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Could it have been ACKs? If I remember, that has some sort of class customisation built into the core rules. Not sure.Maybe it's a fever dream but I thought I remembered an OSE product with more race/class combos as classes. I can't find it on my hard drive or Drivethru library. I have the Advanced Fantasy Genre Rules with things like Acrobat and Assassin but I thought there was something with things like Dwarf Cleric. It might be OSE compatible by another publisher or for another retroclone.
Anyone know what I might have seen?
Infravision is possibly more realistic for complete darkness. But it required more adjudication so they simplified it in darkvision.Wow Infravision is different than later editions. All it allows you to do is see living things as heat signatures, not tactical night vision goggles. So it isn’t as great as I thought. Still useful, true. Enough that I would rather it stay with underdark races.
UNCLE UNCLE! I give! I yield! I don't mind Multi-classing now! I promise I'll never complain about any other class based game having too many classes! Please make it stop!Here is a list of BECMI classes
Base Classes
Rules Cyclopedia
Cleric
Fighter
Magic-User
Thief
Druid
Mystic
Dwarf
Elf
Halfling
PC1 Tall Tales of the Wee Folk
Brownie/Redcap
Centaur
Dryad
Faun
Hsiao
Leprechaun
Pixie
Pooka
Sidhe
Sprite
Treant
Wood Imp
Wooddrake
PC2 Top Ballista
Faenare
Faenare Windsinger
Gnome, Sky
Gnome, Earth
Gremlin
Harpy
Nagpa
Pegataur
Sphinx
Tabi
PC3 The Sea Peoples
Nixie
Merrow
Aquatic Elf
Shark-kin
Triton Mage
Triton Cleric
Triton Cleric/Mage
Kna
Kopru
Sea Giant
Dragon Magazine
Elf Cleric
Elf Druid
Bard
N'djatwa
Shazak
Gurrash
Cayma
Chameleon Man
Aranea
Phanaton
E'eaar
Enduk
Dawn of the Emperors/Arena of Thyatis
Rake
Forester
GAZ2: Emirates of Ylaruam
Dervish
GAZ6: Dwarves of Rockhome
Dwarf Cleric
GAZ7: Northern Reaches
Wise Woman
Godi (Clerics of Thor, Odin, Loki and Hel)
GAZ10: Orcs of Thar
Goblin
Kobold
Hogboblin
Bugbear
Troll
Gnoll
Orc
Ogre
GAZ12: Golden Khan of Ethengar
Horse Warrior
Bratak
Hakomon
Ethengar Shaman
GAZ13: Shadow Elves
Shadow Elf Shaman
GAZ14: Atruaghin Clans
Atruaghin Shamani
Hollow World
Warrior Elf
Beastman
Brute-Man
Hutaakan
Krugel Orc
Kubbit
Malpheggi Lizard Man
HWR2: Kingdom of Nithia
Cleric of Horon
Cleric of Pflarr
Cleric of Ptahr
Cleric of Ranivorus
Cleric of Rathanos
Cleric of Thanatos
Cleric of Isiris
Fighter: Archer
Fighter: Charioteer
Fighter: Heavyman
Fighter: Spearman
Fighter: Runner
Fighter: Khopesh
Cleric: War Cleric
M-U: Mage-Scribe
M-U: Montoth
M-U: Templar
Thief: Royal Seal-Bearer
Thief: Lockmaster
Thief: Guardian
HWR3: Milenian Empire
Redhair (Cleric of Halav)
Midwife (Cleric of Vanya)
Mariner (Cleric of Protius)
Holy Defender (Cleric of Petra)
Griffon Rider
HWA3: Nightstorm
Kirtana Assassin
Wrath of the Immortals
Specialty Priest (for the following Immortals: Al-Kalim Alphaks, Alphatia, Asterius, Atruaghin, Atzanteotl, Benekander, Calitha, Diamond the Star Dragon, Diulanna, Djaea, Eiryndul, Faunus, Frey, Freyja, The Great One, Halav, Hel, Ilsundal, Ixion, Ka, Kagyar, Karaash, Khoronous, Korotiku, Koryis, Loki, Masauwu, Mealiden, Noumena, Nyx, Odin, Opal the Sun Dragon, Orcus, Ordana, Pearl the Moon Dragon, Petra, Pflarr, Protius, Rad, Rafiel, Rathanos, Razud, Talitha, Tarastia, Terra, Thanatos, Thor, Valerias, Vanya, Zirchev)
Champions of Mystara
Elf Shaman
Gruugraakh Gnoll
Rage of the Rakasta
Rakasta (only up to level 5)
Ral Partha D&D Basic Heroes Set
Rakasta (only up to level 5)
Races (can use any human class)
Dragon Magazine
Half-Elf
Lupin
Rakasta
Additional classes (can only be added to existing class or dual-classed into)
Rules Cyclopedia
Paladin
Avenger
Knight
Druid
PC1 Tall Tales of the Wee Folk
PC2 Top Ballista
Creature Wicca
Creature Shaman
PC3 The Sea People
Sea Wicca
Sea Shaman
PC4: The Night Howlers
Werebat
Werebear
Wereboar
Werefox
Wererat
Wereseal
Wereshark
Weretiger
Werewolf
Devil Swine
Dragon Magazine
Druidic Knight
Elf Paladin
Elf Druidic Knight
GAZ3: Principalities of Glantri
Elementalist
Alchemist
Illusionist
Necromancer
Cryptomancer
Witch/Warlock
Dracologist
GAZ5: Elves of Alfheim
Elf Wizard
Elf Treekeeper
GAZ8: The Five Shires
Hin Master
GAZ9: Minrothad Guilds
Sea Prince
GAZ10: Orcs of Thar
Goblinoid Wicca
Goblinoid Shaman
GAZ11: Republic of Darokin
Merchant
Hollow World
Shaman
Wokani
Human Classes
Cleric
Druid
Dervish
Godi (Clerics of Thor, Odin, Loki and Hel)
Ethengar Shaman
Atruaghin Shamani
Redhair (Cleric of Halav)
Midwife (Cleric of Vanya)
Mariner (Cleric of Protius)
Holy Defender (Cleric of Petra)
Specialty Priest (for many Immortals)
Fighter
Avenger
Druidic Knight
Griffon Rider
Horse Warrior
Paladin
Magic-User
Hakomon
Wise Woman
Thief
Bard
Bratak
Rake
Mystic
Forester
That's one thing that BECMI has over B/X. I prefer race-as-class, but it works better when you have a larger selection of classes, and B/X wasn't around long enough to develop the idea. However, the OSR has done a great deal of work in correcting that.
A lot of people say "don't do it, just reskin" or "just use a bear" because there is no method. There are no CRs or similar things in B/X. You just give it x HD and figure out its AC using armor as a guide. Monsters attack using the Monster "THAC0 by Hit Dice" table and mostly save as Fighter level = HD. There are exceptions like Pixies and Sprites save as Elves and Gnomes save as Dwarfs. Creatures with animal intelligence tend to save at half HD (e.g. a T-Rex has 20 HD but saves at level 10). Intelligent magical creatures like Gargoyles and Unicorns save at twice their HD.Question: building monsters.
Is there a guide of some sorts on how to properly build creature stats for OSE (or its equivalent)?
Some things are straightforward: HD, saves, XP. But AC, for example: some creatures go beyond full plate and a shield. Is there a system for this?
Yes, I could just wing it or reskin stuff (I usually do), but I’d like to know how to do it. Is there a guide or something somewhere?
(please don’t reply something like: “don’t, just reskin or improvise”, I genuinely want to know if there’s a structure or logic to monster stat creation with this edition)
Aha that’s what I’m looking for. Is there a list somewhere with these exceptions? Or is this some esoteric secret OSR cabal knowledge not typical shared with us normies LOL. There are exceptions like Pixies and Sprites save as Elves and Gnomes save as Dwarfs. Creatures with animal intelligence tend to save at half HD (e.g. a T-Rex has 20 HD but saves at level 10). Intelligent magical creatures like Gargoyles and Unicorns save at twice their HD.
ACKs has more race/class combos and in the Companion it has a full system for building your own race/class combos.Could it have been ACKs? If I remember, that has some sort of class customisation built into the core rules. Not sure.
Maybe some kind soul has listed it all out but I did it the rockhead way and read page 138 of OSE, the XP awards on 228 and thumbed through the OSE bestiary.Aha that’s what I’m looking for. Is there a list somewhere with these exceptions? Or is this some esoteric secret OSR cabal knowledge not typical shared with us normies LOL
All of Timothy Brannan's witch/warlock supplements. Sometimes I just outright replace the core casting classes with them.So I started flipping through Rules and Magic from LotFP and found a c
Are there any specific, external resources that you like to borrow for your B/X game of choice?
Carcass Crawler #3 will have information on creating monsters. Backers of the last Kickstarter already have PDF copies (sans final art). It’s expected to be made available generally after that Kickstarter is shipped.Question: building monsters.
Is there a guide of some sorts on how to properly build creature stats for OSE (or its equivalent)?
Some things are straightforward: HD, saves, XP. But AC, for example: some creatures go beyond full plate and a shield. Is there a system for this?
Yes, I could just wing it or reskin stuff (I usually do), but I’d like to know how to do it. Is there a guide or something somewhere?
(please don’t reply something like: “don’t, just reskin or improvise”, I genuinely want to know if there’s a structure or logic to monster stat creation with this edition)
Not sure if you'd like it, Victor, but I attempted a B/X MMA subsystem for my Enkiddu class. It's unfinished, and a bit baroque, though.I haven't found a martial arts set I really like, outside of trying to convert Flying Swordsmen, which feels like it'd be a bigger pain in the ass than it really would be.
Dusting off this thread because I will be running OSE soon at a local game shop.
Carcass Crawler issue 3 helped me fill a few gaps.
Any tips from people on running OSE with new players? Any "modern" design concepts to carry over into it? Example, I'll be using Ascending AC, for sure.
Anything else I should use?
We stuck with B/X and delved (pun intended) into the AD&D books for cool stuff like extra classes, monsters, spells, magic items, etc.Back in the 80s, my friends and I quite unfortunately bought into the idea that B/X was just an intro to AD&D. We all bought one "basic" set or another, but moved on to the PHB/DMG/MM trilogy as soon as possible.
It is unfortunately because, looking at it in retrospect, Moldvay/Cook B/X looks like such a damn elegant game. I really wish that's what we had played, and if I were to join a classic D&D game today, I'd be looking for that.
Now that you mention it, I think we did that too, but in the other direction. We used AD&D classes, monsters, etc., but were basically (ha!) using the B/X combat rules and such.We stuck with B/X and delved (pun intended) into the AD&D books for cool stuff like extra classes, monsters, spells, magic items, etc.
Some good ideas here.Dusting off this thread because I will be running OSE soon at a local game shop.
Carcass Crawler issue 3 helped me fill a few gaps.
Any tips from people on running OSE with new players? Any "modern" design concepts to carry over into it? Example, I'll be using Ascending AC, for sure.
Anything else I should use?
Yeah, I think many of use were in this boat. We also added rules from Palladium games. Mutations from TMNT and such.Now that you mention it, I think we did that too, but in the other direction. We used AD&D classes, monsters, etc., but were basically (ha!) using the B/X combat rules and such.