Thursday, November 30, 2023

How I'd Run OSE These Days

I'm into running my own bespoke rules at the moment. I like the idea of developing a campaign concept and world first and building rules around that stuff from the ground up. The next campaign I try to run will almost certainly be such a project.

That said, someone brought up favorite systems in the OSR Discord recently, and I had to conclude that OSE is my favorite published OSR system. And the reason, really, is mostly nostalgia. Not that I was around to actually play B/X back in the day, but the idea of it still has a classic appeal to me. It feels cozy.

It makes me think of Dragon's Dogma, which I swear I'll get around to playing properly before the sequel comes out. Part of what put me off that game when I first tried it was the apparent generic-ness of the setting, but I remember at one point watching a YouTube video about the crappy anime adaptation that mentioned offhandedly that in the setting of the video game, goblins are evil tree spirits who reproduce through underground blood rituals. That's fucking sick, and totally transformed my view of the setting. It now seems to me like the perfect form of the "classic D&D world"--all the familiar concepts, but with just enough spice to make them fun.

I can definitely see the appeal of trying to run an OSE game with that vibe. So here's the (short? it's three pages in docs) list of houserules I'd adopt to tweak the system just enough to suit my tastes, while still keeping it fundamentally the same game.

THE WIND IS PUSHING MEEEEEEEEEE

Optional Rules

Ascending AC, detailed encumbrance, variable weapon damage, and crossbow reloading will be used. Individual initiative will not be used. 1st-level characters reroll results of 1 and 2 for their starting hit points.


Alignment

Alignment will not be used. Player characters should not select an alignment. Alignment languages will not be used.


Classes

Player characters may be fighters, magic-users, or thieves. Clerics don't exist, but magic-users inherit many of their spells (see below). Dwarves, elves, and halflings are not available as player characters.


Fighters

Fighters begin with a +1 attack bonus and gain an additional +1 at each level.


Beginning at 10th level, fighters can cast spells from scrolls as thieves of the same level.


Magic-Users

Magic-users begin with a +0 attack bonus and gain +1 at every third level (3rd, 6th, etc).


Magic-users can use all weapons, wear any armor, and use shields. However, they must have both hands free to cast spells, and they can't cast while wearing more than leather armor--the weight, bulk, and restrictiveness of heavier armor interferes with the concentration and precise movements involved in spellcasting, and encasing the body in iron disrupts magical forces. Magic wands and staves, and certain other items made for magic-users, can be held in one hand without interfering with spellcasting.


Player character magic-users begin with three 1st-level spells in their spellbook. The player may choose one and rolls for the others on the list below.


Beginning at 4th level, magic-users can read non-magical text as thieves of the same level.


Thieves

Thieves begin with a +0 attack bonus and gain +1 at every even-numbered level.


Thieves can wear any armor and use shields. However, they cannot backstab, climb sheer surfaces, hear noise, hide in shadows, move silently, or pick pockets while wearing more than leather armor or using a shield.


Thief skill checks are rolled in addition to normal checks for similar actions that any adventurer can attempt. For example, any adventurer can attempt to free-climb a cliff, but a thief may roll a skill check to climb sheer surfaces alongside any other roll the referee calls for, and succeeds if they pass either check. Additionally, some thief skills allow the thief to attempt feats that would be impossible for other characters, like free-climbing a completely sheer wall without handholds or hiding in shadows when no other cover is available. In these cases, the thief rolls only their skill check.


Hit Points and Healing

Characters recover 1 hit point per level for each full day of rest. Cure Light Wounds restores 1d6+1 hit points per level of the subject. Cure Serious Wounds restores 2d6+1 hit points per level of the subject. The reversed version of each spell does the same amount of damage.


Spells

Magic-users determine their spells from the following list. Spells marked with a * are considered dark arts. Anyone caught possessing them (or, if only the reversed form of the spell is forbidden, casting that form) without Church dispensation may be branded maleficarum and hunted down.


1st Level:

  1. Cure Light Wounds (Cause Light Wounds*)

  2. Detect Magic

  3. Floating Disc

  4. Hold Portal

  5. Light (Darkness)

  6. Purify Food and Water

  7. Read Languages

  8. Remove Fear (Cause Fear*)

  9. Resist Cold (Resist Heat)

  10. Shield

  11. Turn Undead

  12. Ventriloquism

  • Charm Person*

  • Magic Missile*

  • Sleep*


2nd Level:

  1. Bless (Blight*)

  2. Continual Light (Continual Darkness)

  3. Detect Invisible

  4. Find Traps

  5. Levitate

  6. Locate Object

  7. Mirror Image

  8. Phantasmal Force

  9. Silence 15’ Radius

  10. Speak with Animals

  11. Web

  12. Wizard Lock

  • ESP*

  • Invisibility*

  • Knock*


3rd Level:

  1. Clairvoyance

  2. Cure Disease (Cause Disease*)

  3. Dispel Magic

  4. Fly

  5. Growth of Animal

  6. Haste

  7. Hold Person

  8. Infravision

  9. Protection from Normal Missiles

  10. Remove Curse (Curse*)

  11. Striking

  12. Water Breathing

  • Fire Ball*

  • Invisibility 10’ Radius*

  • Lightning Bolt*


4th Level:

  1. Create Water

  2. Cure Serious Wounds (Cause Serious Wounds*)

  3. Dimension Door

  4. Growth of Plants

  5. Hallucinatory Terrain

  6. Massmorph

  7. Neutralize Poison

  8. Polymorph Self

  9. Speak with Plants

  10. Wall of Fire

  11. Wall of Ice

  12. Wizard Eye

  • Charm Monster*

  • Confusion*

  • Polymorph Others*


5th Level:

  1. Conjure Elemental

  2. Contact Higher Plane

  3. Create Food

  4. Dispel Evil

  5. Hold Monster

  6. Pass-Wall

  7. Telekinesis

  8. Teleport

  9. Transmute Rock to Mud (Mud to Rock)

  10. Wall of Stone

  • Animate Dead*

  • Cloudkill*

  • Feeblemind*

  • Insect Plague*

  • Magic Jar*


6th Level:

  1. Anti-Magic Shell

  2. Control Weather

  3. Move Earth

  4. Part Water

  5. Projected Image

  6. Stone to Flesh (Flesh to Stone*)

  • Death Spell*
  • Disintegrate*

  • Geas* (Remove Geas)

  • Invisible Stalker*


(When rolling for a random spell of a given level, the non-numbered spells don't come up by default. They're available as options when choosing spells manually.)

Friday, November 17, 2023

Quick Skirmishes

Quick Skirmish Rules

For battles between coordinated formations of up to about a dozen fighters.

Thrown together off the cuff, currently untested, doubtfully functional.

Warbands

Each fighter in the warband is a die. By default, they're d6. Modify size as follows, d4 minimum, d12 maximum:

- Untrained, hungry, exhausted, injured, poorly armed, poorly armored: -1 each
- Well-trained, well-fed, well-rested, heavily armed, heavily armored: +1 each
- Commander is green, commander is distrusted by fighters: -1 each for the whole warband
- Commander is experienced, commander has fighters' trust: +1 each for the whole warband
- Situational, tactical, or positional advantage: -1 to all enemy fighters

Initiative

If it's not clear which warband has the initiative, commanders roll off, 1d6 each by default, size modified by the above factors as makes sense.

Clashes

When two warbands clash, each able to inflict casualties on the other, each commander rolls all their dice.

Whichever commander has initiative then gets to pick one of the enemy's dice and pair one or more of their own dice against it. Then the other commander picks an opposing unpaired die and does the same thing. Continue until all dice are paired.

Results

Look at each pairing. Whichever side has the higher total in that pairing wins. The losing fighter gets hurt as follows:

- Beaten by 1: wounded
- Beaten by 2: alive but out of the fight, will need treatment and recovery
- Beaten by 3+: dead

Surviving fighters check morale according to normal rules (individuals check if they're wounded, warband checks collectively if outnumbered, reduced to half strength, or commander has fallen).

If the fight continues, commanders roll for initiative again based on current conditions and a new round begins.

Thursday, August 3, 2023

Tuning

I'm breaking up with Vancian magic. We're still friends, but I've realized monogamy isn't for me. Which is to say, I've realized I no longer like the idea of having a default magic system baked into a game that isn't tied directly into a specific setting. The way magic works in a given world should be deeply tied into the particular theming and feel of that world, it should say something about what power looks like and where it comes from in that world. Vancian magic works great for the Dying Earth, and it's very gameable, but I no longer think OSR games that purport to be setting-neutral should present it as the standard. I think creating a magic system should be part of setting-building, not part of choosing a base ruleset.

With that in mind, I've gone and rebuilt the magic system for my own setting from the ground up.

This isn't really all that relevant, but it's some sick art.

Tuning

Tuning is the art of manipulating Dust to perform wondrous feats. Its secrets are hoarded jealously by the ruling class of Halas; most commonfolk understand little or nothing of it, referring to it simply as magic, sorcery, or the power of the gods. Practitioners are properly called tuners, although even among those in the know, those who devote their lives to mastering the art are often called sorcerers or wizards as a term of respect.


To manipulate Dust, a tuner must first ingest it somehow. Swallowing it works, but inhaling it through a specially designed mask is preferred; injecting it directly into the bloodstream is even more effective, but can be more dangerous. Once the Dust is ingested, the tuner uses precise movements, incantations, and mental exercises to stimulate specific nerve impulses that transmit a desired command to it—the tuning process for which the art is named. The Dust is then released, or “cast,” to work the desired effect on the tuner’s body or the world around them.

The nerve impulses necessary to produce a useful effect from Dust are so specific that quick improvisation is all but impossible; tuners rely on set patterns, known as spells, developed through careful research and found to produce a consistent effect. While the tuners of Halas have developed some common knowledge and language over generations, every tuner’s nervous system is different, and each tunes in slightly different ways; furthermore, many similar effects can be achieved by wildly different tuning methods. As a result, no two tuners’ spells are exactly alike. While every tuner seeks to learn from others (often by stealing their competitors’ closely guarded secrets), it is never a simple matter of copying what another tuner does, as every spell must be adapted to the learner’s own personal methods.

Spells are grouped into “circles” of increasing complexity and power, from first to fifth. Higher spells are harder to learn, take more Dust to cast, and are more difficult to cast properly. Trying to cast spells beyond one’s skill level can have disastrous consequences. If not cast properly, excess Dust lingers in the body, causing a potentially fatal necrotic sickness called Dustburn and sometimes strange mutations. Even if the Dust is purged from the body successfully, errors in tuning can dramatically change a spell’s effects, with unpredictable and often disastrous results. Many reckless apprentices destroy themselves or others in pursuit of power.

(Note on mechanics: the basic rolling system in my newest rules is d6 dicepool take-the-highest, 4+ unopposed or highest opposed roll succeeds. Pools are based on skill level: 1d6 for unskilled, 2d6 for skilled, 3d6 for an expert, 4d6 for a master.)

Becoming a Tuner

To become a tuner, a character must first undergo the Assimilation, the process of introducing Dust into their body for the first time. This is a dangerous affair. Most aspiring tuners prepare for years under an experienced master, often beginning as children, conditioning their bodies, developing control of their nervous systems, and eating small amounts of Dust as part of their diets to build tolerance. Such training allows a character to become skilled in tuning before attempting the Assimilation, though they can’t progress any further without completing the process.

Whether skilled or not, a character can attempt the Assimilation by ingesting at least 10 Đ. Roll 3d6 secretly on the following table to determine whether the process succeeds.


Roll

Assimilation Result

3

Severe rejection. The Assimilation fails. The character rolls on the Dustburn damage table at -3 for this attempt. Any future Assimilation attempts will kill them; they will never become a tuner.

4-5

Rejection. The Assimilation fails. The character rolls on the Dustburn damage table at -1 for this attempt. Any future attempts are -1 on this table.

6-8

Failure. The Assimilation fails.

9-14

Success. The Assimilation succeeds.

15-17

Acceptance. The character’s body takes the Dust well. The Assimilation succeeds, and the character rolls on the Dustburn damage table at +1 and the mutation table at +2.

18

Wild talent. The character is a born tuner. The Assimilation succeeds, and they roll on the Dustburn damage table at +3 and the mutation table at +2. The next time they’re under stress, they will spontaneously manifest a random but useful spell, which they gain knowledge of immediately.


The character then makes a tuning skill roll on each of the following tables to determine the side effects.

Roll

Dustburn Damage

1

1d6

2-3

1d3

4-5

1

6

0


Roll

Mutations Gained

1-2

3+

0

No matter how successful, the Assimilation is always intensely painful. Assuming the character survives, they don’t know automatically whether their Assimilation succeeded. To find out, they can have a tuner cast Sense the Divine Gift or a similar spell on them. Masters normally do this for their apprentices; those who are found to have failed are usually dismissed, as there’s no way to know if they experienced a severe rejection of the Dust and are certain to die if they try again. Failing the Assimilation is a source of shame among the nobility, a sign of the gods’ disapproval; scions who suffer this fate are sometimes disowned, especially if they suffered mutations. Even among those who succeed, mutation is disgraceful. Those who can hide it are expected to for the sake of their family’s reputation and their own; where this is impossible, some families will go so far as to fake the new tuner’s death while keeping them around in secret, as few are willing to discard a tuner entirely.

In the absence of a master or another tuner who can determine the Assimilation’s success, the character can simply try to learn a spell and see if they’re able to cast it.

Dust Pool, Exposure, and Tolerance

Once a character becomes a tuner, they gain a Dust Tolerance, or ÐT, according to their tuning skill. This is the amount of Dust they can safely take in a day to power their spells.


Tuning Skill

Dust Tolerance

Unskilled

10 Đ

Skilled

50 Đ

Expert

100 Đ

Master

200 Đ

When a tuner consumes Dust, it goes into their Dust pool. Every mote of Dust a tuner takes in a day also adds to their Dust exposure for that day. When a tuner’s Dust pool or Dust exposure exceeds their ÐT, they suffer Dustburn.

When a tuner takes Dust that brings their pool over their ÐT, they immediately take Dustburn according to the number of steps their pool exceeds their ÐT (1 step per skill level above theirs).

Excess Dust

Dustburn Damage

1 step

1

2 steps

1d3

3 steps

1d6

When a tuner’s Dust exposure exceeds their ÐT, they take 1 Dustburn damage per multiple of their ÐT they exceed their ÐT by, rounding up.

Dust in a tuner’s pool doesn’t leave until they spend it to cast spells. When a tuner starts a day with more Dust in their pool than their ÐT, they take 1 Dustburn damage per multiple of their ÐT they exceed their ÐT by, rounding up.

A full night’s sleep with a safe amount of Dust in their pool resets a tuner’s Dust exposure to 0 plus their current pool.


Dustburn

Wounds from Dustburn take the form of necrosis, causing flesh to blacken and rot and organs to fail. It feels different for every tuner, but most describe it as like fire burning from within, hence the name. Though it kills slowly at all but the most severe levels, it is also extremely difficult to treat.

Normal medicine can’t do anything for Dustburn wounds. Light Dustburn wounds heal normally. Moderate wounds heal at the normal rate without requiring treatment first, but have a 1-in-6 chance to cause a random mutation in the process. Serious Dustburn incapacitates a tuner immediately and has a 50% chance to kill them in 10 minutes. If it doesn’t, it begins to heal as if it were treated, but has a 50% chance of causing a random mutation, otherwise leaving scars like any serious wound (Dustburn scars resemble burn scars from fire, but following the paths of blood vessels).

Most healing magic does nothing for Dustburn. However, certain rare and powerful spells may heal it.

Learning Spells

Tuners can learn spells from other tuners, spellbooks, and items called vessels that are enchanted to store the effect of a spell for a single casting. Learning from a teacher is the easiest way, taking 1 week of uninterrupted instruction per circle of the spell. Few tuners will share their arts without a heavy price.

Learning a spell from a spellbook requires a number of successful tuning rolls equal to the circle of the spell, with each roll taking 1 week of uninterrupted study. (Breaks can be taken between each roll.) Learning from a vessel first requires a successful tuning roll to identify the stored spell, then works like learning from a spellbook, but with any failed roll destroying the vessel.

Casting Spells

A tuner can cast any spell they know by expending Dust equal to its cost and making a successful tuning roll. The cost of a spell is based on its circle.

Spell Circle

Dust Cost

1st

10 Đ

2nd

25 Đ

3rd

50 Đ

4th

100 Đ

5th

200 Đ

Casting spells requires a free hand and the ability to talk. Any damage taken or other significant disruption during the casting ruins the attempt.

A roll of 1 when casting a spell is a miscast. Roll 1d6 on the miscast table below.

Roll

Miscast Effect

1-2

Wrong target; the spell affects a random target within range.

3-4

Wrong effect; a random spell of the same circle is cast on the same target.

5

The caster takes 1 Dustburn damage per circle of the spell.

6

The caster suffers a random mutation.

Tuners can also cast spells from vessels they’ve identified with a successful tuning roll. This depletes the spell from the vessel, but casts it automatically, with no casting roll required and no Dust cost.

Developing New Spells

Skilled tuners can develop their own spells with time and intensive research. If a character wants to develop a spell, work with them to determine the details of what it should do and what circle it should be, using existing spells as guidelines. The tuner must then make a number of successful tuning rolls equal to the circle of the new spell, with each roll taking a month of uninterrupted study and costing 10 Ð times the spell’s casting cost.

Spells as Attacks

Most spells that inflict harm or debility can be evaded with a suitable roll, if it makes sense that the target could evade the effect in the way described. For some spells, especially those that deal damage, a successful evasion only halves the damage instead of avoiding it completely, unless the target has some special defense that allows them to totally ignore the effect.

Sample Spells

Cure Light Wounds

1st Circle

Casting Time: 1 Round

Duration: Instant

Heals a touched lightly wounded creature instantly.

Magic Missile

1st Circle

Casting Time: 1 Combat Action

Duration: Instant

Launches a bolt of harmful energy at a target within throwing distance, striking unerringly for 1d6 damage.

Sense the Divine Gift

1st Circle

Casting Time: 1 Round

Duration: 10 Minutes

Allows you to sense whether any creature you can see has tuning abilities and, if so, roughly how much Dust it has in its pool.

Invisibility

2nd Circle

Casting Time: 1 Round

Duration: 10 Minutes

Makes a creature or object you can see of up to human size invisible by wrapping them in an optical glamour. If cast on a creature, anything they’re wearing or holding is also hidden. The illusion is fragile; any sudden motion, like attacking, sprinting, or casting a spell, ends the effect.

Dispel Magic

3rd Circle

Casting Time: 1 Round

Duration: Instant

Ends active spell effects in an area up to the size of a small room, centered on a point you can see. This spell can’t fail or miscast, but for each effect to be dispelled, its original caster can oppose your casting roll; if they win, the effect persists.

Pyrokinesis

4th Circle

Casting Time: 1 Round

Duration: Concentration

Allows you to conjure, manipulate, and douse flames anywhere you can see, up to the area of a large room. You can ignite flammable material, cause existing flames to surge and billow as if in a strong wind, or snuff an already burning blaze. Burnt creatures take up to 3d6 damage at the center of an inferno, halved with a successful evasion. If your concentration is broken, you lose control over the flames; they keep burning normally if they have sufficient fuel.

Teleport

5th Circle

Casting Time: 1 Round

Duration: Instant

Transports you and 1 passenger per additional successful casting check to any place you know and can visualize clearly, by folding space to bring the destination only a step away. Miscasts affect each traveler separately. On a “wrong target” result, the traveler arrives 1d6×10 miles off-target in a random direction. On a “wrong effect” result, the traveler takes 1d6 damage from spatial compression.


These are, of course, mostly your typical B/X-style spells. The five circles correspond to spell levels 1 through 5. If and when I run some of this stuff, I expect to use the standard spells as a base, but you should be able to throw in pretty much whatever fairly easily.

A Few Spells for Summoning Daemons

Summoning magic is something I've wrestled with for a long time. On the one hand, I want it to be flexible, because a diversity of weird...