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This tells me OSR is alive and well.
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<blockquote data-quote="Mannahnin" data-source="post: 9373545" data-attributes="member: 7026594"><p>For me the biggest "advances" I like to take are a house rule or two for Thieves, the "flip/mirror" option for rolled stats so you never have to re-roll a hopeless set*, and a Death & Dismemberment table to mitigate straight-up death at 0HP.</p><p></p><p>Most of the advances I need are in my own head and how I run and conceptualize the game. When I was a kid I didn't grok the importance of morale and reaction rolls, for example. Or how mechanics like xp for treasure and random encounters are fun and make for compelling play, both of the press-your-luck and intermittent reward cycle forms which make for excitement akin to gambling.</p><p></p><p>*(EDIT: I also once saw someone post a Goblin class for B/X whose ability requirements were that you had NO stats over a 9; but it has cool abilities. I'd like to dig that up and look at it again for possible inclusion in my next game).</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9373545, member: 7026594"] For me the biggest "advances" I like to take are a house rule or two for Thieves, the "flip/mirror" option for rolled stats so you never have to re-roll a hopeless set*, and a Death & Dismemberment table to mitigate straight-up death at 0HP. Most of the advances I need are in my own head and how I run and conceptualize the game. When I was a kid I didn't grok the importance of morale and reaction rolls, for example. Or how mechanics like xp for treasure and random encounters are fun and make for compelling play, both of the press-your-luck and intermittent reward cycle forms which make for excitement akin to gambling. *(EDIT: I also once saw someone post a Goblin class for B/X whose ability requirements were that you had NO stats over a 9; but it has cool abilities. I'd like to dig that up and look at it again for possible inclusion in my next game). [/QUOTE]
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