The Akratic Wizardry Blog is near and dear to my heart. I remember back in the day (I guess we can say that now.) that I first stumbled upon Swords & Wizardry and this is one of the first blogs I ran into.
I gravitated towards the Sword and Sorcery house rules that contributed greatly to the original edition of Crypts & Things.
Both of these games are one’s that I really love and enjoy. Sure I’ve passed by the blog now and then and I really need to stop by there more often. Like all my What’s Cool Wednesday’s. It’s not about me ranting on about a particular blog. It’s give you a teaser then have you go check it out for yourself. SO yeah. Check it out.
I’ve been thinking about these for a while. Let’s face it level drain has been debated to death. No put intended. And I’ve said before that I don’t mind it. But I will admit that it is really harsh. And then there’s magical aging. This is usually due to the old Haste Spell when the target ages a year. I always thought that it was kind of meh. And if the target was an elf, then it’s a who cares. To an elf, what’s another year. With the upcoming Labyrinth Lord game, I decided to think about these two and came up with a couple of ideas that I wanted to simple and still have that old school feel about them and that I could convert on the fly.
Level Drain: Instead of draining levels, monsters with this ability do extra damage (1d6/Level Drained). This damage is special and must tracked separately. It will not heal naturally. Potions will not work. Only a character employing healing spells who also has the Turn ability can attempt to heal the damage. For any healing spells to actually work, the caster must make a turning attempt (for each spell cast) and must successfully “turn” the creature that caused the damage.
Magical Aging: For each year that a character is magically aged, a Saving Throw versus Spells must be attempted. On a failure, the character permanently loses 1 point of Strength, Dexterity or Constitution (determined randomly).
So those are my quick thoughts on that. I’ll give the players the option on the level drain if they want to go hard core old school or something gentler. We shall see.
Tonight is our groups first gaming session after the holidays and the FLGS finished up their inventory, so it’s time to get the year rolling. To be honest, I don’t remember which of the games that we’re supposed to play. It’s either Call of Cthulhu (Horror on the Orient Express) or 5E (Dragon Heist). But I’ve also my own little bit to-do.
I’ve been geared up to run an OSR game again for a long time now. I’ve done a lot of little things for White Box but then I just got my copy of Advanced Labyrinth Lord. So it’s time to put it up to the group which one they want to play. No mater their choice it’s going to be fun. Oh and in case you were wondering..They are going to start…
Man, I’ve been anticipating this for a while. I’ll let you know how it goes folks.
Til next time. Roll dice. Kill monsters. Take their stuff. And have fun out there!
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.
Still working and tweaking and brainstorming. You know that feeling. So here’s the bulk of the House Rules for my White Box Games. And like many things it’s still a work in progress. And helps explain the character sheet I did last week.
I like using the x in d6 for lots of different things and I think that it works well. If you go back in the blog archives, I talked about other systems too like using Saves As Skills and using an x in d12 system. Those things I’ll probably keep in my back pocket for Swords & Wizardry Complete/Core hack.
Plus I’m still doing some tweaks on races and classes. So stay tuned for that.
So here’s why you’re here: White Box House Rules V2
Also go ahead and check out the Downloads Page for other stuff. Yes, I know there some typos in some old stuff.
The actual house rules that go with this are still a crazy mess that only I can understand. So that will hopefully get posted next week. But I made some tweaks based around my own ideas. YMMV. And could work for about any of the versions of the Swords & Wizardry. Once again YMMV and depends on the house rules.
White Box Character Sheet V2
Another episode and I talk about lots of stuff.
I rant about Grimtooth’s Trapsylvania for Dungeon Crawl Classics. The PDF’s went out to Kickstarter backers and yes I backed it. Great dark murderous fun!
I also talk about Dirk Stanley doing a Swords & Wizardry conversion of Far Away Land. Great Idea. Can’t wait for that one.
And the wrap up of my Sharp Swords & Sinister Spells game. Enjoy!
Here’s the link.