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"Heritage "Knights and Magick" is back in print" Topic


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Action Log

15 Jan 2013 4:19 p.m. PST
by Editor in Chief Bill

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Dale Hurtt15 Jan 2013 1:03 p.m. PST

link

From The Gaming Gang:

Although we're talking about the classic edition of K&M the digital rule book PDFs are bookmarked and completely searchable, making them perfect to bring along on the go with a laptop or tablet.

The classic rules include:

Volume I: Game Rules and Systems – Forty five pages of basic and advanced rules to get you started including Jousts, Tournaments, Fortresses, and Sieges.

Volume II: Recruiting and Preparing Armies – Forty five pages devoted to not only painting and basing your minis but also an extensive section of heraldry as well as fantasy and historical army lists. Want to put an army of undead and demons up against an historic army from the period of feudal Poland? Yep! You can do that!

Volume III: Adventures, Scenarios, and Campaigns –I always felt one of the strongest aspects of Knights and Magic is the campaign system; as in it's one which is actually playable! Here you'll find forty one pages of adventures (both small and large), campaign rules including a sample well worth playing, and designer notes.

Volume IV: Monster Index – It can't be a fantasy game without monsters! Twenty eight pages of beasties to bring to the gaming table including many tried and true creatures of the genre. Personally, I've always thought this was a bit on the skimpy side but that will be remedied by upcoming supplements.

Volume V: Magick Index – Another area which I thought was a bit lacking with K&M, back in the day, but will be addressed in supplements. Still, there's good stuff to be found in the fourteen pages of spells both for battles and for use in campaigns.

There are also some sample pages available: PDF link

Looks like it is $12.95 USD.

SECURITY MINISTER CRITTER15 Jan 2013 1:48 p.m. PST

Now if they just brought back the Minis!!!!!!!!!!!!!!!!!!

cloudcaptain15 Jan 2013 2:02 p.m. PST

Off to nab it…thanks!

Dale Hurtt15 Jan 2013 2:09 p.m. PST

The minis are (apparently) available from Classic Miniatures by Reaper, according to the article. classicminiatures.net

45thdiv15 Jan 2013 3:00 p.m. PST

I still have my hard copy 1st edition set. I think I will still get these for the iPad.

Matthew

Sigwald15 Jan 2013 3:31 p.m. PST

Great to see them back. They were my first fantasy rules and I still love them.

cloudcaptain15 Jan 2013 5:56 p.m. PST

To anyone who purchased a copy..how long did it take to be sent your way?

Sir Walter Rlyeh15 Jan 2013 6:49 p.m. PST

In addition to Classic Miniatures try Barony Miniatures. They are sculpted by Max Carr

link

Dale Hurtt15 Jan 2013 7:08 p.m. PST

I ordered mine just before posting and just received the link for TGG. So about six hours or so.

At 50+MB it is a whopping download!

Broadsword15 Jan 2013 9:10 p.m. PST

Return of K&M: cool!

Where on Reaper's site are the Heritage miniatures listed?

Who asked this joker16 Jan 2013 12:09 a.m. PST

5 volumes all together. They don't make them like this anymore! Interesting game designed to get you into gaming. Includes advice on painting and modeling as well as gaming. Also includes scenarios and even has two modes of play. Finally, there are campaign rules. So, this game is one of the best purchases I've made in a while.

Ping Pong16 Jan 2013 6:34 a.m. PST

How similar are Walord/barony Wars to K&M?

cloudcaptain16 Jan 2013 7:52 a.m. PST

Thanks Dale…emailing them.

Dunadan16 Jan 2013 1:59 p.m. PST

YEEEEEEEEEES!!!! *ahem* I mean cool, now I'll be able to find players. K&M was my first rules set. I found a battered box with two knights fighting on the cover in my FLGS for $5 USD and picked it up on the merits of the cover. People have offered to buy it for tenfold that, but I've held onto the rules for nostalgia's sake, since I've never gotten to play it much, and now it seems my patience has been rewarded!

greenknight4 Sponsoring Member of TMP16 Jan 2013 2:03 p.m. PST

As i recall it was authored by Arnold J. Hendricks who started as a yong gamer in the original NEWA group (Brocton Mass, Dick Bryant) that created the Courier Magazine so many years ago. Arnold also penned among others, 1944, I believe a set of WWII Naval rules called surface Warshi, Ancients man to man called Spear and Sheild, and an early spin off of WRG rules I believed called Ancient Warfare. He eventually came to work for Heritage who published these rules.

Again my history is blurry but I always loved his 1944 rules which were later published by Zochi games.

Chris P

MHoxie17 Jan 2013 4:09 a.m. PST

Ping Pong the Space Marine (!!!) wrote:

>> How similar are Walord/barony Wars to K&M?

Not very. Warlord is a sort of Warhammer-Lite: D6 roll under versus armor, morale, fighting valeue, constitution, etc. It's much simpler than K&M.

Knights & Magick has weapon type (sword, pike, lance, etc.) vs armor (No. 1-3), morale grade, and a D10 constitution save. Most rolls are (D10+D6)-1, which gives a flat probability distribution (10%) in the middle of the range, but tapers off at either end of the range. It has complete magic rules as well.

Edit: Warlord/Barony Wars have magic rules as well, depending on edition. For Barony Wars it's a free download from their website.

Who asked this joker17 Jan 2013 9:24 a.m. PST

Most rolls are (D10+D6)-1, which gives a flat probability distribution (10%)

It gives a bell curve. 2 or more dice rolled and added together always give a bell curve.

I am not sure why the author took this rout. He would have been better served using a D20 which has a similar deviation and spread. It is also a flat distribution. In large battles you can throw handfuls of D20s. You can't throw handfuls of D10+D6-1…at least not without color coding dice sets.

Dunadan17 Jan 2013 9:53 a.m. PST

Where is the -1 coming from? I though you just threw D10+D6 and actually counted the 0 as a 0.

@Who asked this joker: the author said he used D10+D6 so that the morale and other modifiers to die rolls (+2, +1, -1, etc.) would have a differing effects with different target numbers. With a D20, a +2 modifier is a +10% all the time. With D6+D10 (or any dice combination that gives a bell curve), the modifier has diminishing returns at higher levels. E.g., with 2D6 (because the math is easier), if you have a target number of 7 or less, a +2 modifier to the target number increases your chances from 58% to 83%, a 25% improvement. With a target number of 9 or less, a +2 modifier to the target number increases your chances from 83% to 97%, only a 14% improvement.

MHoxie17 Jan 2013 2:40 p.m. PST

Who asked this joker wrote:

>> It gives a bell curve. 2 or more dice rolled and added
>> together always give a bell curve.

Two or more dice give a bell curve if they have the same number of sides. If they are different types, they generate a flat area in the middle of the curve, with a bigger side difference yielding a broader plateau. For D10 + D6, the results for 6 through 10 each have a 10% probability of being rolled. Check out:

anydice.com

and enter "output D10 + D6 -1" (without quotes) to see the K&M probability curve.

Dunadan wrote:

>> Where is the -1 coming from? I though you just threw
>> D10+D6 and actually counted the 0 as a 0.

You do, it's just that 0 to 9 D10 are not as common as they used to be, so I just roll a "nugget" D10 and a D6 and subtract 1. Gives the same result.

Michael

Who asked this joker17 Jan 2013 10:40 p.m. PST

Two or more dice give a bell curve if they have the same number of sides.

This is absolutely incorrect. 2, 3, 4 or more dice always give a bell curve when added together regardless of which dice are what. The shapes may be different but the curve will even have a symmetric shape.

the author said he used D10+D6 so that the morale and other modifiers to die rolls (+2, +1, -1, etc.) would have a differing effects with different target numbers.

Morale is actually a D10-1 (BTW D10 implies a 1 to 10 range. D10-1 is an easy way of saying 0 counts as as 0) and the D10-1+D6 is for combat either shooting or melee. The effects are somewhat backward too. You would think that at higher levels you would get diminishing returns. In fact, at lower levels this happens. It seems that you won't have more than a 9 to hit usually and often more like a 5. This places the hit range at or near the top of the curve.

Dunadan19 Jan 2013 5:36 p.m. PST

You do, it's just that 0 to 9 D10 are not as common as they used to be, so I just roll a "nugget" D10 and a D6 and subtract 1. Gives the same result.

O.o. I lead a sheltered gaming existence. I have never seen a D10 labeled 1-10 in my life. I always figured it was just conventional that the 0 was a 10 except when otherwise stated or when using the die for a percentage roll.

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