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Post by RadagastTheBrown on Aug 27, 2005 23:41:33 GMT -5
Greetings, I've spent alot of time creating this .pdf file. It is in a rough draft form, it has not been play tested (I don't have any gamers to play with ) in a campaign, I did a million dice rolls by myself and it is usable, fun, and wicked old school. Where a weapon or monster/creature did not exist in chainmail (for example the quarter staff or the Hydra), but, does exist in OD&D (or should) the item is there, with no data. So holes exist in the tables. If you have any questions or feedback please post them here, it needs work (some weapon information and tons of monster/creature combat abilities) and I would like to continue this project. I plan to run an OD&D campaign in the future (hint for anyone who lives in or near Massachusetts) using the original chainmail non-alternative combat system. ftp-www.earthlink.net/data/Chainmail%20Combat.pdfP.S. I used a font called Futura, if you don't have it PM me and I will send it to you. Radagast The Brown
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Post by Thoth Amon on Aug 28, 2005 6:55:52 GMT -5
503 - Login Incorrect. Using Firefox on OS 10.something if it matters.
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Post by RadagastTheBrown on Aug 28, 2005 7:45:43 GMT -5
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Post by WSmith on Aug 29, 2005 10:27:05 GMT -5
I think I like it. I am just having some trouble digesting much past the 2nd table.
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Post by RadagastTheBrown on Aug 30, 2005 20:38:12 GMT -5
I think I like it. I am just having some trouble digesting much past the 2nd table. What don't you understand exactly? Radagast The Brown
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Post by WSmith on Aug 31, 2005 19:02:05 GMT -5
I do not have the Chainmail book so that in and of itself may be the problem. Let me look over the PDF again and I will tell you where I get lost.
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Post by WSmith on Sept 2, 2005 19:04:36 GMT -5
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Post by foster1941 on Sept 2, 2005 21:33:39 GMT -5
The wizard spells are pretty much straight out of the Chainmail fantasy supplement (including the 'complexity chart'). None of the rest really matches up though -- there are no rules for advancement in Chainmail (this was one of Dave Arneson's undisputed contributions to D&D, the idea that a Hero could someday become a Superhero, and that wizards could gradually gain more spell-power), certainly no rules for 'skill resolution' (in Chainmail no one does anything but fight and die), and no concept of 'characters' (everything is just a figure in an army, and players are no more expected to connect to a single figure than chess players are expected to identify with their pieces). Chainmail is a straight up medieval miniatures wargame. It just happens to include 2 sets of optional rules near the end -- a set of rules for man-to-man combat for running very small-scale actions with only a dozen or so figures per side, and a fantasy supplement with rules for incorporating various fantasy-style figures into your standard wargame. There was no 'role-playing' element to speak of until Dave Arneson came up with the twin ideas of matching a single figure to a single player and keeping that figure until he died and moving the action off the table and into the minds of the players (inspired by a suggestion that 'mining' attempts (i.e. attempts to undermine opponents' fortifications) should be resolved on paper simultaneous to the normal action on the table).
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Post by WSmith on Sept 7, 2005 11:33:19 GMT -5
Guess I need to do a little more research. This here:
"The Man to Man combat table, above, is used for Non-Heroic (Hero, Wizard, or SuperHero status) combat versus NPCs and other humanoid monsters"
...using Men & Magic, does this mean for any character lower than 4th level, (except clerics being lower than firht level?
"Each “Man” a combatant is worth in combat allows one attack roll on the above table, when combating non-fantastic and nonheroic opponents, including any pluses added to each combat roll. "
The whole non-fantastic, non-heroic thing gets me messed up.
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