So yep still playing around getting ready to run a White Box game. We’ve talked some scheduling within the group and it looks like it will be just after the New Year. Yep, we plan that far ahead. Anyway, on to the subject at hand. I’ve been thinking about weapon damage and making a little variable or swingy as some say. My first gut instinct was just port in the variable weapon damage and HD from Supplement 1 or Basic. While it would probably work, it just doesn’t keep with the vibe of White Box (just needing d20’s and d6’s). I thought a bit and then I remembered some bits from Open D6. Hey that might work.
So here’s the low down. Each +3 bonus becomes an additional die. For example:
A fighter with 15 Str (+1) with a +2 Sword (d6+2). Normally, that would be 1d6+3. Under this it becomes 2d6.
Let’s take the same fighter but this time give him a +5 Great Sword. Normally, that be 1d6+7. Under this that become 3d6+1
Now let’s take these two examples and look at averages:
1d6+3: 6.5; 2d6: 7
1d6+7: 10.5; 3d6+1, 11.5
And now damage range:
1d6+3, 4 to 9; 2d6, 2 to 12
1d6+7, 8 to 14; 3d6+1, 4 to 19
Averages are close enough for my tastes. The damage ranges are more variable and have more of a bell curve. Which can put the idea of a crit that does more damage based on the damage roll rather than the to-hit roll. And it let’s the players roll more dice which most enjoy. Of course, the same would go for monsters and NPC’s too. So the PC’s might be on the receiving end of that damage.
Once again, the dice have not yet met the table on this one and YMMV.
I just talked about a Frankengame on the podcast. And this is an example.
So I’ve decided to do only one episode a week. Better energy and just better time management (IHMO) with normal life. But that’s not what you want to read about. What’s up in this episode?
The migration to MeWe.
Skills in OSR Games.
Reading from the Little Brown Books.
And my favorite dice: Role 4 Initiative
See in comparision to the d20 from the 5E Starter Set.
And here’s Episode 35.
You know the drill subscribe to the podcast….
So this is going around. Thanks to Zak S. And here’s my little take on it.
1. One article or blog entry that exemplifies the best of the Old School Renaissance for me: Matt Finch’s Old School Primer.
2. My favorite piece of OSR wisdom/advice/snark: The secret we should never let the gamemasters know is that they don’t need any rules. (Gary Gygax)
3. Best OSR module/supplement: Lamentations of the Flame Princess Referee Book (Grindhouse Edition).
4. My favorite house rule (by someone else): Here’s a whole set.
5. How I found out about the OSR: I got tired of using a spread sheet to keep track of my character in Pathfinder and started searching the Internet. It all started with discovery Castles & Crusades, OSRIC, and Labyrinth Lord. Then just one thing lead to another.
6. My favorite OSR online resource/toy: Wizardawn
7. Best place to talk to other OSR gamers: Currently, it’s MeWe after the Great G+ Exodus.
8. Other places I might be found hanging out talking games: Tenkar’s Tavern.
9. My awesome, pithy OSR take nobody appreciates enough: Roll Dice. Kill Monsters. Take Their Stuff. And have FUN! The story will happen. Just let it.
10. My favorite non-OSR RPG: Savage Worlds
11. Why I like OSR stuff: Simple, customizable, and flexible core rules with ton of content and tweaks from an amazing number of create folks.
12. Two other cool OSR things you should know about that I haven’t named yet: D&D With Porn Stars, Swords of Jordoba
13. If I could read but one other RPG blog but my own it would be: Elf Maids & Octopi
14. A game thing I made that I like quite a lot is: Gary Vs The Monsters because it’s the first “whole” game that I wrote.
15. I’m currently running/playing: Running: Sharp Swords & Sinister Spells. Playing: Call of Cthulhu: Horror on the Orient Express
16. I don’t care whether you use ascending or descending AC because: the math ain’t that hard….
17. The OSRest picture I could post on short notice:
And I’d like to add one more thought: Don’t believe everything you read on the Internet.
Episode 33: The Weirdling World of Jordoba.
OK so this is a little ramble about the Jordoba and Uncle Matt’s (Finch) RPG Studio Patreon. It’s a fun and just weird enough world without going too crazy or off the tracks. Any way sorry for the rambling on this episode.
And if you just want to go direct and check it out yourself here’s:
Uncle Matt’s RPG Studio Youtube Channel
Uncle Matt’s Patreon.
Uncle Matt on Drivethru RPG
Another update on the World of Zoong. Yeah, so I’ve working on redoing the world maps from that hand scrawled thing that I posted a few weeks ago. But then I thought, why not update with all my notes. I made a short mention of this on the podcast. That southern wasteland continent. I had just a single note written down for it. “Post Apocalyptic He-Man/Thundarr” That’s it. So I figured that I’d put a little bit more meat on those bones.
What does the place look like? Pretty much a desert wasteland full of ruins. Sort of a fantasy mix of Ancient Egypt, Mythic Atlantis and so on. Or since a pic is worth a 1,000 words…
Now I haven’t come up with names of any cities yet. I’ll wait till I get further along on drawing the map and fleshing things out more. So why it is the Godless Land? Well, too much hubris. Too much magic. And the gods just abandon the place. This all got me thinking of the best place to start in making this place. And, of course, that’s with Races. So here’s what I thought of.
Aeturian (Human Sub-Race): While basically “human”, Aeturians cannot be Clerics, Druids, Paladins, or similar classes. They are generally Fighters, Magic-Users, or Thieves. Aeturian society is basically broken down into two groups or castes. Spell casters and non-spell casters; with the spell casters being the powerful nobility. They are all wary and untrusting of those who deal with the gods.
Tough & Hardy: The hardships of living in Aeturia means the survivors are tougher than standard human stock. Aeturians gain an additional HP each level.
Wary of Magic: +2 Save vs Magic
Survival Instincts: -1[+1] AC
Powerful Sorcery: Targets are at a -1 penalty to their Saving Throws against the character’s spells.
Magic Most Vile: Aeturian wizards routinely commune with demons, devils, and other outer beings which they may call on in time of need (or want). But there is always a price to pay. This depends on the boon asked and the GM’s discretion.
OK, so I may flesh this out more later on. And I know that this seems more powerful than the standard stock human. But I’m also taking into account my House Rules (posted earlier). Aeturians won’t get the stat boost nor the ability to buy up stats.
With that, I’ll get back to brainstorming.
Yes, I’m still working on my next old-school campaign. And the good thing is that I’ve got some time to plot, plan, and make extra stuff up. That’s another way of saying add some more meat to the world. So I had this idea a while ago and it just struck me to add it to Zoong.
So just what is the Church of 1,000 Saints? Since I’ve been really fast and loose with the pantheon of Zoong, I decided that I needed that good old “generic” good temple. (Hey, I just created a new alignment, Generic Good.) You know that place where the PC’s go to buy potions, maybe get a curse removed, or bring back a fallen comrade from the dead.
The Church of 1,000 Saints is sort of its own pantheon. A thousand (at last count) gods, demi-gods, and powerful good beings with generally the same agenda. The Church itself is also made up of just as many monastic orders devoted to each Saint. While there is some internal strife and debate over the particulars of dogma and so on; the Church publicly stands for what most consider the “good” stuff. While each order within the Church has its own hierarchy, the Church overall has no centralized power structure and each individual temple is autonomous. Once again this occasionally leads to more internal strife.
Yeas, this is only an idea seed so far. Yeah, I’ll probably flesh it out with a list of popular Saints. Also, of course, there will be more gods in the world. Once again, those ideas start to fill my head about hacking clerics and maybe just changing the divine powers of the world a little bit. But then that’s another post. Now back to scribbling notes…
Another day and another episode. Yes, I recorded this yesterday morning and wasn’t quite awake yet. Which makes it a little entertaining in train wreck sort of way.
I go into another of those OSR debates and stand foolishly in the middle. Race as Class is OK but also shouldn’t be the only option and should be cool. Plus I go into a short little ramble on Zoong and maybe an odd idea to mess around with clerics (again). Any here you. Listen. Subscribe. Roll Dice….
Episode 31: Race as Class