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I'm not familiar with OSE and Domains as a proper noun is a new concept to me. Is there somewhere I could learn more about them?
I don't know OSE either, I run AD&D with TSR D&D domain management rules.
I'm not familiar with OSE and Domains as a proper noun is a new concept to me. Is there somewhere I could learn more about them?
Where do the TSR D&D domain management rules come from?I don't know OSE either, I run AD&D with TSR D&D domain management rules.
I'm a GM running Shadowdark and coming off of some OSE...plus (unfortunately large amount of) D&D 5E. IME, retainers get ignored because players don't want to split their loot (even though they can theoretically get astronomically more with the extra hands), and domain play never gets off the ground because campaigns either end before high enough levels, or have a specific and often time-compressed focus that precludes the long-form stuff inherent in domain management.For those who play OSE or any other OSR game that has these features, how often do they come up in your play? Are they crucial to either the classes that feature them (particularly martials), or to the survivability of PCs? Or alternatively, are they holdovers from the wargaming past and not something that I need to wrap my head around in order to make the most of the system?
D&D Companion Set and Expert RulesWhere do the TSR D&D domain management rules come from?
Kinda interesting because one of the things I keep hearing about even modern OSR games is that adventures are geared towards larger groups of 7+ players and to use NPCs if there are fewer than that.And as far as retainers/henchfolk, I've always championed using them, but it fell on deaf ears among the players, or the GM didn't want to have to "rebalance encounters," despite assurances that we wouldn't bring (most) retainers dungeon-delving with us.
The 1e DMG kinda waves at the idea in passing. There's probably enough there to allow a with-it DM to build a workable system on to, but as written it's very sparse.Where do the TSR D&D domain management rules come from?
Yeah, having companions and making sure you are using those reaction modifiers is key to preventing Cha from being just a dump stat, which honestly is what we used it for way back when I was playing 2e.I like the idea of companions in some fashion to round out the party if needed and always find a way to mechanically tie it to Charisma.