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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Sell Me on OSE
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<blockquote data-quote="Mannahnin" data-source="post: 8716128" data-attributes="member: 7026594"><p>I generally agree with the prior posts, but I do usually use a couple of simple house rules:</p><p></p><p>1. Max HP at first level. Just this little durability boost helps a bit. I've also considered the Petal Throne-style "Re-roll all your hit dice every time you level" approach but never played a full campaign this way.</p><p></p><p>2. As an alternative to the book's take on Sub-Par Characters (you can ask the DM to re-roll if your ability scores suck) I like the "flip" method. That is, roll 3d6 in order, but you may optionally flip the set by subtracting all values, in order, from 21. This still means most characters will be pretty average, but turns cruddy ones into strong ones, and gives the player a choice of two sets without requiring any re-rolls.</p><p></p><p>3. I really like including spell acquisition rules, which are an optional rule in OSE for M-Us and Elves. I think it's much more fun to play those characters if you can acquire spells from scrolls and enemy spellbooks, not just from leveling up.</p><p></p><p>Another piece of advice for DMing I'd give is from Moldvay, that the pace of advancement should, at least for the first few levels, see surviving PCs gaining a level once every 3-4 sessions (thieves and clerics likely a session faster, elves slower). While the players' choices and their luck will have a lot of say in this, it's incumbent on the DM to make sure that enough treasure is available so it's at least possible for them to level that fast! When designing dungeons/adventure sites, be sure to place at least a couple of bountiful hoards/stashes of major coin/gems/jewelry per dungeon level, and not just use random stocking for treasure. Random stocking is intended to be used to flesh out the balance of a level, AFTER you've placed a couple/few hoards, cool monster lairs and/or special/magical rooms that you deliberately design and place.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8716128, member: 7026594"] I generally agree with the prior posts, but I do usually use a couple of simple house rules: 1. Max HP at first level. Just this little durability boost helps a bit. I've also considered the Petal Throne-style "Re-roll all your hit dice every time you level" approach but never played a full campaign this way. 2. As an alternative to the book's take on Sub-Par Characters (you can ask the DM to re-roll if your ability scores suck) I like the "flip" method. That is, roll 3d6 in order, but you may optionally flip the set by subtracting all values, in order, from 21. This still means most characters will be pretty average, but turns cruddy ones into strong ones, and gives the player a choice of two sets without requiring any re-rolls. 3. I really like including spell acquisition rules, which are an optional rule in OSE for M-Us and Elves. I think it's much more fun to play those characters if you can acquire spells from scrolls and enemy spellbooks, not just from leveling up. Another piece of advice for DMing I'd give is from Moldvay, that the pace of advancement should, at least for the first few levels, see surviving PCs gaining a level once every 3-4 sessions (thieves and clerics likely a session faster, elves slower). While the players' choices and their luck will have a lot of say in this, it's incumbent on the DM to make sure that enough treasure is available so it's at least possible for them to level that fast! When designing dungeons/adventure sites, be sure to place at least a couple of bountiful hoards/stashes of major coin/gems/jewelry per dungeon level, and not just use random stocking for treasure. Random stocking is intended to be used to flesh out the balance of a level, AFTER you've placed a couple/few hoards, cool monster lairs and/or special/magical rooms that you deliberately design and place. [/QUOTE]
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