Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Stars/Worlds Without Number (General Thread)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kenada" data-source="post: 8450407" data-attributes="member: 70468"><p>Ah. Maybe I misunderstood your post. I think your assessment is fair. I’m going to go a bit more into my thoughts on differences since I’m actually running a version of OSE I hacked into WWN. This isn’t necessarily in response to your post (more like prompted by it).</p><p></p><p>What I’ve found hacking OSE into WWN is that WWN is pretty lacking as an exploration-based game. Stuff’s just missing to make that work, or it’s incomplete. For example, I’d expect the Dolmenwood hex crawl to run worse under WWN because WWN’s exploration rules are incomplete to missing. I’d expect adventures with a strong exploration component to suffer problems to varying degrees. That’s also why I’ve been referring to it a story-driven sandbox game.</p><p></p><p>Aside from that, the equipment chapter is also pretty lacking. It wastes a lot of space discussing different armors, but it says nothing about what various bits of adventuring gear do. Can you light oil and throw it? How does splash damage work? I know SWN has rules for grenades, but I ended pulling from 3e on splash damage. I want splash damage to feel like D&D, so no saving throws after attacking a spot.</p><p></p><p>The biggest place where I deviated was using my exploration procedure, but I also changed how XP works. I use both individual and group goals. Individual goals are decided at the start of the session. Group goals are decided at the end. You gain 3 XP at the end of the session if you complete an individual goal (player decides), 1 XP each other Pc’s goal you help complete (player decides), and 3 XP for completing the group goal (group decides). To gain a new level, spend XP equal to six times the next level. This can be done only at the end of a session.</p><p></p><p>I also replaced reaction rolls with a Cha/Convince skill check against the reaction table, and I based retainers on Cha/Lead instead of having a Charisma-based table. The retainer’s reaction to your offer is based on a Cha/Convince skill check versus the reaction table from OSE. As a rule of thumb, I want players making these rolls instead of having me roll stuff behind the screen that’s modified by their stats. That also helps keep them engaged and gives added value to their skills, and it helps reduce the number of similar but arbitrarily different mechanics.</p><p></p><p>Anyway, going through the process of hacking OSE is what prompted my questions over the last few pages. I kept running into stuff that was missing bits or lacked clarity once one dialed down the verbosity.</p></blockquote><p></p>
[QUOTE="kenada, post: 8450407, member: 70468"] Ah. Maybe I misunderstood your post. I think your assessment is fair. I’m going to go a bit more into my thoughts on differences since I’m actually running a version of OSE I hacked into WWN. This isn’t necessarily in response to your post (more like prompted by it). What I’ve found hacking OSE into WWN is that WWN is pretty lacking as an exploration-based game. Stuff’s just missing to make that work, or it’s incomplete. For example, I’d expect the Dolmenwood hex crawl to run worse under WWN because WWN’s exploration rules are incomplete to missing. I’d expect adventures with a strong exploration component to suffer problems to varying degrees. That’s also why I’ve been referring to it a story-driven sandbox game. Aside from that, the equipment chapter is also pretty lacking. It wastes a lot of space discussing different armors, but it says nothing about what various bits of adventuring gear do. Can you light oil and throw it? How does splash damage work? I know SWN has rules for grenades, but I ended pulling from 3e on splash damage. I want splash damage to feel like D&D, so no saving throws after attacking a spot. The biggest place where I deviated was using my exploration procedure, but I also changed how XP works. I use both individual and group goals. Individual goals are decided at the start of the session. Group goals are decided at the end. You gain 3 XP at the end of the session if you complete an individual goal (player decides), 1 XP each other Pc’s goal you help complete (player decides), and 3 XP for completing the group goal (group decides). To gain a new level, spend XP equal to six times the next level. This can be done only at the end of a session. I also replaced reaction rolls with a Cha/Convince skill check against the reaction table, and I based retainers on Cha/Lead instead of having a Charisma-based table. The retainer’s reaction to your offer is based on a Cha/Convince skill check versus the reaction table from OSE. As a rule of thumb, I want players making these rolls instead of having me roll stuff behind the screen that’s modified by their stats. That also helps keep them engaged and gives added value to their skills, and it helps reduce the number of similar but arbitrarily different mechanics. Anyway, going through the process of hacking OSE is what prompted my questions over the last few pages. I kept running into stuff that was missing bits or lacked clarity once one dialed down the verbosity. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Stars/Worlds Without Number (General Thread)
Top