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:
- To streamline presentation and make the game easier for newcomers to pick up.
- 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.
76 comments
You have done what Wizards couldn’t do: You have killed off OSE. As an OSR fan, I can say you are leading the way to ending the OSR.
While I understand the others wanting the books to be separated and I respect that, I personally prefer it to be stand-alone because I think it’s just easier to pick one book up rather than buy multiple books to get it up and running. Pathfinder 1e and 2e and Mork Borg are a great example with just one corebook that’s enough to run everything. Here is just my one suggestion. I think Dolmenwood should have a free, artless version book much like Mork Borg Barebones Edition to get more people into Dolmenwood. The Mork Borg Barebones Edition is what it got me into OSR in the first place and then I bought the book with the full arts and now I love OSR.
This looks like really interesting stuff. I like the inclusion of the Knight and Hunter rather than the Paladin and Ranger; I do something similar and find it much better!
Just as some feedback:
1) I would consider NOT given the Fighter a combat option at level 1. Maybe make it level 3 or at least level 2 as then you delay the choice for new players.
2) Including a ‘Mage-Knight’ (OSE / B/X Elf) would be good as it’s a class that is quite popular with players, and doesn’t really affect the setting that much.
3) You could standardise damage (1d8 for normal weapons, 1d12 two handed, 1d6 light weapons etc). Might be in OSE already but it could help simplify things.
Anyway just some ideas. Was a Patreon member until recently but cancelled in a cost cutting drive – wish I hadn’t now!
Best
I was looking forward to buying the Dolmenwood setting for my recently bought Advanced OSE game. Then the OGL shenanigans happened and Immediately regretted my OSE purchase. Whilst I can’t blame you for the direction you’re going in, buying what is now a new game is not attracting me. I wasn’t in the market for a new game.
Moreover, it doesn’t look like your customer base is particularly enthralled by your recent news either. The poll in the Facebook group indicates only 15% support for the changes you propose to Dolmenwood, with 85% either neutral or opposed to the changes. Admittedly of that 85%, most are neutral but more than twice as many (32%) dislike the change as like it.
I like what I see here! Except for the race+class thing which my grognard self really doesn’t care for at all. The immense powers that come with especially the Woodgrue and the Moss-dwarf are real game changers and should IMO only be available by doing some great sacrifice. It will be a tough time for me to explain at the table why people can not play the game by the rules, especially at the start of the game, creating perhaps a bad vibe at the table. I ask humbly to please include race as class!