entries. quote:ORCS: The number of different tribes of Orcs can be as varied as desired. Once decided upon, simply generate a random number whenever Orcs are encountered, the number generated telling which tribe they belong to, keeping in mind inter-tribal hostility. When found in their “lair” it will be either a cave complex (die 1–4) or a village (die 5–6). The cave complex will be guarded by sentries. A village will be protected by a ditch and palisade defense, 1 light catapult per 50 Orcs, and a high central tower of some kind. Orcs found in a cave will possibly have strong leader/ protector types, as will those in villages: quote:Orcs will defend their lair without morale checks until they are outnumbered by 3 to 1. Goblins specifies a king with hobgoblin-power bodyguards if they're in lair, but that's about it for detail. quote:Composition of Force: When in their lair the “goblin king” will be found. He will fight as a Hobgoblin in all respects. He will be surrounded by a body of from 5–30 (roll five six-sided dice) guards as Hobgoblins also. The other "goblinoids" are described in terms of goblins, with kobolds being weaker and so on. quote:HOBGOBLINS: These monsters are large and fearless Goblins, having +1 morale. The Hobgoblin king will fight as an Ogre, as will his bodyguard of from 2–4 in number. So it suggests the lair stuff applies to them too, but it's still not orc-level lairing. That's not for dungeons though, that's for wilderness stuff - the dungeon guidelines are in book 3. quote:Number of Wandering Monsters Appearing: If the level beneath the surface roughly corresponds with the level of the monster then the number of monsters will be based on a single creature, modified by type (that is, Orcs and the like will be in groups) and the number of adventurers in the party. A party of from 1–3 would draw the basic number of monsters, 4–6 would bring about twice as many, and so on. The referee is advised to exercise his discretion in regard to exact determinations, for the number of variables is too great to make a hard and fast rule. There can be places where 300 Hobgoblins dwell, but how many can come abreast down a typical pas-sage in the dungeons? Allow perhaps 3 in a ten foot wide passage, and the balance will either be behind the front rank or fanning out to come upon the enemy by other routes. The most fearsome man or monster can be overwhelmed by sheer numbers of smaller/weaker creatures provided the latter are able to close! 90s Cringe Rock fucked around with this message at 10:46 on Oct 14, 2016 |
# ¿ Oct 14, 2016 10:39 |
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Evil Mastermind posted:WotC just released the original Chainmail rules on DriveThru.
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# ¿ Jan 10, 2017 16:48 |
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Elmore is trash and, like most later TSR elements, not proper OSR old school. The A in AD&D stands for "actually trash." *dives into a pile of gazetteers*
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# ¿ Feb 21, 2017 16:31 |
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Sax Solo posted:drat, I had not heard of this. PDF link for anyone else in my shoes. I need to read Playing at the World sometime.
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# ¿ Sep 24, 2017 14:22 |
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# ¿ May 16, 2024 22:59 |
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Druids as a class came in the Eldritch Wizardry supplement for OD&D, yes, the one with the naked lady on the front probably about to be sacrificed or something. Druids as a monster were in the first supplement, Greyhawk, and I'll just paste that here because I'm lazy. Greyhawk, pp33-34 posted:DRUIDS: These men are priests of a neutral-type religion, and as such they differ in armor class and hit dice, as well as in movement capability, and are combination clerics/magic-users. Magic-use ranges from 5th through 7th level, while clericism ranges from 7th through 9th level. Druids may change shape three times per day, once each to any reptile, bird and animal respectively, from size as small as a raven to as large as a small bear. They will generally (70%) be accompanied by numbers of barbaric followers (fighters), with a few higher-level leaders (2-5 fighters of 2nd-5th levels) and a body of normal men (20-50). The class version notes that if you're using it, you should change the monster entry to match. They're neutral, "more closely attuned to Nature, serving as its priests rather than serving some other diety." (sic) They're into mistletoe, fire, natural forces, and living things. "They cannot turn the undead, but once a druid becomes an "Initiate" [2nd level, you start as an Aspirant] he has the following innate powers: Identify pure water, identify plants, identify animals, and pass through overgrowth (briars, tangles, etc.). Upon reaching the 5th Circle [6th level, I assume] druids then gain the power to shape change (as previously mentioned in GREYHAWK with regard to the Druid-type monster), and when changing from one form to another they lose from 10% to 60% of any damage previously sustained; in addition they are not affected by the charm spells of woodland and water creatures such as nixies and dryads." They have a druid language, and learn fancy languages like "treant" and "green dragon" as they level. They're limited in weapons, but get to use oil. They fight and save as clerics, but with a 2 point bonus on saves involving fire. They have to protect nature, especially trees, but this is more "KILL THE FUCKER HURTING NATURE" than actually defending nature directly, they don't have to risk their own life to defend a tree or whatever. But they can't kill animals unless they really have to, and won't kill trees, even evil forests. They also can't be psychic, which is another new thing introduced this book. They have really boring level titles. It's all Initiate, Xth until you get to 11th level and become one of four (four!) Druids, then one of two Archdruids, then thunderdome it out to become The Great Druid at 13th level, then you just stop levelling and start fighting Archdruids who want your title. Their spell list is a spell list. Locate Plant, Produce Flame, Cure Light Wounds, Heat Metal, Call Lightning (if you're outdoors and there's a storm, one bolt every ten minutes), Insect Plague, Hallucinatory Forest (3" square per level), Conjure Fire Elemental, Finger of Death, topping out with Control Weather, Fire Storm, Animate Rock, Reincarnate. It's a varied list. Warp Wood can gently caress a boat, according to the description, but it's also a volume of wood equal to a 6' spear shaft or six arrow shafts per two druid levels, sooo. Animal Companions: not a thing. Unless you found an animal and tamed and trained it, which is easier when you can cast Locate and Speak With Animals. As for how this compares to other classes, they're basically a cleric variant with poo poo armour and turning into a small bear. 90s Cringe Rock fucked around with this message at 18:57 on Mar 13, 2018 |
# ¿ Mar 13, 2018 18:54 |