So I was going to
finally sperg more about Star Fleet Battles, but there's some obnoxious little development I feel I have to tackle:
Shadowdork Shadowdark
Hey, look. It's D&D clone No. 1376. But thanks to a combination of at least one paid reviewer, various other reviewers that are the writer's BFF, and various fortunate connections even
Forbes is heralding it as the greatest thing since sliced bread.
Naturally nothing here is as new or as innovative as the writer claims.
Bullshit wrote:In this game, torches only last one hour of real time. The characters (and players) must make decisions quickly, or they'll run out of precious light!
Real-time durations for my in-universe effect. Oh joy. Also a clear ripoff of the Stress Explosion mechanic in the far superior
Maid RPG ("stress" is the damage you can take in that game, and if you take too much stress your maid character has to freak the fuck out for as many real-time minutes as she needs to vent off the stress).
A few other features include:
- The four core classes: fighter, priest, thief, wizard
- A d20-based, roll-high system
- No darkvision — total darkness is dangerous
- Treasure grants XP, and tracking it is dead simple
- Roll-to-cast spells — magic is exciting and risky
- Simple distances (close, near, far)
- Monster morale and reaction rolls
- Always-on initiative — time is easy to track
- The six classic stats (3d6 in order)
- No skills — just ability checks and advantage/disadvantage
- Separate ancestry and class
- Randomized character class abilities — emergent character growth!
- Low hit points — fast and deadly combat
- Simple encumbrance (gear slots)
>four classes and separate races
Oh, so this is a clone of
OD&D instead of yet another clone of B/X. Also why are "four core classes" and "separate ancestry and class" so far apart? Whether or not you have "race
and class" or "race
as class" is by far the most important core distinction of your OSR game.
>spellcasting can fail
Oh boy, I totally haven't seen this before. Except I
have. Even D&D had that in the original Psionics rules.
Also D&D spellcaster fanboys
hate having their favorite classes gimped like that.
>everything is roll-high
So even the AC is ascending, eh? This was an optional rule for
Swords & Wizardry (one of the first OD&D clones), and converting any OSR title to be always roll-high is trivial.
>no darkvision
I give you that it's weird af for everyone
but humans to have
at least low-light vision. Srsly almost everyone has that shit.
Fuck, even
4e axed Darkvision for the most part (though it replaced it with low-light vision).
>treasure as XP, no skills, low HP, monster moral & reaction rolls
That's all old shit, mate. The only thing new here is that the XP values are smaller and less granular.
>always-on initiative
What they mean here is that you have an initiative order when doing dungeon crawling even outside of combat (which I'm pretty sure some older edition or two already did), and during combat you don't re-roll your initiative every round (older editions like those re-rolls, but it's trivial to houserule).
>inventory slots
That has already been a thing in houserules and clones. It's just about making those weight ratings less granular because counting up all the various pounds you carry is lame.
>randomized character class abilities
Oh joy, so instead of getting class abilities in a fixed order, you just roll on a table. I'm pretty sure this is how Blood Bowl and Mordheim do character advancement, but even there you have more customization options since there are
multiple tables you can pick from.
Since you just roll on the same table this also means there are no high-level abilities for non-spellcasters. It's just cumulative bonuses for muggles.
Even worse is that the table uses a 2d6 roll, aka it uses a bell-curve distribution, aka certain class abilities are way more likely to be rolled.
And wtf do you mean with "emergent character growth"? Random-ass class abilities just mean I have no control over my character.
>simple distances
This is only mildly novel if you've never played anything outside of D&D before - but even there you have
13th Age (which abstracts the battlefield into "zones") and
Shadow of the Demon Lord (which has a similar zone-based combat map as an optional rule).
So overall this is really just OD&D with some houserules baked in. Even the previously-mentioned
13th Age was more serious about delivering a more "modern" version of D&D (even if that ultimately boiled down to half-baked narrative rules).
Nothing groundbreaking, but the writer is a
woman (and she seems to have plenty of connections), so people keep hyping this up.
Though tbf, the
previous hyped darling of the OSR community -
Old-School Essentials - is
literally just B/X with nicer formatting and the additional classes from AD&D ported back into B/X "race as class" format, so maybe the community is just retarded.
Autism attracts more autism. Sooner or later, an internet nobody will attract the exact kind of fans - and detractors - he deserves.
-Yours Truly
4 wikia: static -> vignette