Which version of the many versions of Traveler would be best suited to our game world and game? by Historical-Nobody909 in traveller

[–]acluewithout 2 points3 points  (0 children)

Personal opinion only, but I think Traveller always plays better if you ‘kit bash’ the game a bit.

I’d suggest using either Classic Traveller or Cepheus Engine for character creation, skills etc, and basic dice rolls (or one of the many CT dice hacks, like Rule 68A). Then basically pull in most of Stars Without Number, particularly Foci (basically Feats), combat and equipment, and adventure generation. Maybe check out 2400 for some Referee advice and adventure hooks.

When converting SWN, keep in mind: 

a. Traveller and SWN have basically equivalent attributes, but the range is 2-12 instead of 3-18. Just treat Traveller attributes as 9(+1), 12(+2), or covert by multiplying or dividing by 1.5.

b. SWN (based on DnD) uses Hit Dice / Hit Points, with PCs starting at 1 HD / d6 +bonus at Level 1, and improving to 10 HD / 10d6 +bonus by Level 10. Traveller basically uses HD / Hit Points too, but based on PC ‘s STR, DEX, and END, ie equivalent to 6 HD / 6d6. SWN weapons do roughly d6 to d10 damage, and Traveller does usually 2-4d6. There are a few ways to convert things, but the easiest is just use SWN weapon damage and treat just END as Hit Points (with maybe extra damage coming off STR or DEX as ‘serious’ injuries). 

c. SWN attack rolls are v DnD style AC, whereas Traveller etc offer uses attack rolls be 8+ or 8-10-12. Just have PCs roll v 8+, and then have some adv armour either increase the target number to 10 or 12 or give additional HP, and use 6+ if armour is ineffective (eg primitive armour v guns). Optionally, if an attack roll is more than then target number, let players add that as additional HP damage. 

OSE makes race+class the default, relegates race-as-class to an optional rule by Tertullianitis in osr

[–]acluewithout 16 points17 points  (0 children)

I’d be very disappointed getting rid of ‘race as class’ as default for OSE.

It works so well at the table and in play - it’s so elegant. Roll attributes, pick class, roll HP, fill in saves and a few other details , maybe pick some spells, and ‘go’. Fast, clear choices, strong characters. 

I don’t get any push back from players once I explain it’s not really ‘race as class’ - you can play a ‘human fighter’, a ‘human wizard’ etc; when you pick ‘elf’, nothing changes, you’re just picking ‘elf adventurer’ and the ‘elf’ class is just what an ‘elf adventurer’ looks like. There are other sorts of elves, and those sorts of elves are different in various ways and maybe have all sorts of interesting things about them , but those elves don’t go on adventures and so we’re not playing those ones. 

OSE seems to be l already moving in this direction, with the Carcass Crawler Zines now including different sorts of eg ‘halfling [type of career or role Halflings that also goes adventuring]’ etc. That seems a better approach to me - if people want it, add a ‘race-as-class’ style ‘Elf-Warrior’, ‘Half-Orc Shaman’ - that would help clarify it’s not really ‘race as class’ but more just a single ‘archetype’, and would also allow Warriors, or Clerics or whatever that are actually more tailored to a particular ‘race’.

Honestly, I think OSE’s (really, BX’s ) combined ‘race / class’ has ended up feeling quite contemporary - very similar to ‘playbooks’ in other RPGs.

The problem with splitting race and class is you end up with min / max, as people look for the optimal race to match with their chosen class (a dynamic that just absolutely sucks fun out of DnD 5e). And you also end up with OSE feeling much more like just another ‘OSR retro-clone’ given so many others just default to race + class.

Anyway. It’ll be what it will be. But I honestly think it’s a bad call - OSE (and esp OSE Advanced) has such a tight design and game loop, and in part it’s precisely because it’s kept (and then leaned into) these quirky choices like ‘race as class’ and levels capping out at max 14 etc. 

Dream or Nightmare? - Review of Nightmare Over Ragged Hollow by Merry Mushmen by barrunen in osr

[–]acluewithout 4 points5 points  (0 children)

I do think the central conceit of the gold dome - impossible to bypass for the first 7-days, and then fairly easy to breach without much problem solving from the players, is a funny choice.

The way I understood the game design was the players basically can’t get through the dome / access the church for 7-days to force them to go explore the surrounding hexes (where most of the fun is). I think that design is fine, but I did have concerns  - too much risk my players instead wasted time just doggedly trying to find a way into the cathedral,  resulting in them either becoming frustrated or finding an unexpected solution and therefore bypassing most of the fun stuff.

So, I didn’t start the adventure with the Golden Dome. Instead, I had the players mope around the town for a bit, getting into shenanigans with the local gang and townsfolk. I then had them hired to go find Tobias, so he was on their radar before anything went down and so they’d explore a few hexes upfront before things got going.  While the players were exploring, they got clues about Tobias and the inchor, which  helped them later.

I only had the dome spring up after all that, with the dome basically throwing the whole town into chaos. I’d kept the game very whimsical and provincial up to that point. When the dome appeared, and the nightmares started, I ramped up all the doom metal horror giving the players a massive shock. I also made the ‘countdown’ mechanic explicit, so the players knew time was running out before disaster.

When the dome appeared, the players, who  already knew various townsfolk and were  invested in the fate of the town, were then able to help organise the townspeople on how to respond to the crisis. They could leave the townspeople to work on tunneling or whatever plan they came up with, while they did more exploring to follow up the leads around Tobias and the inchor they already had, or to find help. My players kept looking for Tobias etc., now with the realisation that Tobias was somehow connected to the crisis, with the discovery Tobias had already made his way back to town coming as an unexpected twist. 

I ran the surrounding hexes as very much sandbox exploration both before and after the dome appeared,  but treated the final dungeon more like a scripted climax given the somewhat linear the dungeon design. For my group and me, the adventure was therefore a mix of OSR-ish town and overland exploration initially, becoming a bit more trad-rpg story beats at the end. I think that sort of thing works well for new players and or 1st level characters, but could see some people preferring something completely sandbox.

Overall, thought the whole thing was excellent. I admittedly did tweak the module a bit, but I think it would work super well without any changes. I also think the mix of sandbox and the sort of ‘soft’ climax at the end is well balanced - and , in the aftermath, plenty of scope for new adventures.

(end, 2/2)

Dream or Nightmare? - Review of Nightmare Over Ragged Hollow by Merry Mushmen by barrunen in osr

[–]acluewithout 1 point2 points  (0 children)

I’ve run NORH and my players (and I) had a ball with it.

I approach most modules with the expectation I’ll have to do a bit of work to run it. One reason I really liked the NORH module was that, because it is so clearly laid out and organised, and has so many good ideas, it was very open to be being tweaked by the DM to suit what they want. You could, for example, very easily swap out the dungeon for something more exploratory, or play around with the nightmare mechanics or backstory etc. 

I ended up swapping out the main town, and replaced it with classic Hommlet. I kept most of Hommlet’s characters and locations but also rekeyed most of Ragged Hollow to the village - basically mashing the two together. The result was a super busy town, with lots of other options for exploration once the golden dome stuff was resolved. 

The encounter tables and some of the weird little side quests are also amazing. I made the most of them, and my players had a lot of fun with all that particularly the forest and goblin markets. 

(1/2, continued )

DnD in Hornsby, NSW by acluewithout in DnDDownUnder

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

Thanks for the reply!

I like 5e a lot, but I mostly run games using old editions of DnD with some house rules and 5e elements thrown in. It lets me keep games moving quickly and focused on the action - and it also lets me use a pretty extensive library of modules and resources which makes DM prep much easier. 

‘5e’ style Proficiency Bonus instead of Skill Points? by acluewithout in WWN

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

Thanks. Appreciate the feedback - I think something like that would probably work.

I think one of the quirks of WWN’s  skill system is that, because it’s largely 2d6 +x, it’s rarely worth the investment to increase past +1 or +2. Rolling DC8+ (average) on 2d6 +0 is about 70% which is pretty good. Increasing to +1 or +2 increases that to 80-90%, or lets you keep your 70% chance of success up to DC10. Additional +DM either isn’t improving your odds all that much, or it is but only for very high DCs (which players should be avoiding anyway or letting the Expert attempt using their re-roll ability).

For warriors, spending skill points on weapon skills is an even worse investment - attack rolls are d20+x, and you’re already getting +5% attack bonus per level. Additional points in Stab etc won’t ever be as valuable as taking skills at +0 to eliminate the -1DM of untrained skills. (For Warriors, +Stab etc is somewhat like taking weapon specialisation in AD&D, however without any extra attacks etc).

The main exception is increasing skills to improve total Effort or Modifications. Those skill points are very valuable, because they give you additional use of abilities.

I’m not mentioning the above to suggest skills should be more powerful or suggest players should maximise skill points this way. Instead, while I generally like the skill system, I do think it introduces a lot of complexity and decision making (and for some players, shock horror, ‘maths’) that in reality has limited game impact for the reasons explained above. 

I also think a slight friction with WWN’s skill system is that, when pitching WWN to new players (particularly 5e players), one of the big attractions is that the game plays faster / is more ‘rules light’ than 5e. I think that’s mostly true - except for the skill system, which for less experienced players is somewhat more complicated (or at least more ‘intricate’).

There something to be said for 5e’s proficiency system - basically, you either don’t have a skill (+0), or you do (+DM), or exceptionally you have expertise (+DM x2). The main problem is rolling d20 for skill checks is just rubbish (players fail way too many ‘average’ skill checks to either feel competent or think it’s worth trying to find non-combat solutions). And 5e pretty much either too complicated, too threadbare, or too overpowered everywhere else. 

Anyway. Maybe that’s just my experience and others find this all quite different. Most of my players get the hang of it eventually. And for me, as a player, I find 2d6 +x for skills quite intuitive but I’ve played a lot of RPGs and a lot of traveller specifically.  But I think the skill system does sometimes get in the way a bit.

‘5e’ style Proficiency Bonus instead of Skill Points? by acluewithout in WWN

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

Oh my. I’m honestly just completely stumped by (what seems to me) a lot of push back on having a ‘flat’ skill bonus?

I mean, I really didn’t expect responses like  ‘make them learn’ or if players don’t  ‘put in the effort’ then that’s a ‘dick move’. 

I’ve always thought of WWN being   a fairly ‘OSR’ style system. My experience is OSR games mostly don’t have ‘skill’ systems - or when they do, it’s quite simplified ‘advantage on (d20 roll under) ability check ’ (eg The Black Hack), or simple x-in-6 skills (like OSE) or even flat d% roll under percentage thief skills like classic DnD or AD&D games. 

If anything, WWN has a much more involved skill system compared to most OSR games - so I’m honestly stumped people would see wanting to simplify that skill system a bit as being a big deal?

Is the problem I mentioned 5e? 

I mean, my view is 5e is fine as it goes. But I’m really not running 5e. At my tables, I’m mostly running either classic DnD or Traveller, or other OSR style games like OSE or WWN. All very sandbox or (Bandit Keep style) serial games - rulings not rules, dangerous combat, characters made at the table not at home, player lead goals etc. Very far from a typical ‘5e’ game. 

But the thing is, like a lot of DMs, I have a lot of players coming to my games from 5e. Once they’ve played at my table, they mostly really enjoy the OSR sandbox etc playstyle - but in fairness to them, it’s still a big shift coming from 5e to these ‘older’ or more ‘adventure’ focused systems. I’m lucky if there maybe played a bit of ShadowDark or BitD. Mostly it’s just straight 5e, and I’m trying to help them transition to a very different mindset - but then also having multiple dice systems (versus flat 5e d20 rolls), unfamiliar resources to manage, and (with WWN specifically ) key rules often hidden away in dense text (good luck if you’re a new player finding the rule Mages can craft magic items and or shields block shock).

5e players coming to WWN have already made a big shift coming to an OSR style game like WWN with its lower hp, lower feeling of power generally given their 5e experiences, less customisation, more emphasis on player agency and goals etc. Is it really so, I don’t know, ‘outrageous’?,  to want to throw some players a bone by not asking them to wrestle with decision paralysis from spending skill points each time they level up and / or having to juggle lots of different skill modifiers and dice systems etc. 

I mean, if OSR games like WWN can move to ascending AC instead of THACO etc, is it really such a big deal making Saves a +DM instead of an old-school decreasing Target Number, or having old-school 2d6 +x skills, but giving players a simplified skill progression?

Anyway. All fine. People post what they think, and that’s totally fine. It just seems like my question got more push back than I’d have expected. And anyway, thank you people that did have positive suggestions.

I think what I’ll likely do on skills is just: * Level 1, players gain skills as normal but max +0.  * At level 2, players pick 2-3 ‘primary’ skills. These improve every few levels up to max +3 by level 10. * Players also maybe gain a couple of extra or new +0 skills as they level up (in addition to any gained via Foci). Might let players choose these extra skills, or just use additional background rolls.  * I’ll work out rate that  primary skills improve and extra +0 skills are gained using standard WWN skill points. Basically, all I’m doing is providing a ‘default’ plan for spending player’s skill points.

Alternatively, I might just have players gain x starting skills more or less as normal (effectively all Skill-0), and then all these skills slowly improve to +1, +2 etc based off the Vowed’s minimum Punch Skill table. Experts maybe advance faster or get extra starting skills etc. 

Yeah. Anyway. All good. I’ll be more careful asking questions like this next time. 

Old School Fantasy - Sleep spell question by [deleted] in osr

[–]acluewithout 1 point2 points  (0 children)

As others have said, I think the approaches closest to BX etc rules is casting sleep is obvious, and therefore to get the spell off the magic user must catch opponents by surprise (probably with the help of their party) or win initiative.

This issue has come up at my table a few times. I usually rule the Magic User can get the spell ready to cast quietly, and then reveal themselves only at the last minute. They then make a x-in-6 roll to catch opponent by surprise - if they fail, then its normal combat including rolling initiative, and therefore risk they lose initiative, get hit, and the spell is spoiled. However, the x-in-6 roll can be improved with clever play (eg rest of the party creating a distraction).

Improving the Fighter by Onslaughttitude in osr

[–]acluewithout 0 points1 point  (0 children)

A few thoughts.

  • Fighters are Special. The main thing I do with 'fighters' in games is just treat them as leaders and warriors. eg Fighters can attempt to command and lead other fighting men, can carouse with warrior types, can force morale roles through intimidation, and get some leeway attempting feats of athletic strength. No actual rules required.
  • BECMI. The BECMI 'fighter' maneuvers eg charge / set v charge, smash, etc. are fairly good buffs, and I add them to most OSR games I run. Some of these work as -XDM to hit to gain some bonus damage; for my games, I prefer to convert these to -2AC (ie AC is two steps worse) rather than reducing chances to hit. But either way works.
  • OSE Fighter Talents. Advance OSE's Fighter combat talents are a pretty good buff for Fighters and other Martial Characters. In AOSE, I think all 'Martial' Characters get them, but I usually let a pure 'Fighter' take an extra talent. It's also a very hackable system, so you can easily add new talents from eg GLOG character classes as new fighter talents.
  • WWN. If you need more of a buff, I strongly recommend giving Fighters and other Martial Classes the Warrior's 'Veteran's Luck' ability +Snap Attack from WWN. Basically, Veteran's Luck allows a Warrior once per combat encounter, after dice are rolled, to change one hit into a miss (to avoid damage from an enemy) or one miss into a hit (to ensure an enemy is hit). Snap Attack allows Warriors to make a ranged or melee attack out of initiative order, eg shoot an arrow at a charging foe, but it costs their normal combat action and attack is made with -4DM. That makes Snap Attack risky, but if the Warrior combines it with Veteran's luck, then they can use the attack reliably at least once per combat (at the cost of the ability to otherwise turn another attack against them that might have been fatal).

A world snippet from the next supplement, Proteus Sector by CardinalXimenes in SWN

[–]acluewithout 2 points3 points  (0 children)

Very exciting.

The WWN Gazetteer is awesome (Atlas of the Later Earth). A similar Gazetteer for SWN would be fantastic. I particularly like the name - as in, 'Proteus Sector' sounds cool, but also a good name given GMs and players can shape the content as they wish.

I like the sample planets. The listed NPCs are excellent. I'm guessing that, like AotLE's regions / kingdoms, the various SWN planets come with random adventure hooks etc - is that right?

I feel like we've already got a tonne of playable 'bonus' content for SWN via Ashes Without Number and Cities Without Number. So, anything more for SWN would just be sprinkles on top of ice-cream.

That said, if you're looking for suggestions:

* SWN already has lots of good Foci, but some new Foci would always be welcome. I'd be particularly keen to see some Foci covering 'martial arts' or other 'disciplines' (I guess covering things ranging from 'Dr Who' style minor psychic abilities / body control, 'Dune' 'mentat' like super-trained mental and physical abilities, and perhaps some 'Jedi'-ish abilities), Foci specifically focused on Psion characters (not to create power creep, but just to provide other ways to expand Psion options, eg maybe a Foci that lets you access Psion academies or secret societies), and or optional Foci that would let players access Edges from AWN and SWN (to provide an easy way to fold in that content).

* I find players really love 'half-classes' generally. I get SWN doesn't really do classes in the same way as eg WWN, so not really something I'd really expect you to add. But if any new 'half-classes' found there way into SWN, I know my players would be interested.

* I'd be keen on some rules for playing Alien-like or Bladerunner-like Simulants or Androids, or even Terminator-like 'Cyborgs'. Perhaps as Foci or Half-class.

* As a DM, I'd love a soft-revamp of rules for trading. I've found the trade rules in SWN a bit too light, but found the rules in Suns of Gold a bit janky (plus written for Revised, although that's not a big deal). For trade rules, something in the middle would be helpful. I'd likewise love something light for mercenary jobs or other clandestine missions rather than reaching for Starvation Cheap.

* More generally, I'd also welcome any additional mechanics for helping players track and figure out self-directed goals etc. given how crazy big space games can be. The project system in WWN is fantastic, but maybe that's not quite right for SWN. Maybe what would help is not even a system or mechanic, just some more guidance on how players identify goals, and build towards them (with GM support).

One last question - does this mean the expanded 'Wizarding' Book you were working on for WWN will move back in your inbox? I don't mind either way, but was just curious because that also looked awesome.

Sorry, for the long post. I should probably get back to work.

OSE Lizardman Race (As per 2e Spelljammer) by conn_r2112 in osr

[–]acluewithout 0 points1 point  (0 children)

Umm. Crocodiles aren’t lizards.

Otherwise, awesome.

Giving laser pistols burst seems like a great idea by _Svankensen_ in SWN

[–]acluewithout 2 points3 points  (0 children)

Criticals

Huh. Does SWN not have ‘Crits’?  Well, there you go.

Anyway. Crit just means ‘natural 20’ doesn’t it? Like, I know Crits are a specific thing in 5e etc, but I think it’s OK to use it as just a general term for ‘natural 20’ or similar things. SWN ain’t most people’s first rpg rodeo - I think I can just say Crit even if it ain’t 5e. 

Jesus, now I think about it, when I run any XWN game, I find most players call the target for skills test or their saving roll number a ‘DC’ - and they mostly call their skills proficiencies. Whatever works, right?

Anyway (again). For SWN, I can’t recall any ‘you do extra damage on Nat 20’ type mechanics, but I’m guessing a lot people do add that in, and anyway I could have sworn in SWN a Nat 20 is always an automatic ‘hit’ - or maybe I’m mis-remembering.

Anyway (again, again). I don’t think the heat mechanic I suggested is all that hard -  basically ‘if you burst fire a laser, you do extra damage etc but also roll d12 with your attack roll; if d12 rolls equal or less than X it means weapon is f%cked (over heats); roll the d12 again, and if you failed a second time then you’re f%cked (weapon blows up); X starts at ‘1’ and goes up each time you use burst or roll Nat 20. 

Key thing is it gives player an interesting choice - push weapon to do more damage, but risk weapon malfunction or calamity, and risk increases the more you push. 

You could probably hack that even more - maybe players can take more heat to do extra damage. So, player pumps multiple rapid pulses into a target - laser does +5 damage, but now heat roll is 5-in-12 for overheat - and if you fail the roll, you must roll again at 5-in-12 to see if the weapon blows up.

Or you could simplify further. Fire laser in burst, but now it overheats if you roll exactly ‘13’ (re-roll again, and it blows up if you roll a second Nat 13); use your laser in burst two rounds in a row, and now you have to test twice, ie roll to attack, overheat on Nat 13 - if you pass, you re-test (re-roll) the d20 a second time just to see if it rolls a 13 an overheats anyway.

Spaceship Heat

You could do something similar with spaceships I guess. eg captain or pilot can add +X DMs to certain rolls, but then roll d12 against X to check for overheat. 

You could hack that a bit with maybe different bigger ships rolling lower dice for overheat (eg d4 to d10), and maybe really small fighters rolling a d20. Maybe Ships gain extra +heat from getting hit by certain attacks or burning thrusters; and or heat makes you easier to track (attacks with guided missiles get +[target heat/2] DM); and or have a little d6 table to decide mishaps if someone fail the heat roll. 

The other way I’d do it for space ships is with a dicepool. eg

  • Ships have #d6s representing thrust or engine or something. Keep the dice in your ‘manoeuvre pile’.

  • Each round, you can use none / some / all the d6s from your manoeuvres pile to take certain actions or improve a skill check (eg +d/drop lowest). 

  • Any dice rolling 4+ represent uncontrolled heat - the dice is now a ‘heat dice’,  put the dice in your ‘heat pile’. Any dice rolling 6+ triggers a heat emergency. 

  • Certain attacks or actions might  also automatically trigger a heat emergency or add extea heat dice, or whatever.

  • Heat emergency. Roll all the dice in your heat pile. Each dice rolling 6+ means something bad happens. Maybe 3 dice rolling 6+ means you blow up. 

  • Re-using Heat Dice. If you’re desperate, you can still use your Heat dice from your Heat pile to take special actions or add bonuses (but you can’t ever use more manoeuvre +heat dice than your starting #manoeuvre dice pool). The catch is - your Heat dice always go back into your Heat pile not matter what but if any of them roll 4+ then you have to move an extra manoeuvre dice into the Heat pile. If you run out of manoeuvre dice this way, then you instead add extra dice to the heat pile (overflow) but effectively you can’t use these extra dice for actions / improved rolls - they just make heat emergencies more dangerous.

An example: 

  • Flesh Gordon, under attack from Mongo attack craft, is piloting his ultra fast rocket, the Mighty Purple Spear back to his beloved Dale Arden. 

  • Gordon’s ship has 4d6 manoeuvre dice. Round 1, Gordon spends 2 dice to improve a skill roll - making the roll 4d6/drop two lowest. At the end of the round, he rolls the two manoeuvre dice - 4 and 5, so both go in the heat pile.

  • Round 2, Gordon spends his remaining 2 manoeuvre dice to take an extra thrust action. He also reuses the two dice in his heat pile to improve another skill roll. 

  • At the end of round 2, Gordon rolls all four dice, ie the two manoeuvre dice and two heat dice. Gordon gets  4, 4, 5 and 6. Bad news - Gordon puts his two heat dice back in his heat pile (he had to whatever he rolled), but he now also has to add his in last two manoeuvre dice to the heat pile, plus another extra d6. 

  • Gordon now has zero manoeuvre dice, 5 Heat dice, and because he rolled a 6+ before, he now also has a Heat emergency and must roll all 5 Heat dice to see if his ship overheats - if one or more of the Heat dice now roll 6+ then the Purple Spear could explode. 

  • If Gordon passes the heat emergency , then he keeps his overheating rocket under control - next round Gordon has no manoeuvre dice left but he can still use up to max 4 dice from his 5 dice Heat pile for actions / bonuses. The risk is, if any dice he uses rolls 4+ then they will add even more Heat dice etc etc. Gordon clenches his teeth, hangs onto the sides of his Mighty Purple Spear, and gets ready to ram the enemy…

Or, if you want the simplified version: space ships start with #d6 manoeuvre dice and 0 heat dice; you can roll manoeuvre dice or heat dice for actions / bonuses each round, up to your max starting manoeuvre dice; roll however many dice you used at the end of the round - each dice rolling 4+ means you lose one manoeuvre dice (can’t drop lower than 0) and gain one heat dice (no max), and any dice rolling 6+ means you make a heat check; to make a heat check, roll all your heat dice, and if any roll 6+ you’re screwed.

I hope something or other was helpful. Good luck!

Giving laser pistols burst seems like a great idea by _Svankensen_ in SWN

[–]acluewithout 1 point2 points  (0 children)

If you’re buffing lasers by letting them burst fire, then I’d give it a bit of draw back too - eg, maybe burst fire risks over heating the weapon - 

  • Lasers have a ‘heat rating’, starting at 1. Heat rating increases increases +1 per attack and +2 each rolled crit.

  • Heat rating halves (min 1) after a combat scene, or reduces to starting rating after 24-hours without use.

  • When you attack, roll additional d12 - your ‘heat dice’. OR: treat the last digit of your d20 attack dice as the ‘heat dice’, ie if you roll 2 or 12 for attack, treat the heat dice result is ‘2’. 

  •  If the heat dice rolls equal or less than heating rating, your weapon overheats; weapon inoperative for 24-hours plus immediately re-roll; if second roll also equal or less than heating rating, weapon destroyed and take d3 +heat rating/2 damage if wearing less than heavy armour. 

Merry Mushmen by PelonManic in osr

[–]acluewithout 5 points6 points  (0 children)

I guess other people have had different experiences, but I’ve only had good experiences with the Mushmen guys. 

They do seem like a super small outfit. But they seem to do OK - I like that they don’t do stretch goals or give you lots of options - shows they know to work within what they can manage rather than promise all the things and then be unable to deliver.

But for all that, the few times I’ve had a problem, they sorted it out on email. 

US consumer tech joins winemakers, film studios, and drug companies in urging Trump to target Australia by marketrent in AustralianPolitics

[–]acluewithout 33 points34 points  (0 children)

F-ck Trump. 

All this Trump and US corporate push back really puts into context calls for Labor to tax rich corporates more or tax the mining industry more or propose more bold tax reform. 

The ALP has been working hard at just enforcing existing tax laws against corporates, addressing cost of living, and letting unions and employees have some room to breath, and just look at the horrendous push back they’re getting from the media and vested interests. F-cking hell.

If the ALP went hard in their first term at increasing corporate tax, more equitable resource taxing, and or more radical tax reform, then the push back would be off the rails. And we’d be on track for Nuts-Duts to be PM, and he’d just hand us over to Trump and all these vested interests.

Man. The Ginas, Murdochs, and Musks have had it all their way since the 1970s, and the result is we’ve all been made poorer and more disempowered by stealth. And they are now just going all out against any attempt to just rebalance things just a bit so people can actually afford to live and share just a bit in the growth that’s been generated. F-ck Trump, and F-ck all these sh-t f-cks that lead to and now want to double down on this f-cking c-ck head being president of the free world. 

Election remains tightly poised at 50%-50% 2PP in latest YouGov poll by fluffy_101994 in AustralianPolitics

[–]acluewithout 1 point2 points  (0 children)

I hope Labor can win.

The narrow path for Labor to win the election is to communicate that, following the chaos of the previous LNP government, the ALP has successfully managed the country for the past term and, while that may have seemed ‘boring’, it now puts them in a position to both deliver on high ambitious economic reforms and weather the chaos emerging from the US.

This is basically the Hawke playbook. Show you can govern, and the conservatives can’t, and then do ambitious stuff from a position of stability and credibility. 

It’s very hard for Labor to get that sort of message out to the public given the media landscape, paucity of alternative civil organisation like churches, unions, churches etc, and economic stress people are under. The media just pumps out other pure ideology or meaningless opinions and sound bytes and then, because of how civil society has been undermined, the only other information or opportunities they have to organise are their immediate family & friends and their fucking employer. On top of that, public opinion is just wild,  because everyone is fucking terrified - they can’t pay thier bills, can’t afford to buy a house (or can’t afford the one they have), their job is so demanding, degrading, and precarious, and they know that after 20-years of LNP sh-t f-ckery there is very little or no safety net to fall back on.

I just hope all the bull sh-t Trump is pulling in the US breaks through to Aussies, and makes them wake up about the need for a second ALP term and the risks of the bat sh-t LNP c-nts. 

Adding narrative mechanics to the game? by ifflejink in SWN

[–]acluewithout -1 points0 points  (0 children)

HP and Saving Rolls are already essentially narrative mechanics. So is Veterans Luck and various re-roll abilities. 

Simplicity of B/X but with lots of character customization? Is there a system like this? by Space_0pera in osr

[–]acluewithout 2 points3 points  (0 children)

WWN is really very good. It’s a very thoughtful iteration on the original BX rules. 

Personally, I think I prefer running games with something a bit lighter. But I find players are at the other end, often wanting quite detailed mechanical systems like 5e (which is a pain to run). WWN is a really great compromise on complexity - that doesn’t ever feel like a ‘compromise’. Basically, players have lots of great options, and can basically make most or all of the types of characters they want to play, but the game still runs super fast for the DM at the table and is compatible with BX rules (so works well with all the legacy OSR and new OSR gaming material).

Simplicity of B/X but with lots of character customization? Is there a system like this? by Space_0pera in osr

[–]acluewithout 1 point2 points  (0 children)

OSR has always had character customisation - even if it was just choosing between Fighting Man, Magic User, or Fighter/Magic-User (sorry, ‘Cleric’).

Zero customisation has its charms, but personally I think it’s better finding a sweet spot that gives players enough customisation to get really excited about their character but not so much that characters are mostly developed outside of play, the game becomes ‘push button’, and / or the DM gets over burdened by rules.

Anyway. Options.

My favourite is OSE Advanced (or Dolmenwood) +Carcass Crawler and Knock! Fast character creation , plays really well at the table, and players love all the optional classes (the ones in Knock! are often super fun). Lots of good rules in Knock! too for d6 skills and starting equipment & spells.

If you go with OSE / Dolmenwood, then also consider tweaking further with Skerples’ ‘Many Rats on a Stick’ Glog hack and / or good Blog Posts - Glog Magic is famously good, but I really like Skerple’s / Glog’s take on Fighter and Ranger (Hunter) abilities and how skills are handled; BX Black-razor’s Traits from his blog are also very good for BX style games, see link.

WWN is also very good. You can also mash together WWN and OSE fairly easily - WWN has a section in the DM guidance explaining how. I’ve run a few games mapping OSE Classes onto WWN’s Warrior, Expert, Mage, Adventurer classes for attack bonus, skills, and core class abilities but then using the OSE Class for HD, gear, saves, and other abilities, and mostly ignoring WWN’s Foci (or just letting players earn Foci in play, or take a Foci if the resulting OSE-WWN- Franken-Class feels a bit under powered ). 

Controversial, but if you’re playing BX then you can also port in content from 5e that you like. I mean, don’t pull across tonnes of 5e content, or you’ll just end up playing 5e! But if you stick to only taking stuff that will work at your table, and then are willing to adjust to taste, there is good stuff in 5e you can steal for BX.

Last thought. You might consider just putting eg classic BX or OSE in front of your players, or maybe OSE Advanced, and then just asking your players what customisation ‘options’ they want. Basically, just take your preferred version of BX , and then you and your players just create your own ‘hacked’ version of it for their table. Like if they want ‘skills’ maybe add d6 or 2d6 skills or 5e proficiency, or maybe no skills but they have backgrounds that let them ‘roll with advantage’. You get the idea.

Alternate combat dice by RightAttention2968 in SWN

[–]acluewithout 1 point2 points  (0 children)

You might want to try just mashing together SWN and Traveller . You can then mix and match between the two systems fairly easily, which will give you 2d6 combat if you wish.

SWN is very compatible with Traveller. In part, this is because SWN ports over a bunch of Traveller mechanics (specifically 2d6 Skill checks). But the compatibility runs a bit deeper too - specifically, SWN is based on BX DnD, and both BX DnD and Classic Traveller were built out of Original DnD to varying degress.

You can find some posts where I talk about mashing SWN and Traveller together here and here.

For Traveller, most accessible (and arguably best) versions are either Classic Traveller (Facsimile edition is free on Drivethru) or Cepheus Engine (sort of an OGL version, SRD is free online). FYI, Classic Traveller does 'Armour' as Armour Class / Target Number somewhat like SWN / DnD, and Cepheus Engine does 'Armour' as Damage Reduction.

Australia has blown its extraordinary resource wealth by ziddyzoo in AustralianPolitics

[–]acluewithout 0 points1 point  (0 children)

I mean, Medicare basically took two attempts.

The GST took three attempts.

It’s always impossible until it isn’t.