Old school D&D seems to work very well in practice; people often say it is because Gygax etc. had immense wargaming playtesting experience. But I have a feeling that old school GMs often relied on their experience and rulings over having things spelled out in the book, which some people may appreciate but certainly brings endless problems when you don't have much experience with a system and need to learn from the book.
I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Wednesday, April 15, 2026
Minimalist (?) turn undead, plus a reflection on playtesting
Old school D&D seems to work very well in practice; people often say it is because Gygax etc. had immense wargaming playtesting experience. But I have a feeling that old school GMs often relied on their experience and rulings over having things spelled out in the book, which some people may appreciate but certainly brings endless problems when you don't have much experience with a system and need to learn from the book.
Wednesday, April 08, 2026
Single roll combat (and more minimalist mass combat)
I nearly finished a document of about ten pages on mass combat in OSR systems.
My idea, as I had already discussed a few times, was not to introduce a new/alternate system (Chainmail, Warmachine, etc.) new types of data, replace the d20 with a d6, or rewrite a troop list, but to simply to use the rules/stats as they are written in systems like B/X or AD&D, and extrapolate those rules to cover a much larger group of creatures at once, or to cover a longer period of time. In other words, to try to summarize several rolls into a single one.
I approached this issue through four paths: one versus one, which I thought could simply be ignored; one versus many, allowing powerful characters to attack many weak enemies at once; many versus one, which allows the opposite; and many versus many, which are rules for battles between groups of different sizes against each other.
In the end, I decided to add a small idea about how to resolve any combat with just a single roll. Ultimately, I am concerned that this idea may have made all my other ideas obsolete, since it solves almost any situation. The only caveat is that the combats must be between creatures of approximate power. If you avoid absurd situations like a thousand versus one, it should work in situations up to fifty versus twenty, one versus ten, and so on.
Here are some ideas that might give you the gist of it. And maybe this is already enough that the doc is not needed... But let me know if it sounds interesting.
---
The margin of success
When you make an attack roll, subtract the target number from your result. That difference — positive or negative — is your margin, and it is added directly to damage on a hit. Optionally, a miss works the same way in reverse: a near-miss deals reduced damage rather than nothing, meaning every roll moves the fight forward.
A fighter needs a 10 to hit and rolls a 14. Margin: +4. His sword deals 1d8 — say he rolls a 5 — for a total of 9 damage. If he had rolled a 7 instead, missing by 3, the optional rule gives him 1d8 minus 3 — perhaps 2 damage — a glancing blow that still counts.
The group attack bonus
Ten bandits attacking a single knight roll once, with a +10 bonus, and deal one die of damage plus the margin. No rolling ten separate attacks. One roll, one result.
Conversely, the knight can attack all ten in a single attack with a -10 penalty. If he hits, he damages ALL ten bandits at once (10 is the hard limit; the knight cannot attack 100 at once).
The bandits need a 12 to hit the knight and roll a 9, adjusted to 19 with their +10 bonus. Margin: +7. They deal 1d8+7. The knight is not struck ten times; he is overwhelmed by a sustained press whose worst moment is captured in that single roll.
The knight strikes back. He needs an 8 to hit a bandit and rolls a 14, but with a -10 penalty that becomes a 4. A miss. The bandits' formation holds for now. Next round he rolls an 18, adjusted to 8. He hits, margin 0, deals 1d8 damage with his sword. If the bandits only had 4 HP each and he rolls 5 damage, he might have cut down all ten at once.
Groups of different sizes
When two groups of different sizes fight each other, the larger group gets a bonus and the smaller group gets a penalty, equal to the difference in size. Seven bandits against five knights: the bandits attack with +2, the knights with -2.
In some cases the groups can be reduced to a common denominator. Six bandits against four knights can be treated as three bandits against two knights, keeping the same proportions with fewer units to track. Twelve against eight becomes three against two. This is purely a matter of convenience — the math is identical either way.
The single roll method (optional)
Both sides roll one attack each, simultaneously. Apply the margin to average damage. Compare remaining HP. The side with more left wins; the loser drops to zero; the winner keeps only their remainder. Two rolls, a subtraction, a comparison, done.
Two ogres, 19 HP each, average damage 6, needing a 10 to hit. Ogre A rolls 16, margin +6, deals 12 damage, leaving Ogre B with 7 HP. Ogre B rolls 9, margin -1, deals 5 damage, leaving Ogre A with 14 HP. Ogre A wins. Subtract: 14 minus 7 = 7 HP remaining. Bloodied but standing.
---
Obviously this is intended for NPC fights and mass combat, mostly. Most players do not want their PCs to be killed in a single roll, and that can absolutely happen here. But it can be used in a limited way even for PCs: if your fighter is attacked by a mob of goblins that could never realistically kill him, a single roll quickly tells you how much damage he sustains before cutting through them, and everyone moves on.
Thursday, March 19, 2026
Minimalist weapons (2026)
I've tried this before: rationalizing B/X weapons and giving a few extra options without too much complexity.
I also gave weapons more reasonable prices and weights (encumbrance system to follow).
Now I'm writing my "OSR Minimalist" again and this is what I'm going with.
This is my latest attempt, and I'm quite happy with it.
Tell me what you think! Did I miss anything?
Melee Weapons
In the case of melee weapons, the damage, price, and weight are determined by size.
|
Size |
Damage |
Price |
Weight |
|
Small
(S) |
1d4 |
$3 |
1/3 |
|
Medium
(M) |
1d6 |
$5 |
1 |
|
Large
(L) |
1d8 |
$10 |
2 |
|
Great
(G) |
1d10 |
$20 |
2 |
Small
weapons can be used in the offhand and thrown (20 feet). E.g., dagger, dart, sap.
Medium
weapons are used in the main hand and can likewise be thrown (20 feet). E.g., short
sword, hand axe, light mace.
Large can
be used in one or both hands (+1 damage when used with both). E.g., longsword, dane
axe, heavy mace.
Great weapons
must use two hands to attack. Two-handed sword (zweihänder, claymore), great
axe, lucerne hammer, maul, most polearms, etc.
To further differentiate weapons, here are some optional traits.
§ Expensive: double the cost.
§ Quick: if you roll minimum damage, make one immediate free attack against the same target (once per turn).
§ Reach: attack from second row (5' extra).
§ Charge: double damage on a charge or when set against one.
Here are some common weapons:
§ Axes, maces (M, L, G). +1 to hit shields, heavy armor, hard or brittle targets. Axes also get +1 against wood and maces +1 against stone.
§ Brass knuckles (S, $1). 1d2, quick.
§ Clubs (S, $1). No special features.
§ Daggers (S). Expensive, quick.
§ Flails (M, L, G). +1 to hit shields or heavy armor, +2 if both, -1 if none.
§ Javelins (S). Thrown 30', weight ½.
§ Kick (S). 1d2; on a natural 1, risk falling prone.
§ Pole weapons (L, G). Expensive, reach, charge, plus same effect as axe and mace.
§ Punch (S). 1d2−1, quick.
§ Quarterstaffs (L, $3, 1d4 damage). Reach or quick (choose when attack).
§ Spears (M, L, G). Reach, charge.
§ Swords (M, L, G). Expensive, quick.
§ Warhammers and warpicks (M, L, G). +2 to hit heavy armor, hard or brittle targets, -1 against unarmored and soft targets.
G weapons: +1 damage vs. larger-than-human foes, −1 to hit smaller-than-human ones. Swords and spears get +1 damage if M, +2 if L, +3 if G.
---
Ranged Weapons
|
Weapon |
Damage |
Price |
Weight |
Range |
Notes |
|
Sling |
1d4 |
$2 |
1/3 |
40' |
- |
|
Short
bow |
1d6 |
$20 |
1 |
60' |
- |
|
Long
bow |
1d6 |
$30 |
2 |
70' |
- |
|
Crossbow
|
1d6 |
$40 |
2 |
80' |
Slow |
- Slow: spend one round reloading between shots.
Ammunition
costs:
- Arrows or bolts — 20 for $5,
weight 1.
- Sling bullets — 30 for $1,
weight 1.
| # | Weapon | Size | Damage | Price | Weight | Traits |
|---|---|---|---|---|---|---|
| 1 | Punch | S | 1d2−1 | — | — | Quick |
| 2 | Kick | S | 1d2 | — | — | On natural 1, risk falling prone |
| 3 | Brass knuckles | S | 1d2 | $1 | 0 | Quick |
| 4 | Dagger | S | 1d4 | $6 | 1 | Expensive, quick, thrown 30' |
| 5 | Club | S | 1d4 | $1 | 1 | — |
| 6 | Javelin | S | 1d4 | $3 | ½ | Thrown 30' |
| 7 | Axe, mace | M | 1d6 | $5 | 1 | +1 to hit shields, heavy armor, hard or brittle targets |
| 8 | Flail | M | 1d6 | $5 | 1 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 9 | Spear | M | 1d6 | $5 | 1 | Reach |
| 10 | Sword | M | 1d6 | $10 | 1 | Expensive, quick |
| 11 | Warhammer, warpick | M | 1d6 | $5 | 1 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 12 | Axe, mace | L | 1d8 | $10 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 13 | Flail | L | 1d8 | $10 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 14 | Quarterstaff | L | 1d4 | $3 | 2 | Reach or quick (choose when attacking) |
| 15 | Spear | L | 1d8 | $10 | 2 | Reach |
| 16 | Sword | L | 1d8 | $20 | 2 | Expensive, quick |
| 17 | Warhammer, warpick | L | 1d6 | $10 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 18 | Axe, mace | G | 1d10 | $20 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 19 | Flail | G | 1d10 | $20 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 20 | Pole weapon | L | 1d8 | $20 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 21 | Pole weapon | G | 1d10 | $40 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 22 | Spear | G | 1d10 | $20 | 2 | Reach, disadvantage within 5' |
| 23 | Sword | G | 1d10 | $40 | 2 | Expensive, quick |
| 24 | Warhammer, warpick | G | 1d10 | $20 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
Saturday, February 28, 2026
The fireball hand grenade
You might have heard me complain about fireballs a couple of times, so I hope you'll forgive me for trying a new fix to a problem some of you might share. The fix is really simple and does not significantly nerf MUs (in fact, I'm not sure it is enough).
Usually, when an MU throws a fireball at a group of goblins, things like saves and damage rarely matter - goblins within blast radius are toast. Which is fine, but it gets weirder and weirder to me when the MU can instantly kill a group of orcs, lizard men or even bugbears.
What if we just roll damage as usual (say, 7d6 for a 7th-level MU), but that is the TOTAL damage dealt. So, against a group of goblins, a weak damage roll (say, 20 points) and a successful save would reduce the number of goblin casualties to only two or three.
The damage is distributed as the GM sees appropriate - think of the fireball like a hand grenade! Most of the damage hits the center, shrapnel spreads outward.
This logic seems to work for groups. Against a single creature, the fireball remains equally effective. If you want to change that, you can just decide that, like a grenade, the main target gets most of the damage but a part of it (say, half of the damage, round down) is spread around.
Lightning bolt could function similarly, but maybe I'd let the MU concentrate all damage into a single creature or create a "line" of damage that diminishes as each creature is hit in a straight line. This spells has not been as common in my games, however. I'm even tempted to treat dragon breath in similar way (well, as a flamethrower) and let fighters jump with their shields in front of wizards when needed.
Anyway, I like this idea because it makes a 10d6 fireball very different from a 5d6 fireball against a group of lesser foes, which gives the wizard a real sense of progression without making him overpowered in comparison to fighters. Thinking of them as grenades makes them feel more grounded and tactically interesting, giving MUs interesting choices of where to aim - and it is also reminiscent of the original Chainmail origins that treated wizards like artillery.
Wednesday, November 19, 2025
Mass combat: broken units
Ten orcs can attack a single PC instead, with a +10 bonus.
The problem is if the PCs attack a group of ten orcs. Usually, they can only kill one or two (which might break morale and thus the whole unit, but that is another matter). Let's say they are reduced to nine orcs.
But what if nine orcs decide to attack ten knights?
Simply give them a -1 bonus due to the difference between nine and ten, and give the knights a +1 bonus when attacking them.
But let's say we get into a more difficult situation: there are just four orcs, fighting to the death, against ten knights in plate.
They'd attack with -6, making a hit impossible. Instead, they could choose to make an attack against a single knight, now with +4. Now it is more likely that they'd kill at least one before being wiped out by the remaining knights.
Friday, October 24, 2025
How minimalist can D&D characters be?
Saturday, October 11, 2025
Prismatic Planet
I'd prefer to have a full product to offer you, but instead I'll start a series of posts under the Prismatic Planet tag. Maybe one day I'll compile the whole thing and publish it.
Friday, September 05, 2025
Reconsidering random encounters (again)
The idea that mountains and deserts should have lots of encounters feels both unrealistic and unnecessary.
Do we really need different tables for each terrain? It makes some sense, but when I started reading the AD&D tables, I noticed something odd. In alphabetical order, there are no giant ants, badgers, beetles, or beavers listed for mountain terrain. That’s not very precise either. In B/X, there are no undead in forests and no insects in mountains. Is there a reason? This probably deserves some revision.
Well, anyway, I've been looking for the perfect random encounters and I haven't been able to find them. I fixed some things I disliked in Basic Wilderness Encounters, if you want to check it out. I've also made a small app to quickly check for encounters and weather. But I guess I'll keep looking for ways to improve these procedures.
Tuesday, September 02, 2025
Manic at the Monastery (OSE adventure review)
This adventure has all the traits that are expected in an OSE adventure: random encounters, random events, rooms described in bullet points, good opportunities of exploration, combat and role-playing, a clean layout and terse language.
Monday, August 25, 2025
Chainmail magic: Spell Complexity, Counter spell, and more oddities
In other words... you could employ a similar dice roll as the one describe above, adding your level and subtracting your opponent's level (half-level would be more precise, but I'd favor simplicity here).