Skip to main content

Cards for Into the Odd and OSR Duels

Follow-up to my previous post on dueling rules for Into the Odd

If you're using Emmy Allen's excellent rules for OSR duels or my modification of those rules to work with Into the Odd, it's useful to have a set of playing cards for each duelist to select their actions with. So I made some. Credit for the text to Emmy Allen.


Click here for the Into the Odd version:

https://docs.google.com/drawings/d/1X9q_c8FAT6m_BQ3KOy0Kdh29tqFAoyHv-KQXYez7pt8/edit?usp=sharing

Or here for the generic OSR / D&D version:

https://docs.google.com/drawings/d/1jZQpKeZSMmwCeOuWrVAnnN5wxsvoz_2sVBdCjYXAa6A/edit?usp=sharing

For either of these, you'll want to do File > Download as > PDF Document (.pdf), print them out at 100% scaling (i.e. "Actual Size"), and cut along the lines to make your cards. I'd recommend printing them onto some heavy cardstock, blackening the cut edge with a Sharpie, and putting them in standard-size card sleeves like these: https://www.amazon.com/dp/B07B8CJHTH. Doing so will give the illusion of a professional card with nicely rounded corners.

If you'd like to customize the art or text, do File > Make a copy... and edit away.

Comments

Popular posts from this blog

A Simple Resource Management System for Into the Odd

Rules without the commentary available here . My mind is still on resource management systems.  Into the Odd  ( ItO ) doesn't have one and, to be honest, doesn't need one. Plenty of tension to be found via description rather than tracking individual rations. ItO is lightweight, fast, and runs great if you simply assume that, as written, the expedition always has food, water, light, camping & climbing equipment.  So why bother with managing resources?  Character customization Like with Ben Milton's new Knave  ( http://questingblog.com/knave/ ), I like the idea of a character's role being determined by what kind of equipment they are carrying. Want to be a "fighter" in a classless system like ItO ? Carry large, powerful weapons and wear armor. Want to be a "magic user"? Carry lots of Arcana ( or spellbooks ). A "specialist" (to use the LotFP  term)? Carry lots of tools, poison vials, flashbangs, etc. But customization like th

A Simple Resource Management System - without commentary

A simple resource management system for Into the Odd Inventory Each character has 8 slots to carry items. All items are either normal or Bulky (per Electric Bastionland ). Normal items take 1 slot. Bulky items take 2 slots. Note, there is no "X quantity of this item fits in 1 slot". e.g. If you have 4 vials of poison, it takes 4 slots to carry them. Encumbrance Per my magic rules , carrying 1 or more Bulky items makes spell casting risky. Per Electric Bastionland , carrying 2 or more Bulky items puts you at risk of becoming Deprived from fatigue. (In EB , Deprived  means you can no longer regain HP during Short Rests .) Treasure A single treasure is treated as a single, indivisible item. Most treasures are Bulky . Some treasures are Unwieldy -- they cannot be carried in your inventory. You must come up with a plan, equipment, personnel, etc. to transport them. Wealth Aside from treasures, all other monies -- small amount of coins you loot from b

Idea for speeding up D&D combat

Still here  So Silent Titans  fell through for me. Love the book, but I had a hard time running it. I took a break, spent some time as a player in a 5E game, and I've just kicked off a new campaign into  Stonehell . I expect this to be more comfortable territory for me. The first campaign I ran for my gaming group was a megadungeon. I really like the focus they provide. This is the game space. This is where the game takes place. Let's go there and play. Anyway Old School Essentials  got me pumped to run old school Dungeons & Dragons again. I was mostly running  Into the Odd  for a while. One thing I'm going to miss from ItO  is the speed of combat. It's quick, it's dangerous, and it puts the players right to the interesting decision points. And I love how even though players can recover some damage after a fight, they are still getting slowly ground towards death by lowering ability scores. How can we make old school D&D combat more like that? H