I'll start this blog by sharing a useful tool I've been using in my OD&D one-shots and few-shots, but I think it will prove useful in campaign play also.
It's a quick character generation handout. Players at all levels of experience can work through it in parallel and they'll have a playable first-level character in ten minutes, tops.
Check it out at this link.
The main idea is to let players generate only the most essential information. I simplified the process by including only Human characters, which in my mind is sufficient to play D&D.
Languages and alignment are not chosen but assigned by the referee based on the location the PC will start in. Thus the PCs could be Chaotic if they start in a Chaotic town, and maybe know the language of the goblins who live nearby.
Most importantly, I reduced equipment selection to a single dice roll, taking an idea from Necropraxis: you can see his take at this link. Three d6 are rolled and this simply determines the starting equipment for each class. The GP price of that equipment will always equal the 3d6 roll times ten.
Designing these starting equipment packs has been somewhat time-intensive because I gave myself some design goals that are quite ambitious taken together.
First, I wanted to leave no GP unused, reasoning that characters so generated will go immediately into the dungeon and will want to have as much equipment to help them as possible.
Second, I wanted to limit myself to the items listed in Vol. I, but also exhaust these items; in particular every dungeon-compatible weapon has a chance to be wielded by a fighter.
Third, I put an eye toward party composition and into maximizing the chances of a successful expedition for players, thus: lots of oil flasks, torches, and container space. Also lots of ranged weapons for fighters. I also gave everyone Iron Rations because for now I'm considering these to be a required "ticket to entry" for dungeon exploration.
This done, I calculated movement rates, AC, and encumbrance in advance. This means that the player can simply copy down that information to their blank-page character sheet, or even just circle their equipment pack directly on the cheat sheet.
I'm using here a simplified encumbrance system where 50 coins = 1 unit of weight. This is working very well so far, and is really close to by-the-book encumbrances (at most a 5 coin rounding error per item, but for most items it's exactly accurate).
One note: a backpack contains 300 coins = 6 units of weight. Since everyone has "miscellaneous equipment", I list backpacks as containing 4 units of weight and weighing 2 units themselves. This simplifies things greatly. The 20 coins error from the 80 coins encumbrance for miscellaneous equipment is justified by only counting encumbrance for picked-up coins when 25 of these are collected. The generous referee can simplify further by only counting from 50.
Spell rules are subject to interpretation in original D&D. I say that the magic-user starts with a single spell in their spell book, and rolls for this spell with a d8. For my next one-shot, I'll curate the spell list by replacing spells that I know will not be useful in the prepared adventure with more useful ones, still retaining the total of 8.
I like to use the spell complexity rules from Chainmail, so I summarized these in the magic-user section. The magic-user must roll 2d6 to see whether their spell will take effect immediately, with a delay, or not at all. A failed spell will not be lost, and the PC will have the opportunity to retry casting it the turn after.
There is also the Fighting Capability vs. Fantastic Fighting Capability to explain. The first is the Chainmail value of the figure in units. I found it useful when using Chainmail to resolve "ordinary" combat between man-like figures. This could be interpreted in a couple of ways, but I think I settled on the best way to do it which will be the subject of a future post. The statistic is also good for adjudicating unarmed combat and struggles of strength: roll as many d6 as your Fighting Capability and compare the total with your opponent's.
The Fantastic Fighting Capability stat is just THAC0, only I've reversed it to use roll-under attack rolls. Thus to hit AC 6 you add your FFC to 6, say 2+6=8, and try to roll 1–8 on a d20. I found this system lightning-fast to adjudicate, and is of course mathematically equivalent to using THAC0 or the attack matrices in Vol. I.
This post got long! I realize I've embedded a lot of assumptions about my interpretation of OD&D in this little cheat sheet. Probably each one of these interpretations deserves a separate post.
Whatever your interpretation of OD&D, I think you'll find great value in the equipment packs. Use them to start up a new player in minutes, or to quickly generate a stable of characters for solo play. Happy gaming!
Good job, this definitely speeds up character creation!
ReplyDeleteI have some house rules for quick equipment packs: https://eldritchfields.blogspot.com/2022/11/quick-equipment-packs.html I went down a slightly different road: instead of classes, I named these packs after "archetypes" (Explorer, Trickster, Scholar), and added some "A or B" options.
Also, congratulations on your first blog post, looking forward to seeing more in the future!
Thank you for the kind words! I very much like your take, too, as it allows some customization without having to track every G.P.
DeleteIt's great to see a new blog posting odnd stuff in 2023! I like your quickstart write up.
ReplyDeleteThank you!
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