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Topics - outlander78

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16
Kickstarters / What is your limit?
« on: August 05, 2016, 10:38:47 PM »
My kick starter limit is $10 for PDFs (I do not buy printed books).  For $10 I will take a KS bet that a good product will be delivered.  I boggle at the price tags I see for some - $30 and up for a PDF! I wonder if these are just soaking people, or subsidizing the print customers.

I know I am cheap here, and don't mind it a bit.  I am curious how cheap I am though.  What is your limit?

17
Hi folks.

I have updated Old School Computer Game (link in my signature). Your existing saved games will not work with this new release - before you download and play this version, please load up any games with characters you want to keep and export them to disk in the manage party view.

Changes:

Added specialist magic-user classes:  Abjurers, Conjurers, Diviners, Enchanters, Illusionists, Invokers, Necromancers and Transmuters

Added demi-human specialists:  Elf Diviner, Elf Enchanter, Gnome (now specializes in illusion), Half-Elf Conjurer, Half-Elf Diviner, Half-Elf Enchanter, Half-Elf Transmuter

Added half-elves - like elves, they are essentially fighter/magic-user hybrids, but are better fighters and worse magic-users than full-blooded elves.

"Attack roll required" spells are now easier to hit with.  The target's AC is 9, modified only by their dexterity bonus.  If the caster is making a ranged attack, they have the THAC0 of a fighter; for touch attacks, they use their own base THAC0.

Blinded characters can no longer aim missile weapons or cast targeted spells; this severely limits blinded spell casters' available spells and creatures that depend on ranged weapons.  Blinding characters, or using darkness-causing spells, is now a useful tactic.

Some spells with area effects (e.g. wall of fire, blade barrier) now block vision.  This means they limit spell casters and creatures using ranged attacks.  Spells that block vision are identified in their descriptions.  As shooting a moving target with a bow, or casting a spell, requires precision, I was liberal in considering which spells block vision - a spell does not have to cause absolute darkness to make a ranged shot impossible.

Some new magical spells are only available to specialists of that school.  I have used this as a way to make specialists ... special, and to give them spells that would otherwise be a level or two higher.  The standard spells that were already in the game remain available to all magic-users.

New General Spells:  Armour, Chromatic Orb, Clone, Darkness, Consign To Oblivion, Continual Darkness, Detect Evil, Detect Secret Doors, Dismiss From Mind, Disjunction, Divining Rod, Enervation, Expeditious Retreat, Floating Disc, Fog Cloud, Forget, Greater Malison, Imprisonment, Irresistible Dance, Locate Object, Magic Missile Storm, Magnificent Magic Missile Storm, Major Magic Missile Storm, Malison, Mass Invisibility, Monster Summoning I-VII, Permanency, Protection From Normal Missiles, Regeneration, Shadow Magic Cone Of Cold, Shadow Magic Fireball, Shadow Magic Ice Storm, Shadow Magic Lightning Bolt, Simulacrum, Summon Shadows, Temporal Reinstatement, Temporal Stasis, Time Stop, Trollish Fortitude, Wail of the Banshee, Wall of Fog

New School Spells (spells limited to school specialists):  Filter, Foresight, Magic Missile II, Premonition, Presience, Prying Eyes, Wall of Darkness

Modified Spells
 - Blur now grants a reflex saving throw to avoid damage from missile attacks
 - Chill Touch inflicts more damage, and weakness instead of paralysis
 - Clairvoyance used to give information about the Known World; now it gives information about what is on the other side of a door
 - Cone of Cold no longer has a saving throw for half damage (how does one dodge temperature anyway? :)
 - Flaming Sphere now blocks vision
 - Heal is now unique to the school of Necromancy
 - Magic Missile now does less damage
 - Rainbow Pattern is now a 4th level spell (up from 3rd)
 - Read Magic now scribes all of the caster's scrolls into their spellbook (excepting those the already know, and those they are not allowed to cast)
 - Scorcher now affects five squares (up from 4), but is capped at 3d6 damage (down from 1d6/level)
 - Shocking Grasp now does more damage
 - Slow gets a saving throw, but with a -4 penalty
 
New Map Generation Style:  'gauntlet'

New Maps:  three new crypt templates

New Tiles:  angled and curved corner tiles, descending stairs

If you find any problems with the game, or want to propose improvements, please post them here.

Thank you for playing!

18
Second Edition AD&D / Need some help with divination spells
« on: June 15, 2016, 02:00:25 PM »
Hello.

I have added specialist magic-users to my computer game, and am working to ensure every school has at least one spell of every level.  Given the limitations of my game, not every common spell fits into it, and I have had to make up some of my own and tweak others to fill the remaining gaps.

What I have left are gaps in the divination school at levels 4, 7, and 8.  I need spells that are useful for adventuring in the maps, or in combat.  I already have spells for detecting traps, secret doors etc, finding objects and enhancing a wizard's senses in combat (read:  AC, saving throw and attack bonuses).

Here is the list:

School DIVINATION Level 1:  Detect Secret Doors, Read Languages
School DIVINATION Level 2:  Detect Evil, Detect Invisible, Divining Rod
School DIVINATION Level 3:  Clairvoyance, Locate Object, PREMONITION
School DIVINATION Level 4: 
School DIVINATION Level 5:  PRYING EYES
School DIVINATION Level 6:  PRESIENCE
School DIVINATION Level 7: 
School DIVINATION Level 8: 
School DIVINATION Level 9:  FORESIGHT

If I ever implement the trading and dominion rules I want to, diviners will really come into their own.  In the meantime, I do not want to publish the next release with these gaps in the school.  Can anyone suggest some divination spells to fill these gaps?

19
General Discussion / Freezing Sphere
« on: June 08, 2016, 06:16:05 AM »
http://www.d20srd.org/srd/spells/freezingSphere.htm

This is worse than a fireball, but 6 level.  Anyone know why?

20
Hi folks.

I have updated Old School Computer Game (link in my signature). Your existing saved games will not work with this new release - before you download and play this version, please load up any games with characters you want to keep and export them to disk in the manage party view.

Bug Fix:  fixed the 'fun house' map generator's selection of monsters to be more random (affects Casa Loma dungeon)

Bug Fix:  the number pad now works for movement in combat

Bug Fix:  waiting in combat no longer resets the moves-this-round counter

New Classes:  Avenger (classic anti-paladin), Black Knight (advanced anti-paladin), Blackguard

New Items:  Amulets of Armour (5), Bag of Holding

New Monsters:  Assassins (5 types), Barrow Wight, Cold Wight, Evil Priests (21 types), Fiendish Harpy, Harpy Queen, Kobold Scout, Kobold Shaman, Kobold Veteran, Kobold Wokan, Imbued Wight, Infernal Harpy, Ju-Ju Zombie, Zealots (evil human fighters, 9 types), Zombie Lord

New Random Quest Location Type:  hideouts  (it did not make sense for bandits to be 'hiding out' in castles and towers)

New Random Quest Location Type:  temples

New Random Quest Type:  Get Item (quests to obtain objects of power or great value)

Increased the difficulty of encounters (more monsters on average, and enemy spell casters cast defensive and buffing spells before combat begins)

Key Changes:  changed some key/command mappings (press F1 or H on the map panel to display the modified list of commands)

Spell Change:  slow no longer has a saving throw

If you find any problems with the game, or want to propose improvements, please post them here.

Thank you for playing!

21
General Discussion / Baseball
« on: May 16, 2016, 12:43:27 PM »
Last year during the playoffs, a Blue Jays player flipped his bat after hitting a home run, after a back-and-forth game with questionable calls.

This year, the Rangers' pitcher, who had to avenge this slight, dinged the player with a pitch.  The player and a baseman then got into a fight.

I only follow baseball and basketball when Toronto's team is in the playoffs (so almost never), so this was all a mystery to me.

Anyone here a baseball fan who can explain?  Why on earth is throwing your bat rude?  Why is it okay to nail people with fastballs?  Is it just the way things are, or is there some history to it?

22
General Discussion / Fixed a problem
« on: May 06, 2016, 03:19:25 PM »
I have not been posting much here or anywhere else.  I do not like posting using my work notebook, and my basement PC is having issues.

I tried using tablets and my phone, but typing using those hurt my thumbs badly.

So earlier this week I was thrilled to learn that a bluetooth keyboard for my tablet was cheap.  If this works out I will be able to post more online again.

So that's my story.  What's the deal with everyone else not posting.  Moved on to other sites?  Tired of it?  Sunny weather?

cheers,
Andrew

23
General Discussion / Reading Dragon Magazine
« on: April 29, 2016, 08:43:21 PM »
I am flipping through digital Dragon issues tonight, looking for inspiration for what to add to my game.

Issue 1 - the bulette.  Classic nasty monster.  Happy memories from some gold box game - was it Dark Queen of Krynn they were in?  FRUA?

24
General Discussion / Games On Github?
« on: April 28, 2016, 07:25:41 PM »
A question for you programmers out there:

Do you do anything with gaming on github?  Play games from there, create or contribute to games there etc?

I am thinking of writing my next game using github as a method for publishing and collaborating.  I really like the idea of social coding, and am wondering if anyone here has tried it.

cheers,
Andrew

25
General Discussion / Far Away Land RPG Adventures
« on: April 28, 2016, 07:23:37 PM »
Hi folks.

I discovered the Far Away Land RPG Adventures series of modules today on DTRPG - all 'pay what you want' priced.  They are short modules with funny, evocative art.  These modules are apparently produced in support of the Far Away Land RPG, which I confess I am unfamiliar with.  Still, the funny titles, art and classic game ideas look like they are going to be a lot of fun to read.

Anyone else seen these?

26
General Discussion / Old Computer Games
« on: March 23, 2016, 09:17:11 PM »
Hi folks.

Anyone remember the old DOS computer games EGATrek or Second Conflict?  How about Six Gun Shootout for the Commodore 64?  I am looking for games to write as vehicles to practice programming in languages I am not as familiar with as I should be, and I couldn't help but wonder if anyone else might remember these classics.

EGATrek was an ... EGA ... update to the classic Super Star Trek game that had been played by people since the 1970s.

Second Conflict was an ASCII game which let 1-10 players (including good AI players)  vie for control of a 10-26 star galaxy.  Each star had 1-10 planets, and production values for how many ships they could build each turn.  Ships were either fighters or troop ships - you needed fighters to clear the airspace, and then troop ships and troops to conquor the planets.  A simple game with simple gameplay that I am still addicted to playing from time to time.

Six Gun Shootout was a classic tactical shooter, where you could play the good or bad guys in a turn-based gunfight simulation with pretty good detail.  I spent many, many hours playing this one as a kid.  Here is a video:  https://www.youtube.com/watch?v=MyBSH6aq17M

27
Hi folks.

I have updated Old School Computer Game (link). Your existing saved games will not work with this new release - before you download and play this version, please load up any games with characters you want to keep and export them to disk in the manage party view.

Additions/Improvements/Fixes Since Last Release
- bug fix:  some effects were not modifying attributes (e.g. a +2 AC bonus from a spell was claimed but never given)
- during character creation, the 'classic' classes are now grouped together (cleric, fighter, magic-user, thief, dwarf, elf, halfling)
- improved pathfinding for large creatures in combat
- improved random quest, map and treasure generation, including a new map generation technique, 'binary space partitioning'
- manage party 'add a character' dialog now displays character data in columns, and allows sorting by name, class or level
- numerous class changes, listed below
- renamed 'Elf Adventurer' class back to 'Elf'
- renamed 'Elf Rogue' to 'Rogue Elf'
- renamed the classic Paladin to 'Knight Templar'

New Feature:  Class Abilities
- examples:  mystic's 'heal self', paladin's 'lay on hands'
- class descriptions list who gets what (on the 'view character' panel, press 'c' to display the character's class description)
- on the 'map' and 'combat' panels, press 'd' (for 'do') to use an ability  ('do' is awkward, but I am running out of keyboard letters)

New Classes:  Cavalier, Paladin ('advanced' variety), Inquistor, Undead Hunter

New Items:  Deadly Wand Of Dreadful Death, Staff of Flaming Fiery Fire, Staff of Winter, Wand Of Detection, Wand of Electricity, Wand of Fire, Wand of Flaming Arrows, Wand of Ice, Wand of Meteors, Wand of Scorching, Wand of Storms, Wand of Winter

New Spells:  Detect Invisibility, Invisibility, Invisibility, 10' Radius, Truesight

Changed Class:  Assassin
 - added all thief skills
 - added -2 thief skill level penalty (4th level assassin has skills equal to a 2nd level thief)
 - increased hit points per level
 - reduced experience requirements to gain levels
 - set maximum level to 15th (down from 36th)

Changed Class:  Bard
 - bards can now perform songs in combat to aid their allies or impact their enemies (songs available improve with level, up to level 11)
 - spell casting starts at level 2 and improves at a better rate
 - they get the 'climb walls' skill
 - experience requirements are slightly increased beyond level 9 (125,000, up from 115,000 per level)
 
Changed Class:  Kensai
 - kensai have the same naturally improving armour class as mystics
 - cannot use protective equipment (rings of protection etc)
 
Changed Class:  Mystic
 - added new class abilities
 - increased the potency of some existing class abilities
 - set maximum level to 16th (down from 36th)
 
If you find any problems with the game, or want to propose improvements, please post here or on the game's webpage.

Thank you for playing!

28
General Discussion / Batman vs Superman Movie (spoilers)
« on: March 23, 2016, 03:41:10 PM »
When I heard about this movie, I was looking forward to it - DC's "big three" are the characters I most liked when reading comic books as a kid.

I just finished reading some critics reviews, and came away with the following:
a)  Batman drinks and kills people
b)  Superman is a dark, angry man
c)  the violence is of the dark, bone-crushing variety, not Iron Man crushing robots or Hulk smashing Loki for laughs

I may have to explain to my ten-year-old son why I am not taking him to see this until after I get a chance to rent and review it.  That's going to fly like a lead balloon.  Sigh.

Anyone else got a different take?  Are you seeing fun in the previews, or have you read any positive reviews?

29
Classic D&D / X8 PDF
« on: March 22, 2016, 05:49:21 AM »
My favorite module is on sale as a PDF for the first time.  Great start to today!

http://drivethrurpg.com/product/177832/X8-Drums-on-Fire-Mountain-Basic?manufacturers_id=44

30
General Discussion / What do you typically find in a thief hideout?
« on: March 21, 2016, 11:10:40 AM »
I was reviewing the templates I generate random quests from in my game.  The main inputs are:
site types (ruins, castle, tower, pyramid, caves etc)
quest types (currently just kill the leader, clear and loot, but I will fix this soon)
monsters (leader, henchmen, casters, associates)

For the numerous bandit templates, the site types make no sense.  Thieves hiding in a castle?  How about a tower?  8th level thieves still living in dripping caves?

So, I'm going to add "hideout" to the list of types.  I will have to figure out how to generate random hideouts, design a few by hand, and - this is my question - figure out what to put in a hideout.

I obviously need living quarters, a kitchen/mess, a treasure room, leader's rooms, perhaps an armoury or training hall, and lots of secret doors and traps.  What else?

Do you folks ever offer up a "raid the guild" or similar story to your players?  If so, what do you put in the guilds to make them memorable?

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