BackerKit FAQ
How does BackerKit crowdfunding work?
Crowdfunding is a collaborative way to bring ideas and projects to life. Project creators post their idea for a project, and backers pledge money to make the project possible. Backers get behind the scenes access and backer-only rewards, which can include exclusive products, special pricing, creative input, content, and more.
To become a backer, select a pledge level that features the reward(s) you would like to receive when the project is successfully completed and make your contribution.
All-or-nothing crowdfunding model: The creator sets a funding goal and a deadline to raise funds. If the project does not meet the goal by the deadline, backers credit cards are not charged and no money changes hands.
Crowdfunding projects can happen at various stages of the creative process. Make sure to check the estimated timeline of when rewards will be delivered. Project creators will keep you updated on the progress toward completion and delivery of your rewards.
Backing a crowdfunding campaign is not the same as purchasing an item from a store. When you back a campaign you are supporting the creation of something new. Rewards are almost always delivered, but are not guaranteed.
When will I be charged for my pledge?
Your payment method will not be charged right away. You will be charged for the amount of your pledge when the campaign ends and the project reaches its funding goal. You will not be charged if the campaign does not reach its funding goal.
What happens after the campaign is over?
The Creator will send out a survey that will ask you for more information about your pledge, your shipping information, additional items you may want to add to your pledge, and collect shipping fees if applicable.
The survey will be sent to the email address we have on file with your pledge.
Any additional payment will be charged when you complete your survey and confirm your order.
Project FAQ
What are the Changes from OSRIC 2.0 to OSRIC 3.0?
This is a partial list, since the revisions are still in process: 1. Option for Ascending Armor Class. The OSRIC default system for AC will remain descending, but there will be a section explaining how to use Ascending AC, and all AC notations will be "dual-system" like in Swords & Wizardry. For example, AC 4 will show up in OSRIC 3.0 as "AC 4 [16]." We have found through Swords & Wizardry that this dual notation isn't intrusive. 2. Adding Encounter Distance to the combat sequence, per AD&D rules. Not precisely the same method -- the AD&D rules for encounter distance and especially how they interact with surprise are at wargame-level complexity, when they really don't need to be. But encounter distance has been a missing element in OSRIC, so the basic concept is now in there. 3. Adding a Monk class. Numerically very close to the original, but with certain abilities dependent on meeting the stat minimum. 4. Initiative Sequence. The changes here are mostly nuanced, but we are bringing the system closer to the AD&D method of declaring your action at the start. The one "major" change is that you roll your own side's initiative (1d6, and you go in the stated segment) instead of rolling a die for the "other" side. 5. Item Saving Throws. This is the first area where we are backing away from the AD&D rules more than in OSRIC 2, due to licensing/legal under the CC as opposed to the OGL. We have trimmed down the number of materials affected, and slightly trimmed down the number of categories. It's now a quicker table to use, which is actually probably preferable for what it's used FOR (fireballs, disintegration), but it does mask some of the high detail of the original (no distinction between thick and thin rope, and so on). Material categories are Crystal/Glass, Leather, Metal, Paper, Pottery or Bone, Rope or cloth, Stone or gem, and Wood. Threat categories are Acid/Corrosion, Cold (Magical), Disintegrate, Fall (each 10ft), Fire (Magical), Fire (Normal), and Lightning. 6. Gnomes and halfing multiclass characters are limited to leather armor if using a character ability from a non-fighter class (e.g., casting spells or using thief abilities), not always limited to leather armor only. This brings the rule into line with 1e. 7. Slight changes to the fighter and the illusionist XP tables to bring them closer in line with AD&D. 8. Adding the DMG rules for druids, clerics, etc. to scribe scrolls and brew potions into the OSRIC class description (in other words, this is new to OSRIC but brings it in line with AD&D). 9. Changed the high level thief's spell casting from scroll to match AD&D more closely. 10. Returning the saving throw bonus for Dex on aimed magic items, AoE spells and other "GM says this is a Dex-type save" situations. This brings the rules closer in line with AD&D (was not included in OSRIC 2.0).