I’m creating some rules for converting classic D&D monsters (AD&D, OD&D, B/X D&D) to BRP on the fly. Partly because I’ve got some old D&D modules (the Oriental Adventures series in particular) I’d like to run using BRP rules. Also, there are so many free, robust early edition D&D bestiaries out there, you’ll never lack for adversaries!
My Thursday group discussed running some old-school modules for nights when we aren’t doing our main campaign, ideally, the UK series, since those tend to be overland and less dungeon and combat-focused (so-as not to be too much like our main campaign).
Here are some various notes on old-school gaming for a group that mainly does modern D&D (5e, 13th Age, etc.).
Here are my house rules for Chaosium’s new BRP (Basic Roleplaying) RPG. I would love any commentary or other ways to improve these approaches. Basically, I don’t want my players to have to do multiplication or division during the middle of combat, so these rules aim to help with that.
In d100 systems such as Chaosium’s Basic Role-Playing (BRP) tabletop roleplaying game rules, I wanted to see what introduce a mechanic called ‘Advantage’ (taken from d00Lite games like FrontierSpace) which allows a player, when making a skill roll for their character, to swap the digits on the d100 dice, taking the better result. So if a player with a 50% rating on their Weapon (Rifle) skill got a 71 on their roll (a 7 on the tens die and a 1 on the ones die), and if they had an Advantage on that roll, they could swap it and get a 17, changing the roll from a failure to success.
If I use this Advantage mechanic, what is the (1) highest percentage benefit in odds, (2) the lowest benefit in odds, and (3) the average benefit in odds on skills which could be rated from 1% to 100%? I asked ChatGPT to find out, and here are the results! Continue reading