OSR This tells me OSR is alive and well.

I think the major pressure point with thieves is likely the Find/Remove Traps.

For the first three levels, it's 10%, 15%, and 20%. And traps are deadly in the TSR era.

Which means that you are unlikely to find them, and even if you do, you are probably going to die removing them.

Climb walls is just slightly worse, with the ever-present chance of falling and taking damage that might kill you. That said, I do like Moldvay's take on it better, which is that you only have to check once per 100' (I would relax that to once, period) but that the fall occurs halfway through.

In other words, it's not just that certain thief abilities are bad. After all, you can miss on hearing noise, hiding in shadows, moving silently (although I truly think that hiding and moving should be combined into one roll, because, c'mon!), open locks, or pick pockets.

But climb walls and FRT will kill you dead.
Yeah, the math if you need to pass at both Find AND Remove Traps is absurd.

In my current game the Thief decides to Hide/MS and scout ahead. She failed the check of course due to sucking at her job, 6 Goblins got the jump on her and she died. Luckily her sister was nearby to take her place.
A key thing to understand when adjudicating Hide in Shadows and Move Silently is that you are rarely rolling both of them. Hiding is for when you're stationary. Moving Silently is for moving.

As with Find/Remove Traps, if you need to roll them both your odds go from bad to absurdly bad.

I'm pretty sure they all suck at the start. The fighter is barely better at hitting things than a cleric, and that only happens at level 4, then the fighter is even with the cleric again until level 7!
The Fighter also has more HP and can use all the magic weapons on the charts, where the Cleric can only use 6.25% of those on the Basic charts (the Mace +1), and 6% of those from the Expert charts. The Cleric can obviously use a bunch of other items, but in terms of combat prowess it's hard for them to even get a magic weapon, where Fighters will normally expect to have at least one by 2nd level, and their ability to use magic swords is almost a class ability.

I can't buy into the "they all suck at the start" argument. IMO it's a false equivalency. Everyone is fragile, sure, but everyone else has stuff they're legitimately good at. The Thief is actively terrible at their own specialty, and more fragile than anyone except the guy who's routinely carrying a "nuke an encounter" button.

I strongly prefer low level stuff anyway, so there's no reason not to pick a dwarf over a fighter in that case. It's why I keep messing around with alternate to-hit/thac0 tables. Favorite concept lately is to give fighters a damage bonus that grows over the levels. Definitely makes them better at hitting and damaging things than a cleric. I think though, that if I do those things, it might be prudent to split the fighter's thac0/to-hit from the demihuman's ones. I'm also a big fan of smoothing the tables.
Definitely with you there on smoothing the attack progressions. Dwarves are a bit tricky in terms of being not much more XP than a Fighter for everything they get and the minimal amount they lose. Giving Fighters a damage bonus or Cleave or something is nice. Or the Sweep rule (attack 1x/level against 1HD or less creatures) or the upgraded version which isn't purely capped at 1HD critters (attack a number of times = monsters' HD divided into your level).

LL uses a different tier. Possibly from BECMI? Plate is 250. Best starter you can get is AC 4 at about 75 gold plus another 10 for a shield for AC 3.
Yes, LL has armor prices based on AD&D, which I'm less fond of.

Tunnels and Trolls also did this where they had a Rogue class (sub-class?) that was a Rogue Wizard. I forget the specifics but I am sure someone could fill in the blanks.
All Rogues are that way in T&T, taking after Vance and Leiber. They can learn spells but don't have a guild to teach them, so they have to find them.

This is why my favorite way to run the thief is that their skills are Supernaturally Beyond what anyone can attempt.

Anyone can hide, a thief can hide in shadows - in plain sight, no cover.

Anyone can climb a wall - a thief can climb a sheer surface. A thief can climb a perfectly smooth, sheer glass wall with no handholds and no tools.

And so on and so forth.

Any time a thief tries to do the mundane version of those actions - such as climbing a wall with handholds and gear, they automatically succeed.
Was it Jason Cone AKA Philotomy Jurament, of Philotomy's Musings fame, who originally came up with this interpretation?
 

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For the last 2 weeks I've been running B/X (via Labyrinth Lord) and each time we've played (once per week) I've had an older gamer come and ask "Oh are you playing Basic? Have room for 1 more?"
[...]
Just saying there are people out there wanting old school D&D.
Not disagreeing with anything said here, I enjoy some OD&D myself, am happy to see and hear people like old games still and I should post here looking for players when I start my next online open table campaign ... but the desire of people to play older editions (YAY!) and the health of the OSR as a movement or coherent scene are not the same thing.

I tend to think the OSR has passed on - not that people don't still play in the OSR style, but it's not a coherent community, actively developing idea of play, or even a "scene" these days. I personally place the end of the OSR at the somewhat arbitrary date of the end of Google + because that's the final point that the various sub-scenes and ideas which made up the late-OSR stopped really interacting.

At this point we have a distinct body of OSR ideas and OSR work (from the Mythic Underworld and OSRIC to ultralight mechanics and Into the ODD) that show a coherent development of ideas and personalities who generally interacted. In the past. These days there are multiple progeny of the OSR, from the Revivalist Reactionaries of /tg/ and BrOSR types to the people who describe their work as NSR, O5R, and whatever is left of Sworddream. The vast majority of those using OSR to describe themselves however are simply using the term to brand their work as Pre-3E(ish) D&D compatible. That and specific brand loyalists/scenes like Mothership or OSE. None of this is bad, it's just that all this is a collection of unique "Post-OSR" approaches that aren't in connect with the others and are happily (or caustically) evolving down different paths. It's like any other arts movement or music scene.

I for example consider my own work "Proceduralist Post-OSR". Which may just be me.
 

I tend to think the OSR has passed on - not that people don't still play in the OSR style, but it's not a coherent community, actively developing idea of play, or even a "scene" these days. I personally place the end of the OSR at the somewhat arbitrary date of the end of Google + because that's the final point that the various sub-scenes and ideas which made up the late-OSR stopped really interacting.

At this point we have a distinct body of OSR ideas and OSR work (from the Mythic Underworld and OSRIC to ultralight mechanics and Into the ODD) that show a coherent development of ideas and personalities who generally interacted. In the past. These days there are multiple progeny of the OSR, from the Revivalist Reactionaries of /tg/ and BrOSR types to the people who describe their work as NSR, O5R, and whatever is left of Sworddream. The vast majority of those using OSR to describe themselves however are simply using the term to brand their work as Pre-3E(ish) D&D compatible. That and specific brand loyalists/scenes like Mothership or OSE. None of this is bad, it's just that all this is a collection of unique "Post-OSR" approaches that aren't in connect with the others and are happily (or caustically) evolving down different paths. It's like any other arts movement or music scene.

I for example consider my own work "Proceduralist Post-OSR". Which may just be me.
The end of the OSR predating Mork Borg, Knock, Dolmenwood, the Monster Overhaul, the entire life and death of A Thousand Thousand Islands, new editions of Cairn and Swords & Wizardry, and OSE conquering a significant portion of the gaming world feels awfully premature.

It's definitely different after the end of G+, but as a recent Questing Beast video has shown, OSR stuff is incredibly popular on Kickstarter. If OSR is dead, the corpse has a whole lot of life in it.
 

The end of the OSR predating Mork Borg, Knock, Dolmenwood, the Monster Overhaul, the entire life and death of A Thousand Thousand Islands, new editions of Cairn and Swords & Wizardry, and OSE conquering a significant portion of the gaming world feels awfully premature.

It's definitely different after the end of G+, but as a recent Questing Beast video has shown, OSR stuff is incredibly popular on Kickstarter. If OSR is dead, the corpse has a whole lot of life in it.
I think Gus makes a fair case that it stopped being "The OSR" as in a single subculture scene with lots of common touchstones (Grognardia, Dragonsfoot, K&KA, Jeff's Gameblog, Google+) where almost everyone was present and interacting, and split into multiple sub-scenes with "OSR" becoming more of a marketing category.
 

The end of the OSR predating Mork Borg, Knock, Dolmenwood, the Monster Overhaul, the entire life and death of A Thousand Thousand Islands, new editions of Cairn and Swords & Wizardry, and OSE conquering a significant portion of the gaming world feels awfully premature.

It's definitely different after the end of G+, but as a recent Questing Beast video has shown, OSR stuff is incredibly popular on Kickstarter. If OSR is dead, the corpse has a whole lot of life in it.
These are great products, but to me they are Post-OSR. Cairn is NSR, OSE started as a late OSR project and continues as a branded retro-clone with its own community.

My point is again not to split hairs about the exact dates of the art movement but to point out that what we have now several distinct child-movements that for the most part aren't in conversation and aren't aiming for the same things.

For me personally as an early-OSR forum lurker and mid-OSR blogger and designer (now also a post-OSR blogger and designer) this looks like a large circle of gaming acquaintances, design collaborators, and campaigns exploding into several small circles. For example I still talk to the TorantOSR folks some, I talk with NSR people (a few who were OSR people as well) and my own cohort of collaborators (many who are from the OSR days). I also talk to the forums here - but there's no one place I can present an idea and have the input of all these people at once, and the ideas (or specifically design goals) of these groups are different. There is no OSR in a meaningful sense - just a variety of people using the term for different ends.

As Crass said back in the 1970's "Punk is Dead"...
 
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These are great products, but to me they are Post-OSR. Cairn is NSR, OSE started as a late OSR project and continues as a branded retro-clone with its own community.

My point is again not to split hairs about the exact dates of the art movement but to point out that what we have now several distinct child-movements that for the most part aren't in conversation and aren't aiming for the same things.
There's certainly some cross-currents conversation on places like Reddit, but I think a lot of the creative energy has moved into like-minded groups on Discord, for sure.
 

There's certainly some cross-currents conversation on places like Reddit, but I think a lot of the creative energy has moved into like-minded groups on Discord, for sure.
Reddit actively discourages creators from posting - heck it bans you for linking to your own blog... reddit is for shelfies and fan art, not making things.

Okay that's me being catty - apologies to the r/osr fans.
 

Reddit actively discourages creators from posting - heck it bans you for linking to your own blog... reddit is for shelfies and fan art, not making things.
For sure, but it does foster discussion among people who are invested in more than one type of OSR play. I mean, I got recommendations for Cairn and Electric Bastionland there when I was looking for information about OSE. :)
 

There's certainly some cross-currents conversation on places like Reddit, but I think a lot of the creative energy has moved into like-minded groups on Discord, for sure.
Sure, but the OSR isn't defined by all the people being in the same place talking to each other. "The community isn't on G+ therefore there's no more community." That's ridiculous hair splitting.
Reddit actively discourages creators from posting - heck it bans you for linking to your own blog... reddit is for shelfies and fan art, not making things.

Okay that's me being catty - apologies to the r/osr fans.
That's not remotely true.

The top pinned post on r/osr is a blog roll. Anyone and everyone is allowed to post links to their blogs.

"Rule 1: Self-promotion. You may promote your own product, but you must announce that it is yours, e.g., "Check out this new module that I wrote!" You can announce your blog once per week, like "I blogged these five posts, check them out!" Kickstarters are temporarily being reviewed before being approved as a test. Please message the mods if you have concerns."
 


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