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Anyone know anything about Olde Swords Reign?

Started by DM_Curt, December 18, 2021, 12:55:53 PM

Previous topic - Next topic

weirdguy564

#15
I asked above about proficiency bonus being used or not used with weapons.  The rule I was looking for is on page 47, the Weapon Proficiency paragraph. 

The next question I have is the apparent lack of ability score requirements for the four classes.  This is of particular importance to magic casters because their ability score modifier + level is how many spells they can memorize each day (spell slots are not affected, just how many different spells go in those slots). 

A worst case scenario is a cleric with Wisdom of 3, aka a -4 modifier.  That cleric can't even memorize a spell until they're level 5, and then it's just one spell.  That cleric will have seven spell slots, so the cleric can cast a level 1 spell seven times, but if the cleric memorizes a level 3 spell, then that spell won't fit in a lower slots.  The spell can only be cast twice, and the level 2 & 1 slots will be empty. 

The fix is easy.  Just don't play a caster if you have a low stat.  I'm just saying that rules-as-written won't stop you. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Spinachcat

What's the game like in Actual Play?

What does it do at the table that other OSR games do not?

What is my at the table incentive for giving the author money?

weirdguy564

#17
Quote from: Spinachcat on November 04, 2023, 06:22:59 PM
What's the game like in Actual Play?

What does it do at the table that other OSR games do not?

What is my at the table incentive for giving the author money?

1.  It is free, and books are sold at cost.  Also, the main book has all you need.  None of this triple book nonsense, which is a cash grab to some people.

2.  Rogues (called Experts here), and Fighters are customizable.  You're not going to be a cookie cutter fighter like the guy next to you.  Even wizards and clerics can be customized. 

3.  Or not.  Sounds weird, right?  I'll explain.  It seems half of the rulebook chapters have the word "Optional" tacked in front of it.  So, you can go old school and have a White Box/0-edition D&D experience.  But, this bit sets it apart.  Most of those options come from 5E D&D.  You can play it how you like.  Hell, the last section is called House Rules, and it's a blank page for you to write in you're own bits. 

4.  It's modernized.  Ascending armor class.  Single saving throw number.  A proficiency bonus number that is used a lot of places, like your savings throw I just mentioned.  Weapon traits from 5E like Versatile and Light.  Simplified ranges like melee, near, & far, simplified skill target numbers like easy, average, & hard.  Backgrounds instead of skills so a former blacksmith can use the proficiency bonus (I told you that number is versatile) to repair a bit of armor on a "hard" difficulty check, but your noble background means you don't get that bonus. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Crusader X


Here's a link to a video from Damien from a few weeks ago.  He talks about the 3rd edition of the game.  The main takeaway is the new version will have more  monsters, magic items, feats, and backgrounds.  The Cleric class will be tweaked a bit so a player can easily create a Druid.   And he might end up separating the rule book into 2 rule books (GM book and Player's book) due to the increased page count.

https://www.youtube.com/watch?v=Q8IReYA7PMc