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Posted: Tue Jan 23, 2007 6:20 pm
If it's in the books for 3.5 and you can show it to me, I'll allow it. All races are acceptable, I'm trying to support level adjusted creatures with the starting level of 10.(you can be almost anything) I allow psi and anything else you can find as long as you tell me where I can find the stats on it. Starting equipment worth is the same as in the DMG. I only allow one magic item. This is one of the few rules I won't budge on. That and nothing from Dragon Magazine, I don't subscribe, I can't buy back issues, and I'm pretty sure that they'll have some fairly unbalanced things.
Back story is important.(that's why it got a blank line to seperate it) You will be awarded experience based on its quality. (100 to 500 points) Make it good.
I have no earthly idea what PB 32 means, so the answer is most likely no to that.
Lastly, give me your starting location when you're ready and I'll be able to start steering you in the right direction.
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Posted: Wed Jan 24, 2007 4:06 am
Only one magic/psionic item? urr... You DON'T KNOW what PB is? Point Buy system for the attributes with 32 points to spend! RTFDMG, MAN! Background info gets me experience? Why that? Sounds unbalanced.
p.s.: IF you use the darn "roll your attributes"-method, how many dice do we roll(Straight 4D6, scrap lowest, whole thing done 6 times?) for each and how many times?
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Posted: Wed Jan 24, 2007 7:28 pm
sorry, I'm not up on my acronyms. I don't use point buy though, just straight up dice. You get the standard 4 dice, but you roll 7 times. (scrap the lowest die on each roll and scrap the lowest roll)
The experience is so that people put thought into this, I want to see some awesome back stories so that I can really jerk the party around. (I think that's rule 2 in the DM's secret handbook)
One magic item because they're rare. If you want to sacrifice all the stuff required and make one of your own, that's different. You can only buy one though.
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Posted: Fri Jan 26, 2007 3:49 pm
blakat1313 sorry, I'm not up on my acronyms. I don't use point buy though, just straight up dice. You get the standard 4 dice, but you roll 7 times. (scrap the lowest die on each roll and scrap the lowest roll) The experience is so that people put thought into this, I want to see some awesome back stories so that I can really jerk the party around. (I think that's rule 2 in the DM's secret handbook) One magic item because they're rare. If you want to sacrifice all the stuff required and make one of your own, that's different. You can only buy one though. Not using point buy is IMAO a big flaw, as is awarding XP for background stories. If you need to award peeps XP for fleshing out a character, something is wrong. Magic items are not rare, they are part of the system of D&D. Take 'em away and you'll see a party of level 14-15 get crippled by a beholder, or it even results in a total player kill =TPK. If you award more XP for characters wanting to create them themselves, it would make sense. Otherwise it's just a way to embarrass the crafter-PCs.
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Posted: Fri Jan 26, 2007 5:57 pm
Well, I guess this might not be as big of a problem as I've seen it being, but I've seen several people in other campaigns with sloppy backstories that have almost no interesting things to play around with. Besides, it's not like I'm giving out a ton of XP, just a few hundred at most.
As dice rule everything else in DnD, I feel comfortable using them for stats. Sometimes you get screwed, other times you get insanely good rolls, but basic math says that middle-of-the-road rolls are more common.
I could've sworn TPK was Total Party Kill, but that' a moot point. I know that the party hasn't seen much combat, but I'm willing to bet that we'll survive just fine. Besides, if we get into an over-powered encounter, I can always pull out the standard "deus ex machina" tool and save us. Not that you can count on it, you have to be smart.
I honestly had no intentions of giving people who make magic items more of their components for them. It seems kind of counter-intuitive. I do, however, believe that magic items would be at least a bit rare. After ten levels you won't be able to find as many as you can afford at your level.
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Posted: Sat Jan 27, 2007 7:58 am
blakat1313 Well, I guess this might not be as big of a problem as I've seen it being, but I've seen several people in other campaigns with sloppy backstories that have almost no interesting things to play around with. Besides, it's not like I'm giving out a ton of XP, just a few hundred at most. As dice rule everything else in DnD, I feel comfortable using them for stats. Sometimes you get screwed, other times you get insanely good rolls, but basic math says that middle-of-the-road rolls are more common. I could've sworn TPK was Total Party Kill, but that' a moot point. I know that the party hasn't seen much combat, but I'm willing to bet that we'll survive just fine. Besides, if we get into an over-powered encounter, I can always pull out the standard "deus ex machina" tool and save us. Not that you can count on it, you have to be smart. I honestly had no intentions of giving people who make magic items more of their components for them. It seems kind of counter-intuitive. I do, however, believe that magic items would be at least a bit rare. After ten levels you won't be able to find as many as you can afford at your level. At first level 500 XP can be a great difference though. Dice do not rule D&D as hard as you might think, e.g. "Take 10" or "Take 20" rule. What, if one player rolls good, and the other rolls badly? IMAO it's not fair for the one who rolled bad. Point buy generates a better result IMAO because it's really harder to build an uberhero. I generated an NPC paladin once and rolled 3 18s in a row followed by 15, 14, 10. Guess what? I scrapped the values and changed to PB because it gives both sides a better feeling what a character can do or can't do. Well, i don't use the "deus ex machina" stuff, because for me it reduces the verisimilitude of the whole campaign. I like to give my players the stuff the rulework assumes them to have, because i don't like to wear glacee gloves. (BTW: Many assumptions of the game mechanics, esp. the CR calculation assumes that the given monster fights against a full party of 4 members with an amount of equipment that fits their level, so magic items are way more common than in other RPGs ...) But that's just my style of gaming. smile
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Posted: Sat Jan 27, 2007 10:41 pm
Arkum Daggson blakat1313 Well, I guess this might not be as big of a problem as I've seen it being, but I've seen several people in other campaigns with sloppy backstories that have almost no interesting things to play around with. Besides, it's not like I'm giving out a ton of XP, just a few hundred at most. As dice rule everything else in DnD, I feel comfortable using them for stats. Sometimes you get screwed, other times you get insanely good rolls, but basic math says that middle-of-the-road rolls are more common. I could've sworn TPK was Total Party Kill, but that' a moot point. I know that the party hasn't seen much combat, but I'm willing to bet that we'll survive just fine. Besides, if we get into an over-powered encounter, I can always pull out the standard "deus ex machina" tool and save us. Not that you can count on it, you have to be smart. I honestly had no intentions of giving people who make magic items more of their components for them. It seems kind of counter-intuitive. I do, however, believe that magic items would be at least a bit rare. After ten levels you won't be able to find as many as you can afford at your level. At first level 500 XP can be a great difference though. Dice do not rule D&D as hard as you might think, e.g. "Take 10" or "Take 20" rule. What, if one player rolls good, and the other rolls badly? IMAO it's not fair for the one who rolled bad. Point buy generates a better result IMAO because it's really harder to build an uberhero. I generated an NPC paladin once and rolled 3 18s in a row followed by 15, 14, 10. Guess what? I scrapped the values and changed to PB because it gives both sides a better feeling what a character can do or can't do. Well, i don't use the "deus ex machina" stuff, because for me it reduces the verisimilitude of the whole campaign. I like to give my players the stuff the rulework assumes them to have, because i don't like to wear glacee gloves. (BTW: Many assumptions of the game mechanics, esp. the CR calculation assumes that the given monster fights against a full party of 4 members with an amount of equipment that fits their level, so magic items are way more common than in other RPGs ...) But that's just my style of gaming. smile sweatdrop I thought you knew, we're starting at level 10. That's why I didn't feel bad about giving out experience the way I did. I can see what you mean about die rolls, but that's just how things go. My own NPC/PC had a 16 wis score until I invested both my +1s into him. If he lost his periapt of wisdom, his strength would actually beat his wis by a few points. That's how the dice roll. The encounters I do are slightly different from most, I guess. I generally expect the environment to be a tool for them, and I give them what they need. The PCs just need to know where to look. My character and one PC (APL 10) recently finished off a CR 8 young adult red dragon skeleton with relative ease. Cy got knocked out, but he was quickly healed and finished the job. Since we had half as many people, the CR would logically double, meaning that this was a CR 16 encounter by these rules. It was still handled well because we had partial to full cover the whole time thanks to tombstones and we used solid strategy. (let the dragon take the hits, he'll manage) I suppose if I can't convince you, then I can't convince you. That's just my side of things.
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Posted: Sun Jan 28, 2007 6:38 pm
You know that stratagy did work out pretty well for my character.
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Posted: Mon Jan 29, 2007 8:08 am
blakat1313 sweatdrop I thought you knew, we're starting at level 10. That's why I didn't feel bad about giving out experience the way I did. I can see what you mean about die rolls, but that's just how things go. My own NPC/PC had a 16 wis score until I invested both my +1s into him. If he lost his periapt of wisdom, his strength would actually beat his wis by a few points. That's how the dice roll. The encounters I do are slightly different from most, I guess. I generally expect the environment to be a tool for them, and I give them what they need. The PCs just need to know where to look. My character and one PC (APL 10) recently finished off a CR 8 young adult red dragon skeleton with relative ease. Cy got knocked out, but he was quickly healed and finished the job. Since we had half as many people, the CR would logically double, meaning that this was a CR 16 encounter by these rules. It was still handled well because we had partial to full cover the whole time thanks to tombstones and we used solid strategy. (let the dragon take the hits, he'll manage) I suppose if I can't convince you, then I can't convince you. That's just my side of things. *roflmao* 2 ECL 10 characters killing an Cr 8 monster is not an argument for your gaming style, because it seems you don't grasp the CR system. If they kill/overcome a monster that's levels below them, they get fewer XP and IMAO that's NO challenge, in no way, OR you didn't act the red dragons abilities(Breath weapon, grappling, magical abilities) out, which would be even worse, because dragons should never be just mere minions on the way to level XX. Read the CR again, i think your argumentation is flawed. Halving the party does not double the CR. p.s.: I don't know any goup rolling dice for abilities... This is an overcome artifact from older D&D editions, i guess.
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Posted: Mon Jan 29, 2007 6:14 pm
Arkum Daggson blakat1313 sweatdrop I thought you knew, we're starting at level 10. That's why I didn't feel bad about giving out experience the way I did. I can see what you mean about die rolls, but that's just how things go. My own NPC/PC had a 16 wis score until I invested both my +1s into him. If he lost his periapt of wisdom, his strength would actually beat his wis by a few points. That's how the dice roll. The encounters I do are slightly different from most, I guess. I generally expect the environment to be a tool for them, and I give them what they need. The PCs just need to know where to look. My character and one PC (APL 10) recently finished off a CR 8 young adult red dragon skeleton with relative ease. Cy got knocked out, but he was quickly healed and finished the job. Since we had half as many people, the CR would logically double, meaning that this was a CR 16 encounter by these rules. It was still handled well because we had partial to full cover the whole time thanks to tombstones and we used solid strategy. (let the dragon take the hits, he'll manage) I suppose if I can't convince you, then I can't convince you. That's just my side of things. *roflmao* 2 ECL 10 characters killing an Cr 8 monster is not an argument for your gaming style, because it seems you don't grasp the CR system. If they kill/overcome a monster that's levels below them, they get fewer XP and IMAO that's NO challenge, in no way, OR you didn't act the red dragons abilities(Breath weapon, grappling, magical abilities) out, which would be even worse, because dragons should never be just mere minions on the way to level XX. Read the CR again, i think your argumentation is flawed. Halving the party does not double the CR. p.s.: I don't know any goup rolling dice for abilities... This is an overcome artifact from older D&D editions, i guess. The dragon did use his breath weapon, and one of us was rather badly singed by it. It nearly killed one of the people involved, and you just said that CR assumes 4 people. If I had 2 people, the challenge would logically be 2 times as hard. Not to mention, one team member was effectively useless for a while thanks to damage reduction and immunity. I gave almost the exact XP suggested by the DMG. In response to the "no challenge" comment, one of us nearly died. If a character almost died, I'd say it's a challenge. Also, we exhausted every healing spell either of us had. Seems pretty challenging to me. 3.5 is the edition I use. It says roll dice. I roll dice. That's all there is to it. I guess I have no hope of bringing you into the campaign, so if you have some reason to want to continue this discussion, I have to ask that you move it to a new thread.
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Posted: Wed Jan 31, 2007 2:50 am
blakat1313 3.5 is the edition I use. It says roll dice. I roll dice. That's all there is to it. I guess I have no hope of bringing you into the campaign, so if you have some reason to want to continue this discussion, I have to ask that you move it to a new thread. No, it says not. Read the DMG and the PHB.
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Posted: Wed Jan 31, 2007 7:16 pm
Arkum Daggson blakat1313 3.5 is the edition I use. It says roll dice. I roll dice. That's all there is to it. I guess I have no hope of bringing you into the campaign, so if you have some reason to want to continue this discussion, I have to ask that you move it to a new thread. No, it says not. Read the DMG and the PHB. The section in the PHB on rolling stats, begs to differ. Now as I said before, this isn't related to the campaign.
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Posted: Thu Feb 01, 2007 8:18 am
The DMG is a core rulebook, so who's right?
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Posted: Thu Feb 01, 2007 4:43 pm
Arkum Daggson The DMG is a core rulebook, so who's right? The DMG states Point Buy as an alternate way of figuring out stats. Keyword there is alternate, not main way or even the prefered way by the books. Sorry Kat for making this live a little longer then it should have.
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Posted: Thu Feb 01, 2007 6:24 pm
SAR101 Arkum Daggson The DMG is a core rulebook, so who's right? The DMG states Point Buy as an alternate way of figuring out stats. Keyword there is alternate, not main way or even the prefered way by the books. Sorry Kat for making this live a little longer then it should have. As long as that's the last post, it's fine. I'd probably take action if the post was all but asking for subsequent posts.
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