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Posted June 15, 2024
The monologue action has been revised to be more beneficial to PCs. Originally, the monologue action required a success check to determine the outcome of the monologue (rolling a clean success resulted in creating a story tag for the player, whereas success at a cost resulted in creating a story tag for the player and a story tag for the GM). Success checks, according to the math, tend to yield success-at-a-cost as an average result, which can result in scenarios where the player may have to expend narrative resources in order to gain the narrative resource a monologue provides. From a system perspective, we want to reward players for doing a monologue in character: there shouldn't be a chance of negative outcomes unless they opt to push their luck (see below).
To fix this, we've revised the action such that when you perform a monologue in downtime, you automatically generate a story tag in your favor. You then have the option to push your luck, which means you can make a success check to see how much farther your monologue has impacted the narrative. The gamble here of course is that you might give the GM a tag if you roll poorly:
When a player monologues, they immediately produce a global story tag that they name after the nature of the monologue, without rolling [...] A player may always choose to push their luck after monologing. If they choose to push their luck, they may make a success check with an appropriate attribute and then use the success table from overworld play to adjudicate success. Monologues always either appeal to the audience’s empathy (Deft), their conviction (Mighty), or their reason (Smart). Any story tags created for players as a result of pushing their luck are created in addition to the tag they get for monologuing in the first place.
The Stun tactic's wording was unclear such that it might be interpreted to require a check in addition to the initial attack to inflict the stunned status on a victim. This was not the intent of the tactic. When you make an attack and apply the Stun tactic, you're forgoing dealing damage in order to inflict the stunned status on the victim, and the only check involved is the attack roll itself. This tactic has been reworded to better reflect this:
You must declare that you're using this tactic and forgo dealing damage before making the attack; success on the attack means your opponent is stunned until after their next action.
ErrataAdvanced Old School Revival (OSR+) is rules-light tabletop RPG that combines old school play with modern storygaming, designed for new and veteran players alike.
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