SLIMDNGN 0.7

I just release a HUGE SLIMDNGN update this morning!

In terms of rules revisions, it’s pretty minor except that I’ve excised the character rules entirely from what I’m now called SLIMDNGN CORE and have written 36 classes all with their own unique class sheets and rules specific to them, as well as spells lists and a bonus equipment list.

Check it out here! It’s free!

I’ve also added in a whole design commentary, which I’ll reproduce here!


Design Commentary

Why write a commentary?

It helped me with the design process, to be honest. I wrote the most recent version of SLIMDNGN, then I wrote the commentary, and that made me reconsider some of my decisions, so I changed it, and then rewrote the commentary in some unending loop. I’m not sure if this commentary is actually useful or interesting, though. Let me know.

Why SLIMDNGN?

Honestly it’s right there in the name. I read and write a lot of modules, and so I play a lot of modules. And it’s a drag, recruiting for and running them in B/X or OSE. They’re not rules light, not for me, not for my table. And the alternatives are either too rules heavy or too characterful, or both.

SLIMDNGN was my attempt to stick B/X into a 1-page box. I’ll talk about how and why I did that in a moment. But the referee-facing rules are only part of the equation. Also, my table just adores fifth edition. They’d probably adore Pathfinder, too. They love character options. And there are really only two great approaches to character options in the DIY elfgame space: Troika and GLOG. Troika isn’t chunky enough for my table. GLOG isn’t written for B/X.

So the SLIMDNGN class sheets were born. Troika-style randomly chosen character classes, but with the targeted mechanical heft of GLOG. And they became Powered by the Apocalypse–style playbooks — class sheets I called them, because  I jammed six pages into two — because I wanted it to be as easy to create a character as it is to run.

From both ends then: Easy to play, easy to run. 

SLIMDNGN Core

My basic design goals were:

1. Fully B/X compatible,

2. Be able to fit all the rules in my head,

3. Rolling just D6s

4. Be able to convert most modules at the table and not before 

5. It’s really for short-term picaresque play, rather than meant to sustain long-term campaign play

The idea for the symbolic representation of the dice basically came from my need to make space. I think it works well, although has become unwieldy as the class sheets progressed.

Actions are clearly based on Blades in the Dark. I originally intended to have a step up / step down terminology, however I realised that due to the limited number range, it’s actually easier to say +2 instead of “decrease difficulty by a step”. I used only 1 die, because I wanted to lean into the X-in-6 of B/X, because I really like the simplicity. 

So the basic theoretical construct around this, is that environmental affects the action’s target, a risky situation – probably the most common situation – being roll over 5 or a 17% chance of success. Then, you make your roll, which can be modified by character-related factors, specifically class powers and spells. The only kink here, is that I realised that in terms of word count, it’s easier to say –2 to your roll than to say “it’s one step up harder” like you would in Blades in the Dark, and also the smaller granularity in the rolls means that +1 and –1 are very powerful impacts, so you probably want to stick to the very quickly stacking up small modifiers. I didn’t cap these, because by default you have eight or higher for desperate (i.e. you have to have a bonus of 2 or more to succeed), or (one can assume, although it’s not in the text) 10 or higher for impossible. 

Consequences are very simplified referee moves from Apocalypse World and Blades in the Dark as well. Dynamite sprung from a discussion I had on the Dice Exploder discord about how 2-step clocks make for dynamic, simple activities. The design goal of picaresque play matches with these 2-step clocks. The world reacts in simple, straightforward ways in SLIMDNGN.

The 5 slightly different saves are a compromise. I preferred to use the original terms, because they’re used in modules, but they’re wordy and unclear. The new 5 saves are basically the same, and intended to use like this: Death is basically a Con save, Wands is now the magic save, Petrify is the bodily transformation save, Breath weapons is the dexterity save, and charm is the will save. The only difference to remember is the one from spells to charm. The original draft had these as 5 additional stats – basically, you were controlled, risky or desperate in a save –  and I put so much effort into avoiding having stats already that I wanted to avoid that. So instead, I adopted a granulated version of resistance from Blades in the Dark here. I like the push-your-luck-iness this brings to the game, but it detracted from that edge-of-your-seat sense you get each time you roll a saving throw. I added a reference to GLOG’s spell dice here, by making them expire on a roll of over 3, to reintroduce that little bit of luck to compensate. One thing that I went in and added, was that “a save can always be used”, because writing spells and powers, I found my self writing “save vs. death to X” a lot, and I decided that’s silly. If it’s pretty universal, I just don’t write that. You always can use your save. 

Abilities are gone here, kind of: They’re subsumed with proficiencies into skills. I like how this downplays them, and makes strength something you’ve worked hard on instead of something you’re born with.

Inventory is obviously modelled after Knave and Mausritter. I can’t remember whose heartbreaker I first saw d6-only-damage in, but I liked it. Damage penalties for increasing range is my take on the more typical difficulty penalty for range. Armour is simplified as simply setting the target for attack actions, and shields are from the classic blog post.

Conditions are pretty straightforward. They always expire at next rest or are dynamite. Here’s a list of conditions in the game somewhere: Fatigue. Blinded. Clumsy. Confused. Charmed. Dazed. Deafened. Fear. Grappled. Hidden. Invisible. Paralysed. Petrified. Poisoned. Restrained. Sickened. Slowed. Stunned. Unconscious.

Reaction rolls, morale and initiative is all very basic and uninventive intentionally. Connections originated as my wanting to put some allies and foes directly on the character sheet. I added rules for dual-wielding and for unarmed and improvise attacks as a result of getting to the class sheets.

Dungeon and Wilderness time is the simplest version I could come up with. Random encounter rolls are soft overloaded, so that distance, surprise, and consequences are built into the simple 1d6 roll. I’m pretty proud of the density of this roll. Lunch and bed time is from Skerples, as I adored the neatness of it. Light sources are also the simplest version of them I could come up with.

Character creation is based in GLOG, so there are four practices (rather than templates) that you gain sequentially. I had to introduce more dice notation here, which I strongly disliked doing. I added d66, weighted d66, exploding d6 and more than 2d6, because spells and powers required it. As far as I know I invented weighted d66, and I really like it as a method to weigh a list of 36 items heavily towards the early items. I created it specifically because I wanted the more “basic” class sheets to be quite common, but the very weird and unique class sheets towards the end of the list to hardly ever come up and be quite special.

Writing the class sheets put the CORE through its paces. I wrote about 42 class sheets (some were scrapped completely or reworked, and will never see the light of day) each featuring a mechanical niche, which resulted in my being able to remove a bunch of rules to the class sheets and out of core, and also having to add some rules to core because they were required to maintain niches. 

SLIMDNGN class sheets

Non-class sheet stuff first: I included an empty class sheet, so that people could choose to multiclass if they wanted to. I had to break my 1-page rule for spell lists: Magician, Impmother, Mentalist, Witchling, Blink, Pantheonist and Riverdaughter all needed a separate spell list, with the Magician and Impmother requiring more than one page extra, sadly. Of these classes, only the Mentalist gets to choose from a bunch of spells at any given moment.

One significant concession that I made to the B/X compatibility, was the naming of spells. It’s more handy for the spell names to match, so phrases like “as the sleep spell” make sense, but I’m always nervous about borrowing that stuff. I don’t deeply care that other people won’t intuit the spell names, but basically it goes like this: If a spell effect is similar to a B/X spell, then the treat it as that spell.

Oh, and I made a wee equipment list. This is based on the stuff in the B/X list. It’s the kind of stuff that just comes up a lot, in my experience. I put it at the end of the Class Sheets

SLIMDNGN Classes

My approach to choosing and writing the class sheets was to go through the list of fifth edition subclasses and write down all the ones that were interesting to me. Then, I scoured the internet for GLOG classes with interesting approaches to those niches. Some of them (the mystic, for example), I chose to incorporate as their own class, and some were bumped altogether. Skerple’s summoner, for example, ended up becoming the Impmother, a vastly different class, and a Fae-bargain themed class ended up more deeply inspired by Saltygoo’s Nereid when I couldn’t find a more specific mechanical hook for it. The core three classes ended up more niche than in earlier drafts, because a generic fighter, thief and wizard just felt out of place in the larger tableau, and were replaced with Brawler, (Second) Storeyman, and Magician. Also, I could build a flavourful fantasy world that suits my own archaio-gonzo stylings a little better than popular systems out there right now, like Cairn and Dolmenwood.

The tableau in particular was intentionally ordered, which is why I invented that weighted d66. Originally each group of six had a name; Basic, Common, Uncommon, Rare, Very Rare, Odd and Unique. I scrapped this at some point, but this is still the underlying intention.

I’ll talk about the stuff that is common to almost all the class sheets first: 

Names are either off-brand inspirational characters or kind-of-random. Looks are intended to spark your imagination, a bit like the original Apocalypse World ones. 

Heritages give you a simple power, which I had to balance with the complexity of the classes. My intent was 3 basic heritages (like dwarf or elf or human – which I called gnomon here) and 3 weird ones, but that quickly soured as I realised that the niche powers needed to vibe a little more with the classes. 

Backgrounds I always had a story in mind when I wrote them, but didn’t tell you it, which is a ton of fun. 

Skills and foibles are half basic ability scores with a class sheet-specific twist, half proficiencies, half personality traits. 

Connections are from a cast of about 50 characters, so closely based on Blades in the Dark. 

Equipment was limited to 3 items by space, which was unintentional but interesting. The equipment list sprang out of this limitation, as I imagine most people will want to spend a few shillings on stuff. Speaking of shillings, I set rules on money quickly in the XP section, and XP is roughly the same as B/X, but is for shillings only, and gets unwieldy at high levels which I don’t mind because this isn’t for campaign play. Further in, we get mentions of pennies and pounds as equivalents to copper and gold pieces.

A few little conventions emerged in the writing here that reward writing down, I think: A size scale of cat to person to horse to elephant to house emerged as the equivalent of small, medium, large and huge. Whenever I say “a size larger”, I’m referring to this scale.

One final thought on hit points: Sticking to d6s has an interesting consequence: Fighters have 1 fewer HP per level, and wizards and thieves have 1 more per level. I tried to keep this in mind with the class sheet design: A lot of core practices or powers for wizard-types have HP-spending powers to balance out this over-supply, and a lot of the fighter-types have healing powers to balance out the under-supply. This is intentional, but I didn’t do it consistently, but rather where it made sense thematically, so I’m not sure how balanced it all is.

Class sheets specifics

The Bruiser was originally the fighter, but there are significant changes from the first draft to the current one, to differentiate them from the Cavalier, the Toxophilite, the Ravager, the Hunter and the Zealot. Now they’re about wading into the fray and beating down.

The (Second) Storeyman is the new thief, and was almost Burglar on and off, but Storey-man is so much more flavourful. I scrapped some classic thief practice for practices that felt like they were related to break into peoples houses.

The Magician is basically the Wizard. Not much has changed from my earlier draft, although it bears little resemblance to the classic GLOG magic-user. They can have a total of 6 memory and 8 to 28 spells, although 50% will have 8 and the chances of 28 are around 1%. Because of their huge variety of powers, their practices are pretty straightforward. I like the Magician labelling because they feel a little more Vancian.

The Cavalier is basically our noble, non-magical paladin. We get a nastier, more religious paladin later in the Zealot. They can inspire their allies, duel their enemies, defend their allies, and are better at slaying dragons.

The Hunter was a Skerples class that I split in two, making the Hunter half into a companion class with a  hound or falcon, and powers related to observation and stalking. On first draft, it seemed a little too niche, so I added the capacity to fight with your beast in battle for a little more combat utility.

The Jekyll is was originally the Ravager, our barbarian class. On first draft, taken largely from Skerples, it was pretty uninventive, and I don’t really find the archetype to be particularly interesting. So, I rewrote it to be a Hulk-like secondary personality, developing their own independent goals even as they become more powerful.

The Toxophilite is our archer class, the other half of the Hunter. The practices that were devoted to environmental stuff, are now for flashy archery. This is our Robin Hood character, and it really feels like it.

The Warrior-nun is our second gendered class sheet, a decision I actually struggled with a bit, but I thought that gendering the class sheets was actually an interesting world-building decision, and also the whole game is built around rulings, so you can just change it. Everything here is a suggestion, after all, not a rule. This class sheet is a scholar-fighter, with unarmed attacks, but also skills with reading and writing. I quite like this subtler take. 

Artificer was a complex mess of a class. I didn’t love the vibe of the original draft, and so it evolved through two other classes, first to the automatonist, which had too much overlap with the Iron Man (that became the Automaton), then to the biomechanist, which involved physical upgrades to himself, and finally to the Grafted, inspired by Elden Ring’s Grafted boss, which leads to a much more satisfying open-ended class in my opinion. I don’t think the Artificer will come back, mainly because of the overlap with the more-interesting variant, the Alchemist.

Xaositect is my wild magic class, largely adapted from Skerple’s sorcerer, with a bunch of additions. I really think this feels chaotic, which is what I want, in a core way that most wild magic classes don’t. I like the simple three powers a lot (not my idea at all), and it’s the only class sheet where I brought across mishaps, which are a common theme in GLOG.

The Animalist was originally my druid class, but I decided to focus it in on wildlife rather than both wildlife and plant life, basically because an earlier draft of the Witch was plant life based. It initially had wildshape, which I scrapped, to focus on it’s theme of animal control, and to carve out space for the rarer Thereothrope. I moved the combat abilities earlier, as well, because of this. I think this one is a lot of fun, with you gaining animals and gaining ways to interact with them over time.

The Cantabank is our bard, removed from music. This is our first re-used mechanic, having one similar to the Warrior-Nun’s reality warping knowledge ability, and I’ve incorporated a more powerful version of the Cavalier’s inspiration to buff the Cantabank as they weren’t feeling an appealing class to take.

Part of why the Cantabank was a little weak, was because I prefer the Jongleur, our acrobat type. This one is primarily mine, and has been a favourite subclass of mine since 2nd Edition. I’m very happy with the five repertoirs that you can gain four of by the end, and the four practices (one of which is in common with the Cantabank, but less powerful) are interesting and applicable to a range of situations. Just a great utility class sheet.

The Alchemist is a much more inspired Artificer, I think. You too, collect things, then turn them into things that you can later use. The alchemist is a much stronger archetype though, so the practices are neater: You get a homunculus, and you can turn lead to gold. Lots of fun, as the gold turns back.

The Exorcist is our cleric. I’m not a fan of clerics, but I like this one. It’s a simplification of Skerple’s exorcists. The problem in the original draft is that they were too niche and focused on undead to be fun to play. So, I expanded their powers to utility, removing some combat, and added some utility to their exorcisms outside combat.

The Powder Rat is my gunslinger. This one is all my own, because most gunslinger types are heavily themed as wild-west, rather than as a very particular type of artificer, which is what this one is. The fire arts are really fun, in my opinion, and I like how I managed to include firearm rules here, and still have significant advantages for being a powder rat. 

The Assassin has a small overlap with the Hunter (actually it went the other way, I stole the Assassin practice for the Hunter), and we have some random poisons and slowly learn different methods of applying poisons. I love the bespoke poison power, which I think is from Skerples, but otherwise the first draft was just a little soft, so I increase the number of poisons, added limitations to them, and then added some more Hitman-inspired practices.

Impmother was the one of the last classes I wrote, as it used to be the Summoner, and really the strength of that Skerples class was the huge list of very cool entities. I didn’t really want to steal things wholesale for SLIMDNGN (I don’t know why, I’m adapting enough I feel obliged to use a CC BY NC SA license anyway), so I struggled for a while, until I realised that Skerple’s summoner just wasn’t what I wanted out of a summoner. A summoner to me is like a necromancer, raising legions of the dead. But that also doesn’t make an interesting class sheet (and also, we have Warlord which is similar in theme). So instead, we have a family of imps that live with you. I like these imps, their mutations, and love the idea of growing a family of NPCs, however challenging that might be at the table.

The Illusionist is another one that is all mine, largely because most of the wizardly classes out there are pseudoclasses that use wizard spell lists, and I was trying to minimise that. I like the power and simplicity of the Illusionist, and I maintained their uniqueness in the spell-list choices for the magician, which I really like too.

ThePantheonist is a later draft of the earlier God-bothered. The God-botherer was a good idea I struggled with implementing. I wanted a polytheistic cleric, that got their powers from whatever gods they were encountering at the time. Basically, though, this means you had to generate a god for every biome you enter. So I scrapped it for a list of biome-specific gods and scrapped the animist type practices for some more cleric-like ones.

The Mentalist isn’t based on any GLOG class, but rather on the 2nd edition class, because most of the GLOG classes were the wrong flavour. Some GLOG psychic concepts made their way into the Voidblight and of course I introduced the Mystic whole cloth because it was such a cool take. They’re a classic psionicist, and I love their uses and the focus point system. I love how they get whole disciplines at a time, easy and hard. I love that you lose focus points when you’re interrupted, specifically. Some sciences are a little OP though.

The Warlord was me wanting to have someone whose specialty was in their followers. I don’t like everyone having followers – it becomes challenging to run. So, trying to load it into a class (similar in concept to the Impmother), is cool. And this one, unlike the impmother, isn’t a caster, so they’re good in combat, and simply have an extra force to direct. They’re very cool, but again, you need to want to manage a cast of characters. They were heavily inspired by the Hardholder from AW.

The Zealot is the other type of paladin, a kind of cross between ravager and paladin, driven by their religious dogma. Ravager was the first draft Jekyll, and with it gone it preserves the Zealot’s angry niche. I love this one. Simple and flavourful. I got the core idea of an idea from someone, but it’s scrambled up with paladin and things to make it a little more interesting.

The Quaker is my Avatar homage. I decided making someone to bend all four elements was overkill, so I made them an earthbender, and gave them powers from all the elements. These are drawn from the bender class in the acknowledgements, but are a significant reworking of it.

The Sage is a little bit of Dwiz conversation and a little bit of Sam, but I tweaked them a lot, because I really liked them as a traveller rather than as a Gandalf. I’m a big fan of this class.

The Apiarist is the bee-keeper one. On first draft they became more a mutant than a bee-focused druid. After significant revision, they became this more hive-focused class, which I’m much more happy with.

I adore the Soothsayer, which was a whole cloth creation of mine. I initially made them a real future-teller, and it was a profoundly uninteresting class sheet to play. I revised it to be a charlatan, and it became so much more vibrant. I love how it’s unclear whether or not they are supernatural – practice 2 and 4 seem clearly magical in some way, but 1 and 3 are clearly con-artist territory. Great stuff.

The Witch is a direct adaptation, but much simplified. I loved how Bottomless Sarcophagus really nailed it feeling like a witch, but it was immensely complex, more than I wanted for any of these classes. I simplified significantly. I liked the little touch of including a coven in the connections on the front page, too.

The Wormtongue was initially envisioned as a Lich Warlock, and scouring the GLOG sphere I found a series of cultists, and then I stole parts of all those cultists, and then made them into a single, negotiation and lie-themed cultist, which ended up tying back into the name Wormtongue which I really liked. The dying breath thing is very creepy, and I love it. 

The Sporecerer (previously known as a bunch of things including Fungomancer) is a class sheet I’m having trouble naming. The only real thing I had in mind was hive-minds from Out of the Abyss and being able to raise people from the dead, and so adapted a bunch of this from the fungal colony horror GLOG. I like them a lot, as one of the peak weirdness later class sheets.

Thereothrope is our werewolf class sheet. There’s a significant amount of overlap with the animalist, but I like the relationships you have with other lycanthropes, and the fact that you’re really all about these specific physical changes. Weirdly, twilight and Buffy ended up being major touchstones in making it more interesting than the classic d&d lycanthrope. 

The Horologian is a fun reworking of the clockwork man, and I really like it overall. Simple and flavourful, and not too powerful. It got a strong buff on second draft, after we did a lot of work on the Automatonist, and then scrapped it again. 

Riverdaughter, as I said previously, was originally a fae-blessed or changeling type class, but I couldn’t make it work, and she transformed into this nereid-inspired class sheet instead. She’s all about charm, and water, and it’s a nice theme. I switched her to a siren rather than a water-elemental controller, though.

The Blink is all me, and is all about having a large amount of very specific niche teleportation powers as a result of their being severed from reality somehow. I imagine them glitching everywhere. I really like the Blink, especially that they get 3 random blinks each day, and that they slowly fix up to 10 blinks that they can use whenever they want. I’m really happy with the absurd utility of all the blinks I came up with, too.

The Voidblight is a weird one, and ended up more inspired by Skerples Void Cultist than I wanted it to be, particularly in terms of the first practice. The Void gifts are from the Cultist GLOG class, although much rarer. 

The Mentalist was something I decided to adapt wholesale, because it was so cool. It was intended as a psionicist class, but I felt like it was much bigger than that. Seems like it’d be a lot of fun in play, but it’s almost definitely OP.

Also, it might be interesting to go through deleted classes. The Summoner was scrapped, as both too heavily derivative of Skerples and also just wasn’t vibing for the simplicity I was aiming for with these class sheets. The Artificier was scrapped after this design commentary was started, as a result of the design commentary, for the Automatonist, who has a robot friend they can upgrade.The God-botherer was scrapped for the Polytheist, who got a list of 36 gods they can switch freely between depending on the Biome they’re in, in order to gain a specific but limited power set. 

So, how do you build a class sheet, then?

Names. 3 names inspired by specific characters, 3 names I like for the role. 

Heritages. I tried to hew to 3 classic heritages (human, dwarf, elf, halfling, orc), and 3 unique weird ones but this quickly devolved as my imagination ran dry. I ended up with a list of about 20 heritages, so by the end I was just picking role specific ones.

Skills. 3 role specific synonyms for the traditional D&D ability scores, and 3 things that would otherwise have been proficiencies.

Foibles. 3 role specific synonyms for the traditional D&D ability scores, and 3 things that you’d consider personality flaws.

Equipment. Necessary and iconic, and a maximum of three. 

Connections. 3 shared and 3 new. Try to make ones that are interesting either as debtors or allies.

Backgrounds. Have a story in mind with each background but don’t tell it. They got a combination of 2 of: Trait, Item, Shillings, Mechanical Boon, Relationships.

Saves: Just choose whichever feels right.

Practices are unique and thematic. Anything is game for theme, but I kept in mind that thief and magic user classes have a bonus +1 HP per level and combat classes have –1 HP level compared to B/X which I’m balancing against, so I tried to provide balance in terms of HP expenditure for powers or additional healing or defence. A few attempts were made to use non-d6 based mechanics but they never felt worth it. 

Based off Dungeon Antology’s analysis, I basically considered how powerful the practices were relative to each other, and tried to assign them roughly the following:

1. Defensive feature or a special skill

1. Offensive feature or a special skill

2. Niche ability or progressive ability

3. Build on a previous practice, authorial power, or quantum feature

4. Capstone ability

Attributions and acknowleDgements

When I look at B/X and most other people’s GLOGs, I love them, but they’re a bit much and I want running them and playing them to be easier. But I love modules. 

While SLIMDNGN’s rules themselves take no particular inspiration from GLOGs, the class sheets do adapt wholesale huge swathes of the work of others.

Some class sheets are entirely my own, such as the Blink, Soothsayer, Impfather and Pantheonist, some are frankensteins of many people’s work, such as the Jongleur and Toxophilite. Some are adaptations almost whole cloth, such as the Riverdaughter and the Mystic.

Accordingly these class sheets are, like the rest of SLIMDNGN, CC-BY-NC-SA 4.0. 

Here are the attributions, where there were direct adaptations.

• Skerple’s Many Rats on Sticks 

• Skerple’s Coins and Scrolls

• Arnold K’s Goblin Punch 

• Arnold K’s GLOG

• J.N.Sinombre’s Playthings of Mad Gods

• Ancalagon’s Of Slugs and Silver

• Dan D’s Throne of Salt

• Phlox’s Whose Measure God Could Not Take

• Alex C’s To Distant Lands

• Spwack’s Meandering Banter

• Saker Tarsos’ Tarsos Theorem

• Velexiraptor’s A Blasted, Cratered Land

• Sam S’s Caput Caprae

• Type 1 Ninja’s Two Goblins in a Trenchcoat

• Martin O’s Goodberry Monthly

• Vayra’s The Mad Queen’s Court and the Mountain at the End of the World.

• G.R. Michael’s As They Must

• Rowan Monseur le Battlier’s Bottomless Sarcophagus

• Xenophon’s Ramblings

• Salty Goo

• Princesses & Pioneers

• GLOG Extra Classes

• Dungeon Antology

I encourage you to check out all of their websites!

There are also very obviously a bunch of games that inform this game, not the least classic Dungeons & Dragons, but also Blades in the Dark, Knave, Cairn, and Troika are all clear inspirations, as are a bunch

Most importantly, I always play with Dr Wifey, and she was my sounding board for bringing a broader range of references and tropes to appeal to my table, full of princess-playing character optimisers, who’d want to experiment with a broad range of interesting classes.

Final Conclusions

I’m proud of the work, I think, although it goes a little against the original super-slim directive. I think the rules are both neater and more thorough that the earlier versions, and also there’s a whole lot more interest as a player for the kind of people I tend to play with. 

I think I’ll need to leave 0.5 available, though, because it’ll appeal to the slim-purists a little more than this version. And there’s a translation! Overall it worked really well for what it was, I just wanted a little more, it turns out. 

I imagine there’ll be a long hiatus on updates after this, because it’ll take a very long time to get all of these classes to the table. I hope in the meantime, you enjoy SLIMDNGN!

Idle Cartulary



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Dungeon Regular is a show about modules, adventures and dungeons. I’m Nova, also known as Idle Cartulary and I’m reading through Dungeon magazine, one module at a time, picking a few favourite things in that adventure module, and talking about them. On this episode I talk about Forbidden Mountain by Larry Church, in Issue #6, July 1987! You can find my famous Bathtub Reviews at my blog, https://playfulvoid.game.blog/, you can buy my supplements for elfgames and Mothership at https://idlecartulary.itch.io/, check out my game Advanced Fantasy Dungeons at https://idlecartulary.itch.io/advanced-fantasy-dungeons and you can support Dungeon Regular on Ko-fi at https://ko-fi.com/idlecartulary.
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