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File: osrg.png (13 KB, 335x308)
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Welcome to the Old School Renaissance General, the thread dedicated to first-decade, Gygaxian D&D, its faithful modern clones, and content created for use with them. Later editions (2e and newer) should be discussed elsewhere.

Broadly, OSR games encourage a tonal and mechanical fidelity to Dungeons & Dragons played as intended by its creators from 1974 to 1983 — less emphasis on linear adventures and overarching metaplots and a greater emphasis on player agency.

If you are new to the OSR, welcome! Ask us whatever you're curious about: we'll be happy to help you get started. We also have two excellent beginner guides created by Anons with feedback from the thread that you can check for help:

>n00b DM's Guide
https://pastebin.com/EVvt6P0B
>n00b Player's Handbook
https://pastebin.com/XALkXkV0

>Troves, Resources, Blogs, etc:
http://pastebin.com/9fzM6128

>Need a starter dungeon? Here's a curated collection:
https://archive.4plebs.org/tg/thread/94994969/#95006768

>Previous thread:
>>98208810

>Thread Question:
What's your favorite piece of /osrg/ OC?
>>
>>98234882
Thanks for a new thread, Anon

>What's your favorite piece of /osrg/ OC?
>>97042674
>>
Want to contribute OC to the thread, but don't know where to start? Use this table.
>1. Make a spell
>2. Make a monster
>3. Make a dungeon special
>4. Make a wilderness location
>5. Make an urban set piece
>6. Make a magic item
>7. Make a class, race, or race-as-class
>8. Make a 4-10 room lair.
>9. Make a trap
>10. Roll 2D10 and combine
>>
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>>98234882
>fav /osrg/ oc
There's far too much but this table has been great. Simple and easy to use, adds a lot to my game.
KLOWN's rumour table was likewise very useful
The old Troll Lords zine was a lot of fun.
Manse's 20things tables were super inspirational.
Apparently my /osr/g folder is 3 gigs of stuff. Its been a while.
Its a bit nuts how much of the 2010s blogosphere and g+ stuff was here.
Creative content around 2019 dropped hard but not being able to post pdfs does not help.
>>
>>98234921
>KLOWN's rumour table was likewise very useful
It's really unfortunate that KLOWN let one salty bitch run him off, he was a good contributor.

>Creative content around 2019 dropped hard but not being able to post pdfs does not help.
Agreed. It's a shame we can't have PDFs back, but oh well.
>>
>>98234923
>trolls who forcefully changed the OP last year in october
The mods already told you that /osrg/ has been largely the same for over a decade when you went to molest them on IRC. Stop lying.
>>
>>98234945
You're right but don't even engage with him. It's not necessary, the jannies are stomping his posts, and they sent a pretty clear signal by insta-archiving the last thread.
>>
>>98233799
>>98234228
So carry lit lanterns that can be seen from even farther away at night?
You know how stupid that suggestion sounds right?
>>
>>98235040
>You know how stupid that suggestion sounds right?
Yes: not stupid at all. Do you think historical army camps and the like just never used light at all to avoid giving away their position?

If anything, fire should give a bonus to keeping random encounters with wild animals off.
>>
>>98235065
>>anything, fire should give a bonus to keeping random encounters with wild animals off.
NTA, but I agree here. Some intelligent monsters will come toward it, but most of animal intelligence will avoid it.
>>
>>98235040
It beats whatever it is you have been doing, as you've seen with your own eyes.

Carrying good quality light sources in dungeons is not even "standard procedure", it's absolutely necessary.
>>
>>98235086
Right ,exactly. I don't have a problem with either "that's too granular, forget it" or "the D&D monsters are mythical beasts and don't care", but if one is going to invoke realism that's not going to mean dousing every light in camp.
>>
>>98235118
>in dungeons
I'm pretty sure Anon is talking about a wilderness situation, but light is still necessary at night.
>>
>>98235122
Yeah, and there are ways to make a fire with limited visibility. The"realism" folks kill me, because they are very arbitrary on what is and is not realistic.
>>
>>98235065
Anon, I am asking about how to deal with enemies with thermal vision at night who also have ranged weapons. Random wild animals are just war dog chow.

So let me get this straight. You all say the solution is to spend 2 pints of lantern oil per sentry per night just so the people holding them get turned into pin cushions by archers at night? Am I understanding you correctly?
>>
>>98235211
Bro if they have night vision they're going to turn your sentries into pincushions anyway, that's why you're complaining in the first place. Stake torches around the perimeter, use shields, wear armor.
>>
>>98235211
Your question was about how to deal with enemies that can see in the dark. The majority of solutions you've been given are "stop being in the dark".
I'm about 70% sure you're the idiot here so you should stop being such a dick. If the infravision enemies are going to see you either way, what difference does it make if you have light sources around your camp?
>>
Redpill me on war dogs. I imagine they can't carry much, so you need extra mules and such to carry meat for them. More expensive than grain feed for mules. They're probably hard to keep under control. Even trained dogs you still have to bark orders at sometimes. Are they really worth it? How many do you tend to bring? Di you name them?
>>
>>98235262
>I imagine they can't carry much
I don't allow them to carry anything.

>More expensive than grain feed for mules.
War dogs serve a completely different purpose from mules, so the comparison is moot.

>They're probably hard to keep under control.
Why? They just need to pass morale rolls like every other hireling, NPC, or monster.

>Even trained dogs you still have to bark orders at sometimes.
Don't do the realismfagging

>Are they really worth it?
Yes.

>How many do you tend to bring?
A couple, usually.

>Do you name them?
Yes. One, Two, Three, Four, and so on.
>>
>>98235331
>War dogs serve a completely different purpose from mules, so the comparison is moot.
True, but I meant that it isn't just a matter of another pack animal,they're basically like mercenaries that you don't have to pay.

Why only bring a couple? Is it because of cost? Why not have an entire pack of dogs? Our DM disallowed them entirely so I never really looked into it.
>>
>>98235262
>Are they really worth it?
IMO the problem is the opposite, war dogs are a little too good for what you get considering the costs of men at arms and low-level henchmen. I tend not to allow war dogs because of it.
>>
>>98235362
>Why not have an entire pack of dogs?
Because it becomes silly beyond a certain point, you're not fox hunting in England: A whole pack of dogs, even if trained, starts to behave as, you know, a fucking pack of fucking dogs with a mind of its own if they outnumber the party. There's a reason canine police units usually have one dog each and not a dozen.

>>98235477
>I tend not to allow war dogs because of it.
Just give them a reasonable morale and make them reasonably rare.

Gavin Norman was WRONG to give war dogs 11 Morale in OSE-Advanced. Make it a 9 or 10 and make then behave relatively erratically when they fail morale, for example running off into a random direction. Also the DMG War Dogs cost 25 gp, while the ACKS II ones cost 75 gp and have roughly the same stats.

Apply the ACKS II fixes and you should be good.
>>
>>98235477
so just make them more expensive / require a handler lmao wtf dummy
>>
>>98235520
>A whole pack of dogs, even if trained, starts to behave as, you know, a fucking pack of fucking dogs with a mind of its own if they outnumber the party.
I thought we weren't supposed to realismfag?
Seriously though are there any good rules for them that deal with this? Possibly with morale checks the larger the group gets. I figure they'd be good for keeping watch and hunting. And in combat too. But I think someone would need to spend at least part of their turn directing them.
>>
>>98235568
ACKS
>>
>>98235262
>what do you feed the dogs
In ACKS superior animal feed is 2cp per dog per day and weighs a pound. They can also eat your enemies, as a treat.

>They're probably hard to keep under control
The opposite, an untrained person can manage 6 war dogs and a character with a relevant proficiency can manage 20.

>Even trained dogs you still have to bark orders at sometimes
Correct the handler has to direct them on their turn. I typically play them as rushing down the closest enemies they can reach by the most direct path possible.

>Are they really worth it?
Yes, especially if you invest a bit more into them and get them armor. A war dog in in spiked scale has AC 6, 2+2 HD, hits AC 0 on 8+ and does 1d6+1 damage. My GM is always disappointed when they get knocked into negative HP and don't die.

>How many do you tend to bring
We have seven right now but only bring 3 or 4 into the dungeon.

>Do you name them?
Yes. Dog one, two, three, four, and so on. But in Latin for the LARP.

>>98235362
>Why only bring a couple? Is it because of cost? Why not have an entire pack of dogs? Our DM disallowed them entirely so I never really looked into it.
Market availability, even though our group has a venturer(me) there are only 2 war dogs available per month in the town we operate out of. Now I have been buying out the stock of wr dogs and riding equines every month and the GM has threatened that merchants may raise prices. My response was go ahead. Who are they going to sell to? I am the dog/horse guy and don't have to sit on inventory.

>>98235238
>Stake torches around the perimeter
I may not like it but this is probably good advice even if it means packing hundreds of torches every expedition that is still cheaper than paying to get someone resurrected.
>>
>>98235262
>>98235262
>Redpill me on war dogs. I imagine they can't carry much
then can carry enough to wear spiked armor :)
>so you need extra mules and such to carry meat for them.
you always need more mules
>More expensive than grain feed for mules.
yes but insignificantly so
>They're probably hard to keep under control.
no, theyre trained for war and following orders
>Even trained dogs you still have to bark orders at sometimes.
okay?
Are they really worth it?
DUH
>How many do you tend to bring?
how many can I afford?
Di you name them?
yes. red, blue, blitz, pickles
>>
>>98235758
>But in Latin for the LARP.
BASATVS
>>
>>98235776
>pickles
kek
>>
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>>98235758
>I may not like it but this is probably good advice
by my metric, with a 100'x100' camp, youd need 11 torches to cover the perimeter. One extra for the patrolman. That's 12 torches per hour, for twelve hours, aka 144 torches a night.

144/6 is 24, so at ACKS prices (1SP/6T), that's 2.4 gold a night to light up your camp.
BUT! That's also 24 stone a night of torches. So each night you are gone, will need the equivalent carrying capacity of a mule (25 st), at 20GP each.

SO, altogether you'd need 22.4 GP per night, to set up a torch perimeter each night of camping. That seems like a lot, but at the point you are wilderness adventuring, it should be a drop in the bucket.

NOW! Tips for surviving night raids? SURE!
>torch perimeter around camp
>twine and bell perimeter around camp
>stake your mules horses etc along inside perimeter for cover/early warning
>watchman patrols inside perimeter with torch/bullseye lantern, looking out
>decoy watchmen (scarecrows)
>empty tents
>alarm bell
>>
>>98235855
Romans would just build a palisade around camp at the end of each marching day.
>>
>>98235899
yeah, true. thats a valid strat, but its also more headache to figure out. Its either full handwave, or full autistic crunch. I prefer the soft method.
>>
>>98235899
>>98235929
I thought of that but you do actually need over hundred guys to throw up a palisade in the few hours after you stop for the night. Everyone having siege engineering would mean you only need many dozens so I guess that is what the Romans were doing.
>>
>>98235855
The issue here is that you need about mule loads worth of torches coming for each day coming back as well. That can be a huge cost especially since last time we could not carry out all the treasure we found.(Needing to carry out 5 bodies was a big part of that)
This may be a case for lanterns and oil, it probably costs more but weighs less.
>>
>>98236116
>you do actually need over hundred guys to throw up a palisade in the few hours after you stop for the night
Yep. Unless you have a Saw of Mighty Cutting and a Spade of Colossal Excavation, that is.
>>
>>98236235
Sadly the big ticket magic item we own is a staff of healing.
>>
>>98236258
sadtrombone.mp3
>>
>>98236258
Work the fighter to death and keep healing him.
>>
>Your whole ideology is based-
Why thank you. With that said, stop bullshitting. The concept of OSR comes from first principles and specifically game design foundations.
You will, of course, never understand this because you really, desperately, don't want to.
>>
>>98235855
>100' square camp
Paint huffing assumption. 30' diameter should be enough unless you're rolling with a full war train.
>>
>>98236634
>29 People, mounts for all of them, 9 dogs and 6 mules
the camp almost certainly needs to be bigger
>>
>>98236789
>29 men, all mounted, with pack mules
Yet buying a few flasks of lamp oil for the sentries' lanterns is supposed to be a big issue?
>>
>>98236865
NTA, but I reckon the most cogent stage of this same argument that happens every second thread is that one Anon who points out nobody hardly ever does ask about Birthright or Dark Sun, or anything 2e. That there's never anyone who wants to have any actual discussion about these things, only spergs like you shitting up the thread, name checking them as some kind of gotcha.
>>
>>98237133
This is the only place that understands what the OSR should actually be.

>searching 4plebs for my favourite dungeons
Why would I do this? What are you talking about?
I have a reading list of like 30 different books, modules & dungeons all garnered from lurking ITT. Shit you'd never hear about anywhere else that proclaims to be OSR because when they're not just posting memes or pretty pictures they're busy talking about fucking Dolmenwood, or Shadowdark or some other mainstream newfangled garbage.
>>
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What was the first version of D&D to have cantrips, or a cantrip spell? How did it/they work there?
>>
>>98236197
>The issue here is that you need about mule loads worth of torches coming for each day coming back as well
I literally said that you need the setup for EACH night of camping. That includes the return trip. Are you ESL?

BTW by the time youre 4th level (wilderness level), 22.4gp/night for safety is nothing. Git gud
>>
>>98234923
>>98236482
>>98236514
PLEASE kill yourself, you deranged fucking faggot
>>
>>98236634
bruh IDK how often youve gone camping on horseback with tents, but a 100' square camp is just fine. You do realize that youll need to have space for the animals, a latrine, storage, a kitchen, a common area, in addition to tents large enough to be comfortable, and all of this to service a dozen men, likely more?

cityslicker faggot
>>
>>98236801
A guy holding a lamp at night is just a pin cushion. We went over this, the light needs to be between them and the enemy. Try to keep up.
>>
>>98237444
If anything it is too small. Fortunately my GM is an urbanite with no experience with horses so I get away with murder some times. I am also and urbanite but I at least did horsemanship back when I was in Scouts and as a younger adult I got do be around race horses because my aunt was in an owner group.
>>
Alright so I run OSE, and I've been using ADMG for my map generation. (Also use per 3 turns for encounters) But that's besides the point.

I'm wondering, how much should I tell my players to look out for in terms of treasure, what with nearly half the treasure in encounter rooms being hidden. I ask because while I might give enough exp to level up everyone, they might only take treasure that's surface level halving what they get.

I noticed they NEVER listen to my hints or read between the lines. They'll walk straight into traps, encounters, and skip right past a wall that's slightly misshapen.
>>
>>98237612
>how much should I tell my players to look out for in terms of treasure
You shouldn't tell them about what they should expect about treasure at all. It only ever leads to some form of metagaming.
>>
>>98237612
>how much should I tell my players to look out for in terms of treasure
...what? are you ESL?
>>
>>98237417
Cantrips originated in a Dragon article for AD&D and were then put into Unearthed Arcana. They're kinda shit. You can memorize four for the cost of one 1st level spell and they basically do nothing.
>>
>>98237622
>>98237666
Anon is clearly asking how to get his neophyte players into a fruitful OSR mindset, teaching them to interact with the environment, look for treasures etc.

With more experienced players, it's fair to say "no handholding" and let them take their own knocks, but if a group of beginners don't even have a more experienced player to watch and learn from, the result will just be mutual frustration and an unsatisfying game. It's reasonable fron Anon to want to avoid that.
>>
>>98237687
then anon should have asked how to deal with that problem, in which case I'd have said "let them hire an experienced adventurer, and deliver any kind of hand-holding they might need in character"
>>
>>98237687
>Anon is clearly asking
>clearly
then why the fuck did he instead say a bunch of nonsense.
I still dont even know what the question is.
>how to get his neophyte players into a fruitful OSR mindset
tell them to explore and get treasure. wtf?
>>
Speaking of treasure, does armor stripped from enemies that gets sold count towards money for exp?
>>
>>98237779
>I'm wondering, how much should I tell my players to look out for in terms of treasure, what with nearly half the treasure in encounter rooms being hidden.

I thought it was clear.
>>
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>>98237612
I tend to explicitly tell new players, and repeat for players over time
>collecting treasure is more important than fighting monsters
>although sometimes collecting treasure involves fighting monsters
>or avoiding them
>the treasure is sometimes hidden and you'll have to explore to find it
but overall expecting players to not get all the loot in a dungeon floor is normal. How big is the dungeon you made and how much treasure did you roll up?
>>
>>98237028
NTA, But I personally am always down for DS talk. Its one of my favorite setting. Honestly Dark Suns always seems like it would be more appealing to the resource management crowd.

Dark Suns does lack good published adventures. Which is a shame as its built atop the corpse of entire civilizations. Between the green and blue age they could have done some killer dungeons or crypts.

Birthright is a weird duck though. It came right at the end there and was built around domain play which has never been super pouplar.
>>
>>98237848
I've got a couple dungeons. Ones a 16 room dungeon, the other is a 3 layer dungeon with about 150 rooms total. I've been using Appendix A, and the 4chan guide to determine what's hidden or out in the open.

On average I rolled about 2k per room, I tuned it up a bit due to the party playing slower (6 rooms per session) and to try and get levels every 3-4 sessions. About a quarter of treasure is hidden in encounter rooms, and any treasure just sitting in a room or in a puzzle is hidden in some way.
>>
>>98237833
Do the players understand that treasure can be hidden/guarded?
If yes, then what exactly is the issue?
If no, have you tried explaining the basics of the game?

btw you never answered about being ESL or not
>>
>>98237826
I usually figure the armour is badly damaged by killing whoever was wearing it to get much out of it unless its a magical item, or the weight to value ratio isn't good enough to bother compared to other treasure.
You could do something insane like the rate of damage compared to the AC and then convert it to a percentage of value and weight but I am lazy and would, if pressed do something like 25% value for 50% weight to represent the bits that are still any good. Note I tend to mark down the value of mundane goods sold to 50% listed value, so that would be 25% of that.
So 50gp or so for a violently liberated suit of full plate. Might not be worth the weight, but worth thinking about.
>>
>>98237881
>a 16 room dungeon
not a dungeon
>>
>>98237881
Sorry I should say per treasure room*
I'll try and tell them about things being hidden a bit more.
>>
>>98237848
NTA, but what software you use for this? I know there are a number of them out there.
>>
>>98237897
Yeah it was meant to be a lair mixed with a dungeon to start them out.
>>
>>98237892
I don't think they understand how much of it tends to be hidden or guarded.

>If no, have you tried explaining the basics of the game?
See now that's basically what I'm asking.
Like how I should tell them, what I should tell them. They're aware they shouldn't fight all the time, but I don't think they're aware how often treasure isn't just in a pile somewhere.

Also no I'm not just phone posting and not really revising my posts..
>>
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>>98237881
The 16 room dungeon seems too small in general to have a good spread of room types. I find they don't really even out into a functional distribution until at least 30 or so rooms and 40sh tends to work of better.

The ratios of treasure in
>encounter rooms
cold be off if you mean a quarter of the treasure at all is in monster rooms, that should be much higher in most cases.

Do you still have about 20% of the rooms being treasure rooms of some type?

After I rough key a dungeon I tend to check
>total treasure
>total monster rooms
>monster rooms with treasure
>total traps
>total specials
>total empty
and make sure its not too far off, 5-10% is probably okay, if the distribution is more than that I consider altering it or if the dungeon needs to be unusual in a way that could be interesting.
>>
>>98237896
Honestly I was gonna do half the value in the book per piece. Right now Im just splitting some of the treasure these bandits have into mundane stuff, and include their armor/weapons into that split loot.
>>
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>>98237901
Not mine so I'm not sure sorry. I save most of the maps people make and post, the OP is about /osrg/ OC so I'm putting them in posts about dungeons.
>>
>>98237928
>Do you still have about 20% of the rooms being treasure rooms of some type?

Twenty %? I did 5% due to using appendix A. Where only a twenty results in treasure.

>cold be off if you mean a quarter of the treasure at all is in monster rooms, that should be much higher in most cases.

Ah no I mean that only a quarter of treasure in encounter rooms is hidden. Another quarter is trapped. Id say a vast majority of treasure is in encounter rooms

>After I rough key a dungeon I tend to check...
Yeah I tend to do that too.
>>
>>98237901
not that anon, but it looks like it was made in dungeonscrawl
>>
>>98237933
That will probably work. I default to reselling gear and equipment to already being marked down like going to a pawn shop irl being not exactly a waste of time but not a great way to make money unless you're already a bit down and out.

I haven't looked at many of the mass battle rules, there might be something in those for battlefield salvage value you could convert to a percentage and use.
>>
>>98237963
Oh cool I'll look into that.
Also sick art.
>>
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>>98237944
20% of your rooms should have treasure in them.
That's total rooms with treasure including rooms that have monsters and treasure.
I think we're talking about the same thing.
>>98237919
and I just straight up tell players things like
>sometimes treasure is hidden in rooms in unexpected ways, or trapped, you'll have to explore and be creative to get the really high value stuff
If you haven't run them through an intro dungeon yet having an example early on that's fairly obvious, letting them fuck with it and then repeating the concept could work.

I have a giant stone hand in the middle of a room that obviously recently crushed a guy and a bunch of fountains around the rooms in the walls filled with coins as an intro in a dungeon I made. If you take the coins the hand trys to crush you.
Some players figure it out, some get crushed, some rolled a stone table top in from another room to put in the hand so it crushed that first while everyone booked it.

Trial and error can be part of learning osr play. I do think explaining the error a bit helps people out though. The DM is their main way of engaging with the game world and essentially the group activity leader, you're their primary source of information so just tell them stuff so they can play the game a bit better.
>>
>>98237941
Fair enough

>>98237945
Could be, just wasn't' sure
>>
>>98237833
>I thought it was clear.
I also thought it was clear, Anon. Sorry I don't really have any good advice.
>>
>>98237919
>I don't think they understand how much of it tends to be hidden or guarded.
so literally just tell them that.

"hey guys, just a quick reminder, treasure might be guarded, hidden, and/or trapped!
be thorough when exploring, but be careful!"
>>
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>>98237933
ACKS has rules for this.
>>
>>98237901
NTA, but this is dungeonscrawl and its SUPER based
>>
>>98237826
I allow it but with two important provisos: number one, armor just isn't worth that much relative to its weight, so choosing to carry it instead of gold will always be a bad decision, thus it's only coming up in practice if the expedition went to piss hell; and number two, whereas gold is fungible so it's worth what it's worth, pretty much, armor isn't, so you can expect to recover only a fraction of the list price of a given suit of armor.
>>
>>98234921
>KLOWN's rumour table was likewise very useful
Can you post it?
>>
>>98237826
Depends on the system. In ACKS armor is worth its weight in copper pieces and can be sold with bargaining for 10% more given enough time because of how the market system works.
>>
>>98235776
>>98235758
>>98235582
I guess ACKS really is the answer. I just don't like the freakshit classes.
>>
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>>98238341
Then don't use them? The game runs just fine on the core 6 classes.
That being said ACKS has the best bard in any rpg I have played
>>
>>98237417
>What was the first version of D&D to have cantrips, or a cantrip spell?
Unearthed Arcana.

>How did it/they work there?
Poorly.
>>
>>98237779
NTAYRT
It was clear to me as well on the first read.
>>
>>98237826
Yes, but it doesn't sell at full price. It's usually not worth it unless you've had a VERY unsuccessful delve.
>>
>>98237612
>I've been using ADMG for my map generation.
Be aware that Appendix A treasure is often NOT in reasonable amounts. Treasure XP should be between 75% and 90% of all XP, so make sure treasure is between 3× and 10× as much as the XP value of monsters, erring on the side of generosity if much of it is hard to find.

(And I personally don't count magic items in that %, that's extra.)
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>>98238391
>pic
One of the things I've really liked about ACKS is Charisma being extremely useful, almost game changing, instead of being a dump stat.
A really minor thing I also liked is changing Wisdom to Will. It's just a name change, but I think it fit better.
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>>98238684
>One of the things I've really liked about ACKS is Charisma being extremely useful, almost game changing, instead of being a dump stat.
Not to be a dick, but have you ever played O/A/B/X D&D? It's definitely the most powerful ABILITY SCORE in OD&D by far, and it's extremely important in AD&D and B/X as well.
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>>98238726
Yes, but ACKS has more uses for it, like the Mercantile Ventures, who are missing from older D&D editions
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>>98234921
>>98238131
klown is a known pedo who got rightfully stormed off the board
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>>98238775
>hurr muh pedo it's fun to accuse people I dislike of being pedophiles
Kill yourself, pedo.
>>
the players found a dungeon room that, when entered, has reversed gravity. on the now ceiling, there's an ornate, iron chest bolted to the surface. no thief present. it has a key hole and is locked. the "ceiling" is 20ft up. how would you solve this?
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>>98239024
>how would you solve this?
What level is the party?
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>>98239038
mostly 2nd/3rd, but the halfling is 4th level.
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>>98239113
Three ways to smash:

(1) If there's a 3rd level MU and he has Levitate, use that: Levitate up and smash the chest or chisel the stone around the chest, causing to fall up.

(2) Come back with ladders and do the same. They'd need ladders that are at least 15' tall or can be composed to achieve the same, which might be a pain in the ass in a dungeon.

(3) Most low-tech solution: Assuming the doors leading into the room are "only" 10' high, use planks, hammers, nails, and rope to build a "bridge" from door to door, then smash. Picrel.
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>>98237928
Huh? I was SURE I had replied to this comment. Anyway.

Picrel is my axomorpher app! It's a bit of a gimmick, buy if you're curious you can take a look here:
https://sygor-hnot.github.io/axomorpher-dist/
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>>98239186
it's a sturdy iron chest. surely you're not suggesting using your sword to smash it open?
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>>98237928
>>98239436
The app itself was inspired by this hand-made dungeon by Tsojcanth (Paolo Greco). His one is stocked.
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>>98239441
>it's a sturdy iron chest.
You didn't say "sturdy" the first time around.

>surely you're not suggesting using your sword to smash it open?
Did you try reading my comment a second time to see if I did?
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>>98239457
iron is pretty sturdy. suppose.I didn't say it wasnt dilapidated or rusty. you only mention tools for tool usage, but what is being used for smashing is a little unclear. just trying to understand, truly. the party ended up leaving it but they are sure to return next time more prepared
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>>98239474
>iron is pretty sturdy.
It depends on the thickness, whether it is reinforced, and so on.

>what is being used for smashing is a little unclear
I thought it would go without saying, a sledgehammer or a similar tool, not knowing how sturdy the chest is.

And in case the chest was too sturdy, I've also given chipping the stone around it so it falls off the floor/ceiling as an alternative precisely in case it's too sturdy to break open with a sledgehammer.

Also I didn't expect so much emphasis to go on the "opening" part. Given the whole reverse gravity setup I assumed you were mostly curious how to reach it. Otherwise you could have just left the whole reverse exercose out and asked what do you do with a sturdy iron chest that's bolted to the floor.

If the emphasis is on the iron chest being very sturdy and not on the reverse gravity, then the answer is trivially just the Magic-User spell "Knock". But in that case, again, why the whole reverse gravity thing?
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>>98238748
Also making domain play more than just a retirement home.
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>>98238131
This is a clipped chunk that I use, from a clipped chunk of something else this is on page 20 of. It looks different enough from most of their other stuff they posted I figure they pulled it out of something.
The outline for the rest of the page is making tables of different locations on your hex map, rolling which location the rumour is about, then rolling on the nested table in this pic .Not how I do it, too much prep work for things, I just adjust the subjects of the table regionally.
I don't use the 1-3/4-6 part of this, I broke it into 2 sections and ask the players if they're looking for information about the local area or a more dungeon specific place they know.
I roll a D4 with it to grade how accurate the information they get is, 1 is totally False, 2-3 is close but not quite, 4 is True information.
Keeps me from having to make rumour tables for every place and works as a decent framework for piling rumours in during gameplay.
I roll on it whenever characters encounter civilized monsters, towns, other adventuring parties, monsters with friendly reaction as part of the constant low level rumour and information shuffling that happens when peoples meet.
If they want to spend more time and effort looking for information in a settlement its 2d6x10sp (Silver standard) to get another roll for a day of rubbing elbows, talking with locals, etc.
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>>98239436
>>98239449
Oh neat. Thanks.
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>>98238668
>so make sure treasure is between 3× and 10× as much as the XP value of monsters, erring on the side of generosity if much of it is hard to find

It averages out pretty high. With only a 25% chance to get under 100 gold per roll. And you roll twice. Honestly surprised you low-ball so much with 10x.
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>>98239505
the gravity is just another layer of inconvenience. this is the first time they have ever encountered a chest that was not wooden, all other metal chests have been rather small and easy to carry to someone that can get it open. none of them have ever thought to try buying adventuring gear that isn't on the list of items, and sledgehammer isn't on there. in the room before this they found a number of scattered old tools, including a sledgehammer, but no one seemed to really notice or remember.
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>>98239893
>It averages out pretty high.
What does? With respect to what?

>With only a 25% chance to get under 100 gold per roll. And you roll twice.
That's the Appendix A table. It scales very differently from the analogous tables and methods in OD&D and B/X, and the fact that it's linear makes it sub-optimal. If you try to stick to it, you'll find that the relative amount of treasure to monsters decreases dramatically at lower levels.

>Honestly surprised you low-ball so much with 10x.
I'm not low or high balling anything, I'm citing well established wisdom. The 1:3 figure is official from Moldvay, Quasqueton (B1) has 1:4, the Caves of Chaos (B2) have 1:5, the Zenopus Dungeon (after being revised by Gygax) has 1:5, ACKS II uses 1:4. All of these excluding magic items.
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>>98240046
>you'll find that the relative amount of treasure to monsters decreases dramatically at lower levels.
(Meaning "deeper", physical low elevation.)
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Anyone here have experience running any of the Merry Mushmen adventures? Particularly interested in Nightmare over Ragged Hollow but any insight into the rest of them would be appreciated as well.
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>>98239715
>I roll a D4 with it to grade how accurate the information they get is, 1 is totally False, 2-3 is close but not quite, 4 is True information.
But the accuracy is baked in?

Not to be a dick, but how do you meaningfully "use this table" if you don't bother with the 1-3/4-6 part and then also don't bother with how every rumor category is split into accurate/inaccurate?

It sounds like you just made your own different table, Anon.
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Hey anons, wondering if anyone has a copy of the n00b player's guide. I would appreciate it as the link is dead.
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Catgirl/Dark Elf guy here - For those interested, here's the updated Oathkeeper with the changes suggested by HTMLover. I can't change the PDF on dtrpg yet (I have an ad campaign going on right now) but I will "eventually." Buy both of my books if you want to support me.

Oathkeeper link: https://www.mediafire.com/file/6uhfv9x8on1tsta/Catgirl+Oathkeeper.pdf/file

Pic related is what I'm working on next. The actual book is gonna be out sometime next year. Possibly better edited. If anyone is interested in a collab, let me know:

>a d m i n
at
>worldconsumersolutions
dot
>us



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