Old School White Box Sets
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Post Posted: Fri Sep 09, 2011 8:33 pm 
 

If you're starting a collection that would include Swords & Wizardry stuff, I have something that might be nice for such a collection - it's the test copy of the third printing of the S&W WB which was then changed to use the Pete Mullen art again for the copies that were sold. Thus this is the only copy of it that was printed, and it's different than the one sold to the public. It's the same internal pages and cover as the free pdf, although the spine printing was added directly via lulu, and the cover was also uploaded separately.

I don't know if that's an item of interest or not. It's hardcover and digest sized. (Actually the lulu stuff is not exactly digest sized, I think it might be 6x9?)

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Post Posted: Fri Sep 09, 2011 11:35 pm 
 

Found this link on Jason Zavoda's blog.  It reviews and provides a link to what may be the "perfect" OSR booklet ...

http://cyclopeatron.blogspot.com/
Enjoy


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Post Posted: Thu Nov 10, 2011 11:26 pm 
 

A new OD&D retroclone in a white box game from Brave Halfling is now available: Delving Deeper Boxed Set. It's a clone of the LBBs (pre-supplements) and replaces the Swords & Wizardry Whitebox published previously by BH. $39.95 before 11/15, $49.95 after.

Page for Ordering

About (see here for pictures).

Hey folks!

The development of Delving Deeper is coming to a close and the final form of the product has taken shape! For the boxed sets, the games has been separated into five, digest volumes. But rather than just slashing up Delving Deeper into five booklets, we have instead chosen to treat each volume as a product in its own right. Each Delving Deeper booklet ranges from 40-60 pages in length, is highly illustrated and contains both a table of contents and an index. Mark Allen is creating unique cover art for each volume right now and I will have samples as soon as they are available. Samples from Volume II decorate this post. The five volumes that make up Delving Deeper RPG are:

Volume One: Forging a Hero

Volume Two: Codex of the Divine and the Arcane

Volume Three: Index of the Fiendish and Malign

Volume Four: Vault of Treasures

Volume Five: Delving Deeper and Blazing New Trails

So in all, the Delving Deeper Boxed Sets will contain the five volumes of Delving Deeper RPG, a digest copy Robert Conley's, Blackmarsh Campaign Setting (that's nearly 300 pages in all!), nine dice (3d6, 2d10, 1d20, 1d12, 1d8 and 1d4) and a pad of 25 digest character sheets.

Because of the size of the five booklets and because I create each one carefully by hand (even scoring each page so that the booklets will fold over correctly) using the highest quality materials, I am going to have to raise the price of the boxed sets from $39.95 to $49.95. However, I am not going to raise the price until November 15, so that folks will have a chance to purchase a boxed set at the lower price. Plus, this can also be seen as a way of rewarding all the people who pre-ordered a boxed set months ago at a much lower price.

We are proud of Delving Deeper RPG and we think you will love it as well.


More info:
DuBeers wrote:
For you, gentle readers, here is a list of what is and what isn't in the Delving Deeper FRPG.

What is in the game:
  • Three Classes
  • Three Demi-Human Race-as-Classes (with Level Caps)
  • Three Alignments
  • Three Types of Armor (with lower number = better protection)
  • d6 Hit Dice
  • Multiple Saving Throw Categories
  • Rules for Wilderness, Underwater, and Airborne Adventures

What is not in the game:
  • Variable Weapon Damage
  • Any Type of Critical Hit System
  • Sub-Classes
  • Psionics

What you may be surprised to find in the game:
  • Missile Weapon Ranges
  • Thieves (clearly denoted as an optional class)
  • Initiative
  • Sequence of Battle


(I have no affiliation with this product)


Zenopus Archives website & blog: Exploring the Underworld of Holmes Basic D&D. Holmes Ref: Reference Sheets for Holmes Basic Referees, also compatible with OD&D plus the Greyhawk supplement

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Post Posted: Thu Nov 10, 2011 11:52 pm 
 

Makes me happy I pre-ordered my copy for $29.95 way back in January.  :D


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Post Posted: Fri Nov 11, 2011 6:39 pm 
 

Zenopus wrote:A new OD&D retroclone in a white box game from Brave Halfling is now available: Delving Deeper Boxed Set. It's a clone of the LBBs (pre-supplements) and replaces the Swords & Wizardry Whitebox published previously by BH. $39.95 before 11/15, $49.95 after.

Page for Ordering

About (see here for pictures).



(I have no affiliation with this product)


Thanks for the info!
I'll be looking forward to getting a copy.

Also: Just out of curiosity,
why would we be surprised that Initiative is included?
Wasn't a roll for initiative part of OD&D?

~Keith


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Post Posted: Fri Nov 11, 2011 7:42 pm 
 

Keith the Thief wrote:Also: Just out of curiosity,
why would we be surprised that Initiative is included?
Wasn't a roll for initiative part of OD&D?


While Chainmail used a d6 roll to determine who went first, it's not explicitly mentioned in the three LBBs. It was later clarified in an issue of Strategic Review.

Here's a summary I posted on the OD&D Discussion forums earlier this year. It focuses on the use of Dex in initiative but will give you the general idea:

Chainmail - d6 roll + other factors
1974 D&D [LBBs] - unspecified, implies dexterity has an influence
Strategic Review #2 - clarifies d6 roll + optional dexterity influence
Eldritch Wizardry - alt system where dexterity can influence missile fire/spells, but not melee
Metamorphosis Alpha - pure dexterity
Holmes Basic - pure dexterity (though all spells and missile fire precede combat)
Gamma World - dexterity for first round, after that d6 with dexterity influence
AD&D - dexterity plays minimal role in initiative (just missile fire in certain situations?)


Zenopus Archives website & blog: Exploring the Underworld of Holmes Basic D&D. Holmes Ref: Reference Sheets for Holmes Basic Referees, also compatible with OD&D plus the Greyhawk supplement

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Post Posted: Sun Nov 13, 2011 9:53 am 
 

Zenopus wrote:
While Chainmail used a d6 roll to determine who went first, it's not explicitly mentioned in the three LBBs. It was later clarified in an issue of Strategic Review.

Here's a summary I posted on the OD&D Discussion forums earlier this year. It focuses on the use of Dex in initiative but will give you the general idea:

Chainmail - d6 roll + other factors
1974 D&D [LBBs] - unspecified, implies dexterity has an influence
Strategic Review #2 - clarifies d6 roll + optional dexterity influence
Eldritch Wizardry - alt system where dexterity can influence missile fire/spells, but not melee
Metamorphosis Alpha - pure dexterity
Holmes Basic - pure dexterity (though all spells and missile fire precede combat)
Gamma World - dexterity for first round, after that d6 with dexterity influence
AD&D - dexterity plays minimal role in initiative (just missile fire in certain situations?)


That's interesting.  
Very interesting.
Our first group played in 1978, and I distinctly remember initiative rolls.
In fact, I even remember our DM explaining the idea behind it.
But at the time, we didn't have all the rule books.

This is rhetorical, but it makes me wonder where our group's DM got the notion of using it.
Maybe from Strategic Review.

It's been too long since I've read MA or GW, so I can't speak to that with any confidence, but I would've sworn initiative rolls were in the 1E DMG.
But, I'm often wrong.
My wife reminds me of that frequently.

~Keith


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Post Posted: Tue Nov 15, 2011 5:57 pm 
 

Keith the Thief wrote: I would've sworn initiative rolls were in the 1E DMG.
But, I'm often wrong.
My wife reminds me of that frequently.

~Keith


They are, it's just that dexterity plays a minimal roll as compared to Holmes, where dexterity is the only determinant of melee combat order (although it's arguable whether spells, missiles, and movement cycle through in dex order or by initiative in Holmes).

In AD&D you roll 1d6 to determine which segment in a 10 segment round you act in.

In the first three D&D books, though, there was nothing about the sequence of battle within a melee round except the reference to Chainmail (which, as Zenopus said, used a d6 to see who went first).

  

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Post Posted: Tue Nov 15, 2011 10:24 pm 
 

Mythmere1 wrote:
They are, it's just that dexterity plays a minimal roll as compared to Holmes, where dexterity is the only determinant of melee combat order (although it's arguable whether spells, missiles, and movement cycle through in dex order or by initiative in Holmes).

In AD&D you roll 1d6 to determine which segment in a 10 segment round you act in.

In the first three D&D books, though, there was nothing about the sequence of battle within a melee round except the reference to Chainmail (which, as Zenopus said, used a d6 to see who went first).


Yep, that all rings a bell now.
It's amazing how fast this stuff comes back to you.  
Well, that and getting off my lazy arse and reading the DMG myself.


Since you mentioned spells, did you guys use any kind of house rules for helping magic users get more spells at lower levels?

I never liked the "lug around spell book/memorize/fire magic missile" sequence of events.
But my group never could agree on how to change the MU rules.
So, we'd wind up sticking with canon, although we did add cantrips when those came out in Dragon.

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Last edited by Keith the Thief on Mon Dec 26, 2011 12:27 am, edited 1 time in total.
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Post Posted: Tue Nov 15, 2011 10:35 pm 
 

Zenopus wrote:A new OD&D retroclone in a white box game from Brave Halfling is now available: Delving Deeper Boxed Set. It's a clone of the LBBs (pre-supplements) and replaces the Swords & Wizardry Whitebox published previously by BH. $39.95 before 11/15, $49.95 after.

Page for Ordering

About (see here for pictures).

(I have no affiliation with this product)


Busted open the piggy bank and just bought mine!  :-)


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Post Posted: Wed Nov 16, 2011 1:50 pm 
 

Mythmere1 wrote:In AD&D you roll 1d6 to determine which segment in a 10 segment round you act in.


It was more you rolled 1d6 to see which segment your OPPONENT acted in. If you rolled a 6 your opponent acted in segment 6. Which is why higher is better in the AD&D initiative roll.

  


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Post Posted: Fri Nov 18, 2011 4:14 pm 
 

robertsconley wrote:
It was more you rolled 1d6 to see which segment your OPPONENT acted in. If you rolled a 6 your opponent acted in segment 6. Which is why higher is better in the AD&D initiative roll.


You're right. I always forget that part.

  


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Post Posted: Wed Nov 23, 2011 8:16 pm 
 

I have previews of the Delving Deeper Digest booklets (that go in the box) up on my my bog now. I will have a video showing the boxed sets and their contents next week.

http://carpgp.blogspot.com/2011/11/delv ... overs.html


Brave Halfling Publishing

  

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Post Posted: Wed Nov 23, 2011 8:33 pm 
 

Mark Allen is slowly but surely becoming one of my favorite fantasy artists.  Very nice!  :D


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Post Posted: Fri Dec 23, 2011 2:23 pm 
 

Was wondering where my box set was.  According to Brave Halfling websit the box set is going thru another edit and will be shipped out in early 2012.


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Post Posted: Fri Dec 23, 2011 7:04 pm 
 

Keith the Thief wrote:Since you mentioned spells, did you guys use any kind of house rules for helping magic users get more spells at lower levels?
~Keith


Use scrolls!

I created a house rule so that with proper materials at hand, a magic user who is one experience level (or more) beyond the minimum required to cast a certain level of spells is able to scribe a spell of that level to a scroll.
The magic user must memorize the spell to scribe, just as though the intent was to cast it normally.  The spell is expended from the magic user's memory upon scribing it to the scroll.

  

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Post Posted: Fri Dec 23, 2011 7:33 pm 
 

Prufrock wrote:Was wondering where my box set was.  According to Brave Halfling websit the box set is going thru another edit and will be shipped out in early 2012.


Martin


Thanks for the update.
Looking forward to it!


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Post Posted: Fri Dec 23, 2011 7:39 pm 
 

Serian wrote:
Use scrolls!

I created a house rule so that with proper materials at hand, a magic user who is one experience level (or more) beyond the minimum required to cast a certain level of spells is able to scribe a spell of that level to a scroll.
The magic user must memorize the spell to scribe, just as though the intent was to cast it normally.  The spell is expended from the magic user's memory upon scribing it to the scroll.


That's a good idea.
I'd been thinking a staff might be good workaround.
The staff could have charges (i.e, spells) available to the MU.
And that would give the MU a Gandalf look, but I hadn't figure out how to incorporate the MU's Intelligence into that scheme.

In your scroll idea the MU could gain some advantage from a higher intelligence.


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