* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : i got the rules cyclopedia ^.^ Started at 06-05-04 07:15 AM by Lina_Inverse Visit at http://forums.gleemax.com/showthread.php?t=252848 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Lina_Inverse Date : 06-05-04 07:15 AM Thread Title : i got the rules cyclopedia ^.^ and the power of old school compels me to ussseeeeee itttttttt.yes this is half bragging,but anyways. so what house rules do you people use with the rules cyclopedia?ive been thinking about tinkering out the charisma stat,or altering the classes perhaps(like makeing thief worth a damn...)mostly along the lines of give con and cha(or replacement) there own classes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Silverthrone Date : 06-05-04 09:08 AM Congrats, Lina. Excellent choice. The RC is probably my fav D&D book ever. I love its rules, epscially the race / classes. I pretty much use it as is, save for all the long winded weapon spec. stuff. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : vader42xx Date : 06-05-04 02:05 PM I love the Rules Cyclopedia...I just wish I had a group that didn't think "basic" was too limited to be any real fun. :( I'd use the optional rule of allowing individual initiative and the dexterity mods for initiative. Makes things a little more interesting combat wise. As a side note I'd also pick up the Immortals Boxed Set and the Creature Catalog to take your adventures even further. You can get both of them in pdf format from rpgnow.com if you can't find hardcopies anywhere. Happy gaming and keep us up to date! :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : James McMurray Date : 06-05-04 04:35 PM I picked up the rules cyclopedia as a pdf and printed out the sections I needed for my 3e campaign. My players stepped through a time portal and found themselves in oldschool D&D. I ran them through Sabre River and they were begging to come back before it was over. They were so excited when they found the ortal back that they went through without completing the quest and ended up rewriting the history of Greyhawk, making it a much savager land where humanity hd been driven into hiding by the rampaging humanoids. They reluctantly went back through the portal and finished their quest. :) It was fun for everyone, but my players preferred the structured nature of 3e over RC-D&D. If they knew the rules better it might have ben somewhat different, but probably not too much. Please don't take this as a rant against OD&D though, I'm just relating a story. I like the Rules Cyclopedia, and if I were into les structured rulessets it is the one I would use. I woould drop the weapon mastery rules, as they make charaters very powerful compared to the enemies that don't get to use those tools. The ability to deflect x attacks per round coupled with low ACs made my PCs near untouchable. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Lord Ikrik Date : 06-05-04 07:10 PM Congrats on your catch :D I remember playing under the Cyclopedia before I got my own 1st/2nd ed stuff back in high school. Its nice to have an all in one book, more space on the table for everything else like projectile figurines and munchies. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : WizO_Catoblepas Date : 06-05-04 07:21 PM Amazingly so, I got a Rules Cyclopedia today. I'm also getting the D&D Basic Set circa 1979 (jt came with B1 module). For roughly $35 total for the both of them, I didn't think I did that badly. Now the next step is to receive them. Both sellers had a good reputation, but it is always a challenge. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : protonik Date : 06-06-04 12:28 AM Thief not worth a damn? What are you talking about ! Thieves kicked total butt and I usually played one (quite well I might add). Look at the thief, yes he starts out kind of weak but his XP chart is the most rapid in advancement... alright then, by the time the rest of the party is fourth of fifth level, the thief is the most capable of the bunch with 2 levels or more over the rest and his skills are the mad note... trust me... don't muck with the cutpurse... Jason -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Lina_Inverse Date : 06-06-04 01:29 AM Originally posted by protonik Thief not worth a damn? What are you talking about ! Thieves kicked total butt and I usually played one (quite well I might add). Look at the thief, yes he starts out kind of weak but his XP chart is the most rapid in advancement... alright then, by the time the rest of the party is fourth of fifth level, the thief is the most capable of the bunch with 2 levels or more over the rest and his skills are the mad note... trust me... don't muck with the cutpurse... Jason although usefull in dungeon crawls,and "alternate rescoure access" i find the fact i never send my pcs on dungeon crawls to hamper them.thus any usefull abilitys someone could come up with are most liked.(currently a critical hit system is the best idea i have,but that seems too 3e roguey.) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : vader42xx Date : 06-06-04 04:16 AM I was working on a spell point system for basic for a while but it just don't fit that style of play. Wizard already do pretty well for themselves and though they can be a bit limited if not played right they have an awful lot of power if played well. So I never finished it. You can check out OD&Dities, http://www.tongue.fsnet.co.uk/ ,for some great ideas, optional rules, and even a few new character classes. That might give you some of the things you're looking for. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : Lina_Inverse Date : 06-08-04 02:47 AM Originally posted by vader42xx I was working on a spell point system for basic for a while but it just don't fit that style of play. Wizard already do pretty well for themselves and though they can be a bit limited if not played right they have an awful lot of power if played well. So I never finished it. You can check out OD&Dities, http://www.tongue.fsnet.co.uk/ ,for some great ideas, optional rules, and even a few new character classes. That might give you some of the things you're looking for. :) THANKS,necromancer class.yummy.speaking of that,i loved those traveling classes with alingment prereqs at 9.i want to end up with 1 for each class alingment combo. loved the exp charts for tweeking chars. liked there spellcasting improvement rules,i was designing something similiar but theres is more balenced as it still dosent exceed the damege cap.(mine was add modifier*spell level to damege and the save penalty) on the spellpoints thing,i dont think 0D&D would work well with spell points.most spells inflict very similiar damege ignoreing spell level,might want to change that if you use spell points. maybe ill start a pick apart my 0E house rules thread. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : vader42xx Date : 06-08-04 02:52 AM You're welcome, but none of the work is mine...I just posted the link. :) And, I agree, the BD&D spellcasting system (damage dice, etc) is too basic for spell points. A magic-user doesn't even need components so he's free enough already really. That's why I never bothered to finish it. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Author : Lina_Inverse Date : 06-08-04 03:06 AM yes it seems once you get fireball all damege spells are just more per day for better utility.ive been thinking about makeing spell level a bit more importent to them. something like charlvl/2d6+spell modifier for most spells(assume a mod of 4 per spell level or so) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Author : vader42xx Date : 06-08-04 03:13 AM I always liked the way damage spells worked in BD&D. It kept the magic-user on a level with the other characters. The various damage spells all help out in one way or another (besides just damage) if the magic-user is creative...which he needs to be just to survive. ;) But if you do want to cap the damage what you've got sounds pretty good to get started. Play test it and let me know how it comes out. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 14] Author : Lina_Inverse Date : 06-08-04 03:21 AM Originally posted by vader42xx I always liked the way damage spells worked in BD&D. It kept the magic-user on a level with the other characters. The various damage spells all help out in one way or another (besides just damage) if the magic-user is creative...which he needs to be just to survive. ;) But if you do want to cap the damage what you've got sounds pretty good to get started. Play test it and let me know how it comes out. :) im not saying the system is bad,its quite fine.but the thing is every damege spell is identical except area and element mostly.it just seems counter intuitive for higher level spells to basiclly do the same thing.i could of course add "additional effects" instead of changeing damege,but thats prolly just eeeevvviilll. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 15] Author : vader42xx Date : 06-08-04 04:59 AM Well that's exactly what I meant. ;) In addition to the different elements hurting different monsters I allow them to do other things that might not be described in the spell description. I just do it on a case by case basis though. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 16] Author : WizO_Catoblepas Date : 06-10-04 12:41 AM I got my Rules Cyclopedia in the mail today. It's in really nice condition as well. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 17] Author : kengar Date : 06-10-04 08:57 AM I got a copy of the RC about a year ago from a guy selling off some old gaming supplies online. It's a very cool book and I loved the idea of having everything in one volume, but I don't really use it that much. After having gotten back into "Classic" D&D, I found I liked the Moldvay book better and ended up using that more. I still have my Mentzer BECM box sets and my RC, and I periodically flip through them for inspiration or just for fun, but they don't see much use in my games. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 18] Author : SnowbearK Date : 06-10-04 11:50 PM I love the RC. Mostly for the ease-of-use, really, as pretty much everything in there is a reprint of another book, box, or set that I already had. I remember dipping back into it when our 2E games started going stale, and the player of the party's Paladin was whining about wanting an exotic mount. So I went back into the RC looking for magic items and came across an egg that held some kind of creature, you never knew what it was until it hatched, and that the creature was loyal for life. Built up the suspense for a whole month before it hatched, revealing...a Giant Ant. :D -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:20 AM.