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Babelguppy rolled 1 20-sided dice:
15
Total: 15 (1-20)
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Posted: Mon Sep 02, 2013 10:35 pm
In this thread: What we are playing and CHARACTER SUBMISSION guidelines (later this post) What we could have been playing or what we could be playing in the future Play Style - how to and how often to post in very brief detail Character writing tools CHARACTER CREATION TEMPLATE some RACES some CLASSES some notes on ALIGNMENT (i hate talking about this, please don't hold it against me) The Scenario/Story Sample (a Prologue written by Yours Truly) Babelguppy so i hear we should try to gather players here. I'm not exactly "throwing an idea out." I have books and adventures to try experimenting with so we don't run the risk of "catching up with the material." To be honest, i would prefer to to run 3.5, just cause the write-up is easier. Also, the online SRD. But i'm cool with 4th ed if that's what people already know/prefer. because this is online and rule look-ups and judge challenges would get even more lengthy, I would stick to the first few books, regardless if we did 3.5 or 4. and those are the books i physically own. i don't want to run into copyright mess. We would need 3-6 players for this endeavor. 4-5 is ideal for a normal dnd game, but 6-7 might be good in this forum setting to speed up play and in case players can't make it or die. here's the pitch. i have one adventure specifically in mind. mostly cause i've run it before, i figured it would be a good start. it is a 3.5 adventure for players level 3-5. rather than attempt to level adjust it, i will simply ask for 1st level write-ups and help people level their characters from there. *rolls diplomacy to get people to join the party Alright, executive decision has been made. I find it's easier to get people to climb on board with an idea and give input where they disagree than it is to get them to help create an idea. I am still open to suggestion and PLEASE tell me if you have any suggestions or preferences. But as of NOW, i am putting together a 3.5 adventure that includes The Jeweler that Dealt in Stardust, and outlined below. If it goes well I will probably segue into The Mysterious Tower. Jeweler is a short, straightforward adventure and I think it will make a nice first run and/or teaching game. CHARACTER CREATIONWe will be using characters based on the 3.5 system as outlined in the aforementioned SRD. We will be starting with 3rd level characters. Please PM me any character submissions, with or without numbers (to be explained below). DO NOT post them here or anywhere else. leave that to me. FOR THOSE WHO KNOW WHAT THAT MEANS. great! so to the SRD and have fun. To keep this basic, we will stick to the rules listed there. I'd also rather not deal with Psionics at this point in time. Beyond that, run wild. I will allow muliclassing if you can do the bookkeeping. as for starting inventory, i recommend making use of this tool. Please also include some character bio with your build. FOR THOSE WHO WANT TO LEARN THE GAME in it's entirety. Also great! While i will answer any questions put directly to me, i will not be writing a D&D how-to at this juncture. I recommend looking over the Player's Handbook and/or asking a friends or consulting one of the many D&D guides both on and offline. This video, while a little long, does a pretty good job walking you through character creation. (Disclaimer: while this guys takes about and hour to explain it, most people can whip up a basic character in about a half hour once they get the hang of the game.) FOR THOSE WHO JUST WANT TO PLAY. Still great! You're probably my favorite 'cause you want to play even though you have no idea what's going on. Because this is mainly an RP guild, not an RPG guild, I will try to make this as word oriented as possible. After all, what many people fail to fully grasp is that RPGs are an attempt to give definitive quantifiers to the qualifiers we are already familiar with. In fact in the old days, the players handed all of their character sheets to the GM; they did not worry about the numbers, the GM did, and that's my goal here. For those who don't want to fully write a D&D character, here's what we will do: I will post descriptions of some classes and races I am most familiar with or that i think will be fairly simple. You will use those as guidelines for creating a character as you would in any RP. Tonash Drahow is actually doing a pretty good job of it in his Mazes and Monsters D&D adaptation. I would just prefer to stick a little closer to the rules in my own game. I will give a full character template below, but it will include things like name, age, class, appearance, background, favored weapons/tools, and a few build options that will be detailed with the class descriptions. If you're not sure what something means in game terms, don't worry about it. Just choose what sounds cool or fitting for your character concept. Some people like playing for the game, but we're going to play for the role play. Once you give me the character outline, I will run over to my fancy-shmancy character generator and give your character the appropriate numbers. It's that simple. Please see below for more information.
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Posted: Mon Sep 02, 2013 10:36 pm
We are currently going to play The Jeweler that Dealt in Stardust, but feel free to browse the other options and tell me what you think.
Babelguppy I will list the potentials here. Please don't go read them and cheat. 1) Dungeon Crawl Classics #3: The Mysterious Tower (3.5 lvl 3-5) "In this all-new adventure, the characters come accross an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, the the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached-- not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?" *this has the advantage that i have run it before and know it fairly well. i can make better adjustments and give better play. it is also low enough level to be simple, but at level 3, characters are much studier. 2) Dungeon Crawl Classics Free RPG Day 2012 Adventures (3.5 lvl 3, and lvl 5) a) An Undulating Corruption (lvl 5) This is more of a search/save the party member quest. Should have at least one wizard. Deals with magic and corruption. Fun stuff. b) The Jeweler that Dealt in Stardust (lvl3) A heist adventure. Good for thieves, but written for a traditional party of Wizard, Cleric, Fighter, and Rogue. Basically going to steal from a band of thieves. *these have the immediate advantage that they are shorter. only about 3 encounters each in tended to be played at a table in one sitting. From a level perspective, I might want to run the Jeweler as an intro to play, The Wizard's Tower as a longer quest, and follow with Corruption. I'd like to run Corruption eventually. 3) Dungeon Crawl Classics: Mists of Madness (4th ed, lvl 1 "An ancient cave, defended by ancient death traps and weird arcane seals, conceals the antediluvian vault of an archlich whose reign predates recorded history [and for some reason, we're sending 1st level adventurers to deal with it.] Undisturbed for untold eons, the vault now stirs thanks to the machinations of cultists who have meddled with secrets best left undisturbed..." Also designed for a classic party. *This is the only 4th ed adventure i currently own, but it is 1st level. I've run some of it and know how it works. I think i have access to a few more, not sure how legit. I will say, the write-up and character creation of 4th ed characters can be cumbersome, and i know of no legit database for such material. Furthermore, it's also more difficult to run 4th ed without a battle board. It may require more fudging.
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Posted: Mon Sep 02, 2013 10:57 pm
GAME PLAY
I am not a meanie-wienie. Nor am I a slave driver. I've noticed some moderate-advanced RPs say "twice a week" or something like that. So EVERY DAY sounds like a big deal. This is not the kind of RP where every post will be a master piece. This should be fast paced and too the point. a typical combat post may look something like this.
sample post Seeing my friend in danger, I yell with rage. I charge forward and swing my greatsword down, hard! Minor: activate Barbarian Rage Move: Charge! Standard: Attack with Greatsword - 1d20+6+2(rage)+2(charge) vs AC; 1d10+4+4(rage) damage
When I say "1 round per day" I want to emphasize that in D&D terms that is approximately 6 seconds. THAT's what we're aiming for most of the time. An encounter, therefore-- one encounter of combat-- should last about 3-5 days at this rate. That is not to say there will not be role playing, but that is not the kind of DAILY participation I'm expecting. I may even hold off new encounters to allow for more time for team interaction on the weekends or something. This is really more work for me than it is for you.
But if that turns out to be too much, we can stretch the time table to every other day or something. But this kind of thing really works better if you can remember what's going on. And you'll probably find you want to post faster.
Babelguppy My main goal with this RP is to keep it moving. Intend to play one round a day. That sounds big, but it's actually tiny. It will be slow but steady. for simplicity, all monsters and all players will go in groups. Initiative will be determined internally. it will run something like this: - I will post, setting up the situation and making any preliminary attacks in the case that enemies go first or any other strange events happen (i.e. doors exploding, cave-ins, pit traps, etc.). I will then post the approximate time that i will return. That will usually be at least 24 hrs later, but certainly close, even if it's less. it should be predictable. - players will each post. their initiative is determined by when they post. if you are waiting for someone or want to coordinate with a team mate, go ahead. Post your action with your main roll (usually a d20) and your FINAL modifiers for hit and damage. (might give plusses for cool descriptions and role playing. wink ) anyone who does not post by the appointed time will "pass" their turn. (if you know you will be gone for an extended period for some reason (finals, illness, trip, impending internet doom, etc.), let me know and i will make adjustments so you don't die.) This is also why it might be good to have extra players.- At the agreed time, i will return to resolve the round. who hit, who got hit, who climbed up the wall, and who fell on their a$$. I will also dole out damage with my pretty and currently dusty dice. - If there is new information i will give it in this phase as well and post a new deadline. the process will repeat. In other words, everyone will be expected to post once a day, but probably only once. if it starts moving faster, we can deal with that when it comes to it. In this way, i think no one will be overwhelmed, but the rp will either live healthily, or die definitively with the PCs. none of this limbo just yet. they are pre-writen adventures and worlds. they are easily obtained and easily revived, but i think it's a good idea if people want to get into the habit of playing on a regular basis. players may even stay to check other rps.
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Posted: Tue Sep 03, 2013 12:38 am
I have now offered character creation services and no longer require players new to D&D to write full stats for their characters. Please see the first post and subsequent CHARACTER CREATION posts for character creation guidelines. I am leaving this here as reference for those who are interested in learning the game or online tools for character generation.
Babelguppy These are three Character sheet references. I chose them specifically for their ease of use and/or their easy of copying to a text format. None of them can really be used on their own, and i will do my best to find or set up a good tutorial for character creation using the SRD as reference. Source Forge - The simplest to use, but needs some formating upon copying PathGuy - More difficult to use, but copies better Frozen Identity - This one i post cause i think it's neat and pretty on your desktop, but I don't want to try to load it into the forums, and it gives little to no help to beginners Sample Character Sheet using this Source Forge generator and some copy paste. It is the cleanest of the online generators and does a fairly good job of telling you what you can and can't do, but not a good job of why. You will still need to reference the SRD or a friend. it only has the titles of features, not what they do or what they're for like the books or SRD or some more complicated generators would. SourceForge Character: Sample Player: Babelguppy Classes: Barbarian Level: 1 Race: Human Alignment: NG (Neutral Good) Religion: none Experience: 0 Hit Points: 14 BAB: +1 (Base Attack Bonus) Strength: 18, 4 Dexterity: 13, 1 Constitution: 15, 2 Intelligence: 16, 3 Wisdom: 15, 2 Charisma: 15, 2 AC: 1 + 10 + 4 = 15 (Armor Class) Fortitude: 2 + 2 = 4 Reflex: 0 + 1 = 1 Will: 0 + 2 = 2 Init: 1 + 0 = 1 (initiative) Melee: 1 + 4 + 0 = 5 Ranged: 1 + 1 + 0 = 2 Money: pp -0 gp -10 sp -0 Skills: climb 4 + 4 = 8 craft 2 + 3 = 5 handle animal 4 + 2 = 6 intimidate 4 + 2 = 6 jump 4 + 4 = 8 listen 4 + 2 = 6 ride 2 + 1 = 3 survival 4 + 2 = 6 swim 4 + 4 = 8 Equipment: Greatsword 2d6 (1) Scale Mail +4 (1) Feats/Specials: armor proficiency light armor proficiency medium combat expertise combat reflexes martial weapon proficiency shield proficiency simple weapon proficiency Fast movement, illiteracy, rage Languages: Common, Dwarven, Goblin, Giant the advantage of this is that it will do a bunch of the tricky calculations for you and allows dice rolling on-site (but frankly, i like to do that myself. 3nodding ). It also does all the initial calculations for you. even i have trouble with those. Another generator, at PathGuy can produce this. It will do calculations as well. they also have a 4th ed generator. Pathguy Sample Female Human Barbarian 1 Neutral Good Representing Babelguppy Strength 16 (+3) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 4 (-3) Wisdom 12 (+1) Charisma 14 (+2) Size: Medium Height: 5' 2" Weight: 185 lb Skin: Tan Eyes: Dark Brown Hair: Dark Brown Wavy Total Hit Points: 16 Speed: 30 feet [armor] [barbarian] Armor Class: 16 = 10 +4 [scale] +2 [dexterity] Touch AC: 12 Flat-footed: 14 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +6 = 2 [base] +4 [constitution] Reflex save: +2 = 0 [base] +2 [dexterity] Will save: +1 = 0 [base] +1 [wisdom] Attack (handheld): +4 = 1 [base] +3 [strength] Attack (unarmed): +4 = 1 [base] +3 [strength] Attack (missile): +3 = 1 [base] +2 [dexterity] Grapple check: +4 = 1 [base] +3 [strength] Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb. Languages: Common Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing] Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.] Feats:Quick Draw Run Traits: Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int -3 = -3 Balance Dex* 2 = +2 Bluff Cha 2 = +2 Climb Str* 7 = +3 +4 Concentration Con 4 = +4 Craft_1 Int -3 = -3 Craft_2 Int -3 = -3 Craft_3 Int -3 = -3 Diplomacy Cha 2 = +2 Disguise Cha 2 = +2 Escape Artist Dex* 2 = +2 Forgery Int -3 = -3 Gather Information Cha 2 = +2 Heal Wis 1 = +1 Hide Dex* 2 = +2 Intimidate Cha 4 = +2 +2 Jump Str* 3 = +3 Listen Wis 1 = +1 Move Silently Dex* 2 = +2 Perform_1 Cha 2 = +2 Perform_2 Cha 2 = +2 Perform_3 Cha 2 = +2 Perform_4 Cha 2 = +2 Perform_5 Cha 2 = +2 Ride Dex 2 = +2 Search Int -3 = -3 Sense Motive Wis 1 = +1 Spot Wis 1 = +1 Survival Wis 1 = +1 Swim Str** 3 = +3 Use Rope Dex 2 = +2 * = 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) Barbarian: Illiteracy (2 skill points to learn to read) Rage Fast Movement (already included) Uncanny Dodge (level 2) Trap Sense (level 3) Improved Uncanny Dodge (level 5) Damage Reduction 1/- (level 7) Damage Reduction 2/- (level 10) Greater Rage (level 11) Damage Reduction 3/- (level 13) Indominitable Will (level 14) Damage Reduction 4/- (level 16) Tireless Rage (level 17) Damage Reduction 5/- (level 19) Mighty Rage (level 20) This barbarian can read/write. Class HP rolled Level 1: Barbarian 12 Sample's Equipment: 38 lb 2 lb _____ 40 lb Weapons / Armor / Shield (from above) Backpack Total More about Sample: Notes and description It is a little clunkier to use and can be overwhelming if you're new to the game, but it does give more info on the character sheet and copies better. It also has more options for upper levels and alternative books. i recomend it for a more advanced game. for the more advanced or those that like things pretty for their own reference, Frozen Identity has this mini .exe program to help edit and save the original DND 3.5 character sheet. If we are to play, though, it is easier to post the text versions. please use this only for your own reference.
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Posted: Thu Sep 05, 2013 4:09 am
CHARACTER CREATION TEMPLATE
This template is for writing an RP character that I will tweak into a 3.5 character for those who are interested in playing but not totally learning the game.
Stealing Tonash Drahow's stuff a little here, but only cause it's good.
clarification below
[b]Gaia UserName:[/b] [b]Character Name:[/b] [b]Race:[/b] [b]Gender:[/b] [b]Age:[/b] [b]Alignment:[/b] [b]Deity:[/b] [b]Class:[/b] [b]Preferred Weapon/Style:[/b] [b]Appearance:[/b] [b]Bio:[/b] [b]Skills:[/b] [b]Build Options:[/b]
Gaia UserName: Character Name: (let's get real here, i will not accept characters named MElf or Sex Gargoyle) Race: Gender (and Sex, I suppose, if that's different: (not you, silly, your character) Age: (consider your race and their age of adulthood) Alignment: (Lawful-Chaotic/Neutral/Good-Evil) Deity: (if your character bothers to have one; i will accept 3.5 pantheon or other fictional/historical deities and figures you think are appropriate to your character, but this is a PANTHEON setting. your character can believe in God and disavow all others, but it is very difficult with the number of other deities he will run into.) Class: Preferred Weapon/Style: Appearance: ((it's hard, but try to keep it brief. imagine we are getting a first impression of the character. keep in mind the appearance of your character's race.)) Bio: (Who is your character? Where did he/she come from? One small paragraph will do. Explain why your character has chosen the life of an adventurer.)) ((Tonash Drahow's exact words on that one.)) Skills: (choose 4-5 skills from the list in your character's class (rogues choose about 6-7); think first about what your character's back story or profession says he should have. Then about what you think is cool, then, if you still don't have enough, what you think would be useful. if you see a skill in another list that you think your character REALLY needs, list it, but set it apart. these are called "cross class" skills and are counted differently.) Build Options: give the extra information asked for under your class.
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Posted: Thu Sep 05, 2013 5:38 am
RACES
HUMAN
Base. Technically the most plentiful race in the world, but let's face it, most people think that's boring. Most player characters are NOT human, so as a result, being human has become the new oddity. To make up for their lack of cool natural features and stat bonuses, they get extra skills and feats. This is also attributed to the fact they are comparatively short-lived, so they learn and train faster. Humans are known for their variety, adaptability, and versatility. They tend to be impulsive, spirited, and ambitious. Appearance: Human; humans are the most varied in size, shape, and color. any human trait you can imagine in life, you will find in D&D... and more Adulthood: 15- <100 Favored Classes: any Typical Classes: any
DWARF
A sturdy, underground-dwelling people with heavy interest in craftsmanship and building things. Most of the greatest cities in the world have been built or touched by Dwarven craftsmanship. Their power lies in their number, their dedication and values, and in trade. Most of their society is dedicated to mining and processing precious materials from the earth into pieces of the highest quality of beauty and function. They are also well versed and highly effcient in the art of war. Their magic, if they use any, is usually divine and devoted to crafting or war.
Appearance: considerably shorter than most Humans, they are still not considered small. instead they are stout and rugged and even females sport a healthy beard. their hair runs the rage of browns, blacks, and reds, though blondes have been seen and older Dwarves grow gray and white. Adulthood: 40-400 Favored Classes: Fighter Typical Classes: Fighter, Cleric, Barbarian
ELF
Elves are rather in tune with nature and usually carry a lighthearted curiosity and outlook on life. They enjoy music, art, and the subtleties of magic and life but feel put off by those that don't, leading to a reputation of being closed or aloof to non-elves. They exhibit a little of their magical heritage, but nothing huge, though when they choose to study magic, it comes to them easily.
Appearance: the elven figure is similar to that of a slender Human and would be considered short for a human, but not childish. They tend to have fair skin, sometimes tinted by a color or almost magical sheen. hair and eyes of every color-- human and not-- can be found throughout the various subraces, but the most commonly seen about the world tend to have black, blue, or silver hair, and blue or green eyes, flecked with gold. Adulthood: 110-700 (some have been known to come close to 1000) Favored Classes: Wizard Typical Classes: FIghter, Wizard, Ranger, Druid
HALF-ELF
Known as "Half-Human" to the Elves. They have features of Elves and Humans, but as characters their role is more cultural; whether they are raised among Humans or Elves, neither, or both they will exhibit their heritage in differing purportions. Whatever the situation, by virtue of being bi-racial and bi-cultural, they have higher Charisma and are better at smoothing things over (via Diplomacy) even when the sides aren't Human or Elf. They tend to exhibit wild styles and free-spirited personality. "Most half-elves have the curiosity, inventiveness, and ambition of the human parent, along with the refined senses, love of nature, and artistic tastes of the elf parent." (PHB)
Appearance: Half-Elves exhibit physical traits of both parents. Their ears tend to be less pointed and their features less slender. Any physical traits possible for Humans or Elves is possible for Half-elves. Adulthood: 20-200 Favored Classes: Any Typical Classes: Any
HALF-ORC
Unlike Half-Elves which can usually find a home in either of two worlds, Half-Orcs find it difficult settling in either of their roots, but more often find homes in human establishments than Orc. Their Orc features give them Strength and stamina, but they tend to be unattractive to most peoples and a bit dim.
Appearance: Much larger and brawnier than a human. Their skin carries a grayish tint and their facial feature can be apish with large protruding lower canines. adult life: 14-75 Favored Classes: Barbarian Typical Classes: Barbarian, Fighter, Cleric, Sorcerer
HALFLING
If you've actually read Tolkein, you know that Halfling is another term for Hobbit. Due to copyright, they have changed a bit. Some Halflings can be very Hobbit-like-- fat, comfort seeking, and jumping out at you from the least expected angles-- while others, though they have the same personality, are easily confused with children... if they hide their feet. They are usually very clever, even if they don't know it and can make loyal friends but Halflings that leave their homes to adventure are often opportunistic. When not sticking to themselves, they tend to hang out with humans, but personally and culturally. They do carry the modifier "Small." You should look that up if you intend to play one.
Appearance: Small, about half the size of a human. some are short and stout while others can be mistaken for children, or even just miniature humans. Hair and skin tend to be dark and tough, but males rarely have beards. Adulthood: 20-250 Favored Classes: Rogue/Thief Typical Classes: Rogue/Thief, Fighter
GNOME
Small, usually impish people with a spirit of curiosity and experimentation, if not always risk and adventure. Gnomes are usually clever and practical if not a bit mischievous. They are valued as technicians, alchemists, and inventors but prefer to keep to their own, more often than not. They like animals, gems, and jokes of all kinds. It's rare to find a Gnome without a sense of humor. Like Halflings, they carry the modifier "Small."
Appearance: about the height of hobbits, they are thin and spry. Their skin ranges from mid to dark brown while their hair is usually fair and their eyes various shades of blue. Men prefer short trim beards. Adulthood: 45-350 (some have been known to live to 500) Favored Classes: Bard Typical Classes: Wizard, Bard, (Alchemist - though it is not an SRD class, modern Gnomes are known for being alchemists. In SRD, this might play something like a Druid or a Wizard that specializes in potions. I provide this to get a feel for the race for new players.)
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Posted: Thu Sep 05, 2013 6:04 am
CLASSES
Here are some classes that I can come up with off the top of my head. Since I can do that, it means I'm familiar enough with them to build them quickly and well. Also, even if they are not simple to play, I have the experience to help you. If you are asking me to build a character for you, please choose one of these.
Also, if you are asking me to build you a character, I will not build you multiclass. you will have to the learn the game well enough to do that for yourself, or give me a damn good character reason he needs it.
Also, I will note I use "he" all throughout this process. Feel free and welcome to make female characters. Also feel free to make characters that do not have your gender or preference. No one here is judging. wink
ROGUE/THIEF
I list this first, because this adventure, and really most parties, really do NEED a rogue to be successful, especially in this line of adventures, Dungeon Crawls Classics. I usually have a hard time getting my friends to play rogues. Don't really know why. Your party LOVES you.
All rogues tend to be some combination of stabby and sneaky. The more stabby would be some kind of street thug or pirate, while the more sneaky kind is your more typical burglar or treasure hunter. They are also the skill sinks of any group with outstanding numbers of skill points and endless class skill to put them in. He may not always be th most fun in combat, but he will save the party's hide time and time again.
Skills: (*deep breath* here goes, basically "all," half these skills were made for you) Appraise, Balance, Bluff, Climb, Craft (making things, choose a specific category of things), Decipher Script, Diplomacy, Disable Device (that would be Traps), Disguise, Escape Artist, Forgery, Gather Information (that's right, talk to villagers), Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently (Sneak), Open Lock (w/o keys), Perform (theatre, music, comedy, dance, etc. (NOT sexually); choose), Profession (like craft, choose), Search, Sense Motive (read people), Sleight of Hand (and pickpocket), Spot, Swim, Tumble (acrobatics), Use Magic Device (w/o knowing the appropriate spell), and Use Rope (well). Build Options: just give me an idea of your Rogue's favored weapon(s) and style. Are they more stabby or more sneaky? Why are they a Rogue?
FIGHTER
Hit it. Hit it better. Hit it cooler. Hit it faster. Hit it. They also make for good survivalists, and just about anything. Fighters are probably the most versatile build, if not the most INHERANTLY interesting to begin with. They can be built with subtlety and a fair amount of cool.
Skills: Climb, Craft (making things, choose a specific category of things), Handle Animal, Intimidate, Jump, Ride, and Swim Build Options: just give me an idea of your Fighter's favored weapon(s) and style
BARBARIAN
Hit it. Hit it harder. No, hit it HARDER. Barbarians have a lot in common with a fighter. What he lacks in fineness he makes up for in strength, endurance, and pure rage. He is usually one who lives off the land with his tribal people. without spending skill points or multiclassing he is illiterate. He also has a few more skills.
Skills: Climb, Craft (making things, choose a specific category of things), Handle Animal, Intimidate, Jump, Listen, Ride, Survival, and Swim Build Options: just give me an idea of your Barbarian's favored weapon(s) and style; Why is he a Barbarian? Can he read? What are his people like?
RANGER
Let's go camping... and hunting. They are similar to fighters at first with more nature and survival related skills. They specialize in one of two styles: ranged fighter (bow) and two-weapon fighter. Rangers often work with Animal Companions and get Divine magic at higher levels.
Skills: Climb, Concentration (for Spellcasting under pressure), Craft (making things, choose a specific category of things), Handle Animal, Heal, Hide (Dex), Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope Build Options: Choose your Ranger style by 2nd level - Two-Weapon or Archery style; Animal Companion
CLERIC
Many people think this means "white mage" and it can, but D&D Clerics are also built to be badasses. A Cleric can be built to tank, to heal, or both. But in one sense, they are right, Clerics get the best healing and divine magic the earliest of all the classes. Another really useful class.
Skills: Concentration (for Spellcasting under pressure), Craft (making things, choose a specific category of things), Diplomacy, Heal (w/o magic), Knowledge (arcana/magic), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession (like Craft, choose one), and Spellcraft (for deciphering and learning spells not while leveling) Build Options: Deity - what deity or creed does your Cleric follow? You can consult the SRD, or think of some historical or fictional figures; Alignment - Your Cleric must be in decent tune with his deity's Alignment, with in one step (you must have at least one factor (good/evil, law/chaos) in common with your deity. You cannot be True Neutral unless your deity is.)
PALADIN
At first glance, this is a mix between a Fighter and a Cleric. Paladins are really made for being demon hunters and pillars of justice. They get some Divine magic and a few extra skills for dealing with things of an unholy or undead nature. Playing a Paladin is more of a character decision than a game decision.
Skills: Concentration (for Spellcasting under pressure), Craft (making things, choose a specific category of things), Diplomacy, Handle Animal, Heal (w/o magic), Knowledge (nobility and royalty), Knowledge (religion), Profession (like Craft, choose one), Ride, and Sense Motive Build Options: Deity - what deity or creed does your Paladin follow? You can consult the SRD, or think of some historical or fictional figures; Alignment - unlike Clerics, who simply spread the word and faith of their deity, you are a crusader for yours, your Alignment must be in perfect tune with your deity.
A Note on Alignment: 3.5 insists that Palidins must be Lawful Good, but later writes options for the "Fallen Paladin." I will discuss Alignment later, but I really don't like tying classes or races to Alignment. While it's really difficult to convince me of an unLawful Paladin, I will treat this as any other Alignment based option. 1) pick one and stick with it. Unlike other characters, Paladins will loose their abilities if they change Alignment. Be careful. 2) I'm not allowing Evil. More on that later.
WIZARD
One of the two most magic-y of the classes. Wizards are arcane casters known for having versatility, if not power right off the bat. Wizards derive their magic from study and ritual giving them access to a great variety of spells, but not usually all at once. High-level wizards are a force to be recconed with, though-- be patient. Playing a Wizard feels cool, but is a bit more bookkeeping than the other classes.
Skills: Concentration (for Spellcasting under pressure), Craft (making things, choose a specific category of things), Decipher Script, Knowledge (all, taken individually), Profession (like Craft, choose one), and Spellcraft (for deciphering and learning spells not while leveling) Build Options: Familiar - If you decide to make a pact with a familiar, we can talk about it. you can check the SRD, but for now, just think about what animals your character likes; Spells - you will have to choose spells.
SORCERER
The other really magic-y class. Sorcerers are also arcane casters and tend to have smaller variety of spells but more uses of them. Sorcerers derive their magic from either an inate ability or a contract with an extra-planar being. Sorcerers are more like you would expect a macig user to be in an anime or video game.
Skills: Bluff, Concentration (for Spellcasting under pressure), Craft (making things, choose a specific category of things), Knowledge (arcana) (Int), Profession (like Craft, choose one), and Spellcraft (for deciphering and learning spells not while leveling) Build Options: Familiar - If you decide to make a pact with a familiar, we can talk about it. you can check the SRD, but for now, just think about what animals your character likes; Spells - you will have to choose spells.
*In game terms, the difference between Wizards and Sorcerers is that while Wizards must prepare precise spells from their vast repetoir, Sorcerers are familiar with a smaller number of spells they can use on a whim (though not at nausium).
I would like to make you aware of the following classes, but i don not know them well enough to create them for another person. Please do not ask. If you want to play one of these, please try to read the SRD.
Driud - These are usually considered magical as well, but I have seen them tanked. Their magic is Divine and derived from nature. As a Paladin must protect his faith, a Druid must protect his relationship with nature. Again, a little more of a character decision than a game one. They are a little more unique, but most of their abilities are covered by Clerics or Rangers.
Bard - These are arcane magic usuers with music at their base. I have to admit, I've never seen a 3.5 Bard in action. I understand that they are Divine casters. Most people play them to give the party buffs and healing. But I also understand that they may be difficult to play well.
A note on magical classes -
Magic is pretty cool in D&D but can sometimes feel like it was made more for the creation of items or town services than usage by players. This is not to discourage magical characters, just try to get people to come to terms with it easier. I know I had a hard time at first. They are cool, just not what you expect.
D&D operates off the "spells per day"system (yes, even 4th ed takes this into account). this means that no spell can be used at nausium (though i feel some cantrips, 0-level spells are fun to hand out.) Most spells must be prepared in advance, either through prayer/meditation-- for Divine magic-- or study and preparation-- for Arcane magic. Sorcerers probably work the MOST like people think magic users should in combat. Wizards are more useful in combat when they have the right equipment, rather than the right spells. What magic users DO have at nausium is an abundance of knowledge.
Also, while not all magic is for combat, not all D&D is combat. Just keep it in mind. (the same is true of skills)
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Posted: Thu Sep 05, 2013 7:07 am
ALIGNMENTUgh... where to start. Alignment is a difficult thing to manage. I had this big rant posted here, but I'm going to try trusting people before pulling it out again. My problem is less with Alignment, and more with certain common play styles that often use "Alignment" as their cover. Because many of the items and spells in dnd are written with alignment, I've learned a GM can't simply ignore it, as much as I'd like to. So start with one your character aspires to but it can change at a GM's discretion based on your character's actions. You can try to argue, but my word will eventually be final. If your character uses his alignment, stick to it. If not, do whatever you want and hope there are no alignment trapped doors in my books. My two main guidelines will be this: 1) If your Alignment matters, play your Alignment. I will not hesitate to change a character's stated Alignment, and that will apply to any Alignment-dependent items and abilities you may have. The hardest of these are probably Neutral (neutral anything) and Chaotic. Together that makes the hardest two Alignments True Neutral and Chaotic Neutral. More on that later, but think very carefully about choosing your Alignment, especially if you want to use mechanics based on it. 2) For simplicity, in these first games, I will not allow Evil Aligned Player Characters. Mixed Good/Evil parties make it difficult for the characters to move forward and difficult for the GM to stay on track. Since D&D is traditionally a cooperative game, Evil characters stabbing other players in the back kills a mod (pre-writen adventure like the one I'm running) really quickly. If we had a longer more sophisticated game with more character involvement, I may consider it. But it's hard on me because of my personality and lack of experience. I don't want to get into "what's gonna happen" if someone plays Evil. I'm stating this so we don't have to mess with it. I want to give the players room to make their own characters, but I want a party that can work together and reasonably trust one another. (That does not preclude me, the GM, from using items and spells to change your Alignment to mess with the game. I won't be that mean with out getting a better feel for the game and the group, though.) Basically, please try to refrain for writing and playing characters in a manner that intentionally detracts from the game or causes persistent undue grief to other characters and possibly players. If your character wants to challenge another's values and beliefs or if you end up with some rivalry, that's one thing. If you're constantly trying to pick-pocket your teammates of sell them as gladiatorial slaves to other countries, that's another. I intend this to be a cooperative game, not a treasure grab, and likely not PvP. Those some of those things would be hilarious or make for interesting story lines, this isn't the time or the place. If you want to play a PvP or Evil campaign, I encourage you to find or start one, but the fact is, I don't think I can run it right now. Here are the traditional Alignments (They matter the most for Paladins and Clerics. Paladins must stick by their chosen Alignment, and Clerics must be within one step of their deity's Alignment. (Talk to me if you want to play them.) I don't like tying Classes and Races to specific Alignments. Though it's pretty difficult to convince me you're a Lawful Rogue, you could be a spy in the service of your country.) Again, I can't stress enough: READ CHAOTIC VERY CAREFULLY.Traditional Alignment Alignment is guaged on a combination of two scales in three parts: 1) Good-Neutral-Evil - categorizes how a character feels about the world and how it should be 2) Chaotic-Neutral-Lawful - categorizes how he goes about his goals These are combined to make nine alignments: Lawful Good, Neutral/True Good, Chaotic Good; Lawful Neutral (True Lawful, Lawful), True Neutral (Neutral, Nature's Alignment), Chaotic Neutral (True Chaotic, Chaotic);Lawful Evil, Neutral/True Evil, Chaotic Evil; Good - prefers to build rather than destroy; values cooperation and works toward a better world without danger or sadness - LG: saint; obligated to work within the law as well as attempt do good and stop evil with every decision - N/TG: most modern "epic" heroes; does good without regard for the opinions of others or society - radical; abides the law where it is right, disregards or changes the law when it is not. May believe that the law is a tool for doing good and only when it does so is it functional. - CG: vigilante; believes the law is wrong and breaks it in an attempt to do more good or tries to change it - anarchist; believes that the law is a corrupting force and true good can only be done without it Neutral - may try to actively balance the two or may simply no concept or no regard for good or evil; leaves as much destruction in their wake as construction - LN: police officer; obligated to follow and uphold the law whether it is right or not; most often believes the law is what holds the universe together and serves more purpose than harm, even when it is wrong - TN: nature, a feral child; either maintains balance in the universe, or has no concept of the judgment of others. - CN: rebel without a cause; dislikes being confined figuratively or literally, little regard for morality one way or another; will often challenge or try to break down the established order for the sake of disrupting it and eliminating the risk that said system will apply to him later. Evil - categorized by destructive, greedy, selfish, or blatantly evil action or the intent to cause suffering; views others' success as his own failure - LE: mobster, corrupt business man or politician; does evil but operates within the law or manipulates the law to suit his selfish or Evil purposes - cultist; the law should support and cultivate hedonism - N/TE: Satan/the Devil; does evil by whatever means necessary, uses the law to their advantage when they can and undermines it when they can't; may be simply out for his own gains or may actually need to create evil in the world. - CE: The Joker; Death, Destruction, Disaster, my work here is done. this person needs to cause grief and disrupt order at every turn; possibly believes that this is the true nature of the world, but more likely just thinks its fun to watch people squirm The best way to truly examine alignment is by example and experimentation. NOTES ON CHAOTIC: Chaotic does not mean "do whatever you want and f* all." This more often this translates as Evil. Particularly the infamous Chaotic Neutral. Chaos in my terms (as the GM the only terms that really matter for this game) is a direct contrast with Law. Law is not always good. Furthermore, a Chaotic character does not "not care" if his actions hurt people. A Chaotic character may not feel bad about breaking into a house or stealing from somebody, but he probably wants the trust of his friends, so won't steal from his party members. Just because he is at odds with Order and structure doesn't mean he is only out for himself. NOTES ON NEUTRAL (both kinds): again, Neutral does not mean "do whatever you want and f* all." This more often this translates as Evil. Particularly the infamous Chaotic Neutral and True Neutral. I've already discussed CN, but True Neutral is difficult as well. It is also called "Natures Alignment" and I will hold to that. Nature truly has no objective and no ambition. When it does, it is to maintain equilibrium and sustenance. This is truly for characters deeply in tune with nature, "innocent" or child-like characters with only their internal needs (not ambitions, NEEDS) to guide them, or characters actively seeking to balance the forces of the universe. Other than that, I prefer the terminology "True." True Good/Evil needs to see the world a certain way and will not let the means bother them. True Lawful/Chaotic needs to live life a certain way and not be hindered by the end results. But the fact is, if fulfilling his needs causes suffering left and right and he knows it, your character is Evil. I will not let players hide behind terminology. It doesn't matter what your character sheet says, it's how your character acts.
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Posted: Thu Sep 05, 2013 8:45 am
For a taste of the story, I will post the prologue here. It is subject to change, but something like this will probably be the first post. It is long becuase it is the introduction.
this is NOT the play thread. please do NOT begin play at this time.
Quote: The Jewler that Dealt in Stardust (by Harley Stroh and Goodman Games) "Tis no crime to steal from a thief."Prologue (by Babelguppy) You stand at attention before the Chairman. He is a squat, balding man sitting on no modest dais. The marble building you now stand in-- which is in stark contrast with the many wooden and even more temporary-looking establishments around it-- should be clue enough to his position. Nevertheless, he barely glances down at you as he speaks to you with the detestable air of one who holds much more power than he should... and knows it. "I have bothered to gather you all here because you are all in the same position." To your right and left stand the others in your "position." You may wonder if they are as green as you. You probably don't want to ask, just in case they aren't. The Chairman continues in his self-important manner. He stops every now and then for a quick breath and looks as though he is trying to select the perfect word for this particular occasion. He has probably made this speech a hundred times. "You have all recently expressed interest in guild membership in my quarter. And while I have made every possible inquiry for you, there is simply no such position to be had at this time. However, I recognize that times have been hard and it is difficult for one of my egregious character to let such--" he glances down at you all and smirks to himself at some private joke, " talent go to waste." Some of the other members standing around the room snort, roll their eyes, or shake their heads. You may wonder if he knows what "egregious" means. "An... unfortunate incident recently has left a kind of vacancy in our structure." More snickers. "While it is not my first choice to bring you in under these circumstances, I have selected you because you may be up to the... challenge." The Chairman motions to his left where a traveler hooded in gray steps forward. The traveler lifts his head just enough to speak with the lot of you, but you still cannot clearly see his face. His voice is worn and low, but confident. He makes no gesture as he matter-of-factly presents his situation. "Ogo is a jeweler in the west district. His operation has been very lucrative and his organization is quite large. I had arranged to purchase a piece from him, a setting for a large amethyst. Because of the nature of the trade, I withheld payment on the piece, but he took possession of the jewel for sizing and crafting purposes. When last I inquired about the piece, his second in command told me that Ogo was no longer in charge and my deal was no good. I have found that Ogo has been missing for weeks, and my inquiries are denied at every turn. Find my jewel and it's setting, and I will give you it's promised price." "He means," the Chairman cuts off the traveler, "that he will give m.. the Union the promised price. I will give you lot your own guild." He now looks at each of you with feigned care and interest. "What will you say? Go ahead. Introduce yourself to your new guild mates and to your first client."
this is NOT the play thread. please do NOT begin play at this time.
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Posted: Sun Sep 08, 2013 12:34 am
just lettin' people know this is still an option. cat_wink
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