Author Topic: Interest check in old-school D&D game  (Read 16780 times)

Offline Libertad

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Re: Interest check in old-school D&D game
« Reply #20 on: April 15, 2014, 10:14:43 PM »
Okay everyone, for ease of reference and easy entry I'm now limiting the choices now to the free ones (S&W, LL, and LotFP).

If you guys are still interested, I want you to cast your vote.  In the case of a tie, I'll be the tiebreaker.

Offline Raineh Daze

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Re: Interest check in old-school D&D game
« Reply #21 on: April 15, 2014, 10:19:00 PM »
I think it's a foregone conclusion even without my voicing an opinion. :P

Offline oslecamo

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Re: Interest check in old-school D&D game
« Reply #22 on: April 16, 2014, 05:46:09 AM »
I stand by my vote, Legend of the Flame Princess. And  zook1shoe had also voted for it as the free option.

Offline FlaminCows

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Re: Interest check in old-school D&D game
« Reply #23 on: April 16, 2014, 11:11:49 AM »
I'll vote for Labyrinth Lord.

Offline Raineh Daze

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Re: Interest check in old-school D&D game
« Reply #24 on: April 16, 2014, 11:17:05 AM »
So, I have the power to enforce a stalemate, or go with the one that seems to attract weird summons? I'll go with LotFP.

Offline Libertad

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Re: Interest check in old-school D&D game
« Reply #25 on: April 16, 2014, 03:45:22 PM »
I'll do a write-up later today when I'm off work, and petition the mods for a new PbP board.

Board-to-be is called Iron and Rain.
« Last Edit: April 16, 2014, 03:49:47 PM by Libertad »

Offline Raineh Daze

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Re: Interest check in old-school D&D game
« Reply #26 on: April 16, 2014, 05:13:33 PM »
Why am I now a board? :O

Offline Libertad

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Re: Interest check in old-school D&D game
« Reply #27 on: April 17, 2014, 07:33:17 PM »
Iron & Rain


Welcome to my first OSR Play-by-Post game!  Below is the general overview for my campaign.  The first post (this one) will discuss general rules and explanations.  The second post will discuss the setting.

Rules

All game mechanics from the Rules & Magic book are in use unless otherwise noted.

For character creation, you roll 3d6 six times, then assign the results to the ability scores of your choice.  If your total ability modifiers are 0 or less, then you can roll again.  This is an exception to the typical "3d6 in order" method of ability generation.

All classes are available, including the Dwarf, Elf, and Halfling.  The demihuman races are different and much more isolated than in typical D&D campaigns, so if you choose to play as one I'll PM you the details of their culture.  You are more than obliged to share such information in-character, but you can't forward them the text itself.

You roll randomly for hit points at 1st level and add your Constitution modifier, but you always have a minimum number of hit points.  For Magic-Users it's 3, for Clerics/Elves/Halflings/Specialists it's 4, Dwarves it's 6, and Fighters 8.

If you are not a Fighter, your base attack bonus is +1 and will be forevermore.  For Fighters it is +2 at 1st level and increases by 1 with every level after 1st.

Ability modifiers, magic weapons and weapon types, circumstantial conditions (surprise attack, poor lighting, etc), and other things might modify your bonus further.  Your total attack modifier is known as your to-hit roll.

Saving throws are listed in your relevant class chart, and are not modified by ability scores.  You must roll equal to or greater than the listed number in order to succeed on the relevant save.

Your starting money is 3d6x10 silver pieces, and you use the cheaper category for whatever equipment you buy at character creation.

Additionally, I will use the simpler option of determining initiative (as in page 56), where one player rolls 1d6 for the PCs, while I roll the same die for the enemies.  Whichever team's result is highest acts first as a group.  The highest Dexterity modifier is used in case of a tie.

Quick Reference Cheat Sheets

Ability Scores:

(click to show/hide)

Base Attack Progression:

(click to show/hide)

Cleric Spells:

(click to show/hide)

Magic-User/Elf Spells:

(click to show/hide)

Encumbrance (2nd image for mounts):

(click to show/hide)

Minor Differences from other differences/retroclones

There are some differences, minor and major, in Lamentations of the Flame Princess which you might take for granted.  I'll list a few of the less obvious ones:

1. Alignment does not determine your morality, only which unfathomable cosmic forces have an interest in you.  Clerics must be Lawful, Elves and Magic-Users must be Chaotic, everyone else is free to choose their alignment.

2. Silver pieces, not gold pieces, are the standard unit of currency.  1 gold piece equals 50 silver pieces or 500 copper pieces.  1 silver piece is equal to 10 copper pieces.

3. Turn Undead is not a class feature, but a spell which must be prepared by the Cleric.

4. Only Fighters attack progression increases with level.

5. There is a more simplified skill system which is d6-based.  The 8 skills are Architecture, Bushcraft, Climb, Languages, Search, Sleight of Hand, Stealth, and Tinker.  Everyone can use any skill, although base chances of success are 1 in 6.  The Specialist (thief equivalent) is the only class which can increase these chances by assigning skill points to them, and the racial classes automatically increase certain skills by level (dwarf for Architecture, halfling for Bushcraft).  If a skill's success rate is increased to 6 in 6, then the check only fails if 2 6s are rolled on a 2d6 result (technically a 35 in 36 chance of success).

6. Clerics, Elves, and Magic-Users must rest for 6 continuous hours before being able to prepare spells.  Then they must meditate and pray (or study their spellbook) for a number of hours equal to the highest-level spell to be prepared.  Spellcasters can only safely prepare spells once every 24 hours.

7. Magic-Users begin play with Read Magic in their spellbook plus 3 randomly determined 1st-level spells.  Elves begin play with only Read Magic.  Both classes can add spells from spellbooks and scrolls to their own spellbook.  Additionally, they can add one random spell to their spellbook free of charge each time they gain a level.

8. Movement and encumbrance (page 38) is greatly simplified than in other games. 

Offline Raineh Daze

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Re: Interest check in old-school D&D game
« Reply #28 on: April 17, 2014, 07:39:10 PM »
Well, I want to be a fighter. Just feel like some sort of melee type. :p

... also because I'm hoping I'll have better luck than the last time I played something like that in a lethal setting (namely, they ended up in a fight with an incredibly powerful orc warboss. Damn Warhammer. XD)

Offline Libertad

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Re: Interest check in old-school D&D game
« Reply #29 on: April 17, 2014, 08:38:12 PM »
Setting

(click to show/hide)

This map is an incomplete version.  It will be filled in over the course of the campaign.

The campaign takes place in a region known as East Brendor, a region composed of independent city-states and numerous frontier settlements usually isolated from the greater political powers.  The area is in a cold climate, with little in the way of lush farmland and plenty of badlands, foreboding forests, eerie bogs, and other inhospitable terrain.  The inhabitants of the northern city of Vorheim are the largest settlement in the region, but are largely regarded as mad folk.  The elves of the eastern woods are preoccupied with their own affairs, standing guard over the Shieldwall to contain the insidious spread of the Blighters, devotees of death and decay.  Clerics of Dorega, Goddess of rivers, nymphs, and crops, ply their trade across the Alsid River of the west, many of which have sworn vows never to step onto land which has no water under it (snow, technically being water, is exempt from this rule).  Haflings live in shires to the grasslands of the west, generally regarded as good folk but whose lands are avoidbed for being plagued by ghosts and other unseen dangers.  Those dwarves who left their underground holds for the surface clad themselves in dark blue ceremonial robes to ward away the malevolent gaze of the sun.  Even though genuine monsters and magic remain rare in the day to day lives of Brendorians, the eerie reputation of the land keeps folk from other realms from venturing here often.


Your PCs are adventurers, either long-time inhabitants of East Brendor or those who've been exiled from more "civilized" lands for crimes perceived or real.  Every so often a desperate soul hears of some long-lost secret or hidden treasure of ages past, and braves the forlorn reaches for the fabled prize.  You do not have any leads yet, but your adventuring company (no more than an association of your fellows) is positioned in Vornheim researching old legends before you receive an invitation from a certain prominent person...

Offline FlaminCows

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Re: Interest check in old-school D&D game
« Reply #30 on: April 17, 2014, 11:20:24 PM »
I'm going to go ahead and roll now.

HP:
Rolled 1d6 : 6, total 6
Str:
Rolled 3d6 : 1, 1, 5, total 7
Dex:
Rolled 3d6 : 2, 3, 3, total 8
Con:
Rolled 3d6 : 1, 5, 2, total 8
Int:
Rolled 3d6 : 1, 2, 2, total 5
Wis:
Rolled 3d6 : 6, 4, 4, total 14
Cha:
Rolled 3d6 : 4, 4, 2, total 10


Money:
Rolled 3d6 : 3, 3, 1, total 7
x10 SP

Offline FlaminCows

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Re: Interest check in old-school D&D game
« Reply #31 on: April 17, 2014, 11:23:41 PM »
Wow, that's terrible. Re-rolling the stats, as per the "Is the character suitable?" rule on page 3.


Str:
Rolled 3d6 : 4, 4, 5, total 13
Dex:
Rolled 3d6 : 6, 4, 6, total 16
Con:
Rolled 3d6 : 5, 4, 1, total 10
Int:
Rolled 3d6 : 4, 6, 1, total 11
Wis:
Rolled 3d6 : 3, 6, 1, total 10
Cha:
Rolled 3d6 : 5, 4, 4, total 13

Offline FlaminCows

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Re: Interest check in old-school D&D game
« Reply #32 on: April 18, 2014, 12:27:03 AM »
That's better. Switching Dex with Int, with a final resulting character looking like so:

(click to show/hide)

Offline oslecamo

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Re: Interest check in old-school D&D game
« Reply #33 on: April 18, 2014, 01:32:46 PM »
Rolling stats
Rolled 3d6 : 5, 5, 1, total 11

Rolled 3d6 : 2, 6, 1, total 9

Rolled 3d6 : 2, 3, 2, total 7

Rolled 3d6 : 6, 5, 6, total 17

Rolled 3d6 : 4, 5, 3, total 12

Rolled 3d6 : 5, 1, 4, total 10

Offline Raineh Daze

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Re: Interest check in old-school D&D game
« Reply #34 on: April 18, 2014, 01:34:21 PM »
STAT ROLLING, HO!

Rolled 3d6 : 6, 4, 5, total 15


Rolled 3d6 : 2, 4, 2, total 8


Rolled 3d6 : 2, 5, 4, total 11


Rolled 3d6 : 2, 3, 2, total 7


Rolled 3d6 : 1, 2, 6, total 9


Rolled 3d6 : 4, 3, 5, total 12

Offline Raineh Daze

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Re: Interest check in old-school D&D game
« Reply #35 on: April 18, 2014, 01:36:04 PM »
STAT ROLLING, AGAIN, HO! (Since the total there was -1)

Rolled 3d6 : 6, 5, 5, total 16


Rolled 3d6 : 4, 2, 3, total 9


Rolled 3d6 : 3, 2, 1, total 6


Rolled 3d6 : 4, 5, 6, total 15


Rolled 3d6 : 5, 4, 6, total 15


Rolled 3d6 : 3, 3, 3, total 9

Offline oslecamo

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Re: Interest check in old-school D&D game
« Reply #36 on: April 18, 2014, 01:39:12 PM »
Libertad:If I play an elf, could I use my starting money to copy spells from Flamincows spellbook?

Also, rolling money
Rolled 3d6 : 2, 3, 6, total 11
x10 sp

Offline Raineh Daze

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Re: Interest check in old-school D&D game
« Reply #37 on: April 18, 2014, 01:45:44 PM »
So, ordering (plus swapping) them:

STR: 16
DEX: 9
CON: 15
INT: 6
WIS; 15
CHA: 9

...good time to be a fighter, methinks.

SP 3d6 : 4, 5, 1, total 10


I can multiply by ten in my head. XD
 

Offline Raineh Daze

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Re: Interest check in old-school D&D game
« Reply #38 on: April 18, 2014, 01:54:34 PM »
Since there is no point in rolling for HP when the minimum I'm allowed is the maximum I can have...

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Offline zook1shoe

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Re: Interest check in old-school D&D game
« Reply #39 on: April 18, 2014, 03:17:38 PM »
I haven't decided what exactly the char is... But I'll roll :)
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