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Gold Box SSI's Gold Box Series Thread

What are your favorite Gold Box games?

  • Pool of Radiance

  • Curse of the Azure Bonds

  • Secret of the Silver Blades

  • Pools of Darkness

  • Champions of Krynn

  • Death Knights of Krynn

  • The Dark Queen of Krynn

  • Gateway to the Savage Frontier

  • Treasures of the Savage Frontier

  • Buck Rogers: Countdown to Doomsday

  • Buck Rogers: Matrix Cubed

  • Forgotten Realms: Unlimited Adventures (FRUA)


Results are only viewable after voting.

mondblut

Arcane
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Ingrija
Some GB games are sensitive to the presence of a trailing \ in their path, btw. Can't claim COK has that issue though.

Speaking of scrolls, you can combine up to 3 of them (of a same type, naturally) in one item using "join" inventory command.
 

kmonster

Augur
Joined
May 24, 2010
Messages
316
damicore said:
Might aswell check the D&D 1st Ed. Player's Handbook but god I hate reading on the computer. Are you sure this game si 1st Ed? I remember I read somewhere this game was a 2nd Ed. one.

It's second edition. You can get some information about the rules here: http://www.gamefaqs.com/pc/564794-dunge ... /faqs/8566

About saving throws:
Every creature gets 5 different saving throws, higher level creatures usually have lower (=better) saving throws, your characters' saving throws improve depending on class as they level up.

An example about how they work:

A level 5 human fighter has a save vs. paralyze/poison/death of 11 and is targeted with hold person (or hold monster or ...) spell.
Since his saving throw is 11 he must roll at least 11 with a d20 (20-sided die) to succeed and avoid getting paralyzed, rolling 11-20 saves and 1-10 fails, a 50 percent success chance.

A level 7 human cleric has a save vs. paralyze/poison/death of 7 so he only has to roll 7+ to avoid getting held, rolling 7-20 saves while 1-6 fails, a 70 percent chance to shrug off the spell.
 

MisterStone

Arcane
Joined
Apr 1, 2006
Messages
9,422
I won't lie, I can barely remember this game, but I remember liking it so....

Bros can you stop calling this game 'cok'? Have some respect.


OK, I guess it's OK when Jaesun does it...
 

mondblut

Arcane
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Ingrija
kmonster said:
damicore said:
Might aswell check the D&D 1st Ed. Player's Handbook but god I hate reading on the computer. Are you sure this game si 1st Ed? I remember I read somewhere this game was a 2nd Ed. one.

It's second edition.

All GB games are 1st edition. Nowhere they have a "2nd edition" tag. Racial level limits are per 1st edition (1987's 1st ed Dragonlance Adventures sourcebook for Dragonlance games). Ranger hit points are per 1st edition (2d8 + d8/level, not 1d10 + d10/level).
 

MMXI

Arcane
Joined
Apr 28, 2011
Messages
2,196
mondblut said:
All GB games are 1st edition. Nowhere they have a "2nd edition" tag. Racial level limits are per 1st edition (1987's 1st ed Dragonlance Adventures sourcebook for Dragonlance games). Ranger hit points are per 1st edition (2d8 + d8/level, not 1d10 + d10/level).
Yes. They are all 1E. Except the Buck Rogers games, obviously.
 

Erebus

Arcane
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Messages
4,850
Maybe they just mixed 1st and 2nd Edition. Other D&D games did similar things, if I remember correctly.

One rule I never really understood in GB games is the one about Magic Resistance. In 2nd Edition, MR had the same chance to cancel a spell whether the spellcaster was level 10 or 25. But in Dark Queen of Krynn, I've observed that the higher the level of the spellcaster, the more likely it is Magic Resistance won't work.
 

MMXI

Arcane
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Messages
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kmonster said:
Thac0 is Ad&D 2nd edition, 1st edition used tables.
That's true. But how come the manual for Curse of the Azure Bonds states that rangers have 2d8 hit die at level 1 as opposed to 1d10 as per AD&D 2E? There's all this other stuff too like wizards being called magic-user instead.

Erebus said:
One rule I never really understood in GB games is the one about Magic Resistance. In 2nd Edition, MR had the same chance to cancel a spell whether the spellcaster was level 10 or 25. But in Dark Queen of Krynn, I've observed that the higher the level of the spellcaster, the more likely it is Magic Resistance won't work.
1E DMG said:
Magic Resistance - The percentage chance of any spell absolutely failing in the monster's presence. It is based on the spell being cast by an 11th level magic-user, and must be adjusted upwards by 5% for each level the caster is below 11th or downwards by 5% for each level the caster is above 11th. Thus a magic resistance of 95% means that a 10th level magic-user has no possibility of affecting the monster with a spell, while a 12th level MU has a 10% chance. Even if a spell does take effect on a magic-resistant creature, the creature is then entitled to normal saving throws.
 

Erebus

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Messages
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MMXI said:
1E DMG said:
Magic Resistance - The percentage chance of any spell absolutely failing in the monster's presence. It is based on the spell being cast by an 11th level magic-user, and must be adjusted upwards by 5% for each level the caster is below 11th or downwards by 5% for each level the caster is above 11th. Thus a magic resistance of 95% means that a 10th level magic-user has no possibility of affecting the monster with a spell, while a 12th level MU has a 10% chance. Even if a spell does take effect on a magic-resistant creature, the creature is then entitled to normal saving throws.

Thanks a lot ! I didn't realize the rules for Magic Resistance were different in the 1st Edition. I like this system (or the similar one found in 3rd Ed) better than the constant MR found in 2nd Ed.
 

wire00023

Barely Literate
Joined
Dec 3, 2011
Messages
6
Here is something about the GB games. A friend of mine needs to know which series allow equipment to 'go over' in the later games, he cannot stop himself from playing the C64 versions of the earlier games unless he find out that some of the series actually have the ability to port all the loot. Do items transfer over in Krynn series, Savage Frontier and Buck Rogers?
 

wire00023

Barely Literate
Joined
Dec 3, 2011
Messages
6
Here is someone asking for some tips, tricks, suggestions and maybe starting party recommendations for playing Buck Rogers: Countdown to Doomsday. Buck Rogers: Countdown to Doomsday is a computer role-playing game released by Strategic Simulations, Inc, set in the Buck Rogers XXVC game setting. At the opening of the game the player creates a party of six characters from a choice of five classes and six races. Hope someone help him soon.
 

Trash

Pointing and laughing.
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Dec 12, 2002
Messages
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About 8 meters beneath sea level.
One of my all-time favourite games. From setting to gameplay and atmosphere it just rocks. Can't even begin to describe how many times I died on that genie overrun ship before finding the autodoc and getting it to work. Have fun playing it for the first time!
 

octavius

Arcane
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Bjørgvin
wire00023 said:
Here is something about the GB games. A friend of mine needs to know which series allow equipment to 'go over' in the later games, he cannot stop himself from playing the C64 versions of the earlier games unless he find out that some of the series actually have the ability to port all the loot. Do items transfer over in Krynn series, Savage Frontier and Buck Rogers?

Why not read the whole thread?
 
Joined
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Indeed, it is also one of my favourite games too.

I still remember getting it as a Christmas present from my brother and thinking

"what is this...Buck Rogers? Sounds quite childish"

Thankfully, I was incorrect.
 

damicore

Augur
Joined
Oct 5, 2011
Messages
364
Location
Buenos Aires, Argentina
So I went to Neraka with Maya and found sir Karl dying. Maya left.
I didn't enter the prison and got back to the outpost to memorize spells as I couldn't do so before because of monsters being overly annoying in the base. Also was in red/white full moons and that tempted me a lot.
Now Whenever i go to Neraka I appear somewhere that doesn't seem to be connected with the part of the town where the entrance to the base->prison is.

What do I do guys? I have a save but it's about 2 hs before that happened and i'm too lazy to redo those 2hs of gameplay today.
 

kmonster

Augur
Joined
May 24, 2010
Messages
316
GarfunkeL said:
But how come the manual
typo in the manual. No class has 2d8 at lvl 1.
Not a typo. Rangers do get 2d8 HP at level1. The best way to understand the rule mix used in the gold box games is reading the gold box manuals.
For not needed in-depth knowledge about thac0 and saving throw progression use some AD&D 2E source like the file I linked in a previous post.
 

MMXI

Arcane
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Messages
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GarfunkeL said:
No class has 2d8 at lvl 1.
GarfunkeL said:
Goldbox - 1st
Contradictory because rangers in 1E have 2d8 hit points at level 1 and gain 1d8 per level thereafter rather than 1d10 in 2E.
 

Erebus

Arcane
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Messages
4,850
damicore said:
Now Whenever i go to Neraka I appear somewhere that doesn't seem to be connected with the part of the town where the entrance to the base->prison is.

Isn't there a secret door near the entrance of Neraka that will lead to the right area ?

If there's no better solution, you can easily find the clue book for the game on the Net and have a look at the plan of Neraka.
 

Tripicus

Augur
Joined
Oct 22, 2011
Messages
161
kmonster said:
GarfunkeL said:
But how come the manual
typo in the manual. No class has 2d8 at lvl 1.
Not a typo. Rangers do get 2d8 HP at level1. The best way to understand the rule mix used in the gold box games is reading the gold box manuals.
For not needed in-depth knowledge about thac0 and saving throw progression use some AD&D 2E source like the file I linked in a previous post.

Which is a bit odd. Pools of Radiance predates the release of 2E and the game had Thac0, but I never bothered to check if the values follow 1E progression (I remember 2E). The values don't progress nearly as coarse as 1E in the Savage series and Dragonlance games.

The term has been around since the 1E DMG for monsters, and also appears numerous times in 1E modules. So I'm wondering if the proposed changes to introduce Thac0 as a core mechanic in 2E, and/or changes in the coarseness, appeared in a news article in something like Dragon before 2E's release. Similar things happened with 3E.
 

damicore

Augur
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Messages
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Location
Buenos Aires, Argentina
Erebus said:
damicore said:
Now Whenever i go to Neraka I appear somewhere that doesn't seem to be connected with the part of the town where the entrance to the base->prison is.

Isn't there a secret door near the entrance of Neraka that will lead to the right area ?

If there's no better solution, you can easily find the clue book for the game on the Net and have a look at the plan of Neraka.

No secret door according to the cluebook.
Still found a way to get back there, still gotta find out if I can rescue the prisoners.
 

mondblut

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Ingrija
kmonster said:
Thac0 is Ad&D 2nd edition, 1st edition used tables.

That's not true. The monster tables in 1979's 1st ed DMG already had a "to hit AC 0" column, even if players mostly used tables for simplicity. And starting from mid-80s, the THAC0 entry was increasingly used in many modules, in particular DL3 Dragons of Hope or the very FRC1 Ruins of Adventure Pool of Radiance was based upon. 2ed just officially dropped the now redundant tables, not invented THAC0.

Here is a notable snippet from UK2 The Sentinel (1983, might be the first mention):

"THAC0 = To Hit Armour Class Zero. This is the roll on a d20 needed by the creature to hit an opponent with AC 0 (see DMG p196-215, for examples). In most cases, the roll needed to hit other armour classes = THAC0 - AC."
 

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