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.
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?
Thursday, October 09, 2025
Random stopwatch encounters
The DM rolls 1d100 in secret. Then sets a stopwatch for that many minutes.
When the time is over—there IS an encounter.
This will keep players on their toes! And it has several advantages over checking for encounters every 30 or 60 minutes:
- Encounters can happen almost simultaneously—roll a 1 or 2, and one side might get reinforcements during the fight!
- Or the newcomers might wait to see who wins… and jump in after.
On a similar topic...
Tuesday, September 09, 2025
Reading Elric
Another complicating factor is Stormbringer—the book that (sort of) concludes the saga. It’s one of the greatest entries in the series (probably my favorite), one of the two Elric works mentioned in the Appendix N, and ironically, one of the earliest to be published.
I’m a big fan of Elric, and part of me wants to just say: Read the whole thing in internal chronological order! But I think it’s easier more helpful to offer a few different starting points.
So, how do we begin with Elric?
Start with Elric of Melniboné (1972).
In 1977, DAW Books republished Elric's saga in six books that collected the tales according to their internal chronology:Elric of Melniboné (Hutchinson, 1972, cut vt [variant title] The Dreaming City Lancer, 1972 US; DAW, 1977) ISBN 0-425-08843-XThe Sailor on the Seas of Fate (Quartet, 1976; DAW 1977), ISBN 0-441-74863-5The Weird of the White Wolf (collection, DAW, 1977, contains "The Dream of Earl Aubec", "The Dreaming City", "While the Gods Laugh" and "The Singing Citadel"), ISBN 0-441-88805-4The Sleeping Sorceress (NEL, 1971; Lancer, 1972 as The Vanishing Tower; DAW 1977), ISBN 0-441-86039-7The Bane of the Black Sword (DAW, 1977, fixup of "The Stealer of Souls", "Kings in Darkness", "The Flame Bringers" and "To Rescue Tanelorn"), ISBN 0-441-04885-4Stormbringer (cut, Herbert Jenkins, 1965; restored and revised, DAW, 1977, Berkeley, 1984, fixup of "Dead God's Homecoming", "Black Sword's Brothers", "Sad Giant's Shield" and "Doomed Lord's Passing"), ISBN 0-425-06559-6
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.
Friday, August 08, 2025
Old school dice pools
Sunday, July 27, 2025
AD&D 2e reaction table
Thursday, March 27, 2025
Brief mass combat idea
Tuesday, March 18, 2025
I want LESS!
I played several RPGs and took pride in trying new ones. I favored "universal" systems where I could create endlessly detailed PCs and do anything I wanted. I also collected monster manuals for my D&D-ish needs.
This process has been somewhat useful in helping me discover my tastes and needs.
However, there has also been much waste. I read only a fraction of the RPGs I buy and play an even smaller fraction of the RPGs I read. Nowadays, I'm embracing "the disciplined pursuit of less."
In other words, I want less: fewer monsters, fewer spells, fewer magic items, fewer stats, and simpler systems.
Take dragons, for example. The dragons of mythology and literature are often unique individuals, like Smaug, Fafnir, Tiamat, Drogon. Each is distinct and memorable. But the 2e MM (my favorite!) has about more than a dozen dragon types. If a D&D party sees Smaug, it is just another red dragon (they don't even need to interact to know that he is chaotic, since he is red; but this is another issue).
I’ve run a few 5e campaigns. 5e is a more "complete" game than B/X. However, it requires ten times the page count to achieve this. So, I’ve been asking myself: is 5e ten times more complete than B/X? And the answer is no. Same goes for AD&D.
[Sure, I could use a one-page RPG. In the end, this ultimately comes down to a matter of taste.]
Thursday, January 23, 2025
AD&D DMG cover to cover - Part XI, p. 174-215 (Appendices C, D, E - Random monsters)
Check the other parts of this series here.
Today we discuss random monsters!
"the only monsters which are included are those in MONSTER MANUAL. Two notable exceptions to this are those the mezzodaemon and nycadaemon which are found in the AD&D module D3, VAULT OF THE DROW (TSR Games, Inc.). If you do not have this module, simply ignore results calling for these monsters and roll again."
Demon #1---------------------------------------------Frequency: UncommonNo. Appearing: 3Armor Class: 0Move: 15"Hit Dice: 9No. of Attacks: 3Damage: 3-9 (Mouth), 2-12 (Each Arm),Special Attacks: Summon/Gate, Spell-like Abilities,Special Defenses: Acid Immunity, Weapon Immunity, Cold Immunity,Other Abilities: NoneMagic Resistance: 45%Intelligence: HighSize: LPsionic Ability: NilStrength and To Hit/Damage Bonuses: 18 (00) (+3/+6)---------------------------------------------Appearance:Head: Human-like / KnobsOverall Visage: Wrinkled - SeamedEars: NoneEye Color: MetallicEyes: Huge, Flat; Two-EyedNose (If Necessary): Slits OnlyMouth: Tusked; TinyBipedel Torso: Ape-likeGeneral Characteristics: Short and BroadTail: NoneBody Odor: UrineSkin: Leathery/LeprousSkin Color: ReddishBack: NormalArms: 2Hands: TalonedLegs and Feet (As Applicable): Suctioned
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| Pictured by Grok using data above. |
Saturday, January 18, 2025
Magic Item inflation in AD&D
The problem starts on level one. As @ericbabe noticed, in "Lord of Darkness", a classic AD&D module:
For defeating 12 skeletons and a 5-hp crazy woman the first level party earns:- a ring of invisibility- a ring of feather falling- two maces +1- 800 gp
Monday, January 13, 2025
AD&D DMG cover to cover - Part X, p. 169-173 (Appendices A, B - Random dungeons/wilderness)
Check the other parts of this series here.
Today we discuss random dungeons and wilderness!
Can the Appendix A provide something more flavorful?
If a wilderness expedition moves into an area where no detailed map has been prepared in advance, the random terrain determination system below can be utilized with relative ease for a 1 space = 1 mile, or larger, scale. In using it, however, common sense must prevail. For example, if the expedition is in the north country the forest will be pine or possibly scrub, while in tropical regions it will be jungle. Similarly, if a pond is indicated in two successive spaces, the two should be treated as one larger body of water. The Dungeon Master must also feel free to add to the random terrain as he sees fit in order to develop a reasonable configuration. In any event, the DM must draw in rivers, large lakes, seas, oceans, and islands as these features cannot easily be generated by a random method.
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