Pen & Paper - Spielsysteme > OD&D/AD&D/Klone & OSR
OSR Smalltalk
Katakombenkriecher:
Wenn alle da sind, habe ich acht Spieler. Mein Tipp: Spiele mit Rollen wie Caller, Time Keeper, Chronist etc. Das gibt Struktur in die Gruppe.
Vash the stampede:
Danke für eure Tipps und Hinweise. Manche habe ich übernommen und umgesetzt. Im Stehen spielen oder zu versuchen, PvP zu vermeiden. Caller/Sprecher brauchte ich nicht. Die Leute waren mega aufmerksam und diszipliniert. Die Gruppe war stark gemischt. Neulinge, wie regelmäßige Mitspielende sowie langjährige Spielende oder Spielleitende. Es sind auch alle gekommen, sodass ich zehn Spielende hatte. Schöner Jahrabschluss für meine Runde auf der Arbeit.
ghoul:
CAG Podcast berichtet über Cauldron Con 2025:
https://open.spotify.com/episode/3a50gMkPfOTU3L6jbQ1Nha?si=Si9Y7rO2SzKvQFEHviI5bg
Mr. Ohnesorge:
Finde ich als Idee ganz witzig: https://macchiatomaster.blot.im/hit-dice-should-be-rolled-take-two
--- Zitat --- Hit Dice Mean You’ve Been Hit
Simple, right?
When your character is hit by a monster, you roll a hit die: it’s a small, red d6 your referee gives you from the little bowl of small red d6s she keeps by her screen.
“A 5-in-6 chance of staying up when I’m hit? Easy!” You say. But no, because the next time you get hit, you roll your new hit die AND any hit dice you received previously. Your 16% chance to go down jumps to 30% with the second hit, and rises slowly after that. It’s at 84% with the 10th hit die.
It would make sense to have a limit to the number of hit dice a character can take, regardless of the roll. Say, twice their level for most classes, with once per level for magic-users and three times for fighters/barbarians?
Healing and resting is simple to handle: give the hit dice back to the referee, at a rate and under conditions aligned with your gameplay philosophy.
Critical hits and heavy weapons can simply confer more than one hit die to their target.
Taking Armour into Account
In a roll vs Armour Class system, it’s already taken care of. In a roll-under system, where armour reduces damage, an option is to have armour step the hit die up to d8. Heavy armour can step the die more than once, up to d12.
Which leads us to considering different hit dice types…
Class Hit Dice
Giving each class a different hit die makes immediate sense. Like, the same die your ruleset gives the class for its hit points.
A 5E barbarian will almost never go down until they’ve reached their hit dice limit. But they’ll never be certain they can tank the next blow.
A B/X magic-user, on the other hand, has 25% chance of going down from the first hit, and 43% on the second. But a lucky player may keep fighting for a good while!
Variable Damage
If classes don’t get a different die type, maybe weapons do? It becomes a bit counter intuitive as bigger weapons use smaller dice, but it probably works. You can also step a hit die down with a critical hit.
--- Ende Zitat ---
Andropinis:
Drei kleine Settings vorgestellt vom RedMage, sehen ja ganz interessant aus:
Fogheart: The Torso of the Giant King für Cairn
Silver Doubloons of the Bloody Baroness für Pirate Borg
A Fistful of Feathers für Cairn
3 Micro-Settings to Add in to Your OSR D&D Campaign
Navigation
[0] Themen-Index
[#] Nächste Seite
[*] Vorherige Sete
Zur normalen Ansicht wechseln