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threedeesix

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Everything posted by threedeesix

  1. Actually, its the other way around. The cards are from the early 1960s.
  2. I say plunder away. :thumb: And let me know what yah come up with.
  3. Awesome, I know hit locations aren't for everyone, I've tried to not use them on several occasions, but all my players just love that extra D20 as everyone waits to see if a head is gonna roll. I'm not gonna say that everyone will have the same luck that my group has had, but with the Total Hit Point method and Fate Points, they should have just enough advantage to keep things edge of the seat exciting, yet mostly survivable. :thumb: My group lost only one character more than two years ago, and purple worms swallow whole, no hit locations necessary. Sorry to bring it up Greg, I know it's a sore subject. >:-> Rod
  4. Hi Warren, absolutely, ask away. My home group, the characters mentioned all through the book in the examples, are going to be going through the Against the Giants series when we Begin gaming again after the holidays. Originally the first book had an entire chapter devoted to the use of miniatures, but it got pulled due to lack of space. I'm in the process of trying to decide what to do with it now. Cheers Warren
  5. Lots of things floating around in my head. I may flesh out The Realm setting, definitely want to do some adventures, would love other people to jump in and do some adventures, want to take a break, want to do a book with more spells, want to do an "epic" level book, want to do... You get the picture, Rod
  6. Hi Jay, the first volume of Classic Fantasy is pretty much a players book, character classes, loads of spells, new skills, and spot rules that pertain to players and dungeon crawling. The second volume, that I'm working on right now, will be mostly monsters (dragons of different colors, rust monsters, mind slayers, floating eye tyrants, etc. I don't know, are those in D&D?), treasure (magic and otherwise), and spot rules pertaining to game mastering dungeon crawls. For the time being, there are plenty of monsters in the core Basic Role Playing rule book, and if you have any other old BRP games kicking around, they are all pretty compatible. Thanks for your interest, Rod
  7. Actually, they sent me an editable copy of volume 1, so I'm trying to go through it line by line adding things that were removed or never made it in when it went to press to early. I'll let everyone know when it's back in their hands and hopefully have more information soon. Rod
  8. It looks just like me when I accidentally saved over 2 days worth of writing last summer.
  9. Here is a quick attempt at a Pirate Character Class for Classic Fantasy. You can pretty much use him as is or as a jump off point to further build from. To me he seems to be at about the same level as my other classes. I didn't give him really anything in the way of special abilities that wasn't skill related as I didn't think he needed them. For animal companion for example, just choose Knowledge (Animal Training) and talk your game master into allowing you to start with something. I may have missed something obvious as I kind of cranked him out, if so, please let me know. Pirate Characteristic Minimum: STR 12, CON 12, DEX 13 Alignment: You may choose to be of any alignment and there is no penalty for not adhering to it once play begins. Choose any alignment and add 5 points. Restrictions: Armor: Pirates typically do not wear armor as it tends to lessen the survival rate of those that fall overboard, it also negates the bonus provided by the Quick Reflexes special ability if he or she is encumbered at a level greater than Unloaded (STR x .5 ENC). Superstitious: Pirates are a very superstitious bunch and each player is encouraged to work with the gamemaster to choose one to plague the character. Whenever the subject of the superstition is present in any situation, the fumble chance of any skill roll is doubled. This is as much to do as much to the characters extreme belief in the superstition as it it is to any actual supernatural effect. For example, Rat Beard the pirate's superstition is the very common and justified belief that a red morning sky brings ill tidings. However Rat Beard has taken it one step further and believes it means bad luck for the rest of the day as well. Because he believes it so strongly, it effects all of his skill rolls. If Rat Beard has a normal chance to Fumble a Climb roll of 98-00 for instance, during any day that began with a red sky, he will Fumble Climb rolls on a roll of 95-00. Special Abilities: Quick Reflexes: Pirates, when encumbered at a level no greater than Unloaded (STR x .5 ENC), receive a +10% bonus to Dodge skill as well as two extra Defense rolls before suffering the multiple Defense roll penalty. In addition Dodge skill improves at a rate of 1D8 points per skill increase instead of the normal 1D6. Weapon Proficiency: Pirates are naturals with every class of weapon and attack, possessing an intuitive understanding of their use. They gain a +10% bonus to all attacks, natural or otherwise, and these skills may all exceed the starting skill maximum. In addition, the noted skills improve at a rate of 1D8 points per skill increase instead of the normal 1D6. Mariner Proficiency: Pirates spend most of their lives on the open ocean, climbing the rigging of their galleons and other sailing ships, and visiting small ports throughout The Realm. Because of this they receive a +10% bonus to the following skills; Knowledge (Folklore), Navigate, Pilot (any sea vessel), Repair (Wood), Spot, Climb, Jump, Swim, and Throw. These skills may all exceed the starting skill maximum. In addition, the noted skills improve at a rate of 1D8 points per skill increase instead of the normal 1D6. Class Skills: Climb, Dodge, Fast Talk, Hide, Navigate, Stealth, Spot, and three other skills from the following list as appropriate to concept: Appraise, Artillery, Bargain, Brawl, Climb, Command, Disguise, Etiquette (Pirates’ Guild), Grapple, Insight, Jump, Knowledge (any), Language (any), Listen, Literacy (any), Melee Weapon (any one-handed), Missile Weapon (thrown dagger, sling, hand crossbow or short bow), Persuade, Pick Locks, Pick Pockets, Pilot (Ship or Launch), Repair (any, usually Wood), Swim, Spot, or Throw. Literate: Pirates begin with the skill Literacy (Common) at INT x2% without having to spend any skill points. Status: Pirates begin with a Status of 40 (Lower Middle Class), but may purchase up to Status 55 (Upper Class) with class skill points. If a pirate so chooses, this may be lowered to as much as a 15, to reflect being down on his or her luck, with the points being able to be used elsewhere. Starting Wealth: 2D6 x10 gp
  10. No, this is not an exception to the CF style of play and while I never come out and tell you too in the book, there is always room for new character classes. Look at all the early issues of Dragon Magazine, there were some fantastic new classes introduced within it's pages and while most were NPC, all could be player classes if the GM allowed and it fit the theme of his campaign. A Freeport campaign would need a pirate class, NPC or otherwise. The first thing you will want to do is get on the Internet and google AD&D Pirate Class. See if there is an official one out there. If you cant find a 1st or 2nd edition one, use a 3.0/3.5 but as a last resort, and if Freeport has one, then use it (again, not being able to find a 1st or 2nd ed one). Once you have an official template to work from, look how the CF classes were designed, compare them to their 1st ed counterparts, and do the same thing with your pirate. I would suggest taking the CF Thief and modifying from there. However, don't just add abilities onto the thief, you have to remove some as well. Each must do something better than the others. If your pirate is just a better thief, why play a thief. Just off the top of my head, remove the thieves Back Stab and Subterfuge Proficiency. But keep Quick Reflexes to compansate for the pirates lack of armor. I would give them the fighters Weapon Proficiency as they would tend to see more direct combat than a typical thief. Finally, add Mariner Proficiency as follows... Mariner Proficiency: Pirates spend most of their lives on the open ocean, climbing the rigging of their galleons and other sailing ships, and visiting small ports throughout The Realm. Because of this they receive a +10% bonus to the following skills; Folklore, Wilderness Lore, Navigate, Repair (Wood), Spot, Climb, Jump, Swim, and Throw. These skills may all exceed the starting skill maximum. In addition, the noted skills improve at a rate of 1D8 points per skill increase instead of the normal 1D6. Make sure all of the skills noted above are added to the class skill list as well. Finally, upload the finished product to the forum so others, like myself, can enjoy. Rod PS - If you add Prestige Classes and/or Feats to my game, I will have to hunt you down and take away your book. Better yet, just don't tell me. >:->
  11. For Classic Fantasy Vol. II, I have a chapter devoted to treasure that "ressurects" the old RQ2 Treasure Factor. There are 8 (or 10?) seperate tables for treasure based on that treasure factor. I know it doesn't help now, but it is something I have already written, just have to finish the rest of the book. Rod
  12. :happy::lol: I would give you more of them if they were available, oh hell, have one of these too. :thumb:
  13. I know that the last I new, Dustin was going to be out of the area for a bit. Did you try sending an e-mail to Fergie? He is in charge of customer service and handles all the shipping issues. His e-mail is fergie@chaosium.com and he has always taken care of my problems in the past. Rod
  14. Oops, I didn't realize someone dug up this thread again. Lets continue on the above mentioned thread. Thanks.
  15. Just incase anyone missed it, today is Charles Green's B-Day! Everyone show your support by going out there and purchasing Fractured Hopes, or at least say Happy Birthday. Party at his house, everyone welcome! :party:
  16. What I did in my games was just change the definition of the weapon tables For example, instead of... Weapon/ Base Short Sword/ 15 Long Sword/ 15 Great Sword/ 05 Bastard Sword/ 10 I taught my players to look at the table differently. They now see it as... Weapon/ Base/ Diff Short Sword/ 15/ +0 Long Sword/ 15/ +0 Great Sword/ 15/ -10 Bastard Sword/ 15/ -5 In other words, Sword has a Base of 15%, and each weapon varies in difficulty. The end result is the same. It just makes it easier to visualize. Edit: I didn't do this with the weapon tables in Classic Fantasy as I wanted the tables to match those of other BRP products and I figured each individual GM already has his or her method of dealing with it. Rod
  17. I have been told things before that didn't happen, so if this doesn't as well, I will at least upload all of the relevent changes to the downloads section and link it in the errata section. Rod
  18. I have them sending me an editable copy of CF for just this reason. I also want to fix some of the less obvious errors. Unfortunately, it is in Adobe InDesign format, which I own but have never used so we'll see when I get it just what I will be able to do with it. The next obvious question everyone will have is what does that mean for those that purchased the dead tree version? According to Charlie, those that purchased the book in any format will be able to download the revised PDF version. I don't know how long this will take me but will update everyone when it is finished. It most definitely will not be a significant change to the style or layout and as much as I like what Greg did with the Dwarf example, I don't have the time to learn that. I just want to continue writing volume 2. Rod
  19. Ok, it's been over a week and he aint dead yet. :thumb:
  20. This system is also in Nick Middleton's Outpost 19. He actually came up with it. I just liked it enough to want to include it in Classic Fantasy and he was nice enough to let me. I did make some changes to it however to better fit the genre. Credit where it's do and all. Also, for those that don't like ENC level reducing MOV. His version doesn't do that. I just prefer it in my games. I can see someone with a suit of armor or a pack being able to run as fast as someone without for short periods, but throw a chest/dresser on his back and weight him down with swaying 50 lb. bags of gold and silver and even I can out run him. I'm just saying that there has to come a time when ENC slows you down. To each his own I guess. Rod
  21. Thanks again tedopon, yeah I almost had an aneurysm when I found out about the missile weapon table, but with the exception of the prices, it's the same information as in the core book anyway. Let me know if you do upload an index and i'll post a link to it in the errata section. Thats the reason I did Classic Fantasy in the first place. I don't know how many conversions I did from D&D to RQ in the last 20 years. I can honestly say that due to the amount of playtesting it received right up to (and after) it's release, it is not the same conversion it began as, even one short year ago. If your group has a Fighter, you have to change his Weapon Proficiency to that of the Barbarian, Ranger, and Paladin. The Fighter still retains the original rule before it was changed. I have updated the errata section appropriately. PM me with any questions and if there is a special monster you want to include in your adventure, I may upload it for group consumption if I have it finished. Rod
  22. 460 downloads

    The Armor Table was inadvertently missing helmets, and the Missile Weapon Table was inadvertently missing. Here they are in their entirety.
  23. Thanks Venruke, Wow, I knew about helmets and thats my fault, as I completely forgot to include them. I did a new table earlier today and planed to put it with the errata, but the missile weapon tables, thats unfortunate as the table was sent to Chaosium with the manuscript. I am going to upload them right now. Rod
  24. Thanks Greg, I appreciate it. But now I feel bad about my "motto"
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