I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Monday, August 10, 2026
Single saving throws
Monday, May 04, 2026
Minimum Viable Fighter (B/Xish)
I’ve written before about how the B/X fighter feels too weak compared to other classes, and even less interesting than dwarves or clerics. In my minimalist OSR project, the goal was to add as few features as possible while still giving the fighter a boost in power and fun.
I avoided the complexity of proficiencies, fighting styles, and the dreaded feats (even though I like them) and instead settled on two additions.
First, the cleave mechanic gives fighters a boost they need: it shines against hordes of weak foes, scales with level, and eventually offers some advantage even against stronger enemies. It’s also very satisfying to see a fighter mowing down hordes of minions, like Conan or Elric.
Second, extra attacks ensure damage keeps pace. At level seven, the extra attack raises damage combat output and cleave potential*; at level fifteen, another attack continues that trend, aligning with AD&D’s progression.
(*I think I like this way of dealing with 1.5 attacks, but maybe 2 then 1 then 2 works better, not sure).
This may not make fighters as versatile as clerics who can raise the dead, but it does make them far stronger than before. The open question is whether demi‑human classes like dwarves, elves, and halflings should share these benefits. In my system, races are separate from classes, so I haven’t tackled that.
Anyway, here is my minimum viable fighter.
Will playtest soon.
---
Fighter.
You might call
yourself a knight, a barbarian warrior, a soldier, or a ranger, but it makes no
difference: your main skill is violence. A useful talent in this perilous world.
§
HD: 1d8.
§ Attack Bonus: level.
§ Saving Throw: level +3.
§ Cleave: When you reduce an opponent to 0 HP, you may immediately make an
additional attack against another opponent in range, for a maximum number of
times equal to your level.
§ Extra Attack: Fighters gain 1½ attacks* per round at level 7, 2 at level 15, and
3 at level 20. (*This means your second attack deals half damage, round up).
Tuesday, April 28, 2026
Minimalist OSR equipment list
Maybe I spent more time than I should have studying this list, but I believe I managed to summarize most of the equipment needed for a D&D adventure into major categories in a reasonably coherent way.
The price of one gold piece per day for food is expensive by historical standards, but it aligns with what most D&D editions recommend. And, of course, it can easily be swapped for a silver standard, if you prefer.
This updates the list on Dak Fantasy Basic slightly and convert prices to gold.
I believe this list is compatible with B/X prices when possible, but also the prices of items relative to one another are more accurate by historical standards and more sensible overall.
Please let me know if you have any corrections or objections!
--
Currency
The usual
currency in this game is coins of various metals. For simplicity’s sake, assume
all coins have similar weight, and each metal is ten times more valuable than
the next in the list.
1
platinum piece (pp) = 10 gold pieces (gp) = 100 silver pieces (sp) = 1,000
copper pieces (cp).
Players
start the game with 3d6 x10 gp. A gold coin is enough for hot meal, a cold beer
or a night in a collective room. Copper pieces are rarely worth carrying for
adventurers, but are common currency in hamlets etc. A common laborer will earn
rough 1 gp per day and eat cheaper food.
100 coins
weight one “item” (i.e., roughly 3 pounds).
Miscellaneous equipment
Food
(one day): Fresh
(1 gp, weight 1), must be eaten within a week. Rations (2 gp, weight 1/3) last
for one month. A hot meal or cold beer in a tavern costs 1 gp.
Common
tools (5 gp, weight 1): backpack (holds 10 weight), bedrolls (winter bedrolls: 10 gp, weight
2), blank book, block and tackle (requires rope), board game, camping gear
(flint, small blade and hammer), chain (per feet), climbing gear (for wood
surfaces or similar; stone climbing gear is 10 gp, weight 2), clothes (winter
clothing: 10 gp, weight 2), cooking tools, crowbars, fishing tools, grappling
hook, hammers, healing kits (10 uses), hooded oil lantern, hunting traps,
merchant's scale, musical instruments (small, like drums, horns, trumpets;
larger and more complex instruments cost 10 gp or more), rope (silk, per 20
feet), shackles, steel mirror, winter blanket.
Heavy
tools (5 gp, weight 3): caltrops (enough for 10 square feet), shovel, pick, iron spikes (30), tent
(1 person).
Cheap tools
(1 sp, weight 3):
15 torches, 10' pole, 20 candles (weight 1).
Expensive
tools (25 gp, weight 1): holy symbol, lock picks, grimoire, luxury versions of common tools (that might be
10% better or give you a +1 bonus to a test).
Liquids: water for one day (usually free,
weight 1; weight 2 in very hot weather), pint of oil (1 gp, weight 1/3; can be
lit and thrown 20' for 1d6 fire damage), holy water (25 gp, weight 1/3; can be
thrown 20' for 1d8 damage against undead, demons, etc.).
Skills
& tools
Skills will often require tools such as a healing kit, climbing gear, lock picks, etc. Improvised tools will often cause disadvantages. Some tasks will be impossible without tools (GM's call).
Additional reading:
https://methodsetmadness.blogspot.com/2026/03/minimalist-weapons-2026.html
Sunday, April 26, 2026
Snakes & Ladders: The Problem of Linear Progression in D&D
The Goal of D&D and Its Structural Problem
Without getting into the debate about what exactly the goal of D&D is, certainly one of the central purposes of its characters is to become more powerful, that is, to rise from level one, where they are basically beginners, all the way to becoming legendary heroes. Gygax himself (if I'm not mistaken) has stated that this was the goal of the game: to transform starting characters into heroes like Conan or Elric.
The problem is structural. In game terms, the route from level one to level twenty always moves in the same direction. You only gain XP, you only gain levels, you never lose them. It is a one-way street.
The older designers did not entirely ignore this problem. Hence the mechanic of undead creatures that drain levels, creating an effect similar to the snakes in the original game. The Dungeon Master's Guide also included situations that could temporarily reduce your levels, such as exhaustion after a grueling march, or situations of permanent loss such as aging, which can only be reversed with very powerful spells.
Of course, XP is not the only measure of a character's power. With experience, a character gains abilities and hit points, and some abilities can be lost temporarily (often for no more than a day). HP can also be lost, and in older D&D this could have more lasting consequences (perhaps weeks rather than days) than in modern versions. Finally, one can lose money (whether because raising the dead comes at some cost, or through theft, etc.).
It must be acknowledged that some RPGs, such as Call of Cthulhu, famous for its downward spiral into madness, and other horror RPGs in general (Unknown Armies, certain versions of Kult, etc.), exhibit quite clear and lasting negative effects in their systems.
In any case, aside from the issue of undead creatures draining levels, there are not many truly permanent losses in D&D. The only real loss available is the death of the character, which even then can easily be circumvented by a resurrection spell. In most versions of D&D, there is no universal mechanism for lasting negative consequences: the loss of an attribute, the amputation of a limb, a permanent scar (except as an optional rule in the DMG to save a PC reduced to zero HP, an option I find quite appealing). There are no significant setbacks, save death itself. Using the original metaphor: it would be as if every snake on the board led back to the first square.
There are other tools in the game that attempt to work around this limitation, such as creatures that destroy equipment (even magical weapons), that petrify characters, or that impose curses and other lasting effects. But these are isolated/specific solutions, not structural ones; they only happen with a very small percentage of creatures and situations.
Another problem is that D&D players, accustomed to constant and uninterrupted advancement, tend to dislike losing special items, levels, or anything they have already incorporated as part of their character. They may even come to see this kind of loss as a form of cheating.
In modern D&D, there is debate over whether characters can even die at all, so the line of advancement becomes, in the end, a conveyor belt with no way back: you can only move forward.
| Source: Wikipedia. |
The Parallel with Video Games
It is worth noting that older video games, also divided into "levels" (or stages), followed a logic quite similar to that of Snakes and Ladders. Reaching the end of a stage meant advancing to the next, but dying at any point sent you back to the beginning of that stage, not to the beginning of the entire game, and never (or almost never) to a previous stage. Alongside this, there was a system of permanent loss: a limited number of "lives" which, once exhausted, forced you back to the very beginning of the game (that is, "level one").
Some more modern and less linear games that generate enthusiasm among RPG players (such as Dark Souls, Bloodborne, and Darkest Dungeon) play with this question of real loss in more sophisticated ways. Death in Dark Souls does not send you back to level zero, but it frequently causes the loss of all accumulated XP. In the case of Darkest Dungeon, where you control groups of characters, the death of a hero is a permanent loss for the team, something no spell can undo.
Why This Matters
Even for those who prefer a narrative in which characters never die and always advance, that advancement would be more interesting if it were not purely linear, that is, a little more like Snakes and Ladders. In other words: on the road to heroism, you always lose something.
High-level characters would carry, in their character sheets and their stories, a series of losses, obstacles, and scars. This enriches both narrative and simulation, whatever the goal of the players at the table may be.
In more narrative games influenced by story games, setbacks make the narrative more interesting (and there are books and RPGs at least partially built around this concept of gain and loss, such as Hamlet's Hit Points, Fate, etc.). In games that aim to reproduce cinema, literature, or the hero's journey, an advancement without setbacks makes little sense either.
In games focused on challenge, obstacles become more complex and dangerous when there are real chances of loss. Likewise, in games that seek simulation or immersion, such dangers make the game more believable and realistic.
In short: from any angle, questioning (and perhaps overcoming) the unidirectionality that governs character advancement in D&D may be an experience not only valid, but necessary for the evolution of the hobby.
(Solutions? Probably the subject of a future post. However, I will say permanent wounds are a great idea, IMO, as they could happen in any combat not just against very specific monsters. This could take the form of scars, diminished abilities, etc. Alternatively, expand level loss to include other situations besides undead and marching, maybe as a general fatigue mechanic, so that wounded/tired MUs cannot cast their best spells and tried fighters attack a bit slower).
Additional reading:
https://methodsetmadness.blogspot.com/2024/12/nothing-to-lose-but-their-lives-stakes.html
https://methodsetmadness.blogspot.com/2023/09/ad-dmg-cover-to-cover-part-ix-pages-100.html
Wednesday, April 15, 2026
Minimalist (?) turn undead, plus a reflection on playtesting
Old school D&D seems to work very well in practice; people often say it is because Gygax etc. had immense wargaming playtesting experience. But I have a feeling that old school GMs often relied on their experience and rulings over having things spelled out in the book, which some people may appreciate but certainly brings endless problems when you don't have much experience with a system and need to learn from the book.
Wednesday, April 08, 2026
Single roll combat (and more minimalist mass combat)
I nearly finished a document of about ten pages on mass combat in OSR systems.
My idea, as I had already discussed a few times, was not to introduce a new/alternate system (Chainmail, Warmachine, etc.) new types of data, replace the d20 with a d6, or rewrite a troop list, but to simply to use the rules/stats as they are written in systems like B/X or AD&D, and extrapolate those rules to cover a much larger group of creatures at once, or to cover a longer period of time. In other words, to try to summarize several rolls into a single one.
I approached this issue through four paths: one versus one, which I thought could simply be ignored; one versus many, allowing powerful characters to attack many weak enemies at once; many versus one, which allows the opposite; and many versus many, which are rules for battles between groups of different sizes against each other.
In the end, I decided to add a small idea about how to resolve any combat with just a single roll. Ultimately, I am concerned that this idea may have made all my other ideas obsolete, since it solves almost any situation. The only caveat is that the combats must be between creatures of approximate power. If you avoid absurd situations like a thousand versus one, it should work in situations up to fifty versus twenty, one versus ten, and so on.
Here are some ideas that might give you the gist of it. And maybe this is already enough that the doc is not needed... But let me know if it sounds interesting.
---
The margin of success
When you make an attack roll, subtract the target number from your result. That difference — positive or negative — is your margin, and it is added directly to damage on a hit. Optionally, a miss works the same way in reverse: a near-miss deals reduced damage rather than nothing, meaning every roll moves the fight forward.
A fighter needs a 10 to hit and rolls a 14. Margin: +4. His sword deals 1d8 — say he rolls a 5 — for a total of 9 damage. If he had rolled a 7 instead, missing by 3, the optional rule gives him 1d8 minus 3 — perhaps 2 damage — a glancing blow that still counts.
The group attack bonus
Ten bandits attacking a single knight roll once, with a +10 bonus, and deal one die of damage plus the margin. No rolling ten separate attacks. One roll, one result.
Conversely, the knight can attack all ten in a single attack with a -10 penalty. If he hits, he damages ALL ten bandits at once (10 is the hard limit; the knight cannot attack 100 at once).
The bandits need a 12 to hit the knight and roll a 9, adjusted to 19 with their +10 bonus. Margin: +7. They deal 1d8+7. The knight is not struck ten times; he is overwhelmed by a sustained press whose worst moment is captured in that single roll.
The knight strikes back. He needs an 8 to hit a bandit and rolls a 14, but with a -10 penalty that becomes a 4. A miss. The bandits' formation holds for now. Next round he rolls an 18, adjusted to 8. He hits, margin 0, deals 1d8 damage with his sword. If the bandits only had 4 HP each and he rolls 5 damage, he might have cut down all ten at once.
Groups of different sizes
When two groups of different sizes fight each other, the larger group gets a bonus and the smaller group gets a penalty, equal to the difference in size. Seven bandits against five knights: the bandits attack with +2, the knights with -2.
In some cases the groups can be reduced to a common denominator. Six bandits against four knights can be treated as three bandits against two knights, keeping the same proportions with fewer units to track. Twelve against eight becomes three against two. This is purely a matter of convenience — the math is identical either way.
The single roll method (optional)
Both sides roll one attack each, simultaneously. Apply the margin to average damage. Compare remaining HP. The side with more left wins; the loser drops to zero; the winner keeps only their remainder. Two rolls, a subtraction, a comparison, done.
Two ogres, 19 HP each, average damage 6, needing a 10 to hit. Ogre A rolls 16, margin +6, deals 12 damage, leaving Ogre B with 7 HP. Ogre B rolls 9, margin -1, deals 5 damage, leaving Ogre A with 14 HP. Ogre A wins. Subtract: 14 minus 7 = 7 HP remaining. Bloodied but standing.
---
Obviously this is intended for NPC fights and mass combat, mostly. Most players do not want their PCs to be killed in a single roll, and that can absolutely happen here. But it can be used in a limited way even for PCs: if your fighter is attacked by a mob of goblins that could never realistically kill him, a single roll quickly tells you how much damage he sustains before cutting through them, and everyone moves on.
Thursday, March 19, 2026
Minimalist weapons (2026)
I've tried this before: rationalizing B/X weapons and giving a few extra options without too much complexity.
I also gave weapons more reasonable prices and weights (encumbrance system to follow).
Now I'm writing my "OSR Minimalist" again and this is what I'm going with.
This is my latest attempt, and I'm quite happy with it.
Tell me what you think! Did I miss anything?
Melee Weapons
In the case of melee weapons, the damage, price, and weight are determined by size.
|
Size |
Damage |
Price |
Weight |
|
Small
(S) |
1d4 |
$3 |
1/3 |
|
Medium
(M) |
1d6 |
$5 |
1 |
|
Large
(L) |
1d8 |
$10 |
2 |
|
Great
(G) |
1d10 |
$20 |
2 |
Small
weapons can be used in the offhand and thrown (20 feet). E.g., dagger, dart, sap.
Medium
weapons are used in the main hand and can likewise be thrown (20 feet). E.g., short
sword, hand axe, light mace.
Large can
be used in one or both hands (+1 damage when used with both). E.g., longsword, dane
axe, heavy mace.
Great weapons
must use two hands to attack. Two-handed sword (zweihänder, claymore), great
axe, lucerne hammer, maul, most polearms, etc.
To further differentiate weapons, here are some optional traits.
§ Expensive: double the cost.
§ Quick: if you roll minimum damage, make one immediate free attack against the same target (once per turn).
§ Reach: attack from second row (5' extra).
§ Charge: double damage on a charge or when set against one.
Here are some common weapons:
§ Axes, maces (M, L, G). +1 to hit shields, heavy armor, hard or brittle targets. Axes also get +1 against wood and maces +1 against stone.
§ Brass knuckles (S, $1). 1d2, quick.
§ Clubs (S, $1). No special features.
§ Daggers (S). Expensive, quick.
§ Flails (M, L, G). +1 to hit shields or heavy armor, +2 if both, -1 if none.
§ Javelins (S). Thrown 30', weight ½.
§ Kick (S). 1d2; on a natural 1, risk falling prone.
§ Pole weapons (L, G). Expensive, reach, charge, plus same effect as axe and mace.
§ Punch (S). 1d2−1, quick.
§ Quarterstaffs (L, $3, 1d4 damage). Reach or quick (choose when attack).
§ Spears (M, L, G). Reach, charge.
§ Swords (M, L, G). Expensive, quick.
§ Warhammers and warpicks (M, L, G). +2 to hit heavy armor, hard or brittle targets, -1 against unarmored and soft targets.
G weapons: +1 damage vs. larger-than-human foes, −1 to hit smaller-than-human ones. Swords and spears get +1 damage if M, +2 if L, +3 if G.
---
Ranged Weapons
|
Weapon |
Damage |
Price |
Weight |
Range |
Notes |
|
Sling |
1d4 |
$2 |
1/3 |
40' |
- |
|
Short
bow |
1d6 |
$20 |
1 |
60' |
- |
|
Long
bow |
1d6 |
$30 |
2 |
70' |
- |
|
Crossbow
|
1d6 |
$40 |
2 |
80' |
Slow |
- Slow: spend one round reloading between shots.
Ammunition
costs:
- Arrows or bolts — 20 for $5,
weight 1.
- Sling bullets — 30 for $1,
weight 1.
| # | Weapon | Size | Damage | Price | Weight | Traits |
|---|---|---|---|---|---|---|
| 1 | Punch | S | 1d2−1 | — | — | Quick |
| 2 | Kick | S | 1d2 | — | — | On natural 1, risk falling prone |
| 3 | Brass knuckles | S | 1d2 | $1 | 0 | Quick |
| 4 | Dagger | S | 1d4 | $6 | 1 | Expensive, quick, thrown 30' |
| 5 | Club | S | 1d4 | $1 | 1 | — |
| 6 | Javelin | S | 1d4 | $3 | ½ | Thrown 30' |
| 7 | Axe, mace | M | 1d6 | $5 | 1 | +1 to hit shields, heavy armor, hard or brittle targets |
| 8 | Flail | M | 1d6 | $5 | 1 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 9 | Spear | M | 1d6 | $5 | 1 | Reach |
| 10 | Sword | M | 1d6 | $10 | 1 | Expensive, quick |
| 11 | Warhammer, warpick | M | 1d6 | $5 | 1 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 12 | Axe, mace | L | 1d8 | $10 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 13 | Flail | L | 1d8 | $10 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 14 | Quarterstaff | L | 1d4 | $3 | 2 | Reach or quick (choose when attacking) |
| 15 | Spear | L | 1d8 | $10 | 2 | Reach |
| 16 | Sword | L | 1d8 | $20 | 2 | Expensive, quick |
| 17 | Warhammer, warpick | L | 1d6 | $10 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 18 | Axe, mace | G | 1d10 | $20 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 19 | Flail | G | 1d10 | $20 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 20 | Pole weapon | L | 1d8 | $20 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 21 | Pole weapon | G | 1d10 | $40 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 22 | Spear | G | 1d10 | $20 | 2 | Reach, disadvantage within 5' |
| 23 | Sword | G | 1d10 | $40 | 2 | Expensive, quick |
| 24 | Warhammer, warpick | G | 1d10 | $20 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
Saturday, February 28, 2026
The fireball hand grenade
You might have heard me complain about fireballs a couple of times, so I hope you'll forgive me for trying a new fix to a problem some of you might share. The fix is really simple and does not significantly nerf MUs (in fact, I'm not sure it is enough).
Usually, when an MU throws a fireball at a group of goblins, things like saves and damage rarely matter - goblins within blast radius are toast. Which is fine, but it gets weirder and weirder to me when the MU can instantly kill a group of orcs, lizard men or even bugbears.
What if we just roll damage as usual (say, 7d6 for a 7th-level MU), but that is the TOTAL damage dealt. So, against a group of goblins, a weak damage roll (say, 20 points) and a successful save would reduce the number of goblin casualties to only two or three.
The damage is distributed as the GM sees appropriate - think of the fireball like a hand grenade! Most of the damage hits the center, shrapnel spreads outward.
This logic seems to work for groups. Against a single creature, the fireball remains equally effective. If you want to change that, you can just decide that, like a grenade, the main target gets most of the damage but a part of it (say, half of the damage, round down) is spread around.
Lightning bolt could function similarly, but maybe I'd let the MU concentrate all damage into a single creature or create a "line" of damage that diminishes as each creature is hit in a straight line. This spells has not been as common in my games, however. I'm even tempted to treat dragon breath in similar way (well, as a flamethrower) and let fighters jump with their shields in front of wizards when needed.
Anyway, I like this idea because it makes a 10d6 fireball very different from a 5d6 fireball against a group of lesser foes, which gives the wizard a real sense of progression without making him overpowered in comparison to fighters. Thinking of them as grenades makes them feel more grounded and tactically interesting, giving MUs interesting choices of where to aim - and it is also reminiscent of the original Chainmail origins that treated wizards like artillery.
Wednesday, November 19, 2025
Mass combat: broken units
Ten orcs can attack a single PC instead, with a +10 bonus.
The problem is if the PCs attack a group of ten orcs. Usually, they can only kill one or two (which might break morale and thus the whole unit, but that is another matter). Let's say they are reduced to nine orcs.
But what if nine orcs decide to attack ten knights?
Simply give them a -1 bonus due to the difference between nine and ten, and give the knights a +1 bonus when attacking them.
But let's say we get into a more difficult situation: there are just four orcs, fighting to the death, against ten knights in plate.
They'd attack with -6, making a hit impossible. Instead, they could choose to make an attack against a single knight, now with +4. Now it is more likely that they'd kill at least one before being wiped out by the remaining knights.