Tuesday, August 6, 2019

Cliffs Notes for Systems I've played








To be updated as I get around to it...








Lamentations of the Flame Princess (free corebook, pdf/print) - houseruled B/X retroclone
d20 roll equal-or-over: attacks (ascending AC, unarmored is 12), saves
d20 roll equal-or-under: stat checks
d6 roll high: initiative (+Dex modifier)
d6 roll equal-or-under: skill checks
Stat mods affect: Languages/magical saves (Int), non-magical saves (Wis), Melee to-hit/Open Doors (Str), Missile to-hit/AC (Dex), HP gain (Con)
Classes: Fighter, Magic-User, Cleric, Specialist (skill monkey/thief), Dwarf, Elf, Halfling
Vancian Magic or original Weird Magic System. Cleric and Magic-User spells do not overlap
Treasure = XP. Silver standard
Simple, fast combat, easy to run
Slow healing, deadly, firing into melee is risky, firearms, chase rules
Setting: weird 17th century, Europe-centric, pseudohistoric
Awesome published modules, easy to adapt, high production qualities
Character generator


Blueholme (pdf/POD) - Holmes Basic retroclone
d20 roll high: attacks (descending AC, unarmored is 9), saves
d100 roll equal-or-under: Thief skills
Stat mods and what stats influence are different from later versions of DnD and sometimes from other Basics. Different mod spreads for different stats
Race and class interact in a manner similar to ODnD (demihumans have limited options)
Classes: Fighter, Magic User, Cleric, Thief. Multi-classing possible at the cost of more XP to advance. Races: Elf, Halfling, Dwarf, optionally any humanoid monster race
Vancian Magic
Treasure/monster kills = XP
Initiative determined by action type, Dex breaks ties
Relatively simple, has bestiary
Setting: traditional DnD fantasy
Well oiled system, fast and deadly old school play. Faithful retroclone with very minimal houseruling. Prentice covers character levels 1 to 3, Journeymanne 1 to 20 and the monster-as-PC rules
Character generator (nb: does not give correct saves, use corebook for that)


Empire of the Petal Throne (pdf/POD) - Old School science fantasy of Tolkienesque depth
d20 roll high: attacks (descending AC, unarmored is 9), 20 is a critical hit
d20 roll equal-or-over: saves
d100 roll equal-or-under: stat checks, spell success, skill checks
Stats are rolled on a d100, "Adventure" roll is done against the average of Str, Dex and Int and covers wrestling and cases otherwise not covered by the rules
Classes: Fighter, Magic-User, Cleric
Magic has limited per-day uses and chance of failure
Treasure/monster kills = XP
Relatively simple, side initiative (d6 roll high), rulebook written in true old school style, has bestiary, pantheon and extensive setting information
Setting: science-fantasy on vaguely Earthlike planet in pocket dimension, medieval technology, ruins/relics of high tech, intelligent monsters/alien beings, two moons, starless sky, great cities with involved bureaucracy, inspired by non-European cultures e.g. India
Slick system, plays fast and old school, can be adapted to Earth mythohistorical fantasy (Mayan, etc)


Myfarog 2.6/2.7 (POD, now oop) - original 3d6 system set in Antiquity
3d6 roll high: stat checks, skill checks (+stat, skill, trained/untrained, situational mods)
d6 roll high: initiative (+Dex modifier, weapon-based mods)
Five traditional stats, Willpower replaces Wisdom
Armor absorbs damage, Melee ability affects both to-hit and DV (= ascending AC)
Classes: tied into character background through animist or pagan worldview and sex. Warrior, Stalker (scout), Trickster (spy/thief), Civilian (peasant/make-your-own-class), Sorcerer, Berserk/Valkyrie, Bard, Bacchante/Maenad, Ranger, Wood Elf
Magic tied to Stamina (Sorcerer) or Godly Favor (Bard etc)
Combat/skill tests/roleplay = XP
Medium crunch, modular (differing levels of simulationist as desired), learning curve. Potentially a lot of rolling during combat
Simulationist, inspired by HEMA, survival, deadly combat, slow healing, stamina subsystem, bleeding rules, different weapons/armor/shields work differently, original damage mechanics, chase rules, setting matters, unique bestiary
Setting: European/Mediterranean Barbarian Antiquity, animism, pagan polytheism, Germanic tribes, pseudohistoric
Strongly tied into the setting but adaptable, good for historical/mythohistorical and general simulationist, great flaws system (in Curses and Gifts splatbook), moderately priced


Call of Cthulhu 7e (free quickstart, pdf/print) - Lovecraftian investigative horror
d100 roll equal-or-under: stat and skill checks
Skill-based, make-your-own-class is ubiquitous
Magic is rare, the supernatural is mostly on the GM side
No level advancement or stat improvement, skills checked successfully during an adventure have chance to improve
Slow burn, social interaction, both player and character skill important, Dex is initiative, deadly, sanity subsystem, luck subsystem, bonus/penalty die mechanic similar to advantage/disadvantage, "winning" unscathed is unlikely, easy to pick up mechanics
Setting: 1920s Earth with horrors lurking beneath the veneer of reality
Intuitive system, good published modules, strikes investigative tone well, genre needs buy-in
Character generator


The Black Hack 1e (pdf) - Major New School streamlining of Old School DnD
d20 roll under a stat: every roll except damage
Enemies (GM) only roll for damage. To-hit, defense, initiative are checked by the players only
Classes: Fighter, Conjurer, Priest, Thief
Vancian Magic
Goalpost leveling mechanic up to the GM, leveling increases HD and stats
Advantage/disadvantage mechanic, critical hits, quick death save mechanic, armor absorbs damage, damage dealt depends on class, usage die mechanic for supplies, fast HD-based healing, easy to pick up mechanics
Setting: traditional DnD fantasy
Fast play and combat, feels like old school with a bit less dying
Character generator


To Do:
Ruins & Ronin (S&W compatible)
The VSd6 systems: Alpha Blue, Crimson Dragon Slayer v1, The Outer Presence
LBB Traveller
Everyone is John
Don't walk in winter wood
FFG L5R


See also


Edited Oct 2 2021

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