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Post by waysoftheearth on Apr 9, 2012 17:09:51 GMT -6
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Post by Sean Michael Kelly on Apr 9, 2012 18:51:21 GMT -6
And a grand new update it is!
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Post by Professor P on Apr 9, 2012 19:11:58 GMT -6
Can't wait to see the finished product!
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Post by Haldo Bramwise on Apr 9, 2012 19:54:00 GMT -6
Can't wait to see the finished product! ME TOO!
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Post by ravenheart87 on Apr 10, 2012 0:37:03 GMT -6
Kewl! I hope we don't have to wait another month for the next update. How did you handle demi-humans? The original way or the Holmes way? Eg. if the thief class is allowed in the campaign, can I run a dwarf fighter/thief, a halfling thief or an elf fighter/magic-user/thief RAW?
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Post by waysoftheearth on Apr 10, 2012 1:12:18 GMT -6
Kewl! I hope we don't have to wait another month for the next update. We are planning to do more frequent updates now that "the time" is drawing nearer... how often do you reckon would you like news? Obviously the more frequent the updates are, the less there will be to report in each How did you handle demi-humans? The original way or the Holmes way? Eg. if the thief class is allowed in the campaign, can I run a dwarf fighter/thief, a halfling thief or an elf fighter/magic-user/thief RAW? I would say DD does it "the original way". Meaning... Only the dual-classed (fighter/magic-user) elf is described explicitly in the text. Other dual-classed PCs are covered generically in a section on changing class -- just like in the original. There's no reason why you couldn't play a dual-classed dwarf fighter/thief (or whatever else) using these rules. It is a matter for each individual referee to determine whether he would allow these options in his game. The main point of difference between the "original way" and what came later (Greyhawk, Holmes, etc.) is... in the original game the player allocates all of his earned XP to exactly one of his classes for the entirety of an adventure. In later revisions, XP would be divided evenly between classes at all times -- even when no further advancement was possible in a given class. (Holmes also did away with the complexity of differing XP requirements for each class, and used only the fighter XP chart). I hope that helps to whet the appetite ;D (Also FYI -- "demi-human" is a relatively modern term... Delving Deeper refers instead to elves, dwarfs and halflings as "man-types").
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Post by ravenheart87 on Apr 10, 2012 1:29:28 GMT -6
We are planning to do more frequent updates now that "the time" is drawing nearer... how often do you reckon would you like news? Obviously the more frequent the updates are, the less there will be to report in each Every day? Just kidding. I think weekly previews or updates would be nice. Thanks for the quick answer about man-types. I have one question left: percentile thief skills or something else?
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Post by waysoftheearth on Apr 10, 2012 2:03:46 GMT -6
I think weekly previews or updates would be nice. Thanks, we'll see what we can do Thanks for the quick answer about man-types. I have one question left: percentile thief skills or something else? Given what is allowable by the OGL/SRD and a preference for the elegant simplicity of the original, we elected to go with something else. Something very simple, and very familiar to anyone who has ever listened at a door, or checked for surprise...
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Post by Sean Michael Kelly on Apr 10, 2012 4:20:22 GMT -6
Given what is allowable by the OGL/SRD and a preference for the elegant simplicity of the original, we elected to go with something else. Something very simple, and very familiar to anyone who has ever listened at a door, or checked for surprise... woo hoo! Exalt!
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Post by ravenheart87 on Apr 10, 2012 7:34:40 GMT -6
[quote author=waysoftheearth board=delvingdeeper Given what is allowable by the OGL/SRD and a preference for the elegant simplicity of the original, we elected to go with something else. Something very simple, and very familiar to anyone who has ever listened at a door, or checked for surprise... [/quote] While I like percentile rolls, I'm quite satisfied with what I read. I was thinking a lot about how I would run my next old-school sandbox adventure, and I was planning to reduce the info required on the character sheet - including thief skills. I'm also thinking a lot about stealing some "rules" from roguelike games, like NetHack.
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Post by kesher on Apr 10, 2012 9:32:39 GMT -6
Can you expand on that?
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Post by ravenheart87 on Apr 10, 2012 10:51:33 GMT -6
Can you expand on that? NetHack, Angband and their variants are full of good ideas and the games are usually based on D&D more or less. There are a lot of things I wanted to try tabletop, but I want to see the final version of DD, before deciding about anything. Some of the stuff I was thinking about: - Race having an effect on hit dice/hit points.
- Revamping some classes and races.
- High level knights having a chance to enchant their sword.
- Dead player returning as enemy in the next encounter with undead, if the others left the corpse in the dungeon.
- Certain words engraved keep monsters away from you.
- Vile monsters, strange items and dirty traps.
- Effects of eating various monsters.
- Funky random stuff.
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Post by talysman on Apr 10, 2012 11:27:41 GMT -6
ravenheart: the way you mentioned Nethack right after changing thief rules, I was thinking you were pulling some changes to the thief rules from the roguelikes, and I couldn't think what you meant... Your list clarifies that, though. As an aside, I've always had a desire for a Nethack-ish approach to old school FRPGs, too. I had some posts on my blog on a couple of the topics you listed. Can't find my posts on engraved words or randomized names for scrolls right now, but I had some rules for eating monsters, which I think I will update this week: 9and30kingdoms.blogspot.com/2010/03/edible-corpses.html9and30kingdoms.blogspot.com/2010/03/edible-corpse-intrinsics-monsters-with.htmlI plan on simplifying the rules in my update to get rid of the extra math.
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Post by ravenheart87 on Apr 10, 2012 11:50:08 GMT -6
ravenheart: the way you mentioned Nethack right after changing thief rules, I was thinking you were pulling some changes to the thief rules from the roguelikes, and I couldn't think what you meant... Actually, it's quite interesting how NetHack solved thief skills and it's really easy to convert these to D&D. Rogues get the Stealth ability at level one, which means sleeping enemies won't wake up when you're near. Later they get searching, which means they automatically search for traps and secret doors around them. Everyone can pick locks, the chances depend on what you want to open, and how - thieves get a bonus to this percentile roll. Disarming traps is unique to trap, it totally depends on player skill.
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Post by ravenheart87 on Apr 10, 2012 14:20:52 GMT -6
Not bad. I was thinking about a save vs poison, if successful, the player may inherit or get some bonus from eating a creature - but only once. Naturally, most of the monsters would be poisonous or simply bad to the stomach, although a good cook (halfling) can help that.
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Post by talysman on Apr 10, 2012 18:54:19 GMT -6
Not bad. I was thinking about a save vs poison, if successful, the player may inherit or get some bonus from eating a creature - but only once. Naturally, most of the monsters would be poisonous or simply bad to the stomach, although a good cook (halfling) can help that. The rewrite is here: 9and30kingdoms.blogspot.com/2012/04/edible-corpses-simplified.htmlThis uses simple 5+ on 1d6 checks for gaining intrinsics and avoiding nausea. I also found my post on Elbereth-like names of power, but the mechanic is really simple: treat a Name of Power as a 1st-level cleric for purposes of turning. There's one Name of Power for each alignment. I think I'm going to update my post on random scroll names.
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Post by ravenheart87 on Apr 11, 2012 8:58:51 GMT -6
Cool stuff, talysman! I didn't check your blog for a while now, so maybe it's time to start reading it again.
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