I started in '81 and 2-16 was always 2d8. On casting: While I think that overly procedural games can be fun sometimes (such as Rolemaster, aka "roll-master"), overall I think it's a choice between rolling to cast and allowing saving throws. Both can be a bit much, especially as you say within the context of limited spell slots. I tend to like roll to cast better nowadays, ala Shadowdark, because you're less likely to use spells for quotidian tasks (you never know when they'll implode on you). It makes magic feel more unruly and dangerous. The classic system is fine too if a little dry. In AD&D we always had PC MUs start with Read Magic, Detect Magic and 2 other spells of the DM's choosing. I like the idea in OD&D (with its very limited spell lists) that each level of spell has a book, and you have to find a copy to have that level's spells. Like, you start with the "Blue Grimoire" of 1st level spells; the Book of Red Magic is 3rd level spells, the Dreaded Necronomicon contains 5th level spells or whatever. I've come to prefer that over the Greyhawk/AD&D system of rolling % dice for every spell of every level to see if you can learn it. Not because it shouldn't be that way (it's magic so it can be whatever you say it is), but because it's hard to keep track of and not very much fun.
For AD&D (1E) I made Read Magic work like an ability score check (roll under Int.) I would also give Read Magic to the Magic-User in the spell book at character creation.
I have been considering adding a roll to cast, and forgotten about cleric spells not being included. I was a kid when playing those early versions and I think the idea is that devine spells by nature of origin are given. With that context I would exclude the warlock class from arcane casters needing to roll.
Roll to cast is a good way to help the fighter keep up with the wizard as they level it also keeps magic more sword & sorcery like magic should be hard to control and have consequence to casting
Sir I accidentally bought Beneath the Sunken Catacombs Osr(0e) game (I thought it was an adventure) . It's brilliant. Alot of great suggestions and varients in it. And I have looked and there are no videos in English.
04:18 Personally, I'd have suggested using 2d8 rather than 1d10+1d6 to give a 2-16 range, as d10 is not a platonic solid and wasn't used in games prior to around 1980 (yes, I know that you could roll 0-9 just by ignoring the leading digit on a d20 roll, or having 2x 0-9 colours).
Remeber that there is no roll to cast fireball or lightning. I do no believe that 0D&D was intended to inherit spell complexity but the turn undead table inherited from this. I love rill to cast in Chsinmail encounters personslly. It simulates interruots and thr like.
John, question. I was looking at XP awards, and it mentioned dividing XP by PC level, then multiply by dungeon/monster level. My question is, if its a party, do you divide by the PC with highest level? Abd then, multiple by the highest between Dungeon and HD? Sorry for all the questions lately. Im just not used to these type of mechanics, and thanks for all the help
In Chainmail, I had understood Roll-to-Cast as being how 'Wizards' cast spells vs troops of Normal Men, as the Heroes/Superheroes are given a chance to make a "save". How des 0e handle spells cast vs units? Do you roll a bunch of saves for the troops? Is it handed by the Fantasy Combat table? But I agree, Clerics probably wouldn't need it as their spells are more support focused.
I started in '81 and 2-16 was always 2d8. On casting: While I think that overly procedural games can be fun sometimes (such as Rolemaster, aka "roll-master"), overall I think it's a choice between rolling to cast and allowing saving throws. Both can be a bit much, especially as you say within the context of limited spell slots. I tend to like roll to cast better nowadays, ala Shadowdark, because you're less likely to use spells for quotidian tasks (you never know when they'll implode on you). It makes magic feel more unruly and dangerous. The classic system is fine too if a little dry.
In AD&D we always had PC MUs start with Read Magic, Detect Magic and 2 other spells of the DM's choosing. I like the idea in OD&D (with its very limited spell lists) that each level of spell has a book, and you have to find a copy to have that level's spells. Like, you start with the "Blue Grimoire" of 1st level spells; the Book of Red Magic is 3rd level spells, the Dreaded Necronomicon contains 5th level spells or whatever. I've come to prefer that over the Greyhawk/AD&D system of rolling % dice for every spell of every level to see if you can learn it. Not because it shouldn't be that way (it's magic so it can be whatever you say it is), but because it's hard to keep track of and not very much fun.
Great video as always. Also...The thumbnail using The Wizard with 18 STR! Classic!
I used roll to cast. I thought it was fine. Would do it again.
For AD&D (1E) I made Read Magic work like an ability score check (roll under Int.) I would also give Read Magic to the Magic-User in the spell book at character creation.
very cool miniature
I have been considering adding a roll to cast, and forgotten about cleric spells not being included. I was a kid when playing those early versions and I think the idea is that devine spells by nature of origin are given. With that context I would exclude the warlock class from arcane casters needing to roll.
Roll to cast is a good way to help the fighter keep up with the wizard as they level it also keeps magic more sword & sorcery like magic should be hard to control and have consequence to casting
Great video.
Sir I accidentally bought Beneath the Sunken Catacombs Osr(0e) game (I thought it was an adventure) . It's brilliant. Alot of great suggestions and varients in it. And I have looked and there are no videos in English.
Thanks for the video doggie. Great as always.
04:18 Personally, I'd have suggested using 2d8 rather than 1d10+1d6 to give a 2-16 range, as d10 is not a platonic solid and wasn't used in games prior to around 1980 (yes, I know that you could roll 0-9 just by ignoring the leading digit on a d20 roll, or having 2x 0-9 colours).
@@FrostSpike they had platonic solid d10s. It was a d20 numbered to 10 twice.
@@FrostSpike 2d8 works fine too. The point being that 0e is pushing it beyond a d6 dice pool game line Chainmail.
@@TheBasicExpert Yes, that the 2x 0-9 colours I mentioned. That's what I meant.
2-16 is 2d8, could be also d10 + d6, actually. But it's more logical to be the same kind of dice :)
Remeber that there is no roll to cast fireball or lightning. I do no believe that 0D&D was intended to inherit spell complexity but the turn undead table inherited from this.
I love rill to cast in Chsinmail encounters personslly. It simulates interruots and thr like.
John, question.
I was looking at XP awards, and it mentioned dividing XP by PC level, then multiply by dungeon/monster level.
My question is, if its a party, do you divide by the PC with highest level? Abd then, multiple by the highest between Dungeon and HD?
Sorry for all the questions lately. Im just not used to these type of mechanics, and thanks for all the help
Perhaps just using roll to cast on the first 3 times the spell is used by that character to reflect some insecurities or the inexperience.
I wouldn't use _roll-to-cast_ for the reasons you don't.
In Chainmail, I had understood Roll-to-Cast as being how 'Wizards' cast spells vs troops of Normal Men, as the Heroes/Superheroes are given a chance to make a "save".
How des 0e handle spells cast vs units? Do you roll a bunch of saves for the troops? Is it handed by the Fantasy Combat table?
But I agree, Clerics probably wouldn't need it as their spells are more support focused.
No saves for normal men.