I like Descending AC…

(Re posted here from one of my old defunct blogs because its still true)

One of the key differences between OD&D and 3.5+ is the way the game handles Armor Class (AC) and Attack Rolls. Early Editions of Dungeons and Dragons (LBB, Supplements, Holmes, BX, BECMI, and Cyclopedia) make use of a simple chart based system for resolving attack rolls. You find the attackers row on the relevant chart, slide over to the defenders armor class, and you’ve got your target number (To-Hit) for the attack roll. Later editions of D&D (3, 3.5, 4, Pathfinder) utilize Ascending AC where the AC is replaced by the first row of To-Hit numbers on the Attack Table such that a first level PC’s To-Hit number is identical to the targets AC. The attack roll has to be ≥ the To-Hit number to succeed, Swords and Wizardry offers both systems.

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The Pseudo-Undead

(Inspired by this image, the rest of the artists gallery is definitely NSFW. Stats can be found in the AD&D Monster Manual 2, This is re-posted from one of my older blogs, Happy Halloween.)

The Pseudo-Undead are living breathing humanoids who resemble, and strive to mimic, the undead. Their physical and cultural evolution has aligned itself with the traits of the undead so as to shroud and protect themselves with the myths and legends of men. The pseudo-undead possess some of the physical traits of those legendary undead monsters they resemble, but none of the inherent traits of undeath, they are not immortal, and they have no supernatural powers save those they learn or acquire through enchanted items.

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Play by Email with Adventurer Conqueror King.

Update: Its actually going to be PBP over Google+, most the folks who are interested were on there, and I can still manage alot via email.

Since I started my Podcast (The OSR Podcast) I’ve had a bit of a problem, I don’t game much these days. For the last few years I’ve gamed sporadically online and in person through various means, but since my daughter came things have been a bit crazy. I just can’t set aside 4+ hours to game with any regularity when taking that time means someone else has to give up their time to take care of her. So I’m going to try and run/play in a few games through email.

So here is the pitch:
3 times a week (likely Monday, Wednesday, and Friday) I will gather your moves and post the next step in the epic tale of , on the outskirts of Califa’s Empire, in the valley of Sanja. Your hero’s will engage in heroism for adventure and coin, taking care of matters the empires forces can’t be spared to resolve. After building a small fortune, a reputation, and a pretty solid set of equipment, your hero’s will guide the fate of these twice broken lands. The setting is homebrew and you won’t have to know much to get started, I’m looking for 4-6 players. We’ll use both the core book and the Companion, as well as some of the material from Axioms.

If your interested in playing drop me a line.

[Fate][Review] Shardlands

Shardlands: Muskets, Blades, Words of Power! by Judith and Christian Vogt Self Published Setting for Fate Core

I tend to think of myself as primarily a Basic/eXpert Dungeons and Dragons (1981) player and game master. Thinking of Elf as a class, descending armor class, and creating a rags to riches story at the table gives me a warm fuzzy feeling inside. Like a warm blanket on a cold morning, these utterly fallacious thoughts keep me cozy in my descending years. The truth of the situation is that I’ve played more Fudge than anything since the fateful day I found a certain text file on the AOL boards. Of all Fudges children Fate is probably the most successful, and I’ve played a bit of it in the last few years. Anyway, here are my thoughts on an English translation of a German book about a setting based on Russian myths.

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Mutants and Mazes and Spaceships!

Still tinkering with running a Metamorphosis Alpha game with a fantasy level using Labyrinth Lord and Mutant Future instead of the Metamorphosis Alpha rules. I was originally going to work with the Delving Deeper rules, but its alot easier to use MF, MA, and S&S tech/mutant rules with LL than DD, which is a shame because I like D6 HP and D6 damage.

I’ll allow all the normal LL classes (With race-as-class), some of the third party classes (Vivimancer, Witch, etc.) and the Mutants and Mazes Race-classes. I might also allow some stuff from Starships and Spacemen if anyone really wants to play a revived/cloned ships crew member.

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The Hightracker class for Swords and Wizardry

The Hightracker is the mundane answer to the Ranger presented in Swords and Wizardry complete. The Hightracker makes his livelihood in the wild places of the world. Not content to work his way up the career ladder in civilized society, the Hightracker makes his way through hunting, gathering, prospecting, and even chasing the occasional bounty. Once a Hightracker has dedicated himself to a target he will travel high and low in its pursuit, be that a fox, a rabbit, a wanted man, or a monstrous horde.

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Fudge & Labyrinth Lord

This is an organization of my thoughts on using Fudge Dice, and the Fudge resolution mechanic, to provide an easy way to make snap rulings based on PC ability scores and Levels using the Labyrinth Lord rule-system (and within the game systems it attempts to emulate). Fudge and Labyrinth Lord are both released under the OGL, as is this article if anybody finds use for it. These rules are also written with some notes about fudge as I won’t assume everyone has played it before, and it also assumes you enjoy tossing all manner of dice around the table.

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GORGONS

I’ve never been overly-fond of the Gorgon/Medusa situation from D&D. Its not that I think the Gorgon is a bad monster, its that the term “medusa” should apply to the specific individual from mythology and gorgon should describe a race of horrible women with serpents for hair, and terrible claws, who’s image is so horrific as the petrify the viewer!

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Skinwalkers

(no stats are presented as the SRD has stats for those forms. No XP or GP value is assigned as I havent worked out what they should be worth.)

When man was only slightly more than snarling savage beasts the witch queens (hags) ruled the northlands with withered and clawed fists. The Queens worked their witchcraft, blood magic and deals struck with elder horrors, on man and beast alike to build their petty fiefdoms. One, known as Caera Skin-stitcher, developed a way to enchant a skin such that when worn it would turn the wearer into the form the skin was clad to in life. With the help of her children, sired by beings to horrid to contemplate, she clad whole armies in the skins of powerful beasts and monsters, and gave her acolytes the ability to travel quickly to any part of her empire on wing or fin. Caera was undone by her own subjects when she was fool enough to teach a few of them the secrets of fire making, she was burned alive in her sacred bog.

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