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Tuesday, January 20, 2015

OD&D and Taking a Look at Other Peoples Blogs - 008 (comments on post)

This post is part 3 of a 3 part post.

Over on the blog Smoldering Wizard ~ Old-School Role Playing in a post titled The Many Unique Rules of OD&D, Doug M. (the blogs author) for each of the 3LBBs, creates a list of rules that are unique to OD&D. He has a lot of other posts you should check out, but this one was of direct interest to me.

He states:

The Underworld & Wilderness Adventures Volume 3:

The condition of surprise allows a free move and attack, or two attacks (if the distance rolled is 10 feet, although the second attack could be construed as merely winning initiative the first combat round).

Bitd we did use this rule and the italic above is an interpretation as it is not stated that way, but it is in effect exactly what happens.

There is a 25% chance a surprised player will drop a held item.

This rule we never used at all and if I were to implement it, I would reduce it to a 5% chance.

“Angry Villager Rule” – Players who commit some sort of offense in-game can be brought back into line by an angry mob, thieves from a thieves’ quarter, city watches or even insertion of a Conan-type character.

I love this rule, never had or needed to use it, but I love it.

Encountering a Fighting-Man stronghold will result in players being challenged to a jousting match, or paying a toll of 100 to 600 GP.
Never have used this option. I usually have enough other stuff going on, there has never been a need.
Encountering a Magic-User stronghold will result in either a Geas, “request”  for a magic item or toll of 1,000 to 4,000 GP.
Never have used this option. I usually have enough other stuff going on, there has never been a need.
Encountering a Cleric stronghold will result in either a Quest or a 10% tithe of all money and jewels (lawful Clerics) or an attempt to kill the players who cannot pay (chaotic Clerics).

Never have used this option. I usually have enough other stuff going on, there has never been a need.

All monsters can see in the dark, but no players can do so. Monsters serving a player (either by subdual or charm) cannot see in the dark, however.

I always have played this that only humans can not see in the dark. I have always played it that elves, dwarves, hobbits, gnomes etc., can see in the dark. I understand the reason for the rule, which is to force the players to always have to use artifical light - torches and such - which leads to them never being about to surprise the monsters and always being the ones at risk of being surprised. However, an NPC (monster) elf being able to see in the dark, but a PC elf not being able to see in the dark for me breaks that "suspension of disbelief" required for full enjoyment of rpgs.

Burning oil is only mentioned as a way of deterring monster pursuit.

Good catch! I don't recall anyplace else it is mentioned, although we used it for lots of things, especially mummies and trolls.

Most dungeon doors are difficult to open for players and doors always close on their own, but monsters have no problem opening them.

Great rule!



There is a 1/3 chance that doors spiked open by players will close due to the spikes slipping.

Another great rule!

Movement is given in inches, but this translates to feet indoors and yards outdoors.

This makes sense to me, it is dark, you are checking for traps, secret doors, the floor is wet and slippery, etc.; so you will be moving slower.

There are detailed Aerial and Naval combat rules.

Bitd we never used those at all. The campaign I stared in 2009 spent about 2 years of game time on a ship. I thought it was a lot of fun.
 

Thus ends this 3 part series.

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