Games based on Into the Odd, if that’s the right phrase

Reactions you can take include:
  • Counter (1 MP): If an attack on you misses, take a free weapon attack on your attacker if you can reach them.
  • Cover: Take an attack instead of an ally.
  • Evade (1 MP): Impose Disadvantage on an attack before it hits.
  • Focus (1 MP): Gain Advantage on your next check.
  • Help (1 MP): Give an ally Advantage on their next check.
  • Hustle (2 MP): Take an extra Action at any time.
  • Parry (1 MP): Reduce damage taken by your Str after the attack hits.
  • Smash (1+ MP): Inflict one extra damage die per MP on your weapon attack.
You can spend your MP total every round; it refreshes at the beginning of every round. Your HP total is refreshed at the beginning of every scene or after an hour or so of rest; your IP total is only refreshed when you’ve had the opportunity to restock.
 

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To continue: character creation.

1) You have four attributes (Agility, Charm, Strength, Wits) which start at 1. You have 3 points to spend on them.

2) You have Hit Points (HP) equal to 10 + your Strength, Inventory Points (IP) equal to your Charm, and Magic Points (MP) equal to your Wits.

3) Your Dodge is equal to 10 + your Agility.

4) You have 5 Job Slots, which are taken up by Equipment that define your approach to adventuring. See Equipment, below.

Equipment

Each piece of equipment takes up one Job Slot unless noted otherwise.

Armour: You gain Armour (reduce all weapon damage by 1) and Resistance (reduce all magic damage by 1, +1 to checks to resist magic) from each piece of protective equipment.
  • Armour: Brigandine, Cuirass, Helmet, Shield
  • Resistance: Amulet, Rune Plate, Rune Shield, Sage Robe
  • You can never have more than 3 Armour or Resistance from any source.
  • Mithril armour (should you find it) adds +1 Armour. Orichalcum armour adds +1 Resistance.
Weapons: These inflict the damage noted. Unarmed or improvised attacks inflict d4 damage.
  • Bow/Crossbow/Pistol: d6 ranged damage
  • Wand/Staff: d6 ranged magical damage (choose element: fire/ice/thunder)
  • Paired light weapons (e.g. Daggers, Hatchets): Roll 2d6, take higher result
  • Axe/Mace/Sword: d8 damage, one-handed
  • Greatsword/Halberd/Spear: d10 damage, two-handed
  • Mithril weapons (should you find them) add +1 to hit. Orichalcum weapons add +2 damage.
Other equipment: These give you access to relevant skills. Roll with Advantage if appropriate.
  • Alchemist’s Kit (+2 IP while equipped)
  • Healer’s Kit (restore d8 HP in combat as Action)
  • Musical Instrument (use the Help Reaction once for free per round)
  • Thieves’ Tools (for climbing, opening locks, disabling traps)
 

I’ve seen and read a lot of these recently, and it’s interesting how modular and modifiable they are. But as I said in the title, I’m not sure that’s the right phrase or description.
I usually refer to them as "Odd-like games." (Apparently like @Ringtail.)

I do think they’re an interesting design to build off, and I’m wondering about doing a JRPG riff. Has anyone else noticed these? What do you think of them?
They're pretty fun, though I mostly use them for more short-form games. Mausritter is great. I haven't really had a chance to play with Cairn, Runecairn, or Mythic Bastionland.
 

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