Tuesday, April 21, 2026

OSRIC 2.0 versus 3.0: What's really changed?

Since the public release of OSRIC 3.0 in late 2025/early 2026, I've seen a great deal of interest online in the nitty-gritty details of what makes this new version substantially different from previous ones. Obviously, there's new art and a fresh layout and presentational style intended to make original AD&D easier to learn, teach, and reference than ever before. Beyond that, though, there was indeed substantial rules revision and expansion, primarily intended to move OSRIC closer to the standards set by AD&D proper and to make it more viable as a standalone set of rules. This list is my attempt to document what I consider to be every meaningful change and addition to the 3.0 rules that might affect how it actually plays. It should be considered unofficial (i.e. not compiled by OSRIC's publishers at Mythmere Games) and a work-in-progress. Now, on to the list!

1. All the previously known outstanding errata was fixed, and it was a fairly lengthy list of items. There were certainly even more items identified and patched during work on 3.0 as well, such as the table for NPC magic items that gave thieves a chance to possess magic shields they can’t use as opposed to magic armor.

2. A couple of additional methods for ability score generation are described in addition to the traditional 3d6 and 4d6 drop lowest.

3. Dexterity modifies saving throws in cases where agility would be a factor, as per AD&D.

4. The relationship between constitution and raise dead/resurrection is now detailed (i.e. these spells result in permanent constitution loss when successful and characters cannot be raised more times than their initial constitution scores).

5. Character age categories and their attendant ability score modifiers are present.

6. Gnomes have regained their ability to communicate with burrowing animals.

7. Half-elves can be druids as in AD&D.

8. Half-orcs are no longer able to benefit from raise dead and resurrection, since AD&D treats them the same as elves in this respect.

9. An optional rule is described that allows characters to choose classes they don’t meet all the ability score requirements for in exchange for experience penalties.

10. Previous OSRIC-specific tweaks to class experience tables have been reverted to the AD&D norm in most cases. Assassins now require 1,500 XP for second level, for example, as opposed to 1,600.

11. The thieves’ cant bonus language has been restored as a feature of that class.

12. Due to ambiguities around its implementation, OSRIC 3.0 no longer includes the concept of minimum magic-user/illusionist spells known per level. Maximums per level still apply, however.

13. Classes that gain spellcasting ability after 1st level (paladins and rangers) now have rules for determining their effective casting level included.

14. The incredibly obscure rule from page 47 of the module WG6 Isle of the Ape that states negative to-hit numbers translate to bonus damage has been more clearly codified as the Mighty Blow ability for fighters, paladins, and rangers.

15. Spellcasting classes now have more details provided on which types of magic items they can create and what the requirements are (minimum level, cost, etc.).

16. The monk class is now present and has been tweaked somewhat to allow it to be selected by players without meeting all the steep ability score requirements. This will result in a monk with fewer special abilities, however.

17. The effects of weapon specialization are further detailed as it relates to missile weapons.

18. Carrying capacities for various animal mounts are provided.

19. Weight/volume limits for different types of containers are listed.

20. Composite bows have had their encumbrance reduced, making them no longer strictly worse choices than their non-composite counterparts in OSRIC.

21. All melee weapons now have length and speed factor statistics listed. Length is mainly used to determine who gets first strike during charge attacks and speed factor is for breaking initiative ties.

22. Rules for handling “grenade-like” missiles are now included.

23. Ascending armor class and base attack bonuses are included as an alternative to the traditional descending AC and attack matrices.

24. Rules for determining encounter distance are now present.

25. Procedures for handing encounter evasion in dungeon and outdoor settings have been added.

26. A monster/NPC reaction table is now included.

27. The combat chapter now includes a discussion on ways to make AD&D/OSRIC style movement and positioning work in VTT environments.

28. Encumbrance categories now reduce base movement by set percentages (25%, 50%, 75%) to work better with characters that don’t have the default 120’ movement rate (monks, dwarves and similar short characters).

29. Two different ways to handle combat movement are detailed: The simplified “chess move” where figures move their full rate all at once on their initiative and a segment-by-segment one where figures move 1/10th of their maximum each round segment beginning on segment one. Either or both can be used as needed depending on whether the GM wishes to prioritize speed of play or precision in time-sensitive scenarios.

30. Hurled missile attacks are now explicitly permitted when closing into melee.

31. An iteration of the “unhelmed opponent” rule from AD&D is now included. A figure wearing armor without a helmet allows a chance for enemy blows to ignore that figure’s armor altogether.

32. In a rare instance of 3.0 moving away from AD&D, the item saving throw table has been tweaked slightly to be a bit more legally distinct.

33. An entirely new system for grappling and overbearing combat has been added. It seeks to produce results on par with the equivalent systems in the AD&D DMG, but in a streamlined manner. Using d20 attack rolls instead of percentiles, fewer fiddly shifting modifiers, and so on.

34. The clerical spell exorcise has been substantially revised due to the AD&D version being borderline unworkable. The concrete effect on an exorcised creature is now detailed, for instance.

35. Monsters again have their own unique attack matrix.

36. Saving throw chances for unintelligent monsters are broadly worse, mirroring AD&D.

37. Special followers gained by high level assassins, rangers, and thieves are fully detailed.

38. There’s more detail on what constitutes a “0 level” character. How to determine their hit points by role and ancestry, for example.

39. The procedure for sage information discovery has been simplified slightly by removing the distinction between urban and rural sages.

40. The dungeon dressing tables from 2.0 unfortunately had to be removed over a potential copyright risk.

41. Monster stat blocks now all include morale ratings.

42. Monsters capable of engaging in grappling or overbearing combat have pre-calculated modifiers for these attacks bundled into their descriptions.

43. Treasure types (renamed to loot classes but tied to the same alphabetical codes as AD&D) are now present in OSRIC and are included in all monster stat blocks.

44. The AD&D table detailing a monster’s chance to detect invisible creatures by HD is now present.

45. Experience point values for potions have been increased to better match AD&D.

46. Per AD&D, magical armor now provides bonuses to many types of saving throw.

47. New rules for stronghold construction, siege combat, and founding and administering player character freeholds are included.

48. The process of new spell research is detailed.

Monday, January 12, 2026

Fed up with “3d6 down the line?” Just FUDGE it!

Are your players complaining of too many hopeless would-be heroes or bemoaning the lack of rippling Conanesque thew on their fighting men? This method, inspired by Steffan O'Sullivan's classic DIY RPG FUDGE, is intended to facilitate the quick and easy creation of D&D PCs (or NPCs) with a guaranteed equal mix of strengths and weaknesses. At the same time, it doesn't jettison the dice entirely in favor of fiddly point mongering and optimization.

Simply have players designate one ability as Great, one as Good, two as Fair, one as Poor, and one as Terrible. Then roll accordingly:

Great (16 -18): 15 + 1d3
Good (13 - 16): 12 + 1d4
Fair (9 - 12): 8 + 1d4
Poor (5 - 8): 4 + 1d4
Terrible (3 - 6): 2 + 1d4

This will produce characters with 55 - 72 total ability points. 63.5 on average versus the even 63 of six typical 3d6 rolls. If you prefer still more randomness, you can roll to distribute the adjectives themselves first instead of assigning them manually.

Monday, December 29, 2025

The OSRIC 3.0 rollout has begun!

I'm overjoyed to report that the OSRIC 3 Player's Guide is now available (for free!) in PDF!

OSRIC was the trailblazing Advanced Dungeons & Dragons "retro-clone" that kicked-off the classic D&D revival commonly known as the OSR back in 2006. Now, it's been extensively revised and expanded and sports a fresh modern presentation that renders the premier fantasy RPG of the 1980s easier to learn and reference than ever before.

Congratulations to Matt Finch, Stuart Marshall, Suzy Moseby, and all the other brilliant creators who made this spectacular new edition a reality. I'm incredibly honored to have been able to lend them a hand.

The second half of the OSRIC 3 core rules, the Game Master's Guide, is coming soon (as are exciting new adventures), and both volumes will be available as high-quality hardcovers later in the coming year.

Friday, December 5, 2025

Make room for issue #17 of Fight On!

Just in time for the holidays, the Alpha and Omega of old school fantasy roleplay fanzines returns with its beefiest issue yet! 166 jam-packed pages, including an article by Yours Truly and no end of creative brilliance from dozens of other passionate writers and artists. And as usual, there's simply no better value for the price.

Get yours now in print or PDF (2)!

Thursday, May 22, 2025

A new and improved OSRIC is on the way! Here's why that matters.

The long-awaited third version of OSRIC, the premier Advanced Dungeons & Dragons retro-clone game, is currently being crowdfunded by the fine folks at Mythmere Games. The physical copies of the new version are expected to ship out early in 2026, just in time for OSRIC's twentieth anniversary. Wait, twenty years? Really? I could swear it was only yesterday....

Now, I've written before about the hallowed place the original AD&D holds in my heart, and I genuinely believe that this new "teaching version" of the game is vital for promoting it to later generations of gamers who don't have my decades-long sentimental attachment to the old tomes. I've never been of the opinion that RPG design is a process of strict linear improvement over time. Rather, different game rules produce different outcomes and experiences, which we in turn gravitate toward (or are repelled by) in accordance with our own personal affinities and biases.

What has advanced in a much more objective sense is the way RPG rules are presented to their users. I'm talking about quicker to reference layouts, unambiguous language, and the sensible organization of material; all areas where my beloved late '70s originals were sorely lacking due to a combination of publisher inexperience and the cutting-edge nature of what was then a new and unprecedented gaming form. Earlier revisions of OSRIC (the most recent of which was all the way back in 2013) did remedy this somewhat, but there was still ample room for improvement. Everything I've seen of the upcoming 3.0 version's presentation has me convinced that we're finally about to see Mythmere do for AD&D what the creator of community favorite Old School Essentials did for the '81 D&D rules. This is no small feat in light of how much deeper AD&D is as a rule set, incorporating more character creation options, spells, monsters, magic items, combat mechanics, and support material for lengthy high-level campaigns. All of this has the potential to make any D&D game a better one and having it in a form that's easy to learn and quick to reference is an absolute necessity if interest in AD&D is to have any hope of persisting after my generation is done and gone.

That's the big reason OSRIC 3.0 deserves your moral and financial support: So 1st Edition AD&D can survive. Beyond that, though, there's the matter of what OSRIC represents. It's a faithful representation of the premier fantasy RPG of the 1980s that's totally independent of Wizards of the Coast, Hasbro, or any other corporate influencer. It's free (in PDF form, anyway) and anyone can publish adventures and supplements for it without paying a dime for the privilege. When WotC took over the brand from a defunct TSR and released their first take on D&D (third edition) circa 2000, that game just never clicked with some of us. It didn't take much exposure to 3E's plethora of skills, feats, and prestige classes for me to throw my hands up and conclude that this just wasn't recognizable as the D&D I loved anymore. Whatever it was, of course, it certainly attracted its share of devoted fans. Yet it wasn't for me and only succeeded in pushing me back to my old AD&D hardcovers with a renewed passion.

Around this same time, the success of early consciously "old school" experiments like HackMaster and Castles & Crusades were proving that I wasn't alone. Love for gaming in the AD&D mold was widespread, if underserviced. What these games didn't have going for them was a true grassroots, open-source nature. In releasing OSRIC, head editor Stuart Marshall, lead author Matt Finch, and their cast of contributing authors changed that forever. AD&D now belonged to the whole community in all but name, and subsequent retro-clone efforts like Labyrinth Lord, Basic Fantasy RPG, and Swords & Wizardry eagerly took up the banner of this newly minted Old School Rennaisance/Revival. For blazing that trail at a time when the potential legal risks were largely speculative, I'll always have OSRIC's back. This new version takes that independent spirit even further, formally cutting ties with WotC's imperiled OGL license in favor of source material drawn from Creative Commons.

I'd be remiss if I didn't add that the True Grognard in me appreciates how OSRIC 3.0 will be closer to AD&D proper than ever before. The aforementioned nebulous legal risk assessment back in 2006 led to some very small changes to the AD&D rules in OSRIC (such as slight tweaks to experience tables) and some less small omissions (such as the entire monk character class). As many of these alterations as possible will be undone in the new version. There are also numerous bits of errata in the legacy OSRIC text that helpful community members have pointed out over the years. They will not be missed in 3.0.

Finally, OSRIC 3.0 matters and deserves support because it's made by Mythmere Games, and they're good people who make good stuff. If you're familiar with the superb Swords & Wizardry game, the downright legendary Tome of Adventure Design supplement, or great adventures like Pod Caverns of the Sinister Shroom, you know that. The new OSRIC will have that same level of quality and attention to detail, along with great new art by Del Teigeler and numerous other skilled OSR illustrators. Mythmere is such a known quantity for me that I don't hesitate in the slightest to recommend anything they put out.

Ah, but enough of my rambling. You still have thirteen days to go as of this writing to back OSRIC 3.0 on BackerKit and get yourself a hard copy of the rules in a number of print formats to suit your needs, along with what sounds like some truly excellent new adventures. Do it for the Grand Old Game. Do it for the OSR. Do it because it's going to be friggin' amazing.

Tuesday, February 25, 2025

Fight On! Issue #16 is here!

Just a brief announcement that Issue #16 of Fight On!, the premier fanzine for classic D&D, is now out. 128 dirt-cheap pages of fantasy gaming goodness, including some new content from yours truly.

Get yours in print or PDF now!

Wednesday, January 29, 2025

All Eleven New Classes From the Swords & Wizardry Book of Options, (Casually) Rated From 1 – 10

First off, what do I mean by “casually?” I mean that I’ve held off on using any of these in an actual game thus far, so all my opinions are based on the text and the semi-expert (?) status I’ve acquired over my past 35 years as a classic D&D enjoyer. In other words, my thoughts on how a given new class might play relative to the standard ones is both purely conjectural and strictly personal. Now, without further ado...

BARBARIAN

A very strong start. Essentially the Unearthed Arcana version done right, without all the overbearing roleplay restrictions (like insisting on destroying every magic item the party finds) and toned-down just enough in terms of overall power to not make regular fighters obsolete. They enjoy the biggest hit dice of any official S&W class yet, d10s, but they’ll need them, seeing as they can’t wear any armor better than ring mail (AC 6). In addition to that, they get ranger style tracking and resistance to surprise, thief style climbing and keen hearing, some other detection bonuses (secret doors, illusions, etc.) relating to their keen senses, and a unique ability to improve their own odds of gaining surprise by laying ambushes. They tend to be chronically short of cash, however, since they can’t own more wealth than they can carry on their persons. I’ve always been skeptical of the need for a “Conan class,” seeing as how he was already a major source of inspiration for the fighter, but this is still probably the best one I’ve seen.

Rating: 8/10

BARD

Essentially a variant druid that sacrifices considerable spellcasting ability and the signature shapeshifting for a better weapon and armor selection (they can wear chain and wield anything), a percentile lore skill, the ability to fascinate crowds with oratory, and many (one per level gained!) bonus languages. Interestingly, they can also use the same magic items as fighters, druids, and thieves, despite having no thief abilities. On paper, the hit they take to spellcasting seems dire. I’m talking no third level spells until they reach bard level ten, and they must wait all the way until bard level eighteen to access their highest (fifth) level spells. I suspect that whether that tradeoff is worth it or not is going to depend on just how useful lore and language skills are in a specific campaign. I simply adore the flavor, though. Original AD&D’s pseudo-Celtic bardic warriors were always a bit cooler than AD&D 2nd Edition’s foppish minstrel bards in my book.

Rating: 7/10

CHIVALRIC KNIGHT

Of all the classes on offer here, this is the only one that left me completely underwhelmed. In theory an update to the old AD&D cavalier, I just don’t think this one offers enough bang for the buck. Roughly 130 gp worth of free gear at the start in form of a horse, a selection of weapons, and some chainmail armor is…fine, I guess. It’s just too bad that first level is really the only time in a character’s career where laying hands on that kind of money is remotely difficult. Other than that, you get a +1 to hit (only, no extra damage) with sword, mace, and lance. This doubles to +2 on horseback. Oh, and you can request free meals and lodging at castles due to your knightly status. That’s really it as far as upsides. Not much at all compared to the general combat boosts fighters with above-average strength and dexterity enjoy, never mind the likes of paladins and rangers with their suites of exotic powers. Worse, you have serious roleplay restrictions to contend with, such as not being able to use any missile weapons (!) on account of them being dishonorable or whatever, and, of course, being beholden to an NPC liege. I just can’t imagine ever recommending this class to a player as written. If you really want to be a “knight in shining armor,” you’re better served rolling any other fighter type and just ponying up (pun fully intended) for a horse.

Rating: 2/10

DEMON HUNTER

Now we’re talking! These guys, magic-user/cleric hybrids with big Solomon Kane energy, are everything I could want them to be. They lean hard into the original Law vs. Chaos alignment system, being stern champions of Law obsessed with rooting out and destroying Chaos wherever it hides. Think the paladin, if they were less upright knightly types and more grizzled swashbuckling occultists. They also have an opposite number in the form of fallen demon hunters called Nimoroths that have sold out to Chaos. Like clerics, demon hunters have d6 hit dice and can turn the undead (although not quite as well as clerics can). They aren’t restricted in terms of weapon types and can wear light armor. Similar to magic-users, they prepare their spells from books. They have their own spell list consisting of five levels. Demon hunter spells tend to be laser-focused on their core task of finding and destroying manifestations of Chaos, and they also all tend to tie into the alignment system somehow. For example, their Magic Missile equivalent, Dart of Radiance, deals full damage to Chaotic targets, greatly reduced damage to Neutral ones, and zero damage to Lawful beings. Finally, attaining higher levels eventually gives them special abilities to detect disguised lycanthropes, demons, and other creatures of Chaos. I can’t say enough good things about the design of this class. It’s wicked cool, well thought-out, and makes clever use of the too-often neglected alignment system.

RATING: 10/10

DWARVEN PRIEST

A slightly modified fighter/cleric with a maximum level of twelve, the dwarven priest suffers from a slowed-down spell progression akin to the bard’s (that caps at cleric spell level four) and the loss of a few abilities from both classes (fighter parrying, clerical turning) in exchange for not needing as much experience to advance as a true multi-class would. If you like the idea of being able to cast a few cleric spells in conjunction with the fighter’s d8 hit dice and no “blunt weapons only” prohibition, this is the class for you. The big sell here for me, though, is that level ceiling of twelve. S&W typically restricts dwarves to no higher than eighth level as fighters, and anything above sixth requires a strength score of 17+! This alone makes it a great choice if you just want to play a mighty dwarf warrior first and foremost. As a whole, not very novel, but quite functional.

Rating: 7/10

ELFBLADE

At first glance, the elfblade looks similar in spirit to the dwarven priest. You have a single-class elf fighter/magic-user (not unlike B/X or BECMI D&D’s dedicated elf class) that trades in some magical ability for d8 hit dice and a generous maximum class level of twelve. Instead of the fighter’s dexterity-based parry ability that improves armor class in melee, the elfblade has an intelligence-based “arcane parry” that improves their saving throws against magic that targets them. The question of whether the elfblade is better than a standard elf fighter/magic user is a complicated one. I think it depends on the hypothetical character’s exact ability scores. If strength and/or dexterity are notably high, the fighter option can really shine. If they aren’t (and especially if intelligence is), the elfblade becomes a very attractive choice. Keep in mind, though, that the slower magic advancement is no joke. A fighter/magic-user will be able to start throwing around fireballs after attaining level five (40,000 xp); the elfblade must wait until level seven (100,000 xp). Elfblades are also limited to no higher than fourth level spells, whereas fighter/magic-users with good intelligence can potentially master fifth level ones as well. I’ll rate this one just slightly lower than the dwarven priest, since I don’t feel it expands the horizon for elf players as much as that class does for dwarf fans.

Rating: 6/10

ILLUSIONIST

By far the simplest to summarize and review. This is straight-up Peter Aronson’s vintage illusionist, as first seen in the pages of Strategic Review and later, slightly modified, in the AD&D Players Handbook. It works exactly as you remember it, spell list and all. Not that fans of the class would want it any other way.

Rating: 8/10 (i.e. iconic for a reason)

NECROMANCER

A variant magic-user with a five-level spell list containing a mix of new and recurring dweomers focused on death, darkness, and the undead. Weapon options are notably better, though, with the added ability to use slings for ranged damage and a scythe (reskinned battle axe) in melee. They also get a “bind undead” power that functions much like an evil cleric’s command function from AD&D. In other words, they can roll on a table resembling the one clerics use for turning in order to see if they can compel certain non-intelligent undead like skeletons, zombies, and ghouls into their service. Canny Referees will quickly realize that they can repurpose this table for Chaotic clerics in S&W, regardless of whether they intend to use necromancers proper in their campaigns or not. While they don’t technically have to be of evil/Chaotic bent, necromancers can’t be Lawful. Spells are mostly what you’d expect, with a few surprises, like good old Raise Dead. One thing that strikes me as potentially dicey is that most of their few true offensive spells rely on being able to touch targets. That’s not always a great plan with d4 hit dice and no armor. Still, there's ample spooky flavor here. Who doesn’t love the idea of having hordes of badass undead minions? Such a character would probably do well to exercise some discretion regarding their career choice when mixing with general society, though.

Rating: 7/10

TROUBADOR

This one is dead simple, but I dig it. What we have here is a variant thief that gets access to low level (maximum third) illusionist spells and a magical singing ability (effectively the same as the bard’s oratory) in exchange for no backstab attack and overall slower thief skill progression. A straightforward, pick-up-and-play take on the “arcane trickster” archetype. Not all that different from the assassin, in a sense, except they get more hit points and expertise at poisoning and disguise instead of spells and mind control singing. If you’re reminded of the AD&D 2nd Edition bard, that’s likely no coincidence.

Rating: 7/10

WARLOCK

Another class like the demon hunter that combines elements of the cleric and magic-user with d6 hit dice, no weapon restrictions (but alas no armor), and an emphasis on alignment-based magic. The warlock represents an Elric of Melniboné style sorcerer who draws power from pacts made with powerful beings from other dimensions. Despite the sinister title, this can include “good” Lawful entities as well as diabolic Chaotics and aloof Neutrals. In effect, the warlock is three classes in one, as almost every spell on their five-level list has a Lawful, Neutral, and Chaotic variation. For example, the first level warlock spell Infuse Mortal Form allows Lawful casters to heal the target of 2-7 damage, Chaotic casters to raise the target’s strength by 2-4 for a limited time, and Neutral casters to temporarily sharpen the target’s senses and greatly improve their ability to spot secret doors. Most critically, though, warlocks are the only casters that don’t need to select and prepare their spells in advance. So long as they have a spell slot of a given level “open,” it can be channeled into any warlock spell of that level from the main list they desire. Their spell list is naturally quite limited to balance out all this flexibility, consisting of thirty choices total, six per level. The warlock is a real winner for me. It has a strong sword & sorcery flavor, since warlocks more closely resemble the magician characters in the fiction works of Robert E. Howard, Clark Ashton Smith, or Michael Moorcock than either the standard D&D magic-user or cleric. As much as I love those classes, I can easily imagine a campaign in which warlocks replace both! Again, as with the demon hunter, the implementation of the spells themselves is a fantastic way to make the alignment scheme really matter in the game. Bravo!

Rating 9/10

WRATH-CHANTER

Shame to end on a lower note, but the wrath-chanters, BoO’s take on berserkers, seems like another undercooked fighter variant in the vein of the chivalric knight to me. Like the knight, they suffer from the dire restriction of being able to use no missile weapons at all. Like the barbarian, they’re limited to mid-range armor (chain), although they aren’t afforded bigger hit dice to compensate. Their one and only asset is the ability to enter a berserk rage in melee. This requires a successful percentile roll, with the success chance starting at an extremely modest 15%. If unsuccessful, they get to keep trying for free in each subsequent round. They can also spend a whole round doing nothing but trying to go berserk, which grants +15% to the roll. Once it does finally kick in, their combat rage does confer some decent bonuses. A starting +1 to hit and damage that eventually reaches a maximum of +3 at eight level, immunity to mind-affecting spells, the capacity to keep fighting for a while with negative hit points, etc. That’s nothing to sneeze at, but factor in the harsh equipment restrictions and their complete lack of other skills and they’re effectively a one-trick pony that will only perform its trick if you get lucky. Why would you settle for this when the fighter, paladin, ranger (and maybe barbarian) can do so much more so much more reliably? Beats me!

Rating: 3/10