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Designing an OSR Game- What System?

Started by GhostNinja, May 01, 2024, 11:48:00 AM

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GhostNinja

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?
Ghostninja

JasperAK

I think I'd check the '90s D&D Rules Compendium to see how they put skills in basic D&D.

swzl

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/ 

RNGm

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.

GhostNinja

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
Ghostninja

GhostNinja

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
Ghostninja

GhostNinja

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.
Ghostninja

rytrasmi

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.


The worms crawl in and the worms crawl out
The ones that crawl in are lean and thin
The ones that crawl out are fat and stout
Your eyes fall in and your teeth fall out
Your brains come tumbling down your snout
Be merry my friends
Be merry

JeremyR

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.