Nekromanti OSR-resurser/länkar

Hans E Magnusson

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Snodde detta från dndclassic tråden, tyckte det var intressant men kanske(??) passade bättre här. Nu klipper och klistrar jag men jag tycker det är ett ganska bra svar på påståendet om krigarens problem

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Rob said:
De har dock gjorts mycket konstiga ändringar i Delving Deeper och Swords & Wizardry whitebox gentemot Od&d t ex så har man i S&WWB givit fighter färre hit dice och magikerna fler vilket är märkligt med tanke på att fightern är super svag som det är i Od&d (hela Greyhawk supplementet är ju en enda stor boost till fightern (procentstyrka, högre skada på vapen, d8 hd till fighter d4 till magiker, dex ger bättre AC för fighters etc)). [
[url="http://odd74.proboards.com/index.cgi?action=display&board=menmagic&thread=6596&page=1#85544" said:
The Humble Fighting Man[/url]]There are various arguments about that suggest the original fighting-Man lacks a bit of punch compared to the other classes. E.G.G. appears to have agreed, since he gave the fighting class a boost with GH, then again with AD&D, and then yet again with UA.

But exactly how humble is the 3LBB fighting-Man? Well, let's have a look at the advantages he does have shall we...


1. Fighting-Men have the best armour.
The magic-user description (M&M p6) says "The whole plethora of enchanted items lies at the magic-users beck and call, save the arms and armour of the fighters" explicitly stating that fighters have the use of magical armour, and hence non-magical armour by implication.

2. Fighting-Men have the best HD and hit points.
"they gain the advantage of more 'hit-dice'" (M&M p6). See also "Dice for Accumulative Hits" (M&M p17-18).

Fighting-men "top out" with 9+3 HD at 9th level, and add 1 HD per two levels thereafter. For comparison, clerics "top out" with 7+1 HD at 9th level, and add 1 HD per there levels thereafter. Magic-users "top out" with 8+1 HD at 11th level, and add 1 HD per four levels thereafter.

Having the most HD, fighting-men also derive the most benefit from a constitution score above 14, which delivers +1 hp per HD.

3. Fighting-Men have the best saving throws of clerics, fighting-Men and magic-users (for the levels listed 1 to 13). According to the Saving Throw Matrix (M&M p20) clerics require an average roll of 10.7 to save, fighting-Men 10.4, and magic-users 11.8.

4. Fighting-Men have the best attack rolls.
See Attack Matrix I (M&M p19).

5. Fighting-Men have the use of all weaponry.
"All magical weaponry is usable by fighters" (M&M p6) implying also the use of all non-magical weaponry. Especially missile weapons. No other classes can use bows, crossbows or the like.

6. Magic Swords are for Fighting Men only.
Magic swords (arguably the best weaponry in game) are usable exclusively by fighting-Men.

7. Almost All Magic Weapons are for Fighting Men Only.
92% of all magical weaponry appearing on the treasure tables (M&T p23-24) is usable by fighting-Men only. 80% are swords, 8% arrows, 1% bows, 1% axes, and 2% spears.

Only the 4% daggers, 2% maces and 2% hammers are usable by magic-users and clerics respectively, and these are usable by fighters as well! So the other classes will have to argue their case that they should get these weapons ahead of the fighters.

8. The Spear is Usable by fighting-Men Only.
The spear is especially deadly since "if something impales itself upon the spear damage will be double or even treble if the force is sufficient" (M&T p31). This is clarified later (GH p15) as double versus charging foe or triple when set versus charging foe.

Additionally, the spear is often ruled as enabling attacks from a second rank (although I don't see this in the text).

9. Fighting-Men have Multiple Attacks
Fighters make multiple attacks per round versus "normal" types.

Implied by: "Attack/Defense capabilities versus normal men are simply a matter of allowing one roll as a man-type for every hit die, with any bonuses being given to only one of the attacks" (M&T p5).
This was later clarified (in the FAQ, SR Vol 1 No 2) as meaning: "A super hero, for example, would attack eight times only if he were fighting normal men (or creatures basically that strength, i.e., kobolds, goblins, gnomes, dwarves, and so on)".

Numerous monsters with 1+1 HD and also Cavemen with 2 HD are listed as "Men" and/or described as "man-types" (see the full discussion of this here). Clerics and magic-users remain "normal" until they attain 6th and 7th level, respectively.

Note that although AD&D states explicitly that this is a fighter ability, the fighter example given in the FAQ might be read as merely an example, for nowhere else is it stated explicitly in the 3LBBs that other classes do not enjoy this same benefit. However, even if allowed the other classes too, the fighting-man has the most HD, and hence would have the highest number of attacks.


10. Not Subject to Multiple Attacks from 3rd Level.
According to his "Fighting Capability" a 3rd level fighting-Man (with 3 HD) has become a "heroic type" rather than a "normal type" as thus is no longer subject to multiple attacks per round by high HD monsters.

For comparison, clerics and magic-users retain their "normal" status until they reach 6th level and 7th level, respectively.


11. Fighting Men can Sense Invisible Opposition.
High level fighting Men are able to sense invisible opposition (as per M&T p16, see Pixies). If used, this special ability might kick in at 4th or 8th level depending on what you consider to be "high level" in your game.

It doesn't look so bad for the humble fighting-Man when it's all laid out like that does it?
 

Rob_UBBT

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En fighting-man gör en d6 i skada i Od&d och det är svårt att öka den skadan förutom med en girdle of strength (som kan användas av alla klasser). Detta då magiska svärd bara ger plus på att träffa (eller plus på att skada specifika varelser före t ex +1/+3 vs trolls som ger +3 skada mot troll), övriga vapen ger bara plus på skada men inte på att träffa.

Detta innebär att mängden skada i snitt är 3,5 och man säger att en fighting-man går ifrån 50 % att träffa till 100 % (hög lvl) så har skadan gått ifrån 1,75 (50 % gg 3,5) till 3,5 (100 % ggr 3,5) vilket då ger en skadehöjning på 1,75 över hela karriären.

En fighter har 2 bättre i THACO än cleric på högsta nivå vilket gör att skadeskillnaden är minimal dem emellan.

Vad det gäller magikerna så ger hans skadespells en d6 per lvl vilket innebär att på nivå 10 så ger magikern runt 28 med en spell (antar ett save på 50 %) i snitt vilket är 8 rundors strid om fightern har 100 % att träffa (vilket han inte har). Visst magikern har bara några få spells men skadeskillnaden är oerhörd, har magikern en wand of fireballs eller något sådant så blir det helt galet.

Jag skulle vilja säga att ändringarna som kom i Greyhawk (kanske min absoluta favorit D&D bok) var extremt behövliga för att få lite balans på det hela.
 

God45

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Rob said:
En fighting-man gör en d6 i skada i Od&d och det är svårt att öka den skadan förutom med en girdle of strength (som kan användas av alla klasser). Detta då magiska svärd bara ger plus på att träffa (eller plus på att skada specifika varelser före t ex +1/+3 vs trolls som ger +3 skada mot troll), övriga vapen ger bara plus på skada men inte på att träffa.

Detta innebär att mängden skada i snitt är 3,5 och man säger att en fighting-man går ifrån 50 % att träffa till 100 % (hög lvl) så har skadan gått ifrån 1,75 (50 % gg 3,5) till 3,5 (100 % ggr 3,5) vilket då ger en skadehöjning på 1,75 över hela karriären.

En fighter har 2 bättre i THACO än cleric på högsta nivå vilket gör att skadeskillnaden är minimal dem emellan.

Vad det gäller magikerna så ger hans skadespells en d6 per lvl vilket innebär att på nivå 10 så ger magikern runt 28 med en spell (antar ett save på 50 %) i snitt vilket är 8 rundors strid om fightern har 100 % att träffa (vilket han inte har). Visst magikern har bara några få spells men skadeskillnaden är oerhörd, har magikern en wand of fireballs eller något sådant så blir det helt galet.

Jag skulle vilja säga att ändringarna som kom i Greyhawk (kanske min absoluta favorit D&D bok) var extremt behövliga för att få lite balans på det hela.
Usch... Matte. Medan du har helt rätt rörande allt det här så spelar inget av det där någon roll. Varför? 4 anledningar:

1. Magiska vapen. Bara +whatever vapen? Det är löjligt okreativt och en produkt av de nyare editionerna. Vet du vad magiska vapen bör vara i OSR D&D? Unika och legendariska. Svärd som dödar odöda med ett enda hugg. Spjut som dödar killen du träffar och hela hans familj. Eller kopiera mig och ha med en trasig Phyrexian plasma canon, kan bara avfyras var 8 timme men gör 1d100 skada! Go nuts! Ner med +1 svärden.

2. Magiska rustningar. Samma sak! Magiska rustningar ska förvandla de som ser dig till sten, låta dig passera genom väggar eller göra dig osårbar mot allt utom vapen gjorda av trä.

3. Du får en arme. En satans arme! Är du level 10 kan du skicka ut din arme till att hantera orkerna, du ska skjuta en gud med en plasam kanon!

4. Skatter. Du får undersåtar som betalar skatt till dig. Guld = XP.

Så om din Fighter eller Fighting-man inte rockar prata med din gm!
 

Rob_UBBT

Warrior
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Heh, jag behöver nog bara få lite styrke bonus och en högre skadetärning (d8 eller d10) så är jag nöjd med min fighting-man.
 

God45

#PrayersForBahakan
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Rob said:
Heh, jag behöver nog bara få lite styrke bonus och en högre skadetärning (d8 eller d10) så är jag nöjd med min fighting-man.
Det är också okej, bara ändra det till det då :gremsmile: Men om du börjar med att lobba för Plasma kanonen så kommer höjningen av hitdice vara mycket lättare att få eftersom gm:en då redan sagt nej en gång :gremwink:
 

Rob_UBBT

Warrior
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Stockholm
Alla justeringar jag vill ha finns ju i Greyhawk så det är bara att lobba för den. Skulle jag spela S&WWB eller DD skulle jag nog bara använda B/X skadorna.
 

Hans E Magnusson

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Vinn ära och en massa godsaker
The Inaugural Delving Deeper Adventure Writing Blitz is Here!

I need you guys to help me smash out some quality adventure material for Delving Deeper, and as encouragement (as if you needed any!) I'm offering up a bunch of choice prizes from my game shelf...


THE PRIZES

1. Pendragon King Arthur core RPG rules (Stafford), Pendragon The Great Campaign (Stafford). Arthaus editions. Both as new mint condition hard covers.

2. The Arduin Grimorire volume 1 (Hargrave), Arduin Dungeon #1 (Hargrave), Arduin Dungeon #3 (Hargrave), G1 Steading of the Hill Giant Chief (Gygax) mono, lizard logo, S1 Tomb of Horrors (Gygax) mono, wizard logo.

3. Tunnels & Trolls v7.5 (Flying Buffalo) brand new in box (and the box is so full of T&T stuff you can't close the lid).

4. Swords & Wizardry White Box Set (by our very own Fin!)

5. Dungeons & Dragons Basic and Expert boxed sets. The basic set's box is a bit rough but the contents in mint condition. The expert set is still in its original shrink wrap!

6. Advanced Dungeons & Dragons; Players Handbook, Dungeon Masters Guide, Monster Manual (Gygax) early print hardbacks in very good condition.

7. A Holmes boxed set -- exactly which one to-be-announced (I have a spare F115-R box for which I can't seem to locate the contents..?)

8. Original Dungeons & Dragons Supplements I, II, III, IV and a rubbishy copy of Boothill (2nd print?).

9. Original Dungeons & Dragons volumes 1, 2 and 3 (6th print, no box, no ref sheets).

10. Original Collectors Edition Dungeons & Dragons White Boxed Set.
Complete with volumes 1, 2 and 3 and Reference Sheets in white box. All in good order.


HOW IT WILL WORK

If I get at least ten entries, there will be one winner.
If there are at least twenty entries, there will be two winners.
If there are at least thirty entries, there will be three winners.
If there are more entries I will give away further prizes as necessary.

The first placed winner will get the first pick of the prizes.
The second placed winner will get the second pick of the prizes.
And so on.

I will be the sole judge of the winning entry/entries.
Prizes will be given in good faith at my sole discretion.
Winners will have to provide me with a postal address in order to receive their prizes.


YOUR ENTRY

What's the Deadline?
At this stage, entries will close on June 30th 2013.

Subject to the number of entries and real life commitments, I hope to read them all and pick the winners by mid July.


Where Do I Sent It?
To me via email at: waysoftheearth at yahoo dot com dot au .

You should include "Delving Deeper" in the subject line.

I will email you back to confirm I have received your entry. If I don't, post a comment in this thread right here!


File Format:
PDF or any file format that can be read by Open Office on my Windows7 PC is acceptable.

Document Size:
I'm looking for short but rich adventure content for Delving Deeper.
Those who've read or participated in the One Page Dungeon Contests will alreay have a feel for it.

This contest is specifically for the Delving Deeper system, however, and is for slightly longer scenarios; anything around two to four letter (or A4) -sized pages of content is acceptable. Illustrations, maps, charts and so on (where necessary) can be included in or in addition to the text content.

Document Format:
Use any kind of layout/document structure you desire, put please consider my eyes when choosing a font style and its size.

Clear titles and section headings will be looked on favourably. You may (or may not) want to include some/none/all of the following sections:

1. Title,
2. Sub-Title/Catch Phrase -- One line summary of what to expect,
3. Adventure Hook(s) -- what brings the players here?
4. Map (or maps) of encounter areas,
5. Explanation of Encounter Areas -- the meat of your submission,
6. Random Encounter/Monster Table (or tables),
7. Developments -- suggestions for what happens next,
8. New monsters/spells/magic-items.
9. Other stuff?

If your spelling and grammar is perfect I'll enjoy reading your document much more than if it's riddled with errors...


License:
As per the One Page Dungeon Contest, submitting your adventure to the contest releases it under the Creative Common Attribution-Share Alike 3.0 license with credit to the contest participant (see FAQ).

In order to be in the running for the prizes your submission must include a title, the author's name, and a link to the Creative Common Attribution-Share Alike 3.0 license: http://creativecommons.org/licenses/by-sa/3.0/ .


THE OTHER PRIZE

Is infamy I plan to make all entries available for free download for all DD players.

If there are some unbearably good entries I'll also offer to collaborate with the authors to create "production" versions of their adventures as "Official" Delving Deeper supplements under the Immersive Ink label.


So... what are you guys waiting for?
 

Hans E Magnusson

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OSRIC

Alltid skoj att se vilka skillnaderna är mellan klonen och orginalet


Certain details of extreme ability scores (above 18 or below 3).
The absence of the monk and bard classes.
Certain details of the weapons table (crossbows do more damage, for example).
No weapons vs. ac type.
No weapon speed factor.
Certain material that only applies at very high level was omitted. No explicit rules for followers for higher-level player characters, construction and siege, landholding tithes and rents, no artifacts or relics, no unique creatures from the outer planes (note: OSRIC does contain minor artifacts but not major ones).
Some creatures have been renamed.
Certain things that are WOTC's IP have been omitted. For example, OSRIC contains no mind flayers.
Details of the thief's skills progression are different.
Rules for sickness and disease are greatly simplified.
Unarmed combat is greatly simplified (and now works properly!)
In a change from what would follow from a strict reading of the rules Gary published, you can't dispel healing spells after they've been cast on someone.
Psionics were omitted.
Certain creatures and treasures from later on were included.

Inte jag som sammanställt och kan inte garantera att allt stämmer ....
 

anth

Vetefan
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Re: OSRIC

Hans E Magnusson said:
Alltid skoj att se vilka skillnaderna är mellan klonen och orginalet

...

Inte jag som sammanställt och kan inte garantera att allt stämmer ....
Är det ADnD vs OSRIC så är jag säker på att all info de räknar upp stämmer.
Däremot kan det hända att de missat något mer som ändrats.
 

Hans E Magnusson

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waysoftheearth said:
Here are a bunch of random notes I've been scribbling down over the past year or so as I've been re-reading OD&D and related materials. Much of it may be old hat, but some of it may be novel to a few of our readers here so I thought it worthwhile sharing...


. There are no ability requirements to qualify for classes.
. An ability score of 13 or more is considered "high".

. A 1st level magic-user can cast scrolls of any spell level.
. A 1st level fighter is +1 to hit versus normal types.
. A 2nd level fighter has 2 attacks per round versus normal types.
. Heroic fighters (i.e., 3rd level and up) defeat the "Protection from Normal Missiles" spell with mundane missiles.
. The original thief was allowed magic-swords and was not explicitly forbade shields.
. 10% of hits are considered to be head hits.
. Heroes (4th level fighters) are not subject to randomised hits.
. High level fighters (8th and up?) can sense invisible opponents.

. Chainmail has one minute "turns" with multiple "rounds" of melee allowable per turn, but only one opportunity to cast spells per "turn".
. OD&D has ten minute dungeon exploration "turns" with ten "rounds" of combat allowable per turn, but nothing is said explicitly about the frequency of spell casting.

. Pluses from magic armour and magic shields do not stack.
. A +1 mace adds to damage, but not to hit.
. Spears can do double or triple damage.
. Missiles are +2 to hit at short range.

. The FAQ says that the "latest print" includes an "additional sheet" of corrections.

. The "Number Occurring" stat for monsters is primarily for outdoor encounters.
. Excepting skeletons and zombies, undead are not immune to morale checks,
. Zombies (and, by implication, Skeletons also) are immune to normal missiles.
. Monsters save either as do fighters, or the better of fighter/magic-user categories.

. The charm monster spell will affect 3-18 monsters.
. Swords & Spells gives the Sleep spell 4-16 turns duration, and a 1" diameter area of effect.
. A Magic Missile spell (from GH, Holmes) requires a to hit roll.
. The Fear spell effect is described in M&T (p34) under Wand of Fear.
. The Web spell effect is described in M&T (p35) under Staff of wizardry.

Enjoy
ba för att jag tycker det är intressant

http://odd74.proboards.com/thread/8983/od-curios
 

Hans E Magnusson

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Argh! said:
Löjligt kort och ofullständig lista :gremsmile:
Fantasy:

Adventurer Conqueror King
Adventures Dark & Deep
Ancient Mysteries & Lost Treasures
Astonishing Swordsmen & Sorcerers of Hyperborea
B/X Companion
Basic Fantasy Roleplaying
Barbarians of Lemuria
The Big Brown Book
Blood & Bullets
Castles & Crusades
Companion Expansion
Dangers and Dweomers
Dark Dungeons
Dark Passages
Dragons at Dawn
Delving Deeper
Dungeon Crawl Classics
Dungeonslayers
Elegia
Encounter Critical
Engines & Empires
Epées & Sorcelleri
Errant RPG
Fantasy! Old School Gaming
The Fantasy Quest
Fire & Sword
For Gold & Glory
Forward To Adventure
Go Fer Yer Gun!
Hackmaster Basic
Labyrinth Lord
Lamentations of the Flame Princess
Legends of the Ancient World
Liber Zero
Long Live the Fighting Men and Magic-Users!
Mazes & Minotaurs
Medieval Mysteries
Microlite74Version2.0
Microlite75
Mini Six
My D20 Lite
Myth & Magic
Old Edition Delta
Old School Hack
Omega World
OSRIC
Pars Fortuna
Project 74
Red Box Fantasy
Red Box Hack
Redwald
RQ2 fans there's the D100II SRD
Ruins & Ronin
Runeslayers
Sabres and Witchery
Searchers of the Unknown
SERPENT (Serpent RPG Mod - standalone version of rules)
Shadow Sword & Spell
Siege Perilous
Sorcery & Super Science
Spellcraft&Swordplay
Stone & Wood
Svärd & Svartkonst
Swords of Abandon
Sword & Board
Swords & Wizardry
Target20
Tombs & Terrors
Vikings & Valkyries
Warriors, Wizards & Worms
Wayfarers
WOODLAND WARRIORS RPG
ZeFRS


Sci-Fi/Sci-Fantasy:

Encounter Critical
Humanspace Empires
Micro Mech Warrior
Mutan tFuture
Red Planet
Stars without Number
Starships & Spacemen
Sorcery & Super Science!
Terminal Space
X-Plorers

Supers:

4CSystem
Hideouts&Hoodlums
Mystery Men
SUPERS! Comic Book Role Playing Game

Westerns:

Wierd West RPG

Generic:

GORE
Vissa länkar funkar inte, dyker ni på en så hojt så uppdaterar jag...
 

Hans E Magnusson

CAPS LOCK
Joined
18 Jun 2008
Messages
2,420
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Umeå
Kolla in
Playing at the World goes video! For D&D's 40th anniversary, I open up my treasure chest and show 12 rare artifacts that tell the story of the game's creation. Lots of new material here on Braunstein, the Great Kingdom and other recent discoveries.
[video:youtube]https://www.youtube.com/watch?v=_EVQsIETO_A[/video]

Ja och jag gissar att jag inte får till länken, men skit samma :gremsmile:
 
G

Guest

Guest
Zoth-Ya said:
Kolla in
Playing at the World goes video! For D&D's 40th anniversary, I open up my treasure chest and show 12 rare artifacts that tell the story of the game's creation. Lots of new material here on Braunstein, the Great Kingdom and other recent discoveries.
[video:youtube]https://www.youtube.com/watch?v=_EVQsIETO_A[/video]

Ja och jag gissar att jag inte får till länken, men skit samma :gremsmile:
Awesome! :gremlaugh:
Nu ska jag man bara mäkta med att ta sig igenom boken... den är maddafakking stor, brushan!

/ Wizard Gaylord
 

chrull

Stockholm Kartell
Joined
17 May 2000
Messages
8,421
Att det ett av de första rollformulären någonsin beskriver "Wizard Gaylor" förklarar så mycket.
 

anth

Vetefan
Joined
24 Feb 2003
Messages
10,271
Location
Fjollträsk
Jag höll på att uppdatera listan med OSR-spel och hittade nedanstående sida.
Då den är mer komplett än någonting annat jag sett och dessutom har mycket snyggare länkar än jag orkar göra, länkar jag direkt dit istället.

Lista på OSR-spel och liknande
 
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