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Mucking around, take two: the OSR, B/X edition

Started by HephaistosFnord, April 04, 2024, 05:17:34 AM

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HephaistosFnord

Here we have a trimmed-down version of the homebrew I've been experimenting with:

https://docs.google.com/document/d/1ai_fgD_ju6zHAuj4q_3SEHp5hpBaUANY7Ojc6GLxLCs/

This version is only 73 pages; it includes character creation and 10 levels of character advancement for the Fighter, Rogue, and three types of Magic-User (Cleric, Druid and Wizard); it doesn't include any fighting styles, feats, subclasses, or other 5E niceties. It *does* have combat rules, exploration rules, and a robust 40ish pages of spells, however.

It's mostly written in B/X style, but operates with a hybrid of B/X and 5E proficiency rules, and 5E-style full tactical combat rules scaled to a 5-foot grid. It's a good brief showcase into how my system is intended to operate, for those of you who don't wanna read 620+ pages of weighty tome.

That said, it's 5 in the morning now, so there are likely a few minor typos or copy&paste errors.


HephaistosFnord

#2
And here it is, split into four 30ish page documents:

Handbook for Referees - (42 pages - exploration rules, encounter rules, Basic equipment, all potions, and all magic items)
https://docs.google.com/document/d/1dFf_l_4fPvlKB4F-Nd7qwfXd2n5YI3Ttp8_iVz6HhTk/

Handbook for Players - (39 pages - Full character creation rules, all classes, basic armor & weapons, and full exploration & encounter rules)
https://docs.google.com/document/d/1uchU33PLUdYw5KERzfoIl6gSxIMaYOaGIuM7pGFFFN4/

Cleric's Handbook - (9 pages - Cleric class & some Cleric spells; I clearly need to flesh this one out more)
https://docs.google.com/document/d/1k78lAK1G9mr9WMxG641qgte95SE10ezdnW2xkZnBw6w/

Druid's Handbook - (26 pages - Druid class & all Druid spells, all potions, and all beasts suitable for animal companions or wild shapes)
https://docs.google.com/document/d/18B-kJ67OjsimW_FOjFksOEVzTeG9bd8mxN0Y8ZD2ePA/

Wizard's Handbook - (32 pages - Wizard class & all Wizard spells)
https://docs.google.com/document/d/1Q09fi-zmdqcqIk3wIFOzi3BNDLv6nIUyOkbblmCC2wY/


JeremyR

FWIW, Tom Moldvay did his clone of the B/X system in 8 pages (The Challenge System)

HephaistosFnord

yep, but I've got a lot of 5E balanced stuff to manage - mostly spells, to be honest :)

Aglondir

Did you link the wrong files? Your player's book is 153 pages, not 39.

I suggest you strip out all of the fluff text for posting on game design forums. A 10-page skeleton would be perfect.

Attack Proficiency: I think there's a mistake on page 7:

QuoteWhen fighting, your character's attack proficiency is based on their class and level. Magic-users will never have an attack proficiency, while Experts and (And what?)

Saves: I like what you've done here. I'd just call them skills and lose the "saving throw" baggage. Does Awareness cover noticing when someone is trying to pick your pocket or ambush you? Deduction as a skill is hard to implement well. It almost sounds like you have it working as Perception?

Classes: I like the 3x3 matrix. This one seems very different than your previous thread, at least in regards to the alignment/class matrix approach. Both are good ideas.

Adept: I'd rename it Swashbuckler, since Adept makes me think of a spellcaster.

Performer: I love the idea of a non-casting bard, but the Adept and Performer are overlapping too much. I'd swap out Evasion and UD for some of the 3E bard's quasi-magical abilities. Wait, the performer starts with blacksmiths and tinkers tools? Is that right?

Artisan: You introduce him as a Craftsman on page 22. This is a neat idea. It all depends on how powerful the "common" potions are. Too powerful and it's a magic-user subclass.


You've got some great ideas here, but it's way too 5E for my tastes.