Is there some rule, not found in every edition of D&D, that you'll use in any edition (or OSR variant) that you run, regardless?
For me, it's reaction rolls and morale. B/X style.
Ascending AC.
3d6 in order, 6 times.
Reaction rolls and morale. I like BX's versions over 5es as it is less moving parts and good for the quick idea of moods or nerve.
I tend to also carry over the raise dead save.
Been considering carrying over the INT limits on what spell levels can attain from AD&D.
2d6 for reaction and morale, yup. No other system works as well; d20 Wisdom saves for morale certainly don't!
Rolling a 20 is a critical and causes double damage. No threat, no confirmation, just a crit.
Quote from: RPGPundit;1038013Is there some rule, not found in every edition of D&D, that you'll use in any edition (or OSR variant) that you run, regardless?
For me, it's reaction rolls and morale. B/X style.
None. There are conceptual sacred cows, but not mechanical ones. Using your examples, I always make a world were never talking but instead always fighting is a recipe for disaster for the PCs, and I always make opponents run away when they are against the ropes, but I don't always use the specific reaction rolls and morale rules. I certainly haven't always in the past. I spent entirely too long trying to hammer 3e into BECMI, and we used the diplomacy/intimidate/etc. skills (mind you, I acknowledge this as a failed experiment). Likewise, I love the idea of gp=xp as a basic conceptual framework ('incentivize a vague type of behavior, and then let your players choose how to advance their adventuring careers'), but I certainly don't stick to that exact metric.
Quote from: RPGPundit;1038013Is there some rule, not found in every edition of D&D, that you'll use in any edition (or OSR variant) that you run, regardless?
For me, it's reaction rolls and morale. B/X style.
I use the original D&D reaction/morale for everything.
Dead at 0 HP
B/X Morale rolls
For a long time there wasn't, but if I haven't used cyclic initiative since midway through 3E, and doubt I ever will again. Now, the exact implementation of side initiative might vary to accommodate a particular edition, but I'm going to use some form of it.
Quote from: RPGPundit;1038013Is there some rule, not found in every edition of D&D, that you'll use in any edition (or OSR variant) that you run, regardless?
For me, it's reaction rolls and morale. B/X style.
If you fall into lave then your character dies, no saving throw.
Quote from: RPGPundit;1038013Is there some rule, not found in every edition of D&D, that you'll use in any edition (or OSR variant) that you run, regardless?
For me, it's reaction rolls and morale. B/X style.
Meta Rule: don't play with assholes. Every time I've broken this rule, I've regretted it.
Actual D&D Rule: B/X combat as a whole. Trying to understand AD&D combat, surprise, weapon speed, initiative, etc., is just beyond my brain power anymore, especially when drinking.
Quote from: RPGPundit;1038013Is there some rule, not found in every edition of D&D, that you'll use in any edition (or OSR variant) that you run, regardless?
I know it's not popular, but I use: 1 minute combat rounds.
Until the dice hit the table, before a pencil hits the paper: Nothing is sacred. Once we start, the Rasczak rule comes into play - "Everybody fights, no one quits. If you don't do your job, I'll kill you myself!"
Quote from: tenbones;1038071Until the dice hit the table, before a pencil hits the paper: Nothing is sacred. Once we start, the Rasczak rule comes into play - "Everybody fights, no one quits. If you don't do your job, I'll kill you myself!"
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Spears set against charges do double damage, free strike against fleeing foes, fighting withdrawal, all out parry at 1/2 level +1 for fighters, spell books for wizards / prayers for clerics, attribute bonus roles Strength to hit in melee and damage, Dexterity AC and missile attack adjustment, Intelligence languages and skills, Wisdom magic save, constitution hit points and save vs poison, Charisma reaction bonus, loyalty base, number of henchmen.
Quote from: Patrick;1038036Rolling a 20 is a critical and causes double damage. No threat, no confirmation, just a crit.
What edition is that from?
Second Edition AD&D, if I recall correctly
ETA: so it is.
QuoteCritical Hits (Optional Rule)
Some players feel combat should involve more than just the chance to hit and the
amount of damage done. Some propose elaborate tables--critical hit tables--detailing all
manner of horrible results and misfortunes.
The simplest critical hit system makes every natural 20 rolled on the attack roll count
for double damage. Roll the appropriate damage dice twice for the attack (do not double
the result of a single damage roll) and only count damage modifiers for Strength, magic,
etc., once.
DMG 2nd ed
Max HP at first level. Honestly not sure if that's an actual rule in any edition and I'm out of town so I don't have my books to check.
It is official in Beyond the Wall at least.
On a natural 1, you may reroll your attack roll, but your weapon breaks.
Quote from: RPGPundit;1038013Is there some rule, not found in every edition of D&D, that you'll use in any edition (or OSR variant) that you run, regardless?
For me, it's reaction rolls and morale. B/X style.
Max hit points at first level. Every level except first, you roll.
Quote from: Mike the Mage;1038187Second Edition AD&D, if I recall correctly
ETA: so it is.
DMG 2nd ed
Yep, thanks! And also the 5e method for rolling a 20.
No fumbles
20 is always a Critical (no confirm BS)
No penalty for sleeping in armor
Off the top of my head, ascending AC and an attack bonus instead of THAC0.
Quote from: Cave Bear;1038259On a natural 1, you may reroll your attack roll, but your weapon breaks.
Is that actually a rule in any D&D system?
Quote from: RPGPundit;1038662Is that actually a rule in any D&D system?
Yes! Can you guess which one? Might be a little obscure.
Quote from: RPGPundit;1038662Is that actually a rule in any D&D system?
I know weapons break with a natural 1 in 4th Edition Dark Sun, unless they're made from metal or are magical.
"This game is about exploring the Fun House from Hell, complete with crashed spaceships and bowling alleys for 100' tall giants."
Quote from: Batman;1038719I know weapons break with a natural 1 in 4th Edition Dark Sun, unless they're made from metal or are magical.
1. That's not a main rulebook. It's a set of optional campaign rules.
2. That's not D&D.
Quote from: RPGPundit;10389281. That's not a main rulebook. It's a set of optional campaign rules.
2. That's not D&D.
Haha. Okay, Pundit. ^_^
The Mentzer Monster Reaction Table. it's like the Frank's Hot Sauce of tables. I use that shit for everything. Diplomacy. Morale. Intimidation...
Quote from: RPGPundit;10389281. That's not a main rulebook. It's a set of optional campaign rules.
Fair enough
Quote from: RPGPundit;10389282. That's not D&D.
Blah blah, no one cares
Quote from: Krimson;1039081The Mentzer Monster Reaction Table. it's like the Frank's Hot Sauce of tables. I use that shit for everything. Diplomacy. Morale. Intimidation...
Yup.
How is it different from the Moldvay or am I missing something?
Quote from: Mike the Mage;1039371How is it different from the Moldvay or am I missing something?
Without going back to each book and determining if there is a slight difference in wording about how/when to use the table, or how to modify it, we could probably just call it the 'basic/classic' reaction table (Moldvay and Mentzer don't even have different modifiers-based-on-charisma-score, so they are
really the same).
There are genuine differences between B/X and the BE part of BECMI, but it will always be dwarfed by 'what you cut your teeth on' as far as what you consider iconic.
Quote from: Willie the Duck;1039387There are genuine differences between B/X and the BE part of BECMI, but it will always be dwarfed by 'what you cut your teeth on' as far as what you consider iconic.
Thanks. I checked it out some other differences are that the Mentzer BE nerfs the thief while giving Magic Users a free spell a level (while Moldvay/Cook B/X give the 15th level thief great percentages but require the Magic User to find his/her spells.
I have BECMI and the RC but if I ran D&D Basic-Expert I would go with the Moldvay/Cook and use that recent B/X Companion made by Running Beagle Games mostly because I like what they do with thieves after 15th level.
Then again, LL, ACKS and S&W are all out there too...
Quote from: Mike the Mage;1039399Thanks. I checked it out some other differences are that the Mentzer BE nerfs the thief while giving Magic Users a free spell a level (while Moldvay/Cook B/X give the 15th level thief great percentages but require the Magic User to find his/her spells.
I have BECMI and the RC but if I ran D&D Basic-Expert I would go with the Moldvay/Cook and use that recent B/X Companion made by Running Beagle Games mostly because I like what they do with thieves after 15th level.
Then again, LL, ACKS and S&W are all out there too...
Yeah, I "love basic/classic", but that usually means I love
Beyond the Wall.
Agreed on the thief (although honestly, in both games I feel it is hard/unrewarding to play the thief without houseruling, so the abysmal BE advancement just makes an inevitable decision into a forgone conclusion). The Magic User is also different in that the B/X MU can only know a certain number of different spells based on their level, while the BE MU can keep adding to their spellbook as they find new ones.
None of which changes the reaction table, of course. :D
Yep. Look like we are on the same page. Beyond the Wall is my current system and has been for the last four years.
I am very excited for their next release!
But, as you say, the reaction table stays!
Moldvay Table
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Mentzer Table
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Quote from: Spellslinging Sellsword;1039481Moldvay Table
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Mentzer Table
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I made a thread about the Mentzer table a while back (https://www.therpgsite.com/showthread.php?36881-Adapting-the-Mentzer-Monster-Reaction-Chart-for-5e). If I ever get a game written, even if it's for 5e, I will make extensive use of it. Note in the first post I added a simplified table which removes the redundant recursive sub tables while keeping the same probabilities for each result. My thought it to take the recursions and tweak them to add a few different results.
Quote from: Spellslinging Sellsword;1039481Moldvay Table
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Mentzer Table
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Much obliged.:cool:
Quote from: Spellslinging Sellsword;1039481Moldvay Table
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Mentzer Table
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For completeness, here is the table from original D&D's
Men & Magic:
(https://i.imgur.com/b7NYNSp.png)
Quote from: Mike the Mage;1039699Much obliged.:cool:
Welcome.
Quote from: Philotomy Jurament;1039729For completeness, here is the table from original D&D's Men & Magic:
Thumbs up.
Quote from: Technomancer;1038200Max HP at first level. Honestly not sure if that's an actual rule in any edition and I'm out of town so I don't have my books to check.
It became the norm from 4e. But it was cribbed from a very popular house rule since the LBB's, or so it was claimed. I know that it was popular since Red Box, though. I have a former GM who used it since then.
Quote from: RPGPundit;10389281. That's not a main rulebook. It's a set of optional campaign rules.
It's technically still a rule from D&D,
Quote from: RPGPundit;10389282. That's not D&D.
Yes, it is. Quite crying over facts you can't change.
And... I have no rules I carry over from an edition. I modify the system into what I need.
I suppose, I could say Ascending AC, because it's easier for the human brain to add than it is to subtract. But that's only been since 3e, and I've only used it once outside of 3-5e, which is Scarlet Heroes.
Quote from: RPGPundit;1038013For me, it's reaction rolls and morale. B/X style.
Same. Without them, it's an endless stream of hack 'n slash. With them, you get really interesting, unexpected situations.
Quote from: Christopher Brady;1039769Yes, it is. Quite crying over facts you can't change.
I helped end that travesty pretending to be D&D. So yeah, I think I did change some facts there.
Quote from: RPGPundit;1040167I helped end that travesty pretending to be D&D. So yeah, I think I did change some facts there.
My 4E books still exist, man.
Roll under your attributes for tasks is the big one. Though it might be roll 3d6+Attribute, as well.
Other than that, reaction rolls and sometimes, morale rolls, but both are sometimes simply unnecessary.
Quote from: AsenRG;1040213Roll under your attributes for tasks is the big one. Though it might be roll 3d6+Attribute, as well.
Other than that, reaction rolls and sometimes, morale rolls, but both are sometimes simply unnecessary.
Roll-under is not my style. But something I almost always use (you can tell because my OSR games all feature it) is roll D20+ ability score modifier + skill vs DC.
Quote from: AsenRG;1040213Roll under your attributes for tasks is the big one.
Same here.
We've been having fun with combat manuevers with this one. My players ask me stuff like this
"Can I jump on the table to get the higher ground?"
"Sure, roll under your Dex or Str"
"Okay I make it"
"Great! You have a +2 on your next attack but one of the goblins is hacking at the table leg"
Quote from: RPGPundit;1040413Roll-under is not my style. But something I almost always use (you can tell because my OSR games all feature it) is roll D20+ ability score modifier + skill vs DC.
Can you elaborate? I mean, I know there are technical, mechanical reasons why to choose one or the other (such as roll under fails if people consistently get stats of 20 or higher, but otoh has a bounded range of rolls, etc.), but other than that, aren't roll under on d20 (possibly with skill mod, such as in
Beyond the Wall) pretty much the same conceptual thing as D20+ ability score modifier + skill vs DC?
One rule I always apply:
Paladin status must be *earned*. You don't start as one--you must perform heroic deeds of courage and self-sacrifice, while maintaining a pious and lawful alignment to ultimately become a paladin.
It makes for good roleplaying
Quote from: Silas1066;1040454One rule I always apply:
Paladin status must be *earned*. You don't start as one--you must perform heroic deeds of courage and self-sacrifice, while maintaining a pious and lawful alignment to ultimately become a paladin.
It makes for good roleplaying
Cool.:cool: Could go for Rangers in 1ed too.
Quote from: RPGPundit;1040413Roll-under is not my style. But something I almost always use (you can tell because my OSR games all feature it) is roll D20+ ability score modifier + skill vs DC.
Roll under never felt right to me for aesthetic reasons. Since the game I played most is 1e, I am used to percentage dice for roll under, and d20 just feels better when it rolls high.
Quote from: Willie the Duck;1040442aren't roll under on d20 (possibly with skill mod, such as in Beyond the Wall) pretty much the same conceptual thing as D20+ ability score modifier + skill vs DC?
They are
mathematically similar perhaps, but
conceptually opposite, in that one's goal is to roll
high, the other's goal is to roll
low. The concept, and all its attendant feelings and aesthetics, is exactly the difference. There are lots of people who have more fun aiming high than aiming low (I'm one of them).
Quote from: Zalman;1040620They are mathematically similar perhaps, but conceptually opposite, in that one's goal is to roll high, the other's goal is to roll low. The concept, and all its attendant feelings and aesthetics, is exactly the difference. There are lots of people who have more fun aiming high than aiming low (I'm one of them).
I would call that conceptually similar, but mechanically opposite. They are both making a check using a D20, with success primarily mediated by your attribute. Rolling high or rolling low is a matter of taste that doesn't change the overarching nature of what you are doing.
Quote from: Krimson;1040530Roll under never felt right to me for aesthetic reasons. Since the game I played most is 1e, I am used to percentage dice for roll under, and d20 just feels better when it rolls high.
This is me. I've thought about it a lot. Even when I have really good reason to prefer roll under for a particular mechanic (such as how it works with the numbers that are driven by the rest of the system), I'm extremely reluctant to use it. As near as I can tell, I have no rational reason to avoid it, but even knowing this, the aesthetic feeling persists. I eventually learned to chalk it up to an irrational bias, such that I can play a game with roll under and enjoy it just fine by carefully ignoring that feeling, but am extremely pressed to attempt to run one.
Quote from: Willie the Duck;1040442Can you elaborate? I mean, I know there are technical, mechanical reasons why to choose one or the other (such as roll under fails if people consistently get stats of 20 or higher, but otoh has a bounded range of rolls, etc.), but other than that, aren't roll under on d20 (possibly with skill mod, such as in Beyond the Wall) pretty much the same conceptual thing as D20+ ability score modifier + skill vs DC?
1. Roll under puts way more emphasis on ability score, rather than skill. A guy with a big skill bonus matters less than a guy with a big ability score.
2. The modifiers seem to be just the right fit to represent raw talent, compared with skills. Though I usually don't make my skills (or DC values) as high as in 3e.
3. I think it's more intuitive for players to be aiming for a natural 20 than for a 1.
Quote from: RPGPundit;1040413Roll-under is not my style. But something I almost always use (you can tell because my OSR games all feature it) is roll D20+ ability score modifier + skill vs DC.
Yes, but it's a thread about what rules each of us uses:). Your style is your style...and in some ways, it seems good. In other ways, not so much, but I'm not playing with you;).
Quote from: RPGPundit;10416931. Roll under puts way more emphasis on ability score, rather than skill. A guy with a big skill bonus matters less than a guy with a big ability score.
That depends entirely on the relative values of skills and attributes. Someone with Skill-9 and Dex 9 is going to be far better than the guy with Dex-13, Skill-1.
Though usually, when running an OSR game, I assume that the attributes include training as well, except in exceedingly rare cases. So it never comes up because of the lack of separate skills.
Quote2. The modifiers seem to be just the right fit to represent raw talent, compared with skills. Though I usually don't make my skills (or DC values) as high as in 3e.
Shrug.
Your call. To me, there's no difference... But even when using skills, as happens in Kevin Craford games (and probably only in those, among the OSR), I'd much rather use 2d6/2d8+modifiers+skill.
And it should be noted that in his version, the maximum value of skills is big as the maximum value raw talent can add. Someone with both is going to be the best.
Quote3. I think it's more intuitive for players to be aiming for a natural 20 than for a 1.
While I find it a good way to teach that numbers don't inherently mean anything, and the winning number in one situation can be a losing one in another.
Of course, my players should all be used to this by now, having played both roll-under and roll-over systems.
Unless special weapons are required, a natural 20 is always a hit and a natural 1 is always a miss -regardless of modifiers.
Quote from: AsenRG;1041714Yes, but it's a thread about what rules each of us uses:). Your style is your style...and in some ways, it seems good. In other ways, not so much, but I'm not playing with you;).
Dude, I get that it's your style lately to just try to be oppositional of anything I say, but where the fuck did I say in my post that this was anything other than my fucking preference. You're giving away what this is really about for you here. It's pretty sad.
Quote from: Elfdart;1041817Unless special weapons are required, a natural 20 is always a hit and a natural 1 is always a miss -regardless of modifiers.
Yes, I use that too.
Quote from: RPGPundit;1042633Dude, I get that it's your style lately to just try to be oppositional of anything I say, but where the fuck did I say in my post that this was anything other than my fucking preference. You're giving away what this is really about for you here. It's pretty sad.
In this thread, you felt the need to comment on my post to say you wouldn't like that.
As for contradicting you, rest assured, I only contradict you when you're expressing an opinion I disagree with. Which, as it happens, is often the case, but such is life:D!
Of course, given the number of threads we've both posted in, this just means I contradict you a whole lot, but my point is, it's not personal;).
Rule I always apply:
"Bring me beer."
If I'm reffing, bringing me a beer gives you 2-4 HP back. If your PC is not wounded they get +1 HP instead.
Quote from: Gronan of Simmerya;1042799Rule I always apply:
"Bring me beer."
If I'm reffing, bringing me a beer gives you 2-4 HP back. If your PC is not wounded they get +1 HP instead.
If you're refereeing, I'll come prepared with a couple 6-packs:D!
Quote from: Gronan of Simmerya;1042799Rule I always apply:
"Bring me beer."
If I'm reffing, bringing me a beer gives you 2-4 HP back. If your PC is not wounded they get +1 HP instead.
Amusingly, in over 30 years of gaming, alcohol has never been at the table. I like to have a clear head when playing.
Two or three beers in a night still leaves me with a clear head. I'm not talking about pounding down shots of whiskey.
Not since one guy got so drunk he pissed on the telephone.
Quote from: Gronan of Simmerya;1042934Two or three beers in a night still leaves me with a clear head. I'm not talking about pounding down shots of whiskey.
Not since one guy got so drunk he pissed on the telephone.
I'm not against drinking in moderation especially if people can do it responsibly. But my drug of choice for gaming is caffeine.
We occasionally drink at the table; not too often though. It's not banned, just a lot of my gamers aren't big drinkers.