Starting to want to write again. This has got me looking at my USR products, especially Deluxe USR Sword & Sorcery. I am about to start another campaign in the world of Xoth, and improving the total three-book gaming kit is starting to fester.
Deluxe USR Sword & Sorcery is a fantastic,
lightweight engine, but its "Unbelievably Simple" nature can
sometimes feel a bit too abstract for a gritty pulp fantasy campaign.
To improve the game while keeping its minimalist spirit,
I’ve brainstormed the following ideas: Streamlining the Janky Bits, Deepening
the Pulp Flavor, and The "Blood & Grime" Combat Patch.
1. Streamlining the "Janky" Mechanics
The Deluxe edition adds layers (like hit locations) that
some believe clash with the core system's elegance.
- Ditch
Hit Locations for "Wound Descriptions": Instead of rolling a
d20 for a hit location (which slows down the flow), use a Damage Delta
(the difference between rolls) to describe the wound.
- 1–2
Damage: A shallow cut or bruise.
- 5+
Damage: A "maiming" hit—the Crypt Keeper (CK) applies a
temporary penalty to a relevant attribute based on the narrative.
- The
"Undefended" Rule Fix: The RAW (Rules as Written) says once
you use your actions, you are "undefended" and hit on a 4+. This
can lead to "gang-piling" where a hero dies instantly.
- Improvement:
Allow a "Desperate Defense." If attacked while undefended, the
hero can still roll their Action die, but it is halved
(rounded down). This keeps the tension without making death a
mathematical certainty.
2. Deepening the Pulp Flavor
Sword & Sorcery is about high stakes and temporary
riches. These rules reinforce that "Conan-esque" cycle.
- "Loot
for Life" (Carousing Improvement): In S&S, heroes are often
broke by the next adventure.
- Rule:
To level up or increase Hits, players must spend their gold on
carousing. 100 Silver spent = 1 XP. If they don't spend it, they don't
grow. This solves the "hoarding" problem and keeps them hungry
for the next quest.
- Corruption
& Dark Sorcery: Magic should feel dangerous.
- Rule:
Every time a Sorcery test is failed, the caster gains 1 Corruption
Point. At 5 points, they gain a physical or mental deformity (milky
eye, withered hand, paranoia). This makes magic a "nuclear
option" rather than a reliable tool.
3. The "Blood & Grime" Combat Patch
If you want combat to feel more tactical without adding a
300-page manual:
Fighting Styles (Bonus Specialisms)
Instead of generic specialisms, allow players to pick a
Stance that modifies their dice:
| Stance | Benefit | Drawback |
| :--- | :--- | :--- |
| Berserk | +2 to Damage Delta on a win. | -2 to your roll
if you lose (take more damage). |
| Defensive | Win ties automatically. | You cannot deal
damage this round. |
| Precise | Crit on a "Max Die Roll" even if the
enemy doesn't roll a 1. | -1 to total roll result. |
The "Shields Shall Be Splintered" Rule
- Rule:
If a player takes a hit that would kill them or knock them unconscious,
they can choose to have their shield shatter. The damage is reduced
to 0, but the shield is gone forever. This adds a dramatic "last
stand" moment.
4. Summary Table of Action Difficulties
If you find yourself stalling to think of Target Numbers
(TN), use this "Pulp Standard" scale:
|
Difficulty |
TN |
Example |
|
Pulp Heroic |
4+ |
Climbing a rough wall, intimidating a guard. |
|
Legendary |
7+ |
Deciphering a cursed scroll, jumping a 15ft gap. |
|
God-Slaying |
10+ |
Resisting a Sorcerer Supreme’s mind control. |
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