Wolfsbane (1 bunch)

Thoughts on Rules & Rulings 2

Second half of my comments on Ktrey's Random Rules & Rulings.

  1. Keeping HPs abstract: Player chooses either CON or WIS for HP bonus

I'd pass on this one. Doesn't seem that logical/thematic to have HP bonus on WIS to me. And I think HP bonus just from CON is fine.

  1. Keys in dungeons have an X-in-6 chance of working on other locked doors there

The way I would rule this, is to only have generic keys not associated with any door and then on DMs side roll 1-in-6 to determine if the key is for this door. Don't tell players though, imo it breaks the immersion a little. This reminds me I need to work in more locked doors and keys into my dungeons.

  1. Level draining monsters also tear corners from character sheets

Is the purpose of this that eventually they tear out an ability or an item or somesuch? Not sure how that would work. But I guess this is just supposed to be a fun gimmicky one.

  1. Magic Missile duration of 1 Turn = 1 per round. Yikes!

So the idea here is that Magic Missile lists duration as 1 Turn without explaining what it does. One possibly reasonable explanation is that you might be able to shoot one (or more if casting at higher levels) missile per combat round for up to a turn (60 rounds). Overpowered? Maybe. Fun? Hell yea. I'd definitively try it out.

  1. Magic Wands don’t use tracked charges, use Usage Dice for uncountable things

Yes. One of the better uses for an usage die, since you don't know exactly how much juice a wand has. Another idea would be to somehow incorporate the size of the usage die into the spell potency, so the wand becomes weaker as is depletes.

  1. Magic-Users can identify Potions (requires a sip) as Thief "Hear Noise"

I prefer allowing anyone to take a sip and giving them a diminished effect of the potion from which they can extrapolate.

  1. Mark each Save on Success, on all 5 roll d6 and increase that Ability Score by 1

It sounds good on paper. Not sure how often it would come up during the play. If you're exposed to saves enough to gather a success on each one, chances are you'll die before you're able to do that. Also I guess this goes against the incentives we'd like to foster in players. We want them to use their player skill to avoid getting into situation where they have to roll a save. This is similar to a skill check system where you level up by using skills. But in OSR play (or at least one flavor of it) you generally want to stack narrative advantages in such a way you avoid rolling altogether.

  1. Money spent on a PC funeral grants XP to next Character

It doesn't exactly make in world sense but I like it. And its a nice way to honor the fallen character one last time. Longer lived characters should definitively get funerals.

  1. Monsters distracted by Food, may remember you and be more "Friendly" (2-in-6)

Yes. I'd simplify to just a cumulative +1 on the next reaction roll. But also you better keep giving it food or it'll be real upset. Players love their goddamned monster pets. Be prepared that they'll try to tame everything once they catch up to it.

  1. Most Magic Swords are "Fighter's Only" seeking only worthy wielders

Makes sense. I wouldn't mind it.

  1. Moving even more slowly (halved)/carefully uses x 20 for Encounter Distance

I don't like this one personally. I believe movement is already slow enough as is and I don't want to make it even slower. Also x 20 might be a bit too much?

  1. MU Familiar: Drop 1 die from starting gold 3d6, value is Familiar's HP

Pretty nice. Again MUs don't have much use for their starting gold so dropping one die doesn't hurt them.

  1. MUs can Detect Magic as Thieves "Hear Noise"

Eh. I prefer to keep Detect Magic as an actual spell.

  1. MU's Magic Arrow: dmg/range: Short Bow, roll-to hit, component cost = Arrow

I don't particularly feel the need to give MUs better combat options. Could be an interesting money sink if they had to be silver arrow. Cause silver takes arcane enchantment readily unlike iron or somesuch.

  1. No Score above 10 on Character Generation? Start with Max HP

Is fine. Unobtrusive.

  1. On creation, each player can swap 1 Score (same Ability) with another (1 swap)

Not for me. I mentioned this before but I like the strict 3d6 down the line for its power to divine character concepts.

  1. On gaining a level, re-roll all HD taking new result if it's higher, otherwise +1

This one is pretty cool. I played with it before and it worked well.

  1. On Holy Days, Clerics use 2d8 for Turn Undead

I like it. You could make different gods have different Holy Days.

  1. Once per day, taking a swig of strong drink after battle heals d6 HP

Think I've seen something similar with eating rations once per day. Imo prefer that one.

  1. Once you've been "Raised" by a Cleric, you can be Turned by that Religion

I'd drop "by that Religion" and just make character affected by turn undead period. Fun bit of cosmology to add to your campaign setting.

  1. Ones on Damage Rolls explode: Next highest die on more 1s, up to d100

Sounds good on paper. I ran this through Anydice and on average it bumps the damage one die size higher. There's also the psychological effect of eliminating the suck from rolling 1 and turning it into an excitement of possibly rolling much more damage. I would probably not run it as is but keep it in my pocket for some magic weapons.

  1. Places of Power Exist that grant extra Slots to MUs that prepare spells there

It's alright. Not really a rule/ruling imo. Just worldbuilding that happens to interact with mechanics. Which I encourage all DMs to do. You could do something similar with Clerics and particularly holy places for their religion. Also for MUs you might make the places of power be particularly suitable for magic research (costs less/takes less time/effects more powerful?). MU might want to build their magic tower there for that purpose.

  1. Players may substitute on Ability Score with their 3d6 roll for starting Gold

Not my cup of grog. As I said I prefer not to mess with 3d6 down the line. And I don't particularly like gimmick dice roll rulings that are thematically divorced from the game.

  1. Players roll "their half" of the 2d6 Reaction Roll to try to intuit Disposition

I like it on paper. I'd have to try it out in play to see if it produces desired results.

  1. Potions are sometimes delayed release: take effect in 1d4-1 rounds

Yes. Why not. Unobtrusive and makes potions bit more varied.

  1. Potions have a 1-in-6 chance (seasoned to taste) of featuring a handy label

Yes. Also Ktrey mentioned in on Discord, he makes the language random and that's a nice way to give languages more usage.

  1. Rations prepared by Halflings allow them to share their Initiative bonus

Interesting. Very thematic. Informs your setting. I would probably not run it just because I don't do individual initiative.

  1. Roll triples on your 3d6 x 10 for Gold? It's platinum, but "borrowed"

This is a fun one. I'd maybe make it a Thief special. Not to say all Thieves are thieves but yes they are.

  1. Room Traps Disarmed have a 3-in-6 chance of salvageable Gear (rope, blade, etc)

Why not? I'd maybe even make it automatic and just based on what makes sense. I don't know if it would be extremely impactful in a game where characters can easily equip themselves with adventuring gear in towns.

  1. Round Fractions Down in Dungeons/Up topside. Monsters win ties below, etc.

Love it cause I love the idea of the Mythic Underworld where the logic works differently. Not sure how impactful it would be in practice in my games but I would give it a try.

  1. Scrolls à la Holmes: 100gp & 1 week/level at 1st. Lower cost/time with reagents

Yes. I need to look into some rules for scroll/potion/magic item creation cause B/X really doesn't have anything on it. It's a perfect money sink for early to mid level adventurers.

  1. Shields may be Splintered, but so may be Henchmen for the craven

Splintering shields (destroy your shield to soak d12 damage from a hit) is a certified hood classic and throwing your henchmen under the blade is a nice flavorful alternative for Chaotic aligned characters. Won't be great for retainer loyalty though.

  1. Shields: -1 AC, Two Weapons: +1 Hit, Two-Handed: +1 damage

Not sure what system this is meant for. In B/X shields are already -1 AC. For others, I wonder if beefing it up to an advantage (roll twice, take higher result) would make it too powerful.

  1. Silver Coin sling bullets work in a pinch versus Lycanthropes

Yes. Alternatively or in addition to this, allow characters to buy silver sling bullets.

  1. Some Elfs use Cleric Spells, others Druid Spells, still others Illusionist Spells

Could be neat but then again Carcass Crawler already has some alternative Elf classes like that.

  1. Some Halflings "Hide in Crowds" instead of Wilderness (same chances)

Yea, this could work depending on your worldbuilding and depending on what kind of campaign you're playing.

  1. Spell Retention: MUs Save vs Spells to keep a Spell. One is a Magical Mishap

It's ok. Would depend on how good the table of Magical Mishaps is. Don't think it would be too unbalancing otherwise.

  1. Spellbook Pages can be used as Scrolls in a bind, but Spell vanishes

Yea, why not? For added emphasis, the page has to be literally torn out of the book.

  1. Spend round "Aiming" (can disrupt as Spells) Fire into Melee lower/no penalty

Wonder how useful this would actually be. I guess if you can't do anything else otherwise, you might as well.

  1. Thief Backstab multiplier improves with Thac0

Why not. I'd need to check if it doesn't step on Assassins toes in Advanced OSE.

  1. Thieves & Halflings get a round of action when both sides are Surprised

I'd give it a shot. See how it actually feels in play.

  1. Thieves may substitute one Ability for "Using Poisons Safely" if they wish

You could use this if you don't use Assassins from OSE advanced.

  1. Thieves pick one Ability, they can "flip" d100 results

It's not bad. I'd probably pass personally as it is bit of a meta dice gimmick.

  1. Thieves vs Lower HD foe can KO (Save vs Paralysis) w/Blunt wpn Backstab

Think in one of the Carcass Crawlers they made this a weapon ability on a blackjack weapon? So I'd probably just use that.

  1. Total Modifiers negative on Character Gen? Start at level 2 with a Magic Item

I normally allow character reroll in such a case. This would be a nice alternative.

  1. Turn Undead for Thief Skills (HD = Hazard Difficulty)

I'd give it a shot. Think I've seen other people tinkering with using Turn Undead mechanic for other stuff as well.

  1. Using 3x the Rations, Halflings can prepare a meal that heals 1d3 HP

I'd probably not use this as it seems pretty easy to just do all the time.

  1. Using Turn Undead, Clerics can activate/desecreate Holy/Unholy shrines

I'd make it take a turn at least and require a vial of holy water (for Lawful/Neutral Clerics) or blood of unwilling (for Chaotic Clerics).

  1. Volley: Every arrow fired (up to 4) adds +1 damage

My gut feeling is that a volley style mechanic should modify the hit chance rather than the damage.

  1. Wisdom Bonus applies to Foraging, INT to finding Water

Think OSE advanced got this covered as class abilities. If you're running B/X with fewer class options this could work.