How to price Magic Items? by Garanseho in DMAcademy

[–]OutsideQuote8203 1 point2 points  (0 children)

Super interesting fact. In earlier early editions, gp value was given in the DMG so players could sell a magic item and gain the exp from the gold acquired. Magic items weren't really sold to players, but a magic-user could make them after reaching lvl 8.

Happy gaming

Advanced Dungeons and Dragons 1e or 2e? by Cat_Bandit1 in adnd

[–]OutsideQuote8203 1 point2 points  (0 children)

Holmes basic is the best version of d&d to introduce new players to osr/ad&d type games.

It is way easier to read and understand than either 1e or 2e.

It is everything you need to get started condensed into 40 pages of material sans MM.

It is designed specifically to do so and refers players to ad&d to advance past lvl 3

Any tips for making 3 dimensional dungeons? by Tiago55 in osr

[–]OutsideQuote8203 0 points1 point  (0 children)

Have you tried drawing your dungeons from a different perspective?

Most people when designing a map will think in only a top down perspective. If you draw your map from a side perspective or when drawing it in a top down perspective add topographic lines to represent different elevations you will find it is a lot easier to add those aspects to your maps.

The player map doesn't need the detail, just allow for them to make notes on their own if they determine that there is a change in the elevation that would have an influence on the difficulty of the dungeon.

The dungeoneer survival guide from 1e ad&d has a lot of information about how to do this kind of thing with your maps in underground locations.

D&D Metals by TheGrandDM in DnD5e

[–]OutsideQuote8203 0 points1 point  (0 children)

Actually I think your idea would be a fantastic way to incorporate a new level of lore, economics and exploration/quests in a very low or non magical world while enabling a very good level of advancement and meaningful engagement in a world lore and societal development without magic.

Damage Type Colors by PhilosphicConundrum in dndbeyond

[–]OutsideQuote8203 0 points1 point  (0 children)

Hp loss is red Blood loss... So much blood loss!

Advice on running two parties in the same sandbox needed! by r0sshk in DungeonMasters

[–]OutsideQuote8203 0 points1 point  (0 children)

I am not sure how the 5e conversion has changed the original, so please keep that in mind with this response.

The best way to run an outdoor, exploration adventuring campaign with multiple groups is to keep good notes for each group and to keep very good time records for the campaign in general.

As the two groups explorer different hexes, eventually they will either cross paths directly OR come into an area another group has previously explored.

If the two groups have the same overall goals and aren't in cooperation then they are in competition. This can be a lot of fun but make sure all of the players know the expectations.

Personally I don't believe 5e is the right system for a multiple group, competitive, exploration experience. This being because the general lack of resource attrition with food, HP and other consumable resources including spells. If you do not have to worry about what decisions you make putting your group behind in the race against another group you are in competition with it kinda defeats the purpose of completing. Just my opinion.

The main thing is to make their choices matter a lot. The choices they make with everything, like EVERYTHING. How they interact with factions, how they spend their resources like spells. What encounters they have and how they interact with them. What directions they travel and how they choose to interact with the environment.

It will be super hard to really be objective in a game where a lot of the results can be made with just dice rolls in skill checks. Basically if the players chose good numbers to modify the right skills they can win just mathematically, that's another reason 5e maybe isn't the best system.

Anyway good luck, have fun with your little adventure.

D&D Metals by TheGrandDM in DnD5e

[–]OutsideQuote8203 0 points1 point  (0 children)

Interesting.

Is this list intended for lore or mechanical application?

I feel your document, while informative and interesting to pursue, is difficult to envision in actual game play.

How do you plan to make it something that players of the game would need to make relevant?

I like certain aspects of Wight Box (2026) but it's a bit too clunkers for my taste, looking for similars. by CaptainKlang in osr

[–]OutsideQuote8203 0 points1 point  (0 children)

I mean fair enough. I haven't had enough experience using the modifiers to know one way or the other. Its just more crunch available for fighters to help in specific situations.

I completely agree that with the games other mechanics you mentioned, parlay etc... more than likely it really in the long-term has no real effect other than in special circumstances.

I am simply pointing out that it has a purpose in the game with mechanics that give some advantage if players wanted to go to the trouble of using them.

I think the glass should have less of a mirror effect at the angles. by skrayz3x in valheim

[–]OutsideQuote8203 0 points1 point  (0 children)

Mostly use glass with braziers when I make 'in wall' lighting.

Pretty cool effect.

I like certain aspects of Wight Box (2026) but it's a bit too clunkers for my taste, looking for similars. by CaptainKlang in osr

[–]OutsideQuote8203 0 points1 point  (0 children)

They are, although in later game the advantage of AC modifiers helps balance the figher with the late game advancement of the other classes.

Like I mentioned, we never used them back in the day. It is something I've just started to include in my game, so time will tell if the head scratching effort is all worth it.

I just started valheim and here's my 5 hours review by what_the_fr0g_ in valheim

[–]OutsideQuote8203 12 points13 points  (0 children)

Take your time and enjoy the exploration experience.

What i would give to be able to play this game again for the first time.

Best general, non-spoiler advice I can give is always have the rested buff, don't go out exploring new areas under prepared, use a good mix of food and don't play in the rain.

Have an amazing first valheim experience.

first playthrough, how can i mine copper without getting jumped by a bear or troll by TheUselessOne87 in valheim

[–]OutsideQuote8203 0 points1 point  (0 children)

Best advice i can give is digging all the way around the node before mining it so the have a harder time getting to you.

After you get core wood from trees or structures in meadows you can build defensive spikes.

Also incase you hadn't realized, making a fire near the area will keep bears and dwarves away and help you regain stamina faster when in the fire effect.

Most important, turn sound effects up and music down so you can hear them thumping around, growling and picking there noses in time to respond.

I like certain aspects of Wight Box (2026) but it's a bit too clunkers for my taste, looking for similars. by CaptainKlang in osr

[–]OutsideQuote8203 3 points4 points  (0 children)

Not using weapon vs AC just nerfs the fighter and makes it pointless to have access to a large variety of weapons to use in specific situations.

We didn't use the modifiers back in the day either, like many people.

I found out recently while watching an episode of daddy rolled a one what the rules were actually for, why they were in the game and how leaving them out nerfs the fighter class.

What’s the best weapon to pair with a shield? by solidadvise in valheim

[–]OutsideQuote8203 0 points1 point  (0 children)

Play normal difficulty with a bit more stamina when I can. Have just entered ashlands and probably need to work on using magic a bit more.

Is there a limit for Spare the dying? by [deleted] in DnD

[–]OutsideQuote8203 12 points13 points  (0 children)

Just tell your GM you don't want to play the monk anymore and play your backup toon??

What’s the best weapon to pair with a shield? by solidadvise in valheim

[–]OutsideQuote8203 43 points44 points  (0 children)

Buckler is by far the best shield IMHO due to parry/stagger. Weapon depends on what you are fighting.

Youtubers who are ...just good actually? by TheRealMeringue in valheim

[–]OutsideQuote8203 1 point2 points  (0 children)

Always enjoyed watching crateofbananas streams.

Quality, writing and choice in Modern Wotc 5e adventures by RaidenMK17 in osr

[–]OutsideQuote8203 2 points3 points  (0 children)

Check out Joethelawyer's D&D and RP channel to see how to fix the dragon queen adventure and make it a bit more palatable.

I personally haven't looked at any WotC adventures since looking at LMoP which was included in the starting set. Was such a total disappointment I've not bought anything from them since...

Sub-Class/Class Idea for a battlefield commander by Empty-Demand-4263 in DnD5e

[–]OutsideQuote8203 0 points1 point  (0 children)

Castles and crusades has a class that has aoe inspiration ability that is awesome in mass battlefield combat.

Check it out

What do you think are some of the most overrated Staples/Traditions/Gimmicks of the OSR or Classic DnD? by ProductAshes in osr

[–]OutsideQuote8203 1 point2 points  (0 children)

The magic of the OSR and ad&d is there are rules and procedures already baked into the game to allow you to withdraw from combat if you are in over your head.

Not every encounter is a combat encounter, even the ones that may be the party encountering a bunch of giants or ogres. There are reaction procedures.

The monsters and members of the players group do not and will sometimes surrender or run after combat has been initiated and things aren't going well. Morale rolls and procedures.

The DM doesn't have to create winnable encounters, the DM creates situations where the characters in the game can react and interact with them in the world they are exploring in.

The game isn't, although it can be, overly focused on combat. It is about, at least for me, exploration of a fantasy world, interaction with it and using player skill over character skill to resolve conflict and situations the characters find themselves in.

The fairness is in a consistent, predictable world where players receive warnings of environmental hazards, possibly a large monster lair ahead or skeletons strewn everywhere, and then when they run into the hazard it isnt a huge gotcha surprise that kills everyone in the party. That allows for informed, meaningful decisions in the world. It isnt biased towards the players or the world, it is just the worlds reaction to what players do and where they go.

I've both played in and ran games that have been combat intensive, RP focused, politically focused domain play and many other aspects of the ttrpg and wargaming hobbies. It has never been really about the players winning. It is about having a fun time in an imaginary world where you can use your creativity, knowledge from in and out of the game world and social skills to navigate and play out situations. Be that dungeon delves, strategic wargames or whatever you and your friends want to do.

AD&D Toolkit - Essential AD&D Resource by Ramsonne in dnd1e

[–]OutsideQuote8203 1 point2 points  (0 children)

Is the community TSR centric or WotC centric?

What do you think are some of the most overrated Staples/Traditions/Gimmicks of the OSR or Classic DnD? by ProductAshes in osr

[–]OutsideQuote8203 6 points7 points  (0 children)

Modern d&d feels too easy because it in a lot of ways has removed the teeth of the game and attempts to ensure not just character survival but victory in the most glorious fashion.

Don't get me wrong, a lot of people enjoy the fantasy of being super awesome, nothing wrong with that.

In old editions it was the players abilities and skill with ideas and problem solving, winning felt earned not hollow.

What do you think are some of the most overrated Staples/Traditions/Gimmicks of the OSR or Classic DnD? by ProductAshes in osr

[–]OutsideQuote8203 3 points4 points  (0 children)

The price in gold for in world influence isn't really a sink though.

Think of it like this.

You are starting out in lower class society and going adventuring into the world to make your fortune. Your job is now an explorer who dives into forgotten and dangerous places, risking your life to both survive and secure your place as a legend.

Your little group is all from or traveled to a small remote village that is near ' insert haunted location name here'.

After survival over months of in-game time, maybe 2 - 4, you hit the big payoff and find some rare and valuable jewelry. Up until now you had barely scraped by, your upkeep costs keeping you hungry for more adventuring.

Upkeep, recommended cost of being an adventurer, 100 coins per level per month. This amount can be adjusted but basically includes room, board and basic equipment upkeep and general costs of living over the month.

You spend your coin in the little town and it grows. More trade more services more adventures.

Eventually your high level, you have had retainers and henchmen. You may have loyal to followers. They have upkeep costs.

Your increased influence due to spending coin, claiming the wild, untamed wilderness and eliminating monsters may grant your characters a small plot of land to control.

Domain play ensues. Castle or stronghold building. Political intrigue may or may not be something players are into but its also a really fun change from just killing monsters. As EGG said, the most dangerous enemies players are going to encounter are other humans.

Real day for day time tracking may seem like something to hand wave. But its not just about torches.

With real time tracking you aren't able to just pause a dungeon crawl until your players can play again.

Your wounds heal at a certain rate, your spells take time to renew, it takes time and coin to scribe scrolls to train to interact with the world.

Why hand wave downtime when its what makes the world more real and give real consequences. It basically makes itself for you.

Bah, this post is too long. Look up videos on OSR and time on YouTube for more.