OSR The Monster Overhaul (now including The Treasure Overhaul)

I think a quick picture would help you, since "generic" (system neutral) is pretty relative. I consider OSR/1e content pretty generic and applicable to any system, very easy to build a 5e etc. version of.
So much of this book is tables, which are completely system-neutral.



Now I am curious, where does it rate for you on that scale?

That's exactly what I wanted to know/see. Thank you! I may have to acquire this.

That's quite system neutral, IMO, or at least "D&D-adjacent neutral."

In general it's pretty easy to convert HP, AC, damage, etc. between D&D-like systems; it's the spells & special abilities that get tricky. So I like how the ghost's "vitality drain" is described in a broad way, and then if that doesn't work some additional options are offered.
 

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That's exactly what I wanted to know/see. Thank you! I may have to acquire this.

That's quite system neutral, IMO, or at least "D&D-adjacent neutral."

In general it's pretty easy to convert HP, AC, damage, etc. between D&D-like systems; it's the spells & special abilities that get tricky. So I like how the ghost's "vitality drain" is described in a broad way, and then if that doesn't work some additional options are offered.
Yeah, it's not Shadowdark, but easy enough to convert on the fly or, at worst, convert the monsters you want in a given adventure ahead of time with a minute or two of prep for each.

And if you're running OSE or any TSR edition of D&D, the stats are so similar that you don't even have to do that.

He's a pretty great designer. His blog is really interesting for how thoughtful he is about everything, like his recent posts about the statistics of treasure distribution. I wouldn't want to go through that myself, but it's great to know that he won't be shooting from the hip with The Treasure Overhaul's tables.
 

That's exactly what I wanted to know/see. Thank you! I may have to acquire this.

That's quite system neutral, IMO, or at least "D&D-adjacent neutral."

In general it's pretty easy to convert HP, AC, damage, etc. between D&D-like systems; it's the spells & special abilities that get tricky. So I like how the ghost's "vitality drain" is described in a broad way, and then if that doesn't work some additional options are offered.
Yeah frankly if I were running in-person more often I'd likely only have this at the table, since I can usually come up with 5e mechanics on the fly and everything's so full of flavor. It's a bit harder with a VTT like Foundry where I have to prep monsters etc. beforehand.
 

Man, I woul

Man, I would play either version of Hackmaster (I have both) if I could. Too many games, not enough players who like old school playstyles.
There was someone running games at KamCon in Kamloops BC I met recently. We both kind of went "cool haven't met a Hackmaster 5e GM in person before!"
 

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