Tuesday, April 11, 2017

Swords & Spells (1976) just slipped out in pdf today:

Swords & Spells (1976) just slipped out in pdf today:
http://www.drivethrurpg.com/product/17175/Swords--Spells-0e?it=1

14 comments:

  1. Still the baseline for a lot of ideas for my house rules.

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  2. From the preview it looks to be a scan of the 6th printing (11/1979) rather than re-typesetting.

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  3. Caution, just had a report the PDF is missing page 7.

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  4. Whoever is scanning the old D&D stuff is really doing a half-arsed job of it. A lot of the modules have had errors, and the PHB and DMG had to be writhdrawn because of errors in the POD.

    [Then again making a PDF for POD is hard unless you actually know what you are doing. The equipment available to a commercial printer isn't as smart as your desktop laserjet. It expects the PDF to meet it's specifications, rather than the other way around.]

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  5. has this been reported to WOTC? Any update on the text yet?

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  6. Zach H confirmed: page 7 is blank ... [update] ... and so is page 36

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  7. Has someone who has bought it reported the issue to WOTC yet? I'd like to wait for an update before I make my purchase. Go team!

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  8. Looks like p. 36 is blank too. Rich Franks, did you tell them that one too? Can't trust them to really check the whole thing!

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  9. Nathan Jennings​ Yes he reported both per his comment in the Holmes Basic group

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  10. Ian Borchardt (to put focus back on S&S, and not it's PDF's missing pages) my favorite rules in this book are the spellcasting durations (by spell level) on the bottom of page 11.
    (And on top of spell-level, scrolls increase casting time; wands/staves reduce.)
    Don't know quite how to fit it into my game, but a very elegant rule, nonetheless.

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  11. David Welborn: I like the definition of a turn, particularly the interaction of movement and attacks - the fight - move - fight - move - fight sequence (where executing a move eliminates a fight resolution). I also tend to use the S&S movement rates by preference, so unarmoured or lightly armoured troops move faster than standard D&D.

    [Although truth to tell I really want to run a D&D game using my modified Chainmail system. Where characters are represented by simply rolling a number of d6 equal to their level (with hits allocated by their class and opponent's armour), rather than the man-to-man rules. Although this would be exceedingly brutal at low levels, those superheroes (8th level fighters) certainly earn their "enemy troops must make a moral throw as if they ha taken excess casualties when the superhero enters charge range. ]

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  12. David Welborn That is a neat table, thanks for the reminder. The idea of higher level spells taking longer to cast is also in Eldritchy Wizardry, albeit implemented differently (adjusts Dex which determines what segment the spell is cast). The S&S idea is much simpler to implement.

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