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Mirko Froehlich
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Does anyone have any guidelines for converting gold coins from other OSR systems or original D&D to The Black Hack's coins?

At first glance, it seems like I can just map them 1:1, but I wonder if there are any caveats. I don't really care about keeping things exactly equivalent, just want to make sure what I'm doing isn't totally out of whack.

Minor Beta feedback:
Inconsistency about stuck doors: page 60 mentions they're stuck on a 6, while page 75 says on a 1. Going with 6 probably makes most sense, as low rolls are generally good in this game, and high rolls are bad.

Some more Beta feedback, mostly about the random tables:

Positive:
I really like the breadth of random tables. This seems to cover most of what I'd need during the game as well as during prep and really has the potential for making this book very self contained. Nice!

I also like how many of the tables tell you very clearly what to do (e.g. "Roll one of each - d4, d6, d8, d10, d12.").

Diseases "Caught From" table (p.40):
I don't really get how I would use this table. Wouldn't there normally be some sort of triggering event in the game (say a spike trap or swamp) that causes me to roll up a disease in the first place?

D100 magic side-effects (p.44):
Can you provide instructions on when to use this? E.g. do I roll on this after fumbling the casting of a spell?

Random tables with multiple columns, e.g. Architectural Tricks on p.67:
It's not obvious to me whether to roll a single D12 and use the entire row or whether to roll individually for each column. I thought it might be the latter, but the "sticky amber" result on the Natural Hazards table made me think it's the former. This would be good to clarify.

Written Tricks (p.67):
I don't get how to use this. Assuming the result covers the entire row, one result might be "Drop a handful of bone runes" and "Poem gives reader Advantage Ud4". Not sure what that means - this table could use some more explanation.

NPC Appearances (p.46):
Like I already mentioned in the "favorite / least favorite" thread, the results in this table (and this applies to many other tables as well) seem oddly specific. E.g. "map tattooed on their body" or "beard made of bees that know directions". While this is flavorful and kind of funny, I don't see myself getting a lot of use out of this. For a core book like this, I'd prefer to stick with more generally applicable tables.

Crossing out and replacing results:
Along those lines, many of the tables suggest to cross out and replace a result with your own once you've used it. I'm not sure how practical that really is, though. I don't see myself writing in my book (planning to treasure it! :). Furthermore, I'm not sure there's even enough space to do so, and especially writing over the results on dark gray background seems tricky.


If I can persuade my teenagers, we'll play a short TBH2 campaign during our vacation next week. Will report back! :)

More TBH V2 Beta feedback. I finished reading through the Players section; will get to the GM section in the next days.

Armour (p.9):
The mechanics seem great (reminds me of a stress track in Fate), but I'm not convinced tracking via dice makes sense (I was initially confused how I'd use those dice). Why not simply track these as a resource on the character sheet , e.g. in another column next to the AV? This would also help track armor state in between sessions.

Damage Location Drop Table (p.11):
(Also applies to later drop tables in the book): Consider collecting all drop tables in an Appendix at the end of the book. I'm unlikely to use this as-is in the middle of the book, so it kind of just gets into the way and makes it harder to print out all the drop tables together.

Character Turns (p.13):
Can you clarify "Forgo their Action and Move twice instead"? I assume this means they can move Far-Away instead of Nearby. I feel this was expressed more clearly in V1.

Resting (p.13):
If I understand it correctly, recovering only 1 HD per session seems too limited. E.g. if a Thief has 5 HD and 18 HP, they'd only be able to recover a max of 6 HP in the entire session, and more likely 3-4? Per day (as in V1) seems to make more sense and would allow characters to spend time recuperating for an extended period.

Banishing Undead (p.14):
Please clarify: Is it a single action to banish multiple groups of undead (even if this involves multiple rolls)? Or one action per group?

Character sheets:
It's unclear what "put 1d8 aside" means next to "Starting Hit Die". Please clarify.

Wizard (p.24):
At first glance, this class seems under-powered compared to the other classes. The others have at least one additional talent, e.g. the Cleric can Banish Undead. In V1, they had advantage on Int checks to resist spells. (It's possible that simply being able to cast Arcane Spells offsets this sufficiently; not sure.)

Character sheets:
Consider adding a box to track Experiences.

And again, nit-picky feedback aside, I love what I'm reading so far. Looking forward to trying this out soon! :)

Super excited about getting my hands on the V2 Beta document. Looks really nice so far! I'll start sharing some feedback as I skim through it; planning to run a campaign with it starting next week. First feedback below:

Advancement / Sharing Experience:
The experience system sounds like a really nice middle ground between milestone advancement (my usual preference) and tracking individual XP. But if I understand the rules correctly, sharing experience (in order to advance) could become quite tedious. E.g. advancing from level 5 to 6 would require sharing experience 5 times, along with rolls on the carousing table, etc. Assuming the party progresses equally quickly, a 5 player group would need to go through 25 instances of sharing in order to complete the party's advancement. That sounds like a lot!

I like the idea of sharing experiences overall, but would suggest reducing this to a single share per level advancement.

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My group and I recently completed our first SotDL campaign and had a great time! I figured I'd post a write-up.

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It arrived and looks great!
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I made some custom Fast / Slow turn trackers. These are pretty rough, hand cut with scissors and using card sleeves I still had lying around. Maybe I should use a laminator and paper cutter for the next set. Still, these should do for my next session.
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Question about using ranged weapons in melee:
RAW, there don't seem to be any penalties to using ranged weapons when engaged in a melee. How do you all handle this?

Intuitively, it seems like using small ranged weapons (such as pistols) might be usable in melee (at least until they need to be reloaded), as the character can still evade melee attacks. But doing so while wielding a longbow or crossbow seems tricky at best, and parrying likely wouldn't work well either (and certainly now while trying to shoot).

I'm leaning towards allowing this but imposing banes on shooting and granting boons for melee attackers. Thoughts?

Question about fast and slow turns:

Do players and GM need to decide and announce at the beginning of each turn who is going to take a fast vs. slow turn? Or do you resolve this one at a time, i.e. one by one, any players interested in taking a fast turn do so, then any GM creatures, etc.?

This seems like it would make a difference: For example, after players have taken their fast turns, some monsters might now be able to take fast turns as well because they are now in melee range, whereas if they would have had to announce their turns at the beginning, it would have been a slow turn, in order to both move and attack.

Is there an official rule and/or how do you all handle this?
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