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Post by mahrundl on Aug 1, 2009 19:55:22 GMT -5
Welcome back, TKD! Glad to see you again!
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burke
4th Level Troll
Posts: 393
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Post by burke on Aug 10, 2009 1:22:01 GMT -5
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Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Aug 10, 2009 5:36:54 GMT -5
An EXALT for that brave adventurer! Awesome map.
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Post by salass00 on Aug 11, 2009 6:40:28 GMT -5
Thanks. 
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Post by Porkbelly on Aug 11, 2009 7:16:16 GMT -5
Nice map Melanthios! Exalted. For some reason I had everything upside down in my head.  Maybe you could create a new "Maps" thread under the game folder so we can find this more easily.
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burke
4th Level Troll
Posts: 393
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Post by burke on Aug 11, 2009 7:29:45 GMT -5
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Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Aug 18, 2009 1:33:28 GMT -5
Burkemeister,
I must say that not only am I really enjoying the adventure, game-world and characters; the first edtion rules really seem to be standing up.
I like the tactical choice to be made about taking damage or letting the armour take it - and the value of a good shield.
The missile rules also look to be very good (from my side of the table)...
I recently posted a quick message on the walla about how I was liking the retro MR rules (half MR adds in the first round then one quarter thereafter)... Is it more of a headache from a GM's point of view Burke?
Anyhoo, great work, please keep it up.
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burke
4th Level Troll
Posts: 393
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Post by burke on Aug 18, 2009 1:59:04 GMT -5
Thanks for the praises! I really enjoy this game as well.
I don't think the half/quarter MR rules are difficult, but I have to use a calculator. The MR/dice table is different as well, so you have to keep referencing it because there is no simple formula to calculate the dice by.
I do however like the idea that monsters can be incapacitated if dropped below MR10. This could be be simulated in a 5th ed. game by dividing the MR by 10 and rounding down. MR9 and lower get zero dice and are incapacitated.
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Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Aug 18, 2009 2:53:06 GMT -5
Another quick question Burke:
The Wildlands Player's Guide states that missile attacks only occur in the first round of combat.
If there is a mix of missile and melee on that first round, do archers (and spell casters) add their combat rolls/effect to the groups HPT?
I'm sorely tempted to run a game using the Player's Guide and follow the story presented in the Play-by-posting game here. ;D
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burke
4th Level Troll
Posts: 393
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Post by burke on Aug 18, 2009 3:13:52 GMT -5
The Wildlands Player's Guide states that missile attacks only occur in the first round of combat. This was something I added to make missile weapons a bit more useful. The 1st ed. rules simply state that bows may not be used in hand to hand combat (simple weapons chart). No, because the missile attacks occur before melee combat, I've ruled that they are kept separate. Thus you can kill, incapacitate or wound a foe before melee combat even begins. You are anyone else are welcome to do so. Though I hope that anyone using the PHB would consider purchasing the 1st ed. rules from "that company". I'm using a lot of great material that has been published by others and I will reveal what I've used when it is no longer relevant for the game. I'm also putting a lot of old modules to recycled use, so those familiar with old D&D stuff may feel right at home in some places.
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Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Aug 18, 2009 5:43:15 GMT -5
Absolutely, I have an "that company" first edition. Most excellent.
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burke
4th Level Troll
Posts: 393
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Post by burke on Aug 18, 2009 9:03:05 GMT -5
I've updated the PHB. Spell levels 1-12 are now covered and I've integrated the house rules and clarifications.
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Post by ragnorakk on Aug 18, 2009 11:41:07 GMT -5
ok - makeshift staff debate carried over here! maybe my read on the makeshift staff has been wrong. here's the entry from the Wild Lands PHB:
I have always thought that the makeshift staff was, in essence, a battery to draw magical strength off of. My apologies if this is not the case - don't want to scrap over it, but it looks like I've been playing for years on a mistaken assumption!
*sounds of me getting ready for yellow flag*
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burke
4th Level Troll
Posts: 393
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Post by burke on Aug 18, 2009 15:19:00 GMT -5
here's the entry from the Wild Lands PHB: Yes, but you've completely taken it out of context, the full entry reads:
Notice the part about "reduce the ST cost of spells by the magic-users level number" in the first sentence.
How have the rest of you used makeshift staffs in your games?
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Post by ragnorakk on Aug 18, 2009 17:35:49 GMT -5
No, I'm ready to concede the point - amazing! I have overplayed the makeshift staff forever - literally since day one many many years ago! But the makeshift staff as magic battery is awfully potent - like too potent. Don't want to hold up the game - will utilize the staff as it is designed to be used - sorry for the hold up.
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