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 HeroVolume Two: Codex of the Divine and the ArcaneVolume Three: Index of the Fiendish and MalignVolume Four: Vault of TreasuresVolume Five: Delving Deeper and Blazing New TrailsSo 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.
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 ClassesThree Demi-Human Race-as-Classes (with Level Caps)Three AlignmentsThree Types of Armor (with lower number = better protection)d6 Hit DiceMultiple Saving Throw CategoriesRules for Wilderness, Underwater, and Airborne AdventuresWhat is not in the game: Variable Weapon DamageAny Type of Critical Hit SystemSub-ClassesPsionicsWhat you may be surprised to find in the game: Missile Weapon RangesThieves (clearly denoted as an optional class)InitiativeSequence of Battle
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 OrderingAbout (see here for pictures).(I have no affiliation with this product)
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?
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 factors1974 D&D [LBBs] - unspecified, implies dexterity has an influenceStrategic Review #2 - clarifies d6 roll + optional dexterity influenceEldritch Wizardry - alt system where dexterity can influence missile fire/spells, but not meleeMetamorphosis Alpha - pure dexterityHolmes Basic - pure dexterity (though all spells and missile fire precede combat)Gamma World - dexterity for first round, after that d6 with dexterity influenceAD&D - dexterity plays minimal role in initiative (just missile fire in certain situations?)
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
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).
Mythmere1 wrote:In AD&D you roll 1d6 to determine which segment in a 10 segment round you act in.
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.
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
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
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.