Thirty and counting.
Connoisseur of fine trash.
Not ever gonna make it,
but then again, who does?

The dice exist to resolve ambiguity.

CATEGORIES

  • Megadungeon Treasure Generator

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    Maybe this is a misnomer. I don’t know! I built it for megadungeons.

    A problem I have when writing a dungeon is that I often have a set amount of gp I want to give out, but just putting a pile of 4000gp in a room is fucking stupid. I need semi-interesting treasure generated, which I can then riff on and make more unique and actually interesting for the players to interact with. (At least as much as any player thinks the treasure is interesting.)

    So I made this on Perchance. You put in a number, and then it generates a treasure hoard that is…well, a little bit over that number. (I couldn’t get it perfect. Sorry. Maybe I’ll go back and fix it up later. Or if you’re a wizard, you can do it and then let me know.)

    I tried to embed it here all fancy-like, but WordPress kept deleting the iFrame I used. (LMK if you know how to fix that.) So instead, here’s the link: https://perchance.org/19lcfg71ts


  • B/X XP Table Percentages

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    In earlier editions of D&D, characters level at different rates. A 2nd level Magic User is more powerful than a 2nd level Fighter, and so requires more XP to become level 2. According to the tables, a 2nd level Elf is almost twice as powerful as a 2nd level Fighter.

    I’m not here to argue if this is good design or not or if these numbers are good. I simply wanted to take the XP tables, extract the numbers, and see what percentage each was worth. How much more % XP does a given class require?

    I used the Fighter as the baseline, of course, because they’re even and middle of the pack.

    Might replace this with a table insert later.

    Some of them move around, like the cleric and thief. Others are fairly consistent. But if you wanted a simple modifier, here’s one:

    Magic User: 125%
    Cleric: 75%
    Thief: 60%
    Dwarf: 110%
    Elf: 200%
    Halfling: 100%

    Using these percentages, you can very easily make your own XP tables. No longer are we chained to the exact progression Gygax made. For example, here’s a fun experiment: Let’s take the 5e XP values (up to level 14), apply them to the Fighter, and extrapolate from there:

    The next step would be, of course, to figure out what percentage the Fighter table is between levels, as it’s mostly variations of doubling. Once we do that, it’s trivial to simply take the amount the Fighter needs to level up to level 2, and from there, we can literally extract the entire level up table. Like so:

    Entire XP tables based off the Fighter needing 100xp to level up to level 2.

    Now, probably shouldn’t be that low, for a proper B/X or OD&D game, especially if you’re using 100xp per HD base for monsters. (In the future this will probably link to an article; I’ve got some words to say!) But, if you’re only awarding XP for gold, or XP in some other fashion where you are as arbitrary as you want to be, maybe these numbers look pretty good?

    Wanna play around with it yourself? Here’s a link to the Google Sheet. Copy for your own reference. Place the XP value to level up to level 2 in cell B3 (the green one) and the entire list will auto-populate. If you’d like more hands-on control of between levels, just put them in column B and the rest will autopopulate.


  • Dominoes Dungeon

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    It’s simple:

    A set of dominoes has 28 tiles. We take those 28 tiles, and we assign each a pair of rooms. Arrange the tiles as you like. (I don’t know how to play dominoes. Fuck it.) This gives you 56 rooms, including special hallways (the blank tiles).

    I used the d6 drop table procedure from Cairn 2e for this, but ended up modifying the order slightly. (0 Hallway; 1 Special; 2-3 Lore; 4-5 Trap; 6 Monster.) So, you can use the d20 tables in that to generate what’s actually in the rooms. Or, modify that original d6 list and tailor the distribution to your heart’s content. (Honestly, “Treasure” should be an option here, but I already made the table.)

    This table is formatted so you can write up what’s in your rooms on the right.

    Would love to hear ideas about how to make this better. Hit me up on bsky or tag me on Discord; I’m in all the cool OSR servers (@onslaughtsix).


  • Overloading The Treasure Die

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    Inspired by Prismatic Wasteland’s Overloading the Encounter Die
    Also inspired by tables from Maze Rats
    Also initially inspired by the loot table in &&&&&&&&& Treasure by Luke Gearing, though all work from that has disappeared from this version.

    I hate rolling up treasure hoards. I’ve never found a good way to do it, either quickly or efficiently. It is the bane of my prep, the bane of my games. Once there is just a general description of some treasure, I can expand on that improvisationally–but coming up with that initial spark is very difficult for me. So, I did the work, and came up with a way to roll this shit up very quickly. You need 3d6 and the monster’s number of hit die, and these tables. (You can also make your own tables. Have fun!)

    This is best used during prep of a dungeon, focused around a hoard belonging to a specific creature or faction, or at-the-table for random lairs (such as finding a “% in lair” monster). It is not particularly useful for on-hand individual monster treasure (as it’s too involved and not fast enough at the table).

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  • Encounter Chains

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    The best thing I ever did for my big-ass hexcrawls was establish what I call “encounter chains.” This is a series of escalating encounters with the same faction or NPC.

    For example, a roving band of orc cultists cutting off people’s left hands. (I can’t take credit for this idea, it’s a riff on this.) The first encounter in this chain actually isn’t the orcs at all, but the result of one of their attacks–an upturned cart and a family of five (man, woman, three children), with the father’s left hand cut off and taken by the orcs. This is a fantastic non-combat encounter that lets you drop info about the orc cult and lets the players figure out all sorts of stuff–turn the cart back over, collect their scattered remaining supplies, offer some of their own, calm down the children, potentially healing magic on the father to at least stop the bleeding and cauterize the wound. Great stuff.

    Then, the next time they find the orcs attempting to knock over another cart. This time the players can stop it. Whether any survive or not, the orcs will be aware that some group of assholes is going around cutting up their cult members, leading to the next encounter where the orcs have definitely set up an ambush for the players.

    Eventually, of course, this all has to lead back to the players asking an orc who they’re with, where they live, what their goal is, and now there’s an orc lair on the map somewhere and the players will be figuring out how to lay siege on it.

    Now, do this for three or four other things. For example: A guy who keeps ending up in mischievous trouble. Buried up to his neck in the middle of the road, enchanted by a satyr and strung up in a tree, stuck in a barrel in the river. Eventually this guy could be revealed to be a powerful NPC ally in disguise as a schmuck to throw people off his scent; a spy from a powerful organization, sent to deal with the same problems the PCs are dealing with (such as our orc cult).

    Other simple examples: A group of roving barbarians, trying to summon a thunder goddess to cleanse the land. A migrating group of treants. An old man, with one eye, attended to by seven canaries, who turns out to be Bahamut, or Odin. A hungry dragon driven from its lair by evil adventurers. Etc. Be creative. Use whatever stuff you like. You can even pull the plotlines and factions from your favourite modules and drop them in, creating the powder keg effect (article forthcoming).

    Once you have three or four of these encounter chains set up, scatter them on your table amongst other, single-service encounters–some just straight up combat (there’s a bulette! attack/run!), some avoidable (an Ettin is in a field looking for easy hunting prey), some unrelated people (like merchants or lost travellers).

    Keeping an even keel between “random bullshit” and “ongoing plot threads” means the game never feels stale, and the players are never overwhelmed by too many threads to keep track of. I don’t recommend any more than four encounter chains at once; any more than that and the players could start to get overwhelmed by ongoing plot threads. It also helps if each encounter chain has a different amount of encounters in them–one chain that can be “solved” in three encounters, one that’s six or seven, one that’s about four. You can alter this based on the vibe of your table and campaign; if you had an encounter chain with five or six encounters and the players are clearly beginning to get annoyed, just jump to the end.

    One thing to keep in mind is that you don’t have to develop every encounter in the chain at the beginning of your prep. You just need the first encounter. Once the players hit upon it, cross it off the encounter list and repopulate it with the next encounter between sessions. Easy money. You can also take any random encounter you’ve used and then decide after the fact to expand on it; maybe you introduce a merchant NPC and play him a little weirdly, and the players are interested and start speculating. Great opportunity to take that guy and turn him into an encounter chain!


  • Morale As Reaction

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    The ‘reaction roll’ is something I’ve always struggled with in OSR games. Putting aside that I come from a more story based, new-school ‘the DM can just decide whatever they want’ philosophy, what it really comes down to is that the table sucks.

    Various reaction tables from OD&D, OSE, AD&D 1e, 2e, and 5e 2024.

    As I put the final text into layout for Castle Gygar, I’m thinking a lot about how I want to see monster statblocks formatted (and the ridiculous amount of space standard OSE statblocks still take up). One bit has been sticking out to me, the Morale check. Even as I run my play-by-post OSE game, I forget to check it, which means it essentially doesn’t get used. How can we make this number more useful?

    Maybe we should roll it into the reaction rolls. The reaction roll tables are annoying because so much of the table either doesn’t matter or is unclear. Neutral, unsteady reactions don’t really interest me or give me anything to riff on as a DM in many cases. I find it works best if the monster is simply hostile or friendly. A ‘friendly’ monster doesn’t even need to immediately be all buddy-buddy with the party–maybe this is what they mean by neutral, but it never feels that way to me.

    The easiest thing to do is simply say that a positive reaction roll is any that exceeds the Morale score. You meet a new monster or group of monsters, you check morale. You can even adjust this for Charisma. It’s almost brilliant enough to work?

    It might break down with certain big ass boss monster NPCs who you also want to be friendly. For example a Red Dragon’s got 10 morale, so you need to hit 10-12+ to get it to even talk to you. But again, there’s always the adjustment, and of course the DM Fiat. Remember: the dice exist to resolve ambiguity, not infer reality.

    I’m gonna try it out. Worst thing that happens is it sucks!


  • Heartbreaker vs. Craphack

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    The difference between a heartbreaker and a craphack is, you think a heartbreaker will be finished.

    I started using the word “craphack” a few months ago to talk about my in-progress fantasy d20 elfgame. (This is a separate project from CRAWL, which has entered a process of hibernation. Its no longer in active development.)

    I had a lot of names for this thing. It really started when the OGL shit hit the fan and I was already seeing how affordable low-run booklet prints were. The idea of creating a booklet with a bunch of my house rules and favourite tables, and getting it printed, became a kind of cool idea. Simultaneously, WotC quickly jettisoned a bunch of the coolest ideas for 5e 2024. Initially I was like: well, let’s compile those ideas and I’ll make a home game out of what I liked.

    I called this document 5e Killer. This stems from a phrase I said in early 2023: If you are a major TTRPG publisher and you aren’t already working on your 5e Killer for release in Fall 2024, you’re fucking up.

    I am not a major TTRPG publisher. But why not do my own? At least for my home game.

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  • Hit Dice, Hit Points & Weapon Damage: Part 2

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    Last October I was talking about Hit Dice, Hit Points & Weapon Damage in my various games, and how I want to work to unify some of this.

    Since that post I’ve thought a lot and want to move forward with things it does, and this required a few changes. First up, I recategorized the classes:

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    Couple things: I will be adding a feat that allows you to bump your Hit Die to the next die up (maximum of d12). I like feats in my games! I think big chunky complex games like what else should have lots of customization options.

    Under this system, your hit die is also your hit die, as in the die you roll for damage. Your character does damage, not your weapon. That’s not to say weapons won’t have differences; I am much more strictly implementing a “light/medium/heavy” system and locking those weapons behind class proficiencies. I prefer light/medium/heavy to the 3e “simple/martial” divide; it just makes more sense to me.

    For equipment I’ll be starting with my Canonical Weapons List. I really like this one as it simplifies the list just enough. Probably, I will deep dive into the Martial Options I’ve got for my 5e house rules and compare against the Wolves weapons. (I keep going back but then stopping for some reason. It obviously works in that game or in OD&D. Why am I so hesitant here?)

    But, the first thing I’ve got to cut from the weapons list is the damage. And once that’s done, there’s a little bit of work to be done to ensure an “archetype” exists for each one–there’s 3 damage types, so if there’s a heavy weapon there needs to be 3 of them, one for each type.

    Light weapons will be disadvantage on damage (roll 2, take the lowest) while Heavy weapons will be advantage or when you take the weapon, you can increase it from your Hit Die up one step (maximum of d12).

    Still working on the magic system. I have always liked the way 5e does saves and so I’ll be sticking to that, but I am thinking of changing the way they are statted. I think this version of my game is removing “proficiency bonus” the way it works in 5e. You’ll still have a base attack bonus that increases with level, but skills are moving to a skill ranks system ala 3e, and saves are probably going to use the New Modifiers system.

    And, two house rules that I’ve been using for a while now that are going to stay: Hit Points are your Hit Die plus your CON Score (no modifiers ever added) and Stats are 1d6+8 six times, assign as desired.

    The first thing I’m going to wholly design for this is probably the Barbarian, because I have an interesting and new take on it.


  • AC in OSE, AD&D, and Modules

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    One of the biggest questions I keep seeing about Old-School Essentials is, “What vintage adventures are compatible with the system?”

    The most common refrain to this is, any vintage TSR module–but be careful using AD&D modules, because the AC will be off by 1.

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    Let’s put aside, for the moment, that one should never reference exact stats for a different game than the one you are currently running–if the module calls for an orc, you refer to the orc from Old-School Essentials, not the printed stats in the module. Even if they match, or OSE purports to be an exact match, you should abide by the stats of your system–not the module.

    Also, if the AC is only off by 1, that’s 5% chance on a d20. Will it break the game if the AC of the orc is 6 instead of 7? Absolutely not. It should be fine to just ignore.

    But, I wanted to investigate the wisdom. Is it actually true that the AC is off by 1? Let’s do the work.

    Read more: AC in OSE, AD&D, and Modules

    To start with, we’re gonna need the basic AC values from OD&D (I will get into why in a moment), B/X, OSE, and AD&D 1e’s Player’s Handbook. The OD&D values were actually quite hard to find; I couldn’t find an exact match in the Men & Magic book to just tell me if Plate Mail was AC 2 or what. I couldn’t find it quickly detailed in Chainmail or Greyhawk, either, and had to resort to Delving Deeper (I double-checked against Fantastic Medieval Campaigns for accuracy):

    Here we see, indeed, that the base unarmoured AC for 1e is 10, rather than B/X and OD&D’s 9. Fine, seems like everyone is right, and we could end it there. But…there needs to be more interrogation.

    You see, AD&D 1e’s Monster Manual was released in 1977, before the Player’s Handbook and Dungeon Master’s Guide. And I have long heard that the Monster Manual simply reused many of its stats from OD&D, rather than updating them to the AD&D AC standard–indeed, it may be that at the time of the Monster Manual’s publication, the new standard had not even been created yet.

    So, we need evidence. Let’s grab orcs. They’re in every edition of the game and we should be able to look at them easy.

    Wait. What the fuck? Why are orcs at 6AC still in AD&D? Leather armour is 6 AC in B/X and earlier, but 6 AC in AD&D is studded leather. Are AD&D orcs wearing studded leather? Or perhaps scale mail? Their description offers nothing.

    It’s possible the AC values for AD&D are supposed to simply be abstracted–orcs have 6 AC, and it’s up to the DM to determine if this means they have studded leather, ring mail and shield, etc. Hey, who am I to argue?

    Some of the monsters just are straight up different, which helps no one.

    So, here’s what we’ve figured out: The monsters in the AD&D 1e Monster Manual do in fact conform to OD&D and B/X AC standards. In most cases, where they aren’t changed entirely to something clearly different, they opted to simply leave the AC the same and not bother to “adjust” to what it “should be” according to the new scale. In cases of humanoid men, typically they included a %-based table of what equipment they had; in these cases I assume you were to use the PC-facing armour class table to determine their AC. But an ogre just has AC 5, no matter if this scale is different.

    But…this whole thing kicked off because of modules, not because of the AD&D Monster Manual. By my own admission, one needs not look at the AD&D Monster Manual at all, merely what is in the modules. Well, I wanted to do the research, because I need to know: Are the monsters as printed in modules bespoke, or are they simply reprinted from the Monster Manual?

    To check this out, we’re gonna start with a couple famous modules that are likely to be rec’d and used in OSE’s format. Let’s start with T1: The Village of Hommlet, and see if we can’t find a few of the baddies we’ve already looked at.

    Of first note, there’s some bandits and included is the table of what AC they should have based on their equipment–helpful. Let’s compare these AC against OSE:

    So, their AC actually is going off the AD&D PHB, meaning their AC is actually worse than if we just used the proper values for OSE. If you use these values, the bandits will actually be easier to hit than they were in AD&D…maybe. I gotta be real: I’m not an AD&D 1e expert and it’s possible the to hit and STR modifiers are different enough to account for this.

    Here’s our ogre friend, with 5 AC as expected. The same as in OSE.

    Let’s move on to N1: Against The Cult of the Reptile God, a classic. This has no orcs but it does have goblins:

    I could go on with more deep diving into old modules, but based on these two examples, I think it’s safe to say that the standard was to just grab the stats from the Monster Manual and reprint them. So, even less than we’ve thought, do we need to worry about the difference in AC.


  • Fire Resistance in 5e

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    I was reading a thread about build options in 5e (I immediately got diarrhea typing that) and someone repeated the common wisdom: “Well, fire is the most resisted damage type in 5e,” and I got pissed off again.

    The only reason this is true is because the game has 800 demons and devils, every one of which is resistant or immune to fire damage. If you don’t fight demons or devils, you basically won’t encounter this problem.

    I got pushback so I did the work. Here’s the numbers of every official creature in 5e with fire resistance. I’m not covering immunity, as I don’t think it’s as relevant: most categories have no creatures who are immune to fire, and those that do…make sense? (Yeah! Fire elementals are immune to fire damage!) Meanwhile, the numbers I have here do not account for the Volo’s and Mordenkainen’s “Legacy” content; I counted those monsters as one monster because you’re not going to encounter both “versions” in the same game.

    So, that leaves us with hard numbers:

    • Aberration: 15, 10 of which are Slaad and 1 of which is YGORL, LORD OF ENTROPY
    • Beast: 2: Fiendish Giant Spider, Stench Kow
    • Celestials: 4, all of which are in setting or adventures
    • Construct: 7, all of which are in setting or adventures, except for the Sacred Statue possessed by an Eidolon
    • Dragon: 14, which, they’re dragons.
    • Elemental: 13, which shouldn’t be surprising as they’re elementals
    • Fey: 7, 6 of which are in setting or adventures
    • Giant: 6, 5 of which are CR 20+ titans from Bigby’s
    • Humanoid: 28, 17 of which are Dragonborn, Tieflings, half-dragons, draconic sorcerers or the Fiendlock
    • Monstrosity: 3
    • Ooze: 8, 5 of which are gray ooze variations
    • Plant: 5
    • Undead: 35

    That means there’s a total of 147 non-Fiend monsters with fire resistance, of which 92 you are realistically going to encounter in your campaign.

    In comparison, there are seven pages of fiends with fire resistance in 5e and four pages with immunity. Now, I’m sure some of that is doubled up from the “Legacy” content, I’m not going to dig through and find it. (The fact that I can’t filter out “Legacy” content is a real fuck up on D&D Beyond’s part.) But if we ignore that, that’s 140 Fiends with fire resistance. In other words, fiends take up like 50% of all monsters in the game with fire resistance. More if you ignore all the shit you’re not going to fight (like 5 gray ooze variations).

    Hope this clears some shit up.


  • Lessons from Caverns of Thracia

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    In January, we lost famous gaming pioneer Jennell Jacquays. Much has been written about her in that time. The day the news came down, I sent a message in my Discord that I would be running her classic Judge’s Guild module, The Caverns of Thracia, in OD&D (Original D&D from 1974), with a handful of house rules, partially inspired by Luke Gearing’s Snackrifice.

    I told the players that this was expected to be a one-off but could expand a little bit if we were having fun. I didn’t anticipate finishing the dungeon as it’s fucking huge, but I did figure we would get through to some of it. The first session had a total of 7 players and me–a real OD&D party! Scheduling eventually got in the way and after only two sessions, I could tell that this basically wasn’t working, for a variety of reasons. Let’s talk about what I learned.

    The first thing: OD&D is the wrong system for this module. For a while I was under the impression the module had been published in 1975, which is how I pitched it to my players.

    Part of this was ostensibly so I could deal with descending AC all on my side of the screen without the players worrying about it, but inevitably there was an argument about how descending AC works and what target numbers you actually want to hit were. Felt like a right of passage.

    Anyway, it turns out the module was released in 1979 according to the copyright. I had chosen OD&D because I was inspired by playing in Snackrifice and wanted to try running OD&D out. I had a few house rules–I added the Paladin and Bard classes from the original Strategic Review sources, but no others. I redid the equipment and weapon lists from Snackrifice, and tweaked a thing or two here and there. You can check out the house rules doc here.

    The problem is: Jacquays was on the fucking cutting edge of this shit. At one point there is a gnome who has Illusionist levels, something I hadn’t accounted for at all in my prep. There are several monsters not present in OD&D, but would have been in the Strategic Review or in Dragon or even in the AD&D Monster Manual by 1979. (These monsters are perfectly useable in OD&D, as they don’t even account for the AC changes in the AD&D 1e Player’s Handbook.) So, I was learning, there was a lot of stuff in the module that the system wasn’t really set up for. If I were to do it again, I’d use Old School Essentials with the Advanced Fantasy add-ons.

    The second thing: The group didn’t like the system. With 7 players, it’s hard to suit everybody. Most players of mine are happy to go along with whatever bullshit I’m doing and have a good time; some of them are clearly happier about doing an OSR dungeon crawl than others, and even those who clearly aren’t into it as much are happy to be a good sport to be in a game I’m running. I would say, though, that the overwhelming amount of my players ended up really chafing against 1975 standards, or even OSR standards in general.

    They balked at the idea that sometimes you want to roll the d20 high and sometimes you want to roll low (Thracia occasionally calls for roll-under stat checks), that sometimes situations call for a 1:6 chance and other times they call for a d20 check or even a saving throw, they balked at the weird saving throws and then further got frustrated and confused when the module called for a weird saving throw.

    (I recall one trap that called for a save vs. breath to avoid it; the player was baffled when I explained that vs. breath is typically “vs dragon breath, but sometimes they use it as a catch-all Dex save,” something many of us are comfortable with and accept, but honestly, they got rid of this shit for a reason.)

    Even if I had used a system like Old School Essentials, I don’t know that it would have “worked” for this particular group. Many of them have lots of 3.5e or 5e experience and would probably prefer a system with a unified resolution mechanic–something like bastards with its unified d20-roll-under-stat mechanic would probably have worked fine! Just player preference, is all. I could have decided to run this in 5e and those players would have been as happy as a pig in shit. (Not an indictment of 5e or those players, btw.)

    The third thing is that, even against those grains, the players had fun, and engaged in good faith. They engaged in a little bit of faction play, openly communicating with the lizardmen on two different occasions. They mapped their own dungeon and even let it get a little fucked up (but not too fucked up!), and checked for secret doors and all the normal bullshit. One guy got fucked up from a crit from the carrion crawler in the very first encounter, and immediately had that character’s son show up with the exact same stats, but with a fucking helmet this time. (I even gave that guy a save vs. Death at 0hp, which he sadly failed.)

    After 40 minutes or so, everyone was engaged in the OSR 70s mode as much as they could be, looking for ways to use their limited spells or abilities (the Bard charm came in handy twice!) to bypass encounters rather than engage in combat as first resort. They didn’t care about backstories, recognizing that the goal here was to get treasure, because treasure = XP.

    I also used my longstanding house rule of not dividing XP. If the players found 1000gp, they got 1000 XP. They still had to divide the gold up evenly amongst them. This meant that players started to level up pretty quickly early on, but I suspect this evens them out around 4th or 5th level. I don’t mind doing this in harder edged OSR systems (like OD&D or OSE) because we likely aren’t going to play longer than a handful of sessions. For some of these people, this might be the only time they ever play OD&D. Let them level up a little bit. It’s not going to hurt anything. I even didn’t make them go back to town or anything, just let them level up right there in the dungeon, like it’s Dragon Quest or something. These are all millennials who have been playing JRPGs their entire life, nobody gives a shit.

    Mind you, I think they got a little too much XP from monsters. Delving Deeper (and I think all of OD&D) says that monsters should give 100XP per hit die. That’s obviously a little too much especially if I’m not dividing them between players, so if I were using OSE or something that provided different numbers for monster XP, I probably wouldn’t have had that part of the issue.

    All in all, I still had a great time. I think if I’d ran with OSE to begin with, or chose a system with a unified resolution mechanic, then the game would have lasted a little longer. I was up for a third session, but we had scheduling problems and so I decided to call it good there, and no one seemed all that upset about it. One day I’ll return to Thracia–hopefully after Goodman Games puts out a nice, beefy Original Adventures Reincarnated version. Maybe I’ll even run it in 5e.


  • Cluster-Based Combat

    The following is a procedure for theater of the mind or non-grid based combat with simple, non-defined ranges. It is not limited to fantasy genres.

    Players have two Actions during their turn. They can use one Action to Move from one Cluster to another. (Some games have their own Movement and only one Action; in games like this, use your Move action to move form one Cluster to another. Adjudicate attacks of opportunity if your system has them.)

    You can use your Action to Attack any enemy within the Cluster. Ranged Attacks can hit enemies in other Clusters. However, if an ally is also in the Cluster, Ranged Attacks will have Cover. If your game has multiple cover options, each successive ally in a Cluster ranks Cover up to the next. (For example one ally may provide ½ cover, two allies 2/3 cover, etc.)

    AOE Actions (such as spells, grenades, etc.) affect all participants in a given Cluster. If your game has particularly large AOEs, then it may envelope two or more Clusters, based on the relative size of the AOE and how large the battlefield is.

    The advantage to this is that it’s easier to remember what players are attacking what Monsters in a given Cluster and makes it easier to adjudicate AOEs in theater of the mind.


  • Hit Dice, Hit Points & Weapon Damage

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    I’ve been thinking of doing a little revision to the way my inevitable 2024 revision of what else goes. (There are two alternative versions of this idea, always in motion, the future is: 5e Killer and _&_.) craphack goes.

    I just don’t like the hit dice attached to certain classes in 5e. The grognard in me likes d4 HD wizards. At first I thought I could revise it so there were 3 groups of HD that all made sense together, but unfortunately there are four martials and 5 categories if we use every die, so it’s still a little fucky. Still, here’s the list I came up with:

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    So, let’s talk a little bit about what Hit Dice are used for in the game. Primarily they are used to determine your Hit Points. You roll your Hit Dice and add your CON Mod to determine how many Hit Points you get per level.

    My new proposal is that PCs should add their CON Score (so, 13 instead of +1) at level 1, and then never again. So 1st level PCs would be much more survivable, but their HP total would be lower eventually. I haven’t mathed this out yet, but I really want to try it out.

    You also use Hit Dice on a Short Rest to recover lost Hit Points. Perfectly good design, we won’t be altering it here (although we are altering Short Rests–more on that later).

    Finally, I want to propose–I don’t know if I like this yet, but I want to propose–using Hit Dice for your Weapon Damage. Perhaps this will be one of the things that sets _&_ apart from 5e Killer. (Are these two products ever going to coalesce? Probably not.) Hit Dice are badly named in the legacy game and new players come with the expectation that their Hit Dice might actually be the dice they use to hit things. Why not indulge in that? Just make every class do the damage of their Hit Dice when they do weapon attacks.

    This means you can alter the weapons table substantially, because the differences between weapon damage no longer exist. If we were starting from scratch, we could maybe use the weapons table from Wolves Upon The Coast but we aren’t, we’re starting from the table I’ve had for a couple years and recently redid to include WotC’s Weapon Masteries and then my own Martial Options (forthcoming).

    I’m always interested in thoughts about design like this. If you’re interested, feel free to jump on the post, or contact me however you prefer. Stay gold.


  • My Wilderness Hexcrawl Rules

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    Wilderness DM Screen by Greg Rutkowski; from WotC

    This post began life as an attempt to redesign the Ranger for 5e. I’m still going to do that, but it diverted to an explanation of my wilderness hexcrawl procedure, which I don’t believe I’ve ever shared online in full.

    I am on record as saying “exploration” is everything the players do that isn’t talking to people or fighting monsters, but for the sake of this, we’re going to focus on wilderness “exploration” and parts of the game that use that.

    So to do that, we need to talk about what this looks like in my game and at my table. All overland travel in a dangerous area is on a 6 mile hex grid, and we engage in the “gritty realism” rest variant when we use it. This means a short rest is 8 hours overnight, and a long rest is every 7 days/short rests or if the party spends 24 hours within the same hex (which also puts them back on “normal” resting; unless, of course, they travel outside that hex again). Again, this is a “dangerous area,” which is most of the parts of the world that adventure takes place in. If the players are travelling a long distance that isn’t the focus of the adventure (for example, they travel weeks from the city of Dawnharbour to the city of Steelhaven) then that can be handwaved; they’re sticking to roads and not worrying about it, because the Adventure is not The Travel.

    When the party travels through hexes, we determine their planned route and weather. This determines how many hexes they can go through. The party can travel 24 miles per day through normal terrain, which equals 4 hexes; difficult terrain like swamps, deep forest or mountains may reduce this to 3 or even 2 hexes.

    For each hex, the players roll what I call “Advancing d6s.” This means they roll, in order: 1d6, 2d6, 3d6, and finally 4d6. This produces several results, between 1-6, 2-12, 3-18 and finally 4-24. This corresponds with this simple table:

    image

    The d6 table is landmarks such as burial mounds, obelisks, etc. The d8 table is several encounters that are not necessarily combat related, such as a group of fake adventurers, a Peryton that attempts to capture a player, or a golden Fey steed appearing on the horizon. It also contains an entry called “Character Event,” which is a series of encounters built around the PCs. (I’ll go more into Character Events in a later post.) The d12 table is larger landmarks and mini-dungeons or lairs, including things like wild magic zones, dead magic zones, etc. Finally I have lists of combat encounters. Embphyrkhaksis is the BBEG of the campaign this particular table is taken from; an adult red dragon who can appear any time all four players roll 6s. (For each encounter with Embphyrkhaksis, I raise the threshold for him to abandon the encounter by 10hp; initially they just had to deal 10 damage to the dragon for him to flee, but after 4 or 5 encounters they need to do 40 or 50 damage for him to leave. Exciting!) I then arrange the encounters we rolled into the best narratively cohesive order, based on my judgement as a DM and my absolute, flawless, omniscient knowledge of what is Actually in the hexes ahead of them; I ignore results that are boring or have been used recently if there is a legitimate feature in a hex that I’ve previously determined.

    At a later time, I’ll update this post with a formatted PDF of my table so you can alter it and make your own.

    When the party spends the night in the wilderness, they need to set up watches. My rules assume a 4 person party using 2 hour watches. (Elves can take 2 watches and still gain the benefits of a short rest.) During a watch, they roll 1d6; on a 6, an encounter happens. The character makes a Perception check to see if they notice the encounter; this is contested against a DC equal to a passive stealth check made by the monster. (If there are multiple monsters, I use the monster with the highest bonus.) If they fail, they are Surprised, which can be really dangerous with ¾ of the party still sleeping, outside of their armour. If they pass, the party member has the opportunity to wake up the other players and put on their armour. (Realistically, this takes 10 minutes, but the start of the encounter is a little abstracted in this case.)

    This is the core of my wilderness overland travel system. It’s easy to see, when it’s laid out like this, that there are several “hooks” by which the Ranger can key into to make them feel very useful in this style of campaign.


  • Average Monster Stats for 5e

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    I’m working on a new DM screen, and one thing I decided is that I’d like to have the average stats for each monster type on there, to make improvising monster stats faster and easier if I need to. You could combine this with something like Monster Manual On A Business Card to quickly create a monster; you can use these stats as their saving throws while taking the to-hit and spell save DC from MMoaBC, for example.

    You can also use these with something like MCDM’s Minion rules to quickly come up with minions for your battle. Suddenly need a horde of monstrosities to attack your players, but don’t have time to flip to the Chimera to alter it? Just look at the Monstrosities average stats on your screen!

    Some monster types (like celestials, fey, ooze etc.) lack large representation in the Monster Manual; if someone can provide a spreadsheet with all the available 5e monsters (which probably isn’t strictly legal to distribute), I’d love to update this to be accurate!

    I also have provided only modifiers instead of concrete stats, to save both space and to provide for more ambiguity between individual monsters. IMO it isn’t relevant if the average stat is a 12 or 13, what matters is that both are +1.

    Without further ado:

    Aberration: +2 +2 +2 0 0 0
    Beast: +1 +1 +1 -4 0 -3
    Celestial: +5 +4 +5 +3 +4 +5
    Construct: +2 +1 +2 -2 -1 +2
    Dragon: +6 0 +5 +2 +1 +3
    Elemental: +2 +1 +3 -1 0 0
    Fey: 0 +2 +1 +1 +1 +2
    Fiend: +3 +2 +3 +1 +1 +2
    Giant: +6 0 +4 -1 0 0
    Humanoid: +1 +1 +1 +1 0 +1 0
    Monstrosity: +4 +1 +3 -2 +1 -1
    Ooze: +2 -3 +3 -5 -2 -5
    Plant: 0 -2 +1 -2 -1 -3
    Undead: +1 +2 +2 0 +1 +1

    Hope this helps your game!


  • You Should Start With A Fifteen

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    Or: Why You Should Abolish Stat Bonuses At Character Creation

    I’ve been thinking about stats a lot recently.

    It all started with the talk around Tasha’s Cauldron of Everything, a D&D 5e supplement that Wizards of the Coast released last year.

    (Well, actually, it started around January 2019 when I started my big campaign using N1: Against the Cult of the Reptile God, but that’s not really relevant to the current discussion.)

    Tasha’s added a new optional rule that allows you to change your racial bonuses at character creation around. There are two reasons that this was done, which I’m going to discuss under the cut:

    1) There is an argument to be made that these bonuses represent biological differences between species. Some people do not like the idea that, for example, “all dwarves are 2 points higher than all elves.” This could be attributed, in some people’s eyes, to a kind of real world bioessentialism that they find uncomfortable and don’t want to see in the game.

    Let me be clear: That kind of stuff in the real world is disgusting and not “realistic” or based in any kind of fact. It’s gross and if you’re here to argue for that, get off the train now.

    But, I don’t think that elves and dwarves and hobbits are biologically the same species the way we think of human races. You may disagree! If that is so, please stay on the line, because this is the last time I’m going to talk about the fiction for this and we’re going to exclusively talk about numbers going forward. I’m not here to convince you that these stats should represent biology.

    To others, the idea that ALL dwarves have innately high constitution, or elves are innately more lithe than a gnome, is stifling to them. Why can’t I be a “fat elf” who has low Dex, or a “dumb gnome” who has low Int? To those people, I say: Put your low numbers into those stats. If you have an 8 and want to be a low dex Elf, put that 8 in Dex. Your extra 2 Dex will instead make that a 10, which is still +0 when turned into stat modifiers. That’s still bad! But, don’t worry,

    2) Getting rid of the need to synergise race and class. Let’s say I want to play a High Elf Paladin. A High Elf gets +2 to Dex and +1 to Int. Well, unless you want to build a Dex-based Paladin, a Paladin needs high Strength, Charisma, and Constitution, usually in that order. Dex is one of the stats you can actually dump, since you’re going to want heavy armour and it’s alright if your initiative is lower and Dex skills aren’t good–you probably got a Rogue or Monk in the party who can handle that anyway.

    But, if I had instead chosen a Dragonborn Paladin, I would be able to have higher Strength and Charisma than if I chose an Elf. The Dragonborn Paladin will start with 17 Strength, whereas the High Elf Paladin has a maximum possible of 15 Strength.

    There’s a group of players who wants to use these rules because, to them, the High Elf Paladin is “falling behind” the Dragonborn Paladin. They aren’t as strong or charismatic as another option they could have had. Decoupling the bonuses from race and allowing you to place these stats wherever you want means this player can play the race that they want to roleplay as, while their stats can be the same as the Dragonborn Paladin.

    I see the argument for this. I don’t want a player to feel like they had to choose the mechanically worse option in order to play the character they want. Maybe they think Dragonborn are stupid and don’t want to be one. Maybe the Elf culture in my world is super appealing to them and the Dragonborn culture isn’t. I get that! I don’t want someone to have to play something they don’t want to. Which is where I started to think about this.

    So let’s talk about why we’re here.

    I think the game is balanced around starting with a 15 in your main stat at level 1.

    I don’t think WotC balanced the game with rolling in mind, because it’s volatile. I think, prior to a few years ago, they tested the game using the standard array of 15, 14, 13, 12, 10, 8. Point buy can also get you these numbers.

    Furthermore, I don’t think they assume you will choose a synergistic race. I think they balanced the game assuming every player might not choose a synergistic race–a high elf paladin, a dwarf wizard, a gnome fighter, a Dragonborn rogue. (Sounds like my kinda party, honestly.) So you can’t balance the game around synergistic races; you have to baseline assume every player will have at least a 15 in their main stat, and that that might be the highest they have. The player who chose a synergistic race gets to have a little edge, and hopefully their fellow friends at the table don’t resent them too much for doing so.

    So, I think you should ditch bonuses at character creation entirely. Why do I think this?

    The CR system seems to expect it. They have to have a baseline for testing these things out; a player character starting with a 15 in their main stat will have +4 to hit (+2 from the 15, +2 from proficiency bonus). If you look at some expected monsters around this level, their stats actually bear this out–a ¼ CR Goblin has +4 to hit. A group of 4 of those will have basically the same expected damage output to a party of 1st level characters who expend no resources–spell slots, special abilities, magic items, etc. Of course, players have all those things, which throws the encounter in their favour. This is actually the expected behaviour of the game. The players should be more likely to win an encounter than they are to lose it; they’re the heroes, they’re the player characters, the stars of the show. Most basic encounters, like running across a pissed off owlbear in the woods, or two ogres who want to steal your money, or finding a camp of goblins, the players should probably have at least a 60% chance of winning without any real consequence besides lost resources (spell slots, special abilities, magic item charges or consumables, etc.).

    Better level progression and room to grow. It means a better curve of progression around level 4 and 5–your to hit modifier goes from +4 to +5 at level 4 and then to +6 at level 5, where it remains until level 8 where it goes to +7. I think everyone (fighters excluded) having a +7 at level 8 to 11 is absolutely where the game should lie. I think having any higher than that severely breaks the game and makes it harder to anticipate CR and expected damage and to hit levels.

    You can give the players magic items! If the players only have +4 to hit at level 1, you can give the fighter a +1 magic sword and now they only have +5 to hit. That’s…exactly as much as if they had chosen a synergistic race! You aren’t throwing the balance off any more than it already is by default.

    A 15 is already superheroic. I’ve seen a lot of people arguing lately about this stuff and in my opinion, they don’t see what a 15 means. I think if you have a 15 Str and 14 Con, you are basically Brock Lesnar or Dave Batista. A 15 Dex character is 6 months of training away from being a viable competitor for the Olympic distance running team. A 15 Int character can do advanced calculus on the back of a napkin. (An 18 Int character can do particle physics in their head.) A 15 Cha character can talk most people into anything. This is what I assume. Most people have a 10 in ALL their stats. I bet you know someone in real life who has 7 Int.

    You solve problem 1 up above. If the bonus doesn’t come from your biological differences from other humanoid species, where do they come from? They can’t just float in the ether. And it can’t be that your stats from the array or point buy are supposed to represent the biological differences between individuals–you have 15 Dex, you are *already* faster than other dwarves who would have a 10; you don’t need to have 17!

    You can continue to use new races. In the new books, WotC has done away with the static bonuses and allows new races to place their stat bonuses wherever they want; I suspect the rereleased races in the upcoming Mordenkainen’s Multiverse of Monsters and the 2024 revised Player’s Handbook (for the assumed 50thE version of the game–hey WotC, here’s a free one: Call it 50th Anniversary Edition or 50th!) will do the same. If WotC has a revised method of generating stats that believes the game is balanced around starting with a 17, then I’m probably going to switch to using that in 2024. I don’t allow the Tasha’s optional rule in my game (I prefer the bonuses come from your biological differences from other species), so these new races have a distinct advantage over older ones. I mostly prefer the PHB races exclusively anyway, but I might decide any time in the next 2 years (or after that, if I decide 50thE isn’t for me) that I want to allow Thri-Kreen in my world, or Firbolg, or Giff, or Astral Elves–and I’d like to be able to use them without having to make up their static bonuses.

    In my current games, I’m having people roll 1d6+8 for each stat. This gives a minimum of 9 and a maximum of 14; still not 15, but I allowed them to apply racial bonuses as per the PHB, with the explicit note that they were not allowed to exceed a 15. I’m still trying to figure out a rolling method that generates a range between 8 and 15 so I can finally get rid of racial bonuses at character creation entirely.

    Except for humans. They’ll still get +1 to everything and can go to 16. This is so people make humans. 🙂