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Old Grognard Says
United States
เข้าร่วมเมื่อ 20 ก.ย. 2021
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If you find the content on this channel to be useful, please share with someone else who might find it useful. Thanks in advance
If you find the content on this channel to be useful, please share with someone else who might find it useful. Thanks in advance
AD&D 2nd Edition Spelljammer: How Gravity Planes Work
How gravity planes work in the Spelljammer setting.
I made an error when talking about how planets work. The correction is in text during that section since I already recorded the audio.
Sorry about any confusion this causes.
I made an error when talking about how planets work. The correction is in text during that section since I already recorded the audio.
Sorry about any confusion this causes.
มุมมอง: 60
วีดีโอ
AD&D 2nd Edition: How Item Saving Throws Work
มุมมอง 176หลายเดือนก่อน
item saving throws and how they work in the base game along with how they are used in Spelljammer there's also some deep thoughts, with Jack Handey in there
Gamma World 4e: Poison and Radiation Rules
มุมมอง 165หลายเดือนก่อน
Chapters 00:00 intro 02:30 poison rules 08:53 radiation rules 15:28 using the radiation rules with D&D 17:56 Geiger counters/ radiation detectors 18:55 RadAway and RadX rules suggestions 19:48 page numbers and outro Poison and radiation rules from Gamma World 4e, along with some ideas on how to use them in D&D, just like the title says. Gamma World 4th Edition is a weird cross between 2nd Editi...
AD&D Slot Machines
มุมมอง 1642 หลายเดือนก่อน
A slot machine that can be used with any TTRPG. The rules for it are in the 1st Edition AD&D Dungeon Masters Guide
AD&D 2nd Edition Psionics: How Psionic Power Checks Work
มุมมอง 1843 หลายเดือนก่อน
If you know someone who might be interested in this video, please share th-cam.com/video/376jMVRKy4Y/w-d-xo.html Stuff covered in this episode -Power scores -Psionic power checks (how the d20 roll works) -How to read the psionic power stat blocks -What if a power score is 20 or greater
AD&D 2nd Edition Psionics: How PSPs work
มุมมอง 2343 หลายเดือนก่อน
How psionic strength points work. If you aren't in to psionics, you might get some ideas for how to run a magic point/ mana system in your game based on how PSPs work. Be extra careful not to drop your food near Old Dognard. It's a trick.
AD&D 2nd Edition Psionics: Introduction
มุมมอง 3464 หลายเดือนก่อน
What are Psionics? The Complete Psionics Handbook defines psionics as "extraordinary psychic powers". If you were wondering what rules for such a thing look like you might find this series of videos interesting.
D6 Star Wars R&E Vehicle Combat: How Scale Works
มุมมอง 1505 หลายเดือนก่อน
What the heck is scale or scales in D6 Star Wars? It's a rule system that allows different sized things to interact with a few simple rules. Want to shoot at a landspeeder with a starfighter? Walkers attacking infantry? These are the types of situations that the scale rules allow you to resolve.
D6 Star Wars R&E: How Scenes, Rounds, and Initiative work
มุมมอง 2276 หลายเดือนก่อน
This video covers how the game manages time via scenes and rounds. There's also an example for how these work in play. Chapters intro 00:00 scenes 00:58 rounds 01:53 how initiative works 03:31 example of initiative during play 05:31 how actions are declared and resolved 07:12 example of declaring and resolving actions 09:03 things to consider 14:38 page numbers 15:29 outro 15:35
AD&D 2nd Edition Combat & Tactics: Firearms Rules Explained
มุมมอง 4427 หลายเดือนก่อน
This video covers the firearms rules in AD&D 2nd Edition's Player's Option: Combat & Tactics book, along with some house rules that I felt like sharing. I like how these rules make firearms distinct from other weapons without making them overpowered (hint: their awesome abilities are balanced with rules for misfires and low rates of fire). The rules also allow you to have firearms from a certai...
AD&D 2nd Edition Thieving Skills: Read Languages
มุมมอง 3788 หลายเดือนก่อน
The Read Languages skill is one that isn't used much in 2nd Edition AD&D, so much so that I debated if it was worth doing a video covering it. However, I thought it would be a good idea to finish the series of Thieving skill videos, and share some house rules in the process. CHAPTERS 0:00 intro 1:05 meat and potatoes 2:42 some house rules related to read languages 4:18 outro Other videos in thi...
AD&D 2nd Edition Combat & Tactics: How Weapon Mastery Works
มุมมอง 5859 หลายเดือนก่อน
Optional rules from AD&D 2nd Edition's Player's Option: Combat & Tactics book. These build off of the specialization rules in that book. CHAPTERS 0:00 intro 1:04 requirements 1:28 Mastery 3:04 High Mastery 5:34 Grand Mastery 6:50 "Special DM Note" 8:08 page numbers and outro
Gamma World 4e: How the "Dive for Cover" Action Works
มุมมอง 1019 หลายเดือนก่อน
I made a video about the dive for cover action because I think it is a clever rule that is ripe for stealing as a house rule in other games, and Gamma World is obscure enough that most people will never see or hear about it. 0:00 intro
AD&D 2nd Edition Combat & Tactics: Updated Specialization Rules and Weapon Expertise Explained
มุมมอง 4739 หลายเดือนก่อน
This video covers the rules for weapon expertise and updated weapon specialization from the Player's Option: Combat & Tactics book. Chapters 00:00 intro 00:14 context for where this fits in 2nd Edition 01:30 weapon expertise
State of the Channel and Rough Plan for 2024
มุมมอง 14210 หลายเดือนก่อน
State of the Channel and Rough Plan for 2024
AD&D 2nd Edition Spelljammer: How Air Envelopes Work
มุมมอง 37811 หลายเดือนก่อน
AD&D 2nd Edition Spelljammer: How Air Envelopes Work
AD&D 2nd Edition: How Weapon Specialization Works
มุมมอง 72411 หลายเดือนก่อน
AD&D 2nd Edition: How Weapon Specialization Works
AD&D 2nd Edition: How Weapon Proficiencies Work
มุมมอง 706ปีที่แล้ว
AD&D 2nd Edition: How Weapon Proficiencies Work
Gamma World 4th Edition: Introduction to Gamma World
มุมมอง 483ปีที่แล้ว
Gamma World 4th Edition: Introduction to Gamma World
AD&D 2nd Edition Spelljammer: Crystal Spheres and Wildspace
มุมมอง 306ปีที่แล้ว
AD&D 2nd Edition Spelljammer: Crystal Spheres and Wildspace
AD&D 2nd Edition Spelljammer: The Phlogiston
มุมมอง 193ปีที่แล้ว
AD&D 2nd Edition Spelljammer: The Phlogiston
AD&D 2nd Edition Spelljammer: Introduction
มุมมอง 219ปีที่แล้ว
AD&D 2nd Edition Spelljammer: Introduction
D6 Star Wars 2e: How the Languages Skill works
มุมมอง 142ปีที่แล้ว
D6 Star Wars 2e: How the Languages Skill works
RPG Philosophy: On Storytelling and Being a GM
มุมมอง 412ปีที่แล้ว
RPG Philosophy: On Storytelling and Being a GM
AD&D 2nd Edition Theving Skills: Climb Walls and Climbing for Non-Thieves
มุมมอง 424ปีที่แล้ว
AD&D 2nd Edition Theving Skills: Climb Walls and Climbing for Non-Thieves
AD&D 2nd Edition Thieving Skills: Detect Noise and Listening
มุมมอง 369ปีที่แล้ว
AD&D 2nd Edition Thieving Skills: Detect Noise and Listening
RPG Philosophy: Gamemaster Advice from the D6 Star Wars 2e Rulebook Vol 1 General Advice
มุมมอง 375ปีที่แล้ว
RPG Philosophy: Gamemaster Advice from the D6 Star Wars 2e Rulebook Vol 1 General Advice
Cyberpunk 2020: How to become a cyberpsycho (game mechanics for how cybernetics erode humanity)
มุมมอง 317ปีที่แล้ว
Cyberpunk 2020: How to become a cyberpsycho (game mechanics for how cybernetics erode humanity)
AD&D 2nd Edition Thieving Skills: Move Silently and Hide in Shadows
มุมมอง 407ปีที่แล้ว
AD&D 2nd Edition Thieving Skills: Move Silently and Hide in Shadows
Are there rules about what happens when two ships separate after touching? Would you rule it that a gravity plane remains suppressed until the ship it would belong to leaves the air envelope of the other one, or would it immediately reassert itself after the ships disconnect? And would this be different if the interaction was between a ship and larger body?
I run it where the smaller vessel in a ship-to-ship situation regains its gravity plane when they separate, in other words it works in reverse of how it loses its gravity plane. With larger bodies (over 1000 spatial tons) I run it where you don't get a gravity plane until you leave atmosphere, again in reverse of how you would lose it. I like having larger things (like planets) work that way so that every time a dragon lifts off the ground it doesn't get a gravity plane and have stuff sticking to it. It allows stuff on planets to work how you would expect it to and for groundlings to not have any knowledge of gravity planes. Also assume in Spelljammer that spacers know how to stow stuff below decks in such a way that when the gravity plane forms it doesn't have much of an effect if gravity reverses. The spacers know what they are doing. Hope this helps
Seems like a really elegant solution to not have to deal with variable gravity and all the issues that would cause. I like your houserule too, and it's easier to justify than it may appear at first glance. See, unlike a ship, a planet's atmosphere is part of the planet. Therefore, when you touch the atmosphere around a planet, you are touching the planet and its gravity takes over. Depending on how the book phrases things, this may even work rules as written if with maybe an unintended interpretation of what counts as a planet.
I didn't realize that it was a house rule until I researched this video. In practical terms it works nicely because you don't have to deal with gravity planes as long as you are doing stuff in atmosphere. It also justifies why groundlings have no idea that gravity planes exist.
What if my ship has a K.F. drive?.......😅
If you have a KF drive and are experiencing gravity planes, it suffered a really, really bad malfunction and you jumped into a different universe.
@oldgrognardsays that actually makes sense. You can't use KF drives with any significant gravity. It causes a misjump
I have always enjoyed the simplicity of Spelljammer Gravity Planes once learning about them...and then I remember Truespace exists. Still! Another good video!
The first rule of Truespace is that we don't talk about Truespace
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Thanks for making it make sense
Outstanding you're very welcome
Thanks for this I learned something new and no longer feel as confused as I always have about Spelljammer
Awesome Removing confusion is one of the purposes of this channel
Hey! Just wondering, why are the videos in your AD&D 2e Explained playlist in backwards order? It starts with the Item Saving Throws video and ends on the THAC0 one, which is Episode 1. What gives?
I had no idea, guess I should fix that
I found out you can have them play in order of "oldest first", so they should be fixed now. Thanks, I learn new stuff all the time running this channel.
@@oldgrognardsays My pleasure. Now my players can watch the playlist chronologically.
Thank you very much for this video and many others, Mr. Old Grognard man. I am a new DM looking to play with AD&D 2e and I'm happy to say, your videos help me and new players get the hang of this timeless system. Please don't ever stop making these, they're very useful and welcoming to the game. You're the GOAT.
Thanks for the encouragement. I plan on making these videos until people stop watching them. Someday, I might even get enough watch hours to get that sweet sweet AdSense revenue.
@@oldgrognardsaysThat's totally fair. I'm sure no-one'll stop watching them, though I only speak for myself. Us TTRPG nerds may be few, but vids like yours are a service to the community. This year, D&D players are trying out new systems due to the WotC controversies, so I'm sure there'll be more guys like me happening upon older editions. I'm sure you'll blow up a bit around this period.
Sometimes I feel like the monkey looking at the shoe ... okay a lot of times I feel like that.
Is object reading specifically a Skrat thing, or do all squirrels have this power?
@@oldgrognardsays it's a secret 🤫
If you didnt said it, I wouldnt had notice your voice was affected by something... I like the mechanics, I would try to find a way to use it someday, I at leadt hope so
Thanks. When I listened to the audio during editing I noticed it wasn't as bad as I thought. That's a big part of why I make these videos, to expose folks to rules they probably wouldn't see otherwise and give them ideas for house rules and such.
"Instead of giving the dm tools to challenge the players, they gave the players tools to challe ge the DM" Honestly, couldn't have been said better... at some point there was a paradigm shift where WotC realized it was mainly DMs buying books and wanted to monetize all the other players, so they started flooding the market with player centric products regardless of how they interacted with each other or how much more complicated it made the DMs life... That's why I run Old School Essentials lol... basically the old D&D basic/expert game, and its great and so many modules are compatible with it...
That is wrong that is not how it works
I liked that there was 5 saves as opposed to 3. They kinda went back to that in 5th edition, but unfortunately it's almost always saves vs either DEX, WIS or CON (which is a rip-off of the old 3/3.5ed, and a wasted change) I'm planning a campaign in 3.5ed that will use 2nd ed saving throws to make classes more unique. No class (except monk) will be good versus more than one, but also bad against more than one. I LOVED the 2nd edition AD&D. IMHO far better than 3rd, 4th and 5th - oh it had it's issues (I prefer skills and magic resistance from 3.5 and damage resistance from 3.0 for example) but it was far more balanced (well... without any add-on books, especially unearthed arcana, which messed magic up too much) Thanks for the vid
Please let us know how the saving throw thing works. I'm not a fan of the splatbooks in 2e. The book of Elves made me lean towards 3 book D&D.
@@oldgrognardsays Basically I will apply rules of 2nd edition to spells from the 3rd edition, and add any spells from the baldur's gate 1-2 game that arent in 3.5ed back in. Since I want all 5 saves to be equal in value, I have a lot of work ahead of me, siince 3nd ed had too many "save vs spells" from, well... spells, heh. I do know that the spell DC will be 10 + Class level/2 (any spell caster level adds to this value, tho bards, paladins and rangers will add less). Also stats will not increase saving throws, unless specified in the basic 2nd edition player handbook. It's just a concept at that point, but it's looking pretty good.
I find it interesting to see the what changed and what stayed the same with these rules compared to those in 3.5 edition. I think I'm the only one who remembers 3.5 has rules for this, and even I forget about them most of the time. Anyway, tucked away on page 177 of the 3.5 PHB in the chapter on magic of all places you will find rules for this. They state that if a character rolls a natural 1 on a saving throw that can damage items then they have to figure out which of their items got hit and roll a save for the item to see what if anything happens to it. I think the biggest differences are two fold. First, whether an item is hit or not is quantified, so there's no issues with DM fiat on when and what item is hit. Second, the saving throw roll is greatly simplified as almost without exception the item just uses the save of the person carrying it.
I've never actually remember to use this rule during play, but I did adapt them for use during a one shot where I used a slightly modified version of the Spellgaunt from MM2. It's a spider that feeds on magic and can disenchant magic items with its bite. The players thought I was being nice when I let them have extra magic items during character creation. Little did they know.
Interesting that in some form the rule carried over to 3.5
@@oldgrognardsays It's been really interesting to watch your videos to see the motivation behind a lot of the 3rd Edition rules. Typically I find 3rd stands quite well on its own, but some things thematically make way more sense with the added context provided by your videos where I only mechanically understood them before.
@@CowCommando I'm a game mechanics nerd, so this is a good comment to see. Thanks.
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I have a house rule that helmets, wearable by warriors and clerics, turn critical hits into normal hits a la Baldur's Gate, but when this happens the helmet must make a save vs crushing blow or be destroyed. Great helms get a bonus.
That sounds like a good use for item saves
My old gm made us roll item saves for all our stuff whenever we failed a save. I made it so stuff in your hand and not in a pack or case. Every significant fall meant that we lost all our potions basically
Same, frequently my DM would end up having us come out of an encounter with less gear than we went in. I lost at least 3 weapons and 5 suits of armor in a single dungeon alone. We would store our items on a sheet of paper ready to erase... it was awful. The words "save vs. magical fire" is still something that bothers me today.
I rarely use item saves. It is really easy to end up sucking the fun out of the game.
didn't know it was possible to make saving throws interesting...
As long as you don't overdo them. A dramatically appropriate item save can have the whole table on edge.
I really like those poison rules. I may have to adapt them to 3.5 D&D if I start running it regularly again. I also agree with the not tracking or stacking intensity for later rounds. That's just not worth it. I propose giving an intensity bonus equal to the current stage of exposure as an alternative. That would be thematically in line with the rules as written and simple to do as you've already got the chart to hand to compare the new roll to the first exposure anyway.
I agree with the "add the stage of poisoning" where for example, if a character was suffering stage II debilitative poisoning and got hit with intensity 5 debilitative poison you would roll it as intensity 7 (intensity 5 + 2 for stage). I had the same idea and almost put it in the video as a suggested house rule, but left it out to cut down on time. If you run a game with the poison rules and/or your house rule, please post back here somewhere and let us all know how it goes.
@@oldgrognardsays I'll try to remember that. All my players went off, got married, and had kids over the last decade or so, so it's hard to organize a game these days.
I feel that one. I took about a 15 year break due to Army, marriage, and kids.
I always liked the idea of the Health As AC thing. Dunno why it strikes me as better than a roll, but it does.
I like health as AC or similar to passive perception (from the 5e point of view) because the DM or GM can check for effect without alerting the players that something is happening, unlike "roll for perception" or a saving throw. This is really appropriate for radiation, since without a detector of some kind you have no idea that you are being irradiated.
My first character was a half elf fighter named Garand. He was a bastard sword master, he was awesome he had 18/93 strength and a magic +1 sword with green runes on it. The good old days man
I always liked playing Half-Elves. When I was a teenager I always had this feeling of not really belonging anywhere so the Half-Elf seemed like a good fit. John Garand once wrote a letter to a newspaper in response to a question about how to pronounce his name. He did it with phonetic linguistic characters. I can't do that but tldr his last name rhymes with "errand".
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Nicely done...Weird about the disease rules they probably just got missed in editing. TSR was kind of sloppy like that back then
Thanks. That's what I figured. You can see it in more than one spot in this book.
Nice video 😃
Thanks
I run a table of 7, it's not terrible. But jesus christ have I had to pull some hardass DM stuff. I ran a succubus classically. The player that got vamped nearly walked out of the game, accused me of railroading and not giving his character free choice. I had to pull my notes out and walk him through his three betrayals thought, word and deed. Culminating in him literally turning his bow on his allies when they discovere what she was and came for the intervention. One character even left a book on fiends open to the chapter about succubi/incubi on his bed, he literally swept it off the bed in his lust. Player was just furious with me for not giving him a chance, because at the very end, she used her compulsion to make him run with her instead of dying together. Like I said I ran it old school, and when she kissed him, it dropped him to exactly zero HP, which uniquely creates a vampire. He eventually rejoined the party, took a trip or two through the soul washing machine (don't ask, but it was hilarious) and hes doing a bit better now. The game and being a DM is about Arcs, and character discovery, and clownstomping the rando villians is not that. I refuse to let it be that, and fighting has a cost.
My players for the most part are great! Granted, I run WFRP games, but still! A good vetting process and a Session Re-Zero for new players has made it so that the group's pretty consistent, there's open communication, and constant feedback if the players or I need to change a modality of play. Pretty solid stuff, love those guys.
I love solitaire adventures. I totally run them a couple times when I see them in a rulebook. More games should have solo introductory adventures just like this.. sure it's just a little choose your own adventure but it's also a fun way to learn some basic mechanics. I would suggest that even advanced rules could be taught to the reader in this fashion.
I had fun making this video and some folks seem to like it. I think you could probably teach more advanced game mechanics this way as well, especially if you had the adventures be sequential where they get more complex as you move through them.
Hello! I'm new to D&D and just became interested in learning more about the older editions. I do have a 2nd Edition handbook (revised) but it's still a little confusing to me on how everything works. Would you be able to do a more in-depth video on spellcasting and how to make/set up your 1st level Wizard/Mage? I read that if your INT is higher (14, for example) you have the ability to possibly get (up to?) a max of 9, level 7 spells? With a 60% success rate in learning those spells. Or since I would be only level 1 (starting the game) I'd only be able to learn 1 spell, but I can choose from up to level 7? It's just a little confusing to me and I might be looking into it wrong. Thank you for any replies/tips! I enjoy your videos!
Welcome aboard. I was thinking about doing a video on how specialist wizards work and also doing some "make a character" videos as well. Let's break down what the numbers mean under INT. The max # of spells/level thing is an optional rule for how many spells per spell level a character can know. So with a 14 you could learn 9 different spells of each level over the course of your adventures, and no more. This is an optional rule, so it may not apply. Spell level is the maximum spell level the character can cast with that intelligence. It only comes into play for this character when they get to 16th level and they try to cast 8th level spells. If they had a 16 INT they could learn and cast 8th level spells, but not 9th level when they got to 18th level. They would need an 18 INT to learn those. Again, this doesn't really come into play until you reach the higher levels. The percentage chance to learn spell is for when the character finds new spells after they start the game. So maybe you find a partial wizard spell book as part of a treasure haul. You would use the percentage chance to learn when you are trying to copy the spells out of their book to yours. If you fail, you have to wait until next level to try again with any chance of success. At first level the PHB doesn't specify what spells a wizard gets, it's up to the DM how this works. The guidelines for initial wizard spells are on page 41 of the DMG. Regardless of what method is used, it's a good idea to give a first level wizard detect magic and read magic as two of their spells. Hope this helps.