Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Sunday, August 25, 2013

OSR Means Simple Rules, or Something

Everything should be made
as simple as possible, but no simpler.
-- various attributions

The current state of rules for my OSR game:

I start with Labyrinth Lord, except I use the 1st ed. AD&D/OSRIC hit dice for character class and weapon damage. Which character classes to use is still a fluid concept, including race-as-class. Thieves are still a conundrum, because I like Procedural Lockpicking and feel that many of the listed thieves' skills can be performed by anyone, although I'm intrigued byDyson Logos's 2d6 thief skills table.

Speaking of skills, I don't use them. Everything is based either on a character sheet ability, the resourcefulness of the players, common sense judgments, or a die roll as determined below.

AC ascends, and starts at 10. I use the Dex bonus to hit, and add the Str bonus to damage, for both missile and hand-to-hand combat. Intitiative is individual, roll 1d10 + Dex modifier.

Saving throws are mapped from Castles & Crusades, except the base number is determined by the saving throw in Swords & Wizardry. I add a modifier to the roll based on class, any attribute bonus, and selected prime attributes" (from C&C, but with different values), and use the C&C mapping of old-school saving throw types to new (e.g., "Breath Weapon" = Dex).

Anything not covered in the rules that can be resolved as a yes or no question, I use a d20 and a save. Anything where success can be measured in degrees, I use either a generic 2d6 table adapted from the Moldvay/LL "reaction roll" table, or 3d6 (or more) vs. some attribute. The latter is more likely to be used in contested challenges.

Magic use is per Holmes, plus a bit of 1st ed. Material Component fluff. I use the Holmes scroll creation rules so my low-level M-Us can have a little more firepower. I have two house-ruled exceptions to spell use: Read Magic and Detect Magic are both innate skills of Magic Users, although it takes 10+ minutes to use, whereas casting them as spells is near-instantaneous.

I have my own set of grappling rules. Combat maneuvers are like Telecanter's, except I use a saving throw to determine whether damage is taken or the maneuver succeeds. Languages are also per Telecanter, although I have a slightly more detailed way of handling them. Encumbrance is per Lamentations of the Flame Princess, which is also mentioned in the Telecanter document.


It's that simple.

cheers, Adam

Tuesday, February 12, 2013

No Greater Burden

I've been a fan of the house-ruled abstract encumbrance system that Lamentations of the Flame Princess uses since I first read about it on Telecanter's blog. The one thing that didn't sit right with me was what to do with stronger characters, who quite reasonably wouldn't feel the burden as much as their weaker comrades-in-arms.

A simple solution is to subtract two slots worth of encumbering items per point of strength over 12. That way, a character with 18 STR could go from say, 19 slots (3 Encumbrance, or "Heavily Encumbered") to 7 slots (1 Encumbrance, or "Unencumbered"). Items would still be recorded, of course. Tying it to every point of STR makes a 13 or a 14 really worth something, as it might just be the difference between Heavy and Light Encumbrance.

cheers,
Adam

Sunday, January 13, 2013

We're All Just Playing Holmes Basic

The game is intended to be fun and the rules modified as the players desire. Do not hesitate to invent, create, and experiment with new ideas. Imagination is the key to a good game. Enjoy! --J. Eric Holmes

With that in mind, if anyone asks me what my home-ruled OSR mish-mash is called, I just say it's Holmes Basic. Even though the rules differ, and sometimes radically, from that wise tome.

cheers,
Adam

Monday, December 19, 2011

Tunnels and Trolls: optional archery changes

Speaking of "swingy", I've also house-ruled the archery rules for Tunnels and Trolls a little bit.

My archery/missile rules include an 'easier' table:

1-30 ft: L1-SR on DX
30-100 ft: L2-SR
100-200 ft: L3-SR
200-300 ft: L4-SR
300-500 ft: L5-SR

...plus or minus 1-2 levels for very large or very small targets.

The archer makes the roll and notes by how much he has exceeded the target. So if I needed a 5 and rolled 11, I'd note the 6-point spread. If the target is a sentient, moving creature, it gets a L1-SR, but has a penalty to the roll equal to the amount the archer exceeded, in this case 6 points. So if I had only needed to roll a 4 or better, I would now need to roll a 10 or better. (If two characters are shooting, optionally it would take a L2-SR beat by the sum of the two successes, but only one of the arrows actually hits--you dodge one only to walk into the other.) This (a) allows archers at low levels a decent chance to hit non-moving targets, and (b) allows characters a chance, however slight, to avoid the considerable damage that even a low-level archer can inflict.

As always, these are just my house-ruled suggestions. It is very possible to enjoy T&T playing by the rules as written.

cheers,
Adam