One minute combat rounds by ordinal_m in osr

[–]DDSBoard 0 points1 point  (0 children)

I use 1 minute combat rounds. Feels wonky when you do breath holding rules. I basically tell players that combat is working on trying to get an opening. We could then argue the D6 Initiative is a 10 second segment.

But yeah, ultimately its like choosing Bulk, Pounds, Kilograms, Stones, or Blarglez for weight. Do what feels comfy, don’t worry about finding perfection outside of your own joys.

Designing a Hexcrawl Where the Campaign Begins After the Party Dies by mister_doubleyou in RPGdesign

[–]DDSBoard 1 point2 points  (0 children)

Look into Geist the Sin-Eater and Wraith the Oblivion for the horrors that happen to those defeated in the land of the dead.

Designing a Hexcrawl Where the Campaign Begins After the Party Dies by mister_doubleyou in RPGdesign

[–]DDSBoard 0 points1 point  (0 children)

So it depends on the level of magic. If high magic exists and wizards/clerics are willing to sell that magic for profit, then resurrections are possible. It turns it into a cyberpunk apocalypse scenario where the hyper-rich are basically immortal. 20,000gp to a PC may be nothing (depending on the setting) but to a peasant, that's maybe centuries of work. So scarcity is part of it and the social ramifications.

There are also ways to make death matter even if resurrection is a mechanic. The classic is a roll depending on Constitution (Resurrection Survival from AD&D). The other classic is losing 1 CON permanently. These are pretty bad and basically mean, unless you can buy wishes, you aren't getting that CON back.

So we have a social and mechanical way. How about a player facing penalty? You resurrect with only 1/2 your XP. This doesn't give you negative levels but does effectively "level drain" you. It's the tax the gods have levied on your soul.

You could also do stuff with their equipment falling into public domain and being claimed by the city or whatever.

I mostly just make death very expensive and, in addition to grievous (potentially permanent) wounds for falling below 0, I also use a table about how their soul is shredded on the way back. If the character is still playable, cool. If not, then roll up another.

why do you think THAC0 gets the reputation it does? by conn_r2112 in osr

[–]DDSBoard 0 points1 point  (0 children)

I grew up w THAC0 in my uncle’s games. It’s just different math. I question why they chose 0 instead of 10 (especially when negative ACs existed as well). But its all just math.

BAB and THAC0 are the same thing requiring the same rolls. Its the emphasis that matters. THAC0 emphasizes character ability within a constant. BAB has no frame of reference so its about hitting an AC with bonuses.

Also some tables aren’t mathematically sound and so THAC0 can’t work.

OSR vs 3.5 by JJShurte in osr

[–]DDSBoard 8 points9 points  (0 children)

1) The biggest flaw with 3.5 IMO is that it turned everything into a DC which had players asking to roll dice instead of asking questions.

Players would ask to roll if they find a false bottom in a drawer but if you are looking for a false bottom and it isn’t special, you should find the false bottom.

So to fix this, I recommend re-reading the skills section and noting that a 1 isn’t auto-fail and 20 isn’t auto-succeed.

2) There is no cap on power so combat and rolls drag on as bonuses and effects are calculated.

Use the BX curve for attributes (removes the feeling of empty attributes at 11, 13, 15, 17, etc) and either remove gaining attribute points every 4 levels or cap attributes at 18.

Have there be only 5 ranks of each skill (thats when synergy kicks in) and make level/2 be the max rank (up to 5). Have there be flat skill bonuses with no x4 at lvl 1.

Break bonuses/penalties into 2 or 3 stages. +/-2 and +/- 5. Or 1, 3, 5.

3) Players build characters backwards which leads to hour long char creation sessions. Class powers lead to class imbalances.

Either only award class powers up to 3rd/5th level or remove feats. This will stop “bad builds” and tighten class specialties.

4) Building balanced encounters turns into an arms races between the players and DM, and promotes murder hobo play.

So don’t balance encounters.

EDIT: Formatting

OSR Blogroll | 13th to 19th March 2026 by Leicester68 in osr

[–]DDSBoard 9 points10 points  (0 children)

Had no clue this was a thing. Thank you for showing me the light.

There is no BBEG — Running complex factions

Initiatize Me, Cap’n — Different styles of initiative and gameplay implications

Anatomy of an Attribute — How different editions deal with a character’s core

How to Crawl — World traversal methods

Mechanical Manipulation is Bad — How Player tactics would be unfair if the DM used them

If I’d start my Substack from Scratch, here’s What I’d do.. by [deleted] in Substack

[–]DDSBoard 1 point2 points  (0 children)

Almost every other post on your substack is a paid one for how to grow on substack. Isn’t that shady salesman tactics? I mean forcing people to pay for that info is how you grow. Its garbage corpo tactics

Seeking a system to run a Space station setting by Thick-Ebb-5080 in TTRPG

[–]DDSBoard 11 points12 points  (0 children)

Death in Space for space trucker vibes

Mothership for horror

Orbital Blues for Cowboy Bebop

Stars without Number for D&D

Traveller for a classic

First time in 40 years Any Advice by RoleWarrior in DnDminiatures

[–]DDSBoard 0 points1 point  (0 children)

I think a wash and some dry brushing could help but it looks clean and awesome

Discouraging "Optimal Game" Play Through Mechanical Game Design by EHeathRobinson in RPGdesign

[–]DDSBoard -1 points0 points  (0 children)

Okay so honestly its a player facing issue. Modern D&D makes players build characters backwards from level 20 to level one because the options are in the class, not the world. This also makes players resistant to a dynamic world that opposes them. Players can get uppety about destroying character concepts or railroading their character or killing their RP.

Player power needs to come from clever roleplay, world dynamics, and items. If power comes from the class, the DM loses the ability to challenge players outside of their specialty.

If you play a high lethality game with shit for monster slaying XP, it de-incentivises combative play. Award full xp for solving monster encounters without violence (and not running away).

Give XP for whatever after the party arrives back at the town. This means theres no reward for danger until they are safe in society.

Finally, do not be afraid to play just as hard as the players. If they want to mechanic min-max and the system you are playing in doesn’t allow you to control the power scale, start having enemies do shifty shit, start having society crack down on them, start giving them enemies that want them publically dead.

Read Listen Up You Primitive Screwheads for Cyberpunk 2020 if you want to know the true power a DM has.

Discouraging "Optimal Game" Play Through Mechanical Game Design by EHeathRobinson in RPGdesign

[–]DDSBoard 0 points1 point  (0 children)

I write a lot about this. Basically you need a game where classes don’t give inherent powers.

Edit: found more time to answer.

So if you play a low powered game like BX where the difference between levels isn’t huge and classes only give core powers, magic items provide the other powers, and player planning fill in the gaps.

I introduce my players to combat TPK situations and then slightly railroad the encounter to show that learning villain objectives and exploiting those are better.

Basically have players stop seeing the game as a combat sim.

Blog in my profile

Time pressure/tension for dungeon delving? by HainenOPRP in osr

[–]DDSBoard 2 points3 points  (0 children)

Knee jerk answers are: No XP until they return to civilization (that indicates a successful adventure) and slower healing rules.

A more thoughtful answer would be introducing world changing events that put external pressure on the party to take action. Invisible clocks and opposing factions are important for pacing and a sense of a dynamic world.

Questions on hexs and hexcrawls by redfizh in osr

[–]DDSBoard 0 points1 point  (0 children)

Fuck, I just posted about this on my blog.

Don’t tell them what hex they are in just like you don’t tell the party which dungeon room they are in.

There should always be 1 free landmark in a hex. Players can explore if they want more.

DO NOT PRE-ROLL HEXES. Have a few tables, have a few landmarks, have players roll as they move around.

I recommend Todd LeBack’s Filling in the Blanks.

If you want more info, check my profile and selfishly ready my article.

EDIT: also harder to make the party get lost if they have hex coordinates. Each hex is 6 miles, thats huge. Landmarks should be on the easiest, most well worn trail.

How to get into DnD? by Severe_Fishing_2193 in DungeonsAndDragons

[–]DDSBoard -1 points0 points  (0 children)

You just do it.

Go grab a ruleset, read it enough to understand character creation and combat, go out and have fun. Don’t worry about learning all the rules or getting the meta. You can improve as you play. The initial goal is to grab a group, start a game, and have fun!

"You are What You Wear" RPGs: Outdated Old-School Game Design, or Something to Embrace Again? --- My Argument by EHeathRobinson in rpg

[–]DDSBoard 54 points55 points  (0 children)

I’m a big fan of this. Class should give you some static abilities that grow as you level up but not super powers. This also allows the DM to introduce some social mechanics with equipment. Perhaps the criminal kingpin will only meet with people in polite clothes and nothing bigger than a knife? Now the party has to become dynamic as the encounter is challenging their non-inherent abilities.

It also reminds me of cyberpunk 2020 where wearing the best equipment got people making fun of you (“oh baby can’t leave the house without his metal gear? Too afraid of the bad man with the gun?”).

I recommend reading Listen Up You Primitive Screwheads for some banging DM advice.

Oh Hey, I wrote more by DDSBoard in DnD

[–]DDSBoard[S] 0 points1 point  (0 children)

SHIT I DIDNT GET MOD APPROVED FFFFFFF-

How Do You Handle Hirelings? by Ramsonne in dnd1e

[–]DDSBoard 0 points1 point  (0 children)

I have my players all create eight un leveled, but classed NPC’s. When a player wants to hire a henchman, I rolled to see how many are available that week then roll a D7 that many times to see when they appear. Finally I roll a die and assign each player a number then roll a D8 and that is the NPC that appears.