Dolmenwood Core Rules

Following yesterday's announcement about Dolmenwood being a standalone game, I wanted to give some more details about what that looks like from a rules standpoint, compared with B/X / OSE. The reason for each change is explained below, the overall aims being:

  1. To streamline presentation and make the game easier for newcomers to pick up.
  2. To maintain compatibility with OSE and other old-school games.

Caveat: Everything written here is provisional / work in progress.

[Updated May 2023]

Core Rules: Mechanical Changes

Just one. Removing descending Armour Class / THAC0 / the attack matrix.

Reason: Ascending AC is a bit easier for complete newcomers to understand, is much easier to explain, and is already familiar to the vast majority of gamers (via D&D 3, 4, 5 and their associated ecosystems). The standard OSE dual format ("AC 8 [11]") looks arcane and confusing for new players.

Core Rules: Presentation Changes

Adventuring Skills

There are a bunch of X-in-6 based skills common to all character classes hidden away in B/X (e.g. listening at doors, searching for traps, the surprise roll, etc). Dolmenwood will present these as a skill system, rather than as ad hoc rolls. There will be 3 skills: Listen, Search, Survival. The underlying mechanic for these checks remains the same (i.e. X-in-6 chance of success, with certain races / classes getting an improved chance of success).

Reason: Explaining this "hidden skills system" explicitly makes it easier to understand and apply.

Saving Throw Categories

Dolmenwood will use slightly different names for the 5 save categories: Doom, Ray, Hold, Blast, Spell. The mechanic for rolling saves remains the same.

  • Doom: Effects that instantly kill or inflict ongoing physical malignities—for example, poison, disease, death magic.
  • Ray: Rapidly moving, directional effects that can be dodged—for example, energy rays, magic wands.
  • Hold: Effects that hinder or prevent movement—for example, paralysis, petrification, falling rocks that may crush or pin characters.
  • Blast: Lethal energy effects that fill a wide area—for example, wyrm breath, explosions.
  • Spell: Potent, directly targeted effects—for example, arcane or holy spells, fairy glamours, magic staves or scrolls.

Reason: This makes the save categories more broadly applicable (e.g. Ray instead of Magic Wand, Blast instead of Breath Attack), which makes them easier to understand and apply.

Movement Rates

Are noted in a simplified format: "Speed 40", rather than "MR 120' (40')"

Reason: Exploration speed (the "120'" in the example) rarely matters for monsters. It's just noise to include it in all stat blocks.

Hit Dice

Monster Hit Dice are being reframed as monster Level (to match PC level).

Reason: Hit Dice is an odd term that means pretty much the same as another term that already exists: level. Melding the two terms makes the game easier to understand.

Character Creation: Changes

Separate Race + Class

The race + class character creation method is the default, with race-as-class options presented in the appendix. Note that the method of character creation doesn't affect the core game rules in any way. A race-as-class Halfling created using the B/X rules can adventure alongside a race + class Grimalkin Hunter without issue.

Reason: OSE presents two methods of character creation: one based on B/X, the other based on AD&D. The two different methods make sense to people versed in D&D history, but are a really common point of confusion for newcomers. Zoning in on just a single method makes the game much easier to understand. The vast majority of players are already familiar with the race + class option, making it the obvious choice.

Standard Classes

Dolmenwood will include the standard cleric, fighter, thief, and magic-user  classes. (In addition to the following Dolmenwood-specific classes: enchanter, friar, hunter, knight, minstrel. A total of 9 classes.) Each of the standard classes will have some minor tweaks, tying it in with the setting and/or adding some common house rules. As noted above for races, a standard B/X thief will be able to adventure alongside a Dolmenwood thief without issue, should players wish.

  • Cleric: Can use any type of weapon, but only holy magic weapons. Chooses to be a member of one of 3 Dolmenwood holy orders, each granting a small class ability.
  • Fighter: Gain a combat talent every 4 levels, from level 2.
  • Magic-user: Use the AD&D style spell book rules (see OSE Advanced Fantasy). Roll or choose from a list of starting spell books. Gain detect magic as an X-in-6 class skill (each attempt takes 1 turn).
  • Thief: Use X-in-6 skills across the board, unified with the general adventuring skills framework. Optional point buy system for skill improvement.

Reason: Cleaning things up a bit, better tying things in with the setting, and adding a few extra abilities to classes that are commonly house ruled.

Referee-Facing Stuff

Monster #Appearing

Will be listed in a simplified format. (The exact format isn't yet finalised.)

Reason: The B/X #Appearing format is very weird and confusing.

Treasure Types

These will be replaced by a new system of letter codes and treasure tables separately listing Coins, Riches (gems, jewellery, art objects), and Magic. Each list will be sorted in order of average value, making it easy to choose a treasure type by looking down the list. (There'll be a 1:1 conversion guide from the B/X treasure types, for those who need it.)

Reason: The B/X treasure types don't follow any kind of pattern, making them difficult to understand and use.

Monster Tags

Monsters will be listed with "tags" noting their size (small, medium, large), creature type (fairy, undead, animal, etc), and intelligence (mindless, animal, low, etc).

Reason: This simple addition clarifies a lot of other rules, for example which monsters count as "larger than human-sized" for the sake of small characters gaining an AC bonus.

Equipment

There'll be a bunch of tiny changes and additions here and there, such as:

  • Slow weapons: Removing this rule as virtually no one uses it.
  • Rations: Stating how long rations of each type remain fresh.
  • Crossbows: Making them armour piercing (+2 to attack vs metal armour), to counteract their Reload downside.
  • Battle axes: Now one-handed.
  • Silver: Specifying the cost of making silver weapons of any kind (i.e. not just daggers and arrows).

Reason: Adding useful little details, clearing up minor rules.

Old-School Essentials

Just to reiterate from yesterday's post: our intent with OSE is as follows:

  • Continue reprinting and publishing the game in its current form.
  • At some point in the future (perhaps 2024?) start work on a revised, non-OGL version. (Despite WOTC's current stance on the OGL v1.0a remaining in place, we feel the best approach in the long run is to move away from it, to avoid potential future rug-pulling attempts.)
  • The non-OGL revision will just involve re-editing the text to remove verbatim wording derived from Open Game Content material. The game itself won't change.
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75 comments

I’ve never really been a fan of the old BX skills and how they were handled. But I really like is how the hyperborea game system redesigned the thief skills as a chance in 12, as well as gave other skills different dice to use. It’s the best thief system I’ve seen and used. It has very good granularity and also let’s players see regular progression in their skills as they level.
In my game I adopted that basic approach and use a D12 for thief skills, But I allow the thief on character creation to specialize in a singular thief skill and use a d10 instead.

I’ve always believed that funky dice never get the love that they deserve.

Dennis Bretton

Sounds like a really good plan. As you say, a lot of the changes are already dotted throughout the draft Dolmenwood material, so codifying them as a rule set makes sense.
As Franco mentioned above, I think it makes more sense to have ‘race as class’ character creation for this game, rather than the AD&D method. Might be worth reconsidering that one. It is a major and much loved element of B/X, which is what draws so many players to OSE.

Alex

Thank you for the updates! I was fine with the Patreon ‘unpausing’ as I always enjoyed the content packages (I’m a Woodgrue backer) but I understand your decision here.

I remain excited to see Dolmenwood, and think these revisions sound great; I’ll admit I’m more of a fan of race-as-class (especially with regard to say Moss Dwarves, Woodgrue and Greymalkin!) but again I understand the decision here and am looking forward to seeing the rules.

I like the idea of a Magic-user detecting magic as a skill! I’ll have to read the Advanced OSE section on spell book rules and see how they address Read Magic; I’ve always had a hangup that it isn’t something like an automatic feature of the class. Possibly this is a personal problem.

Again, thank you, I love Dolmenwood and appreciate how you’ve run the Patreon. Eager to see the Kickstarter. :)

Chris Scales

I rarely comment, but I feel compelled to as I’m not sure these changes are universal moves in the right direction for Dolmenwood (or OSE in general)

There are positives, for sure. Simplifications like ascending AC only, a single listed movement speed, Dolmenwood flavoured spells etc… All fantastic changes!

I think moving away from race-as-class has a few drawbacks in particular
– Whenever choice is added in character creation there’s a risk that people start obsessing about “builds”. I believe that most folks do not actually want this in their OSR
– Without careful balance we could lose the human centric world building. Maybe it’s “optimal” for a Magic-User to be a halfling, then that race goes from being a fun oddity to a staple that appears in every party. Boring!
– You lose the excellently designed Dolmenwood specific race-classes! The Moss Dwarf as written in particular was a very fun class that I couldn’t wait to play!
– If I wanted separate race and class I’d just be running Basic Fantasy, as they are also have well described classic rules and are very affordable compared to OSE. Race-as-class is a really good differentiator for you!

The other thing that bothers me is “at-will” detect magic for anyone. The suspension of wonder in the world where every single strange object, room or event has the detect magic cone pointed at it is so tiring – it’s one of the reasons I stopped DM’ing Pathfinder! This is easy to house rule, to be fair, but I think it gives a bad impression to newcomers. I honestly think it’s better to be figuratively “in the dark” about magic to increase the cautious play and immersive atmosphere that makes the OSR so great!

Finally, to end on some positives – I generally love your layouts and all of the improvements to the presentation of rules, so I’m very excited to see how good your treasure tables and monster statblocks will be when freed from some of the design decisions of B/X. Keep on keeping on Gavin!

Mark

I agree with all those changes, they make a lot of sense, except for the race+class only. We lose a lot of flavour and unique mechanics like the elf runes. Maybe adding a “pure class” unique for each race to make them accessible again (like an elf rune caster, moss dwarf brewer, etc.). Class+race is useful if you want to make a one-race-only party, but otherwise, it makes the character creation slower and more prone to min-maxing with less mature players (all fighters will be dwarfs, all thieves halflings, etc. like in 5e).

Dominique Morin

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