Lankhmar for Dungeon Crawl Classics will be hitting the shelves some time soonish. The PDF’s have gone out to Kickstarter backers (Yep, I’m one) and the physical copies should be in my grubby hands in a couple months or so. One of the new mechanics added was Fleeting Luck which has been around a while for public consumption and comment for a while. I’ve used in Dungeon Crawl Classics and Mutant Crawl Classics and the players loved it. Then I got to thinking why not use it other games.
So here’s a real brief outline how Fleeting Luck works. The PC’s each get a Fleeting Luck Point at the beginning of the session. If player rolls a Natural 20 or does something cool then they get another point. If any of the players roll a Natural 1 then ALL of the players lose all of their Fleeting Luck.
Since other games don’t have a Luck Score like DCC, I looked around and thought what could I use? Oh yeah. Hello, Fifth Edition. Inspiration Points. So if you don’t Inspiration Points let the player roll two d20’s and take the better for checks. And there you go. Use Inspiration Points with the Fleeting Luck mechanic.
There is one change that I would make for Fifth Edition, I wouldn’t let characters use Fleeting Luck to heal. There’s plenty (almost too much) healing in 5E.
That’s right Episode 22 is Live! Go ahead and give it a listen on Anchor. Of course, you can also subscribe lots of places.
In this episode, I remember that I forgot about making names in World Building series, got some call in’s, and of course The Tale of the Goblin War Cow. This is what happens when you let a crazy grognard play a goblin in 5e and let him be the brains of the operation.
Thanks for stopping by. Thanks for listening. And roll dice. Kill monsters. Take their stuff. And have fun.
Here’s a pretty lengthy rant about how I’m going about making my D&D/OSR/whatever world.
And here’s the “working” map of Zoong including mistakes and other sloppiness. But it works for a DM’s notebook. Where are the Elves and Halflings from? Hasn’t came so haven’t worried about it yet.
And here’s the zoom in hex map from the 5E Campaign. You may recognize some thinly veiled hints about what modules I had on tap.
And you know the drill. Subscribe to the podcast. I don’t always post every I say over here and vice versa. And if you’ve already subscribed. Thanks.
OK, yeah. I was a little rough on Primeval Thule for 5e in the last podcast. But there’s some good things too. And being forever the tinkerer of rules, I’ve got a few ideas for what may in the future become my next 5e campaign.
Off that bat. Races. It’s still a big no on Elves, Dwavres and Halflings. Just humans. That’s enough to keep things interesting. Use the normal human character rules.
Classes. OK. They threw the kitchen sink in there. But to keep to the low magic and Sword & Sorcery vibe. Reduce classes to Fighter, Barbarian, Rogue and Warlock. That’s it. Drop an class specializations that cast spells like the Arcane Trickster and Eldritch Knight. And there some good class specializations in the book. For the Rogue, there’s the Poisoner and for Barbarian, the Slayer. For the Warlock broaden the spell list and include many of the spells from the Wizard and Sorcerer lists plus many of the spells from Primeval Thule. I’d probably limit the Patrons to Fiend, Great Old One (which is awesomely augmented in Primeval Thule) and Hexblade. No I haven’t done THE spell list yet. That’s for the hurried campaign prep stage of things. What about healing? Now, those short rests are much more important. And with standard 5E healing, you get all your HP back overnight. I know this ain’t grimdark gritty but without Mr. Cleric Healbot along for the ride, it’s one of those things I could live with. Additionally, there a couple of ways to get some healing in Thule without the cleric.
Background from the Players’ Handbook. Drop them. Because Primeval Thule did it better with “Character Narratives”. Just what are Character Narratives? Like Background, you get a couple of skills. But in Thule, you also get some neat special level-based abilities. For most of them, the abilities at 6th and 10th levels aren’t that great. So I’d probably drop those. But the first level one’s are pretty cool. You notice there aren’t Rangers mentioned as a class. No prob. Take Hunter. No cleric. There’s a healer that gets 3 HP/level of healing sort of like a Paladin’s lay on hands. I’d say my two favorites are the Soothsayer and Bearer of the Black Book. So for Soothsayer, you can tell a character fortune. The mechanics are simple Roll 2d20 and write those numbers. Those numbers can each be used once to replace the character’s roll or an opponet’s attack roll. Bearer of the Black Book. Cool. You have an Artifact. You gain a spell slot. And there’s good chance somebody is going to try to pry it out your cold dead fingers.
For Feats, there’s some good one’s in the book that keep the vibe going. Use those too.
So overall. Inspirational and useful. But like so many things, I’d house rule the heck out it. Sure there are more cool bits and pieces but those are the highlights.
Roll Dice. Kill Monsters. Take Their Stuff. And Have Fun.
So a player in my Dungeon Crawl Classics game wants potions and other cool stuff but he knows that his character is as dumb as a rock. So he found a marginally sane and reputable alchemist, “Dr Omnibus” (Thank you Matt Finch!). Said character has volunteered to gather whatever crazy ingredients that the alchemist wants. So I made a random system-neutral table. Weird Alchemical Ingredients
Oh and the poor fool volunteered to be guinea pig too. Mwah! Ha! HA!
So maybe this turning into a dead horse but a few things have gotten me thinking again. There’s plenty about both that should be cross pollinating. Let’s get the great big game mechanics elephant out of the way. They are two different game styles and rules but still close enough that many concepts and adventures can cross over. Heck, I ran Death Frost Doom for 5E and converted it on the fly. And the Advantage/Disadvantage mechanic, I think most folks think it’s a pretty good idea. So there’s that.
5 E has put D&D back into the mainstream spotlight again and not in a Satanic Panic sort of way. So that’s good for everybody. More fans means more folks who might wander from 5e over to other games. Be they OSR or even other things like Savage Worlds, d6 or whatever. But there’s a good chance if they’re D&D fan the OSR stuff just might have some allure.
On the flip side, I’ve way too many youtube videos (too many to mention here just google in on your own) about how DM, how to make adventures and so on. You know things that the old hats have been talking about literally for decades. More often than not I say to myself, “Isn’t that just like an article or blog post that I read years ago?” What a lot us old grognards have is experience. And you should know better than to be a jerk about it. (Since this on the Internet I need to throw in silly disclaimers like that now and then.) Crap. The whole OSR thing grew because of sharing ideas.
Oh yeah. And one final thought about RPG Communities. The most important RPG Community is the people around your table.