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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: GhostNinja on May 01, 2024, 11:48:00 AM

Title: Designing an OSR Game- What System?
Post by: GhostNinja on May 01, 2024, 11:48:00 AM
I am designing an OSR game and it requires that the characters have specific skills for their career class.  The game is a post-apocalyptic/science fiction game.

I looked at the original D&D rules but they didn't have anything for skills.  I probably could work on figuring a way to insert skills into the rules but I am not sure how hard that would be.  Don't want it to be 5e because I am just not a fan of the system.

I could go with B/X but I am not sure if it would be a good fit.

What do you guys think?
Title: Re: Designing an OSR Game- What System?
Post by: JasperAK on May 01, 2024, 02:29:03 PM
I think I'd check the '90s D&D Rules Compendium to see how they put skills in basic D&D.
Title: Re: Designing an OSR Game- What System?
Post by: swzl on May 01, 2024, 07:48:37 PM
I used Knave 1E for the base of my home brew. But I also have a lot of influences from classic to modern sources. Skills for example, I used an adaptation of Swords of Cepheus and MRQ II. Then I added some of my own ideas. I like all characters being basically competent at common tasks. So adding competency levels to a skill gives you a greater bonus skill die to add to base roll. I liked Rob Conley's skill + tools + time = success rules and adapted those to my system. My stuff is free and licensed as CC 4.0 BY. Check out the perks/skills/abilities module at https://www.goatonthetrollbridge.com/downloads/ 
Title: Re: Designing an OSR Game- What System?
Post by: RNGm on May 02, 2024, 05:09:54 PM
You might want to check out the Gamma World early editions for 80s feeling post apocalyptic game mechanics.  While I have no idea if it is worthy of the OSR title as I've never played it (and frankly have no practical gameplay experience with the OSR), it may help a bit in looking at what TSR thought were important skills for the genre.
Title: Re: Designing an OSR Game- What System?
Post by: GhostNinja on May 06, 2024, 12:10:33 PM
Quote from: JasperAK on May 01, 2024, 02:29:03 PMI think I'd check the '90s D&D Rules Compendium to see how they put skills in basic D&D.

Ok will do.  Thanks for the suggestion
Title: Re: Designing an OSR Game- What System?
Post by: GhostNinja on May 06, 2024, 12:11:02 PM
Quote from: swzl on May 01, 2024, 07:48:37 PMI used Knave 1E for the base of my home brew. But I also have a lot of influences from classic to modern sources. Skills for example, I used an adaptation of Swords of Cepheus and MRQ II. Then I added some of my own ideas. I like all characters being basically competent at common tasks. So adding competency levels to a skill gives you a greater bonus skill die to add to base roll. I liked Rob Conley's skill + tools + time = success rules and adapted those to my system. My stuff is free and licensed as CC 4.0 BY. Check out the perks/skills/abilities module at https://www.goatonthetrollbridge.com/downloads/ 

I will look it over.  Thanks
Title: Re: Designing an OSR Game- What System?
Post by: GhostNinja on May 06, 2024, 12:11:46 PM
Quote from: RNGm on May 02, 2024, 05:09:54 PMYou might want to check out the Gamma World early editions for 80s feeling post apocalyptic game mechanics.  While I have no idea if it is worthy of the OSR title as I've never played it (and frankly have no practical gameplay experience with the OSR), it may help a bit in looking at what TSR thought were important skills for the genre.

It's worth a look.  Worse case is it could give me some ideas that are useful.
Title: Re: Designing an OSR Game- What System?
Post by: rytrasmi on May 06, 2024, 07:41:58 PM
I mean pick an OSR system and the thieves typically have skills.

If you don't like lock-step by level, then you could use points. In my home brew, I give thieves 6 points when they level up and they can add them to 3 or more skills, advancing per the chart.

If you don't like the mix of % and d6, then look at Lamentations of the Flame Princess which uses all d6. Hyperborea uses x in d6, d8, or d12 (and maybe d10).

Warlock! has a simple and effective skill system. It doesn't use the typical six attribute scores, so maybe it's not OSR. It does careers though and is a pretty slick system.


Title: Re: Designing an OSR Game- What System?
Post by: JeremyR on May 07, 2024, 04:09:12 PM
B/X uses a skill system where each skill is associated with an ability, and you roll it or under on a d20.

Works pretty well in practice. And while it might seem weird that it's so ability score biased, you can think of it as being a base 50% chance for an average person (10) modified by 5% either way for good or bad abilities.