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Norbert Matausch
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Yesterday, I started the slooooooow shift from Original D&D to an even older form of play (what I call "Pre-D&D"). Blood of Pangea is the ideal vehicle for that. It went very smoothly, and was great fun :)
From OD&D to Pre-D&D: Short play report

The adventure

So my players and their characters (3rd level) continued their misadventures in Yoon-Suin. After helping a village fight orc hordes (beautiful battle, using our simplified Chainmail-ish system), they found out that they had been caught in a full-sensory illusion the entire time.

After the sorcerer had tried a sleep spell against the mayor of the village and failed, and after the "thief" had experienced curious perception shifts after a couple of strong schnappses (the beautiful little homlet looking rotten, devastated and foul), they managed to break the spell and kill the being that was responsible for it.

Oh yes, and they found good loot in a small dungeon hidden behind a subterranean temple room.

The rules

We started out with OD&D, the first three books. A couple of house rules, nothing major. After the battle, the first thing I tried was dropping the to-hit numbers. I replaced them with impromptu numbers, going with what felt right ("Your opponent is pretty close to you, not very experienced in melee, you have a dagger, but are no fighter, so give me a 12 or more"). I kept d6 damage for the first fight, but dropped that also later.

I replaced all saves and tests with 2d6, roll 7+ for simple stuff, roll 9+ for demanding or difficult tasks, or even higher, adding +1 or +2 when a character had some sort of expertise or advantage.

Even later in the game, I replaced the d20 for to-hit rolls with 2d6, using the target numbers above.

Combat went lightning fast, and we had a lot of fun :)

What's next

I'll keep the XP tables for the different classes. I might keep the hp, but maybe I'll replace them with something simpler (lower hp overall, roll average and do 1 pt of damage, roll really high and do 2+ pts of damage).

I'll keep the spells and Vancian magic because it's awesome :)

From OD&D to Pre-D&D: Short play report

The adventure

So my players and their characters (3rd level) continued their misadventures in Yoon-Suin. After helping a village fight orc hordes (beautiful battle, using our simplified Chainmail-ish system), they found out that they had been caught in a full-sensory illusion the entire time.

After the sorcerer had tried a sleep spell against the mayor of the village and failed, and after the "thief" had experienced curious perception shifts after a couple of strong schnappses (the beautiful little homlet looking rotten, devastated and foul), they managed to break the spell and kill the being that was responsible for it.

Oh yes, and they found good loot in a small dungeon hidden behind a subterranean temple room.

The rules

We started out with OD&D, the first three books. A couple of house rules, nothing major. After the battle, the first thing I tried was dropping the to-hit numbers. I replaced them with impromptu numbers, going with what felt right ("Your opponent is pretty close to you, not very experienced in melee, you have a dagger, but are no fighter, so give me a 12 or more"). I kept d6 damage for the first fight, but dropped that also later.

I replaced all saves and tests with 2d6, roll 7+ for simple stuff, roll 9+ for demanding or difficult tasks, or even higher, adding +1 or +2 when a character had some sort of expertise or advantage.

Even later in the game, I replaced the d20 for to-hit rolls with 2d6, using the target numbers above.

Combat went lightning fast, and we had a lot of fun :)

What's next

I'll keep the XP tables for the different classes. I might keep the hp, but maybe I'll replace them with something simpler (lower hp overall, roll average and do 1 pt of damage, roll really high and do 2+ pts of damage).

I'll keep the spells and Vancian magic because it's awesome :)

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Words to live by.
(Gary Gygax in Europa zine 6-8, April 1975)
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Perfect artifact.
(thanks to +Brian Niemeier for finding this gem)

Hi there, old-time UA GM here. I'm not yet familiar with 3rd (bought it just recently), but I'm intrigued by the shock gauge mechanism.

Still, I'll run UA just as I always did: diceless. Maybe I'll use Everway Fate cards to get some randomness into the game, but other than that, it'll be fast and loose ;)

Is anyone here also playing UA with a different rules set?

Guys, do you know how to transfer ownership of a community here on google+? I'd like to take a step back...

Guys, do you know how to transfer ownership of a community here on google+? I'd like to take a step back...
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