Monday, October 26, 2026

Thieves to Be or Not to Be

Thieves to Be or Not to Be in OD&D

I really like the thief class and I always have. As you know, thieves weren't a part of the LBBs and were introduced in Supplement 1: Greyhawk, and I have the option to include them or not and I'm undecided at this stage.

Thief

  • One OD&D variant I really like is Oakes Spalding's variant presented in Seven Voyages of Zylarthen.
  • Many players love playing thieves.
  • Thieves have a different area of expertise (Underworld exploration) than other classes  and balance them well.
  • Thieves have a natural place in Sword & Sorcery literature, such as Cugel, Conan or the Grey Mouser, to a higher degree than clerics, for instance.

No thief

  • I have found that not including thieves sort of makes everyone a thief, which I really like. 
  • Many "thief" archetypes, some mentioned above, would be thieves by profession only. If I would simulate Conan in OD&D, I would roll a Fighting Man, not a Thief.
  • Thieves are not in the LBBs, and I admit to having purist tendencies. 


Friday, October 23, 2026

The Alternative Combat Matrices in OD&D

The Alternative combat matrices in OD&D and their relation to CHAINMAL

As a side track, I've had a look at the Attack Matrix 1 and 2 in Men & Magic. As we all know, this is what became the default D&D combat system in subsequent editions.

In OD&D, the AM 1 and 2 are really only a mechanic to hit a target and don't represent a complete combat system. In addition, there are some potential challenges to overcome when running them. From a glance, they are relatively easy to grasp - the level of the PC or HD of the monster is compared to an AC score and produces a number to meet or beat on a d20.

In the light of the presence of CHAINMAIL in OD&D, however, the procedure may look a lot less straight forward. First, it's unclear if the Fighting Capability is meant to influence the AM or if it is a separate thing altogether. Some questions:

  1. Is there a distinction between normal and heroics a thing? If so, what does it look like?
  2. How many attacks can be executed per round? If so, which opponents are affected by multiple attacks?
  3. There are minor challenges as well, such as how to read AM 2 where some HD numbers appear in more than one column. To me, this seems easier to resolve.

 In the Strategic Review #2 FAQ - Gary shows us a combat example with a 4th level F-M and a bunch of orcs, using the AM to resolve combat. From what I can parse from the example: 

  1. There is a distinction between Normals and Heroics, inherited from CHAINMAIL (CM). The line seems to be drawn between HD 1 and >HD 1. 
  2. The F-M (and presumably all classes) can use more than 1 attack (i.e. 1 attack for each of the # of men he fights as) and he attacks 4 of the HD 1 orcs in the same round. He uses the AM 1 to resolve his success.  

So while my two main questions are answered in the FAQ, many details remain unanswered. 

Are lvl 2-3 considered heroics or are they subject to multiple attacks? Can they also make multiple attacks? 

How does multiple attacks work when heroics fight each other? Can a HD 12 dragon make multiple attacks against a 4th level fighter?

A viable way using AM 1-2 (I think)

One way to use the AM 1-2 appears in the ODD Discussion forum as well as Wight Box by The Basic Expert. In short, it looks like this:

  • The distinction between normies and heroics is intact and drawn at lvl/HD 4. This is true to the SR FAQ.
  • A heroic/fantastic monster can attack normals by using the first column in AM 1 (lvl 1-3) and for each man a combatant is able to attack as (so a 4th level F-M can roll 4 times using that column only to hit 4 HD 1 enemies). This is not true to the FAQ, since Gary's F-M in the example attacks 4 times using the second column.
  • Combat between heroics and fantastical creatures HD 4+ attack each other once, using the lvl/HD appropriate columns in AM 1-2. This solution is beyond the scope of the FAQ.

What I don't fancy about AM 1-2 

Something that  irks me with AM 1-2 is that weapons loose almost all distinction and the 1 die universal damage goes from elegance to become an issue for me, which is neither the case  for CM man-to-man or 1:20 combat. Oakes Spalding has made a very neat solution to this in Seven Voyages to Zylarthen, where he introduces a simplified d20 variant to the CM man-to-man matrix. This also led him to rewriting all monsters in the M&T though. A working but cumbersome way to solve this, is to introduce unique properties to weapons, which was done in Original Edition Delta (OED). Another way of solving that particular problem is, of course, to introduce variable weapon damage.

 



Sunday, October 18, 2026

CHAINMAIL Heroes & Wizard in OD&D CHAINED

 

Wizards and Heroes in OD&D CHAINED

As mentioned in the last post, there are a few ways to treat heroes in wizards in these house rules: 

  • Different rules for heroes/wizards applies for skirmish combat and mass combat.
  • CHAINMAIL rules for heroes/wizards aren't used at all and consequently these rules will have to be removed from mass combats as well.
  • Rules applicable for heroes/wizards in mass combat will also apply in skirmish combat.

These distinctions are important and the will likely have ramifications throughout the system. For this reason it may also be hard to put in as a "optional rules". For me, I think it boils down to this

Heroes/Wizard (CHAINMAIL) - If not used, it will have ramifications on Mass Combat as well, which would be unfortunate and would make Heroes, Super heroes and wizards significantly weaker in that aspect of the game.

Conclusion

In OD&D CHAINED all the CHAINMAIL rules for Heroes and Super-Heroes will apply, some will be specific for each combat mini-game. These effects will come into play when a character becomes a full Hero/Super-Hero/ Wizard, without any penalties (such as Hero - 1). To summarize:

OD&D CHAINED Hero

Skirmish and Mass Combat

  • Troop type is determined by individual training and equipment
  • Can hit fantastic creatures without the aid of magic weapons 
  • Never checks morale (applies to NPCs)
  • Fights as 4 figures (20x4 men in 1:20 combat, and 4 men in 1:1 Skirmish combat)
  • Requires 4 simultaneous hits to be hurt (this may not lead to death in skirmish combat, since HP will be used). 
  •  Will have various immunities to various monster special attacks, such as a Ghoul's paralyzing touch. 
  • Mass Combat only

  • A Hero grants a bonus of 1 attack die to the unit they fight in 
  • A Hero cannot be killed with normal missiles or melee until all normal men in the same unit have been killed first 
  • A Hero can kill dragons with missile fire on a 10+ (+1 on each attack using an enchanted arrow) on a roll of two dice.
  • Fantastic Combat (part of Mass Combat)

    • Can fight fantastic opponents as Hero 

    OD&D CHAINED Super-Hero

    Skirmish and Mass Combat 

    • As Hero except 
    • Fights as 8 figures
    • Requires 8 simultaneous hits
    • Forces a morale check as if excess casualties on enemies within charge distance.

    Mass Combat only

    • As Hero except 
    • A Hero can kill dragons with missile fire on a 8+ (+1 on each attack using an enchanted arrow) on a roll of two dice. 

    Fantastic Combat

    • Can fight fantastic opponents as Super-Hero 

    OD&D CHAINED Wizard 

    Skirmish and Mass Combat 

    • As Hero except 
    • Forces a morale check as if excess casualties on enemies within charge distance
    • All other aspects of the CHAINMAIL Wizard in CHAINED will be handled by OD&D spells.

    Mass Combat only

    • I may use aspects of CHAINMAIL Wizards to quickly produce an NPC wizard in mass battle situations. 

    Fantastic Combat

    • Can engage fantastic opponents as Wizard 

    In practice 

    I will just add the special abilities gained at Hero/Super-Hero and Wizard levels to Men & Magic. 

    I don't expect most of them to have a great effect on game play - low level enemies will have a harder time to hit Heroics PCs and will need to gang up on them to be able to hurt them. Perhaps magic-users will benefit most from this. 

    The most powerful ability is probably to force enemy morale dice to be rolled within line of sight more or less. I may limit this to creatures below a certain HD, to creatures not classified as "fantastic" themselves. This ability kick in the earliest at 8th level however, and if lower level enemies cover and run at that point is probably just fun. Will have to be play tested.


     



    CHAINMAIL Heroes in OD&D

    CHAINMAIL Heroes (and Wizards) in OD&D

    Heroes and Wizards in CHAINMAIL

    CHAINMAIL is a wargame and have opponents.  The Hero (or Anti-Hero) in CHAINMAIL is a type of figure with special properties making it a whole other beast than normal men. Heroes and Wizards are part of CHAINMAIL's Fantasy Supplement and are listed among all the other fantastic creatures.

    CHAINMAIL Hero

    • Can fight fantastic opponents in Fantasy Combat 
    • Can fight as any troop type
    • Never checks morale
    • Infers a bonus of 1 attack die to the unit they fight in
    • Fights as 4 figures (20x4 men in 1:20 combat)
    • Requires 4 simultaneous "hits" to be killed (i.e. they need to be killed in 1 turn) 
    • Cannot be killed with normal missiles or melee until all normal men in the same unit have been killed first
    • Can kill dragons with missile fire on a 10+ (+2 to the roll if using an Enchanted Arrow) on a roll of two dice.

    Additionally, a hero has various immunities to various monster special attacks.

    CHAINMAIL Super-Hero (basically, what it says - a Hero on steroids)

    • Has all the perks of a Hero 
    • Can fight fantastic opponents in Fantasy Combat (but better than a Hero)
    • Forces a morale check as if excess casualties on enemies within charge distance 
    • Fights as 8 figures (20x8 men in 1:20 combat)
    • Requires 8 simultaneous "hits" to be killed 

    CHAINMAIL Wizard 

    • Fights as 2 Armored Foot or Medium Horse if mounted
    • Can use magic weapons
    • Can become invisible at will. The invisibility breaks when they attack.
    • Can see in darkness
    • Never checks morale
    • Forces a morale check as if excess casualties on enemies within charge distance
    • Can throw Fireballs and Lightning Bolts at enemies (including fantastic enemies)
    • Can cast additional spells (there are 16 of them in CHAINMAIL aside from the two missiles mentioned above, as well as Counter Spell spells of inferior Wizards)

     

    Heroes and Wizards in OD&D 

    OD&D is an adventure game and have protagonists and antagonists. In light of OD&D, two fantasy types ended up on the protagonist side - the Hero (and Super-Hero) and the Wizard. In OD&D, the hero is persists in all the classes' Fighting Capability, and Wizard only in the magic-user class. Neither have any special role in OD&D if using the Alternative d20 combat system, they are just level titles without any special perks. The Wizard title does come with special perks in OD&D (such as constructing a wizard's tower and magic items, but for Fighting-Men, Lord is arguably a more important step than Hero.

     

    Heroes in OD&D with CHAINMAIL

    Skirmish Combat

    In short - using CHAINMAIL 1:20 combat tables to resolve combat in OD&D doesn't in itself require any need to treat Heroes and Wizards in any special way - they have the same properties as they have OD&D. This is likely the easiest and most straight forward way to treat the subject, although the Hero, Superhero and Wizard can to be translated into "Men" for each class level for ease of use on the Combat Tables. End of story really. 

    Mass Combat

    Using CHAINMAIL for mass combats, which seems rather natural if using CHAINMAIL for OD&D, then all the properties of heroes and wizards would come into play.

    Fantasy Combat

    If using the Fantasy Combat Table, the Hero, Super-Hero and Wizard have a special role to play - they enable defeating fantastic, mythical creatures in the Fantasy Combat - system. But in essence, the titles are only used for the Fantasy Combat table - dice roll, they have no further implications. All the aforementioned special rules are only relevant in normal 1:20 mass combat and CHAINMAIL man-to-man rules.

    Conclusion

    To me, it seems some choices will have to be made:

    1. Different rules for heroes/wizards applies for skirmish combat and mass combat.
    2. CHAINMAIL rules for heroes/wizards aren't used at all and consequently these rules will have to be removed from mass combats as well.
    3. Rules applicable for heroes/wizards in mass combat will also apply in skirmish combat.

     

     

    Saturday, October 17, 2026

    OD&D Men & Magic CHAINED - First Draft

    MEN & MAGIC CHAINED - First Draft

    Nothing fancy, made in Google docs. Some edits remain, especially in spell descriptions. I don't plan to change many spells drastically from the original game, but I will do some minor edits. 

    Notable spell changes in the first draft - haste spell: ages recipient 1 year (AD&D), light (shortened duration), continual light (cast on area, not objects). 

    As I work on the rest of the volumes, things will change that will affect vol. 1 content.  

    Next to finish will be book 3 which will contain the Underworld, Wilderness and Combat mini-games. I have good hope all four volumes will be finished and the combat system play tested in time for the campaign!

    OD&D CHAINED Vol 1_v1 


     

    Thursday, October 15, 2026

    CHAINED House Rules Format and Structure

    House Rules Format and Structure

    • The books will basically be following the structure of the original 3 books but I will add a fourth book dedicated to the late game. 
    • They will contain everything my players need to play - reference to original booklets will not be needed in terms of rules. 
    • I will include nothing of how to play an adventure game, how to create and run a campaign, dungeons or wilderness adventures - so for these vital procedures I defer to the original rules.
    • I will do some re-structuring of the original books, such as move encounter tables to vol. 2 instead of vol. 3. 
    • It is not meant to be a clone, rather the original system adapted for CHAINMAIL 1:20 combat, some structural changes and a few optional house rules. It will not be published, so in places I will just copy-paste from the original rules.  

     

    Vol. 1: (Men & Magic) character creation, equipment, hirelings, XP, Magic

    Everything needed for Characters creation and to start up the party, as well as spells and basic concepts such as XP. 


    Vol. 2: (Monsters & Treasure) monsters, treasure, encounters

    The referee's book - like the original vol. 2 but with the basic encounter tables moved here. Monsters will have rules for CHAINMAIL 1:20 combat tables (rather than AC etc.) incl. any special rules for mass combat and fantasy combat.

    Vol. 3: (The Underworld & Wilderness) the underworld, wilderness, skirmish combat

    This is the rule-book. Rules for most of the mini-games for low-mid levels - the underworld, wilderness and skirmish combat, as well as an appendix for pulpy high-tech things. Atm. I have no plans to include aerial or naval combat. Maybe I'll steal Jimm Johnsson's seafaring rules.

     

    Vol. 4: (Baronies & Battles), strongholds, mass combat, fantastic combat, specialists, sieges 

    Everything needed for name-level play, such as strongholds, CHAINMAIL mass combat (basically just things added to the skirmish system (such as post melee morale, cavalry charges and other things relevant in mass battles but not in dungeon skirmish), fantasy combat, sieges and unit points. As of right now, I'm going to go off the domain rules found in various places of the LBBs, possibly something from FFC. 

    Monster Troop Types in OD&D II

    Attempt to classify OD&D Monsters by troop type

    The entries below refer the monster troop types as compiled by Daniel Norton's Unchained, a collection of public sources (such as Dragon, FFC etc.) edited by Aldarron, what I've parsed from CHAINMAIL itself, a custom list made by Finarwyn (Marv Breig), as well as my own edits (using the temporary name CHAINED, as an un-hippiefied version of Unchained). As obvious, others have already done the work. 

    The list is not complete - only monsters I've found to be somewhat ambiguous or difficult to balance are included. I've also abandoned the idea of using many of the default CHAINMAIL values, as I suspect they will not be well balanced for OD&D, for instance, a dragon in CHAINMAIL fights as 4 Heavy Horse (breath weapons etc. excluded) which is the same as a Hero (4th level F-M) on a heavy horse, which seems unreasonable to me, being that dragons can be up to 12 HD. So I've chosen to use the guideline in OD&D (HD = fighting capability).

    Tuesday, October 13, 2026

    OD&D Turns and Rounds

    Turns in OD&D

    Turns and rounds are sometimes used interchangeably in the three books. I would say they are clearly defined but sometimes EGG seems to fall back on using turns as in CHAINMAIL, where it's a 1 minute combat turn, despite defining that as a "round" in D&D. There is absolutely a distinction made in the rules between a Combat Turn (or Round), A Move (or Underworld) Turn and a Wilderness Turn. 

    The THE MOVE/TURN IN THE UNDERWORLD section in Book III is quite clear how different time units are used in the game:

    Movement (distances given in Book 1) is in segments of approximately ten minutes. 

    Two moves constitute a turn.  

    Thus it takes ten minutes to move about two moves. 

    There are ten rounds of combat per turn. 

     The WILDERNESS section, under Movement, it is also clear that a turn is something else in the Wilderness: 

    Turn: Each move will constitute one day. Each day is considered a turn. 

    So far so good really, the problem arises when Gygax then goes and use "Turns" when he likely refers to rounds, in spell descriptions for instance. I won't dwell on this, the use of turns and rounds hasn't bugged me that much - many spells clearly becomes bizarre if you interpret their turn duration as 10-minute or day units. 

    Relative Turns 

    In these house rules, I will adhere to what's stated in Book III but discard the term round, and instead use the very elegant turn definition presented in Vladar's Blog: Simply put - a turn is a relative term (as it already is in the rules). I also get to use "Combat Turn" - very CHAINMAILY.

    The word Turn is always used.

    Underworld Turn = 10 minutes

    Wilderness Turn = 1 day

    Combat Turn = 1 minute

    If a spell is cast, its turn duration becomes the same used when you cast it. I.e. if a spell is cast in the Underworld (outside of combat), Underworld turns are used. If cast it in combat, Combat Turns are used. Wilderness Turns will not be used in this context, unless a spell descriptions explikcet

    However! If you transition from one situation to another, the duration also transitions - so if a Haste Spell is used in the Underworld turn and combat ensues - whatever duration is left of it is converted to Combat Turns. A caveat would be Wilderness Turns, since few spells translate from minutes or 10s of minutes to days.


    Monday, October 12, 2026

    Monster Troop Types in OD&D I

    CHAINMAIL Troop Type/OD&D Fighting Capability

    In order to use CHAINMAIL combat tables for possibly all type of combat, fighting capability and troop type need to be established for all men and monsters. For men it's very straight forward, they just fight as determined by their weapons and armor, and in case of class levels, they just fight as a number of men equal to the class fighting capability (a 3rd level Fighting-Man fights as 3 men and a Magic-User of equal level fights as 2 men). For most low level men-type creatures it's almost equally easy. 
     
    OD&D offers up (M&T p5: Attack/Defense) that monsters basically fights as a number of men equal to their HD. This is very usable in many cases, but doesn't quite work with the CHAINMAIL fighting capabilities. 
     
    CHAINMAIL offers some guidelines in the monsters that are clearly described, and I try to use those as reference points:
     
    Top of the food chain
    Dragons: Attacks and defends like 4 Heavy horse.
    Giants: Attacks and defends like 12 Heavy foot.
     
    Snacks
    Peasants: Attacks and defends as Light foot (1)

    Hypothetically, Purple Worm and Sea Monster should be up there with dragons and giants, but the rest of the OD&D monsters should be somewhere in between.

    Challenges with converting OD&D monsters to CHAINMAIL troop types

    Something to understand about CHAINMAIL troop types is that the difference between Light foot and Armored foot is quite big. A normal man in plate armor (Armored foot) can kill (hit in OD&D) and normal man in leather at 4:6 but in the opposite case, it takes 3 LF footmen to even have a chance of hitting a footman in plate (one of them has to roll a 6). The difference between said Light footman and  a Heavy horseman (mounted knight) is even bigger. So what troop types to assign monsters is important. 
     
    Another variable is Accumulated hits or Simultaneous hits. Accumulated hits, as in the case of giants, means simple what's in D&D, each hit is subtracted from the number of HD (or men, as it may be) so when a giant has taken 12 hits, it's dead. But a dragon must take simultaneous hits to hurt it, so while 24 peasants have a good chance of score a few hits on a giant, of the 16 men needed to hit a dragon at least four sixes must be rolled for each hit. Of course, simultaneous hits could be removed but that would be a pity, because it's very cool! And it would make dragons weak.
     
    Next task will be to classify all monsters not already in CHAINMAIL. Lucky for me, people have attempted this before. I'm looking at Marv Breig's (Finarvyn) lists, as well as Daniel Norton's Unchained for ideas.
     
     

    OD&D Saving Throws

    OD&D Saving Throws

    Mostly, saving throws in OD&D isn't complicated: The saving throw headers "Dragon's Breath, Stone.. etc." tell us exactly when to save, much clearer than later editions' standardized saves. For some reason, spells and saves have caused issues for people - maybe there's something I fail to see. One obvious issue though is saves for monsters and any guidelines for this seems to be missing from the LBBs.

     

    Alternative to d20 saves

    I considered using 2d6 saving throws, since when ditching d20 for combat, the d20 saves start to seem  out of place. CHAINMAIL used 2d6 saves and offers some guidelines as how a class progression in saves might look like, from the standpoint of Hero, Super Hero and Wizard. Jason Vey has offered some guidelines how to go about this. I decided against it, however. The main reason is that the d20 saves are fully functional and probably fits the OD&D xxx better than the CHAINMAIL equivalent - if adopting the saves in CHAINMAIL, the PC's would fail their saves a lot more frequent and I think this would work poorly considering they have to save a lot more often (any hostile spell) than a Hero in CHAINMAIL. I also considered tossing saving throws altogether and instead making them part of a monster's description for instance - such as "to save against the Basilisk gaze, meed or exceed 7 with two dice" a.s.o. That would take a lot of work however, putting an individual save mini-game in most spells and a lot of monster, and for mainly aesthetic reasons. I'll stick with the standard OD&D saves.

     

    When to save?

    M&M doesn’t say when to save specifically, so a logical conclusion would be always when suffering an attack from any of the listed categories. I don't see a reason why this would not include all hostile spells. would include all hostile spells.  Also, no individual spell says it can’t be saved against.

     

    • Conclusion - PC’s save against all hostile "weapon" categories above, spells included.


    Who can save?

    PC classes are the basis of saves in OD&D, so logically, everyone with a Class save.


    There is no mention in the LBB’s of how or if other creatures (i.e. monsters and normal men) save, except in the descriptions of 3 spells: Confusion, Disintegrate and The Finger of Death (Anti-Cleric). These are the only spells that specifically mentions a saving throw made against them (may well be because it’s taken for granted) and they all mention “creatures”, suggesting not PCs’ only  In Disintegrate, it even mentions “dragons” in the example, and the wording is also interesting - it says “If it fails to make its saving throw against magic”. This to me sounds like it has one, I mean generally.


    From that, it would seem monsters are allowed saves. 


    This is made complicated by the fact the LBBs’ don’t mention how anyone except classes would save and it is a weird thing to have been simply overlooked or not included by Gygax (but apparently I’m wrong, see below). Were it not for those three spells, I would conclude only classes get to save. 


    So if LBBs’ have an obvious hole in the rules, CHAINMAIL is often a good place to look: In CHAINMAIL, saves are only invoked in specific cases. If no saving throw is mentioned in the spell or effect, there is none.


    So in light of CHAINMAIL and the obvious lack of a rule for monsters to save, I think it may be valid to conclude that non-classes creatures do not save, unless otherwise specified. But then again, how?


    With no other resources I would rule one of two:


    • No non-classed creatures make saving throws, except in the cases of the three aforementioned spells. For these, I would perhaps use Fighting-Man saves based on HD.


    This is a conundrum I don’t think there is an answer to simply by looking at CHAINMAIL and the LBBs’.


    In Strategic Review #2 (Summer 1975), Saint Gary writes:


    Saving throws for monsters are the same as for the appropriate type and level of man, i.e. a balrog would gain the saving throw of either a 10th level fighter or a 12th level magic-user (the latter based upon the balrog’s magic resistance), whichever score is the more favorable for the balrog. A troll would be equal to a 7th level fighter as it has 6 dice +3, virtually seven dice.


    From this I would make the conclusion saving throws for monsters were there all along - he tells us how the rule “is”, not suggesting a ruling for those that want monster saving throws. In the Q & A section he also offers an explanation why the rule may have been left out: 


    The space limitations of D&D (and it was difficult to get all we managed to in three booklets!) forced us to gloss over certain areas, hoping that this would not cause undue problems for readers. While the number of letters with questions regarding D & D indicates that our assumption was correct, even one or two percent of the readers represents too large a portion of unsatisfied buyers, so we herewith offer a few more details in those areas where questions most frequently occur.


    • Conclusion: Monsters save as Fighting-Men of monster HD level. In cases where they have some sort of magic resistance, they may also save as a M-U.  


    Effect of a Successful Saving Throw

    Here, M&M is a bit more clear: 


    • Death Ray, polymorph, paralyzation, stone, spell - No effect, no damage

    • Poison, dragon breath - Half damage

    • Wands of cold, fire balls, lightning etc., staves - Half damage


    • Poison scoring one half of total possible hit damage

    • Dragon breath scoring one half of its full damage


    The only complication would be the given damage reduction for poison and dragon breath: 


    I assume this means the referee upon a successful save vs poison calculates the maximum possible damage and the victim takes half that.


    I'm still ambiguous in the case of dragon breath: does the referee roll the damage and a successful save halves that figure? Why does that warrant an extra explanation? Or is it half maximum damage, as with poison? “Full damage” is a bit ambiguous here in my opinion.

     

    Sunday, October 11, 2026

    House Rules Plans

    Future Campaign

    As it looks, I'll start a new campaign likely in a year or two, when my group finishes the current 5e module. Presently, we play about once a month, due to families, work, other obligations etc. This is what I have to work with, which is unfortunate, since it really isn't often enough for any campaign worth its salt. In terms of Campaign world, at the moment I'm leaning towards Wilderlands, perhaps map 9 (Elphand Lands), possibly Gabor Lux's Fomalhaut or possibly some decoction of my own. This may change however.

    OD&D with CHAINMAIL 1:20

    The system I'll use is OD&D and I will make an attempt to resolve combat mainly with the CHAINMAIL normal mass combat tables. In all likelihood, this is not what Gary intended (see previous posts) so it will be done as an experiment. At the time of writing I have started to write 4 booklets of house rules, basically adhering to the overall organization of the LBBs with a fourth book covering mass combat, strongholds and domain level stuff. I likely have at least a year to do it as it looks now with the 5e campaign - a sudden demise for the party is highly unlikely due to the fact we have six 10th level characters of which exactly none have died a single time, that’s 5e for you. Anyway, that’s good since I have a long time to finish setting up the rules and campaign. I will record the process for myself in future posts.

    House Rules

    I think my initial aim is to keep OD&D as untouched as I can. As far as I can see and have have tested, OD&D works well out of the box. I need to alter quite a bit for the CHAINMAIL combat tables to work with OD&D, but aside from that I don't plan to implement a lot of house rules.
     
     

    Thieves to Be or Not to Be

    Thieves to Be or Not to Be in OD&D I really like the thief class and I always have. As you know, thieves weren't a part of the LBBs ...