My Homebrew OSR (HOSR) System
- Details
- Written by: Pseudovolt
- Category: Posts
- Hits: 973
Having mulled over the relative pros and cons of the various systems I'd looked at, I started assembling the parts I liked into a patchwork system that I have come to refer to as HOSR. (Yes, it's pronounced "hoser" because I think that's funny. Don't judge me.) I used Macchiato Monsters as the base, whittled the attributes down to the three from Into the Odd, adopted ItO's combat system, created a hybrid magic system that is equal parts MM and Maze Rats, and then added or tweaked a few things. I then renamed the attributes, et voila, I had the system that follows. Some parts may not make total sense unless you have copies of the games I stole from. There are many more parts of MM that I intend to use that are not presented here, such as risk dice for both encounters and resource depletion. I also intend to use all of the great random tables from Maze Rats and many from Into the Odd and/or Cairn. All of these games are very reasonably priced (Cairn is free!), so I encourage you to go out and get them.
Macchiato Monsters X Into the Odd X Maze Rats (a.k.a. Homebrew OSR, a.k.a. HOSR)
Character Generation
Attribute scores are generated by rolling 3d6 three times, in order. The attributes are:
- Vigor - for strength, health, and endurance
- Finesse - for speed, dexterity, and skillful execution of tasks
- Presence - for charm, intimidation, willpower, and magic resistance
Invent a trait that describes who or what the character is (species and/or profession, for example). Traits allow a character to do specific things that others cannot do and/or provide advantage or disadvantage in situations where the trait is relevant.
Choose two of the following:
- Add 1d6 to any attribute that is 10 or less
- Write down another trait
- Gain a hit protection die of a type you already have
- Martial training: step up your hit protection die (starts at d6)
- Special ability: come up with a daily ability (usually not spell-like)
- Magic training: Roll for 2 magic words known (player’s choice of effect, element, or form) or step up Faith die
Starting Hit Protection is d6, modified by martial training, if any. A point of Vigor can be permanently spent to allow the player to re-roll HP. If the result is less than the previous HP total, increase HP by one instead of taking the lower roll. Hit Protection represents the character’s experience with or innate talent for self-defense, as well as their ability to stay calm and ignore pain in combat. It is not an indicator of damage capacity. It is the character’s Vigor score that determines how close they are to death.
Choose or randomly generate equipment, name, and descriptive elements until the character is fleshed out to the player’s liking. The better defined the character is, the fewer rolls the player will generally have to make, since the DM will have a good idea of what the character’s capabilities are. Rolling less means failing (and possibly dying) less.
Index cards for character sheets.
Attribute rolls: Attribute tests and saves are made with 1d20. Rolling less than or equal to the attribute’s score is required to succeed. A 1 on the die is always a success, and a 20 is always a failure. Generally, the character’s capabilities and limitations are agreed upon by player and DM, so rolls frequently aren’t required. Attribute rolls should only be made if there is significant danger (physical, social, or otherwise) inherent in failing at a task. (Alternate version: Subtract the rolled attribute score from 20 and then use a roll-higher check. This makes all rolls in the game higher-is-better.)
Luck rolls: Whenever sheer chance is the only determiner of success or failure and the odds are equal, the DM will roll 1d6, with luck smiling on the character on 4+.
Magic system: Use effects, elements, and forms from Maze Rats, but otherwise magic is as presented in MM. The player can combine any known words to cast a spell. DM sets a cost, which is subtracted from Presence (or Faith or a focus/reagent). Faith-based casters cannot use reagents or their Presence to cast spells, nor can they make Chaos rolls (unless, perhaps, they worship a Chaos deity). Obviously, any spell they cast that does not align with their patron’s ethos will cost much more, if it can be cast at all. A Presence roll is required to cast a spell, regardless of whether it is arcane or divine.
Combat: Like Into the Odd, all attacks automatically hit. If the character has multiple attacks, then all damage dice are rolled, but only the highest scoring die is used for a given target. For example, if a character has two attacks that do 1d6 and wants to attack the same target twice, then the player rolls 2d6 and uses the highest result rolled. If the character instead attacks two separate targets, then 1d6 is rolled for each of them, and damage is applied as normal. If the character had three attacks, then they could be directed at three targets (1d6 each), two targets (1d6 for one and the higher of 2d6 on the other), or one target (highest of 3d6). Targets should be declared and dice allocated before any dice are rolled.
Damage: When a character takes combat damage, points are subtracted from armor first, then HP, and finally from Vigor. After losing points in Vigor (or possibly another attribute), the character must successfully test against their newly adjusted Vigor score (or possibly another attribute). If they succeed, they are hurt but not out of the fight. If they fail, they are gravely injured, almost totally incapacitated, and will die if their wounds are not attended to within an hour. Magic and other effects can bypass armor or do damage to other attributes. If a character’s Vigor is reduced to 0, then they die immediately. Losing all of one’s Finesse or Presence paralyzes the character, puts them in a coma, or drives them insane. Unless otherwise stated, these effects are permanent without magical intervention or extensive professional care.
Healing: Hit Protection refreshes after a short rest and a drink of water. Lost attribute points return at a rate of one per week of downtime. That is one point per week, not one point per attribute per week, so if the character has lost points in more than one attribute, the player must choose which attribute regains the point each week until all attributes are back up to their maximum score. Attributes reduced to zero usually do not heal naturally, no matter how much time spent resting.
Karma points: Characters start out with three Karma. One point of Karma can be spent to re-roll any one die. Karma can be spent to help another character if the player chooses, so long as the donating character is somehow affected by the outcome of the roll. Failing a save or test grants the character one Karma. (Note that Karma gained this way cannot be used to re-roll the failed test that generated it, nor is Karma gained for a failed test which resulted from a die re-rolled with Karma.) The DM can also award Karma as they see fit for anything from good roleplaying to hosting the game or providing snacks. A character’s karma pool does not automatically refresh after a rest or at the beginning of a new session. A DM may allow a Karma Point to be spent to effect a minor change in circumstances, proposed by the player. Changes could include such things as a previously unnoticed door when a character has been pursued into a dead end, the availability of an uncommon poison antidote at the local apothecary, etc. This kind of change should only be made when the situation would ordinarily come down to a luck roll or when the suggested change would improve the story and/or move the action along after it has stalled. The DM is the final arbiter of this rule, is in no way obligated to accept any suggestions, and may demand more than one point of Karma for the change proposed.
Encumbrance and deprivation: A character who is too overburdened or suffering from the effects of hunger, thirst, fatigue, heat, cold, etc. is too weak or sluggish to defend themselves properly. They will most likely make all attribute rolls with disadvantage, and their HP is considered to be 0 until they are sufficiently unburdened or recovered.
Advancement: Characters advance by completing goals they set for themselves. At the beginning of a session, the players should decide what it is they wish to accomplish, both as a group and as individuals. A goal should require considerable effort to accomplish. As a rule of thumb, each goal should take one or two game sessions to complete. The party as a whole can have any number of goals, though they should not overlap such that completing one completes or significantly advances progress on another. Individuals can have one goal listed for advancement purposes at a time. Obviously, for narrative purposes alone, the character can have as many goals as they wish. Once a number of goals equal to the character’s next level have been completed, the character is elevated to that level and receives any two of the following benefits (cannot choose the same one twice in the same advancement):
- Add one to an attribute of the player’s choice (max of 18)
- Research a new magic word (magic training required)
- Gain a new daily ability and an additional use per day of an existing one (specialist training required)
- Gain one extra melee or missile attack (martial training required)
- Gain a new HP die of the character’s current type and re-roll total. If the new roll is less than the character’s current total, ignore the roll and add 1 to HP. A point of Vigor can be sacrificed to roll the dice again.
At levels 4, 7, and 10, the character can also take another trait or choose a new training.
Level is denoted on the character sheet with the current level followed by a dot or decimal point followed by the number of completed goals. So, a third level character who has completed three goals has a level of 3.3. When the next goal is completed, the character’s level is denoted as 4.0.
Recent Inspirations (part 4)
- Details
- Written by: Pseudovolt
- Category: Posts
- Hits: 921
I eventually found my way to Into the Odd by way of Cairn, which is Yochai Gal's mash-up of ItO and Knave by Ben Milton. Cairn, like Knave, is classless and species-less, where your character is defined only through roleplay and your choice of gear, which is limited to ten inventory slots. Cairn is designed around forest-based dungeon-crawling, which I find refreshing. I believe I read somewhere that Gal's initial idea was to use ItO's system to play in Necrotic Gnome's awesome-looking Dolmenwood setting. I was also considering using that for future games, but at that time the Dolmenwood stuff was still "in development." It is meant to be used with Old School Essentials (also by Necrotic Gnome), one of the more popular commercial OSR rulesets currently available but not one I wanted to fool with.
I tried very, very hard to stick to Cairn. I liked it a lot. Eventually, however, I gave into temptation and went to see what else Into the Odd might have to offer. While Cairn takes all of the best bits of ItO, I started thinking the stuff from Knave wasn't absolutely necessary. ItO's five-minute character generation with none of the usual choices to agonize over was appealing, as was its nebulous mix of urban and subterranean adventure.
A Quick How-To for Creating Characters in Into the Odd
Roll 3d6 three times and assign the values, in order, to the three attributes: Strength, Dexterity, and Willpower. Roll 1d6 for HP (which interestingly is NOT hit points, but rather hit protection). Cross-reference your highest attribute value with your HP on a table to get your equipment and maybe an ability or defect. Slap a name on it, and you're done. Seriously, that's it. Character generation needs to be this simple, because the fact is, your characters die fairly easily. You can use your wits and common sense to minimize the dangers of adventuring, but if you continue to press your luck, sooner or later that luck will run out. Lethality is a big part of OSR games in general.
Attacks just automatically hit in Into the Odd...every time. Your hit protection is a reflection of your self-defense skills, and if you don't put your opponent down quickly, they will wear you down and eventually hurt or kill you. Go toe-to-toe with something a lot bigger and faster than you, and no amount of skill will save you. The only rolls in the game are damage rolls, attribute-based saving throws, and the very occasional luck roll for when success or failure actually does just come down to chance. I like this simplicity and minimal number of die rolls because of all the many, many times that freakishly bad rolls in other games made my character depressingly ineffective.
Recent Inspirations (part 3)
- Details
- Written by: Pseudovolt
- Category: Posts
- Hits: 959
At about the same time I was looking at Tadhana (maybe even a little earlier), I was also reading through Macchiato Monsters by Eric Nieudan. It is much more faithful to the OSR ideal than any of the other games I have examined to date. According to the author, Macchiato Monsters started out as "an adaptation of The Black Hack (Black) with the classes and magic system from Whitehack (Mehrstem), both inspired by the original fantasy game (Gygax and Arneson)" but later became its own thing. He also cites Into the Odd and Maze Rats as inspirations, which becomes important later on.
Macchiato Monsters is very streamlined compared to 5e, but it is similar enough to at least look familiar to 5e players. Characters are built around the standard six stats, but there are no stat bonuses. Instead, all stat tests are d20 roll-unders. Traits are used to encapsulate concepts like species, (sub)class, and/or background and grant advantage (lowest of two d20s) on stat tests where the character's perceived talents would be useful. During character generation, players choose types of training (martial, specialist, or magic) to provide them with the tools necessary to play the character a certain way. Very simple and super-functional, in my opinion. The use of "risk dice" to manage resources and to keep things moving (kind of like The Angry GM's Tension Pool) is also really nice.
The combat system is designed to be quick and deadly, with only one die roll per player per round. The player rolls to hit, and if they succeed, they inflict damage for all of their available attacks. If they fail, then their opponent inflicts damage for their attacks instead. The GM rolls few or no dice, farming that task out to the player. I personally prefer not to roll dice as a GM, so this was a big plus for me. Things can get somewhat confusing when there are multiple characters ganging up on an individual, confusing enough for the author to later post an explanation on reddit.
After starting to map out a setting to use with these rules, I eventually abandoned the project for a pretty silly reason: I don't like d20s. Dice mother-flipping hate me, and over the years, the feeling has become mutual. Seriously, my results with d20s are always statistically improbable, which is why I've spent so much time creating and researching card-driven systems. Before that, I gravitated towards games with bell curves where rolling multiple dice causes results to almost always be in a realistic middle range. The problem with bell curves, of course, is that play gets kind of dull when one can predict everything that is going to happen with at least 68% accuracy.
Interlude
- Details
- Written by: Pseudovolt
- Category: Posts
- Hits: 889
During my sadly non-gaming-occupied free time during COVID, I often contemplated the difficulties of creating and sustaining a gaming group of mostly functional, relatively responsible adults, since I would eventually be faced with doing just that. The quarantines eventually ended, but the anti-social tendencies nurtured by those quarantines were (and still are) very much a thing. This further exacerbated the already well-documented, game-destroying issues of scheduling and periodic personal drama. My thoughts converged on the possibility of running a West Marches campaign, as that sort of thing makes it possible for players and their characters to come and go as life allows. But what about when players come and go and then stay gone, and their characters take with them important bits of your campaign?
Perhaps the game universe is actually, say, the dream of a sleeping god? Weird stuff happens in dreams, and generally the dreamer doesn't question the plot holes. So, if everything is a dream, sudden changes that would disrupt a regular campaign could just be accepted with a (Jedi-like) wave of the hand and a tacit agreement amongst the players. The half-elven cleric played by Javier was, in fact, a tiefling rogue played by Kim and ALWAYS HAD BEEN as far as anyone could remember. All of the in-game things that still made sense would be kept and the rest minimally ret-conned. If by some weird happenstance the half-elven cleric unexpectedly reappeared, their reinsertion would be completely transparent to the other characters. The show would go on no matter what, and that wouldn't be problematic if it's an established part of the game. It might even add to the fun.
Obviously, there are problems with this idea. For one thing, player agency would come into question. Do the characters' actions matter if the story can be infinitely ret-conned to erase defunct character arcs and subplots? What other kinds of abuses might this style of play enable? I decided that if everyone was on the same page and no one decided to be a dick, it would work out fine. When you think about it, having everyone on the same page and an absence of dickish behavior are already what defines a good group, right? If you don't have a good group, nothing will work for long anyway. Nothing to lose, I say.
And so, Ualeon was born. Ualeon, being a dream, has gone through a ton of changes in the months and years since I first conceived it, big changes, wholesale rewrites of cosmology and geography, but it is still functionally the same. It's my meta-setting, an empty box that will always contain whatever I need at the moment. Just knowing what it's called and how it works helps me focus on what matters instead of repeatedly scrapping entire universes because I have a new idea I want to explore…which is possibly more important (for my sanity, at least) than all of that other stuff I talked about above.