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Post by Haldo Bramwise on Jul 18, 2008 10:53:06 GMT -6
I was just worried that S&W:GH or S&W:WB refer to the game of origin too much. But hey, Matt's the lawyer, not me.
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Post by Haldo Bramwise on Jul 18, 2008 9:28:56 GMT -6
Well, Lejendary Adventure gamers just got word that one of the pillar's of the LA community and one of its publishers, Chris Clark has had all license rights pulled and "will have no association with it in the future."
There are folks that despise the retro-clone games, but all of them that I am aware of have Trademark Licenses that allow others to freely publish using their system. Nobody get shut out. In my eyes, they are perfect for those who game as a hobby.
Retro-Clones may not be the game of origin, but they are close enough for many of us.
So, thanks again to all you retro-clone creators for providing us with games that cannot be taken away from us (well, hopefully not!).
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Post by Haldo Bramwise on Jul 17, 2008 18:56:27 GMT -6
I just checked and it looks like "Original Edition Fantasy" is available.
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Post by Haldo Bramwise on Jul 17, 2008 18:40:57 GMT -6
Cool. Thanks for the update.
How about:
S&W: Original Edition
S&W: Classic Edition
Original Fantasy Roleplaying?
Original Adventures
Caves & Creatures
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Post by Haldo Bramwise on Jul 17, 2008 18:03:22 GMT -6
What program are you doing layout in?
I use Openoffice which lets me export as a pdf with bookmarks. Of course, I don't think that I've had a file that big before.
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Post by Haldo Bramwise on Jul 17, 2008 16:44:59 GMT -6
Hey guys.
I was wondering if there is a S&W:WB draft version we could see yet. I'm itching to start converting my homebrew setting.
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Post by Haldo Bramwise on Jul 16, 2008 20:51:11 GMT -6
Hey guys! I just got issue #1. It is really great! You guys need to be commended. I'm looking forward to the next issues.
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Post by Haldo Bramwise on Jul 9, 2008 19:10:59 GMT -6
Looks like a pretty neat idea! I like having unique items remain unique. This keeps the original system while adding new material in a way that will not change the atmosphere of the game.
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Post by Haldo Bramwise on Jul 9, 2008 15:00:45 GMT -6
Okay, I'm not the sharpest tool in the shed. Is there any way to get this forum to show all the new posts since I was here last?
I'm missing too much good stuff!
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Post by Haldo Bramwise on Jul 9, 2008 5:35:18 GMT -6
Hey, that looks great. Got an ETA on it?
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Post by Haldo Bramwise on Jul 8, 2008 9:36:31 GMT -6
This is a very interesting discussion that I am giving a great deal of attention.
I like the idea of products without stat blocks so that they can be used by any old-school game and "flavored up" by the DM. I also like the idea of generic locations - town, wilderness, dungeon that can be quickly incorporated and adapted to any campaign.
I'll keep paying attention to your suggestions.
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Post by Haldo Bramwise on Jul 7, 2008 20:25:57 GMT -6
Thanks guys!
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Post by Haldo Bramwise on Jul 6, 2008 16:52:36 GMT -6
I'm not satisfied with some of the mechanics for this class.
I'm wondering if the Charm and Use Magic User Scrolls/wands could work like this:
A bard has a base chance to charm/use a scroll/wand of 10 (on a d20). The base chance goes up for every HD or Level of the target (Critter, level of spell on scroll, level of spell in the wand by +1. For example, a bard would need to roll a 14 or better to successfully charm a 4th level critter/character. A bard would get to add +1 for of his or her own levels to the roll. In addition, a Charisma score of 15-18 would give them a +1 on Charm rolls and an Intelligence of 15-18 would give a +1 on scroll and wand use.
Does this work?
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Post by Haldo Bramwise on Jul 4, 2008 18:41:57 GMT -6
Thank you! I'm glad to be here.
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Post by Haldo Bramwise on Jul 4, 2008 6:30:03 GMT -6
So, what, no warhorse? No holy sword? I like it. I especially like the immunity to disease. Does that include Lycanthropy, or are you still considering that half disease and half curse? I'm just curious. I have write-ups for the Holy Sword and for the warhorse - just thought I should wait until we see official stats for such things first (horses & swords). I've always heard that Lycanthropy is really a curse and not a disease, but I'm no expert on it. Someone around here could probably give us a short essay on Lycanthropy! And I am glad you like it.
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Post by Haldo Bramwise on Jul 3, 2008 21:06:24 GMT -6
Well, after 20 posts I thought I should introduce myself. I'm John Adams and I started playing AD&D back in 1984 in High School through college. Stopped playing when 2nd edition came out (more because of my career than anything else).
I got back into the hobby through C&C (3rd edition did not interest meat all). Found OSRIC a couple of years ago and that led me to Labyrinth Lord and my research of Basic D&D led me to OD&D which brought me here.
I've been married for 16 years and have three young boys. In my day job I'm a pastor. I started my own Game Publishing Company about six months ago so that ordinary gamers can get their best home brew material published.
Other than that, I'm short, bald and often geek-challenged.
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Post by Haldo Bramwise on Jul 3, 2008 20:43:03 GMT -6
Hey all. Here's my first attempt at a S&W:WB Paladin. I'm not trying to be pushy with these – they are adapted from my Labyrinth Lord versions. Paladins are supposed to be extremely rare and mighty powerful. I've tried to tone it down a bunch. Please tell me what you you think and how to make it better.
Paladin Requirements: STR 12 WIS 9 & CHA 16 Prime Requisite: CHA Hit Dice: 1d6 (Max9 HD)
Paladins are a very rare type of fighter. These holy warriors dedicate all they have and all they are to living, supporting and defending all that is lawful and good. Therefore, they must always be lawful in alignment. Paladins use the Fighter's BtH and Saving Throw..
A paladin may serve one particular god, a pantheon of gods, or just the ideals of law and good. Many are part of a religious order of paladins that live and train in an almost monastic community. Other paladins are much more loosely affiliated, mentoring potential recruits individually and only gathering together when occasion calls for it. However, paladins of any faith, deity or pantheon recognize each other as brothers and sisters who share a common calling and and will often support and work together. They usually follow the direction of higher level paladins and clerics of good gods - even a god or gods other than their own.
Order or Mentor (Random Determination, if desired) 01-70 The paladin has lived and trained as part of an order of paladins. 71-00 The paladin has lived and trained with a mentor.
Paladins may never have more weapons or armor than they can personally use in combat at one time. They must also give at least 10% of all they earn to their religion. In addition, after taking care of all their living and working expenses, paladins must give away 90% of their remaining wealth to their religion or another worthy charity. Note that none of these tithes or offerings can be given to another player's character in the adventuring party.
Paladins begin play with at least one primary weapon, a set of armor including a shield (if they use one), possibly a horse, etc., as gifts from the members of their order or from their mentor and the local faithful. However, they begin play with only 1d8x10 gp.
Detect Evil A paladin can, at will, Detect Evil just like the cleric spell of the same name. However, they must spend an entire round concentrating on it and performing no other actions in order for this ability to be effective.
Protection from Evil As a divine gift, once per day paladins can radiate a Protection from Evil aura as per the cleric spell of the same name. At 9th level, this ability is extended to 10’ around the paladin.
Divine Healing Paladins are blessed with the ability to, once per day, lay their hands upon one person (including themselves) and restore 2 points of damage per level. In the same way, they can lay their hands upon a person and Cure Disease just like the cleric spell of the same name. At 1st level they can Cure Disease once per month, twice a month at 5th level and three times a month at 9th level. Paladins are personally immune to all diseases, both ordinary and magical.
Turn Undead Beginning at 3rd level, paladins may attempt to turn undead as a cleric of 2 levels lower than their current level. For example, a 4th level paladin would turn undead as a 2st level cleric.
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Post by Haldo Bramwise on Jul 3, 2008 18:30:10 GMT -6
That depends on how generous you are with wands. What's the EPP for this class? Well, I can't be sure until we get to see the S&W:WB document. But there needs to be a cost for the bard's abilities. In my setting, magic items are pretty rare. I think that's the way Matt has envisioned S&W to be as well too. But yeah, a bard in a Monty Haul campaign with a fireball wand and a lightening bolt wand on each hip would be really sad.
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Post by Haldo Bramwise on Jul 3, 2008 14:43:08 GMT -6
Is the base chance to which a "bonus or penalty" is added for Decipher Script the same as for the other Bardic Abilities? It's not listed in the heading of that table. Oh yeah. Thanks. I fixed the chart to cover all three. Ideally, the "chart"would just be incorporated into the level, bth, etc. cart. I'm wondering if wand use makes the bard too powerful. Scroll use might just be enough magic.
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Post by Haldo Bramwise on Jul 3, 2008 9:26:47 GMT -6
Hey all. Here's my first attempt at a S&W:WB Bard. I know it isn't out yet, but I'm working from a few assumptions like the classes generally only go up to level 12 and that the attribute bonuses are the same as S&W:GH.
Please tell me what you you think and how to make it better. I take criticism real well.
Bard Requirements: CHA 13 & INT 12 Prime Requisite: CHA 13 Hit Dice: 1d6 (Max9 HD)
In many ways, the bard can be seen as an ideal adventurer – a little like a fighter, magic-user, historian and sage - but a master of none. Above all, bards are artists and entertainers. Some memorize and recite ancient tales of glory and defeat. Some are proficient thespians who act out folk tales and morality plays. Others become master musicians or singers. Whichever path or combination of paths a bard chooses, their artistic drive and ability will be a major part of their life. In addition, many bards are driven to a life of adventuring in a desire to discover ancient mysteries and experience a few epic tales themselves. Some bards train in bardic colleges while others find master bards to train under. Bards may use any weapons and wear any armor up through chain mail, but may not use shields. They begin play with the standard ________ gold pieces (gp).
Bards use the Cleric's Base to Hit and the Saving Throw of the Magic User.
Legend Lore From a lifetime of research and study of ancient tales and arcane lore, bards are sometimes able to recognize famous items, people, places, etc. This can be a handy ability when adventuring in lost ruins or when encountering ancient creatures or mysteries. At the Game Master's discretion, while most uses of this ability can be resolved quickly, some may require hours, days, or even weeks of research on the part of the bard to discover detailed information.
Charm Because of a bard's talent and charisma, they are often able to charm people and monsters. However, unlike the Charm spells, a bard's charm ability does not render the target completely under the control of the bard. Instead, the charmed person or creature looses all interest in everything but the bard who is performing for them. Therefore, if the bard stops actively performing for the charmed person or monster, the charm is lost. Character of 4th level and higher, as well as monsters with 4 hit dice and higher receive a cumulative 5% per level or hit dice penalty to the bard's charm roll. At the Game master's discretion, additional bonuses or penalties may be applied to the bard's roll. Only ordinary, non-magical, mundane beings and creatures with at least some intelligence may be charmed by a bard. For example, demons, golems, undead, etc., are all exempt from a bard's charm ability. At 1st level a bard can attempt to use their charm ability once per day, twice a day at 5th level, and three times a day at 10th level.
Decipher Script In their studies of both mundane and arcane lore, bards learn how to decipher many languages and magical writings – or at least how to get information out of them! For example, a bard might be able to understand the general essence of a legal document, have a good idea where the treasure is located on a treasure map or even somewhat understand how a spell inscribed upon a scroll might operate. Of course, it is up to the Game Master to decide what actions are appropriate for the bard as well as determining the ease or difficulty of any particular document by adding a bonus or a penalty to their roll.
Use Magic-User Wands and Scrolls As dabblers in the arcane arts, bards may attempt to use a magic wand (only those usable by magic users) or read and cast magic from magic-user scrolls. However, a failed roll means that the spell written on the scroll or the spell contained in the wand does not activate correctly. It is up to the Game Master to decide what does happen when a bard fails at using a scroll or a wand. At the very least, the spell is lost (erased from the scroll or a charge is removed from the wand). However, much more disastrous effects are also likely, such as the spell being cast in its reverse form (if possible) or cast upon the bard or other party members. It is even possible that the scroll or wand may just explode with great magical force, causing 1D6 in damage per level of spell (or number of charges in the wand) and affecting everyone in a 5”area per level of the spell (or number of charges).
Bard Abilities (Legend Lore, Decipher Script and Charm & Use Magic User Scrolls and Wands)
Level 1 10% Level 2 20% Level 3 30% Level 4 40% Level 5 50% Level 6 60% Level 7 70% Level 8 80% Level 9 90% Level 10 100% Level 11 110% Level 12 120%
*A Bard with a Charisma Score of 15-18 receive as 10% bonus to their Charm Ability rolls. *A Bard with an Intelligence Score of 15-18 receives a 10% bonus to their Legend Lore and Use Magic User Scrolls and Wands rolls.
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Post by Haldo Bramwise on Jul 2, 2008 19:42:31 GMT -6
A Thursday night in October 1984. I was a Junior in High School and my geeky friends told me about this cool game with magic users and rangers.
I spent nearly and hour creating my first character, a fighter with 17 strength. We started gaming that night using the Temple of Elemental Evil. Off we went to the Moat House. As we entered the fallen tower of the Moat house, a giant spider fell on my character and bit him. I failed my saving throw and my first character died without even swinging his sword in anger!
But I was hooked!
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Post by Haldo Bramwise on Jul 2, 2008 17:08:29 GMT -6
That does have a 1980s "masters of the universe" ring, but how about ... Peril & Plunder? ("Old school" gaming perhaps being more about risk than about might.) Hey, it even starts with the same letter. This one has possibilities. "P&P". I know I've seen that abbreviation before. But where?
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Post by Haldo Bramwise on Jul 2, 2008 12:16:26 GMT -6
I don't think Might & Wealth is a winner. It needs something fantastical in the name. Might & Wealth could be a game of international investment banking, or of war profiteering during the unsettled days of the War of 1812. Or the 1980's.
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Post by Haldo Bramwise on Jul 1, 2008 8:45:29 GMT -6
Hey All. Many of you may have already read this, but I recently found Mythmere's comments on Old School Art over at Grognardia. I believe that he is responding to comments made concerning his adventure, "The Pod Cavern of the Sinister Shroom." I found his comments to be both insightful and enlightening. Just scroll down to his comments. grognardia.blogspot.com/2008/06/artistic-sensibilities.html
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Post by Haldo Bramwise on Jun 30, 2008 20:33:23 GMT -6
Mythmere, do you have a paypal address or something so that I can get a copy of the doc? I just logged on to lulu.com and I guess you've taken the file down.
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Post by Haldo Bramwise on Jun 30, 2008 19:46:31 GMT -6
Don't take the idea please!!! I just thought it was funny. I'm new at smileys.
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Post by Haldo Bramwise on Jun 30, 2008 13:01:37 GMT -6
I think I'll be calling my OD&D based game: Wealth & Might! or... Might & Wealth!
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Post by Haldo Bramwise on Jun 29, 2008 23:05:42 GMT -6
Do we need another OD&D clone? Why "compete"? I think it will be more along the lines of an "annotated imprint" of S&W:WB with very few minor changes rather than "competition." It may also include details for a setting as well. It's just too early in the development to say very much yet. Matt has set S&W up as a bridge system and made it OGC. He has even made it very easy for anyone to use the S&W trademarks. I think that his and Finarvyn's efforts (along with "Fight On!") are really going to help bring about a sort of "original fantasy gaming" revival. I just want to to do my part to help. S&W:WB will quickly become THE system for my homebrew setting as well. Down the road, I really want to offer a version of S&W:WB that will appeal to new/young gamers - you know, with art and formatting that will appeal to them. I've let Matt know my appreciation for S&W since the first day he let us see a draft version of it. Please do not see me as a "competitor." Again, any of you can publish your material for both versions of S&W, OSRIC or even Labyrinth Lord through BHP. That's why BHP exists. But a cool name - it's never too early to get a cool name.
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Post by Haldo Bramwise on Jun 29, 2008 21:29:24 GMT -6
Um ... is this the edition that I'm currently editing, or are you doing one of your own? Just curious. Yup - the one you are working on. My assumption is that you are doing an outstanding job with it,right? We are patiently waiting for S&W:WB. Of course, we don't know nearly all of what you are doing, but we're betting that it's pretty close to the 3 LBs. And we do have S&W:GH to work from too. Our "version" will be basically be what you are putting together with some very mild "tweaks." So it ought to be 100% compatible.
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Post by Haldo Bramwise on Jun 29, 2008 16:51:23 GMT -6
Hey guys! Brave Halfling Publishing will be publishing a version of the S&W:WB and although I shouldn't give out any details on it yet, we do need a great name for it. Please post your suggestions. The person who comes up the best name will get a free copy of every product we release for the game! Of course, it will be old school and only make small "tweaks" to the core S&W:WB Open Game Content. Oh yeah. BHP is going to support both versions of S&W too. So if you have original material that you would like to have published, give me an email. BHP exists so that gamers can publish material for other gamers (we've not in this for the money).
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