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New OSR game free beta test ... MAGES & MONSTERS
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 6233095" data-attributes="member: 5868"><p>I've never used Castles & Crusades, so I can't speak to the specific mechanical differences. My OSR inspirations were Labyrinth Lord and Dark Dungeons.</p><p></p><p>Looking at the C&C webpage, it looks like the intents are very similar. If I had to tease out a couple of differences, though, these two things jump out at me ... (1) MAGES & MONSTERS is self-contained in one pdf (all the player & game master info is in there, to include monsters and treasure to support 20 levels of play) and (2) it's free.</p><p></p><p>C&C looks like very polished products, and there's certainly a lot of material available for it. The books look superb, from what I can tell. M&M may cater to folks who want minimal investment to get started, and it can serve as an introduction and bridge to other game versions in the OSR/OGL genre.</p><p></p><p>Some specifics of M&M to consider:</p><p></p><p>- The initial pdf release has four races (Human, Dwarf, Elf, Halfling) and five classes (Cleric, Fighter, Mage, Thief, and Swordmage -- the latter is a fighter/mage hybrid). Any race can take any class; all classes are 20-level progressions with class abilities "built in". You can fully replicate the classic basic/expert class system with this document.</p><p></p><p>- Classes allow choices of skills (a simplified attribute-based system -- proficiency or no), weapon proficiencies (with an option to increase in proficiency), and some classes have a fighting style proficiency that allows other fighting options. However, there is no feat system as in d20; choices are internal to the class.</p><p></p><p>- There are no restrictions on skill choice, or weapon choice, so that players can more readily tailor to a concept (these things are balanced in otehr ways to keep classes distinct).</p><p></p><p>- Classes have a base attack bonus and three-save progression (Fortitude, Reflex, Will) and the d20 mechanics of "roll high against a DC" is used, with a fixed DC progression (Easy, Average, Difficult, Very Difficult, Nigh Impossible)</p><p></p><p>- Classes use a unified progression; no balancing classes against each other by using XP advancement.</p><p></p><p>- Math is flatter than the base d20 system (max BAB for a 20th level fighter is +6). Attack rolls and AC stay very flat with relatively small increases over time; damage and hit points scale more.</p><p></p><p>- There is no multi-classing; it is "built in" to hybrid class designs like the Swordmage which allow an equal progression in fighting and spellcasting (but are not quite as capable in either as a single class). The plan is to increase the number of hybrid classes significantly in the Expanded rules.</p><p></p><p>- Spell lists are more limited but spell descriptions are more flexible and spells allow power scaling to compensate for fewer choices. Spell power does not depend on caster level in the majority of cases ... yet a more powerful mage can still throw a more damaging fireball than a low level mage.</p><p></p><p>- Monster stats are "one line" stat blocks like the old basic game.</p><p></p><p>Does that help?</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 6233095, member: 5868"] I've never used Castles & Crusades, so I can't speak to the specific mechanical differences. My OSR inspirations were Labyrinth Lord and Dark Dungeons. Looking at the C&C webpage, it looks like the intents are very similar. If I had to tease out a couple of differences, though, these two things jump out at me ... (1) MAGES & MONSTERS is self-contained in one pdf (all the player & game master info is in there, to include monsters and treasure to support 20 levels of play) and (2) it's free. C&C looks like very polished products, and there's certainly a lot of material available for it. The books look superb, from what I can tell. M&M may cater to folks who want minimal investment to get started, and it can serve as an introduction and bridge to other game versions in the OSR/OGL genre. Some specifics of M&M to consider: - The initial pdf release has four races (Human, Dwarf, Elf, Halfling) and five classes (Cleric, Fighter, Mage, Thief, and Swordmage -- the latter is a fighter/mage hybrid). Any race can take any class; all classes are 20-level progressions with class abilities "built in". You can fully replicate the classic basic/expert class system with this document. - Classes allow choices of skills (a simplified attribute-based system -- proficiency or no), weapon proficiencies (with an option to increase in proficiency), and some classes have a fighting style proficiency that allows other fighting options. However, there is no feat system as in d20; choices are internal to the class. - There are no restrictions on skill choice, or weapon choice, so that players can more readily tailor to a concept (these things are balanced in otehr ways to keep classes distinct). - Classes have a base attack bonus and three-save progression (Fortitude, Reflex, Will) and the d20 mechanics of "roll high against a DC" is used, with a fixed DC progression (Easy, Average, Difficult, Very Difficult, Nigh Impossible) - Classes use a unified progression; no balancing classes against each other by using XP advancement. - Math is flatter than the base d20 system (max BAB for a 20th level fighter is +6). Attack rolls and AC stay very flat with relatively small increases over time; damage and hit points scale more. - There is no multi-classing; it is "built in" to hybrid class designs like the Swordmage which allow an equal progression in fighting and spellcasting (but are not quite as capable in either as a single class). The plan is to increase the number of hybrid classes significantly in the Expanded rules. - Spell lists are more limited but spell descriptions are more flexible and spells allow power scaling to compensate for fewer choices. Spell power does not depend on caster level in the majority of cases ... yet a more powerful mage can still throw a more damaging fireball than a low level mage. - Monster stats are "one line" stat blocks like the old basic game. Does that help? [/QUOTE]
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