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Are you supposed to be here?
  Yes! I am Naito/Rye/Kninja
  Nope. xD
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Naito_Mitsukai
Crew

PostPosted: Wed Mar 05, 2008 6:28 pm


Let the Super Secret D&D Meeting commense!

We need to figure things out! 3nodding

Rye and I have been talking about simplifying things....

Here is where we shall talk about this idea!


AAAANNNNDDD go.
PostPosted: Wed Mar 05, 2008 10:41 pm


Naito_Mituskai
The idea there was simply - use one die (maybe the poor d12’s that cry themselves to sleep, or D4‘s or D6‘s or something) for all weapon damage? Rather than a different die depending on their weapon …. Or …. Again, just simplifying it - having a list somewhere
Small weapons: ~list~ : D4’s
Meduim Weapons: ~list~ : D6’s

Kinda thing? And don’t even list all the weapons - just list the ones people in the game are using, and as they change weapons or get new ones, we slowly add to the list?
But again, I’m just throwing ideas around



This was part of one of the many PM's and ideas being thrown around.

Naito_Mitsukai
Crew


Kninja

PostPosted: Wed Mar 05, 2008 11:46 pm


surprised Other people are actually going to get into this now? Have you got your characters created?
PostPosted: Thu Mar 06, 2008 12:09 am


The point is, you me and Rye try to figure out a 'simplified' D&D.

Because others have expressed interest - but don't know how to play... and the whole thing has kind of .... over-whelmed a lot of them.


If we can simplify it, then we can help them make their characters, then we can start playing, and answer other questions as we go alone. 3nodding

Naito_Mitsukai
Crew


Kninja

PostPosted: Thu Mar 06, 2008 12:19 am


Err, Kay, but I wouldn't know how. Apparently the guy who invented d&d died today, so we can't ask him sad
PostPosted: Thu Mar 06, 2008 12:30 am


Not today. March 4th, 2008.

Co-creator.

may he rest in peace. 3nodding

(there's a cut OotS comic on it actually)

Order of the Stick: A Tribute

Naito_Mitsukai
Crew


Proclaimer Rye

PostPosted: Sat Mar 08, 2008 11:46 am


A moment of silence for Gary Gygax, the first Dungeon Master.



But yes, trying to think of a way to simplify D&D for beginners. We should really keep HP/damage, stats and probably armor. What else would we need for the dice side?
I think we could get by without abilities, and simplify spells and such. Although some abilities I think we'd have to keep in one regards or another, like a Rogue's features.
So maybe a character like:

Larry, 1st level Warrior
Cha-Wis: 4d6, drop lowest number each, sort as you like
Hit dice: 1d10
Weapon: 2-handed sword, 1d10
Armor: Scale, AC plus 6

Something like that? Then spells and rogue abilities for the other classes?
PostPosted: Sat Mar 08, 2008 5:49 pm


Yeah, the only reason I say keep some abilities - is to give them a sense of 'Roleplaying - with rules'

Just to provent god-moding, right?

And to give them an idea of 'Oh hey, I leveled up, so this means I get more abilities/HP/whatever right?'

Just - keeping the elements of D&D, but simplified.
Get them used to the idea.
Answer questions along the way

And hopefully gradually upgrade?


Just my thoughts. biggrin heart

Naito_Mitsukai
Crew


Cricetian
Crew

PostPosted: Sat Mar 08, 2008 6:19 pm


What about Base attack bonus, or saving throws? Or Feats? I do think simplifying the game mechanics is a good idea, since not only are we playing with new recruits, we're going to have to try to explain things over the internet. I just don't exactly know how we should go about doing it, I've never tried running a game before and wouldn't know what's neccessary and what can be ignored. I'd still like to help if I can, but I don't have any ideas at this point sad
PostPosted: Sun Mar 09, 2008 4:51 pm


Hey, even just being another person who has played before - and offering you opinion, is helping. 3nodding


So... Some of the most complicated things I think would be
The weapon rolls (okay, roll this, plus this, plus this, plus this modifyer ... o.o?)
Hmmm Fort., reflex and will saves - not saying completely get rid of, just simplify and explain what they are for.

AC and Base Attack.

I mean, we don't NEED them (I personally like them, but we need to cut some things to make it easier).


Also - we should limit the classes, and races allowed, I think.


Then they have to:
Roll stats
Roll gold
Pick a race
Pick a class
Pick a name (and other descriptions)

This - Kninja and I should be able to help them with.

Everything else .... Hmm... not sure?


Anyways, these are ideas.

Naito_Mitsukai
Crew


Proclaimer Rye

PostPosted: Mon Mar 10, 2008 9:20 am


Okay, so we'll definiely keep stats, gold & items, race & class. We need to decide on what else we can cut.

Base attack/Armor class: Pretty important
Weapon modifiers: not so important? Might make it harder to hit though
Saving throws: Probaly pretty important, so maybe simplify them a bit. Maybe link up stats? (Like the average of Str and Con for Fort, Dex and Cha for Ref, and Int and Wis for Will. But that seems kind of complicated, maybe just keep them?)
Weapon damage seems simple enough, maybe go 2nd edition for critical hits. Just double damage on a natural 20?

Okay, what else?
PostPosted: Mon Mar 10, 2008 6:26 pm


Rye
Weapon damage seems simple enough, maybe go 2nd edition for critical hits. Just double damage on a natural 20?

Deffinatly like this idea. 3nodding


You know - I think we should tell everyone to print off a character sheet.
I have the PDF file that I used, and everything seems pretty organised on there.

And it will make all the modifiers easier. Just reading about what we tell them, it seems kind of ... huge? But when it's broken up into pieces, it's a lot easier.

Like
Saving throws
...............Total.......BaseSave.......AbilityMod......MagicMod.....MiscMod....TempMod
Fortitude: 5.......=........2..........+.........3..........+........0........+......0.......+.......0
(constitution)
Reflex: .....7.......=........5..........+.........2..........+........0........+......0.......+.......0
(Dexterity)
Will: .........5.......=........5..........+.........0..........+........0........+......0.......+.......0
(Wisdom)



That just makes a lot more sense (at least to me), thus making it a lot easier, that simply saying
Kay take this, this, this and this, and add it to give you this. sweatdrop


Also the ability stats section - because it gives you a play for the Stats, then next to that a play for the resulting modifiers, and then in a lighter grey section beside that, it gives you a spot for temp. stats and modifiers. 3nodding

I can e-mail the both of you the sheet I have, so you can see what it looks like if you want biggrin

Naito_Mitsukai
Crew


Cricetian
Crew

PostPosted: Tue Mar 11, 2008 12:02 am


Hmm, we could get rid of most Class and Race modifier stuff, other than basic stat modifiers and size I guess? And making spells easier to use, and the descriptions more simple, would probably help a lot. We could let them do the description stuff and selection of spells, feats, abilities, etc. but fill out the character sheets and do the leveling up paperwork for them. Won't help them learn, but it'll be easier to manage than trying to go over it with them.
PostPosted: Tue Mar 11, 2008 12:09 am


Yeah! Like - taking out the things you need to cast spells (that's what my DM did).
So you can just cast a spell rather than 'a cup of blood from a goat and an opal worth at least 10gp' rofl

And I agree with the getting rid of Class and Race mods. 3nodding

Sounds good to me! 3nodding

Naito_Mitsukai
Crew


Proclaimer Rye

PostPosted: Tue Mar 11, 2008 4:01 pm


Yeah, material spell components can be ditched, aside from permanent ones, like a priest's holy symbol for turning, that I think should stay. (Assuming we keep that ability, anyways.)
Same for class/race mods, they might make sense in a regular game, but for a pick-up game they'd bog it down a bit. So yeah, let's ditch those. I agree with keeping size modifiers, if it ever makes much of a difference. (I doubt we'll be fighting many Huge or Gargantuan things, and very few Tiny things. Anyone who plays a Gnome or something would be the biggest ((hehe)) source of size change.)

I think I might have to brush up on the Fort/Ref/Will thing, I really can't remember too much about it off the top of my head at the moment.

So what about Rogue abilties? I remember 2nd had the various points you distribute, and that meant lots of different rolls for everything. Maybe just make it a generic Rogue skill? So a level 1 is equally good at pickpocketing and hiding in shadows, ditto for a level five?
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