Idraluna Archives

Updating my OD&D House Rules

After a couple solo playtests I've been tinkering with my OD&D-ish house rules ahead of a scheduled non-solo test.

General

I broke the main document into a 6-page letter paper rules reference and a digest-sized 'player's handbook' with classes & equipment. I wanted a quicker way to look up rules & procedures, and I'm realizing that for this kind of project (where ultimately I'm not trying to market a brand new system) it makes sense to keep everything as modular as possible and to present the rules as just a GM-screen-type breakdown where all the most important beats are written up for me.

Combat

In my initial solo tests of the combat system, I had a party of 4 to 6 face up against 8-10 1 HD enemies -- I think that's a pretty standard OD&D-style combat encounter, though obviously I need to spend more time with other possible configurations.

My system replaced to-hit rolls with a direct damage roll lookup table that was meant to roughly replicate the average damage of a to-hit roll system. I also have a system for managing HD where hit points are rolled anew with every combat, and wounds only registered when a die is depleted.

The problem is that anyone with 1 HP is essentially a guaranteed kill since almost all attacks do at least 1 damage. I found that this saps a lot of the fun & suspense out of combat.1

So I considered the following fixes:

Weighing these options, I revisited my main design goals:

After tinkering, I came up with the following method in which my silly combat matrix gets to stay: roll 1d12 and the damage die specified in the matrix (according to attacker HD and target AC), and deal damage if the sum > 10.

This was inspired by Traverse Fantasy's post on damage dice as attack bonus. It checks all my desired boxes, and also:

Travel

In my original travel rules I tried to mimic my dungeon crawling rules by allowing characters to take on roles (guide, forager, lookout) and roll a d6 to do things like prevent surprise, not get lost, etc.

I think the basic idea has potential, but it's too convoluted for solo play & the division of labor makes less sense in long & expansive wilderness turns than in a dungeon. And most importantly, Antibor is has 43,000 hexes to explore, so procedural friction should stay really, really low.


  1. An insight I had when going over this: attack rolls are equivalent to saves on the part of the defender, and the STR save in Oddlike games is (in a roundabout way) an attack roll.

#archons-and-armigers #game-design #odnd