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Is a retro-clone the right game for me?
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<blockquote data-quote="JeffB" data-source="post: 5326015" data-attributes="member: 518"><p>I think you've got a few choices- personally I'm kinda on the same trip- I've been looking for something that gives a decent amount of options for players, and offers a bit more "fun" mechanics for combat as well as a simple skill system, but still isn't a beast to run or mini dependant. </p><p></p><p>I have not found it.</p><p></p><p>That said-</p><p></p><p>Swords & Wizardry in either form- I prefer the Whitebox rules, as the Core rules doesn't really add all that much from the Supplements, and what it DOES add is not really what I'd like to see from the supplements. Whitebox is really tight- and a great platform for expansion however. </p><p></p><p>Basic Fantasy RPG takes Moldvay Cook Marsh B/X and adds a few 2e and 3e-isms (race/class separate-but with some non permissable choices, ascending AC, more detailed 3E spell descriptions, etc). It's for free, and very cheap for a print copy via Lulu (which I bought). </p><p></p><p>Labyrinth Lord by itself is very tight to the original MCM B?X set. With The Advanced companion, it takes all the "goodies of AD&D (3 core books) , and re-writes them into the simple mechanics of B/X. Races, classes, expanded spell lists, monsters, magic items, etc. This is becoming more appealing to me over time. I just wish the books were available in print with no art- the LL art bugs me to no end-just a personal hangup.</p><p></p><p>another choice would be Castles & Crusades- not a clone, but 3E modernism, filtered through the lens of AD&D gaming style/attitude. Mechanically the system while simple, is kind of wonky, I had to make a major houserule right off the bat for the unified mechanic. But it works well, and especially is easy to house-rule, add to, and convert/utilize products from OD&D right up through 3E with. Again, on a personal hangup level-the release schedules are goofy, chaotic, and never can be relied upon. They announce alot of product that is constantly pushed back (sometimes for years) and some product that came out of nowhere is suddenly released (especially the extremely unpredictable quality work of James Ward). I also find the writing style frustrating- it's obvious they are trying to write to the reader in a old school Gygaxian fashion, but it comes out disjointed, wordy with no purpose, and often repetitive (unlike Gygax). </p><p></p><p>EDIT- I should also mention, while not as easy to convert existing D&D product to, Spellcraft & Swordplay is a VERY cool retro D&D style game that answers the "what if" D&D had continued to be based on the Chanimail combat system, vs. the "optional" system presented in the LBBs. It is 2d6 based, with a unified mechanic and definitely adds some spice to combat (but does increase the die rolling quite a bit). I also like that it has spell casting roll, making for tamed down Magic-Users. It also adds a few special bits to each class that makes them better at their role- for example, only Fighters can use their dexterity to (effectively) improve AC. </p><p></p><p>my 2cp.</p></blockquote><p></p>
[QUOTE="JeffB, post: 5326015, member: 518"] I think you've got a few choices- personally I'm kinda on the same trip- I've been looking for something that gives a decent amount of options for players, and offers a bit more "fun" mechanics for combat as well as a simple skill system, but still isn't a beast to run or mini dependant. I have not found it. That said- Swords & Wizardry in either form- I prefer the Whitebox rules, as the Core rules doesn't really add all that much from the Supplements, and what it DOES add is not really what I'd like to see from the supplements. Whitebox is really tight- and a great platform for expansion however. Basic Fantasy RPG takes Moldvay Cook Marsh B/X and adds a few 2e and 3e-isms (race/class separate-but with some non permissable choices, ascending AC, more detailed 3E spell descriptions, etc). It's for free, and very cheap for a print copy via Lulu (which I bought). Labyrinth Lord by itself is very tight to the original MCM B?X set. With The Advanced companion, it takes all the "goodies of AD&D (3 core books) , and re-writes them into the simple mechanics of B/X. Races, classes, expanded spell lists, monsters, magic items, etc. This is becoming more appealing to me over time. I just wish the books were available in print with no art- the LL art bugs me to no end-just a personal hangup. another choice would be Castles & Crusades- not a clone, but 3E modernism, filtered through the lens of AD&D gaming style/attitude. Mechanically the system while simple, is kind of wonky, I had to make a major houserule right off the bat for the unified mechanic. But it works well, and especially is easy to house-rule, add to, and convert/utilize products from OD&D right up through 3E with. Again, on a personal hangup level-the release schedules are goofy, chaotic, and never can be relied upon. They announce alot of product that is constantly pushed back (sometimes for years) and some product that came out of nowhere is suddenly released (especially the extremely unpredictable quality work of James Ward). I also find the writing style frustrating- it's obvious they are trying to write to the reader in a old school Gygaxian fashion, but it comes out disjointed, wordy with no purpose, and often repetitive (unlike Gygax). EDIT- I should also mention, while not as easy to convert existing D&D product to, Spellcraft & Swordplay is a VERY cool retro D&D style game that answers the "what if" D&D had continued to be based on the Chanimail combat system, vs. the "optional" system presented in the LBBs. It is 2d6 based, with a unified mechanic and definitely adds some spice to combat (but does increase the die rolling quite a bit). I also like that it has spell casting roll, making for tamed down Magic-Users. It also adds a few special bits to each class that makes them better at their role- for example, only Fighters can use their dexterity to (effectively) improve AC. my 2cp. [/QUOTE]
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