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Star Frontiers / Re: Any urban Star Frontier adventures?
« Last post by Shiftkitty on July 15, 2018, 11:58:01 AM »
Oof! A little thread resurrection here. I just got hold of a Star Frontiers set (pinkish box). Have you looked for any copies of "Star Frontiersman" magazine?
Star Frontiers / Star Frontiers Alpha Dawn Couple of Questions
« Last post by Shiftkitty on July 15, 2018, 11:53:28 AM »
First off, is there a difference between the original Star Frontiers (which I have never seen) and the pink "Alpha Dawn" set?

Second, melee combat uses half of your STR or DEX (you choice each time you use it). Why only half? Is the assumption that your character is more used to lasers, etc? If your character was used to bare-knuckle brawling, an archaic combat enthusiast, etc., why wouldn't they get the whole attribute score?
Victorious / Victorious reviewed by Ol' Man Grognard
« Last post by DMMike on July 13, 2018, 08:14:00 PM »

The Ol' Man Grognard himself (Glen H.) was kind enough to review the Victorious RPG hardback over at his YouTube channel. Give it a gander, along with his voluminous number of other reviews (82+!). They're relatively short (10-15 minutes each) but he gets right into the topic at hand. Which Liz and I over at Save for Half have trouble doing ourselves! ??

Check Ol' Man Grognard at: https://www.youtube.com/watch?v=MEbkV-jWBko

Leave a review too!

Updates to the KickStarter:

1)  After selling out all five Wenge Dice Tower KickStarter Rewards, we have added an additional 15 Wenge Tower Rewards -- login and claim your Reward before they're all gone!

2)  Opened the KS up to the rest of the World, after receiving inquiries from Europe, we chose to open it to all.  Priority shipping, with tracking, is available to the entirety of the world.

3)  We added videos of each type of Dice Tower, rotating on a Lazy-Susan, giving a 360-degree view of each type.

There are 15 days left on the KS!  Login now, to secure your Reward!  Cheers!
Save for Half Podcast / Re: Save For Half episode # 11: "No home like Blueholme”
« Last post by Vile on July 08, 2018, 10:19:19 AM »
Cool beans! :)
Save for Half Podcast / Save For Half episode # 11: "No home like Blueholme”
« Last post by DMMike on July 07, 2018, 08:25:50 PM »
Save For Half episode # 11: "No home like Blueholme”

Now that we've given our views on the Holmes Basic D&D game, your Triumphant Trio give the Blueholme Journeymanne RPG a gander. This retro-clone of the Holmes game moves beyond the Prentice rules with levels 1-3 and instead carries characters from levels 1 to 20, from beginner to the heights of power and prestige. Thrills, chills, and 3d6 in order await you in this latest show!

No Alignments were harmed in the making of this show, except by DM Mike!

It's all here at: http://saveforhalf.com/

Links mentioned in this show:
Blueholme Journeymanne rules


DM Liz playing 5E with the Frog Gods

Save or Die #117

Tales of Peril - Black Blade

Don't forget to drop us an email at saveforhalfpodcast(at)gmail.com to give your opinions of the show!

Be sure to check out our forums at:
Save for Half at Original D&D Forums

Save for Half at OSRGaming
Other Games / Marvel FASERIP Actual Play
« Last post by Lord Nikon on July 07, 2018, 12:08:20 PM »

If anyone is interested, my face to face group records all its games, this one we've been doing is the old Marvel game, but the players are all Villains. We are up to 18 episodes, you can find us on almost any platform, or go directly to our site and download them.

Classic D&D / Re: OD&D Help needed to find missing stuff
« Last post by ian54 on July 05, 2018, 03:39:53 PM »
Thanks for reply, I've actually got the Strategic Review and Dragon, so I can scan through those, I can see some of the "missing" monsters and some explainations of rules, but there is still the higher level xp that I cannot determine, this does not seem to have been addressed in the Greyhawk Supplement or beyond it.
Classic D&D / Re: OD&D Help needed to find missing stuff
« Last post by Pladohs Ghost on July 04, 2018, 10:39:17 PM »
There were new monsters presented, along with new classes. I didn't see anything else that might bear on what you asked about. I've also pulled all the material I feel comfortable pulling under fair use doctrine.

This was all from SR. I've not looked at the early Dragon issues.
Classic D&D / Re: OD&D Help needed to find missing stuff
« Last post by Pladohs Ghost on July 04, 2018, 10:37:14 PM »
"Because there are many legendary and authored systems of magic, many questions about the system of magic used in D & D are continually raised. Magic in CHAINMAIL was fairly brief, and because it was limited to the concept of table top miniatures battles, there was no problem in devising and handling this new and very potent factor in the game. The same cannot be said of D & D. While miniatures battles on the table top were conceived as a part of the overall game system, the major factor was always envisioned as the underworld adventure, while the wilderness trek assumed a secondary role, various other aspects took a third place, and only then were miniatures battles considered. So a somewhat different concept of magic had to be devised to employ with the D & D campaign in order to make it all work.
The four cardinal types of magic are those systems which require long con- juration with much paraphernalia as an adjunct (as used by Shakespeare in MAC- BETH or as typically written about by Robert E. Howard in his “Conan” yarns), the relatively short spoken spell (as in Finnish mythology or as found in the superb fantasy of Jack Vance), ultra-powerful (if not always correct) magic (typical of deCamp & Pratt in their classic “Harold Shea” stories), and the generally weak and relatively ineffectual magic (as found in J.R.R. Tolkien’s work). Now the use of magic in the game was one of the most appealing aspects, and given the game system it was fairly obvious that its employment could not be on the complicated and time consuming plane, any more than it could be made as a rather weak and ineffectual adjunct to swordplay if magic-users were to become a class of player- character.
The basic assumption, then, was that D & D magic worked on a “Vancian” system and if used correctly would be a highly powerful and effective force. There are also four basic parts to magic: The verbal or uttered spell, the somatic or physical movement required for the conjuration, the psychic or mental attitude necessary to cast the spell, and the material adjuncts by which the spell, can be completed (to cite an obvious example, water to raise a water elemental). It was assumed that the D & D spell would be primarily verbal, although in some in- stances the spell would require some somatic component also (a fire ball being an outstanding example). The psychic per se would play little part in the basic magic system, but a corollary, mnemonics, would. The least part of magic would be the material aids required, and most of those considered stored or aided magic, so as to enable its more immediate employment, rather than serving to prolong spell casting time or encumber the player using these aids. Before exploring the whys and wherefores of these decisions, a further word regarding magical results must be said.
Spells do various things, and just what they do is an important consideration, for some order of effect in regard to the game would have to be determined. Magic purports to have these sorts of effects: 1) the alteration of existing substance (in- cluding its transposition or dissolution); 2) the creation of new substance; 3) the changing of normal functions of mind and/or body; 4) the addition of new func- tions to mind and/or body; 5) summon and/or command existing entities; and 6) create new entities. In considering these functions, comparatively weak and strong spells could be devised from any one of the six. Knowing the parameters within which the work was to be done then enabled the creation of the system.
Because the magic-using D & D player would have to be able to operate com- petitively with fellow players who relied on other forms of attack during the course of adventures, the already mentioned “Vancian” system was used as a basis, and spells of various sorts were carefully selected. Note, however, that they were selec- ted within the framework of D & D competition primarily, and some relatively powerful spells were apportioned to lower levels of magic use. Charm Person and Sleep at 1st level are outstanding examples. The effect of some spells was set to reflect the level of the magic-user employing them. Many of the spells were developed for specific use in dungeon expeditions or during wilderness ad- ventures. A few — mostly drawn from CHAINMAIL — were included with the table top battle in mind. All such spells were assumed to be of such a nature so that no less than three of the four basic components of magic were required in their use. All spells were assumed to have a verbal component. Each and every spell (not found on a scroll or otherwise contained in, or on, some magical device) would be absolutely mnemonic, magic-users would have to memorize the spells they wished to have available, and when a particular spell was recalled and its other parts enacted, then the memory would be gone and the spell no longer available until it was re-memorized (thus the magic-users’ spell books!). Most spells were also envisioned as containing a slight somatic and/or material com- ponent, whether in the preparation of a small packet of magical or ordinary com- pounds to be used when the spell was spoken or as various gestures to be made when the enchantment was uttered.
Magic-use was thereby to be powerful enough to enable its followers to com- pete with any other type of player-character, and yet the use of magic would not be so great as to make those using it overshadow all others.
This was the conception, but in practice it did not work out as planned. Primarily at fault is the game itself which does not carefully explain the reasoning behind the magic system. Also, the various magic items for employment by magic- users tend to make them too powerful in relation to other classes (although the
took steps
to correct
this somewhat).
The problem is
 further compounded by the original misconceptions of how magic worked in D & D — misconceptions held by many players. The principal error here is that the one 1st level spell allowable to a 1st level magic-user could be used endlessly (or perhaps at frequent intervals) without the magic-user having to spend time and ef- fort re-memorizing and preparing again after the single usage. Many players also originally thought scrolls containing spells could be reused as often as desired. Finally, many dungeonmasters geared their campaigns to the level of TV give- away shows, with gold pouring into players’ purses like water and magical rewards strapped to the backs of lowly rats. This latter allowed their players to progress far too rapidly and go far beyond the bounds of D & D’s competition scope — magic- users, fighters, clerics and all.
To further compound the difficulties, many dungeon-masters and players, upon learning of the more restrictive intent of the rules, balked. They enjoyed the comic book characters, incredible spells, and stratospheric levels of their way of playing. Well and good. D & D is, if nothing else, a free-form game system, and it was designed with great variation between campaigns to be allowed for — nay, en- couraged! Of course, there are some variations which are so far removed from the original framework as to be totally irreconcilable with D & D; these have become games of other sorts and not a concern of this article. On the other hand there are many campaigns which were scrapped and begun afresh after their dungeon- masters consulted us or after they read other articles pertaining to the play of D & D as conceived by its authors — just as there will probably be some dungeon- masters ready to try again after reading this far. It is for all of these referees and their players, as well as those who have played the game pretty much as was desired but were never quite positive that you were actually doing so, that the foregoing was written.
The logic behind it all was drawn from game balance as much as from anything else. Fighters have their strength, weapons, and armor to aid them in their competition. Magic-users must rely upon their spells, as they have virtually no weaponry or armor to protect them. Clerics combine some of the advantages of the other two classes. The new class, thieves, have the basic advantage of stealthful actions with some additions in order for them to successfully operate on a plane with other character types. If magic is unrestrained in the campaign, D & D quickly degenerates into a weird wizard show where players get bored quickly, or the referee is forced to change the game into a new framework which will ac- commodate what he has created by way of player-characters. It is the opinion of this writer that the most desirable game is one in which the various character types are able to compete with each other as relative equals, for that will maintain freshness in the campaign (providing that advancement is slow and there is always some new goal to strive for).
This brings up the subject of new spells. The basic system allows for the players to create new spells for themselves at the option of the referee. It is certain that new spells will be added to the game system as the need arises, particularly with regard to new classes or sub-classes of characters or simply to fill in some needed gap. The creation of an endless number of more powerful spells is not desirable in the existing game system, and there is no intention of publishing 10th or higher level spells. As was said in a previous article, if character level progression is geared to the game system, it should take years for any magic-user to attain a level where the use of 9th level spells is possible!
As a last word regarding this subject, this D & D magic system explanation also serves another purpose. There should now be no doubt in dungeonmasters’ minds with regard to the effect of a silence spell on a magic-user, or what will hap- pen to the poor wizard caught in a mess of webs. They will know that a magic mouth is basically useless as a spell caster — with the exception of those spells which are based only on the verbal component of the spell. When an enterprising player tries a wizard lock on somebody’s or something’s mouth he will not be prone to stretch the guidelines and allow it. Magic is great. Magic is powerful. But it should be kept great and powerful in relation to its game environment. That means all the magic-users who have been coasting along with special dispen- sations from the dungeonmaster may soon have to get out there and root with the rest of the players or lie down and die."
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