Classless OSR System Progress Update 1
Ok, so I've had some time, energy, clarity of thought, alignment of the stars and planets, or whatever that has allowed me to make some progress on my classless OSR system. I've pretty much been consulting a bunch of OSR games such as Swords and Wizardry (Whitebox/Core/Complete), Astonishing Swordsmen and Sorcerers of Hyperborea (naturally :) ), Knave, the Black Hack, and even some 3.5 books and Palladium fantasy, and Arduin Grimoires amongst others for inspiration. So far, what I've decided is to lean heavily on Swords and Wizardry Core for the base system, particularly around attributes and bonuses. I love the Black Hack's take on saving throws. I mean, I really have always wanted to make the difference in say a 14 wisdom and a 15 wisdom quantitatively meaningful. Therefore saves are attribute checks, where the character rolls their attribute score or lower on a d20 with modifications for the type of challenge they may face.
As for character creation, I'm still in very early design mode so ALL of this is subject to change depending on play testing. So I recon that new players will start with 2000 points to spend at the outset to basically build their character class. Each base character starts with a d6 hit dice. Points can be spent to purchase a higher hit die (d8, 10 or 12). In addition to potentially providing more hitpoints, increased hit dice also add a bonus to strength and constitution based saves of +1,2 or 3 depending on the hit die selected (save bonus is only for the first hit die buy, though if say someone buys a d8 and later wants to buy a d12, they would get an additional +2 to add to their save bonus). Class abilities such as use of weapons, armour, magic and theiving skills are also available for purchase. Certain abilities have prerequsites (for instance, in order to use spell casting abilities, the base ability of Arcane Initiate must be chosen, then for first level casting, Arcane Knowledge 1st degree must be purchased). Arcane initiate gives the ability to do things like read magic and cast 0 level cantrips, while the Degrees of magic allow for higher levels of power. I also wanted to include other types of magic that are commonly found in the swords and sorcery/pulp literature that I enjoy so muc. Things like Pact magic, True Name Magic, Blood Magic, Witchcraft, etc. What I am not including is divine magic. What, what? Yeah, to be honest, I'm not really that fond of the cleric or devine classes. As my tastes are based around pulp fantasy, the only figures that are commonly found that deal with gods, are cultists and priests, but their gods are either usually outright hostile to humanity, or else take no direct part (or a very limited one) in human affairs. So instead, I'm using hedge magic and witchcraft to bring some basic healing arts. I'm toying with including druidic magic, as it is more connected to nature than gods and it does tend to fit the flavour I'm going for.
Also, I'm not including demi-humans. I figure that again, most of the pulp literature that I like is humanocentric (with maybe things like Atlanteans or Lemurians, etc.). Sure, demi-humans may exist, but I've always felt that they'd be so alien as to not really fit in with the human mindset very well. Plus, if you want dem-humans and all of that, why not just play any of the other systems out there that provide that? I'm not against them, I'm just going for a very specific feel in what I'm aiming for.
Which brings me to why am I doing this? Well, for one thing, I DM for a group of teenagers that is looking for a more flexible play style than what is currently available through the OSR rules. They like the swords and sorcery style, but being locked into a specific class (or even the strictures of multiclassing) doesn't really offer them or me with the style of play we are after. So yeah, why not break down the class structure and allow them to use xp to buy the class abilities they want as they progress to create the character they want to play? A sword weilding wizard - sure! A warrior that makes pacts with elementals and other planar beings for aid? Why not? An unsavory sort that is skilled at the larcenous arts, but would also not be adverse to harvesting body parts for gruesome blood magic rituals to seek boons from dark gods? That sounds like a compelling villain. And to be able to do that while utilising the huge base of material for old school D&D based game systems? Absolutely a must!
Well, that's enough rambling for now. I'll keep the updates coming, but true to form, they will be sporadic as I actively work on the system, I'm actually working on some adventures, Delve! Zine #3, some artwork, working my day job full time, household stuff and most importantly, spending time with my family. So until next time, cheers and happy gaming!!
As for character creation, I'm still in very early design mode so ALL of this is subject to change depending on play testing. So I recon that new players will start with 2000 points to spend at the outset to basically build their character class. Each base character starts with a d6 hit dice. Points can be spent to purchase a higher hit die (d8, 10 or 12). In addition to potentially providing more hitpoints, increased hit dice also add a bonus to strength and constitution based saves of +1,2 or 3 depending on the hit die selected (save bonus is only for the first hit die buy, though if say someone buys a d8 and later wants to buy a d12, they would get an additional +2 to add to their save bonus). Class abilities such as use of weapons, armour, magic and theiving skills are also available for purchase. Certain abilities have prerequsites (for instance, in order to use spell casting abilities, the base ability of Arcane Initiate must be chosen, then for first level casting, Arcane Knowledge 1st degree must be purchased). Arcane initiate gives the ability to do things like read magic and cast 0 level cantrips, while the Degrees of magic allow for higher levels of power. I also wanted to include other types of magic that are commonly found in the swords and sorcery/pulp literature that I enjoy so muc. Things like Pact magic, True Name Magic, Blood Magic, Witchcraft, etc. What I am not including is divine magic. What, what? Yeah, to be honest, I'm not really that fond of the cleric or devine classes. As my tastes are based around pulp fantasy, the only figures that are commonly found that deal with gods, are cultists and priests, but their gods are either usually outright hostile to humanity, or else take no direct part (or a very limited one) in human affairs. So instead, I'm using hedge magic and witchcraft to bring some basic healing arts. I'm toying with including druidic magic, as it is more connected to nature than gods and it does tend to fit the flavour I'm going for.
Also, I'm not including demi-humans. I figure that again, most of the pulp literature that I like is humanocentric (with maybe things like Atlanteans or Lemurians, etc.). Sure, demi-humans may exist, but I've always felt that they'd be so alien as to not really fit in with the human mindset very well. Plus, if you want dem-humans and all of that, why not just play any of the other systems out there that provide that? I'm not against them, I'm just going for a very specific feel in what I'm aiming for.
Which brings me to why am I doing this? Well, for one thing, I DM for a group of teenagers that is looking for a more flexible play style than what is currently available through the OSR rules. They like the swords and sorcery style, but being locked into a specific class (or even the strictures of multiclassing) doesn't really offer them or me with the style of play we are after. So yeah, why not break down the class structure and allow them to use xp to buy the class abilities they want as they progress to create the character they want to play? A sword weilding wizard - sure! A warrior that makes pacts with elementals and other planar beings for aid? Why not? An unsavory sort that is skilled at the larcenous arts, but would also not be adverse to harvesting body parts for gruesome blood magic rituals to seek boons from dark gods? That sounds like a compelling villain. And to be able to do that while utilising the huge base of material for old school D&D based game systems? Absolutely a must!
Well, that's enough rambling for now. I'll keep the updates coming, but true to form, they will be sporadic as I actively work on the system, I'm actually working on some adventures, Delve! Zine #3, some artwork, working my day job full time, household stuff and most importantly, spending time with my family. So until next time, cheers and happy gaming!!
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