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Pits & Perils $4.99
Average Rating:4.5 / 5
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Pits & Perils
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Pits & Perils
Publisher: Olde House Rules
by Daniel [Verified Purchaser]
Date Added: 03/17/2024 17:17:45

Pits & Perils is probably my most favorite OSR system and rules-light game out there. In just these 80 pages you pretty much are ready to go into making your campaign with all the rules you need.



Rating:
[5 of 5 Stars!]
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Pits & Perils
Publisher: Olde House Rules
by Brenton H. [Verified Purchaser]
Date Added: 05/25/2018 19:12:15

Elegant rules, clearly written. My only issue is with the treasure table--am I supposed to roll for each monster or each group? I don't think it's mentioned.

Great OSR-style game.



Rating:
[5 of 5 Stars!]
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Creator Reply:
Thanks for the kind words! As per page 64, most treasure is found in hoards, although individuals may carry B/I-II or jewelry of higher value. In the end, the referee should place treasure as they see fit and in a manner consistent with game balance and the circumstances. Oh, and if you like the rules, pick up our FREE Referee Companion for quick-reference charts and some optional rules (like faster, deadlier combat) plus a free scenario. We wish you the best at your table!
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Pits & Perils
Publisher: Olde House Rules
by Michael M. [Verified Purchaser]
Date Added: 09/30/2016 20:29:39

Pits & Perils is old-school perfection & not and OSR retro-clone. A very unique original system without any obtuse archaic rules. The d6 mechanics of the system is great, so that you can focus more on role-playing and using your imagination. I read the rule book cover to cover and had to order the rest of the pdf’s in their catalog & a set of hard copies. The artwork really helps to inspire the early days of RPG/War gaming.



Rating:
[5 of 5 Stars!]
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Pits & Perils
Publisher: Olde House Rules
by Anders N. [Verified Purchaser]
Date Added: 03/08/2016 02:01:43

I honestly, really love this system - it's a wonderful system both for beginners, introducing them to RPGs much like people were first introduced, and for veterans who want that experience again. It's not about nostalgia, it's about a form of gaming that requires invention and imagination over rules.



Rating:
[5 of 5 Stars!]
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Pits & Perils
Publisher: Olde House Rules
by James C. [Verified Purchaser]
Date Added: 11/16/2014 23:57:07

If Braunstein! is my new Holmes Basic, this is Advanced Holmes. It literally feels like what I learned in Braunstein! can be applied to Pits & Perils. I appreciate the take on race as class, and it even addresses where the Elven and Dwarven Clerics are hiding (i.e. not adventuring). The Spells and Monsters listing are inspiring without taking a one half or a whole page explaining what a Kobold is. It's evocative without being overbearing. The singular fault I've come across, if you can call it that, is rolling for a character's attribute didn't feel like it did anything until stumbling upon the last sentence of page 22. "Abilities determine what actions a character may attempt in the game (p. 5)." At first, I thought, "So not having Strength means I can't Lift Gates?" When I was just about to accept it as an old school concession, possibly house ruling it, I came across the suggestion on page 22; from a rules POV, I would recommend moving the statement into the Attribute section of page 5.



Rating:
[4 of 5 Stars!]
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Pits & Perils
Publisher: Olde House Rules
by Jeremy H. [Verified Purchaser]
Date Added: 11/20/2013 00:38:51

There are some neat ideas in this and the overall presentation is good fodder for nostalgia. In some ways it reminds me of Searchers of the Unknown and World of Dungeons. Both are cool, minimal and eminently hackable if you like 'Lite' RPGs by the way.

One thing that kind of bugs me about this is the combat system. It appears the odds are totally stacked in the PC's favor. In the combat example provided in the rules section, a Level 1 Fighter has 10 hp and an Orc has 3. I dunno, that seems a little much. I would probably house-rule this game a bit to say that all weapons start at a base D6 for damage, -1 for Light Weapons and +1 for 2-Handed Weapons instead of the provided system of 1 hit equals 1 damage unless it is a critical or the weapon is 2-Handed, etc.

I'd also consider having Armor represent damage reduction of a sort rather than adding to a character's HP. That just seems odd. I could be wrong but it seems like the rules are stating your Armor gives you a one time layer of temporary hit points?



Rating:
[3 of 5 Stars!]
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Creator Reply:
Jeremy, thanks for posting, and thanks for your interest! Now, to answer your questions... Bonus hits from armor worn are not temporary. They are lost in combat and recovered through magic, miracles, and rest, just like the ordinary sort: For game purposes, bonus hits from armor worn represent the skill and training needed to use it properly. Such hits are activated when the armor is equipped and recovered through magic (miracles) and/or rest. In other words, magic instantly restores the endurance and stamina needed to benefit from armor (i.e., bonus hits). Rest does the same thing, only it usually takes much longer... That said, wounded characters cannot simply replace armor to regain lost hits, as this does not represent damage to anything actually worn. In the spirit of old-school, these details are left to the referee! P&P achieves simplicity by consolidating multiple rules into a single mechanic. For instance, armor class and hit points. In this case, hits negate the need for armor class, and enemies might be harder to kill because of physical toughness, skill, and/or speed as the referee (and the narrative) dictates. This also recreates a point in gaming history when RPGs were first emerging from the war games they came from. Of course, bonus hits are lost when the armor is removed. However, wounded characters never fall below 1 hit when this happens, per the basic rule book. This game is al about house-ruling, and it sounds like you have some great ideas of your own! That\'s the old-school way!
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Pits & Perils
Publisher: Olde House Rules
by Stephen Y. [Verified Purchaser]
Date Added: 11/16/2013 08:01:14

At 80 pages (75 are the actual content), it definitely gives the feel of the 'shoddy primitive affairs' of the early 1970's. The publisher has done a good job doing this, complete with the 'typewriter look' on the pages. The artwork has that 'cliche medieval look', and does give that early 1970's look.

No character sheet that I can see, but the PDF does give you a website to download one. It does have that 'olde' tabletop fantasy RPG look. Page 5 seems a little confusing perhaps: roll 2d6 for your character's attributes and abilities (roll 11-12, and you get 2 choices), the attributes of STR, INT, DEX, WIS, CON, CHA are listed under abilities (shouldn't they be attributes?) - typing error? Hit points are governed by your class, and what armour/shield you're using. So, for example, a level 0 warrior (10HP) with chain mail and shield would have 10/+3 hit points. After obtaining Labyrinth Lord, Tombs & Terrors, Basic Fantasy, etc, it's ok. It might not be to everyone's taste. Some people might think it's worth £4.35; others might not.



Rating:
[3 of 5 Stars!]
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