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Hey folks, I finally have a couple of games under my belt (about a half dozen so definitely not some huge amount, lol!) and have some questions, comments, and criticisms of the BoL game system. I'll start off by saying that the system absolutely scratches A LOT of itches for me and I do really like it... but I did notice things that I'd homebrew in or out if I were the evil Archmage of Lemuria. Almost all of these points ONLY apply to long term campaigns and not convention one offs or short mini-campaigns of 3-4 sessions as it felt to me that BoL is perfect as is for those.
Starting off, what do you folks do with the funny money in the game? Do you actually spend it on anything? It seems like you can pretty much start out at character creation with everything you want/need other than a panoply of potions. I didn't think that I'd actually end up missing a dedicated abstracted wealth system and would probably add one in if I were running a long term campaign. What do you spend money on in the game? We accumulated treasure but I never even bothered writing it down as I literally as a sorcerer couldn't spend it on anything of note for the next session.
Second, it feels like a specialized character (and especially a min-maxed one) has the bonuses overpower the dice removing any significant risk of failure in the chosen role. For example, if you take a sorcerer with a +4 mind due to the boon and the full three in a magic profession along with the 3d6 drop the lowest boon, your chances of failing any magic related test is almost negligible. Obviously, specializing/minmaxing has its inherent downsides in that you suck at many other things but the tradeoff seems too good to pass up for some. I purposefully did it to stress test the system with my sorcerer and the 2d6 roll (or 3d6 drop lowest in my case) is usually only a formality. I think I failed once and spent a hero point to reroll getting a followup success. I did see that Sword+Sorcery has alternate dice mechanics and personally feel that 2d10 might be a better solution to this. Has anyone tried it here? Obviously, you could lower the starting max attribute to 3 with a boon bonus (instead of 4 with the boons) and possibly lower the starting profession to 3 total with a max of 2 if keeping the 2d6 core roll as another solution.
Finally, for now, I really think that the system would have benefited with a couple more pages of sample/example spells as guidance for new players. I did use some of the examples as well as made up about a half dozen spells of my own ad hoc but some more examples with common tropes would have been appreciated. Just to be clear, I'm not referring to guardrails/restrictions but rather just examples common to other games.
Ideas? Am I a clueless n00b who is totally wrong? ![]()
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If some things in the rules don’t work for you – that’s OK. Has any ruleset totally worked for you without any niggles? I suspect not. No ruleset written by someone else will ever hit all of your sweet spots and contain nothing you find ‘off’. That’s the same for all of us.
Personally, BoL mechanics are the ones I like best, as they provide the sort of games/gameplay I find the most satisfying. I’ve not found the need to graft on homebrewed rules aside from swapping Dex penalties for armour and adding Initiative roll penalties instead; but if you thought that some homebrewing would work for you, then there is nothing to stop you from doing it. I don’t think Simon would come sneaking into your house at night and kill you in your sleep.
I’m sure other people have grafted bits onto BoL to make it fit their needs better and if that works for them why should anyone else complain. You could view nearly all of the contents of the Sword & Sorcery Codex (which is double statted for BoL as well as Everywhen) as a collection of additions to the core mechanics. And the Codex is a good example of how to do this – keep any tweaks simple and elegant like core BoL.
It is often said that BoL is good for one-shots but unsuitable for long campaigns. As someone who has run many longish campaigns of BoL, Dicey Tales and Everywhen I don’t think this is true. The character start as competent and well equipped by design, but if you are stingy with advancement they don’t get two big too quickly. And Traveller characters have been like this since the 1970s and players of that game don’t seem to mind.
Personally, I’ve never found the money rules a problem. If you buy estates, grand town houses or ships with your treasure these things need upkeep. Staff require wages and slaves need food and medical care. Ships need constant repair and sometimes come to grief in storms. So, you have to keep adventuring to maintain what you have. Everywhen has an abstract money system, but I’ve never felt the need to use it. Generally, we find it easy to ignore money in our games.
The Min-Maxed character can be a problem, but as you point out, even those can fail in their area of expertise and will often fail if they have to use their ‘dump stat’. The simple fix is not to min-max and don’t play with people who do. And have you never re-rolled a fail and then rolled snake eyes? I have. It hurts.
And either you like free-form magic systems or you don’t – and I can see why this is a problem for some people. You can always put together a spell list in downtime if you want, and if that helps you or your players why not try it? In face-to-face play try writing down spells on 3x5 index cards, one spell on each card – this help one of my wife’s players, as he had difficulty coming up with spells on the fly. (I should point out the Codex devotes a good few pages to magic and includes quite a few spells.)
Just my two cents. Does any of this help?
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Do you use any house rules yourself in our campaigns? if yes, what kinds if I may ask?
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As Gruntfuttock said, 3x5 cards are your friends. I mesh bits of Black Sword Hack into my game, usage dice being one aspect that I believe keeps a tab on finances and equipment. I also use the backgrounds and things you can some too for a bit of flavor.
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I'm pretty happy with the rules as written TBH. One thing I did implement in my games a while back is combat specialisations. Basically, I grouped melee and ranged weapons. As characters gain points in melee and ranged combat they choose a group of weapons they are skilled with. If they use weapons they are not skilled with they can either suffer -2 or a disadvantage (GM choice).
I also use And/But dice in the games to add extra elements to combat.
Regarding magic, someone shared a document listing a massive amount of spells for BoL. I know I still have it on one of my HDDs somewhere. Message me if you'd like a copy.
Last edited by The GIT! (3/07/2026 2:43 pm)
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