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[LFP] Rules Cyclopedia Adventures!!!

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Hello all, I've created a fresh and wonderful game of D&D Rules Cyclopedia! Take a break from 5E & Pathfinder and come play in a fun and refreshing campaign! <a href="https://app.roll20.net/lfg/listing/102587/rules-cyclopedia-adventures" rel="nofollow">https://app.roll20.net/lfg/listing/102587/rules-cyclopedia-adventures</a> Before you decide that you're not an "old school grognard", please read the primer on Old School Roleplaying (only a 13 page read) which fully explains what OSR is about and why it can be so much fun: <a href="https://drive.google.com/open?id=1D0U_RXr4XFX68jQmN-XynMSHYHabLFfm" rel="nofollow">https://drive.google.com/open?id=1D0U_RXr4XFX68jQmN-XynMSHYHabLFfm</a>
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Bast L.
API Scripter
Heya. That's a link to the campaign, rather than to a listing. As such, we can't post in the forum threads there until invited, which I'll guess from the thread titles was not intended. Just in case you're not sure how to make the listing, here's a picture: Hope that helps. Also, I'm interested in the game. I've recently tried running a Rules Cyclopedia game with some 5E friends, but it's so wildly different (I started with 2E, but I'm used to 5E), that we had a tough time getting through it. Primarily, the extreme lethality is what made it kinda rough. Players were dying to single hits from kobolds, meanwhile, they were finding treasure hordes worth tens of thousands of gold in caves (they fought the kobolds and bandits in their lairs) and instantly leveling from them. It's very strange, and I'm not sure I was running it correctly. I like a more lethal game than 5E, where it's impossible to die, but RC is a bit extreme. Still, high stakes can make things more fun. I think if I ran it again, the players would get max hp at first level. I wanted to go by the book though, so I didn't use house rules like that. Another strange thing: despite searching through the book, I could find nothing on percentile strength, which I figured must have come later, yet the module I bought, B1: In Search of the Unknown, had a hireling with percentile strength, and I'm pretty sure that's the first module which came with the first box set. I'm curious how you intend to rule for demihuman levels: will the game allow the optional rules that let them advance beyond x (9, 12, whatever)?
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Bast L. said: Heya. That's a link to the campaign, rather than to a listing. As such, we can't post in the forum threads there until invited, which I'll guess from the thread titles was not intended. Just in case you're not sure how to make the listing, here's a picture: Hope that helps. Also, I'm interested in the game. I've recently tried running a Rules Cyclopedia game with some 5E friends, but it's so wildly different (I started with 2E, but I'm used to 5E), that we had a tough time getting through it. Primarily, the extreme lethality is what made it kinda rough. Players were dying to single hits from kobolds, meanwhile, they were finding treasure hordes worth tens of thousands of gold in caves (they fought the kobolds and bandits in their lairs) and instantly leveling from them. It's very strange, and I'm not sure I was running it correctly. I like a more lethal game than 5E, where it's impossible to die, but RC is a bit extreme. Still, high stakes can make things more fun. I think if I ran it again, the players would get max hp at first level. I wanted to go by the book though, so I didn't use house rules like that. Another strange thing: despite searching through the book, I could find nothing on percentile strength, which I figured must have come later, yet the module I bought, B1: In Search of the Unknown, had a hireling with percentile strength, and I'm pretty sure that's the first module which came with the first box set. I'm curious how you intend to rule for demihuman levels: will the game allow the optional rules that let them advance beyond x (9, 12, whatever)? Hey, thanks for clarifying! I've updated the link so it goes to the listing, thanks again! I've also sent you a link to join! Regarding Percentile Strength,&nbsp; it's an AD&D thing, doesn't exist in D&D RC. That hireling you mentioned is a bit of an anomaly. I wonder if that module was intended for AD&D? The modules were supposedly cross-compatible with minimal adjusting, because back in the day TSR had two lines of D&D: basic and advanced, with material being printed for both simultaneously. No clue though :P As far as demi-humans and level caps, it's a little different in D&D RC. Dwarves top off at 12th level, Elves at 10th, and Halflings at 8th (remember that at these levels their saving throws are maxed out which is much better than what humans get). Even though they stop gaining levels, their Attack Rank (aka attack bonuses) continues to increase plus they get access to weapon mastery and additional combat maneuvers (so basically they don't ever stop progressing, they just don't gain as many levels, in addition their saving throws max out much faster too). On page 266 of the RC though is a variant rule enabling them to progress to 36th level just like humans. It's suggested to use the rule with caution as it can upset the balance of the game (who would want to be a puny human when you can be a demi-human and get the best saving throws at lower levels plus have no limits on levels?). I'm kinda on the fence but if it wouldn't affect game balance then I wouldn't have a problem with demi-humans having no level limits. Regarding HP and combat lethality, it's that way on purpose. The game tries to encourage clever and intelligent play (people like yourself!) over brute force (although sometimes it comes down to sheer brute force). At lower levels, characters are very vulnerable, and death can happen. It's those same high stakes that make it so rewarding when the character that you cleverly played manages to survive and eventually become a ruler (or even a god!). I'll probably allow max HP at first level, and likely either allow Thieves to have two hit dice at 1st level or just use the d6 for hit dice instead. Getting XP from loot might seem like a strange mechanic nowadays, however it was well deserved because usually if you were raiding a treasure lair, it was very heavily guarded and your party definitely had to employ some very clever tactics in order to defeat the enemies because combat usually just wouldn't cut it (forgive the pun lol).&nbsp; Thanks for showing interest, I'll be glad to have you aboard!
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I also played in that game, and played some basic + expert back in the day. We had these weird cases where everything was just missing repeatedly (cleric vs trogdolyte) which was more annoying that high risk reward. I kinda felt bad for our friend Bill who died twice in the same session simply by rolling lowish hp (2). Either way one crit was capable of killing anyone in the group, so yeah combat was highly lethal but also pretty static. One trump card we had was the sleep spell. Our wizard would cast and then use his bladed knife to kill all the monsters while I would look on with morbid fascination (had a mace so no insta kills). Wish you guys the best of luck, but I'm looking for more modern+sci fi gaming options with large weapon varieties as a switch up from 5e. The older editions are nostalgic fun, but system wise pretty wild (the treasure for xp idea is def good, as it promotes fun planning/strategies)
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Mark E. said: I also played in that game, and played some basic + expert back in the day. We had these weird cases where everything was just missing repeatedly (cleric vs trogdolyte) which was more annoying that high risk reward. I kinda felt bad for our friend Bill who died twice in the same session simply by rolling lowish hp (2). Either way one crit was capable of killing anyone in the group, so yeah combat was highly lethal but also pretty static. Yeah, the emphasis is meant to be on what your characters do rather than what rules you can employ. I personally find 5e combat to be incredibly repetitive. While BECMI (or Rules Cyclopedia if you prefer) combat can literally be whatever bonkers crap your group thinks up! I once had a low-level group defeat a hydra by making it repeatedly climb up and down a cliff wall while throwing boulders on its head. You know what would have happened in 5e? Cantrips. Forever. Then they would have lost, and complained about why they were fighting a hydra at their level. The crazy thing is, i didn't even start in BECMI. I started in 4e, and Next. But i went on a quest to try every version of D&D, and BECMI's still my favorite after i've seen them all. There's just something about a game where over half of the established rules are just between that specific group. Do crits exist? What do they do? Opportunity Attacks? Dual-Wielding? Individual or Group Initiative? All things which can vary a lot &nbsp;group to group, because it's based on what each one is comfortable with. Man i've missed ranting about versions in roll20. Anyway, what's your policy on "Tall Tales of the Wee Folk" version of Pixies? I would move my entire schedule around to play a pixie in a BECMI game.
Mark E. said: I also played in that game, and played some basic + expert back in the day. We had these weird cases where everything was just missing repeatedly (cleric vs trogdolyte) which was more annoying that high risk reward. I kinda felt bad for our friend Bill who died twice in the same session simply by rolling lowish hp (2). Either way one crit was capable of killing anyone in the group, so yeah combat was highly lethal but also pretty static. One trump card we had was the sleep spell. Our wizard would cast and then use his bladed knife to kill all the monsters while I would look on with morbid fascination (had a mace so no insta kills). Wish you guys the best of luck, but I'm looking for more modern+sci fi gaming options with large weapon varieties as a switch up from 5e. The older editions are nostalgic fun, but system wise pretty wild (the treasure for xp idea is def good, as it promotes fun planning/strategies) With respect and I mean no rudeness at all, but it sounds like your group couldn't really get into the spirit of the game. I linked a copy of the primer for old school rpg's above in my 1st post, it actually explains how OSR was meant to be run (TL;DR combat wasn't supposed to be hit, miss, miss, miss, hit, miss, miss, it was meant to be more fun and wild than that). Also, there's no such thing as "game balance", if your characters were up against overwhelming odds you ran away and came back later with better spells and possibly some hirelings to assist.&nbsp; But, different strokes for different folks. Play whatever suits you best. Thanks for stopping by!
Lord Saur said: Mark E. said: I also played in that game, and played some basic + expert back in the day. We had these weird cases where everything was just missing repeatedly (cleric vs trogdolyte) which was more annoying that high risk reward. I kinda felt bad for our friend Bill who died twice in the same session simply by rolling lowish hp (2). Either way one crit was capable of killing anyone in the group, so yeah combat was highly lethal but also pretty static. Yeah, the emphasis is meant to be on what your characters do rather than what rules you can employ. I personally find 5e combat to be incredibly repetitive. While BECMI (or Rules Cyclopedia if you prefer) combat can literally be whatever bonkers crap your group thinks up! I once had a low-level group defeat a hydra by making it repeatedly climb up and down a cliff wall while throwing boulders on its head. You know what would have happened in 5e? Cantrips. Forever. Then they would have lost, and complained about why they were fighting a hydra at their level. The crazy thing is, i didn't even start in BECMI. I started in 4e, and Next. But i went on a quest to try every version of D&D, and BECMI's still my favorite after i've seen them all. There's just something about a game where over half of the established rules are just between that specific group. Do crits exist? What do they do? Opportunity Attacks? Dual-Wielding? Individual or Group Initiative? All things which can vary a lot &nbsp;group to group, because it's based on what each one is comfortable with. Man i've missed ranting about versions in roll20. Anyway, what's your policy on "Tall Tales of the Wee Folk" version of Pixies? I would move my entire schedule around to play a pixie in a BECMI game. You hit the nail right on the head! RC (BECMI, whatever) was about using your imagination to overcome adversity, not use the rules to create Superman-powered characters that can strangle great wyrms. I love the idea of your characters luring the hydra out while chucking rocks, totally creative! To answer your question, I will allow pixies as long as they're not overpowered and can contribute to the story. I'm more about the narrative and telling good stories. I'll send you a link, please submit your character concept in the appropriate section :) Also, I do need some more info about pixies, so please share any resources you have!
Thanks guys