Let's compare these two easy to kill iconic monsters. One set of stats from Labyrinth Lord and one set from Pathfinder.
A full page Stat Block for a monster that can be killed one hit.
Has modern gaming went to far?
Goblin
#Enc. 2d4 (6d10), AL C, MV 60` (20`), AC 6, HD 1 -1, #AT 1 (weapon), THAC0 19, DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX), XP 5, BOOK LL, PAGE 78
Goblin
This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
Goblin CR 1/3
XP 135
Goblin warrior 1
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1
Defense
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
Offense
Speed 30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3)
Statistics
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
Ecology
Environment temperate forest and plains (usually coastal regions)
Organization gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th–8th level; and 10–40 goblin dogs, wolves, or worgs)
Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)
Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.
Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).
Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.
Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.
Kobold
#Enc. 4d4 (6d10), AL C, MV 60` (20`), AC 7, HD 1d4 hp, #AT 1 (weapon), THAC0 19, DG 1d4 or weapon -1, SV 0 human, ML 6, THC I (XIII), XP 5, BOOK LL, PAGE 83
Kobold
This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.
Kobold CR 1/4
XP 100
Kobold warrior 1
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
hp 5 (1d10)
Fort +2, Ref +1, Will –1
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee spear +1 (1d6–1)
Ranged sling +3 (1d3-1)
Statistics
Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8
Base Atk +1; CMB –1; CMD 10
Feats Skill Focus (Perception)
Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Common, Draconic
SQ crafty
Ecology
Environment temperate underground or deep forest
Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)
Treasure NPC gear (leather armor, spear, sling, other treasure)
Special Abilities
Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.
Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.
While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.
Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Saturday, September 24, 2011
Sunday, September 18, 2011
Return of the Heroes
Return of the Heroes
So what is a Return of the Heroes? It's the game to get some of the old group back together as well as invite new ones. First of all you need to have everyone recollect their favorite characters or a combination of their favorite characters. Give them 6050 XP and start (re)making characters. You could also make the players the children of their favorite characters! Tell them to not buy equipment as you the DM will make an equipment list for them. Give them a minor few magic items and such.
Next start with the adventure. Try and reuse or rehash old villains (or the children of the villains). This automatically makes the party join together and be ready to fight. Remake and expand you dungeons of old. Really go all out on this.
Ronvug that evil wizard is now a Lich and he has many minions out there! The players will have to get more powerful to defeat him!
Deep in the the wilderness in the middle of a caravan attack is how it needs to start and the goal is the Tavern in the small walled keep or town!
Where were the characters coming from? Were they at war or on a quest that required them to all separate and years later come back together?
Now they have all received a summons to return to their old meeting place. They have heard dark news that their old enemy (or his offspring) have returned.
It is a time for the Return of the Heroes!
So what is a Return of the Heroes? It's the game to get some of the old group back together as well as invite new ones. First of all you need to have everyone recollect their favorite characters or a combination of their favorite characters. Give them 6050 XP and start (re)making characters. You could also make the players the children of their favorite characters! Tell them to not buy equipment as you the DM will make an equipment list for them. Give them a minor few magic items and such.
Next start with the adventure. Try and reuse or rehash old villains (or the children of the villains). This automatically makes the party join together and be ready to fight. Remake and expand you dungeons of old. Really go all out on this.
Ronvug that evil wizard is now a Lich and he has many minions out there! The players will have to get more powerful to defeat him!
Deep in the the wilderness in the middle of a caravan attack is how it needs to start and the goal is the Tavern in the small walled keep or town!
Where were the characters coming from? Were they at war or on a quest that required them to all separate and years later come back together?
Now they have all received a summons to return to their old meeting place. They have heard dark news that their old enemy (or his offspring) have returned.
It is a time for the Return of the Heroes!
Saturday, September 3, 2011
BLAH
Due to lack of time interest and drive I am putting CFRPG on the backburner and just working with LL/AEC for now and my setting. When I get a good few weeks off with money in the bank I may sit back and finish...or...start and stop on it again.
Writing a game is hard...
If any of you in the Yahoo Group want to work on the skeleton that I have feel free to do so. For the love of god someone please correct my grammar and layout.
Writing a game is hard...
If any of you in the Yahoo Group want to work on the skeleton that I have feel free to do so. For the love of god someone please correct my grammar and layout.
Sunday, August 21, 2011
What Do YOU want out of a Classic Fantasy Role Playing Game?
What Do YOU want out of a Classic Fantasy Role Playing Game?
So what I am asking is for the people who have not made their own Old School Rules (but want too!) is to join with me in making the ultimate/kinda good mixture of Old School with New School Options rules set.
This game may be the ANSWER that you have been looking for.
Hobbyist need to apply! Join me and at least get credit for helping make this game. Are you are sick of the Simulacrums that repeat the rule restrictions of the old days.I never really liked Race Classes. No skills and feats! Quick to make a character. NO FULL PAGE MONSTER STATS!
EASY to run and EASY to play!
This game could be the ANSWER that you have been looking for. If not still have fun with what you like to do!
Join me at http://games.groups.yahoo.com/group/CFRPGOSR/.
IF you are not satisfied with what rule systems are out there then Join us!!!
We need to combine the new school with the old school to achieve the gaming independence that we truly want!
You need and want to have a game that is simple to create a story. As a GM in the CFRPG you CAN create any story you want.
The goal is to make one complete rulebook then from there expand by making Books of Magic, Monster Books, Class and Race Books all made by others. Of course it will have to go through approval process but nothing too stringent.
I plan to if ever I finish my/our game to have it free and/or cheap.
If you want to help then join my Yahoo Group.
PS: Send me your email and I will send you a copy as well. Be warned it's not edited or finished.
Labels:
CFRPG,
Classic Fantasy Role Playing Game,
design,
not old school,
old school,
planning,
problems,
rules,
sandbox,
Skills,
time,
too much,
work
Saturday, August 13, 2011
Why do some think Dungeons Suck?
Why do some think Dungeons Suck?
You hear this crap all the time from old and new school gamers. With a defiant sniff...
"Me and my players don't like dungeons. We believe in deep role-playing. Dungeons are so boring. Just going from room to room killing stuff, It's so boring and blah."
Well Then whomever has been running (and writing) your dungeon needs a bit of schooling. If you limit your game to "no dungeons" then you are doing it wrong.
FIRST When creating a dungeon don't just make rooms fill it with monsters and start playing.
ADD FLAVOR!
All dungeons should have their first purpose before they were dungeons. In my huge megadungeon "The Black Stairs" it was originally an underground colony from some unknown time.
An underground city populated by humans long ago then something terrible happened! It seems they all just disappeared or left in a great hurry.
Nature should also play a role in a dungeon. In the black Stairs water has worked it's way in many places. There are two waterfalls that now pour through huge holes that go deep into the dungeon never filling it up. In some cases if one drops down can access the dungeon from multiple ways other than the front door.
There are also chimneys that are pouring out smoke from unknown depths as well as tracks and trails showing that this dungeon is a living place.
Dungeons should also have factions and some some way of trade and commerce though some are connected to the mythic underworld and have no rhyme or reason to them.
If a dungeon is large enough then there should also be various interested parties other than the PCs. In my Labyrinth Lord version there is a huge group of NPCs that belong to the local adventurer's guild who have staked "official" claim to the dungeon. A large party of over 12 NPCs. Always increase NPCs if the players were foolish enough to go back to town and brag on their adventures and show off all the treasure they found.
In the Pathfinder version I did not have time to make them (Cause the system is a clunky mess of too many rules) so they are just found dead.
You should use various descriptions to portray a sense of ancientness and oldness. The players should be able to feel the textures and smell the smells of the place.
Also make odd traps and tricks that strike the fear of death into the players.
Add elements of video games such as doors that can ONLY be unlocked by certain magical keys.
Have various NPCs from civilization give the players quest to find certain objects within the dungeon.
Let many treasures not all be gold jewels and gems. Sometimes and ancient set of books, tapestries, furniture, clothing, wine, or whatever can be the most valuable treasure.
Many intelligent monsters will be ready for the next visit of the adventurers with ambush and traps.
Maybe even a less intelligent pet is corralled for the PCs to encounter...
ANON
Sunday, August 7, 2011
Update on Classes

Well nothing new under the gaming sun. Just a simplified D20 system that harkens to the old days. A special "If you roll a "20" SOMETHING cool happens" mechanic.
So far my test character an Elvin Thief took only 5 minutes to create.
Easy to Run, Easy to Play:ETRETP! Would Etretp be a good name for an RPG? Kinda stupid yet catchy!
Not finished, bad grammar, bad editing, lack of attention span, no time to write, and other excuses.
Wonder whatever happened to my free file posting site? It did not work and the guy never emailed me back....
CLASSES
Clerics
The cleric is a priest of the old and ancient gods. He heals the sick and uses the powers from his god to further his gods cause. A cleric must have a Wisdom of 9 or more. A cleric may use his Wisdom to receive an insight from his god. He also may use his Intelligence on questions of Lore and Theology. The Cleric may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. The Cleric may also use his Charisma to preach to people to keep their spirits up and convince them of the “right” path to take. Can turn undead. Can cast Cleric Spells. He is able to fight quite well and can use any armor. The various religions restrict most clerics to blunt weapons though some gods allow for their chosen weapons. A cleric may convert any memorized spell into a healing spell at will. May use Chosen weapons of God. May wear any armor. When a Cleric rolls a natural “20” every ally gets 1d6 healing and all undead take 1d6 damage in Wisdom radius in feet and 1d6 spell levels are recharged. Every two levels the dice increases. +1 to hit every 4 levels. 8 HP+ 1d8 a level.
Fighting Men
The brave and strong Fighting man is the backbone of any adventuring group. The Fighting Man answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play. A Fighting Man must have a Strength of 9 or more. The Fighting man may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can use. The Fighting man may also use his Intelligence to see the quality of weapons and armor. A fighting man may also use his Wisdom to keep control of his horse or other steed. You are proficient in all weapons and armor. Fighters get the Critical Hit ability. When they roll a natural “20” they automatically do triple damage. This damage continues to cleave to the next monster if the first one dies from the massive damage. Critical hits improve to x4 at 4th level x 5 at 8th level improving every 4 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.
Magic-Users
The magic user is the wizard and witch of old. They can cast many spells but are untrained at all forms of weapons and armor. A magic User must have an Intelligence of 9 or more. A magic user may use his intelligence to see if he knows any lore about any certain occult subjects. Can cast Arcane Spells. The magic user may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. Has 2+ Int bonus of 0 level spells and 1 plus Int bonus of first level spells plus ALL magic-users have Read Magic for free. The magic-user must look for or buy any future spell he needs to cast. Can create scrolls at 1st level and create magic items at 7th level and beyond. Has the ability of Wand Use if he buys the proper wand of power. Can poorly use any weapons and armor but cannot cast in armor. The Magic-User does an Arcane Overload. This causes a magical energy to blast out at Intelligence Radius and do 1d6 to any chosen enemy in an area. In addition the Arcane Overload recharges 1d6 spell levels. +1 to hit every 6 levels. 6 HP+ 1d6 a level.
Thief
The Thief is a trained criminal. He is the master of stealth and locks. You are a Thief. You must Have Dexterity of 9 or more. A wisdom of 9 or more is helpful also. A thief can use his Dexterity to pick locks, pick pockets, disarm traps, do acrobatic feats, and move completely silently. He uses his Wisdom to hear noises that no one else can hear, find traps, and hide in the shadows. The thief uses his Strength to scale sheer surfaces that no one else can provided there is some sort of grip. The thief also has a secret language called thief’s cant. If the thief can sneak up on a person or do a surprise attack it does extra damage. Last but not least the Thief may use his Charisma to trick a magic item into working for him that would otherwise only work for another class. You can use any weapons and wear any armor but can only do most thieving in Leather Armor. If medium or higher armor is worn subtract one point from any thieving skills you try for every point past AC 12. You can also do a sneak attack that does +1D6 every 4 levels. On a natural “20” a thief may Slow an opponent causing him to move at half speed until healed, Stun the opponent for 1d4 rounds, or cause 1 point bleeding for 1d6 rounds. +1 to hit every 4 levels. 6 HP+ 1d6 a level.
Assassin
Assassins are hired killers. To be an assassin one must have a Strength of 9, Dexterity and Wisdom of 12 or more. They specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons and armor. An assassin has all the abilities of a thief but not as good. If the assassin uses his Intelligence he may brew up poisons. He uses his Wisdom to shadow a victim. If medium or higher armor is worn subtract one point for every point past AC 12. On a natural “20” the Assassin may Eviscerate an opponent causing instant death unless the victim saves 10 + damage done, Gory Bleeding that does 1d6 for 1d4 rounds, Blinded giving a -4 to all actions, or Gimped giving you -2 to all actions and half speed. +1 to hit every 4 levels. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Unarmed Attack. 8 HP+ 1d8 a level.
Barbarian
Barbarians are warriors from primitive civilizations. To be a barbarian one must have a Strength and Constitution of 14 or more. They tend to distrust magic and have trouble with any technology greater than Stone Age. Barbarians tend to use large two-handed weapons. Barbarians use their Strength to perform Feats of Strength, Jumping long distances, and climbing sheer cliffs but not as good as a thief. They use their Dexterity to perform stealth as good as a thief as long as they are in leather armor or less. They use their Constitution to drink large amounts of alcohol, ignore pain, and resist poisons and drugs. They use their Wisdom to sense the weather and wilderness survival. They use their Charisma to intimidate and push around lesser people. With two handed weapons may cleave +1 creature per level. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. This means that when you kill one creature your blade passes through it to the next creature. You continue this until you run out of cleaves or movement. Rage which gives +2 to hit and damage for Constitution in Rounds plus 1 a level. Must roll Wis or Higher to come out of Rage. All barbarians gain +5 Movement every 2 levels. On a natural “20” you hit all adjacent friend or foe sending them flying 10 feet and stunning them for one round. The distance increases by 10ft every 5 levels. The flying opponents take 1d6 per 10 ft thrown. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.
Bard
A bard is a jack of all trades using his Charisma to influence others and cast magic. The bard is a traveling teller of tales and magician. A bard must have a Dexterity and Charisma of 12 or more. If medium or higher armor is worn subtract one point for every point past AC 12. A bard has all the skills a thief does but not as good. The bard also can use his Charisma to con, Seduce, charm, and convince people to do his bidding. He uses his Intelligence to see if he knows and lore or theology like a druid, wizard, or cleric just not as good. The bard knows spells like a sorcerer but picks them from any of the spell list. Leather Armor Only and Can use any weapons. On a natural “20” the Bard Inspires everyone to get a free attack at +2. +1 to hit every 4 levels. 8 HP+1d8 a level.
Druid
A druid is an priest of nature. He has many powers and abilities to protect the wilderness. A druid must have a Wisdom and Constitution of 9 or more. The druid can use his Intelligence or Wisdom to see if he has any Lore about survival, plants, animals, or the weather. The Druid also has the ability to use his Wisdom to sense the unnatural when he is in a natural setting. Natural Weapons and Armor only. On a natural “20” the Druid releases Nature's Fury! This causes 1d6 damage and unable to move to all enemies in Wisdom Radius. The exact description is up to the individual Druid of what is causing the effect such as lighting, entangling vines, or insects. +1 to hit every 4 levels. 8 HP+ 1d8 a level. Has Spells from the Druid list.
Monk
A monk is a trained martial artist. A monk does 1d6 per hand to hand attack adding another 1d6 every 2 levels as a separate attack. A monks defense goes up one every two levels as well. A monk adds five feet to his fall distance every two levels. The monk is immune to any from of mind control and illusions at eighth level and is immune to any quest or geas at tenth. A monk may fake death at fifth level. The monk can use his Dexterity to do incredible acrobatic feats far better than the thief as well as scale sheer surfaces, move silently, and hide in shadows. The Monk may use his Wisdom to sense danger far better than any other character. The Monk can use his Wisdom or Intelligence on minor Lore questions. All Monks gain +5 Movement every 2 levels. On a natural “20” The monk can do a Flurry of Blows hitting 1d6 hits, Knockback 10-60 ft, Shout that stuns the opponent for 1d6 rounds, Knockdown and stun all adjacent for one round, or Leap 10-60 ft onto and enemy. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.
Noble
The noble is a steadfast fighter and natural leader. The noble uses his Intelligence to recall many subjects of Lore and Heraldry. He uses his Wisdom to perceive the true motives of others. The noble also uses his Charisma to inspire or intimidate others. Many dabble in the use of magic items and scrolls as their training in lore allow them to use such things. The noble doubles the amount of starting gold. On a natural “20” you may Command all allies to move and attack as a free action and get a +2 to the attack. +1 to hit every 4 levels. 8 HP+1d8 a level.
Paladin
A paladin is a holy knight. The paladin may use his Wisdom to sense evil within a 20 foot radius. This ability automatically works within five foot of the Paladin. The Paladin may also use his Intelligence to see if he has any Lore like a Magic User or Cleric just not as good. He also has the Lore of Demons and Devils. The Paladin may also use his Charisma to command and inspire his party. He uses his Wisdom to ride his steed into combat. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. The paladin can heal his Charisma bonus plus 2 Hit Points a level per day. Cast cleric spells at -5 Levels. On a natural “20” you get a Divine Strike which works as an assassins Evisceration against evil opponents. You get +1 to hit every 2 levels. 10HP+ 1d10 a level.
Ranger
The Ranger is a warrior and a scout who is very skilled in wilderness survival. The ranger uses his Strength to climb great cliffs and trees as well as great leaps. The Dexterity attribute for Stealth and Trapsetting. His Constitution for endurance to keep running far longer than others before tiring. He uses his Wisdom for the Lore of Beast, Weather Sense, Tracking and Survival in the wilderness. He uses his Charisma for calming wild beast. If medium or higher armor is worn subtract one point for every point past AC 14. Humanoid Hatred gives the Ranger +1 every 2 Levels to Damage Done. +1 Bow attacks. May fight with offhand weapon at –2 to hit if wearing Chainmail or less. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. Cast Spells as Druid -5 levels. On a natural “20” you get a Healing Surge and heal yourself of 1d6 damage every two levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.
Sorcerer
A sorcerer is a caster of magic much like a magic user except that his magic is not learned it comes naturally. A Sorcerer must have a Charisma of 9 or more. Sorcerers always look odd or exotic and tend to look in a certain way such as angelic, bestial, draconic, or (or whatever) demonic. The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. He may use his Intelligence for lore but past that he knows very little. He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is. The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Sorcerers know half of the spells that can use per day rounded down and naturally gain spells whenever they gain a level. Unlike wizards they do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells per level. They can use any weapons and armor but cannot cast in armor. On a natural “20” the sorcerer does a Sorcerer Storm that does 1d6 damage plus blasted back 10 feet every two levels at Charisma Radius. +1 to hit every 6 levels. 6HP +1d6HP a level.
Spellblade
The spellblade has all the abilities of a fighting man and a magic-user. Unlike a magic user he can wear armor but he is limited to chainmail and cannot use a shield. The spellblade starts off with all the abilities of a fighter and a magic-user at first level and his spell casting goes up every odd level. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. On a natural “20” uncontrolled energy surges through blade doing and additional 1d6 a level damage to one opponent. +1 to hit every 4 levels. 8HP+1d8HP a level.
Wanderer
A wanderer is a character that is not a standard adventurer type and when you roll too low to be any useful class. He can start off by using leather armor and can increase his armor by every five levels. All wanderers have dumb luck once per day per level where they can re roll any failed roll. What he does with his abilities is up to the Game master and the players. Many can dabble in the use of magic items although not as good as a thief. Their Critical hits go up every eight levels but start out at only x2 damage. On a natural “20” all allies get +2 to any one action and all opponents get -2 to their next action. +1 to hit every 4 levels. 6 HP+ 1d6 a level.
Saturday, July 23, 2011
Star Wars Empire at War: Gold Pack

If you are one of the very few who has the computer that this game is compatible with then you are lucky. If you have the older versions then don't respond because you don't have the problem. All I get is the Lucasarts Intro Sound and a white box. Cosmi was nice enough to send me a replacement but it does not work either. I have two copies of crap.
Don't buy Star Wars Empire at War Gold Pack. I hope I can get my money back from Wal Mart.
Their release of SW Battlefield II was also a glich filled stinker which was never patched either.
Lucasarts as usual are ignoring their customers. How can Lucasarts keep releasing glich filled crap? Do us a favor Lucasarts. Get out of the video game business if you don't give a damn about your customers.
What happened to the excellent titles like Jedi Knights and X-Wing and Rebel Assault?
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