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Messages - outlander78

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31
I don't mind excessive pauses.  I prefer them to auto-tuned conversations.  :)

32
Roll for Initiative Podcast / Re: Volume 6 Issue 192 - Fiend Folio
« on: March 15, 2017, 09:12:20 PM »
Thanks Vince.  Keep 'em coming!

FF is an acquired taste, but it has Death Knights, so it is a MANDATORY acquired taste.  :)

33
Save for Half Podcast / Re: Save for Half Episode #2: "Gamma World"
« on: March 15, 2017, 09:09:44 PM »
It may just be me, but I don't see this on your new site.

34
Save for Half Podcast / New site, new lease on life for the podcast?
« on: March 15, 2017, 09:08:59 PM »
I miss you folks on Save Or Die dearly.  Thanks again for all you did putting that show out.  The new crew is nice, but I miss the originals.

Does this new site for save for half mean we can look forward to the occasional podcast from you going forward?

35
First Edition AD&D / Re: 1e Core Rulebooks Now Available POD
« on: January 24, 2017, 07:55:01 PM »
Nice.  Now, RC us! Come on! :)

36
General Discussion / Re: Biting the sour apple
« on: January 24, 2017, 06:15:12 AM »
Nice.  Good price.  Where did you order it from?

37
Save or Die Podcast / Re: To our Fans
« on: January 09, 2017, 06:49:33 PM »
Me too.  You said that far better than I did.

38
Save or Die Podcast / Re: To our Fans
« on: January 08, 2017, 07:32:15 PM »
Great!

Mighty big shoes to fill.  :)

39
Save or Die Podcast / Re: To our Fans
« on: January 07, 2017, 10:50:19 PM »
I was sorry to read about this.  I have been listening to SoD since the early episodes, and have enjoyed every one.  I hope to hear from you again, either on podcasts or writing here and there about your on-going projects.  Please don't be strangers, Jim, Mike and Liz.

Any chance of a finale episode?

40
Classic D&D / Old School Computer Game Update 12: Happy New Year!
« on: January 06, 2017, 06:51:56 AM »
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.

The main improvement for this release, and the reason I am publishing it without waiting to develop more new content, is the improved speed with which you can save and load games.  If you play the way I do, you probably save and re-load frequently, and will find the enhancement a very nice change.

New Items: 
 - 70 new magic shields
 
Misc:
 - added a new cheat (debugging option) to give all party members good magical weapons, CTRL+ALT+SHIFT to access
 - 10% of laboratory tables now contain magic items instead of potions (perhaps the owner was working on a wand, a ring or a nice pair of boots ...)
 - added more random castle names
 - kobolds no longer have an initiative bonus
 - NPC equipment now matches standard treasure distribution ratios (e.g. you will far find more fighters wielding long swords than tridents)
 - once you know a given pool is a healing pool, simply walking through it automatically heals all living party members
 - performance improvement:  added buffering to the save and load game processes
 - performance improvement:  added multithreading to random quest creation; computers with multiple cores will create new games more quickly
 
If you find any problems with the game, or want to propose improvements, please post them here or on the game's webpage.

Thank you for playing!

41
General Discussion / Re: Happy Christmas!
« on: December 25, 2016, 11:53:57 AM »
Yes, Merry Christmas everyone!

42
Classic D&D / Re: Considering giving crossbows to magic-users
« on: December 18, 2016, 03:23:36 PM »
Mike, I really like the expanding damage idea.  I am going to use that.  Thanks Mike!

43
Classic D&D / Considering giving crossbows to magic-users
« on: December 15, 2016, 07:52:09 PM »
I have the usual five missile weapons in my game:  long and short bows, heavy and light crossbows, and slings.  Some recent posts about balancing crossbows got me thinking about who can use what, and why.

Thus far, I have given bows two attacks per round and tried to balance crossbows by giving them a +2 attack and damage bonus.  The problem is, it is almost always better to have two attacks than a +2 bonus to a single attack.  I have magic crossbows that given an extra attack, but that isn't addressing the basic weapons' differences.

So, I started thinking about who can use each weapon.  Not necessarily how good they are with it, but just who can use it.

Bows require a great deal of training.  Crossbows do not (that is their strength).  Slings, despite being the weakest option, are not as easy to use as the point-and-shoot crossbows.

Fighters are skilled with all weapons, so they can use all five types.

Clerics spend some time training how to fight with weapons, and as they are stuck with only slings, it makes sense they would practice with them.

Thieves also train with weapons (they must to use swords and bows), so I don't see a need to fiddle with their allowed weapons.

This leaves magic-users.  They have no combat training, and seem to have been given the sling for game balance reasons alone.

I am thinking of taking away light crossbow's +2 bonus in my game, but letting everyone except clerics use them, and taking slings away from magic-users.

Anyone try this?  Anyone run into trouble with giving crossbows to magic-users?

44
I have heard it runs fine on Apple, but I cannot test that myself, and cannot make any promises.

I ran it on an old Solaris UNIX box once.  :-)

45
General Discussion / Re: PDF vs. Used Hard Copies...
« on: December 15, 2016, 06:44:06 AM »
Nice find.  Shipping usually keeps PDFs cheap where I am.

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