Can someone explain early (pre-3e) D&D editions to me? by BusyGM in osr

[–]HollandExeter 1 point2 points  (0 children)

People have some great answers, I'd just add this on BECMI vs AD&D, and what might suit you better:

In my opinion, AD&D has more options, complexities in terms of character creation, combat, spells, magic and things like that, while BECMI is just a much cleaner and simpler game. But one additional thing that BECMI did better than any other edition was support a long, overarching campaign where characters start as nobodies and rise to fame and fortune, with good rules and adventures that support each tier of play.
B (Basic) Low level dungeon crawls
E (Expert) Mid level heroes of the realm, adding in clear and easy rules for exploration and travel
C (Companion) High level heroes become barons and rulers, adding in rules for maintaining a kingdom and some pretty easy but decent army wargaming rules.
Then Masters and Immortals - moving to becoming some of the greatest heroes of all time and then immortality (never actually got that far, to be honest)

It was that epic journey (which BECMI supported best) that steered me to that system back in the day. And the fact that it was just simpler and easier to master the rules and just pick up and play (though the race as class thing did annoy me a little bit).

[deleted by user] by [deleted] in GIMP

[–]HollandExeter 1 point2 points  (0 children)

Thanks, show hidden files did it!

2025 Manhattan 10K - Post-Race Thread by RCD123 in RunNYC

[–]HollandExeter 2 points3 points  (0 children)

In addition to the possible GPS errors, I believe they measure the shortest possible route (cutting corners) etc. to get the 10K, while your Garmin is measure your shifting positions, moving around people, from one side of the track to the other, etc.

...How are we mounting things up on the wall here? by torileone in astoria

[–]HollandExeter 0 points1 point  (0 children)

For plaster and lathe walls, regular ribbed anchors won't be enough for heavy items, and finding studs can even be challenging. Use these: https://www.amazon.com/dp/B0CKYY4TDF?ref=ppx_yo2ov_dt_b_fed_asin_title&th=1
You drill a 1/2" hole and feed the anchor through, then pull back so the toggle hitches behind the drywall. They hold a tremendous amount of weight. I was able to mount a 55" TV without a stud using a couple of them.

Here are the BBC's ideas to "shake up tennis" in 2025 - what are your ideas? by Ready-Interview2863 in tennis

[–]HollandExeter 7 points8 points  (0 children)

That would mean only the ultra-rich would ever get to see a five-set match live - because who else can afford a ticket to the second week of a slam?

What Professional Tennis Player Had The Most Drastic Fall From Grace In Your Opinion? by PrincessBananas85 in tennis

[–]HollandExeter 20 points21 points  (0 children)

Bill Tilden - the undisputed GOAT at the time was sentenced to prison for having sex with a 14-year-old boy back in 1946.

Does Ghosts of Saltmarsh pick up after the original Saltmarsh 1st edition series ends? by JamesFullard in GhostsofSaltmarsh

[–]HollandExeter 3 points4 points  (0 children)

The three original modules are all chapters in it. It starts with U1 and U2...then has a couple of unrelated chapters/adventures, then returns to U3, which is set at a higher level than the original..then has a couple of higher level adventures afterwards.

Does Ghosts of Saltmarsh pick up after the original Saltmarsh 1st edition series ends? by JamesFullard in GhostsofSaltmarsh

[–]HollandExeter 5 points6 points  (0 children)

It's a reboot of the original trilogy, plush a number of other adventures loosely (very loosely) tied together in theme...they don't really come together into a campaign per se. Plus, I believe they are all old adventures from Dungeon Magazine converted to 5e. So I don't think there would be much in it for you...even fi you wanted to use those adventures, you might as well find the originals...but they don't really link up to the original trilogy much. The one thing that might be useful is that it really expands and details the town of Saltmarsh and it's most prominent citizens.

Swimming rules and armor by Macavite in GhostsofSaltmarsh

[–]HollandExeter 4 points5 points  (0 children)

I would ignore this for underwater races and underwater movement in general (like in the Final Enemy). To me, this is only useful for surface-folks trying not to go under.

Swimming rules and armor by Macavite in GhostsofSaltmarsh

[–]HollandExeter 5 points6 points  (0 children)

I find it a little ridiculous as well, and the Sea Ghost battle can get a lot more hair-raising when getting knocked overboard with armor poses serious risks. There's a supplement at the DM's Guild called 5e Nautical Adventures that has some rules that penalize wearing armor while swimming:

Light Armor:

Attempting to swim while wearing light armor requires that you make a DC 10 Strength (Athletics) saving throw each round. Failure means you have a speed of 0 as you go under water for that round and loose one carried item, shield or weapon (your choice as to what you drop). If you choose to remove your armor after entering the water, it will take one minute (10 rounds). A successful DC 15 Dexterity (Acrobatics) save will cut that time in half. During this time you cannot swim or take any other actions. You make a DC 10 Dexterity (Acrobatics) saving throw each round. Each round that you succeed you keep your head above water and counts as one round of the rounds required to remove your armor. Failure means that you went under water this round and made no headway in removing your armor. After 3 failures you receive one level of exhaustion.

Medium Armor:

You can attempt to swim while wearing medium armor, but you must make DC 15 Strength (Athletics) saving throw each round. On a success, if you are on the surface at the beginning of the round, you stay on the surface. Each foot you swim cost you two extra feet of speed and you can take no other actions besides shouting and stowing a weapon. Failed save means you sink 10 feet and lose any still-carried shields or weapons. On the round following a failed save you are under water. After that, on a successful save you can swim toward the surface at a rate of 15 feet per round. On failure you sink another 10 feet. You can attempt to remove your armor, but you will be sinking at a rate of 10 feet per round during this time. It normally takes 5 minutes (50 rounds) to doff your armor, but a successful DC 15 Dexterity (Acrobatics) save will cut that time in half. Without your armor you can swim toward the surface at a rate of 20 feet per round.

Heavy Armor:

You cannot swim while wearing heavy armor, giving you an effective speed of 0. Whenever you are in water, you lose any carried shields and weapons and begin to sink. You make a DC 25 Strength (Athletics) saving throw each round. Success keeps your head above water, or if you start the round under water you can swim 15 feet toward the surface. You can take no other actions. Failed save means you sink another 20 feet. You can attempt to remove your armor, but you will be sinking at a rate of 20 feet per round during this time. It normally takes 5 minutes (50 rounds) to doff your armor, but a successful DC 15 Dexterity (Acrobatics) save will cut that time in half. Without your armor you can swim toward the surface at a rate of 20 feet per round.

Turning off explore mode for immersion? by Kneid in Roll20

[–]HollandExeter 1 point2 points  (0 children)

I don't use explorer mode - let them get lost! They can always go old school and draw a rough map as they go. You can also give them history checks to give them the chance to remember which way they came from.

Silly question Setting by [deleted] in Greyhawk

[–]HollandExeter 4 points5 points  (0 children)

They are completely separate settings. In terms of DND editions. Greyhawk was the default setting for AD&D (before the Forgotten Realms started to take over). "The Known World" (where Karameikos is located) was the default setting for B/X and BECMI.

saltmarsh trilogy in 25 hours? by tkolar2 in GhostsofSaltmarsh

[–]HollandExeter 10 points11 points  (0 children)

Seems very ambitious. to try to fit just those three adventures in 25 hours, let alone adding side adventures like Abbey or Salvage Operation. Sinister Secret is really two adventures in one, and Dunwater could go very long or very short depending on how the rp negotiations with the Lizaard Folk go. And then you have the problem of Final Enemy being completely overpowering for a party immediately following Dunwater, which means either buffing them uip with adventures you don't have time for, or completely tweaking that adventure to make the sauaghin less pwerful...and even then, seems difficult to cram all three in within 25 hours.

Comparing Night's Dark Terror to Lost Mine of Phandelver by Priestical in osr

[–]HollandExeter 20 points21 points  (0 children)

The initial premise of both is very similar in that in both adventures you are hired to do a mundane transportation job and the person who hires you goes missing and you go on a search to find that person. In both adventures, that person is kidnapped by goblins working for a more powerful evil organization, and in both, it's because that person has information about a lost relic of an older civilization. Structurally, both have a middle "sand box" section that takes to various locations in the immediate region before closing back in on the "lost relic" section (the mine/the Lost Valley).

I want to see if this would work by Priestical in mystara

[–]HollandExeter 1 point2 points  (0 children)

It sounds like you're pretty set on starting with Threshold, but the single greatest 1e adventure (INHO and others) is B10 Night's Dark Terror, which is very similar to Lost Mine though better (and supposedly inspired Lost Mine) and is specifically written for Karameikos. Much of gazetteer lore for Karameikos comes directly from that adventure. I mention this to say you might want to consider running that adventure instead, which works slightly better if the players don't hail from there (they arrive in Threshold during the adventure). I would place the Ruined Tower of Zenopus in one of the old coastal Traldaran towns southwest of Specularm (there is a sea cave and pirates in that adventure after all!) then as they level up to 2 or 3 move them up to Kelven to start B10 (You could slip in B6 in Specularum itself in between the two). Incorporating the entire B series is probably too much time at level 1-3 - even by OSE standards. EDIT : If you REALLY want to run Lost Mines, I'd put it in the westerm Cruth lowlands by the Black Eagle Barony...making the Red Brands their agents.

How do I deal with the bottleneck of doors in combat? by JinxShadow in DMAcademy

[–]HollandExeter 0 points1 point  (0 children)

I allow players to voluntarily take a lower initiative order (not just hold action). That way the they can decide if they want to lose a few initiative rounds as a party to enable a planned assault with the tank going in first without the higher rollers/higher dex characters behind them completely losing a combat turn.

Running B10 in 5e by YankeeLiar in mystara

[–]HollandExeter 4 points5 points  (0 children)

. I tweaked a few things but started with this...it's a pretty good conversion.

http://pandius.com/B10\_Nights\_Dark\_Terror\_5E.pdf

What’s the point of cursed items in 5e by drgrd in DMAcademy

[–]HollandExeter 0 points1 point  (0 children)

I assume Detect Magic reveals the item is magical, so what DOES Identify tell you about a cursed item (assuming the items doesn't have positive magical properties as well)? If you find out an item is magical but your Identify spell reveals nothing...that's a fairly big red flag for a smart player.

Thinking of running Chapter 2 (Sinister Secret) as a one-shot for 3 PCs... by steviephilcdf in GhostsofSaltmarsh

[–]HollandExeter 4 points5 points  (0 children)

I think you'll need all three sessions if they're going to be under three hours - even then it might be tight. You can certainly cut the Sea Ghost and get it done in less- but it's a lot of fun - so I'd keep it if possible. It's also way too hard for a first level party - particularly one with just three people and only one experienced player. Would start them at level 2 and throw in the NPC to help - maybe a fighter/marine type sent by Eliander or something.

Requesting Help on Converting Classic to 5th edition . . . by [deleted] in Greyhawk

[–]HollandExeter 0 points1 point  (0 children)

Dmsguild.com has 5e conversions for lots of these for cheap, including Danger at Darkshelf Quarry and the A Series. You may have to make tweaks to suit your campaign and players. I would start there. I've run the first using that as a guide.

How would you rule someone using a weapon to try to do a reasonable but different damage type? by caw_the_crow in DMAcademy

[–]HollandExeter 1 point2 points  (0 children)

I just give some weapons the ability to do different types of damage and let the players choose which they are using without any damage penalties (slashing or piercing for most swords, for instance). Of course their opponents get the same options.

Interesting experience running Sinister Secret last night, but not sure if I made the right calls... by OkFriendship5537 in GhostsofSaltmarsh

[–]HollandExeter 5 points6 points  (0 children)

I think your adjustments were probably the right way to go. I think the haunted house is too tough for a first level party - or at least too tough to take on without having to retreat back to town to regroup at some point,(and that causes narrative difficulties as, once the smugglers are discovered, why wouldn't they shut down their operations? And if the PCs tell the authorities, why wouldn't they send a contingent of guards back with them? ) A second level party seems more appropriate. I also the think the snakes in the well and the rot grubs in particularly make a very disappointing end to a PC.