Rules Encyclopedia ESD out

johnsemlak

First Post
I know a few people have been waiting for this one, so I thought I'd post it. Svgames has just made the Rules Encyclopedia (the Basic - Master Rules sets combined) available, for $5.

http://www.svgames.com/tsr1071esd.html

Let's hope the ESD is of good quality.

I had all the sets have since lost the sets.

The Rod of Seven parts (here ) is also available. Is that any good?
 

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The Rod of Seven Parts was pretty fun and interesting. Never got to play all the way through it, but the first few adventures were fun. The best part about it is that it's this huge campaign, but it's completely modular. You could pretty easily run any of the adventures in it and just replace the Rod pieces with another artifact. I found it enjoyable at least :)

Nice to see the they finally got the Rules Cyclopedia out...of course I own three copies in hardback so I won't be needing the pdf anytime soon :D
 

That is good news, i lost my print copy a loooong time ago. It'll be nice to be able to get it in PDF, since it's not something i use often.

Thanks for givin us the scoop!:D
 

I was just talking about the Cyclopedia on another set of forums.

In the past I have looked REPEATEDLY at converting the weapon mastery system into 3e... It was really important in OD&D when hit points were lower and the damage cap on fireball and lightning bolt were both 20d6 instead of 10d6. Needed it to keep fighters in line with the game.

Now I think it would work well in lower-magic game settings.
 

HellHound said:
I was just talking about the Cyclopedia on another set of forums.

In the past I have looked REPEATEDLY at converting the weapon mastery system into 3e... It was really important in OD&D when hit points were lower and the damage cap on fireball and lightning bolt were both 20d6 instead of 10d6. Needed it to keep fighters in line with the game.

Now I think it would work well in lower-magic game settings.

I would also like to see the weapon mastery system again. I think it was one of the best systems for allowing non-fighters to gain weapon skill, which I thought was logical, appropriate, and still within the bounds of game balance.

I'm also want to take another look at the War Machine mass combat rules, which I used several times and really liked. They were easy to learn.

Darn, my home PC is being fixed, so I have to wait until next week to download it. :(
 
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weapon mastry?

You liked weapon mastry?
Now as a munchkin player, I liked it fine, but as a system? It was surely not adequately playtested, if tested at all. Nor do I see a reasonable way to adapt it to 3e.

The war machine rules' only virtue is being able to get a battle finished quickly. The rules contain a huge number of flaws.
 

I liked that many weapons had side effects using the weapon mastery rules... heavy crossbows knock people on their butts, etc...

It was important in OD&D where weapon damage for a fighter often topped around 1d8+12 or so without the weapon mastery rules and the enemies still showed up with 200 hit points.

It balanced fighters against the magic users, IMO.
 


WSmith said:
Before you get it, beware. We OD&D die hards have found out it is missing page 155. See this thread.
Actually the SV Games version has that page, at least according to jblittlefield. What we were talking about was an older, pirated version of the Rules Cyclopedia that doesn't have it.
 

I, too, have toyed with a weapon mastery conversion.

There was just one thing that always rankled me about the Weapon Mastery as presented.

Anyone care to name the weapon that does the second-most damage at Grand Master level of mastery?

Anyone?

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A dagger. Obviously thrown in so the magic-users wouldn't feel so "out of sorts" in melee combat. Come on. :-(

Anyone who does a conversion had darn well better change THAT little piece.

--The Sigil
 

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