I'm not sure what's best about this video: The clear explanations, the production values, or the sheer entertainment. Whatever the case may be, you got yourself a new subscriber. Thanks for the great video!
Yes! I’ve been waiting for you to create a gameplay tutorial! Your character creation tutorial was very clear and easy to understand, and it’s one of the first results to appear when people search “ose tutorial”. I hope you continue to produce these tutorials. It’s extremely helpful seeing you reference the actual rules in the rulebook. I find the majority of dnd tutorials don’t do this, it’s frustrating to say the least as they expect viewers to have prior rpg gaming experience. Your tutorials are beginner friendly, and I expect the many rpg-curious UA-camrs out there will soon catch on to your material, en masse. In fact, I’m just gonna say it, you should be the official instructor for Old School Essentials.
Thank You! I appreciate that. I really enjoy doing these tutorials. One of the reasons why is because OSE is an absolutely amazing game and necrotic gnome’s presentation and reverence books make it very intuitive for tutorials.
absolutely love your content. You had me on the edge of my seat with season 1 and 2 of Epic Solo... your multiple voices and dark humour really makes it come alive. ::-) Thank you for such an enjoyable trip. I`m watching all of your videos, lapping up the content with delighted enthusiasm :-))
This was so helpful, thank you for making these tutorials! Looking forward to more from you. Maybe an OSE Hexploration guide? Maybe even a solo Hexploration guide for Hexplore24? I'd give you a forehead smooch for that one.
Great video! Just subbed. I have watched a couple of your videos and your style is entertaining and informative, you deserve way more subs and I wish you the best of luck with your channel! Dude, I was on the edge of my seat for those dice rolls and getting pumped at the results, and all from a TUTORIAL! Great job, man!
I’m not familiar with the rule but it did give me an idea for a potential house rule. “If a player carrying a shied, defending against an attack is reduced to zero HP, the shield becomes broken and the player is instead reduced to 1 HP.”
@@EpicSolo The way we play it, the fighter gets to decide after a hit is declared but before damage is rolled. All damage is nullified, and the shield is destroyed.
I watched this video randomly not really thinking i needed a tutorial for OSE but man was i wrong. I run OSE for my group once every couple of months and did not realize how much i ignore of the actual rules. I pretty much only ran Pathfinder and DCC for my group and those rules are hardcoded into my brain. Thanks for this and new sub here!
This is so great to here! I hope you are still enjoying the game. There is some nuance baked into the "rules lite" combat system that are often overlooked. Mixed the closed system with the endless possibilities of the open system, and you have in my experience, a very deep and rewarding combat experience!
great rundown, thanks! What program are you using to present this? Really nice having the character info clearly on the side, and thinking I could use something like this in my own games with friends online.
You send the high CHA PC to parley, assuming he speaks a language they understand. Sometimes you end up relying on that 6 CHA Dwarf because he's the only one who knows Kobold! 😄
Thank You! That’s makes it all worth while, It’s such a great and even with the extremely well presented rules and references from the book, it’s nice to see an example. M.M.M.S.M!
Forgive the second comment, but it was a great video. I watched it to review the rules as were playing for the first time in two months due to my work obligations. One thing I'd suggest is that Cure Light Wounds is almost useless in combat. Take the example in this video. 1d6+1 (4.5 average) hp gain vs a possible 1d10 + 1d6 (ave 9) gives a -4.5 hp for the round. If the monsters won Initiative, it would have resulted in the loss of a spell as Cassius would have died. From a tactical perspective, I'd have made Cassius withdraw and had the cleric hold the line. On the next turn, Cassius could use a range weapon.
I think retreating to swap out who's holding the line is a smart choice. And assuming both attacks hit, this math holds, but the story changes a little if we factor in the chance to hit. Since Cassius has a 16 AC, the goblin with a +0 bonus only has a 25% chance to hit. And Grimsley with a +4 bonus has a 45% chance to hit. If we factor in those odds, the average damage for a round is (0.45 x 5.5) + (0.25 * 3.5) = 3.35 Since the average cure spell heals 4.5 damage, you could reasonably expect that Cassius would net 1 hp that round. All that is to say: if Cassius is particularly heroic (or foolhardy, haha), he could reasonably stand his ground on the faith that his armor will keep him alive.
Clicked on this video and saw you had 699 subscribers. Gave you a sub before I even finished the video just to make that even 700 state for the rest of the video ✅
So what I'm curious about is why does the fighter, being 3rd level have such a low attack roll bonus while even the goblins get a base +1 to hit? I can understand the rogue and cleric having low-to-hits but coming from other games it feels like the only thing the fighter gets is a larger bag of hit points. Albeit I will say it does make sense how things go down the line for 'Movement and missiles', though would this mean it's possible for casters to target a location/monster that is now a bit too close for comfort if they declare a 'fireball' centered on the ogre for instance? Can they choose to abort the spell while not casting it in this case voluntarily? Or do they have to continue through the casting if they're not interrupted in melee? I like how it could make it a double edged sword and for the Evil wizard to suddenly regret their life choices.
1.) The goblins in OSE, and in this tutorial, have a base attack bonus of "0." Cassius, the fighter, has a base attack bonus of "0" as a level 3 fighter. At level 4, this will increase to +2 and will remain until level 7 when it becomes +5. Cassius does receive a +1 bonus to ATK and DMG from his strength and an additional +1 to ATK and DMG for his weapon specialization (I forgot to add the weapon specialization in the first 2 attacks in this tutorial.) Pendor (theif) & Gonzar (cleric) also have BABs of +0 at 3rd level. Pendor and Gonzar will receive a BAB of +2 at level 5 for their respective classes. Pendor does receive a +3 for his amazing18 DEX score as well as Gonzar, a +3, for his strength. This is simply a result of the dice that were rolled to create these character's ability scores. If all 3 had primary requisites of +3, then Cassius the fighter would have the highest ATK bonus of +4 due to weapon specialization. 2.) This is correct. Coming from modern systems, the order of operations in the combat sequence may seem a bit esoteric. For B/X and OSE, there is definitely some unique strategy and risk-taking inherent to B/X and OSE combat by design. Because spells and melee movement are declared in step one, and movement comes later, the party has to communicate and be on the same page to avoid "collateral damage" from a poorly timed fireball, or a player's movement in step 3, depending on your perspective! "Why did you run into melee! (in step 3) I declared I was casting a spell (in step 1) you fool!" 3.) No. The spell that is declared in step 1 is the "sole action." It is assumed to take effect in step 3 as declared in step 1. The timing of combat effects and player actions, as it pertains to the entire party working, communicating, and collaborating with one another, is very much at the heart of group initiative and combat for B/X and OSE. It definitely is its own system, unique from modern d20 systems, and takes a bit of restrategizing if you're coming from those later systems. I hope this helps!
So I had been watching some of your OSE videos and was wondering if I should subscribe to your channel. Well, that opening musical number cinched it. Subscribed! Also, the video tutorial was excellent. Well done, sir.
Love the combat tutorial and the beatboxing! Also, how do you handle combat maneuvers like disarming or tripping an opponent? I want that level of freedom for my players.
Thank You. This came up at our table last session. We simply roll opposing strength checks for a grapple. Add STR modifier, highest succeeds. It either succeeds or it doesn’t, and that’s that. Haven’t had to rule on a trip! But I would do opposing DEX checks perhaps with applicable modifiers for difficulty, size, etc. Easy, rules lite ruling and done!
So I tried to look this up, but I could not find an answer. Parlay is one of the actions, but monsters don't have statistics (like intelligence or charisma) So how does diplomacy work? Also when my players asked an NPC about the dungeon, I didn't know how smart or informed the NPC was, how do I know if the NPC knows what the answer to the question asked is? Thanks
Great question. "Diplomacy," in this context would be handled by a "Monster Reaction Roll" (Encounters, Actions, Monster Actions, p229 of the OSE Advanced Fantasy Player's tome). Here is how it works: ############ Monster Actions The referee determines monsters’ reaction to the party. Sometimes, circumstances make it obvious how a monster will react. Otherwise, the referee may roll on the table below to determine how a monster reacts to the party. Charisma: If one specific character attempts to speak with the monsters, that character’s NPC reactions modifier due to CHA (see Ability Scores, p20) is used to modify the monster reaction roll. Monster Reaction Roll 2d6 Result 2 or less Hostile, attacks 3-5 Unfriendly, may attack 6-8 Neutral, uncertain 9-11 Indifferent, uninterested 12 or more Friendly, helpful ############# It is handled, ultimately by the referee, but if you prefer rolling dice like I do, then the PC attempting to communicate with the monsters will add their CHA modifier to the 2d6 roll to determine the results. Think of it as the 2d6 being the monster's "disposition" in place of any ability score, etc., and the PC's CHA modifier representing their ability to influence, diplomacy, if you will, the interaction. In regard to the NPC knowing- I roll for it using the Fate Mill d20. I simply ask the yes/no question behind the screen and allow the dice to determine the fate if I am uncertain if the NPC knows the answer. Or a simple d6 roll. 1-3 = No 4-6 = Yes I hope this helps!
The order I use in combat is Morale Movement Missile Melee Magic-spellcasting feels like it would take time to do, compared to just smacking something in the face, which in turn is slower than just shooting it with an arrow. Also, switching Spells to Magic keeps everything M-based in terms of consonance 😅
@DungeonMasterJohnny I’ll be sure to ask permission before I upload a video next time. It’s absolutely amazing to think that I roamed the earth for nearly 40 years before I stumbled upon Runehammer’s channel and discovered both TTRPGs and Beatboxing and then devised my plan, which your intrepid observation has seemingly foiled, to boost Runehammer’s style. I crunched the numbers and it turns out that even though there are some 7 billion people that inhabit this planet, there indeed can be only one beatboxing #TTRPG ambassador. Therefore, I hereby challenge Runehammer to a TTRPG inspired beatbox improvisation battle in which the winner shale henceforth be the only sentient being allowed to beatbox and upload videos pertaining to the subject of TTRPGs. Until then, my current plans of not uploading any new content in the near future shall resume. *lol * = [Edit: The 21st of December, the year of 2023]
@@DungeonMasterJohnny There is a precedent that has been set on this channel where the host, Me, Myself, and I (not to be confused with Me, Myself, and Die for various legal implications), responds to comments, that could be deemed antagonist or rhetorical, with lengthy, sarcastic responses. It’s nothing personal, just like your original comment was probably not personal and merely an observation. I observed your comment, and felt compelled to to carry on the tradition! Now, if you would be so kind as to deliver my message to Runehammer so we may commence with the Improvisational TTRPG inspired Beatbox Battle, we can all just move on and forget this whole thing ever happened. Until then, I will be tending to my obviously frazzled nerves in the hopes I may yet again know peace during this Yule Tide season.
Since movement happens before anything else, why are spell casters not allowed to cast if they move? It seems like the casters already have a lot of things going against them. It does not seem fair to make it so they can't make their attack if they move. Have you played with allowing casters to move and cast? In newer versions you can move, attack, and finish moving. Thoughts?
Great question. Having experience with other miniature games and more modern versions of D&D, the movement “limitation” in previous editions was something that I was concerned about. I was used to having the flexibility that movement, and breaking it into segments before and after actions, offered. That being said, now that I’ve gone back to the old ways, I actually appreciate the tactical implications and nuances that no movement or “sole action” mechanics offer. There is absolutely a strategic aspect for both the referee and the player when using “sole action/no movement.” From a thematic perspective, it makes sense in that the caster has to concentrate and focus on their spell the entire round. As far as hacking or home brewing movement + casting for OD&D, B/X, etc., I haven’t personally added it to my games but I would also be interested in testing and trying it out. But as with many legacy editions of D&D, anything “added” to non-fighter classes subtracts from the fighters viability. The concern wouldn’t be one of functionality rather balance.
@@EpicSolo Thanks for the detailed and quick response! I see what you mean and think that it is not a limit, but a balancing factor (never looked at it like that before, thanks). Keep up the good videos. I love to learn the why as well as the how.
Really informative tutorial and guide. Also I was curious to see that you used the thief "Back-Stab" for a ranged/missile attack. Was wondering if this was indeed RAW as I had always viewed that the rules interpreted that you could only do a back-stab with a melee attack.
Thank You! The precedent for the ruling that ranged attacks may be used for the “Back-Stab” ability comes straight from the OSE Players Tome where it is mentioned twice, in the “Thief” class, and the “Half-Orc class (if you’re using race as class rules.) It reads: Back-Stab: When attacking an unaware opponent from behind, a thief (or Half-Orc) receives a +4 bonus to hit and doubles any damage dealt. As long as the criteria is met: 1.) Attacking 2.) Unaware opponent 3.) From behind Than the attack, melee or ranged, can be considered a “Back-Stab” Attack. As with many rules lite systems, the language is concise but open for interpretation. At my table, I like the strategy and creativity that allowing ranged Back-Stabs promotes and I’m consistent with the ruling. The hardest part to rule is an “unaware” opponent. I usually only allow one “Back-Stab” per encounter or opponent because once the combatant and their opponents are aware they have been backstabbed, it becomes near impossible to be unaware of future attacks from that character. And so, in our games, if the thief uses their skills both as a character and a player, they are thusly rewarded with the “Back-Stab.” I could absolutely understand other tables ruling it must be a melee attack just from the wording “back-STAB” but again, I like our ruling that promotes creativity, strategy, and interesting and enjoyable encounters for our thief players.
Goblins have 1D8-1 hit points, not 3. The 3 is the average, which DM's are free to use if they do choose, but it's not RAW. I like the call for not ruling morale for the ogre, and there are times I might do the same. I might also roll morale for the ogre, but to see if it thinks the fight is worth his time rather than being afraid.
This is a great point. There are several means by which to determine the monsters HP based on their HD. And yes, goblins are indeed 1HD(8)-1 which averages out to be 3. My personal favorite, is to roll randomly to allow some unique flavor especially for encounters featuring groups of the same monster. In my at the table group games, I usually roll for HP. I’ve also been known to max HP based on HD for BBEGs. Here on the channel, we use average and I’ve kept that consistent throughout the adventure episodes. Great discussion and clarification. Thank You!
This is accurate. It’s a mood. With my skill set, I would be one of the first to go in the zombie apocalypse. But an argument could be made that I would thrive in a technocratic apocalyptical future. Go machines! I guess?
I'm not sure what's best about this video: The clear explanations, the production values, or the sheer entertainment. Whatever the case may be, you got yourself a new subscriber. Thanks for the great video!
Yes! I’ve been waiting for you to create a gameplay tutorial! Your character creation tutorial was very clear and easy to understand, and it’s one of the first results to appear when people search “ose tutorial”. I hope you continue to produce these tutorials. It’s extremely helpful seeing you reference the actual rules in the rulebook. I find the majority of dnd tutorials don’t do this, it’s frustrating to say the least as they expect viewers to have prior rpg gaming experience. Your tutorials are beginner friendly, and I expect the many rpg-curious UA-camrs out there will soon catch on to your material, en masse. In fact, I’m just gonna say it, you should be the official instructor for Old School Essentials.
Thank You! I appreciate that. I really enjoy doing these tutorials. One of the reasons why is because OSE is an absolutely amazing game and necrotic gnome’s presentation and reverence books make it very intuitive for tutorials.
Thank you so much for this!!This is so helpful on so many levels...
absolutely love your content. You had me on the edge of my seat with season 1 and 2 of Epic Solo... your multiple voices and dark humour really makes it come alive. ::-) Thank you for such an enjoyable trip. I`m watching all of your videos, lapping up the content with delighted enthusiasm :-))
This was so helpful, thank you for making these tutorials! Looking forward to more from you. Maybe an OSE Hexploration guide? Maybe even a solo Hexploration guide for Hexplore24? I'd give you a forehead smooch for that one.
Glad you found it helpful. Thank You! Those are great suggestions.
Great video! Just subbed. I have watched a couple of your videos and your style is entertaining and informative, you deserve way more subs and I wish you the best of luck with your channel!
Dude, I was on the edge of my seat for those dice rolls and getting pumped at the results, and all from a TUTORIAL! Great job, man!
Epically fun tutorial!
Appreciate the commitment to the beatbox bit
What happened to Cassius is why my group likes playing with Trollsmyth's Shields Shall be Splintered rule.
I’m not familiar with the rule but it did give me an idea for a potential house rule.
“If a player carrying a shied, defending against an attack is reduced to zero HP, the shield becomes broken and the player is instead reduced to 1 HP.”
@@EpicSolo The way we play it, the fighter gets to decide after a hit is declared but before damage is rolled. All damage is nullified, and the shield is destroyed.
I watched this video randomly not really thinking i needed a tutorial for OSE but man was i wrong. I run OSE for my group once every couple of months and did not realize how much i ignore of the actual rules. I pretty much only ran Pathfinder and DCC for my group and those rules are hardcoded into my brain. Thanks for this and new sub here!
This is so great to here! I hope you are still enjoying the game. There is some nuance baked into the "rules lite" combat system that are often overlooked. Mixed the closed system with the endless possibilities of the open system, and you have in my experience, a very deep and rewarding combat experience!
The "encounter screen" and the beatbox... I need that videogame.
You should do an impression of Slick Rick next. Adapt his “children story “ to the “party’s story “
great rundown, thanks!
What program are you using to present this? Really nice having the character info clearly on the side, and thinking I could use something like this in my own games with friends online.
Thank You! I am using OBS to record, Davinci Resolve to edit, and am creating graphics and overlays with GIMP.
You send the high CHA PC to parley, assuming he speaks a language they understand. Sometimes you end up relying on that 6 CHA Dwarf because he's the only one who knows Kobold! 😄
I'm actually surprised by the quality of this, very underrated video. Great job! Epic jams
Thank you very much for this video. Your explanations are simple yet clear.
Thank You! That’s makes it all worth while, It’s such a great and even with the extremely well presented rules and references from the book, it’s nice to see an example. M.M.M.S.M!
Forgive the second comment, but it was a great video. I watched it to review the rules as were playing for the first time in two months due to my work obligations.
One thing I'd suggest is that Cure Light Wounds is almost useless in combat. Take the example in this video. 1d6+1 (4.5 average) hp gain vs a possible 1d10 + 1d6 (ave 9) gives a -4.5 hp for the round. If the monsters won Initiative, it would have resulted in the loss of a spell as Cassius would have died. From a tactical perspective, I'd have made Cassius withdraw and had the cleric hold the line. On the next turn, Cassius could use a range weapon.
I think retreating to swap out who's holding the line is a smart choice. And assuming both attacks hit, this math holds, but the story changes a little if we factor in the chance to hit.
Since Cassius has a 16 AC, the goblin with a +0 bonus only has a 25% chance to hit. And Grimsley with a +4 bonus has a 45% chance to hit. If we factor in those odds, the average damage for a round is (0.45 x 5.5) + (0.25 * 3.5) = 3.35
Since the average cure spell heals 4.5 damage, you could reasonably expect that Cassius would net 1 hp that round.
All that is to say: if Cassius is particularly heroic (or foolhardy, haha), he could reasonably stand his ground on the faith that his armor will keep him alive.
I would adore one of these for Astonishing Swordsmen and Sorcerers of Hyperborea 3E
Any chance you can make another tutorial involving fighting withdrawal and retreat?
Halflings also get an additional +1 to hit with all missile weapons. :)
Those are called Easter eggs! And there’s a whole bunch of them in this tutorial! Just making sure the viewers are paying attention…
@@EpicSolo Loving all of your videos. These tutorials are fantastic too.
Clicked on this video and saw you had 699 subscribers. Gave you a sub before I even finished the video just to make that even 700 state for the rest of the video ✅
Thank You!
So what I'm curious about is why does the fighter, being 3rd level have such a low attack roll bonus while even the goblins get a base +1 to hit? I can understand the rogue and cleric having low-to-hits but coming from other games it feels like the only thing the fighter gets is a larger bag of hit points.
Albeit I will say it does make sense how things go down the line for 'Movement and missiles', though would this mean it's possible for casters to target a location/monster that is now a bit too close for comfort if they declare a 'fireball' centered on the ogre for instance?
Can they choose to abort the spell while not casting it in this case voluntarily? Or do they have to continue through the casting if they're not interrupted in melee? I like how it could make it a double edged sword and for the Evil wizard to suddenly regret their life choices.
1.) The goblins in OSE, and in this tutorial, have a base attack bonus of "0."
Cassius, the fighter, has a base attack bonus of "0" as a level 3 fighter. At level 4, this will increase to +2 and will remain until level 7 when it becomes +5. Cassius does receive a +1 bonus to ATK and DMG from his strength and an additional +1 to ATK and DMG for his weapon specialization (I forgot to add the weapon specialization in the first 2 attacks in this tutorial.)
Pendor (theif) & Gonzar (cleric) also have BABs of +0 at 3rd level. Pendor and Gonzar will receive a BAB of +2 at level 5 for their respective classes. Pendor does receive a +3 for his amazing18 DEX score as well as Gonzar, a +3, for his strength.
This is simply a result of the dice that were rolled to create these character's ability scores. If all 3 had primary requisites of +3, then Cassius the fighter would have the highest ATK bonus of +4 due to weapon specialization.
2.) This is correct. Coming from modern systems, the order of operations in the combat sequence may seem a bit esoteric. For B/X and OSE, there is definitely some unique strategy and risk-taking inherent to B/X and OSE combat by design. Because spells and melee movement are declared in step one, and movement comes later, the party has to communicate and be on the same page to avoid "collateral damage" from a poorly timed fireball, or a player's movement in step 3, depending on your perspective! "Why did you run into melee! (in step 3) I declared I was casting a spell (in step 1) you fool!"
3.) No. The spell that is declared in step 1 is the "sole action." It is assumed to take effect in step 3 as declared in step 1. The timing of combat effects and player actions, as it pertains to the entire party working, communicating, and collaborating with one another, is very much at the heart of group initiative and combat for B/X and OSE. It definitely is its own system, unique from modern d20 systems, and takes a bit of restrategizing if you're coming from those later systems.
I hope this helps!
So I had been watching some of your OSE videos and was wondering if I should subscribe to your channel. Well, that opening musical number cinched it. Subscribed! Also, the video tutorial was excellent. Well done, sir.
Thank You! An acquired taste as far as musical genres are concerned. Industrial Grunge Dungeon.
This was great, but when beatboxing tutorial?
Love the combat tutorial and the beatboxing! Also, how do you handle combat maneuvers like disarming or tripping an opponent? I want that level of freedom for my players.
Thank You. This came up at our table last session. We simply roll opposing strength checks for a grapple. Add STR modifier, highest succeeds. It either succeeds or it doesn’t, and that’s that. Haven’t had to rule on a trip! But I would do opposing DEX checks perhaps with applicable modifiers for difficulty, size, etc. Easy, rules lite ruling and done!
That song was a bit of a bop, not gonna lie.
So I tried to look this up, but I could not find an answer. Parlay is one of the actions, but monsters don't have statistics (like intelligence or charisma) So how does diplomacy work? Also when my players asked an NPC about the dungeon, I didn't know how smart or informed the NPC was, how do I know if the NPC knows what the answer to the question asked is?
Thanks
Great question.
"Diplomacy," in this context would be handled by a "Monster Reaction Roll" (Encounters, Actions, Monster Actions, p229 of the OSE Advanced Fantasy Player's tome).
Here is how it works:
############
Monster Actions
The referee determines monsters’ reaction
to the party. Sometimes, circumstances
make it obvious how a monster
will react. Otherwise, the referee may roll
on the table below to determine how a
monster reacts to the party.
Charisma: If one specific character
attempts to speak with the monsters, that
character’s NPC reactions modifier due to
CHA (see Ability Scores, p20) is used
to modify the monster reaction roll.
Monster Reaction Roll
2d6 Result
2 or less Hostile, attacks
3-5 Unfriendly, may attack
6-8 Neutral, uncertain
9-11 Indifferent, uninterested
12 or more Friendly, helpful
#############
It is handled, ultimately by the referee, but if you prefer rolling dice like I do, then the PC attempting to communicate with the monsters will add their CHA modifier to the 2d6 roll to determine the results.
Think of it as the 2d6 being the monster's "disposition" in place of any ability score, etc., and the PC's CHA modifier representing their ability to influence, diplomacy, if you will, the interaction.
In regard to the NPC knowing- I roll for it using the Fate Mill d20. I simply ask the yes/no question behind the screen and allow the dice to determine the fate if I am uncertain if the NPC knows the answer.
Or a simple d6 roll.
1-3 = No
4-6 = Yes
I hope this helps!
Liked because of beatbox groove!
And there are answers for me…thank you, Jesse.
If you ever collab with Runehammer you guys might accidentally start a band
Very good!
The order I use in combat is Morale Movement Missile Melee Magic-spellcasting feels like it would take time to do, compared to just smacking something in the face, which in turn is slower than just shooting it with an arrow. Also, switching Spells to Magic keeps everything M-based in terms of consonance 😅
This is more in alignment with Swords & Wizardry. I can dig it. As Professor Dungeon Master says: “Hack with impunity!”
The beatboxing had me almost turn this off
ya i think someone is boosting Runehammers style lol
@DungeonMasterJohnny I’ll be sure to ask permission before I upload a video next time.
It’s absolutely amazing to think that I roamed the earth for nearly 40 years before I stumbled upon Runehammer’s channel and discovered both TTRPGs and Beatboxing and then devised my plan, which your intrepid observation has seemingly foiled, to boost Runehammer’s style.
I crunched the numbers and it turns out that even though there are some 7 billion people that inhabit this planet, there indeed can be only one beatboxing #TTRPG ambassador.
Therefore, I hereby challenge Runehammer to a TTRPG inspired beatbox improvisation battle in which the winner shale henceforth be the only sentient being allowed to beatbox and upload videos pertaining to the subject of TTRPGs.
Until then, my current plans of not uploading any new content in the near future shall resume.
*lol
* = [Edit: The 21st of December, the year of 2023]
@@EpicSolo yikes i must have struck a nerve lmfao. didnt mean to hurt your feelings 😆
@@DungeonMasterJohnny There is a precedent that has been set on this channel where the host, Me, Myself, and I (not to be confused with Me, Myself, and Die for various legal implications), responds to comments, that could be deemed antagonist or rhetorical, with lengthy, sarcastic responses. It’s nothing personal, just like your original comment was probably not personal and merely an observation.
I observed your comment, and felt compelled to to carry on the tradition!
Now, if you would be so kind as to deliver my message to Runehammer so we may commence with the Improvisational TTRPG inspired Beatbox Battle, we can all just move on and forget this whole thing ever happened.
Until then, I will be tending to my obviously frazzled nerves in the hopes I may yet again know peace during this Yule Tide season.
The beat boxing did make me turn this off😂
I need to get me some O’that boodoo quiche. Stuff sounds pretty good.
🤣
I love this!!!!
Glad you enjoyed it! Thank You!
OSE Hype!
It’s a great game!
Great stuff, man!
Thank You!
@@EpicSolo I love your content. You won a subscriber and I shared the link on Facebook.
Excellent tutorial - thank you. Stay well stay safe and may you always have initiative....LOL 👍👍👍👍👍👍
Thank You! I have been on an uncanny streak of players winning initiative! It is quite helpful indeed. You as well!
Since movement happens before anything else, why are spell casters not allowed to cast if they move? It seems like the casters already have a lot of things going against them. It does not seem fair to make it so they can't make their attack if they move. Have you played with allowing casters to move and cast? In newer versions you can move, attack, and finish moving. Thoughts?
Great question. Having experience with other miniature games and more modern versions of D&D, the movement “limitation” in previous editions was something that I was concerned about. I was used to having the flexibility that movement, and breaking it into segments before and after actions, offered.
That being said, now that I’ve gone back to the old ways, I actually appreciate the tactical implications and nuances that no movement or “sole action” mechanics offer.
There is absolutely a strategic aspect for both the referee and the player when using “sole action/no movement.”
From a thematic perspective, it makes sense in that the caster has to concentrate and focus on their spell the entire round.
As far as hacking or home brewing movement + casting for OD&D, B/X, etc., I haven’t personally added it to my games but I would also be interested in testing and trying it out. But as with many legacy editions of D&D, anything “added” to non-fighter classes subtracts from the fighters viability. The concern wouldn’t be one of functionality rather balance.
@@EpicSolo Thanks for the detailed and quick response! I see what you mean and think that it is not a limit, but a balancing factor (never looked at it like that before, thanks). Keep up the good videos. I love to learn the why as well as the how.
Do monsters not get strength bonus on damage?
Monsters don't have attribute scores in old-school D&D. Which means no bonuses from attributes.
Really informative tutorial and guide. Also I was curious to see that you used the thief "Back-Stab" for a ranged/missile attack. Was wondering if this was indeed RAW as I had always viewed that the rules interpreted that you could only do a back-stab with a melee attack.
Thank You! The precedent for the ruling that ranged attacks may be used for the “Back-Stab” ability comes straight from the OSE Players Tome where it is mentioned twice, in the “Thief” class, and the “Half-Orc class (if you’re using race as class rules.) It reads:
Back-Stab: When attacking an unaware opponent from behind, a thief (or Half-Orc) receives a +4 bonus to hit and doubles any damage dealt.
As long as the criteria is met:
1.) Attacking
2.) Unaware opponent
3.) From behind
Than the attack, melee or ranged, can be considered a “Back-Stab” Attack.
As with many rules lite systems, the language is concise but open for interpretation. At my table, I like the strategy and creativity that allowing ranged Back-Stabs promotes and I’m consistent with the ruling.
The hardest part to rule is an “unaware” opponent. I usually only allow one “Back-Stab” per encounter or opponent because once the combatant and their opponents are aware they have been backstabbed, it becomes near impossible to be unaware of future attacks from that character. And so, in our games, if the thief uses their skills both as a character and a player, they are thusly rewarded with the “Back-Stab.”
I could absolutely understand other tables ruling it must be a melee attack just from the wording “back-STAB” but again, I like our ruling that promotes creativity, strategy, and interesting and enjoyable encounters for our thief players.
Jack Black + Hankerin Ferinale
Beatboxing = subscribed
Goblins have 1D8-1 hit points, not 3. The 3 is the average, which DM's are free to use if they do choose, but it's not RAW.
I like the call for not ruling morale for the ogre, and there are times I might do the same. I might also roll morale for the ogre, but to see if it thinks the fight is worth his time rather than being afraid.
This is a great point. There are several means by which to determine the monsters HP based on their HD. And yes, goblins are indeed 1HD(8)-1 which averages out to be 3.
My personal favorite, is to roll randomly to allow some unique flavor especially for encounters featuring groups of the same monster.
In my at the table group games, I usually roll for HP. I’ve also been known to max HP based on HD for BBEGs. Here on the channel, we use average and I’ve kept that consistent throughout the adventure episodes.
Great discussion and clarification.
Thank You!
The sexual energy of the "head on down" was disconcerting, but then the beatboxing was really solid, so I have mixed feelings.
This is accurate. It’s a mood. With my skill set, I would be one of the first to go in the zombie apocalypse. But an argument could be made that I would thrive in a technocratic apocalyptical future. Go machines! I guess?
MORks MOthah MISSes SPaghetti MEals. (MOthah is Mother but with a Cockney accent).
Brilliant!
Going great until the singing...😢
P r o m o S M
WTF am I watch 😂