Could you recommend any other OSR-compatible supplements/adventures for BtW?

We had our first BtW game this past Sunday. I ran the game for 5 players. Unfortunately, my 6th player moved last year and we have yet to replace her.

I ran the game "rules as written", which is something I rarely do. Here are the thoughts of my group:

The magic system is amazing! Both magic-using characters (self-taught mage and devout acolyte) really enjoyed the differences between cantrips, spells, and rituals. I was afraid that rituals would not play any part but both characters made time to perform rituals during the game. I even got to make a ruling on a failed roll to make good berries (I decided the berries heal as normal but make the player violently ill for ten minutes). A character with an herbalism skill immediately wanted to go find some roots and herbs to counteract the sickness. This all led to some good role playing.

I am stoked that there are only three classes. This is probably my second favorite thing about the game. The lack of mechanical distinction between wizards and clerics really makes me happy.

I was afraid the roll under for skill tasks would cause some problems among the players but it caused no problems and one of my old time players says that he really enjoyed it. I was ready to house rule this from the start but let it go as written to see what panned out and it was just fine.

Everyone enjoyed the group-based playbook character creation. It took a long time and I doubt it will ever happen again unless we do some sort of reset and start over, but it was still fun.

Initiative was the one hang-up I think. Static initiative is certainly quicker but at least one player wants to have some randomness in it. I don't know if we will continue with static or change it to d6+initiative, or something else.

I prefer running dark fantasy games rather than the fae-ish type campaigns the rulebook seems to imply. For our game, I based it in my own dark fantasy world but changed the backstory some to include fae for those players who want the influence of the annoying pointy-eared things.

Hola. I have an idea for a set of rituals in mind for a homebrew campaign; my idea is that the rituals will be set up at levels 1, 3, 7, &10. The first level will cost 50 to 100 silvers to cast and the mage will have an option of choosing one of two forms; a conjured melee weapon that has no bonuses, but can damage creature resistant to normal damage or a ranged attack that is similar to eldritch blast in that it is a magical ranged attack.
Afterwards, each ritual could either increase the damage of the attack by +1, or give the character an option to have the other weapon available. An example to illustrate this is this; Osorio is a level one mage. He takes the ritual and chooses the magic range attack. At level three, he goes on a quest to find the next ritual and obtain the components to perform the ritual. When he completes the ritual, he could either choose a conjured sword of arcane energy to balance out his melee attack or increase the damage from his magic range attack by +1. Each ritual Wil have in reading costs, but I think this would be a fun solution for a mage who wants to have a weapon that feels magical, but not overwhelming. The damage for the magical range would be 1d6 and the melee would be 1d8, or weaken it; 1d4 for range and 1d6 for melee.

I have i quick question if i may. How do most of you figure out the iniative of monsters for combat??? I know that of the players is static, but cant find a suggestion in the rules on how to iniative enemies other than "insert the actions of all monsters and npc as their iniative scores come up".

I have a question about the 2nd level ritual call storm; how would I use it? I know it is obvious, but I see use of it as a ritual for a town to escape a drought. Are there other uses for it, such as in combat or other role-playing scenarios?"

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You might be interested to check out this generic random forest encounter supplement , it is very well done, quite similar in tone with BtW, and can be of good help when exploring the Woods Beyond the Wall.

And it's free !

Hola everyone. I have a quick question; is there any other way to increase the mage's chance for the enemy to fail at their saving throw. There is the character trait of potent magic and the spell hex which can increase the chance for the spell to succeed, but is there another way.

I was thinking of having a homebrew rule where the intelligence or wisdom modifier can be used to increase the chance for the spell to succeed; an example of this would be such as a +2 wis modifier would become a -2 to the enemy roll. Similar to a str modifier adding to the attack roll.

Another way I was thinking to achieve this would be a specific spell, such as "weaken spirit" which would add a -3 to the creature's spell save. Or an item that would cause a similar effect.

The other method I was thinking was having the actual stat of intelligence or wisdom affect the roll in some way, giving a stronger importance to the actual number instead of the modifier; my thought was that the save the monster would have to make would be against that stat, which would make the game a lot easier for the player if they have a high enough stat.

I was reflecting about this item when I was looking at the spell saves of level 20 creatures. Their save vs spell is a 4; my thoughts regarding this was "If a mage of level ten was to face this creature, of course the mage's spell wouldn't have a chance, but what if a mage was a level 20. He would have a chance, but would his spells have any effect if they faced a creature with a 4 for spell save? My thoughts are that many of the spell's would have no effect.

Am I overthinking this?

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I'm a new GM hoping to run a one-shot of the game next Saturday at 18:00 GMT+1. I'll be largely restricting it to rules and playbooks found in the core book.

Further details here

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John Cocking, any news on the new book? ;)
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