Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Tuesday, July 21, 2026

Swords & Wizardry Complete Revised errata (official)

With my errate document for the previous version of Swords & Wizardry Complete now being obsolete due to the release of the Revised update in 2023, I sought out and obtained permission from the game's publisher, Mythmere Games, to create a new official document for users of Revised.

Note that I've only included errors with the potential to impact useability; simple grammar mistakes and the like are not considered. Additionally, be aware that the Swords & Wizardry rules differ from those of original D&D in a number of mostly minor ways, and that this is intentional and done for legal purposes. Such intentional deviations do not qualify as errata.

This is a living document. If you have any new items you'd like to submit for consideration, please contact me.



Page 51, Cleric Spells: The spell Restoration appears on the list as a level six spell. Level seven is correct.

Page 73, Designing a Dungeon Adventure: "To help you get started, the diagram of a dungeon cross-section and the sample floor plan maps included here may be a good resource for you." The cross-section diagram mentioned here is not present.

Page 80, Getting Lost: Two distinct methods for determining when a party is lost are described, a flat 1-in-6 chance and a percentage chance that varies by terrain. The Referee may use whichever method is preferred.

Page 92, Ship Types table: The last two entries in the "Small Ship" row are shifted one column to the left.

Page 96, Reading the Monster Descriptions: The explanation of how magic resistance functions was omitted. The missing text reads as follows:

Magic Resistance: One of the 'Special' items that may be listed for some monsters is "Magic Resistance," followed by a percentage. The given percentage chance is the likelihood that any magic used against the creature (other than bonuses from weapons) will fail to take effect. Roll d100 and if the result is equal to or less than the given percentage, the magic will fail. A saving throw may still be attempted if Magic Resistance fails to stop the magic (Magic Resistance is an additional defense, not a replacement for a saving throw).

Page 134, Magic Potion Descriptions, Animal Control: This potion is described as working "as per the spell." This spell is not present in the magic chapter, however. The missing spell's description is as follows:

Control Animal
Spell Level: Druid, 2nd level
Range: 80 feet
Duration: 24 hours

This spell may be cast on a single normal animal or a giant version of a normal animal. The animal must have some rudimentary intelligence, so it does not ordinarily work on insects or other non-mammals. This determination is up to the Referee. The author would consider giant spiders to have rudimentary intelligence, but not giant centipedes, so that’s a good example of how subjective the spell’s interpretation can be. If in doubt, feel free to only apply the spell to mammals.

If the animal fails a saving throw, it will follow the caster’s commands and, for the duration of the spell, be able to understand these commands (although the caster does not automatically gain the ability to understand the animal; the communication is one-way).

Page 144, Descriptions of Miscellaneous Magic Items, Spade of Excavation: The reference to "20 minutes (1 turn)" should read "10 minutes (1 turn)."


Last updated 21 Jul 2026

OSRIC 3.0 errata (official)

Since I spent a number of years successfully curating a non-official listing of errata for the previous version of the OSRIC fantasy RPG, I figured I might as well keep up the tradition now that the latest (3.0) edition is available to the the public. This time, however, I'm pleased to be starting out with the blessing of OSRIC's publishers at Mythmere Games, so all the items below should be considered "official" for all intents and purposes. Another bit of good news for me: With the massive amount of outstanding errata patched as part of the 3.0 update, I don't anticipate that this list will ever grow as extensive as the last one.

Note that the items below are flagged by section or table number as opposed to page number to account for differences in layout between various printings of the 3.0 rules. Additionally, I've only included errors with the potential to impact useability; simple grammar mistakes and the like are not considered. Finally, be aware that OSRIC's rules differ from AD&D's in a number of mostly minor ways, and that this is intentional and done for legal purposes. Such intentional deviations do not qualify as errata.

This is a living document. If you have any new items you'd like to submit for consideration, please contact me.



OSRIC 3.0 Player Guide

1.3.4.3, 1.3.8.3, 1.3.9.3. HIGHER-LEVEL ABILITIES, 2nd Level-Heroic Assault: The Heroic Assault ability only applies to melee attacks.

TABLE 1.3.6.4A: MAGIC-USER LEVEL ADVANCEMENT: The footnote "After you reach 10th level, you don’t get any more hit dice or Constitution hp adjustments. Instead you get a fixed +1 hp per level" is in error. "After you reach 11th level..." would be correct.

1.3.13. WEAPON SPECIALISATION: This paragraph should be clarified to indicate that all forms of weapon specialisation were added to AD&D in a later supplement and are optional, not just double specialisation.

TABLE 1.4.2.3A: GENERAL EQUIPMENT: The prices listed for both standard rations and trail rations should be per week, not per day.

TABLE 1.4.2.3A.1: CONTAINERS: The barrel's capacity of 6 cubic ft/3 lbs is incorrect. 375 lbs is the approximate weight of six cubic ft of liquid water.

1.6.8. MORALE: The reference under the third bullet point to "Section 1.7.4. Loyality of Hirelings and Henchmen" is in error. It should direct the reader to Section 2.2.4 for this information.

1.6.12. UNARMED COMBAT, AN EXAMPLE OF OVERBEARING: "Sarah: -2 for my armour, -8 for the 120 Movement Rate. -10 total, same as Rob." The armor modifier here should be a positive number, resulting in a total result of -6 and modified to-hit rolls of 6 and 10 for the two lizard men. Since the attacking lizard men in this instance would still both hit, however, the remainder of the example would play out the same regardless.

1.8.4.1. FIRST LEVEL ILLUSIONIST SPELLS, AUDIBLE GLAMOUR: The example here ("A third level caster can produce the noise of 4 people shouting...") is based on the magic-user version of the spell, which members of that class initially gain access to at third level. For an illusionist caster, the example would read as follows:

A first level caster can produce the noise of 4 people shouting (or acting more quietly). Each additional caster level allows the caster to add the sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 6th.

CHAPTER NINE: SAMPLE PLAY SESSION: "You’ve got a 16 Dex, so they have a -1 on their to-hit roll." This line should be disregarded, as there are no dexterity-based defender modifiers for unarmed to-hit rolls.


OSRIC 3.0 Gamemaster Guide

2.1.3. MONSTER SAVING THROWS: "Usually, you’ll be rolling monster saving throws on Table 1.2a for all monsters with an intelligence other than 'Non- (0)', so that table comes first." The above reference should be to Table 2.1.3a.

MONSTERS, OWLBEAR: The 1d4 value listed for bite damage should be 2d6.

TABLE 2.13.1R: LESS-COMMON MISCELLANEOUS MAGIC ITEMS: The result "Roll Twice on Table 1" should read "Roll Twice on Table 2.13.1q."

2.13.8. MISCELLANEOUS MAGIC, Broom of Flying: The sentence "Its aerial agility level is IV (see Chapter 3)" should read "Its aerial agility level is IV (see Section 2.4.1.5: Aerial Agility)."

2.13.8. MISCELLANEOUS MAGIC, Cloak of the Bat: This entry was mistakenly truncated. The missing text:

The wearer can fly by actually polymorphing into a regular bat (aerial agility level V—see Section 2.4.1.5: Aerial Agility), or he or she can grab the edges of the garment and spread his or her arms like bat-wings. The wearer of the cloak also gains the ability to hang upside down from the ceiling like a bat, and the cloak grants a 20% bonus to hide in shadows checks.

2.13.8. MISCELLANEOUS MAGIC, Wings of Flying: "(aerial agility level IV—see Chapter 3)" should instead read "(aerial agility level IV—see Section 2.4.1.5: Aerial Agility)."


Last updated: 29 Aug 2026.

Tuesday, April 21, 2026

OSRIC 2.0/2.2 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. Pickpocketing now has its success chance modified by the victim's level/HD as in AD&D.

13. 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.

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

15. 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.

16. 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.).

17. 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.

18. A new instruction is included to drop all fractions when rolling hit dice for multi-class characters. OSRIC previously did not address hit die fractions at all.

20. Carrying capacities for various animal mounts are provided.

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

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

23. 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.

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

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

26. Rules for determining encounter distance are now present.

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

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

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

30. Encumbrance categories now reduce base movement by set percentages (25%, 50%, 75%), reflecting how the official AD&D character sheets produced by TSR indicated it should be handled.

31. 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.

32. Hurled missile attacks are now explicitly permitted when closing into melee, per the combat example in the AD&D PHB.

33. 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.

34. 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.

35. 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.

36. 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.

37. Monsters again have their own unique attack matrix.

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

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

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

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

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

43. Monster stat blocks now all include morale ratings.

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

45. 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.

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

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

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

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

50. The process of new spell research is detailed.

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.

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.

Wednesday, May 16, 2012

Playtesting with Blackrazor!

After an unfortunate real life-driven hiatus, it's nice to be getting my game on again, and with none other than J.B. of OSR blog and "B/X Companion" fame!

Met up last night at the Baranof in Greenwood to try out his new rules-light fantasy/cyberpunk game (mysterious codename "CDF").

Playing a game session at the Baranof was crazy enough. It's a glorious dive that positively oozes history. All you have to do is mentally replace the flat screen tv with an ancient b&w model and it's uncanny how easily you can picture Charles Bukowski perched on the barstool at the end.

The game itself was a blast. My elf sorcerer fireballed six goblins and a rental car. Four were incinerated instantly. Thankfully, the car was among the survivors, otherwise I don't know how we would have made it back in one piece from Goblintown (aka 2050's version of Renton). I didn't get as much chance to get play done as I would have likes, due to character creation, setup, etc, but that's pretty much a given at a first session, is it not?

Finally, this was my first real world meeting with a member of the online OSR community. It's crazy being able to discuss things like my latest Labyrinth Lord purchases and the works of James Raggi using my actual voice instead of my keyboard!

Definitely looking forward to next week. Should be even more awesome. I can't wait to see where this game goes, both at the table and in the larger community once it drops to the public!

Saturday, May 12, 2012

A5 OSRIC rocks my ass off!

I've previously owned the OSRIC hardcover, but I just recently invested in the A5 (8.3 x 11 inch) "mini" edition and I can't really remember another case where a game book's form has so improved its function.

Fact is, the hardcover is right about the size and weight of an AD&D PHB and MM combined. The miniature edition is half that size and even less than half that weight. Being able to hold all this gaing goodness in the palm of my hand is heady. And the text is still easy to make out, unlike in those novelty 2 x 3 inch AD&D collectibles that came out around 1999.

Plus, reading something the dimensions and heft of a paperback novel on the bus is much easier than lugging around a full-size "gaming textbook."

I wish more RPG sellers would offer options like this. This new presentation's portability and ease of handling alone has sold me on actually using OSRIC for gaming purposes as opposed to just owning it as a conversation piece. Plus, it's cheeeeap.

Are you listening, Proctor and Finch?


"Click me, fools!"

Saturday, April 21, 2012

Catching up on my OSR reading!

My new job means some actual spending money for once. Decided to treat myself to some stuff I've coveted for a while now:

OSRIC 2.2 (hardcover, the rest are soft)
Barrowmaze
ASE1: Anomalous Subsurface Environment
Knockspell #5 and #6

Can't wait to dig in!

Saturday, February 25, 2012

The OSR is spoiled rotten!

Just wanted to give you all a little heads-up regarding Roger's recent observations over at "Roles, Rules, and Rolls." Definitely some of the most pertinent reflections on the utter embarrassment of riches that the current classic D&D gaming renaissance has been blessed with...and how people can take absolutely anything for granted.

"The sight of the recently released 300 room Barrowmaze being docked points on Grognardia for not being big enough to be a true megadungeon - I guess that makes it more of a what? Macrodungeon? Kilodungeon? - reminds me that we didn't even know what the hell a megadungeon was in 1982...Really, what we're doing under the banner of the Old School Renaissance is much cooler than 99% of our actual old school experiences with D&D."

Amen! I was reminded of this principal yet again when I stumbled across a recent message board thread where a poster lamented that Michael Curtis' superb Stonehell dungeon is, as yet, "unfinished." There's only what, 700 or so rooms detailed so far? Geez.

Friday, July 9, 2010

I yam what I yam.

You can call me part of the OSR, you can call me Maurice ('cause I speak of the pompatus of love), you can even call me late for dinner.

Popeye had the right idea. I play classic (A)D&D and I love it.