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Hey Helaman - is this still open? I won’t be able to get the crunch together until Monday afternoon Oz-time - going to go simple Fighter, possibly spear/shield or just pole-arm…
You're in... but feel free to consider all classes.
Also, the starting boon, allows for customisation, so not all fighters will be the same.

Oceanshieldwolf |
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3d6 ⇒ (1, 1, 6) = 8
3d6 ⇒ (4, 5, 3) = 12
3d6 ⇒ (5, 2, 1) = 8
3d6 ⇒ (4, 6, 4) = 14
3d6 ⇒ (5, 3, 4) = 12
3d6 ⇒ (3, 5, 3) = 11
3d6 ⇒ (4, 3, 2) = 9
Hmm, a +1 bonus all up. This is hard!
HP level 2: 1d6 ⇒ 1
So Old Skool, there isn’t even a chalkboard and the bell is yet to be delivered. And the teacher oldest kid.
Who is away today.
3d6 ⇒ (4, 5, 3) = 12
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (4, 1, 1) = 6
3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (4, 6, 2) = 12
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (1, 2, 3) = 6
Yup.
3d6 ⇒ (1, 1, 6) = 8
3d6 ⇒ (4, 2, 6) = 12
3d6 ⇒ (6, 2, 6) = 14
3d6 ⇒ (1, 3, 3) = 7
3d6 ⇒ (5, 1, 4) = 10
3d6 ⇒ (5, 2, 2) = 9
3d6 ⇒ (4, 2, 5) = 11
Hmm.
3d6 ⇒ (5, 1, 1) = 7
3d6 ⇒ (6, 1, 1) = 8
3d6 ⇒ (5, 3, 3) = 11
3d6 ⇒ (6, 2, 6) = 14
3d6 ⇒ (2, 5, 3) = 10
3d6 ⇒ (1, 5, 3) = 9
3d6 ⇒ (3, 2, 2) = 7
I think I’m pretty lucky.
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (2, 6, 2) = 10
3d6 ⇒ (2, 6, 2) = 10
3d6 ⇒ (1, 4, 6) = 11
3d6 ⇒ (5, 1, 3) = 9
3d6 ⇒ (3, 2, 3) = 8
3d6 ⇒ (2, 1, 6) = 9
Wow. Ok. So I think this post is cursed. I’ll keep the 1 awesome HP for 2nd level and try again in a new, uncursed post.

Oceanshieldwolf |
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Ok! Let’s GOOOOO!!!
3d6 ⇒ (5, 6, 5) = 16
3d6 ⇒ (4, 6, 1) = 11
3d6 ⇒ (3, 2, 1) = 6
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (6, 6, 3) = 15
3d6 ⇒ (3, 1, 6) = 10
3d6 ⇒ (2, 4, 2) = 8
Yass! Should gone with the first set! But this is proper OSR.
Str 16
Int 7
Wis 15
Dex 10
Con 11
Cha 8
[EDIT] Given the Pool of Faith ability, I’ll forgo the muscles and boost my faith (WISDOM) - so STR 15/WIS 16
HP 7.
Getting alias together…

Albion, The Eye |
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I am not finding the Background/Skills options - can anyone point me in the right direction?
EDIT: Ok, so it seems only Specialists have skills, correct? :)
As for Background I was thinking Terion could be be a 'failed' soldier, having served shortly in the military, but perhaps having been imprisoned and then discharged after assaulting a superior commanding officer? (I am just going with the feel of the Avatar :D).
EDIT2: The Magic and Spells file seems to be corrupt?

Sarn Ket |
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I’m getting a n error on the Spells booklet too.
This is OSW’s Cleric Sarn Ket.
Going to go with the Faith Healer boon. Still yet to buy a few things…
@Helaman: My Wisdom is 16, so +2. Is my Pool of Faith therefore 2 - meaning in one day I can use 2 smites OR two first level spells OR two Acts of Faith (basically two uses across those three options); and is this in addition to my one 1st level spell for being 2nd level? Do I get extra spells/level for a high Wisdom?

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You can use acts of faith for Cure Wounds or Rebuke the unholy spells ONLY. This is the bonus spells for Wisdom.
Pool of Faith
Clerics are gifted with additional power to their Wisdom Bonus, and can be used to invoke a restricted set selection of spells. A spell 'exercises' faith equal to the level of the spell cast. For example a cleric with 16 Wisdom (+2 bonus) can cast either two level 1 spells or a single level 2 spell.
Act of Faith Spells
Cure Wounds, Rebuke the Unholy. Add one 2nd level spell at level 5 and a 3rd level spell at level 8.
Clerics get spells starting level 2... all of one spell but its now a choice of all the options on the divine spell list for level 1.
Smite is once a day except after level 5. Then you can fuel smites from Act of Faith uses.
In OSR/OSE/BECMI DnD Clerics are normally spell-less at level 1. Its a balance against the Wizards reduced weapon options, no armor and D4 hit points. Act of Faith sort of functions like the Pathfinder Channel energy thing, giving the fledgling cleric options to turn undead or heal even if they don't a spell at level 1.
As Wizards having 1 spell a day at level one in OSR/OSE/BECMI would suck balls (it often did, I remember) I've introduced the Arcane Font mechanic which brings in why use a staff, wand etc as well as open some additional flexibility and more casts per day, but tops out quickly. At higher levels the Arcane font would be more used to bring in niche spells like knock or floating disc without the need to use the spell slot to memorise them.
Elves who get abilities from both fighter and magic user miss out on both the arcane font and the fighters increasing attack bonuses and combat flexibility (at least until they invest in it at level 3+) but will have greater flexibility in how they use their prepared spells.
OSR/OSE/BECMI is definetely more clunky than 5e in this regard but it meshes with its own unique style of trying to second guess for problems.

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Magic document SHOULD be working now...
Please continue with character creation, questions and any collaboration for the game here and we will move to the new game thread fresh once done.
For anyone familar with using gdrive maps for pbp with a lower layer and then movable icons on top, shoot me a PM... but we have a while before we will need a map.
Our first combat will likely be abstract and use a Ultimate Dungeon Terrain style Zone-based combat approach before we move into the main story line/game

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I am not finding the Background/Skills options - can anyone point me in the right direction?
EDIT: Ok, so it seems only Specialists have skills, correct? :)
As for Background I was thinking Terion could be be a 'failed' soldier, having served shortly in the military, but perhaps having been imprisoned and then discharged after assaulting a superior commanding officer? (I am just going with the feel of the Avatar :D).EDIT2: The Magic and Spells file seems to be corrupt?
Everyone gets a failed profession... maybe its carpenter, maybe its actor etc. This opens up in game skill or knowledge checks using a D20.
Adventuring skills/thief skills like Stealth etc? Thats the Experts niche... BUT any character who wants to try any of the "Expert class" skills? They are base 1-in-6 for everything (assuming they arent in armour etc), but as of level 2? Everyone gets a single point to add into these "thieves skills".
For instance, Bushcraft, which covers survival, tracking, finding food etc? Thats an option.
So as of level 2 a fighter can be a bit "Ranger-esc" and now have a 2-in-6 chance. If the the fighter continues to put their single point in that, it will top out at 5-in-6... except for Experts who can push it beyond that. Additionally Experts have more points. An Expert can start any skill at 3-in-6 at level 1, and increase it from there. A magic user may well develop, after many levels and investment, the ability to look for traps etc like an expert but will never be as good as an expert who specialises in it or develop as fast as an Expert.
A dwarf who puts a point into Dungeoncraft? They're now at 2-in-6... except for detecting sloping passages or detecting direction underground... then its 3-in-6, instead of the 2-in-6 they start with.
Experts are made to fill the 'Skilled Adventurer" niche under a single banner/class so can be "ranger-ish", "Bard-ish" or "thief-ish" depending on boons, level abilities at 3,6 and 9, and where they put their expert skill points.

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Hoping character profiles can be completed in the next day or so. I have the new thread ready to go but don't want to port across there until we are more or less ready to start.
We WILL be kicking off in a combat situation :), then I'll feed in the exposition.
IF this all works out? I have a campaign in mind for anyone eager enough but let's get past the game first.

Eddrikk |
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ElbowtotheFace's submission
Dwarf
Str: 16 Dex: 13 Con: 15 Int: 13 Wis 10 Cha 9
HP: 18
AC:16
Saving Throws: D 10, W 11, P 10, B 13, S 12
Chainmail, Shield, Battle Axe, Dagger, Club, Lt crossbow, 10 bolts
Backpack, 2 Large Sacks, 6 torches, Tinderbox, 10ft pole, 50ft rope, waterskin, 1 weeks rations, 1 gold crown
Languages: Common, Dwarven, Orcish
Iron Constitution: Advantage on saves vs poison, disease, and resistance to poison damage
Dwarf Combat: When attacking and not attempting a Combat Maneuver, any roll of 20 (an autohit), triggers another attack. They can do this a number of times equal to their combat bonus
Workers of Metal and Stone: Detect secret doors on a 2 in 6 chance. Start with a single point in tinkering or a +2 in a background skill. (Point in tinkering.)
Paragon of Dwarfishness: Dwarfs can repair or disable most items and devices on a 3/6 Tinkering, if they already have advancement in tinkering, they get +1 instead.
Failed Profession: Mason
Skills: Athletics 3/6, Bushcraft 1/6, Dungeoncraft 1/6. Listen 1/6, Search 1/6, Stealth 1/6, Tinker 3/6
Appraisal: 1/6, Architecture 1/6, Break Doors 3/6, Healing 1/6

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ElbowtotheFace's submission
** spoiler omitted **
Hi
A)Love the character, just throw in a few sentences about them so I can connect with them.
B)I found an error with Paragon of Dwarvishness... the tinker thing 3-in-6 is supposed to kick in at level 5. My bad.
The workers of metal and stone still give you a +1 to tinker however, so you'll be 2-in-6.

Today is a good day to... halp |

Good to see some of your personal OSR homebrew ruleset, Helaman; Unfortunately, I fear that due to my being recently accepted for a different game, I'll have to forego joining up with your recruitment for now since I've reached my personal limit of how many PbP games that I'll be able to manage. :(
That being said, if some time down the line, if my play schedule opens up and there more openings that were to opened up for joining your OSR campaign, I'd be interested in playing later on, thank you in advance. :)

Sarn Ket |
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Sarn dyed his hair to be more…blonde. ;)
I’m still yet to buy a few things (holy symbol, throwing axes etc…)
Background: Foundling of the Temple. Found on the steps of the temple and taken in/adopted by the priesthood. Typical cloistered life with the odd forbidden foray into the “outside world”. I guess it would give a bonus to any religious knowledge skills. Or stealth…
Sarn has known little except that which has been taught to him at great pain in the schoolroom, and that which he has learned at great peril on the streets. If the former exasperated his teachers, the latter infuriated them. To say that Sarn is stubborn is an understatement. “Obdurate”. “Thick-headed”. “Obstinate”. “Obtuse”. Many other ob-words too obfuscated by expletive. Somehow, perhaps by osmosis, Sarn passed his exams and became an ordained priest.
Sarn, for his part, cannot fathom why he was endlessly being scolded, nor why he nevertheless felt that his god was more of a friend he talked to than a deity to be obeyed. Even now Sarn’s observance of his deity is incredibly relaxed, and a chance meeting might suggest Sarn has no more respect for his god than one might have for a misguided or unruly sibling. Still, Sarn has great faith. That his god can do better. That his god needs him as much as Sarn needs a drink right now, or that Sarn really needs to find out just what is behind that door. If only his god would assist…
@Helaman - care to furnish Sarn with a pantheon or two to choose a friend from?

Smiles-a-lot |
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If there is room for 1 more I’d like to give it a crack. If not at least I got to roll some dice!
3d6: 3d6 ⇒ (2, 3, 6) = 11
3d6: 3d6 ⇒ (3, 4, 1) = 8
3d6: 3d6 ⇒ (1, 1, 4) = 6
3d6: 3d6 ⇒ (2, 6, 1) = 9
3d6: 3d6 ⇒ (5, 6, 3) = 14
3d6: 3d6 ⇒ (2, 1, 5) = 8
Extra 3d6: 3d6 ⇒ (1, 3, 6) = 10
Under +3
3d6: 3d6 ⇒ (1, 1, 3) = 5
3d6: 3d6 ⇒ (3, 1, 5) = 9
3d6: 3d6 ⇒ (2, 5, 1) = 8
3d6: 3d6 ⇒ (2, 5, 3) = 10
3d6: 3d6 ⇒ (2, 3, 3) = 8
3d6: 3d6 ⇒ (3, 3, 6) = 12
Extra 3d6: 3d6 ⇒ (3, 4, 4) = 11
Under +3
3d6: 3d6 ⇒ (2, 2, 3) = 7
3d6: 3d6 ⇒ (6, 4, 6) = 16
3d6: 3d6 ⇒ (1, 5, 3) = 9
3d6: 3d6 ⇒ (6, 1, 3) = 10
3d6: 3d6 ⇒ (3, 3, 3) = 9
3d6: 3d6 ⇒ (2, 4, 6) = 12
Extra 3d6: 3d6 ⇒ (1, 1, 5) = 7
Under +3
3d6: 3d6 ⇒ (4, 4, 6) = 14
3d6: 3d6 ⇒ (3, 6, 5) = 14
3d6: 3d6 ⇒ (6, 2, 2) = 10
3d6: 3d6 ⇒ (6, 4, 4) = 14
3d6: 3d6 ⇒ (5, 3, 6) = 14
3d6: 3d6 ⇒ (1, 3, 1) = 5
Extra 3d6: 3d6 ⇒ (2, 3, 2) = 7
Finally.
Regardless, thanks for the consideration.

Smiles-a-lot |
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Cool.
Update. I think I’ll go with a specialist but with a bard/minstrel vibe
I’ll do the stats in order with the plus 1 to each so:
S:15
I:15
W:11
D: 15
C: 15
Ch 8 (swapped with extra roll)
Now, I think, since I’m human, I can switch two pairs attributes (pg 1) so I’ll switch constitution and charisma. Then switch constitution and wisdom.
S:15
I:15
W:8
D: 15
C: 11
Ch 15
Next, I can subtract 2 points to add 1 point to my prime stat -2 constitution for +1 to dex.
S:15
I:15
W:8
D: 16 (15+1)
C: 9 (11-2)
Ch 15

Terion Stoutheart |
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Cool.
Update. I think I’ll go with a specialist but with a bard/minstrel vibe
I’ll do the stats in order with the plus 1 to each so:
S:15
I:15
W:11
D: 15
C: 15
Ch 8 (swapped with extra roll)
@Smiles-a-lot: I believe you can only add +1 to one stat with the first method, not to all of them. Also I think the idea of swapping two pairs is more along the lines of swapping A with B and C with D. Not A with B, and then B with C, but I will leave that to Helaman.
A question though - would you consider playing a Magic User? It is all we need to have a classic rounded group, and you have the stats for it. And we already have a Charisma guy. Hint* Hint* :D

Smiles-a-lot |
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I’m happy to race you to see who dies first. I bet I win.
It was quite deadly and apparently I’m still traumatized by it as I just can’t see having fun with a magic user. :(
I’m still going with a specialist but with more of an outdoor/ ranger vibe. However, if the group feels we need more arcane spell casting I could pivot to an elf.
I went with the stats in order, +1 to str, and -4 int for +2 dex (prime attribute) for 15,10,10,16,14,7
Skills +2 stealth, +1 athletics, +1 bushcraft @ 1st, +1 stealth, +1 bushcraft @ 2nd
Hit points: 1d6 ⇒ 3
Din Ilvaran
Specialist- level 2
Stats
15 STR +1
10 INT +0
10 WIS +0
16 DEX +2
14 CON +1
07 CHA -1
HP: 11 (2d6+2)
AC: 14 (leather 12+dex 2)
DWPBS: 13,14,13,15,16
Melee Hand axe + 1 (1d6+1 S)
Ranged Hunting Bow +2 (1d6 P)
*+1 to hit,damage and AC when wielding a weapon in each hand
*+4 to hit and double damage vs unaware opponents
*+2 damage when attacking a foe engaged with another enemy
Adventuring Skills
Athletics (str) 2/6, Bushcraft (wis) 3/6, Dungeoncraft (wis) 1/6, Listen (wis) 1/6, Search (int) 1/6, Sleight of hand (dex) 2/6, Stealth (dex) 5/6, Tinker (dex) 2/6
Other Skills
Appraisal (int) 1/6, Architecture (int) 1/6, Break Doors (str) 2/6, Healing (wis) 1/6,
Failed Profession: Farmer
Boon Two Weapon Fighter
Languages: Common, Thieves' Cant
Equipment:
class: leather, dagger, hand axe, hunting bow
pack (C): backpack, 4 small sacks, thieves' tools, tinderbox, silvered mirror, waterskin, 1 week rations, 10 copper pennies
Appearance
Din stands a shade under six feet, with the thick well-muscled frame of an outdoorsman. His skin is bronzed and leathery, like the bark of an old tree, from constant exposure to the elements, which accentuates the hard, dangerous lines of his body. While his tanned, worn, almost sinister face is framed by wavy chestnut colored hair and an unkempt beard the same color. His dark, storm grey, eyes hide under thick bushy brows and appear to miss little. Din is often dressed in woodland colors with a bow close at hand.
Background
*Tried his hand at farming but it didn’t take
*Likes to sing loud and off key
*Quick of tongue and wit which often lands him in trouble
*little tolerance for bullies
I’ll create an alias and double check my work. If anything is amiss let me know.

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Whoops you are correct. Only plus 1 to one stat (I failed my reading check). You are probably also right about swapping stats, so I will adjust.
Hmmm… I’ve had a few bad experiences with Magic Users in basic d&d. Let me give it some thought.
Smiles a lot is correct.
Specialist is a-ok. But wizards aren't horrible.
That said, assuming a 16, +2 Int? You'd have 4 spells a day... with 2 of them being ANY spell you know (not prepared).
In early days, this is a big boon to give wizards a lot more dash, later in the career this peters out in power but still gives utility. There is also a lever the DM can pull on (not this game but in general) to increase availability of spells via magic items or religious objects that boost the free spells for clerics and magic users by +1 or +2... most wizards would offer up their mother for a few free spells a day.
At level 3, the options open up a bit as well.

Oceanshieldwolf |
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Choosing spell.
@Helaman. - 1st Level Divine list, 1st spell appears to be “Command Word” that “creates a magelight”. But the spell doesn’t appear in the spell descriptions. Is it supposed to be Call light or…
Also, I remember there was a BECMI Compendium edition that had a “Mystic” in it - similar to the Monk - any chance that might make an appearance for, you know, in case anyone shoulf, like, I dunno…die and need to make a new character? Personally I’m making part of Sarn’s backstory that he’s searching for a fellow priest who might conveniently be found after Sarn’s timely demise.

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Choosing spell.
@Helaman. - 1st Level Divine list, 1st spell appears to be “Command Word” that “creates a magelight”. But the spell doesn’t appear in the spell descriptions. Is it supposed to be Call light or…
Also, I remember there was a BECMI Compendium edition that had a “Mystic” in it - similar to the Monk - any chance that might make an appearance for, you know, in case anyone shoulf, like, I dunno…die and need to make a new character? Personally I’m making part of Sarn’s backstory that he’s searching for a fellow priest who might conveniently be found after Sarn’s timely demise.
I'll fix the spell list... finding a few edits here and there. It should be a light style cantrip.
As to a Mystic, funny you should mention that. I was thinking of that but want to make sure these bones are solid rules wise before I unbunkle that. When I do I'll likely reach out for ideas and feedback.

Oceanshieldwolf |
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I don’t really grok the skills concept at all. Even after “reading” the requisite section. I get that untrained I can attempt anything and can succeed on a 1. I think. Beyond that I don’t geddit.
I also got a rash from reading that dwarves get “advantage” vs stuff with Iron Constitution. Is it true we will be seeing blasphemous 5e mechanics sneaking into to our OSR? And do dwarves really need advantage when they are only trying to beat 10?!? :)
Chose spells divine aid, stable touch (orisons) and protection from evil 10’.
Also had to change which backpack I chose on p2. of equipment booklet (option A) as I didn’t realise a holy symbol was 25 gold (silver) and we only have 10. Was going to buy one on top of my backpack choice, but now have bought the backpack and class ability item option (optiom C). Buying a hammer and 12 iron spikes, 50’ rope, oil, 6 torches and 10’ pole to be more OSR.

Smiles-a-lot |
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I don’t really grok the skills concept at all. Even after “reading” the requisite section. I get that untrained I can attempt anything and can succeed on a 1. I think. Beyond that I don’t geddit.
Here is my understanding…. To start you get 1 in 6 chance to succeed at any skill. As dwarf you have a 2 in 6 to detect secret doors, stone work traps, etc.
This is the tricky part, you, as a dwarf also get a bonus skill point to put into tinkering which when combined with paragon of dwafishness you get another +1 on tinkering checks (because you have progressed the skill). For a 3 in 6 on tinkering checks.
Finally, at second level you get another point to put into any skill including your dwarven ability to detect secret doors, stone work, etc. Thus, you could use this point to have another skill with a 2 in 6 chance or a 3 in 6 chance with your stone work ability, or a 4 in 6 chance on thinking checks.
Every additional level you get a point to put into any skill but you can never increase a skill to more than a 5 in 6 chance. The 5 in 6 skill limit does not apply to specialists.
Hope this helps.