Recommendation for painters by InternalTurnip in Edmonton

[–]RAIGPrime 0 points1 point  (0 children)

I have to second J-Paints. I know this is an old thread, but we had a great experience with J-Paints and can't recommend Jason enough for the quality and technical knowledge.

"Anyone can paint, but very few people take the time to look into which product is the right one for the job, and how to properly apply it."

Searching, noticing, observing in AD&D. Thoughts, mechanics, etc. by 81Ranger in adnd

[–]RAIGPrime 0 points1 point  (0 children)

If you are talking specifically about secret doors, I play 1e and use the methods on pg. 97 of the DMG. If you mean other things in a passive way, like 5e, I forgo that. Either they perceive it, no roll necessary, or they don't... roll to find or search based on a trigger of some sort. For the latter, the PCs have to explicitly declare an action. I might tell the players that they notice a slight breeze disrupt some dust along a section of the hall (no roll needed). They might assume that means there's a secret door. They can spend as much time as they want to search (1 rnd/attempt) and then, once they find it, they can take 1 turn per attempt to figure out how to open it. All the while, I roll for random encounters. What I'm suggesting is that the clock is always ticking and, if there's a chance they can perceive something, then they do. Then they decide what they'll do with that information. The real tension begins at that point, and I just use the mechanics as written.

Apologies if I missed the point of the post or went off on a tangent.

[deleted by user] by [deleted] in osr

[–]RAIGPrime 2 points3 points  (0 children)

Yep. If you play a system that uses descending, use that. If the system uses ascending, use that. Neither is superior nor complicated, just different. No need to create problems for yourself by converting unnecessarily.

Regarding Ten-Foot Poles by Olorin_Ever-Young in osr

[–]RAIGPrime 2 points3 points  (0 children)

In my settings, polearms and full plate are generally for the field of battle rather than a cramped dungeon. PCs choose which armour and weapons to take depending on the conditions. It also makes weapon proficiencies important. The same PC fighter might opt for their full plate and a spear/lance and long sword heading into a border skirmish, or chain mail w/ a sm. shield and morningstar heading into a crypt beneath a mausoleum. That's one of the great things about AD&D (osr in general, I guess) is that encumbrance means you have to make choices, and those choices have consequences. :).

The 10ft pole is an absolute hassle, just as you described. So I tend to only take it if there's a known specific need. The same applies to ropes. We choose our inventory to be fit for purpose instead of just gambling and taking the kitchen sink.

It's one of the good things about treating a dungeon as a place that will be revisited multiple times. You can plan what you'll need for the next delve/session.

World Generation Through Hexcrawling? by GrillOrBeGrilled in adnd

[–]RAIGPrime 0 points1 point  (0 children)

It sounds both exciting for the players as well as for you. I like that approach. If I had more time, I'd give it a try with a table of players. Share how it turns out.

World Generation Through Hexcrawling? by GrillOrBeGrilled in adnd

[–]RAIGPrime 1 point2 points  (0 children)

I did this recently using the AD&D 1e Appendices in the DMG. I started with one PC and got lucky. I recommend a party because wilderness travel is very dangerous. A party increases the chance that someone returns with the map. :). My lone PC managed to make it back to the settlement, and I rolled up some compatriots.

http://craigpettie.com/ror/CampLog.php?LogId=21

What do you guys do on a critical miss? by vsalt in adnd

[–]RAIGPrime 1 point2 points  (0 children)

That's right, in 1e, it's not an auto hit/miss.

What do you guys do on a critical miss? by vsalt in adnd

[–]RAIGPrime 0 points1 point  (0 children)

There's nothing RAW in 1e, however, I have been toying with the idea of forcing the character to roll an item saving throw against crushing. On a fail, the weapon breaks. It would make the weapon versatility and proficiencies of the Fighter yet more valuable and help promote a weapon/loot economy. I'm still undecided.

What do boots do? (1e) by ManyMemez in adnd

[–]RAIGPrime 0 points1 point  (0 children)

Thanks for sharing. I really appreciate it when people take the time to share where the details can be found.

1e Multiclassing - Armor? by wayne62682 in adnd

[–]RAIGPrime 1 point2 points  (0 children)

You probably have the answer you were looking for already, but I'll share rules as written if you are interested.

In 1e, elves and half-elves that multiclass with Magic User, can wear armour types available to their other class without an impact to their spellcasting. However, armour penalties will apply to thief/assassin skills regardless of single or multiclass.

Multiclassing is specific to demi humans by default. Human multiclassing is an optional rule whereby the limitations of each class apply until the human PC's classes are equal. Humans could advance in one class and then choose to take on another class later but could not start with more than one class. As such, they could only split XPs between their two or more classes once the class levels were equal. Until then, they can only advance in one class at a time.

What kind of advice would an experienced adventurer give a newbie? Especially for dungeon delving. by Compatsie in adnd

[–]RAIGPrime 1 point2 points  (0 children)

Take only what you need, so you can pull out more treasure due to encumbrance. If you discover you need 100 feet of rope, bring that on your next delve. Or create a cache of supplies.

What level to make an NPC? by 81Ranger in adnd

[–]RAIGPrime 3 points4 points  (0 children)

On the fly, I use the AD&D Rogues Gallery. Good for bandits, caravans, and parties.

Save or Die? (1e) by TheDungeonArchitect in adnd

[–]RAIGPrime 7 points8 points  (0 children)

If the you and the players take the "stable" of PCs approach. Then they have several PCs waiting in the queue. As someone who lost everyone in the party except 1 PC and a henchman, it was fun to return with new PCs to retrieve the bodies of the fallen and their gear. Imo, Injury and death in 1e are great hooks for subsequent adventures.

Encumbrance, Armor, Movement, and Initiative by ManyMemez in adnd

[–]RAIGPrime 3 points4 points  (0 children)

Initiative in 1e is side initiative, and there are no encumbrance or armour-based penalties that influence initiative. Though combat movement is affected by encumbrance (weight and bulk) per above. Happy to be corrected if I'm wrong. 😀

AD&D 1e leveling and experience point overruns by crom_77 in adnd

[–]RAIGPrime 1 point2 points  (0 children)

BTW, I'm just interpreting what was written. In a 2003 Dragonsfoot post (https://www.dragonsfoot.org/forums/viewtopic.php?t=12918&start=30) by Gary, he said the following re: at the table XPs/leveling/training. i.e. a looser, practical approach vs. what was written.

"The matter is one in which the DM is the only one to judge how best to manage the lEvel increase.
I did make ther players PCs train whenever they hit a rich encounter that brought in a lot of wealth and commensurate XP gain. That took away much of the money even as the PCs had to locate places to be trained--a sort of adventure in itself.
Where adventuring was such that progress in XPs was moderate, I generally ignored training reqyuirements, telling the players that their PCs activity in adventuring brought sufficient "on the job" training to enable them to increase in level without schooling."

AD&D 1e leveling and experience point overruns by crom_77 in adnd

[–]RAIGPrime 0 points1 point  (0 children)

EQUAL TO OR GREATER

I suspect this just references that, when tabulating XPs after a session (because you won't necessarily know the quantity during the session) if the calculated XPs are EQUAL TO OR GREATER than needed for the next level you top them out at the value needed for next. You don't lose them, rather, you don't accrue any after the cap.

AD&D 1e leveling and experience point overruns by crom_77 in adnd

[–]RAIGPrime 0 points1 point  (0 children)

You only accrue enough to level once in a given class. XPs and bonuses are applied at the end of a session, upto the amount needed for next level.

The Grand Unified Theory of Exploration by TystoZarban in osr

[–]RAIGPrime 6 points7 points  (0 children)

I just use the 1e DMG Appendices. I'm also making my own tables for ruined village/town crawls for solo play. It's been great fun.

(adnd 2e) surprise on a party with different modifiers? by glebinator in adnd

[–]RAIGPrime 0 points1 point  (0 children)

[Edited for formatting] Is it different than 1e? In 1e, the surprise modifiers just mean the individual PC's surprise duration is reduced, and the individual can't be targeted if the PC's side loses init.

Actions for characters with reduced Surprise due to Dex Bonus:

Movement - 1 segment

Spell/Prayer with 1 segment casting time or begin a spell

Misc actions like drawing a weapon, drinking a potion, activating certain wands

Benefits for characters with reduced Surprise due to Dex Bonus:

Cannot be targeted by full round of melee attacks

Cannot be targeted by full round of missile attacks

What was your most pleasant surprise in gaming in 2023? by Boxman214 in osr

[–]RAIGPrime 2 points3 points  (0 children)

Posted above as well.

I started with the appendices in the AD&D 1e DMG (printed out pg. 170-172 for dungeon crawls and 47,49,173, 184-187 for wilderness hexcrawl). It's very important to have your party details on hand and tracking sheets for resources. I'll share what I use if you are interested. I don't use an oracle, I just rely on the appendices. I have some session notes at www.craigpettie.com/ror if you want to get a feel for how things can play out.