28 May 2021
Degrees of Difficulty
11 May 2021
The Games We Played . . .
The expert modules. Isle of dread was a favorite, we really only used the blue one, so the orange is almost like new still. X4 and X5 led to a long excursion into the Western deserts. My dad ran O1 at least once for each of us kids. Lots of fun memories watching others play through it while we knew all the spoilers.
03 May 2021
Weather Generation
I've intended to create weather generation tables for each climate and game mechanic effects of weather for awhile now. I originally intended to do something like is presented in B10 Night's Dark Terror, with a % roll of 4 possible conditions each for clouds, rain, temperature, and wind. I had extrapolated from the calendar in the modular to create a chart that covered the whole year. Well, I've decided not to use that model.
While rereading the OSE books, it occurred to me that a partial weather table was already built into the expert game with the variable wind conditions chart and that the chart could be repurposed for other weather conditions. So here I present four weather tables that use the 2d6 roll and descriptions of how PCs are affected by the weather.
Cloud Cover
no precipitation; roll 1d4 to determine density of the fog:
1) visibility limited to 1/2 mile; chances of getting lost increase by 1/6; chances of being surprised increase by 1/6; apply a -1 to To Hit rolls for ranged attacks2) visibility limited to 400 yards; chances of getting lost increase by 2/6; chances of being surprised increase by 2/6; apply a -2 to To Hit rolls for ranged attacks3) visibility limited to 200 yards; chances of getting lost increase by 3/6; chances of being surprised increase by 3/6; apply a -3 to To Hit rolls for ranged attacks4) visibility limited to 50 yards; chances of getting lost increase by 4/6; chances of being surprised increase by 4/6; apply a -4 to To Hit rolls for ranged attacks
apply a -1 to next Cloud Cover roll; no precipitation; for every hour the skin of a PC is exposed, they take 1d4 damage from sunburn
apply a -4 to the Precipitation table
apply a +1 to next Cloud Cover roll; apply a -1 to the Precipitation table
apply a +2 to next Cloud Cover roll; roll on the Precipitation table; chances of getting lost increase by 1/6
Precipitation
1% chance of Thunderstorm; lasts for 1d6 x 5 minutes; can stay dry if shelter under partial cover; visibility limited to 1/2 mile; chances of being surprised increase by 1/6; must succeed on a CON check or catch Cold; fire is extinguished on a 3/6; Snow (light dusting); Hail (1/30 minutes)
apply a +1 to Winds table; 20% chance of Thunderstorm; lasts for 2d6 x 10 minutes; can stay dry for up to 70 minutes if shelter under partial cover; visibility limited to 400 yards; chances of being surprised increase by 2/6; must succeed on a CON check each hour or catch Cold; chances of getting lost increase by 1/6; fire is extinguished; Snow (1"); Hail (1d4/30 minutes)
apply a +2 to Winds table; 80% chance of Thunderstorm; lasts for 1d6 +1 hours; completely soaked in 10 minutes; visibility limited to 400 yards; chances of being surprised increase by 2/6; must succeed on a CON check each hour or catch Cold; chances of getting lost increase by 1/6; fire is extinguished; movement decreased by 1/4; Snow (2d6"); Hail (1d8/10 minutes)
5% chance of Thunderstorm; lasts for 24 hours, at the end of 24 hours there is 2/6 chance that Overcast clouds and Drizzle continue for another day; completely soaked in 30 minutes; visibility limited to 400 yards; chances of being surprised increase by 2/6; must succeed on a CON check each hour or catch Cold; chances of getting lost increase by 1/6; fire is extinguished; movement decreased by 1/4; Snow (1d4"); Hail (1d4/30 minutes)
Wind Speed
apply a -4 to next Wind Speed roll; Sailing speed reduced to 0; oarsmen gain 3 times normal fatigue
apply a -3 to next Wind Speed roll; Sailing speed reduced by 2/3
apply a -2 to next Wind Speed roll; Sailing speed reduced by 1/2; fog or smoke is cleared in 1 hour
apply a -1 to next Wind Speed roll; apply a -1 to the Temperature Grade table; Sailing speed reduced by 1/3; fog or smoke is cleared in 30 minutes; apply a penalty for ranged attack rolls of 0/-1/-2 for short, medium, and long ranges
apply a -1 to the Temperature Grade table; fog or smoke is cleared in 10 minutes; apply a penalty for ranged attack rolls of -1/-2/-4 for short, medium, and long ranges; fire is extinguished on a 3/6
apply a +1 to next Wind Speed roll; apply a -1 to the Temperature Grade table; Sailing speed increased by 1/3; fog or smoke is cleared in 1 minute; apply a penalty for ranged attack rolls of -2/-4/-8 for short, medium, and long ranges; fire is extinguished
apply a +2 to next Wind Speed roll; apply a -1 to the Temperature Grade table; Sailing speed increased by 1/2; fog or smoke is cleared in 1 round; apply a penalty for ranged attack rolls of -4/-8/-16 for short, medium, and long ranges; fire is extinguished; movement(land) against direction of wind decreased by 10/20/30/50
apply a +3 to next Wind Speed roll; apply a -2 to the Temperature Grade table; Sailing speed doubled; fog or smoke is cleared immediately; apply a penalty for ranged attack rolls of -8/-16 for short and medium ranges, missiles will not reach long ranges; fire is extinguished; movement(land) against direction of wind decreased by 30/60/90/150; flying creatures cannot stay aloft more than 10 minutes; Take on Water (10% if seaworthy, 20% if coastal) resulting in movement reduced by 1/3
apply a +4 to next Wind Speed roll; apply a -2 to the Temperature Grade table; Sailing speed tripled; fog or smoke is cleared immediately; apply a penalty for ranged attack rolls of -16 for short ranges, missiles will not reach medium or long ranges; fire is extinguished; movement(land) against direction of wind decreased by 60/120/180/300; flying creatures cannot stay aloft; Take on Water (10% if seaworthy, 20% if coastal) resulting in movement reduced by 1/3, coastal vessels that roll 21-80% are swamped and sink; if in sight of land when storm hits may find safe harbor on 2/6; if encounter land while being driven by storm, 75% chance ship is wrecked
Wind Direction
Temperature Grade
Mild - apply a -1 to STR, DEX, and WIS; gain 1 fatigue, gain fatigue at double the normal rate
Moderate - DEX and WIS are halved; gain 4 fatigue, gain fatigue at double the normal rate
Severe - WIS reduced to 3; gain 10 fatigue, gain fatigue at triple the normal rate; 50% chance of passing out immediately and progressing to the next stage
Apparent Death - unconscious and completely unresponsive, may still be saved if given expert care
Death - the character dies from hypothermia and there is no hope of revival
Frostbite: If the bare skin of a PC is exposed to cold temperatures for an extended period of time the extremities of that PC will become frostbitten. The time it takes for frostbite to set in is denoted as Frostbite (x time). Each extremity exposed, the hands, the feet, or the face, will receive 1 light wound each when the given time has passed. When the time exposed is doubled each wound will become serious. When the time has tripled each wound will become critical and any adjacent areas, such as the arms or legs, will also receive a light wound from frostbite. When the time has quadrupled the frostbitten extremity will be dead and irretrievable and adjacent areas will continue to suffer the effects of frostbite until the PC is dead or given treatment.
apply a -4 to next Temperature Grade roll; Hypothermia (1 minute); Frostbite (1 turn)
apply a -2 to next Temperature Grade roll; Hypothermia (3 minutes); Frostbite (3 turns)
apply a -1 to next Temperature Grade roll; Hypothermia (1 turn)
apply a +1 to next Temperature Grade roll; double water intake
apply a +2 to next Temperature Grade roll; double water intake; gain 2 times normal fatigue; Heatstroke (1 hour)
apply a +4 to next Temperature Grade roll; double water intake; gain 4 times normal fatigue; gain 1 fatigue from resting for 1 hour; Heatstroke (30 minutes)
30 April 2021
Wilderness Exploration and Journeys
For a long time now I've wanted to develop a robust rule-set for traveling on long journeys as opposed to the classical hex crawl of D&D. What I mean by a journey is when the PCs want to go from city A to City B and they take the King's Road or some such. They aren't mapping or getting lost or doing any kind of exploration. They just want to get to the destination, and it is anti climactic to just say you travel for eight days and you get there, or they travel for 3 days, random encounter, travel, for 2 days, random encounter, travel for 3 days and they arrive. It never feels like they actually traveled.
So towards that end, I've been looking at the house-rules of other people, and most recently examining The One Ring and its 5e adaptation Adventures in Middle-Earth. I was working on converting it wholesale when it hit me: long journeys and detailed wilderness exploration don't need separate rule-sets. Sure I can have a robust travel ruleset that expands on the normal D&D rules by giving PCs tasks of scouting, or foraging, etc, but I can use the same method for both aspects. The only real difference between the two modes of travel is the navigation, or getting lost. Just skip that step when the PCs are on a road or river. Resolving all the travel tasks every day, instead of trying to figure every 3 days or 5 days like TOR, can give the journey a sense of length. Every single day matters.
I'm also of the opinion that wilderness exploration should not be done on a day by day basis, and even the 4 hour watch may be too long of a time frame, because the PCs are exploring and don't have a destination in mind; if they did they would be following a road or river. But that's beside the point. Journeys require the same day to day resolution of tasks as wilderness exploration, discounting navigation rolls.
10 April 2021
Movement Rates for Old School Essentials
Go to the Delvers and Denizens Index
So due to the absurd movement rates provided in classic D&D I'm finally putting forth my own take at revising it for realistic game use. I have done this before for D&D back in high school but I don't particularly like the rates I came up with then, and I also came up with standard rates for my own rpg system based on statistics of real world athletes, but this is for D&D which is an abstract system and I want something that plugs into the D&D rules already there.
I think everyone agrees that moving 120 feet every ten minutes is ridiculously slow if we assume the PCs are actually moving, that is 0.14 miles per hour. Sheesh! Someone didn't do some basic math. So I think we need a basic walking speed that is different. The base encounter speed of 40 feet per round is 2.7 miles an hour which is reasonable for the average person, so lets use that. the other huge problem is the given speed for running during a pursuit in the wilderness (40x3x3(because yards instead of feet) which is 360 ft per round, which can be maintained for 5 minutes! That is 24.5 miles per hours, which is humanly impossible. Usain Bolt reaches an average of like 21 or 22 miles per hour in the 100 meter dash(its been a while since I look up the stats), and he can definitely not do that for 5 minutes. So the running speed needs to be paired down. After talking to my brother, who ran cross country and track in high school and college, and doing some math I came up with different rates of speed for the unencumbered man.
Searching: 120 feet per turn. Causes 1 Fatigue point after 1 hour.
This is the speed at which PCs explore dungeons at a cautious rate, looking for traps, secret doors, listening at doors, mapping, etc. When traveling at this rate a roll to find secret doors and traps is automatically made, and the players do not have to specify that they are searching. This could be interpreted as moving in a straight line down a hall or searching 12 10'x10' squares.
Walking: 40 feet per round (800 yards per turn, 2.7 miles per hour). Causes 1 Fatigue point after 1 hour.
This is your standard walking rate, both indoors and outdoors. This is the rate used for overland movement, and the players can decide when they want to rest.
Hustling: 80 feet per round (1600 yards or 0.91 miles per turn). Causes 1 Fatigue point after 1 turn.
This is the standard combat encounter speed.
Running: 120 feet per round (2400 yards or 1.36 miles per turn). Causes 1 Fatigue point after 20 rounds (3 after 1 turn)
This is your running speed during a pursuit. It can only be sustained for a few minutes.
Sprinting: 200 feet per round. Causes 1 Fatigue point after 1 round.
This the fastest a PC can go, they are bolting for their life their life here. This is also the speed used during a charge in combat.
The above speeds are for the unencumbered human and elf. Gnomes haves speeds of 30/60/90/150. Each Encumbering Item decreases speed by 10/20/30/50.
17 March 2021
Weapon vs Armor Adjustments
Go to the Delvers and Denizens Index
Dan Collins at Delta's D&D Hotspot recently did a statistical deep dive into the weapon vs armor table in the 1e AD&D PHB. Essentially the numbers come from the Chainmail man to man melee table, but Gygax did his math wrong. This is why the numbers in the PHB don't even remotely reflect historical reality. The numbers in Chainmail aren't exactly historically precise either, but at least they feel like they could be reasonable.
In my last effort at putting together houserules for OSE I considered using a weapon vs armor table, but since the one in AD&D is so ridiculous I tried to make my own. To do this I thought about restricting AC just to specific armors as originally intended and have dex add to hp instead of con. However, in the end I decided against it because if AC equaled actual armor types then I would have to redo the AC for every single monster, which I wasn't about to do. So AC is an abstract concept representing how difficult it is, or how much effort is required, to actually cause a significant injury. I tried assigning specific +or- values to hit for each weapon vs armor types, e.g. giving +2 to hit chain for maces to represent the fact that the chain doesn't protect against bludgeoning weapons, but the padding underneath would. I found it too fiddly though, and I ended up giving certain weapons Target Specialization(granting advantage or disadvantage) vs certain armor types, such as chain, or padded, or plate, and this bonus would apply to monsters with a similar type of 'natural armor' like dragon scales, etc. So this is what I came up with:
So spurred on by Dan's analysis and by this post with a further conversion of the chainmail numbers, I decided to do my own take.
08 February 2021
Religion of the Cleric Addendum: Church Organization and Practices
Roles within the Church
Alignment Defined
Practices of the Church
Duties
Clerics must take vows of celibacy, and avoid all strong drink. Clerics also have a duty to preach the doctrine of the church wherever they find unbelievers, and to show no mercy to those who will not hear his words.


