Saturday, October 7, 2017

Yria Campaign Reference Sheets

I put together a bunch of reference sheets for my own OSR house rules. These rules are generally based on old D&D such as the 1981 version by Moldvay, Cook, and Marsh (B/X). But also on Swords & Wizardry White Box. This is incomplete, but since I am pausing this project for a bit I figured I'd share the whole current series for those who might be interested. Roll some dice!











23 comments:

  1. That's a great decorative/display font. What's it called?

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    1. It's called Elsene:

      http://www.fontcraft.com/fontcraft/new-font-elsene/

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    2. Thank you! It really accentuates the great material you have. It brings home the old school feel of the content, which is great work.

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    3. Thanks! I do love that font too. I found it accidentally and it immediately jumped out.

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  2. Great set of rules, perfect for a game on the simpler side of things. With regard to Wizards, how many spells do they get? Does it follow Vancian magic? When does the Wizard roll on the Arcane Misadventure table?

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    1. Thanks. The extra tables such as Arcane Mark, elf ear types, and personality traits are all optional. You can roll on any tables that apply to your character type.

      The magic is Vancian in the sense that a spell is lost from your mind after casting it. You can learn as many spells as you successfully find and successfully learn via the rules listed. I wanted to get rid of arbitrary spell limits and go with organic limits instead. So it's the responsibility of the DM to control how many spells their PC wizards are able to discover.

      If you drop a ton of magic scrolls and magic books into an adventure then your party's wizard will have the possibility of learning them all! But it takes time, money, and a little luck of the dice to do it.

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  3. SOOOOOO very awesome & inspiring James, great work.

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  4. Replies
    1. They appear in Black Pudding #4 and slightly expanded in Heavy Helping Vol. One.

      https://www.drivethrurpg.com/product/237995/Black-Pudding-4?manufacturers_id=5583

      https://www.drivethrurpg.com/product/246471/Black-Pudding-Heavy-Helping-Vol-One?manufacturers_id=5583

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  5. Going to run these Holloween 2019, yeee haw!

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  6. This is amazing! So, what about Clerics? You run them vanilla?

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    1. Thanks. No, I wrote up a version of the cleric for this and put it in the Black Pudding Heavy Helping Vol. One:

      https://www.drivethrurpg.com/product/246471/Black-Pudding-Heavy-Helping-Vol-One?term=heavy+helping+

      Basically there's a bunch of random tables you can roll on to determine what kind of god you worship and how your faith controls armor, weapon, and lifestyle choices.

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  7. In your games, what do class specialities from the second page do? Advantage to those rolls?

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    1. Hey! Yeah, I wasn't terribly clear about that. But the idea is explained on the Thief page. Basically the way it works for thieves is the way it works for all classes. You get +1 to your roll. In context, if that doesn't make sense, I give advantage on a roll. If that doesn't make sense either, I wing it. Like if you're a Wizard and you have Summoning as a specialty then you'd get +1 to the morale or loyalty of the summoned being, or you'd get +1 on a roll to learn a summoning spell, or the thing summoned would stay +1 round or turn longer, or +1HD of creatures would be summoned. Etc.

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    2. But only Thieves get to add new specialties as they level up, unless the class text says otherwise.

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    3. Thanks for getting back to me! We've had a couple fun sessions with these rules, dying a lot in Mike's Dungeon.

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  8. Good day James. I really like your work. I have a quick couple of questions. Which weapon/s does the wizard have access to? Also, when you stated that the wizard has "1 cast per memorization" does that mean he can only memorize magic missile only once? If they have more lets say 6 spells, then they can memorize each of the six spells only once? Thank you for all your work.

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    1. Yes, you are correct. I don't like to limit classes by weapon types unless it is in-world, such as a religious order or something. So the wizard would be able to use basically any weapon, they just aren't any good at it and they would have to put it down to cast spells. The trick is, as GM, you have to make the PC use an action to put the weapon away or get the weapon out. They could just drop it for no action cost, but picking it back up is a full action for a wizard. The end result is they cannot cast a spell AND do anything with a weapon in the same round.

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    2. Say the wizard drops their sword to cast a spell. On the following round they would have to use their action to pick the sword back up. They would not be able to use it on that round, or cast any spells. That's the trade off.

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  9. Hola. I really enjoy your work and creations for osr.

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