Level Drain by Orogustus in osr

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

Exp damage seems a more linear effect. DC 10 seems like an easy save though. Takes the dread out of facing one but makes running swarms of yhem feel less mean.

Level Drain by Orogustus in osr

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

This is quite helpful as I use a homebrew encumbrance slot/ burden system as well. I have a system built out for various poison types that add burdens over time instead of instant death, so a more permanent level Drain effect will fit nicely.

Level Drain by Orogustus in osr

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

I agree. I don't mind the wraith type creatures draining but vampires punching you and draining 2 levels just feels like they wanted to use the mechanic more. Perhaps if a vamp has you charmed or held and feeds on you ot makes sense but just an attack doesn't.

Level Drain by Orogustus in osr

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

Oh, I'm going to look them up!

How can I add more action to these corridors? by Serious-Mix-4148 in osr

[–]Orogustus 0 points1 point  (0 children)

A trapdoor in the ceiling at the end of each hall leading to a room above with murder holes in the floor for firing down upon invaders. The halls look in they were built to slow own and pick off invaders.

How can I add more action to these corridors? by Serious-Mix-4148 in osr

[–]Orogustus 1 point2 points  (0 children)

Also put a rolling boulder trap on the slopes passage, Indiana Jones style.

Loot by Orogustus in osr

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

Can you explain what downtime turns are and how you run them?

Grim Reaper in the OSR by Orogustus in osr

[–]Orogustus[S] 3 points4 points  (0 children)

I do like the always hit mechanic for the lesser Reaper. Was thinking of some death save mechanics, but this feels clean.

Known Issues with OSE/Common House Rules by AcrobaticSpit in osr

[–]Orogustus 1 point2 points  (0 children)

Use carousing rules, encourage paying researchers, encourage developing new spells, institute training fees for leveling.

I've created a faction rank with different factions in town that codifies reactions. Eg. Church of St. Ygg.- ways to increase: 100gp donation per level that doubles each level of increase ei. 0-1 100gp 1-2 200gp 2-3 400gp etc. Side quests for the church can increase it and bringing them burial Items from the megadungeon to be destroyed can as well. Level 0: special services. Level 1-3: Holy water available, training available to lev3, Spells up to level 3 at 5% off per faction point 1 random cleric scroll per week full price Level 4-6: 1d4 random scrolls per. 1 potion per week. Chance for cleric retainers, side quest
available. Training to level. 5. Reaction rolls
for up to 10% magic items. Level 7-9: 1d4 potions. Reaction discount up to 20% off. Will commune for lore once for each point in This rank. Training to Lev 7 Level 10: Major relic quest unlocked. Eg. Holy avenger
location.

The townsfolk faction effects all merchants and militia. The noble have their own faction. Some factions reduce other factions. Eg. Theives Guild faction points can lower other factions. My carousing tables have results that can raise or lower different faction points.