OSR Dragonslayer RPG truly delivers.

I have a few rules questions however. Not sure how easy that can be accomplished given its newness not knowing how responsive the author is to rules questions.
You can try the Dragonsfoot thread he started. Not sure how often he checks it.

Out of curiosity, what are your questions?

Oh, if about "skill checks", yes, up to the DM.

If an action's resolution is important and you're unsure of what the outcome would be, I'd personally, I'd just steal Hyperborea's (another must have AD&D clone) resolution:
What Attribute does it fall under? Based on score, chance of success would be:
  • 3: 1 in 6
  • 4-8: 2 in 6
  • 9-12: 3 in 6
  • 13-17: 4 in 6
  • 18: 5 in 6

But any OSR system you like could easily be ported over.
 
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Well, the OGL WAS around, but it was initially unclear whether it would cover them. Which was part of why OSRIC didn't use it,
OSRIC has always used the OGL. In fact, the upcoming 3.0 version will be the first to move away from the OGL.

It is true that when it came out people where unsure about the legality of OSRIC and the authors were extra-cautious about a few things, like changing the exceptional strength table and XP progressions. IIRC, Stuart Marshall stated that he was contacted by someone from WotC legal back then, but after a few exchanges they dropped the matter.
 


Am I missing something or is the OP’s review based on just reading it, but not playing it? It seems kind of…rapturous?… for a mere reading.

And renaming monk to friar is a “major” change? Odd.

But I’m not familiar with retroclone culture so maybe this all makes sense in ways I don’t understand.
I am not the OP and I don’t know retroclone anything. However, The monk looks quite different from the AD&D or of course 5e monk. He is an unarmored quarter staff expert I guess like friar tuck or the merry men? Looked like an interesting option. Throw in some clerical spells and chanting and does seem novel in both aesthetics and play (to my untrained OSR novice eyes).

I don’t know truly how it will play since I have not played it but it looked different to me.

I have opinions about some people’s quick strong reactions one way or the other. But I am not a mind reader. I can say it looked cool enough to me to try and that is really the first retroclone I ever thought of wasting time on. I can barely get together for my main D&D fix.
 

Am I missing something or is the OP’s review based on just reading it, but not playing it? It seems kind of…rapturous?… for a mere reading.
Yeah, sorry. Looking it over now I can see how it's kind of over the top. That's something I can work on in the future for sure, especially when it comes to using the word "really" (will try and keep it to a minimum here).

I was surprised by what Greg came out with though. I knew he wrote well regarded adventures, but when it came to this game he seemed vague and not willing to talk about it, so I kind of just assumed it was something he was phoning in real quick just to get away from Labyrinth Lord. Also, he came across as... we'll say overly confident. What came out was really good though. This was certainly made by someone who cares about early D&D and understands how important artwork is communicating the tone that made that era of dungeon delving so creepy and terrifying.

As for the rules, I've played a lot of AD&D; it wasn't much of stretch to see how similarly this game would play. And what rules I didn't like from AD&D (% Strength, for instance), I could see how he went about "fixing" them. I don't think I'm alone in this; you could float houserules to most veteran OSR players and they would immediately get a feel on how they would effect the game. One of the benefits of having such a simple system.

Anyways, was impressed with what I saw and like to acknowledge hard work when I see it. It's a neat feeling to see someone that "gets" something the same way you do.

And renaming monk to friar is a “major” change? Odd.
@Warpiglet-7 nailed this. It's very much a different take on the monk. So much so, I think this is one of the aspects of Dragonslayer I'm hesitant about. It seems a little OP...

But I’m not familiar with retroclone culture so maybe this all makes sense in ways I don’t understand.
One last thing that's worth mentioning, is that many of us who are into retroclones don't actually get to play them nearly as much as we like. Just finding a group to game with that fits your schedule is hard enough; playing anything other than the current version of D&D is even harder!
 

Also something else to consider, creators that have their own system have a firm foundation to base their other products on. No worries about another creator deciding to go in a completely different direction, quitting the hobby, or making public statements you don't agree with.

In fact, I'm pretty sure Dragonslayer was created because of Greg's dissatisfaction with how Labyrinth Lord was being managed.
Yes this is true - many designers seem to focus on creating a game ecosystem around their products. It's a savy business move, a walled garden for your fans who don't then have to use (or buy) anyone else's work ... It's just not something I think is very good or interesting ... it's a business move, not a design one.

I am not the OP and I don’t know retroclone anything. However, The monk looks quite different from the AD&D or of course 5e monk. He is an unarmored quarter staff expert I guess like friar tuck or the merry men? Looked like an interesting option. Throw in some clerical spells and chanting and does seem novel in both aesthetics and play (to my u
It's a change sure, but it's an example of what I'm talking about. Assuming much of the system is otherwise B/X a new class or two is fine ... but during the OSR a new class or take on a class was material for a blog post ... not reason to release a game. Now of course, blogs aren't fashionable and discussion of OSR design is fractured into many small groups, so that kind of blog content might not be as realistic. The question though is if 80% or even 40% of your "game" is directly the material of B/X rewritten, why not release it as a setting? Instead of spending that B/X percentage of pages telling the reader that fighters have 1d8 HP per level etc, just add the "monk" as a new class and spend the saved pages on more setting stuff? an adventure? something new?

I think I know why - and I think it's a the above desire to wall off one's adventure design for commercial reason, but also because creation is a lot harder then just rewriting 40 year old rules down and hiring some artists.

This is why I much prefer something like Dolmenwood over something like OSE (though OSE has an excellent SRD that is quite valuable). The number of retroclones out there is staggering, and most are cross-convertible, so just writing the setting changes into the B/X baseline (heck you can write new classes into an adventure - look at ASE) and concentrating on the setting itself seems far more worthwhile.
 

Yeah, sorry. Looking it over now I can see how it's kind of over the top. That's something I can work on in the future for sure, especially when it comes to using the word "really" (will try and keep it to a minimum here).

I was surprised by what Greg came out with though. I knew he wrote well regarded adventures, but when it came to this game he seemed vague and not willing to talk about it, so I kind of just assumed it was something he was phoning in real quick just to get away from Labyrinth Lord. Also, he came across as... we'll say overly confident. What came out was really good though. This was certainly made by someone who cares about early D&D and understands how important artwork is communicating the tone that made that era of dungeon delving so creepy and terrifying.

As for the rules, I've played a lot of AD&D; it wasn't much of stretch to see how similarly this game would play. And what rules I didn't like from AD&D (% Strength, for instance), I could see how he went about "fixing" them. I don't think I'm alone in this; you could float houserules to most veteran OSR players and they would immediately get a feel on how they would effect the game. One of the benefits of having such a simple system.

Anyways, was impressed with what I saw and like to acknowledge hard work when I see it. It's a neat feeling to see someone that "gets" something the same way you do.


@Warpiglet-7 nailed this. It's very much a different take on the monk. So much so, I think this is one of the aspects of Dragonslayer I'm hesitant about. It seems a little OP...


One last thing that's worth mentioning, is that many of us who are into retroclones don't actually get to play them nearly as much as we like. Just finding a group to game with that fits your schedule is hard enough; playing anything other than the current version of D&D is even harder!
I think the static damage bonus monk improves over time will prove to be a killer as their AC also improves.

Might be a bit much. Then again, that is assuming you live to 8th level or something which is not a given at all.
 

I think the static damage bonus monk improves over time will prove to be a killer as their AC also improves.

Might be a bit much. Then again, that is assuming you live to 8th level or something which is not a given at all.
Not to mention the auto-parry multiple times per combat!

Hopefully they're balanced out with the high attribute requirements, lower To-Hit bonus, and being forced to use a staff...

I think my only other reservation is To-Hit bonuses stopping at Lv 10, but I'm not familiar with high level play (Lv 6 is about where my games tend to end for one reason or another), so maybe not an issue either.
 

Not to mention the auto-parry multiple times per combat!

Hopefully they're balanced out with the high attribute requirements, lower To-Hit bonus, and being forced to use a staff...

I think my only other reservation is To-Hit bonuses stopping at Lv 10, but I'm not familiar with high level play (Lv 6 is about where my games tend to end for one reason or another), so maybe not an issue either.
Yeah I just caught that. There won’t be many of them…and a quarter staff is not a two handed sword. Time will tell!

Found some more to like…

My old 1e cleric used a two handed hammer we had to “make up.” I see they have that weapon listed! I also see that the weapons table encourages magic weapons of all sorts…no more magic long sword or bust.

I think I am about to be tipped over into buying: to boot, the pdf and book are down to 52 bucks for the combo…
 

Not to mention the auto-parry multiple times per combat!

Hopefully they're balanced out with the high attribute requirements, lower To-Hit bonus, and being forced to use a staff...

I think my only other reservation is To-Hit bonuses stopping at Lv 10, but I'm not familiar with high level play (Lv 6 is about where my games tend to end for one reason or another), so maybe not an issue either.
Are u able to tell if humans can multiclass? It seemed like yes but that seemed weird…
 

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