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Posted: Thu Nov 30, 2006 6:29 pm
I understand the workings, I'm not as new to this as you'd assume. I'm just here to help out, and be a member. ninja If there is something wrong with what I've posted already, then please let me know the egsact fault and it will be fixed. But I will not change my character-profile because of your preferrence.
Also, Gaia has a dice system... we could play Dungeons and Dragons. domokun
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Posted: Thu Nov 30, 2006 6:29 pm
Hey! We now have five people here! Shade just joined!
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Posted: Thu Nov 30, 2006 6:31 pm
Where would the best places to recruit be? Should we scout RP threads and select people who are poor at roleplaying and bring them here? Telling them that they'll learn how to do it right? sweatdrop
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Posted: Thu Nov 30, 2006 6:34 pm
I already thought of that as well, the D&D part. If you made a D&D based role play, I would join. The only question is, what system would we use? The latest? One version back?
I think you would have to post a character sheet to properly do that, and the classes. Make more than one thread if needed. One for information and the other is story.
I haven't had a problem yet. As I said, I like your profile. Just trying to give you a feel for the story in the school. Hey, if you want, go ahead and make an rp thread of your own. That is why I placed a free role play forum. biggrin
PS: You did mention that you had rped before.
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Posted: Thu Nov 30, 2006 6:36 pm
Right now I am asking for permission to advertise my guild in my present guilds. If they say yes, then I will start there. I have an ad in the moderators guild.
I also plan on making an ad for my sig.
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Posted: Thu Nov 30, 2006 6:41 pm
This is the character sheet that I made before, and used as a template for Garrick.
name Male Human Fighter 1 Lawful Good Strength 16 (+3) Dexterity 13 (+1) Constitution 13 (+1) Intelligence 11 (+0) Wisdom 7 (-2) Charisma 11 (+0) Size: Medium Height: 5' 8" Weight: 210 lb Skin: Pale Eyes: Green Hair: Light Brown; Wavy; Beardless
Total Hit Points: 11 Speed: 30 feet Armor Class: 17 = 10 +4 [scale] +2 [heavy steel] +1 [dexterity] Touch AC: 11 Flat-footed: 16 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +3 = 2 [base] +1 [constitution] Reflex save: +1 = 0 [base] +1 [dexterity] Will save: -2 = 0 [base] -2 [wisdom] Attack (handheld): +4 = 1 [base] +3 [strength] Attack (unarmed): +4 = 1 [base] +3 [strength] Attack (missile): +2 = 1 [base] +1 [dexterity] Grapple check: +4 = 1 [base] +3 [strength]
Languages: Common
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing] Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing] Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.] Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]
Feats: Power Attack Cleave Weapon Focus x1 Weapon(s): Longsword
Traits:
Appraise Int 0 = +0 Balance Dex* 1 = +1 Bluff Cha 0 = +0 Climb Str* 3 = +3 Concentration Con 1 = +1 Craft_1 Int 0 = +0 Craft_2 Int 0 = +0 Craft_3 Int 0 = +0 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 1 = +1 Forgery Int 0 = +0 Gather Information Cha 0 = +0 Heal Wis -2 = -2 Hide Dex* 1 = +1 Intimidate Cha 4 = +0 +4 Jump Str* 7 = +3 +4 Listen Wis -2 = -2 Move Silently Dex* 1 = +1 Perform_1 Cha 0 = +0 Perform_2 Cha 0 = +0 Perform_3 Cha 0 = +0 Perform_4 Cha 0 = +0 Perform_5 Cha 0 = +0 Ride Dex 5 = +1 +4 Search Int 0 = +0 Sense Motive Wis -2 = -2 Spot Wis -2 = -2 Survival Wis -2 = -2 Swim Str** 3 = +3 Use Rope Dex 1 = +1 * = check penalty for wearing armor
Human: • Extra feat at first level (already included) • Four extra skill points at first level (already included) • One extra skill point at each additional level (already included) Fighter: • Bonus Feats (already included)
Class HP rolled Level 1: Fighter 10
names Equipment:
78 lb Weapons / Armor / Shield (from above) Backpack Bedroll Flint and steel Rations (1 day) x6 Rope (50', hempen) x1 Torches x6
As you can see it covers all the basics (for online, text based D&D anyway). I also have the manual downloaded for quick referrence. I've never actually playeda real game of D&D, so I'd need some dry-runs before playing an actual game. I'd have to follow your lead for now. I don't know how to run the stats indicated in red, only the blue ones I can figure out. So if you can explain these things to me, then I would make a D&D based game.
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Posted: Thu Nov 30, 2006 6:58 pm
Quote: Flat-footed: 16 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +3 = 2 [base] +1 [constitution] Reflex save: +1 = 0 [base] +1 [dexterity] Will save: -2 = 0 [base] -2 [wisdom] Attack (handheld): +4 = 1 [base] +3 [strength] Attack (unarmed): +4 = 1 [base] +3 [strength] Attack (missile): +2 = 1 [base] +1 [dexterity] Grapple check: +4 = 1 [base] +3 [strength] Flat Footed= your armor class (how easy it is to get hit) when you are caught off guard, unaware. Initiative mod= roll 1d20 and add. highest acts first. This determines order of actions. Fortitude save= How well you can resist poison and harsh conditions. You roll 1d20 and try to beat a saving throw determined by the Game Master (GM). the higher the saving throw, the more powerful/difficult the situation. Reflex save: Same thing as Fortitude (Fort) save, but works for situations like catching your balance, or reacting to traps. Will save: Same as fort save, but works for illusions and some magic effects. Attack (handheld): This is your melee attack modifier. this determines the ability you have at hitting someone. The higher, the better. roll 1d20 and add the modifier, subtract the targets armor class and if you win you hit. (Basically if your attack roll is higher than there def/armor class you hit.) Attack (unarmed): This is your attack modifier for unarmed attacks. Same thing as Melee attacks for accuracy. Attack (missile): Take a guess, yup same as melee, but works for any ranged attack (Bows, crossbows, throwing objects, etc.) This can also be used for light weapons if you have a special feet for it. Grapple check: This is the same thing as before. This works for if you were to grab an opponent. This one is very confusing, and rarely used. Quote: Traits: ] (All of these are skills. These are how well you do on none combat skills. Ex: If you are sneaking around, you would use your hide skill. If someone wants to find you, they would have to roll a spot check and see if they beat your hide check. If so, then they see you, if not they don't and you can possibly attack them flatfooted. Also works with Move Silently and listen.)Appraise Int Balance Dex* 1 = +1 Bluff Cha 0 = +0 Climb Str* 3 = +3 Concentration Con 1 = +1 Craft_1 Int 0 = +0 Craft_2 Int 0 = +0 Craft_3 Int 0 = +0 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 1 = +1 Forgery Int 0 = +0 Gather Information Cha 0 = +0 Heal Wis -2 = -2 Hide Dex* 1 = +1 Intimidate Cha 4 = +0 +4 Jump Str* 7 = +3 +4 Listen Wis -2 = -2 Move Silently Dex* 1 = +1 Perform_1 Cha 0 = +0 Perform_2 Cha 0 = +0 Perform_3 Cha 0 = +0 Perform_4 Cha 0 = +0 Perform_5 Cha 0 = +0 Ride Dex 5 = +1 +4 Search Int 0 = +0 Sense Motive Wis -2 = -2 Spot Wis -2 = -2 Survival Wis -2 = -2 Swim Str** 3 = +3 Use Rope Dex 1 = +1 * = check penalty for wearing armor Any other questions? Yes I have been playing D&D for a little while.
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Posted: Thu Nov 30, 2006 7:05 pm
SHAD! SHAD! SHAD! SAY IT WITH ME! SHAD!!!
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Posted: Thu Nov 30, 2006 7:06 pm
I'm a little confused. Coud you really break down the meanings of this? : Quote: Initiative mod= roll 1d20 and add. highest acts first. This determines order of actions.
I understand the initiative roll, and that the highest character (or guy with the highest stats?) goes first. But what do you mean by 'order of actions'?
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Posted: Thu Nov 30, 2006 7:06 pm
Oh, I spelled it with an e. Sorry. Shad. Nice to see you here, what a grand entrance too!
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Posted: Thu Nov 30, 2006 7:08 pm
Note to self, no extra vowels for Shad. ninja
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Posted: Thu Nov 30, 2006 7:08 pm
You haven't seen nothing yet then. XD
My friend loves making grander entrances at class sometimes. She'll just shout, "I'M HERE!" Even though she's no where close to late.
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Posted: Thu Nov 30, 2006 7:13 pm
OK, we have three players. Battle happens with two beasts. The players (1,2, and 3) each roll.
P1 rolls a 3 + 2 for initiative mod. total of 5 P2 roll. 19 +0 (Has intelligence/wisdom, what ever one it is based off of, of 9 which means a mod of -1. You can never have a negative total unless by magical effect.) Total 19 P3 total 8
Beast 1 has a 10 and beast 2 got a total of 9.
The order would go: P2 Beast 1 Beast 2 P3 and P1.
each player can only take their actions on their turn, not before. this would mean on Gaia, the posting would follow that order.
Might be a pain and slow things down if the next in line isn't there, but the system is good in life. Might not be so practical on Gaia.
Is that better?
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Posted: Thu Nov 30, 2006 7:20 pm
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Posted: Thu Nov 30, 2006 7:20 pm
Tesunie OK, we have three players. Battle happens with two beasts. The players (1,2, and 3) each roll. P1 rolls a 3 + 2 for initiative mod. total of 5 P2 roll. 19 +0 (Has intelligence/wisdom, what ever one it is based off of, of 9 which means a mod of -1. You can never have a negative total unless by magical effect.) Total 19 P3 total 8 Beast 1 has a 10 and beast 2 got a total of 9. The order would go: P2 Beast 1 Beast 2 P3 and P1. each player can only take their actions on their turn, not before. this would mean on Gaia, the posting would follow that order. Might be a pain and slow things down if the next in line isn't there, but the system is good in life. Might not be so practical on Gaia. Is that better? It cleared it up, anyway, so if I have like Initiative modifier: +1 = +1 [dexterity] and I'm rolling 1d20, and I roll a 6, I end up with 7 due to the mod. And if someone else (including the monster) rolls anythinghigher they go before me. This'd work if the DM rolled for the monsters (as is usually the case anyway), as for the turn based thing, I think it would work so long as we had dedicated players. I know I'd post as soon as it was my turn anyway. sweatdrop I'm still new to it, and would probably suck for the first game... but I think I'd get better as I got used to it. You've been helpful, anyway.
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