TwoSix
The Year of the TwoSix
I like it myself, but it's a lot like ascending/descening AC or roll-high/roll-under in really just being an aesthetic thing.Ugh, I'm not exactly fond of that.
I like it myself, but it's a lot like ascending/descening AC or roll-high/roll-under in really just being an aesthetic thing.Ugh, I'm not exactly fond of that.
Yeah, one of my standard house rules for running B/X or OSE is:I like it myself, but it's a lot like ascending/descening AC or roll-high/roll-under in really just being an aesthetic thing.
High Numbers Are Good:
Ascending AC is in play. For simplicity and consistency, you always want to roll high. D6 rolls for opening doors, hearing noises, or finding secret doors for example, instead of succeeding on a 1 or 1 & 2 in 6, succeed on a 6 or 5 & 6.
Makes sense! Thanks for responding!There's something here to be said about LBA (Level Based Advancement) and why that system is important. The "game" of D&D is getting our squishy 1st-level characters as far up the "level mountain" as possible. If you've played BECMI and AD&D, you understand this aint easy. But, it can be the best fun any game has ever offered, to include the sense of reward that comes from EARNING 36 levels of experience (RC).
While I understand this argument in the context of playing AD&D RAW up to high levels, it seems a bit of a tautology. The old rules tend to make all thief related challenges equal regardless of level ... a flat percentage to do x or y ... but that just doesn't make sense to me.IF a designer shifts high-level capability onto 1st-level characters, thestructurechallenge of a game depending on LBA begins to weaken. Consequently, the obstacles that once challenged the PC DON'T and the D/GM will struggle to provide interesting adventures for that overpowered character. This was the (very widespread) problem with 3e-5e: GMs were/are having a hard time challenging the overpowered PCs because the structure of D&D had been broken (player capability had increased but the capability of most traps and monsters either remained the same as AD&D or they had been nerfed).
Of course this stands right in the middle of "play experience", and yeah, it's fun to run through a game slamming every obstacle with little or no effort. Until it isn't (see LFQW). So, when I say that a LI Thief being able to crack locks with 83% ability is broken, I'm looking at what that kind of capability will do to a campaign as that PC levels.
Have a good SP system in mind?Ultimately, IMO, a GM should run and design games in the way they see as most entertaining, for them and their group. Regardless of the opinion of outsiders.
I prefer a Spell Points magic system over the trad Vancian claptrap. Tim Kask, old editor of the Dragon, hates Spell Points. I wrote Tim maybe a year ago trying to convince him, and on his Youtube channel he shot down Spell Points again, giving his reasoning. And I almost agree with him, but the next time I run D&D, I'm still using SPs.
Do what's fun for you and your group![]()
Spell Points make casters far more capable, but at a cost. I used to use a "Mages have a # of SPs = to INT" system but I like Pathfinder's variant system much better.Have a good SP system in mind?
Why did he not like SP?
This is the most important part of OSR games in my opinion. Make it your own! Do what your table likes! Your Experience WILL Vary.Ultimately, IMO, a GM should run and design games in the way they see as most entertaining, for them and their group. Regardless of the opinion of outsiders.
I'm not a fan of making the ability scores so important.Giving the thief 'skills' was a fundamental design mistake. Old School D&D should not have skills.
Instead, the thief rules should state that when a thief attempts to do thief stuff. Levels 1-5 get a -2 on the d20 ability roll-under test; levels 6-10 get a -3; levels 11-15 get a -4; and levels 16-20 get a -5. DM can adjust up or down difficulty based on the circumstances. Everyone else can do thief stuff but they never have the bonus and must have equipment if required. It should be called a Class/Race Feature.
You could apply this method to finding secret doors, hidden doors, hunting, foraging, getting lost, etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.