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Post by aldarron on Apr 9, 2010 14:51:56 GMT -6
I'll use this post to announce any revision notices that may occur. I don't expect there really to be any more but its always possible that new historical information may come to light and anyone who has already bought the game deserves a free pdf of any updates. On that note I did upload a new pdf at noon today that corrects a name spelling error I'm too embarrased to mention and adjusts a small formatting glitch on "Chance Cards" A couple sentences in Education and Sages were reworded more betterer but no alterations of play significance were made except that upon further consideration I elected to change "may only play warriors and merchants" to "Usually only play" in the halfling description because I think thats "wDwd"
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Post by Finarvyn on Apr 9, 2010 15:43:58 GMT -6
Non't sweat it. No matter how hard you look, there are always typos that somehow sneak in. the book is more a presentation of "Classic Fantasy Roleplaying in the style of Dave Arneson" than "Dave Arneson's Classic Rules for Fantasy Roleplaying," if that makes sense. If you're fixing anything, you could always "fix" this. (Not an actual typo, but a neat thing to put into your rules set.)
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Post by Random on Apr 9, 2010 21:40:06 GMT -6
How do we get the revised PDF, just follow the link given initially via email?
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Post by aldarron on Apr 10, 2010 10:54:50 GMT -6
How do we get the revised PDF, just follow the link given initially via email? I think so. As I understand it you have 5 available downloads. The revision is 4/9/10. If that doesn't work I'll ask the Fastspring people about it and I'd be happy to email you a pdf in the meanwhile. (Random, I added your little explanatory sentence to the intro following Fin's suggestion )
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Post by aldarron on Apr 17, 2010 18:10:45 GMT -6
Revision 4/16/10 - Okay, since I needed to fix the pagination error (the word processor skipped page 35), I took the opportunity to make some small changes to formatting to clarify some of the sections. Specifically I capitalized and centered some of the titles. A couple remaining typos were caught including fixing a double appearance of Cause Morale Check in the spells list on p34. On page 37 I also added "If the character is being forced to touch the object, they suffer the effects described on the table for one spell level less than the spell level of the object. The character who makes a successful throw suffers no immediate ill effect but may have to make additional Saving Throws later or may otherwise be affected depending on the nature of the object and the discretion of the Referee.", to make the affect of touching aligned objects a little clearer. Lastly I added Helmets Only (to AC2) and Flexible Linked Armors to the AC table. So, not much really, but some little improvements anyway.
For the lulu version I redid the front cover to eliminate the black edges and reposition the titles further in to avoid any chance of them being clipped by the printer.
This is likely it as far as any more revisions go.
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Post by Finarvyn on Apr 20, 2010 20:20:46 GMT -6
For the lulu version I redid the front cover to eliminate the black edges and reposition the titles further in to avoid any chance of them being clipped by the printer. I've been holding off on buying the print version until I'm sure most of the bugs have been worked out. Is it probably safe now?
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Post by Deleted on Apr 21, 2010 2:44:53 GMT -6
Just to let you know Dan, that as of today (4/20/2010) the download link on Fastspring is still pointing to the 4/6/2010 version.
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Post by aldarron on Apr 21, 2010 5:55:40 GMT -6
Hey Igor, thanks for the heads up. Are you sure your that's not a 16? There was no 4/6 version. 4/16/10 was the last one I uploaded and that the one that comes up for me when I do a test run of the store. Check the AC table and see if Flexible Linked armors is there instead of Lamellar. If you've got that then you should have the 4/16/ copy.
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Post by Deleted on Apr 21, 2010 8:23:03 GMT -6
Hi Dan,
Nope, I rechecked the date and its listed as 4/6/2010. I've emailed more details to your gmail address. Hope this helps.
Also, any info on the ETA of Dragons at Twilight?
P.S. Maybe you might want to consider putting a date or version number to the pdf name so that you can see at a glance which version it is.
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Post by aldarron on Apr 21, 2010 10:18:07 GMT -6
<sigh> The response from Fastspring "old links will be for the old files. Also, the links are set to limit the # of downloads and time period they can be used in to limit piracy. So those links will probably not work at all." So, of course I will email everyone who got an earler release the 4/16/10 version today so everyone will have exactly the same pdf. - so check your email later!
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Post by tombowings on Apr 21, 2010 14:37:00 GMT -6
Thank you, aldarron. I appreciate you taking your time to e-mail out updated PDFs.
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Post by geordie on Apr 21, 2010 16:08:11 GMT -6
Yes, nice one Dan, much appreciated
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Post by aldarron on Aug 19, 2010 9:14:12 GMT -6
After doing some comparisons of the various magic sword systems in FFC, OD&D and AiF, (see this post if you are interested www.dragonsfoot.org/forums/viewtopic.php?f=15&t=40440 ) I realized that the magic sword section in D@D could really use some revisions. In particular I came to the conclusion (despite the implications of the Robert Lionhart article) that Arneson’s first magic swords (the ones written on index cards in FFC) did indeed provide a general damage bonus in relation to a statistic called “Combat Increase” . While I was at it, I added three monsters, basing the stats off of similar creatures in Supp II, and incorporated some of my responses to questions on this forum for clarifications to rules. I also added a guideline for medium and long distance projectile weapons - +2 and +3 to the targets Defensive Value, respectively, rather than leave it up to DM fiat as I had done. This Revision is marked 8/25/10. Anyone who bought a copy previously and would like a pdf of the revision can just contact me and I’ll gladly email it to you, but I’ll go ahead and post the only significant additions below: Every magical sword should have the following: 1) Bane to enemies – this is 1-10 types of creatures against which the blade will double, triple, or quadruple the Fighting Strength of the wielder, specified on a creature by creature basis. Note that no such bonus is provided against any being not on this list. To determine, begin with a monster list for the location where the sword was forged. Roll a d10 or 2d6-2 to determine how many rolls to make. Then roll that number of times using an appropriate die for the monsters on your list. Any time a monster is indicated more than once, the fighting strength of the blade is multiplied. For example, if trolls are indicated once, the sword has double FS against them, if trolls are rolled for twice, the sword has triple FS against them, rolled for three times and FS is quadrupled, and so on. 2) Magical abilities – this is 1-10 spells that the wielder of the sword can cast on demand, provided they are aware of them. The chance of success is automatic but victims may well get a Saving Throw, and depending on ego, intelligence and circumstance a sword may resist or refuse to cast. First roll d10 or 2d6-2 for the number of spells; then for each spell, roll a 1d6 to determine level and roll another die as appropriate to pick the individual spell. 3) Combat Increase – this is the normal + rating of the sword, ranging from 1-6, which indicates its ability to fight magical or non material undead creatures and the like with negative Armor Class ratings. This bonus may also be applied to all damage done with the weapon to all creatures except when fighting to subdue. Further this bonus is also given to the wielder when making an Armor Class Saving Throw in melee, but not projectile attacks. 4,5,and 6 are unchanged. Additional Monsters: Man Eating Sea Weed – A dense mesh of seemingly harmless seaweed found in brackish and relatively calm inlet waters, the “weeds” are actually the tentacles of a ray like creature hidden below in the sand and mud. Any animal smaller than an elephant that enters the weeds will be instantly snared and entangled by them and drawn down under the water unless a save versus Strength is successful. The creature will usually wait until its’ pray ceases to struggle before drawing the victim into its razor sharp maw. MESW have an Armor Class of 4, Hit Point Value of 21 and 6 Hit Dice. Movement rate is as 60 yards per round. Slithering Blob – These are amorphous, semi transparent, sac like creatures that vary in size from 1 foot long babies to 10 foot mature behemoths. The creature feeds by secreting acid from its underside and absorbing the “digested” material. Like snails they leave a trail (dissipates in 2 turns) of slightly acidic slime and can stick to walls and ceilings. They are thus capable of dropping on their victims from above. Somewhat like whales, these creatures breath only once per round through an enormous “blow-hole” on their side. The expended air is released in a powerful gush which is capable of blowing out all torches within 20 feet. The release of air is followed by an intake that produces a noise that for all the worlds sounds like a human screaming. Blobs love cool dark, underground places and will begin to wither in direct sunlight, losing 2 HPV’s per round. They have an Armor Class of 1, Hit Point Values between 2 and 12 and Hit Dice of 1-3 depending on size. Movement rate is as 30 yards per round. Vampire Rose Bush – The first Vampire Rose is said to have been created by a misguided wish. The undead creature appears as a perversely beautiful and large (man sized) rose bush with 2 inch thorns and a bounty of very dark red to black roses. Close inspection will reveal that the thick, stubby “roots” do not in fact enter the ground and are capable of movement. Should a warm blooded creature approach the bush, it will attack. A successful hit indicates the bush has latched on to the victim and will begin to drain its blood through the thorns. Further, the victim must save versus Constitution or become infected. Infected characters will become vampire rose bushes themselves in 3 days unless cured. Vampire rose bushes have an Armor Class of 2, Hit Point Value of 7 and 2 Hit Dice. Movement rate is 30 yards per round. They may only be killed by silvered or magical weapons or by fire.
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