I love the notion of OSR books - the bare minimalism, the daring reinvention and questioning of schemas and tropes. So here are my musings on some OSR-style mechanics.[1]
Goals
- like old D&D
- donāt fill the character sheet with 1,000 special skills
- short rules
- lethal game-play, forcing players to be clever
Why HP?
If weāre going to go full-on minimalist, recycling is the way! Instead of tracking HP, we could just as well re-use Attributes as a resource which could be depleted.
The guard brings his hammer down - lose 3 Strength!
The kobolds stab at your legs - lose 2 Dexterity!
The spirit wriggles free of your control, and sends a psychic whip-lash as it floats away - lose 2 Intelligence!
Anyone Can Cast
Anyone can cast spells, or bind spirits, but they risk losing their minds, becoming lost souls who hunt their own kind, or wander aimlessly until they die. Only those with enough mental stamina and knowledge can use these abilities without too much risk to their sanity.
Everything is a Feat
The OSR usually clings to classes, while eschewing modern D&D notions, such as feats; but I think theyāve backed the wrong horse. Feats are far easier to handle than classes, and they can do much of the same thing.
Letās take a paladin, and tear him apart, piece by piece:
- +1 to hit things
- āLay on Handsā
- Tough-as-fuck
- Steed
Thereās not much to a low-level paladin once you pull the bits apart. Letās see whatās inside a thief next:
- Sneaky
- Lock-picking
- Backstabbing
We could combine some pieces to make a ranger:
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Ranger
- +1 to hit things
- Sneaky
- Tough-as-fuck
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At this point, we could add a basic spell-system, and represent everything D&D once did by just lumping a few Feats together.
Character Progression
Characters could progress by lumping Feats together.
- +1 to hit things
- +2 with swords
- +2 in the wilderness (player must explain how the wilderness is useful)
- +2 from Tactics (player must explain the plan, including the exact area)
Combine the lot above, and a ranger could gain +7 when ambushing bandits in the woods, and attacking with his sword.
Players would recalculate their bonuses constantly, depending on the situation.[2]
Skills donāt have a separate system - each is just another feat. A very general Skill grants +1 at things, while more specialised Skills grant +2.
Races & Cultures
We could probably just represent elves, dwarves, and humans with a particular Feat, then add another Feat for peopleās culture and class.
- Dwarves get āSturdyā (+1 to resist unwanted movement).
- Those from the valley gain āNavigationā (+2 to knowing where you are).
- And since heās a tanner, heāll gain +2 to leather-working.
- Humans gain āGiantā (+1 Strength).
- This one from the islands gets āSeafaringā
- And they began asā¦dice rollā¦a noble, so they have Poetry (not all Feats need to be terribly useful).
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I could go on, but you get the idea. Races are feats. Classes are feats. Itās all feats. Even weapons could be āFeatsā in a sense - you could just make one bonus for a stick, another for a hammer, and a warhammer would just be a hammer on a longer stick.
I call it, āthe Hobbit systemāā¦because itās small.
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[1] I suppose this is more āNSRā, since thereās no attempt to ārecaptureā or polish D&D here.
[2] If ārecalculating the bonusā every fight sounds horrible, remember that it wonāt be if the players only have 3-5 Feats that might help in combat.