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Darkworm Colt
Free Kriegsspiel Revolution (always) and — OMG — stuff that has nothing to do with gaming
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Norbert G. Matausch
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November 11, 2020July 5, 2021 3 Minutes
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1) Roll abilities
For every 15+, I write down “very” + the adjective that belongs to the characteristic, and for every 5 or
lower, I write down the opposite of the adjective. All other numbers signify an unremarkable,
average stat.
2) Character Classes
Fighting-men: can take more damage than other humans, use all weapons and armor
3) Spells
Clerics, Magic-users and elves get Spell Points. Magic-users get 4+Experience Level points, all other
casters get 2+Level points.
All casters can cast spells of any level. A save is required to cast a spell successfully and avoid paying
Spell Points. A failed roll means you lose Spell Points equal to the spell level.
The referee might consider giving out treasure that increases Spell Points. This might be done to
counterbalance the more costly higher level spells (compared to the old system).
To record spells, casters can write, draw, etch, tattoo or paint the formulas on every suitable surface.
.
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.
4) Attacks
Armor typically comes in two variations: light, with an armor class of 1, and heavy, with an armor
class of 2. Maybe, MAYBE, there are other types of armor out there that offer armor class 3, but so far,
I haven’t seen them.
So, a fight with armor rolls will work like this:
You roll 2d6 vs. my 2d6. Higher roll hits. Add a bonus for the better fighter.
The combatant who got hit rolls 1d6 and tries to roll under or equal to his armor class. If he does, the
hit got deflected or softened by the armor, and he does not lose a hit. If the roll is over, the armor
didn’t stop damage, and he loses a hit.
5) Damage
Ref determines damage with common sense, narratively. Knowledge of the genre is a big plus.
6) Give them a fighting chance
Lenient referees, you might grant the player a last opposed roll to save their character from dying.
7) Experience
Abilities:
I play a fighting-man.
The original Gygax game uses no skills, so let’s skip this step in the Landshut rules and go straight to
equipment:
1. Sword
2. Dagger
3. Plate Mail
5. Backpack, leather
6. Water skin
Rolling 1d6, I get a 2 and lose the dagger, so my new equipment list looks like this:
1. Sword
2. Dagger
3. Plate Mail
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5. Backpack, leather
6. Water skin
I roll 1d6 again and start at the dagger: a 5. I count down 5 steps and land at the mallet. My final
equipment list:
1. Sword
4. Backpack, leather
5. Water skin
And last but not least, I get to pick two “powers”: special equipment, special abilities, connections,
and similar stuff:
I can see in the dark just like a cat. And someone high up in the hierarchy owes me a favor.
___________________________________________________
Splint Brackwater
Level 1 Fighting-man
Can see in the dark like a cat. Someone high up in the hierarchy owes him a favor.
___________________________________________________
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