Sunday, May 17, 2026

Remixing the Old School Essentials Fighter

I did this on my Gonzo blog, but we have gotten new options and a few changes coming, so it is time to revisit this article. This was cross-posted on the SBRPG blog as well.

One of the reasons I originally felt so indifferent toward Old School Essentials was the fighter class, which doesn't really have much "to" it compared to other OSR games. On the surface, the class is just a d8 hit die, all weapons and armor, and the best to-hit table. Despite its simplicity, you can push the class to high performance within the rules and with a few optional rules.


Weapon Proficiency

First, use the optional weapon proficiency rule (OSE-AF-PT, 23) and specialize in a single weapon for +1 to hit and damage. If your STR is high, this will stack significantly and make a huge difference.


Racial Abilities

The second thing you can do is use the character races with the modifiers, giving your fighter some extra abilities. Humans will get these, too, if you lift the race class and level restrictions (OSE-AF-PT, 78 & 86), and these abilities are beneficial for fighters. Even other races' abilities are helpful for fighters, with some having AC bonuses and making excellent defensive warriors.


Early Domains

You will also advance faster than many other classes, so save that money, use hirelings, and establish that domain early. You can do this at any level. Even a small wooden building is a domain structure and can be built in 3 days for 1,500 gp. This can attract a small camp of settlers and followers; through story events, these could be loyal warrior retainers.

Use these rules. If the hex you start in is your claim, which is unsettled and unclaimed land, build that stronghold and get those followers early. You may find that the fighter and his loyal band of warriors can even outshine the mage and other classes quickly.


Magic Items

Magic items are upgrades! There are many more than the usual "magic weapons and armor" here, and many items are must-haves for an epic hero. If you can find a particular pair of gauntlets, or a girdle of giant strength (far better in OSE than it is in 5E by miles), prepare to amaze even 5E players with how epic and cool your character becomes. Magic items are more critical for OSE character upgrades than in 5E.

This is what I love about the old-school games: the rules may not give you a lot of '5E freebie powers,' but you can more than make up for that with smart play, roleplaying, and steering your character's story right. This level of engagement is what makes these games so rewarding.


Carcass Crawler One

Well, let's keep looking for some more official inspirations and options published in the official 'zine publications, in this case, Carcass Crawler Issue One.


CC1 - Gargantuans

In this issue, we get the gargantuan player race (CC1, p21), and when used as a stand-alone character option, it can level to 10th level as a fighter. This race can also wield two-handed weapons with one hand, using the OSE "attacking with two weapons" rule (OSEAFP, p236), for a -2 on the primary weapon and a -4 on the secondary, and two attacks a turn total.

Combine that with the high strength to-hit modifiers of the gargantuan, the high damage of two-handed weapons, weapon proficiencies (OSEAFP, p23), and you will have a beast of a half-giant character who is a literal wrecking machine in combat, even at level one. This is one of the most potent melee builds in the game, and you do not need to mod the game to have it with official rules sources.


CC1 - Goblins

There are other races here that make for some excellent fighter options, such as the goblin getting a +2 AC versus large creatures (CC1, p22), making them an excellent choice as a defensive "nut" versus dragons and other large beasties, especially in plate mail with a shield. The goblin can get to 8th level as a fighter, which is good given the scope of most campaigns.

The infravision and detection options of goblins are also convenient, along with a high CON-based resistance save modifier. With a CON of 15-17, they get a +4 to all saving throws versus poison, spells, and magic wands, rods, and staves (CC1, p22)! That is a crazy good saving throw modifier, one of the best in the game. Do not sleep on a goblin fighter; they can be lethal and highly survivable.


CC1 - Black Powder Weapons

We have rules for black-power weapons in this issue, too, perfect for high-seas swashbuckling and pirate-themed games, as well as early colonial horror gaming settings, like Lamentations of the Flame Princess. OSE has you covered if you want to use this system with Renaissance and Colonial-Era gaming.


CC1 - Combat Talents

We have something for any type of fighter, too, even our brute or any other fighter in the game! We get Combat Talents (CC1, p. 28), which give our fighters new abilities at levels 1, 5, and 10! We can select cleave, which provides us with a Swords & Wizardry-style ability to strike a second opponent when one is defeated. There are leadership, defensive, two-weapon, and other options here that beef up our fighters and make them feel like other old-school games in the OSR genre.


Carcass Crawler Five

Of note here is the special materials article, which includes both adamantine and mithral as armor and weapon upgrades, for lower weight and extra AC and damage. Also, there is no rule saying adamantine magic weapons and armor cannot exist, but such an item would be amazingly rare and powerful.

Also note that the bone, bronze, and stone options in this article are perfect for OSE Dark Sun games.


Scout Magazine One

Don't sleep on the great third-party zines for OSE! There is an optional rule in this edition allowing fighters to replace their attack bonus with their level, giving them the best to-hits in the game. This is a potentially game-breaking change, as it means +14 at 14th level, versus the old value of +9, so that is a five-point swing for just fighters.

Even at level one, this is the only class that gets a +1 attack bonus. This makes a fighter a strong choice, even for new characters. By level two, you are starting to outpace the group in delivering hits in battle.

But considering this will allow pure fighters to outshine paladins, rangers, and the other "+9 at level 14" classes, changes my mind on this houserule, and elevates pure fighters into lethal dealers of death who can consistently land blows on anyone foolish enough to get close. This also sets them apart from those classes in terms of being able to hit, while those other fighter classes begin to get all sorts of special abilities.

Also, considering that most campaigns will never reach level 14, and level 10 is a better, more reasonable campaign end for many, that would only be a +3 difference, which feels about right. If the game ever gets to level 14, let them have it. The highest AC in OSE is the gold dragon at AC 21, so that is still a 7+ to-hit, or a 30% miss rate for the +14 maxxed out fighter. Figure another +5 for STR and magic item bonuses, and we are at 2+, which is still not game-breaking.

Those are sure-thing hits, but compare that to the power of other 14th-level characters, and I would say sure-thing hits at max-level are a great class feature for them, considering they get very little else.

An alternative way to do this is just bump the existing attack bonus table up by +2 and cap it at +11 at 14. That is a good mid-ground compromise, but another part of me feels "add the fighter level" is cleaner and more of a dramatic change the class needs. Fighters give up so much for so little benefit.

This is becoming one of my favorite OSE fighter houserules, and it eliminates the need to pull in the S&W fighter rules for OSE. And the Scout Magazine books are excellent; they feel very close to official content, and they are very well-made and interesting.


OSE Fighters are Good

Fighters seem weak at first glance, but there are a lot of options here. The basic fighter is one of the reasons I look at games like Swords & Wizardry and OSRIC, just to give that class a few more abilities and interesting play mechanics. We are getting 1 HD multi-attacks as an optional rule in the new version of the game, so things will change.

But until the new edition drops, there is plenty we can do to make the fighter class attractive and back to being the damage dealers and frontline soldiers that we expect them to be. All of these options and houserules add a lot to the fighter and place it among the best class choices in OSE.

This is the old school; if something seems broken, we don't head out to crowdfunding sites to buy new games. We find fixes for the games we got, use them, patch, houserule, and tailor the game to our liking. We check community sites and third-party zines for fixes. We share information and let others know about the rules and zines we use.

And then, we play.

Tuesday, April 21, 2026

OSRIC 3.0

OSRIC 3.0 is a milestone release. This is a gold standard implementation of 1E, and the best books you can buy to teach and learn the game. Unlike the earlier reference document versions of the game, this edition has been expanded with examples and organization ideal for learning and teaching the game. The original AD&D books aren't always easy to follow or learn, and this edition is the best of the best for playing the OG 1E game.

This is an amazing release, with free PDFs, beautiful art, and hardcovers. Even the single-volume softcover is a beautiful "table copy" of the game, and a worthy gift to those into 1E and the original, more survival-focused game.

I love the "dungeon survival" elements of 1E, and this reminds me of modern, co-op crafting and survival sandbox games that are insanely popular today. The classes are easier than their 5E co
unterparts, which feel like superheroes overloaded with so many powers and rules that they become unplayable and not always easy to figure out "what they can do" during a turn. Modern 5E classes are a confusing mess, whereas 1E classes are straightforward and easy to manage.

If I have an NPC Paladin, in 5E, I usually have no clue what they can do unless I design them in a character creation tool. In a 1E game? I know what they can do right away. The whole point of a class-based game is to simplify and aggregate abilities and powers, and 5E is completely backward in this regard. With 1E, a thief, wizard, fighter, cleric - I know what they can do.

Compared to Adventures Dark & Deep, OSRIC is the easier game, with far fewer additions and extra features that weigh it down. While I appreciate ADAD's completeness and expansions, there are times all I want is "basic 1E" without all the new additions. You could play both and pull in elements from both games into one, and use ADAD as the expansion, or you could just play OSRIC and keep things simple and basic.

Both are amazing games.

ADAD is the more "all the stuff plus more" edition of the game, with some amazing expansion books. For some, ADAD will be too much game, and OSRIC is the better choice. For others, ADAD will be an abundant cornucopia of 1E ideas and new content. Both have that meaty, wonderful, deep, and rich survival-based, old-school game that lives through the blood, soul, and essence of the game.

Everyone is a winner with these games, and they are both highly recommended.

Saturday, April 4, 2026

DCC Is Still My Jam

Games come and go, but DCC is still my jam. The game has that "fun factor" to it, where you get emergent play through the tables, your actions, spending lock, and random chance. This beats 5E for me eac hand every time, and even games like Nimble. The character sheets are far easier: you are not micromanaging a build, there is no multiclassing, and the zine culture ensures I have a wealth of adventures, classes, spells, and other material for my worlds and adventures.

The game is designed around table play, conventions, and making each class fun. Some 5E classes are just not fun to play. Every class in DCC is fun, even the cleric. I get a blast out of playing them, and they are awesome. There is something to a game in which the designers ask, "How is this class fun?"

Many games miss that, put the OSR too high on a pedestal, and don't think of "fun first."

I appreciate the attention to detail at Goodman Games. Watch any of their videos about their crowdfunding projects, and you'll see them talking about their boxes, paper quality, art, presentation, cover artists, and a commitment to quality and to getting it right. Some say Joseph Goodman comes across as a bit slick, like a guy who runs a used car lot, but I see someone who genuinely cares about what they ship every day, what goes out the door, how they look as a company, and their values. He is one of the good guys left in the hobby, easily on par with the crew at Troll Lord Games.

And DCC is fun. It stays out of the way. The game isn't about the rules; it is about the fun they can deliver. I think this is where 5E lost its way, the game is too focused on character power, loading characters up like over-decorated Christmas trees full of ornaments and flocking, and 5E characters are heavy and bloated - nobody is asking "is this power any fun at the table?" You will get a poorly-designed subclass you want to take, it will give you a power that is essentially a save modifier or some other minor stat adjustment, and it isn't any fun! It does nothing. The power just adds another paragraph to an already overloaded character sheet.

75% of the junk 5E throws at you is not fun, has little use at the table, and it is just another "thing to have." This is the collector's mentality, but brought to character sheets.

There is no power or ability in a DCC character that I don't use during play. 95% of them are useful and fun. The game drills down on the fun of the designs, makes them iconic, and it does not waste your time with fluff and pointless powers that you need but never use.

And DDC is weird, and it has managed to stay in the realm of strangeness even after 100 adventures. I get the feeling D&D has been stuck in its product identity IP for decades now, and can't escape it. Blah blah blah, another mind flayer with a displacer beast. The drow. A beholder. The githyanki are back with a cloaker. It is funny that all these "strange monsters" were intended to be "things no player has seen before" in the original Greyhawk campaign, and here we are, 50 years later, enshrining them on a pedestal as "definitive fantasy gaming."

See all those monsters on the DCC module covers? Those are the same thing. Strange monsters no one has seen before. Only in DCC do they not enshrine them, make them part of the product identity, and try to sell you nostalgia with them. One and done, and they move on to the next strange beast.

I am sick of the D&D product identity, and the team at Wizards is not committed to doing much of anything new. They are a nostalgia strip mine at this point. The current team does not have the ability to write a new adventure on the level of The Tomb of Horrors.

They do not have the commitment to quality.

Nor do they prioritize imagination and new things.

And they do not design for fun.

While Goodman Games & DCC? That is how they compete with a billion-dollar company. They enshrine those core values in everything they do and stay focused on delivery. Those values are what they sell. This is why they are the third-place company in the industry right now, right behind Paizo.

And the recent break between DCC and the OSR (the social media post featuring a sign reading "DCC != OSR" in the Goodman offices) was not a slight against the OSR, but a declaration that their values are what they deliver first. The OSR is a nebulous thing; there is one YouTube channel that can declare "X is OSR," and they will control your brand. If the current OSR-de-jour conflicts with the core values the company delivers, guess what? The game is not OSR and should not try to live up to outside values.

Goodman Games sells its values first.

Nobody controls who they are or what they sell.

And they have done an amazing job figuring out exactly what people want.

They sell fun based on the memories of a golden age.

Wednesday, January 28, 2026

Castles & Crusades Players Handbook – Collector’s Pack

https://trolllord.com/product/castles-crusades-players-handbook-collectors-pack/

Oh, this is beautiful. Troll Lord Games is coming out with a Castles & Crusades Players Handbook – Collector’s Pack, with a new cover and the 11th Edition printing. Nothing has changed, which is wonderful, but we are getting a new cover!

There are some other nice things in here, such as a coffee mug, canvas printing, a mouse pad, stickers, and a few other goodies to be revealed. The preorder is up now!

The best dungeon-crawling game just got better.

Sunday, January 25, 2026

Dungeon Crawl Classics: Beloved

Dungeon Crawl Classics is gaining a cult following and a beloved status. There was one D&D YouTuber who criticized the game as a paragon of poor organization, only to eat their words after fans called them out. It is not poorly organized; the style harkens back to the original inspirations and the adventures' style. An apology was issued, and all is well, but the episode highlighted that the game is not like Old School Essentials and has sort of established itself as a different experience, catering to a different audience.

This is a game where you read the adventure rather than skimming it or just looking at bullet points.

While I like the condensed, OSE-style of clear organization and bullet-pointing of all the rooms' contents, that style is more their game, and I enjoy taking time to prep a level of an adventure and having enough flavor text to figure out what is going on, while also being entertained and enjoying the reading.

But DCC is an excellent game, and while some say it is OSR, I feel it has moved beyond the OSR and become something all its own. It is one of the best D&D 3.5E reimaginings, with Appendix N inspiration and a gonzo aesthetic.

DCC is less old-school and more gonzo science fantasy.

OSE is more OSR and traditional fantasy.

Saturday, January 24, 2026

The OSR and the OGL

One of the best things to happen in gaming is the messy divorce between the OGL and the OSR. What Wizards did by attacking the OGL and destroying it forced the community out of their lazy comfort zone and fired up designers and players to create real alternatives.

Everyone knew how easy it was to use the OGL, clone SRD content, and rely on D&D's popularity to sell their games. After the OGL's death, people were forced to change.

And the games we have gotten since then are original, free from license issues, free for the community to support, and the entire event put a shot of sorely-needed energy into third-party publishers and those who play these games.

Wizards created their competitors.

Goodman Games has stepped up and become a major player. Troll Lord Games is incredible with Castles & Crusades, and this went OGL-free. Shadowdark became an overnight juggernaut. Games like Adventures Dark and Deep, OSRIC, Swords & Wizardry, ACKS, and Hyperborea all stepped up. Old School Essentials is going OGL-free. People got behind the alternatives instead of half-heartedly supporting them.

Even the 5E clones are doing relatively well. Paizo has benefited and is stronger than it was.

The 2d6 games under the OGL are moving forward, creating new concepts and ideas, and improving the game overall, rather than relying on familiarity and nostalgia. What the OGL did was tie us to the old ways, and now that we have broken free, the OSR can innovate and flourish. People were always too worried about "breaking familiarity," but now they have to innovate to survive.

The OSR benefited from this innovation once the OGL's chains were broken.

Even games outside of the OSR are using OSR concepts and gameplay.

It is a better world without the OGL.

Saturday, January 3, 2026

Kickstarter: Book of Fell Wisdom (Adventures Dark & Deep)

https://www.kickstarter.com/projects/brwgames/adventures-dark-and-deep-book-of-fell-wisdom

I like Adventures Dark & Deep a lot. As an expanded and reimagined first edition game, it is one of the best we have outside of OSRIC. We are getting a new book this year: basically, everything that didn't make it into the ADAD tomes we have, plus some of the PDF-exclusive evil classes the creator put out. And here is a list from the notification pager:

  • Clerical servants of demon lords
  • Necromancers
  • Witches
  • Alchemy
  • Ley Lines
  • Demiplanes
  • New spells
  • Followers for high-level characters
  • Courtly intrigue
  • Generational play

I am looking forward to this one a lot, since ADAD is the de facto new standard of first-edition gaming, expanded and beautifully presented in two massive tomes of first-edition goodness. Outside of Old School Essentials, this is one of the best OSR games out there, well worth your attention, and it captures the 1E vibe perfectly.

The Kickstarter should be happening in the next week, sometime from what I hear, so put this one on your radar, and if you haven't checked this out, please do so!