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<blockquote data-quote="Jahydin" data-source="post: 9542202" data-attributes="member: 6984869"><p>There are so many great OSR games to play at the moment! I honestly haven't found "the perfect one" yet, so kind of just rotate them to match whatever system the module I'm running is based on. For games that I actually write my own adventures for, that would be Shadowdark for simple crawls and Without Number games for actually world building.</p><p></p><p> I mostly picked this up for the great artwork, but was pleasantly surprised how much I like the rules too. To maybe address some of your concerns:</p><p></p><p>Lethality - Not as bad as B/X based clones. This is thanks to using AD&D HD (like d10 for Fighter, not d8), starting at max HP, not dying at 0, and additional Class Features (like Cleave for Fighter) . There is also a Bind Wounds action that can be done after fights that heals 1d3 hp. Finally, if a PC does die, if they are ritualistically cremated the next character you roll up gets bonus XP (and honestly, I'd steal the ACKS version of this since it's more generous).</p><p></p><p>Strategy/Tactics - Very strong in this game and what the system is built around. For instance, maneuvering to get advantages (like flanking and/or high ground) is a must since the "To-Hit" chances are lower in this game. "Combat as war" is very much a consideration and even encouraged throughout the text.</p><p></p><p>Overall though, it is meant to be a tough game for tough players. The Appendices offer some really solid advice on how to survive though (like making use of retainers as "meatshields"). </p><p></p><p>For instance, regarding combat:</p><p></p><p>And XP:</p><p></p><p></p><p>Both statements seem to back up what you have in mind.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9542202, member: 6984869"] There are so many great OSR games to play at the moment! I honestly haven't found "the perfect one" yet, so kind of just rotate them to match whatever system the module I'm running is based on. For games that I actually write my own adventures for, that would be Shadowdark for simple crawls and Without Number games for actually world building. I mostly picked this up for the great artwork, but was pleasantly surprised how much I like the rules too. To maybe address some of your concerns: Lethality - Not as bad as B/X based clones. This is thanks to using AD&D HD (like d10 for Fighter, not d8), starting at max HP, not dying at 0, and additional Class Features (like Cleave for Fighter) . There is also a Bind Wounds action that can be done after fights that heals 1d3 hp. Finally, if a PC does die, if they are ritualistically cremated the next character you roll up gets bonus XP (and honestly, I'd steal the ACKS version of this since it's more generous). Strategy/Tactics - Very strong in this game and what the system is built around. For instance, maneuvering to get advantages (like flanking and/or high ground) is a must since the "To-Hit" chances are lower in this game. "Combat as war" is very much a consideration and even encouraged throughout the text. Overall though, it is meant to be a tough game for tough players. The Appendices offer some really solid advice on how to survive though (like making use of retainers as "meatshields"). For instance, regarding combat: And XP: Both statements seem to back up what you have in mind. [/QUOTE]
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