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Some things I don't care for in the D&D culture
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<blockquote data-quote="Doctor Futurity" data-source="post: 6655848" data-attributes="member: 10738"><p>It's a great lite system which is about 85% OD&D (Complete is based on the original LBB edition and all supplements; White Box S&W is just the original edition). I say 85% because it does provide for both ascending and descending AC rules, as well as a unique one-save mechanic (but the standard save system is also an option), as well as several other variant rules. What's most intriguing about S&WC is how mechanically lite it is....lots of "absent" rules that are not there because the old school methodology does not require them. You'll notice this when playing, situations will arise where you'll realize that there's no specific rule on a given action or condition...and then realize that there is a rule: "the GM decides what the rule is."* Very old school.</p><p></p><p>Either way check it out....the Complete edition rules are free in PDF here: <a href="https://www.froggodgames.com/swords-wizardry-complete-rulebook" target="_blank">https://www.froggodgames.com/swords-wizardry-complete-rulebook</a></p><p></p><p></p><p>*Some rules are missing because they weren't in OD&D either, and since this is a simulacra it refrains from adding unnecessarily. However, a byproduct of the original game was the need for the GM to figure stuff out on the fly....i.e. Gord the fighter just fell into a lake unconscious....when does he drown? The GM can handle this several ways, but the rules do not tell you how/when someone drowns, so you can determine this several ways, the most common answer being "How long would it take an actual person to drown when they fell in a pool unconscious?" ...and that's the rule that works best in OD&D/S&WC.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 6655848, member: 10738"] It's a great lite system which is about 85% OD&D (Complete is based on the original LBB edition and all supplements; White Box S&W is just the original edition). I say 85% because it does provide for both ascending and descending AC rules, as well as a unique one-save mechanic (but the standard save system is also an option), as well as several other variant rules. What's most intriguing about S&WC is how mechanically lite it is....lots of "absent" rules that are not there because the old school methodology does not require them. You'll notice this when playing, situations will arise where you'll realize that there's no specific rule on a given action or condition...and then realize that there is a rule: "the GM decides what the rule is."* Very old school. Either way check it out....the Complete edition rules are free in PDF here: [url]https://www.froggodgames.com/swords-wizardry-complete-rulebook[/url] *Some rules are missing because they weren't in OD&D either, and since this is a simulacra it refrains from adding unnecessarily. However, a byproduct of the original game was the need for the GM to figure stuff out on the fly....i.e. Gord the fighter just fell into a lake unconscious....when does he drown? The GM can handle this several ways, but the rules do not tell you how/when someone drowns, so you can determine this several ways, the most common answer being "How long would it take an actual person to drown when they fell in a pool unconscious?" ...and that's the rule that works best in OD&D/S&WC. [/QUOTE]
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