![]() ![]() Technically there should be another 5% of spell failure for every point under 9. ![]() I guess nobody ever thought anyone would play a Cleric with less than WIS 9. The Labyrinth Lord Advanced Edition Rules at least give some possibility of spell failure, but even that is limited to 20% at WIS 9. But other than that a WIS 3 cleric is basically the same as a WIS10 one. The Labyrinth Lord basic rules give a foolish Cleric some negative mods on saving rolls, and of course you don’t get additional spells. The one that is the most unaffected is the Cleric actually. Basic LL doesn’t even give any negative mods for using thief skills. * an old man really into stories of chivalryĪ clumsy thief also works. * a wimpy kid forced into a world of warfare It would be a supremely ineffectual character, but at least it could work even at STR 3. Warriors gain at least one hp per level, and do at least 1hp of damage. But I guess it also easily might lose their allure after maybe a session of playing.Ī weak fighter does work at least. I guess most people would never even dream about doing it, but this morning I was wondering if these would make good characters in themselves. Having a weak primary stat gives you some heavy XP penalties. All of them would have some problem gaining the maximum of XP though. It would be absolutely possible to play a weak-ass warrior, a stupid magic-user, a clumsy thief, or a foolish cleric. One of the neat little quirks of B/X-style D&D (and by extension Labyrinth Lord which I use most often) is the fact that the four core classes (Fighter, Cleric, Magic-User, Thief) don’t actually have minimum stat requirements. I don’t mind it, but the way the rules are either split in multiple books or collected in one thick one kind of makes it iffy for me. * The Basic Fantasy Roleplaying Game (a sort of retroclone, but more working backwards from 3rd edition than slavishly emulating the original, also free to download so that’s nice)īut wait… you might say, why did I not mention that darling of the OSR community, Old School Essentials? Isn’t that the most amazing retroclone since bread came sliced?Įh, yeah, it’s OK. * earlier Call of Cthulhu editions (horror, but the current 7th edition went hard on bulking up its rulebooks with fluff, earlier editions fit much better) * Mausritter (a wainscot fantasy DnD clone) * Traveller (I know the Mongoose 1st edition and it fits, this one is a Science Fiction rpg) * Labyrinth Lord (a Basic/Expert DnD clone) No, it doesn’t need to be all-encompassing, it just needs to provide a full gaming experience with easy to understand rules, a relatable background, and a low financial footprint. What I would want is a system that can run a full campaign, even if just a basic one, with a single book that isn’t longer than a magazine. Basic and Expert were two books, and e.g. Yes, I would rate them better than the old DnD books at that. ![]() I think most of the retroclones that go for the same complete-system-in-a-book feel are good for that. It was short, it had a few oddities (race-as-class), but it was simple, and it presented a whole game that touched all the right tropes for a fantasy game in a single thin book. Experience was similar to my TDE experience, I liked the system, but in German the game was split among multiple boxes and I never actually got all I needed for a full gane before switching over to 3rd.Īnd then I got interested in retrogames and got the Labyrinth Lord rulebook (and I looked at others).Īnd that turned out to be the game I wanted for a long, long time. Later on I went on to get into other games, I actually sprang for the expansions and was able to play the rules as intended, and I came across a variety of other games before burning out on DnD 3rd edition and TDE 4th. It was either using the basic rules (a cleaned up version of the 1st edition rules) or a castrated version of the actual 3rd Ed. The Dark Eye back then had the 3rd edition Abenteuer Basis-Spiel (The “Adventure Basic-Game”… don’t look at me, it doesn’t make sense in German either) which worked better with what I wanted, but I was limited by how they presented it. I didn’t even know about proper RPGs at that point. I remember giving up halfway through designing a City of the Orcs scenario in 3rd grade, because I realized that the HeroQuest system was just not suited for what I wanted to do. HQ was of course limited by the missions it had, and even if it had some pretense on being able to make your own missions (which I did) I soon realized that what I wanted was something more free-form. The way both of them were presented they both expected you to spring for expansions right out of the gate. One of my problems with both HQ and TDE was how limited the experience was. It was serviceable.īut… I actually think some DnD retroclone might be much better. I started back in the day with HeroQuest, that GW/MB boardgame that was basically a stripped down RPG. ![]()
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