One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Friday, January 18, 2013

My Simplified Version Of D&D


Yesterday I taught and ran my french class through a simplified version of D&D. You can read all about it HERE. Today I wanted to talk about some of the things I learned and present my version of “D&D” that I showed them.

Lessons Learned
The first thing I learned was that I should have gone into this thing with a pile of pre-generated characters. Creating characters even in my simplified version of the game was a nightmare. This was due in part to the fact that it was difficult for me to articulate the process only in french and because even if I had been doing it in english I probably wasn’t explaining things as clear as I needed too.

Secondly I should have made a cheat sheet prepared to showcase what a character could do in a scene/combat and what the  steps/actions in scene/combat are. All in all things went fairly smoothly and people had fun so I would consider the game a success and I'm happy for the most part with the results.

The Game System
When I first decided to run a D&D game I really struggled with what rules set I should use. My biggest concern was with translating what ever system I was using to french. This is a french class and the goal is to practice speaking properly. After a fairly exhaustive search I settled on the french version of Epées & Sorcellerie. However after a bit of reading I decided that even this might be too complicated for my group. In the end I ended up using it more as a reference book for learning the right french translations and creating my simplified system. After reading it I really liked Épees & Sorcellerie I could see myself playing this with another group one day.

Zombiecowboy's Fantasy RPG Rules Set

Heres my simplified “D&D” rules. Read em, use em, let me know what you think of em in the comments.

Character Creation

Step 1: Think of what you want to play.

Imagine a character from a favourite book, film, or TV series.

Step 2: Choose ability scores.


Take the numbers below and put them into the 6 ability scores Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma in the order that best suits your character concept.

18 (+3), 14 (+2), 11(+1), 10 (0), 10 (0), 8 (-1)


Step 3: Choose a race from below.

  • Human: +2 racial bonus to a specific task of choice (skill, weapon, spellcasting)

  • Elf: +2 racial bonus to spellcasting rolls or attacks with bows.

  • Halfling: +2 racial bonus to ranged attacks, or 1d6 sneak attack (stacks with thief class sneak attack bonus).

  • Dwarf: +2 racial bonus to attacks with axes and verses poisons.

Step 4: Choose a class from below.

  • Fighter: Starts with 30 hit points + Constitution Modifier, +2 Bonus on all attacks.

  • Cleric: Starts with 24 hit points + Constitution Modifier, ability to cast miracles (spells).

  • Wizard: Starts with 12 hit points + Constitution Modifier, ability to cast spells.

  • Thief: Starts with 18 hit points + Constitution Modifier, 1d6 sneak attack.

Step 5: Determine Armour Class (AC).


10 + Dexterity Modifier + Armour Bonus = AC


  • No Armour: Armour bonus +0 (If a wizard casts spells while wearing any sort of armour they take the amour bonus as a penalty to spellcasting checks).

  • Leather Armour: Armour bonus +2 (Thieves can wear leather armour without penalty, wearing heavier armour causes the thief to suffer the armour bonus as a penalty to sneaking and other thievery related activities).

  • Chain Mail: Armour bonus +4 (Clerics can wear chain mail or less armour without suffering penalties to spellcasting. wearing full plate causes the cleric to suffer the armour bonus as a penalty).

  • Full Plate Armour: Armour bonus +6 (Fighters can wear any armour they choose).

Rules of the Game
The rules are simple, but do require a certain amount of adjudication on the GM's part. Basically if it seems right, fun or cool and everyone is cool with it then go for it. These rules are essentially rough guidelines and should not be followed rigorously. They have not been rigorously play tested.

  • Determining Success/Failure: In order to make an attack, cast a spell, or attempt an action (climb a wall, sneak, make a perception check etc.) you roll a d20 and add the most appropriate ability modifier and any other bonuses/penalties that might apply based on class, race, or circumstance. (strength for attacks with weapons, dexterity for initiative or tumbling, intelligence for casting a wizard spell, wisdom for cleric miracles etc.) You succeed on a task if your result is 10 or higher.

  • Damage: Damage is determined by rolling a 1d6 and adding the appropriate ability modifier (strength for melee, dexterity for ranged attacks, Intelligence/Wisdom for wizard/cleric spells. All attacks regardless of weapon type or spell deal damage the same way.

  • Magic: There is no codified spell list. It's up to each person to come up with the spells their character can cast and it's up to the GM and player to adjudicate how they work exactly. For example if a character wants to turn invisible they spend an action and turn invisible. Attack spells require an attack roll and on a success deal 1d6 damage plus intelligence for a wizard or wisdom for a cleric. Area effect spells allow for a saving throw (A successful save is a 10 or higher on a d20 roll) for all targets in the area. Some spells like paralysis allow for an opposed roll between the spell caster and target. The highest result plus modifiers wins the contest.

  • Actions in Combat: Characters can perform 1 action (attack, cast a spell, etc.) and make a move of 6 squares. Or a character can run for twelve squares and end their turn. Any other reasonable or logical actions a character could do within that basic frame work could be attempted on GM approval.


Monday, April 11, 2011

Fear & Loathing On Operation: Demogorgon

It's official, work on my OSR project, Operation: Demogorgon has stalled out at the same 4,000 words I last reported on. I've been struggling to figure out what my problem is, and why I cant move forward. Here are a few of the sad conclusions I came to.

First is a lack of discipline. I really need to just harden the fuck up and just write everyday. No more bloody excuses.

Secondly, and a this is a truth that's hard to admit, is fear. Fear of this thing sucking. Fear of what the critics, and particularly the very opinionated and passionate OSR community might say about it. After all this project is meant to be directed towards them, since I do plan on it being a Swords & Wizardry product. Fear of failure. Better to have never tried, than to have done it and joined the bloated ranks in the Legion of Suck and Fail.

Here's the deal. In the time that I have spent lurking in the OSR blogo-sphere, I've seen some pretty amazing stuff come out. I mean just look at the Swords & Wizardry core rules PDF itself. It's a solid, well put together piece of work with great art, and it's free. Then I look at all the other awesome modules that have been produced. I look at their low price point and high quality and it blows my socks off. When I see a guy like James over at Lamentations of the Flame Princess, I feel like there's just no way a guy like me can compete with his amazing work. What he's doing is more than a hobby, it's a second job, and that's not really what I'm doing this for. I want to share with the community. I want be apart of something greater. I'm not interested in making any money out of the deal. At least not in the RPG business anyway. I feel like those who do of the OSR, don't get the full credit they deserve. Seriously you guys do some damn good work, and my hat is off to you all! You make it look easy, and I'm discovering that is so not the case.

So yeah, I have this fear that Just cant live up to the standards of the OSR. But not only that, it's a fear that being from the d20 era, I just don't get the old school mentality. Because of this lack of understanding I feel that whatever I write will be blatantly rejected by the OSR, for failing to be old school. I'll admit that I do understand that there's more to it than just the rules, that it has to do with your mindset and how you approach the game itself. So perhaps this fear is unfounded bull-shit on my part.

So now that it's out there and I recognize that I have some issues, how am I going to deal with them?

As I already said I need to just do it. I need to power on and stop being such a self conscious whiny little bitch. I need to be someone who does, and not someone who just shoots his mouth off about doing something.

In addition I've decided that I'm going to start opening up a little during this week about what the project is, and a preview of what it's all about. Tomorrow, I will talk about the approach I want to use to convey the information in the module.