Help me understand OSRIC

Halivar

First Post
My HB copy of OSRIC comes in the mail today, and I've been looking over the PDF, and I am confused on a couple points:

Which version (if any) is OSRIC compatible with? It's my understanding that there are 4 different versions of 1st Edition. Which version of 1st Edition can I safely pull monsters, adventures, etc. from? Or is OSRIC really just a OD&D-"like" game without real connection?

Is it expected that OSRIC players and DM's are already familiar OD&D? There are a number of holes in the rules; for instance, no explanation of saves (what's the difference between 9 and 13? Is it percentile? D20? What are saves for multi/dual-classed characters?) or how (or whether to) divide xp for multi/dual-classed characters. Some of these are in areas of character creation, which I'm pretty sure an experienced player would have no problems understanding the material by filling in gaps from memory.

Also, are there any resources for folks who have never played pre-3E to run an OSRIC game?
 

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OSRIC is based on the original ADVANCED Dungeons & Dragons game published between (more or less) 1977 and 1988. Commonly referred to as 1E or AD&D.

It is not based on the little brown books (the original D&D rules and it's supplements), nor the Basic/Expert or BECMI systems. All three are often referred to as OD&D which is really a bad classification as they can be markedly different- the LBBs played all together are more like AD&D lite (in fact AD&D was meant to be a more cohesive/cleasned up version of the LBBs), and the BX/BECMI games are a cleaned up offshoot of the original rules with very little material from the supplements.

There is also the Advanced D&D second edition or 2E (circa 1989-1999).

Material designed for the LBBS, BX/BECMI, and Second editi0on AD&D are very easily used with the AD&D (1E) /OSRIC rules.
 
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OSRIC is an AD&D clone. If you're looking for OD&D, Swords & Wizardry was probably what you were looking for. :)

Both are essentially stand-alone - their purpose is to make the older editions "living" game systems, complete with supplements and a still-in-print rulebook.

I've been running an AD&D/OSRIC game for a few months now, in theory once a month. It's extremely faithful to 1e, and I'd say you can mix & match the two freely. It's missing a few things - some monsters and magic items, particularly - but it's an excellent work. I use it as my primary rules reference during play.

With that said, there are still some bugs. There's no guidance on what the reverse of Remove Fear does, and flaming oil damage is nowhere to be found. But overall, it's excellent and I was happy to make the purchase. :)

So yeah, any of the vast wealth of 1e modules will work with OSRIC without conversion. You should be able to use 2e modules with little difficulty as well, should you wish to do so.

Now, if it doesn't explain saving throws anywhere, that's kinda weird. Not surprising - it's exactly the kind of thing a 1e veteran might overlook - but it's definitely an oversight. Basically, saves are just rolled when a spell or ability says to do so. You want to roll the number listed or higher. Just think of it as the DC of the saving throw. :)

EDIT: As far as resources go, I've found the downloads on dragonsfoot to be outstanding. The character sheet is very usable, and it's a good assortment of information. I don't much care for the forums there - but it's a great resource to people who play 1e.

-O
 
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In addition to all the various O(A)D&D products out there...

See:link to list of OSRIC products

Also see the various 1e compatible products released by Goodman, Pied Piper Press, and very soon by Black Blade.

Also any of the C&C products by Troll Lords, Goodman, and James Mishler.

Also all the stuff out there for Swords & Wizardry and Labyrinth Lord.

It's awesome that I can run an entire O(A)D&D campaign using nothing but products that have come out since 2003.
 

Those are horrible omissions to end up in the print release!

Hit and save rolls are number or higher on a 20-sided die.
Multi-classed characters always divide XP among all their classes (even when one has ceased to advance). They use the best save in each category from among their classes.
Dual-classing should be explained fully in a section of its own.

OSRIC started as a mere "reference", not really intended as a stand-alone game. My guess is that it got no blind-testing from people without the assumptions that old hands bring ... a lesson for game developers to take to heart!
 

no explanation of saves (what's the difference between 9 and 13? Is it percentile? D20?

It doesn't look like there's any explanation that I can find. It's d20, equal or higher to make the save. (For what it's worth, I don't think there's any explanation in the 1e rules either.)

What are saves for multi/dual-classed characters?)

This seems to be omitted. The 1e rule is the multi/dual classed character get the most favorable roll. Of course, you could decide to use whatever you want... worst, average, etc.... It's your game after all. (For what it's worth, the rule from 1e is hidden in a footnote of the DMG.)

or how (or whether to) divide xp for multi/dual-classed characters.

"When a non-human character has more than one character class, any experience points gained by the character will be divided evenly between these two classes, even once the character can no longer progress in one of the classes." OSRIC pg. 25

Also, are there any resources for folks who have never played pre-3E to run an OSRIC game?

As you've probably figured out, AD&D was written under the assumption that the player knew D&D already. The writers of OSRIC have hewn pretty close to the same assumption.

This free book has a lot of advice similar to that found in the old 1e PHB.

And here's some reference sheets for OSRIC that might help keep things organized.
 

Those are horrible omissions to end up in the print release!
Also, the index is recursive.

That is, if you're looking up Saving Throws in the index, you might find the index entry for "Saving Throws" on Page 380. In turn, the index listing will helpfully point out that the phrase "Saving Throws" is found on several pages including ... um ... Page 380, which is the index entry you're looking at.

It beats not having an index at all, but it's still pretty funny. :)

-O
 

"When a non-human character has more than one character class, any experience points gained by the character will be divided evenly between these two classes, even once the character can no longer progress in one of the classes." OSRIC pg. 25
Ah HAH! There it is. Thank you.

The multi/dual-class rules seems a little wonky, no?

Another question: is there a list of "most prevalent houserules" for 1E AD&D that everyone used? Kind of like the "Free Parking lottery" in Monopoly? I would figure a game with as much history as 1E would have a few.
 

Another question: is there a list of "most prevalent houserules" for 1E AD&D that everyone used? Kind of like the "Free Parking lottery" in Monopoly? I would figure a game with as much history as 1E would have a few.


The easiest compilation of AD&D house rules that most people used over the years is found in the various BASIC D&D rulebooks, I've found. Many people (myself included, when I initially played back in the early 80's) just assumed that AD&D's initiative (for example) worked as it did in Basic and ignored the long explanation in the DUNGEON MASTERS GUIDE, and so on.

I'm glad I went back and actually read the AD&D rules. Having done it that way now I greatly prefer them.

 

AD&D was written under the assumption that the player knew D&D already.
This is true! I'm pretty sure that Labyrinth Lord is fit to play the same role as its "Basic" progenitor. Just as in the 1980s, there are notable differences in detail from the Advanced game, but the basic concepts are the same.

If memory serves, though, Gary regretted not making AD&D more novice-friendly. I hope we'll see such problems fixed, but it may take a while with layout and such in the mix.

By the way, the cleric's turning chances are also number or higher on d20.
 

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