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PostPosted: Sun Jul 19, 2009 1:23 pm 
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Joined: Sat Mar 15, 2008 11:22 am
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Highscores: 1
Print version now available from Lulu: http://stores.lulu.com/crymsongames


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PostPosted: Sun Jul 19, 2009 6:19 pm 
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Yes!!! My order is placed! I just noticed you quoted my Drive-Thru review for the main rule book on your store page; cool! I guess that makes me an official game critic, lol!!!

Regards,

V


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PostPosted: Sun Jul 19, 2009 6:43 pm 
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A hardback version is going up on the greywood lulu store very soon. I am going to limit this to just 10 copies so keep your eyes peeled :)

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Jay

Jamie Wallis
Greywood Publishing

w: http://www.greywoodpublishing.com
e: jamie@greywoodpublishing.com


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PostPosted: Sun Jul 19, 2009 10:18 pm 
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Will the hardback have color pages or will Lulu scan the pdf in greyscale for the book? I would gladly pay to have the PC, the Bestiary, and the upcoming GM Companion in hardback with color pages or, barring that, in black and white instead of greyscale.

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V


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PostPosted: Tue Jul 21, 2009 5:11 pm 
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I will do it in colour bur knowing lulu you will be charged the equivalent of the national debt! I will not put a mark-up on these. They are just for the fans. remember...10 only!!

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Many thanks
Jay

Jamie Wallis
Greywood Publishing

w: http://www.greywoodpublishing.com
e: jamie@greywoodpublishing.com


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PostPosted: Tue Jul 21, 2009 5:42 pm 
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I guess I should have checked this before opening my mouth: the QPC is not big enough to make into a hardback. Back to the drawing board...

Maybe we could combine the Q2 rule book and the QPC to make one hardback and the Bestiary and the DMPC to make another? Just thinking out loud here :roll:

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Jay

Jamie Wallis
Greywood Publishing

w: http://www.greywoodpublishing.com
e: jamie@greywoodpublishing.com


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PostPosted: Tue Jul 21, 2009 11:38 pm 
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Making two hardbacks from Q2 and PC and the Bestiary and GC would be ideal, actually; a complete game system in two durable books. But if you go hardback, I still recommend black and white pages or color, not greyscale; go all out for quality presentation.

Regards,

V


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PostPosted: Wed Jul 22, 2009 8:21 am 
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You guys kinda beat me to the punch. I was thinking of doing a premium hard back version once the QGMC was released, hopefully in colour. Sort of like the old D&D Rules Cyclopaedia, which remains one of my favourite gaming books of all time. It will be expensive, mind you, if we go colour and hard back.


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PostPosted: Thu Jul 23, 2009 4:06 am 
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The Rules Cyclopedia is a true classic; certainly the best incarnation of the original D&D rules. I still have a near-mint copy of it.

Regards,

V


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PostPosted: Thu Jul 23, 2009 8:41 am 
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Mines not, it's been well used :)


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PostPosted: Mon Aug 03, 2009 1:07 am 
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We have now played two sessions using the Player's Companion and I'm pleased to report that my players are extremely happy with the custom character rules! A few questions have cropped up and I've listed them below for clarification.

1. LOCK PICKING. Does the +2 granted by this special skill stack with the +1 bonus from the main rules granted for having lock picks or is it assumed that you must have lock picks to get the +2 bonus?

2. ANIMAL SPEECH. This spell does not have a duration listed. I have ruled that it lasts for 5 minutes, like the Languages spell.

3. BEGUILE. There is a difference in the wording of the spell in the Player's Companion and the Bestiary. The Bestiary has the sentence: "The beguiled victim will even attack his own party members if he thinks they threaten his new best friend" while the PC replaces that sentence with "the spell lasts for one question." My interpetation favors the wording in the bestiary as correct since the victim of a Beguile spell may not necessarily be asked any questions. Neither spell has a time limit, but I've ruled that a victim will be Beguiled no longer than 5 minutes. Also, the saving roll in the Bestiary is 14 while in the PC it is listed as 13.

4. CREATE GOLEM. The Bestiary better describes the function of this spell. A player assumed that it could be cast on any random statue until I showed him the entry in the Bestiary. I've ruled that the cost of the statue is the same as the cost for creating the binding item for a genie.

5. RESURRECTION. I have house ruled that the subject of a Resurrection may refuse to come back from the dead due the recurring situation of a caster resurrecting a deceased foe for "friendly questioning."

6. SUMMON ELEMENTAL. I have house ruled that the caster can only have one summoned creature at a time which I believe is the intent of the rules.

7. TREMOR. How large an area is affected by this spell? Is it centered on the caster or can it be targeted to an area away from the caster? Presently, I've ruled that it is centered on the caster with a radius of 10 yards.

Regards,

V


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PostPosted: Mon Aug 03, 2009 9:50 am 
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G'day mate, thanks for the questions! Let's see...

1) Lock Picking adds +2 to your Stealth rolls when attempting to pick a lock. If you have a set of Lock Picks, you may add a further +1. This is due to the fact that some other items such as tiny sticks, hair pins, thin daggers etc can be used to pick locks as well.

2) That was an oversight of my part. It is supposed to be 5 minutes, as you ruled.

3) Hmm. Let me explain the one question bit. What is supposed to mean is that the caster may ask one the subject to do one thing, and the subject will do it. That thing might last 30 seconds or 24 hours, but the victim will do it. They can still be ordered to attack friends and will do so until the task is complete. The Difficulty is 13; Dryads are just able to cast it a little better :)

4) I deliberately changed the description in the Player's COmpanion so that it could be cast on any statue, funnily enough. The Difficulty of 16 to create the golem, which doesn't have massive stats, I think is a good trade off. However, feel free to use which ever one you wish. You are the GM after all :) After reading it and talking to one of my players who is prone to abusing rules, I would advise only allowing a player to control one golem at a time however.

5) That is a fine house rule. However, why do you see this as a problem?

6) Good ruling. I agree. I would also rule the same for Summon Angel and Summon Demon.

7) This was one that I deliberately left vague. The spell is mainly going to be used in combat, so the 'area' is the area where the combat is taking place. It will thus affect everyone involved in the current combat. If cast is a city or somewhere like that, have it affect everyone in sight.


Hope this clears some stuff up. I will give you another one that I personally want to clarify, and this is a bit of official errata.

8) Levitation spell. One of my players abused this spell immensely during our last game, actually using it as a weapon, for which the spell wasn't intended to be. Therefore, the spell may now only be used on a willing creature rather than just any creature.

V, it would be good to include some of these questions and answers in the QUERP Gamesmasters Companion. If you or your players come up with any more, send them in!


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PostPosted: Mon Aug 03, 2009 11:47 pm 
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Thanks for the quick reply. In response to why I house-ruled Resurrection, the elf priest in the party, who is supposed to be "good" has been abusing the spell in my opinion. He would resurrect a slain opponent, get the warrior to intimidate the poor sod for a bit, and if not satisfied with the answers to his questions, kill the npc again, then resurrect him again to repeat the process. I felt it was an abuse of the spell (and very sadistic) so I put a limit to it. It seemed like a more subtle fix to the situation than having an elven deity step in and say "stop that!" or restricting the use of the spell to PCs only.

On a separate topic, I've got an idea for the Quarterly I'm currently calling "Designing NPCs with character." It's just a short piece on how to tailor special npcs using the Player's Companion skills. Is this something that would be useful?

Regards,

V


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PostPosted: Tue Aug 04, 2009 8:30 am 
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Yep! It would be very useful!


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PostPosted: Wed Aug 05, 2009 10:56 pm 
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Found another oddity: in the Special Rules section of the Templar class the last sentence says "A templar knows only one spell which must be chosen from the Priest spells." Then we are given three spells for the templar. I assume that the sentence was from an earlier version of the templar and should be ignored?

Regards,

V


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