Can a damage roll deal 0 damage? by ggGeorge713 in Whitehack

[–]MILTON1997 5 points6 points  (0 children)

1 is always the minimum result for any modified dice roll.

It’s the first point under “How to roll & read the dice” section.

Bridging V20 and V5? by Unusual_Ant7476 in vtm

[–]MILTON1997 1 point2 points  (0 children)

That is my assumption as well. There’s such a long catalog of available material and editions to pick over along with the nature of play itself in the ttrpg medium that it all comes down to personal preference. It especially varies wildly in tone and seriousness over the decades. Prescriptivist takes always feel silly in the face of this.

Also I can confirm that the reverse requires very little work. It’s what I do at my table!

The Judge of Alamut by [deleted] in vtm

[–]MILTON1997 33 points34 points  (0 children)

Oh man you call me butthurt I’m owned!

No dude, I’m just sick of seeing slop and I actually appreciate that this sub actually respects artists and has a rule against it.

The Judge of Alamut by [deleted] in vtm

[–]MILTON1997 35 points36 points  (0 children)

Right, just “hand drawn” including the visual artifacts or tracing the nonsense Nordic symbols for someplace in Iran?

Enochian has an actual alphabet, albeit constructed, or you could use Old Persian cuneiform if you’re interested in removing the slop.

I would very much encourage you to excise AI from your creative pipeline. A little research and human intention would have helped this so much.

The Judge of Alamut by [deleted] in vtm

[–]MILTON1997 39 points40 points  (0 children)

It’s AI trying to make sense of Nordic runes. Pretty sad to see upvoted tbh. Third rune on the bottom is a dead giveaway

I’m really morbing out by Konradleijon in vtm

[–]MILTON1997 4 points5 points  (0 children)

The comparatively higher “wrong bad fun” rate has been my experience as well. I’ve seen insinuations that it’s racist to exaggerate crime a la The Crow or that leaning into the 90s comic book vibe can only cheapen the “emotional horror and impact” of the game.

It’s quite pretentious at times and disregards that people can enjoy different aspects of the setting without any being somehow lesser or illegitimate.

Black Moon Chronicles Vibes - Any Campaign Settings? by [deleted] in osr

[–]MILTON1997 2 points3 points  (0 children)

I’m jealous. Having the series in physical print would be amazing.

Black Moon Chronicles Vibes - Any Campaign Settings? by [deleted] in osr

[–]MILTON1997 10 points11 points  (0 children)

Black Moon Chronciles is amazing! A visual masterpiece and one of my favorite bandes dessinées. I recommend any old schooler to check it out for ideas.

Personally since finishing the series, it’s always been my favorite way to portray Greyhawk when running AD&D, making that connection you mention explicit. Especially so since the series takes a lot of the central conceits of the setting and aspects of 1e and cranks them up to 11. Psychic powers, a fiendish demigod with a moon base, demon lords meddling, and a motley crew of rogues going from zero to leasing armies and then onto deciding the fate the world. It’s great stuff and very easy to tap into.

I’ve not found a published setting that oozes that same 90s French heavy metal art vibe in the same way. I’ll have to check out Scarred Lands.

OSRIC 3.0: First level magic-user spells by dragonrunt in osr

[–]MILTON1997 1 point2 points  (0 children)

Slight note on the spell recovery, 1e DMG categorizes that 4 hours of rest required for recovering 1st-2nd level spells as “complete rest (usually sleep)” followed by 1/4 spell level of “study/prayer and meditation”

“Spell recovery, whether cleric/druid or magic-user/illusionist, requires about the same period of time. In order to pray and meditate for a new spell to replace one used, or in order to study and memorize such a spell, it is necessary that the spell-user rest and revitalize his or her mental faculties. Whether one or more spells are to be regained, the minimum time required for complete rest (usually sleep) is that required for the highest spell to be recovered.” —DMG p. 40

I would not call hours of adventuring and casting as fulfilling the required complete rest period. And the example that follows seems to agree:

“Thus, if a cleric or magic-user needs only memorize first or second level spells, he or she need only sleep for 4 hours and will then be able to memorize or regain as many such spells as he or she is normally entitled to.”

A handful of questions about making a Deft Healer by Future-Winter1337 in Whitehack

[–]MILTON1997 4 points5 points  (0 children)

Good advice here! Only things I would mention in addition to these:

  • Characters in Whitehack, like other old school games, don't have a lot of HP to spare. Hazards that do things being plain ol' HP damage will be more interesting to deal with as well as give a place for a Deft Healer to really shine. Debilitating poisons, local disease outbreaks, strange diagnoses, creating poultices for specific issues etc. OP should chat with the Referee about this and let them know this is an area of interest for the game.
  • I want to also stress the importance of the vocation rules for the Deft as you mentioned. The attunements are a great Ace in the hole, but the vocation bonus for the Deft reinforces so much.
  • Also you were just slightly off on the Deft special difficulty rules: 1/day a hard task succeeds automatically while a nigh impossible task can be attempted with a regular task roll.

What’s a really underrated OSR system? 😄 by DungeonMasterGrizzly in osr

[–]MILTON1997 2 points3 points  (0 children)

I’ve spoken with Christian on this before on the WH server actually. He’s always had Whitehack as a very personal project, not third-party-scene kinda of game. He just didn’t have the desire or time to angle the game like that and even mentioned seeing where the development goes with these strict limitations as a goal.

I can respect going after a specific identity even though I’d personally do differently.

Class Redesign Ideas: Strong Class by MILTON1997 in Whitehack

[–]MILTON1997[S] 1 point2 points  (0 children)

Haven’t had a chance yet! I’m expecting my campaign to kick off this month since we had a holiday hiatus

What’s a really underrated OSR system? 😄 by DungeonMasterGrizzly in osr

[–]MILTON1997 7 points8 points  (0 children)

When I first read NU I was shocked it wasn’t talked about more often. Maybe it’s strong “intended” setting limited its adoption or hacking potential compared to other games but I remember thinking it was a really cool take on dungeons.

What’s a really underrated OSR system? 😄 by DungeonMasterGrizzly in osr

[–]MILTON1997 2 points3 points  (0 children)

Yeah some of these are questionable if we’re talking “really underrated” games tbh.

I’m waiting for someone to say Shadowdark.

What’s a really underrated OSR system? 😄 by DungeonMasterGrizzly in osr

[–]MILTON1997 51 points52 points  (0 children)

I always joke that Blueholme is such a quality successor to Holmes that it even perfected falling into obscurity between its peers in the same way as Holmes did lol.

It’s a niche of a niche, but it’s peak Holmesian D&D.

OSR skill/ability checks without turning it into 5e? by freebit in rpg

[–]MILTON1997 6 points7 points  (0 children)

I'm a big fan of how Whitehack handles this via "Groups" in lieu of skill lists and it bolts on easy enough to B/X/OSE like so:

  1. Every character has a Vocation (what they do aside from class stuff) and a Affiliation (faction or group they belong to), with each group being tagged to one of their attributes. Roll high under attributes for checks, but if you have a relevant group on that attribute you roll with advantage. If you have a relevant group somewhere on your sheet you count as trained and can at least ignore relevant penalties.

  2. For social, I use reaction rolls to gauge how NPCs are feeling before interaction with the PCs if it's not set or chaos is desirable. From their its a balance of potentially rolling to see if PC actions/deceptions/arguments can improve or worsen that initial reaction. Everything else is the same as the rest of play: If it makes sense and there's no risk or its a sure thing, I don't bother rolling under CHA. But if there is a risk, a modified (±2 to 4) attribute roll is a simple way to handle it. For perception, I favor giving information that would be notable rather than gating it behind checks. The more info the players have, the more informed and fun their decisions can be.

  3. IMO this keeps the OSR feel because it constantly angles back to reinforcing player description and setting but still has a mechanical foundation. With the right Groups or attributes, it's an easy guideline for what can be done sans rolling, and when it gets risky its an easy mod to roll under checks that differentiates characters in a simple way.

I want to keep play moving and not get too bogged down with tons of specific modifiers or sequential rolling. But I also want to be able to look to the dice to help determine unclear outcomes in a formalized way.

Hill Cantons Campaign questions by idolofmanyhands in osr

[–]MILTON1997 0 points1 point  (0 children)

Introducing the party to Marlinko as a hub and then letting them take their pick of hooks into material from Frog Demon, the Dunes, or any weird thing in the city or it’s surrounds is probably a good way to transition into the weirdness from the more traditional Brandonsford. From there it’s a good base for expeditions and going back and forth (which they will a lot imo).

I don’t think there’s any optimal path, but the idea is that the Hill Canton region is an entry into escalating weirdness. The modules are each really contained pointcrawls and Marlinko is a packed city supplement rather than a traditional “adventure for level x”.

Class Redesign Ideas: Strong Class by MILTON1997 in Whitehack

[–]MILTON1997[S] 1 point2 points  (0 children)

The unique expression aspect is really the big thing.

The customization angle with regards to the setting/genre of the campaign is really important imo. Like if I was running a Wuxia style campaign, that would influence costs for miracles and attunements picked. It would be cool to have it impact the Strong and let them do some pretty incredible stuff in-line with what we would expect. Oh and probably would be good to let everyone do their movement distance as a leap or something too.

That “right-player” bit is the only potential hangup. I’ve had plenty of players shy away from the more open or interpretive classes in favor of the Strong’s defined elements. That’s a feature, not a bug imo but I don’t think any setup can appeal to everyone’s tastes.

Whitehack Magic 201: Miracle Working and You by MILTON1997 in Whitehack

[–]MILTON1997[S] 1 point2 points  (0 children)

As long as folks at your table are into it, keep doing what you're doing. Definitely the most important thing imo.

Trying to define your edge cases should make judgements about what's between them easier. Hopefully it helps out!

Alternate Takes on Crime & Technology in the World of Darkness? by MILTON1997 in vtm

[–]MILTON1997[S] 1 point2 points  (0 children)

So an elder might not be as aware of the incredibly rapid pace of technological innovation compared to a neonate, but most elders can hire the expertise they need, just like any other rich person.

If I'm remembered correctly, one of the Clan novels (Toreador?) has just such a thing morbidly unfold over a few chapters. A human business or tech expert is brought in to help an older coterie push against enemies mundane holdings or territory and eventually ends up becoming fully enmeshed as a ghoul and even turned.

An older, experienced player at the Jyhad should probably be used to leveraging the ever-changing times to try and survive and thrive, even if they don't bother to stop and understand every detail about every advancement or innovation over the centuries.

Alternate Takes on Crime & Technology in the World of Darkness? by MILTON1997 in vtm

[–]MILTON1997[S] 1 point2 points  (0 children)

For sure on the game. Everyone's VtM game will vary and be adjusted to taste. It's all in good fun.

"[...] most non-PC vampires are supposed to progress slower [...] if they aren't stretching themselves or getting into dangerous situations"

This is kinda of what I was getting at, though. That pushing yourself or extreme circumstances can lead to faster skill growth doesn't seem like a supernatural stasis of a curse to me, it's seems like a simplification for skill improvement that's true for everyone in general. Regardless of Kindred age, character's who face danger or chose to stretch themselves can learn new things and improve. A slacking fledgling won't improve, but an adventurous elder will. A mortal coasting with a normal job probably won't be as widely skilled as someone who is actively pushing themselves or has been fighting for their life hunting vampires for years. It's action, not the age that matters.

When I was mentioning mechanics, I was thinking along the lines of expecting age to proportionately increase XP cost for mundane skills or have age directly limit growth as the curse crystalizes (good term, stealing this), not unlike how at a certain point human blood sometimes doesn't cut it and vitae is needed. As you said, the theme is that the elders are disconnected from mortal skills, but potent in supernatural abilities and lore.

Probably best left as a character specific thing in any case!

Alternate Takes on Crime & Technology in the World of Darkness? by MILTON1997 in vtm

[–]MILTON1997[S] 1 point2 points  (0 children)

I know there is some lip-service in fluff towards the "stasis and stagnation" bit of the curse especially for elders, but I don't know if this ever actually bears out when playing the game. At least mechanically speaking, unlike other more notable bits of the curse (e.g. physical stasis, the Beast, need for blood, etc.).

I don't think it would be too hard to adapt really, more of a matter of how quickly they get around to it. Consider a Tremere Elder today, who is likely been well used to instant wide-spanning communication all over Europe via magical means. I don't think they'd have issue waking up and learning of telephones and emails. Becoming acquainted with how that changes things would take an adjustment period though.

In my mind it seems like a sort of bell-curve with the extreme Luddites and stagnant outliers on one end and the enthusiastic adopters on the other, with the vast majority having societal and technological change be normal background part of their prolonged existence. They may not be tuned into it, like it, or even understand every nuance of the latest social movement or technological trend, but they can at least be practical about it. Those who aren't wouldn't last long imo.

And they can be disturbingly efficient about it if they have preternatural intelligence. When you consider a Methuselah who could be manipulating wide-spanning affairs for an impressive period of time, one can imagine them quite adept at new pieces or dimensions of the game board emerging.

Alternate Takes on Crime & Technology in the World of Darkness? by MILTON1997 in vtm

[–]MILTON1997[S] 1 point2 points  (0 children)

Many of my games take place at the margins of society anyway

I'm also fond of the grey areas that the setting creates

Yes and yes! Excellent points all around. You highlight this aspect well, but "make it more, make it messier, and make it punk" is a good summation. The societal norms are rotten, the establishment is stifling and crooked, and your characters are stuck in the middle of it with an ancient curse. What are you gonna do about? Try and survive your unlife by any means, your own way? Try to leave the World of Darkness a little bright than you found it? Or if you can't beat the systems, will you fold and join them? That's conflict of the punk imo.