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OSR system questions

Started by Larsdangly, May 24, 2015, 10:47:22 AM

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Korgul

If i remember correctly I think Crypt and Things fits most of the OP requests (muche better than it's ancestor S&W). Thieves are quite competent and comabat oriented, there's an unified Saving Throw and task resolution system (ability bonus are granted to task resolution checks at GM discretion). The attribute bonus is up to +3 on a d20, if I recall correctly. I don't know if it's enough for the OP tastes.

Another interesting option is the system shared by must sinenomine games, expecially spears of the dawn. The ability bonus is just up to +2, but since skill tests are resolved on 2d6 it has more weight.

RPGPundit

Quote from: AsenRG;835689What's the problem with DCC fighters in your opinion?

You misunderstood me.  DCC fighters are AWESOME.
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AsenRG

Quote from: RPGPundit;836258You misunderstood me.  DCC fighters are AWESOME.

I agree on DCC Warriors, BTW. Sorry for the misunderstanding:).

In fact, I'd also agree with your point that DCC is one of those games that show how the combat specialists have been treated poorly by many other game systems;).
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RPGPundit

Quote from: AsenRG;836467I agree on DCC Warriors, BTW. Sorry for the misunderstanding:).

In fact, I'd also agree with your point that DCC is one of those games that show how the combat specialists have been treated poorly by many other game systems;).

Yes. It completely changed my ideas of how to handle fighters (along with LotFP, another system that does right by the fighter class).
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


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Also, now with the CULTS OF CHAOS cult-generation sourcebook

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AsenRG

Quote from: RPGPundit;836882Yes. It completely changed my ideas of how to handle fighters (along with LotFP, another system that does right by the fighter class).
It is a different approach, I think. LotFP gives the fighters more power, because fighting is what they should be best at, but not really more versatility than other classes that want to improvise in combat.
But yeah, both of them ensure that in a fight, you want a fighter on your side, as you should.
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RPGPundit

Yeah, well, the LotFP fighter was my favorite D&D fighter class ever, until I read DCC. Now the DCC fighter is.
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


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Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
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LORDS OF OLYMPUS
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The Butcher

Maybe I haven't read the Mighty Deeds of Arms rules right, but as far as I can tell it's mostly about giving players "permission" for their characters to do stuff other than standing around and hitting their foes with a sword.

Which good players have always done and still do just fine with a little GM adjudication in just about any game. And in any version of D&D, Fighters, by dint of having better to-hit chances, are more likely to succeed than most other classes.

Am I missing something?

RPGPundit

Quote from: The Butcher;837464Maybe I haven't read the Mighty Deeds of Arms rules right, but as far as I can tell it's mostly about giving players "permission" for their characters to do stuff other than standing around and hitting their foes with a sword.

Which good players have always done and still do just fine with a little GM adjudication in just about any game. And in any version of D&D, Fighters, by dint of having better to-hit chances, are more likely to succeed than most other classes.

Am I missing something?

Mighty deeds aren't super-impressive if your fighter is level 1 or 2.  But at higher levels, it becomes really impressive.

A fighter can do a mighty deed EVERY TIME, if they can think of something to attempt. Unlike other rules (or for other classes in DCC), doing a Mighty Deed/special-maneuver doesn't take away their chance to score a regular hit, it is done IN ADDITION to the regular attack (they have to hit in order to have the mighty deed take effect, though).  

So a high level fighter; say a lv.6 fighter for example, could in a single round do two attacks (one at a d20, the other a d16) with a mighty deed on top of that (if he gets a 3 or higher on the d8 deed die), and with the deed die adding to his to-hit and damage scores.

Even if the mighty deed is just to, say, make a precise shot at an opponent, that can mean that a fighter with +1 strength bonus wielding a longsword could end up hitting twice, getting the deed, and rolling their d8 damage, plus strength bonus, plus the  number on the deed die, plus any extra damage from the deed itself, plus another d8+1str+deed-die in damage every round.
And since they critical on a natural 18-20 there's a good chance of scoring a critical, and higher-level fighter criticals are BRUTAL.

While the wizards are also very very competent with magic, in my DCC campaign we've seen from "Sandy the Bikini-Chainmail Barbarian" that a higher-level fighter is just a killing machine.
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.