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Should have copy of D.D with me this week I enjoyed the PDF , but wanted a physical copy & went ahead & ordered any recommendations of scenarios / campaign materiel would be good
Feel fee to suggest anything you folks enjoy using
Also wondering if their are any good supplements being either reissued or cloned , thank you in advance for any responses & good gaming .
To one & all.

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Question about magic users learning/acquiring new magic: is it a mechanic/rule you employ to any extent? Or do magic users insta-learn magic?

I ask because I prefer semi-more realistic games (to a limit, I don't like crunchy games) and I think it'd be cool to have a "training/mastery" mechanic similar to the weapon mastery rules in Rules Cyclopedia. The general idea being that your character spends money to hire an expert/master to teach you. It is usually expensive and can take weeks to complete.

I imagine similar, yet faster& cheaper rule existing for magic mastery/learning.

The question is, are you, as a player, in a hurry for your magic user to "grab and go" magic, or do you subscribe to the school of thought that expeditions should take weeks/months?
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MUs must train/study with master
MUs have other requirements
31%
MUs instantly learn magic
41%
MUs must train/study with master
28%
MUs have other requirements

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I'm going to be starting a new project tentatively called #openadventure Canon Converter.

It'll be a small document (hopefully only about two pages) that will allow any game master to convert any D&D rules cyclopedia player character or monster into an open adventure player character or non-player character.

This will of course be a free download PDF that will allow you to bring any OA adventurer into the D&D pantheon or visa versa. Perfect for playing with your favorite character in different systems.

Because open adventure allows players to create custom races, you'll now be able to make your own special race for basic D&D! And because RC can be converted into other versions of D&D and related products (Gamma World, d20, Dungeon World, etc) you'll now be able to take your OA adventurer with you no matter where you go!

Is there anyone on the community here who plays Dark Dungeons online?

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Hi, please come check  out my OSR project, an RPG devoted to animal fantasy in the style of stories like Watership Down and The Guardians Of Ga'Hoole.

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I am a member of the OSR g+ community, but this is specifically Dark Dungeons material I thought to share and get feedback, especially if someone has gone down this road before.

I've wanted to drop the Thief class and replace it with a more general Rogue. I had this thought the other day, and I think it's workable. You can find the first 12 levels in the spreadsheet.

My goal was to open up the Open Locks, Find/Remove Traps, Climb, Move Silently, Hide, and Pick Pockets to all classes under the general skill mastery rules. I wanted to make sure those skills were available to smaller parties, but I also wanted a class that could specialize in being a burglar or a footpad (but not to the extent of AD&D2 kits). Furthermore, I wanted a player to be able to build a "poor man's ranger", be it a hunter/poacher or one of Robin Hood's Merry Men, but the Fighter class doesn't fit.

It has taken me several years to find a niche (in my defense, I have been a bit busy), but what I've settled on is a jack-of-all-trades that excels as practical skills. Not being a front-line fighter, the class gets parry earlier than any other class, an opportunistic "backstab" attack, and only late multiple attacks - players could build rangers or assassins. As a nod, I gave the class scroll use late in the companion levels.

The most controversial I think is the nimble ability, which is a hafling's racial trait so it would be better to rename it. I needed something to help the class along in the early levels, until the jack-of-all-trades really kicked in, keep the useful off the front rank, and also give a viable "ranger" outlet.

Has anyone done something like this, successfully or not; is there anything major conflict with the rules I've overlooked? The XP probably needs to be adjusted (it remains as per Thief). The abilities might come a bit early (especially scroll use), but I never play beyond 9th so naturally tend to want to see such things arise earlier than the book has them. I'd actually like to see parry come a level or two earlier, given the d4 HD and the nature of the class.

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Hi, can someone please tell me the differences between Dark and Darker? Going through 344 pages one by one comparing will take forever. Thanks!

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EDIT: So… I got this exactly backwards. In my head, I reversed the problem, and now have the magic user disparity even worse. Ignore my comments, but still check out Erin's system.

I blame lack of coffee.
I got an itch to create a new class for BECMI/RC last night and spent quite some time researching various methods. When I found +Erin Smale's “Perfect Class” formula (http://breeyark.org/node/112), it was obvious that it was the most accurate, except of course for the “Magic User problem.”

However, I think I've actually discovered a fix for it that puts it perfectly inline with all of the core RC classes.

On Table 6, reduce all MU XP costs by 40%. So:

MU = 600 XP
MU 1/2 = 320 XP
MU 1/3 = 200 XP
MU 1/4 = 160 XP

Now… that screws up our good friend, the standard Elf… BUT… that's the only core class it disrupts. And what is it the Elf can do that no one else can? Why… wear armor and sling MU spells, of course.

In Erin's formula the cost of doing so is part of the Special Abilities table. Because the Special Abilities (rightfully) derive their costs from how many you have, we need to actually add an additional fee to the ability.

To exact that fee, we simply add back in the reduction we made earlier from the cost of MU spell ability (but only in the case of armor, obviously).

MU = 900 XP
MU 1/2 = 480 XP
MU 1/3 = 300 XP
MU 1/4 = 240 XP

Note… this is in addition to the normal special ability fee. So, if it's the only Special II you have, you still have to pay the 300. If you have, say, Turn Undead, and MU spells in armor, it's still an additional 500 XP, and so on.

So, now… the Elf would look more like this:

HD: d6 = 100
Save: Elf = 200
Combat: Demi-human = 300
Armor: Any = 200
Weapon: Any = 200
Spells: MU = 600
Special I:
+ Fighter Combat Options: 200
+ Lance Attack: 200
+ Set Spear vs. Charge: 200
Special II:
+ Cast MU spells in Armor = 300
MU in Armor fee = 900
Weapon Mastery: Demi-human = 200
Skills:
+Lang. (elf, gnoll) = 100
+Lang. (hobgoblin, orc) = 100
Race Abilities:
+Detection (secret doors) = 100
+Infravision = 100
+Immune to ghoul paralysis = 100
+Save vs. DB bonus: 100
Level Limit: Name Level = -200

TOTAL: 4000 XP

I know it adds a little bit of clumsiness to the system (being charged twice for the same ability), but I believe it's pretty solid and makes up for the 900 point MU discrepancy in a way that makes sense: the ability to wear armor and cast MU spells is considered more powerful than other Special II abilities.

At any rate, this will be the system I'll be using for custom classes from now on.

It's obvious that Erin put a ton of time and research into it, and it's honestly the best thing out there.
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