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You are here: Home --> Forum Home --> Recent posts by Axiomatic
Topic: DM Looking for Players
Subject: YESSSSS


Do it!!!! Do it!!!!! The full set of rules though is on the Q&A for our game.

Also, please use Myth-Weavers.com for character sheet stuff so we can be super efficient and things. ^.^

Posted on 2014-07-20 at 21:00:33.

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: Starting and such


We're starting play as soon as we have all of our character sheets ready, and after I've looked at all of them. I mean, I'm pretty much ready to go for the first encounter and all, but I haven't made any actual dungeons yet.

The name of our campaign is going to be "When Mortals Played God: The Darkest Tale Never Told," but will be called "Relistan Campaign" for short.

I really want to get this going as soon as possible, and I was hoping that our Online means of communication could be used to our advantage. Like, what I was hoping for was that we would post on a thread in-character, and then use the DragonChat/((double parentheses on the forum)) to do all OOC stuff. If there is something you'd like to do but not want all the players to know, we can do that in PM or privately on the DragonChat. I would just prefer any private IC stuff (like a secret movement or preparation you'd like to do) would be done in PM so that way the game is all "recorded" if you will.

Also, since we're online, if we do PbP, we don't necessarily need to plan "game sessions" in advance. We don't have to meet up at planned times, bla bla bla. We could just have a thing that keeps going, you know? Do we like this idea?

Posted on 2014-07-20 at 15:09:44.

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: Cleric Domains


Its sort of similar to how a wizard works.

Domains are kind of like schools.

You prepare your spells in advance. However, one of your spells in each spell level (indicated by the +1's in your spell allotment tables) must be a domain spell from one of your two domains. This is the only domain spell you can cast of that spell level for that day.

Unlike a wizard's school, however, your domains usually only have 9 spells (one for each spell level except 0), and you get an extra ability thing with each domain you choose. For example, choosing the War domain grants you access with weapon proficiency (if needed) and Weapon Focus to your deity's favored weapon. (For example, Gruumsh favors the greataxe). The water domain lets you turn or rebuke fire Elementals similar to how you turn or rebuke undead.

I am okay with you making a Pathfinder cleric.


Also, Complete Divine introduced a feat called "Domain Spontaneity," which allows you to trade any spell you've prepared for the day with a domain spell you know of the same spell level- exactly like you would spontaneously cast a healing spell. The catch is that Domain Spontaneity only applies to one of your two domains. If you want to spontaneously cast both of your domains, you must get this feat twice. It's worth it though.

Posted on 2014-07-19 at 19:34:02.

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: Cleric with the Good and Healing domains


I'm sorry I didn't see this earlier, I-Binary.

I really hope you're using the Pathfinder cleric if you're going for Good and Healing. In DnD, the good and healing domain spells are already in the generic cleric spell list. The benefit is that you cast healing spells at +1 caster level. I forget what good does. Just keep in mind that there are lots of domains out there, and you could easily go Protection and Healing or War and Healing. I'm not going to dictate your character, though.

Posted on 2014-07-17 at 11:16:52.

Topic: DM Looking for Players
Subject: Good Question


The answer is Yes, but No.

If you start with a nonspellcasting class and fill an empty level with a Spellcasting class, you would gain a limited few of the bard's Spellcasting features, but you would gain the bard's HD in place of your base class and the bard's class skills and skill points- class skills and skill points, in my opinion, are too fundamental to a class to ignore. To balance that out, you basically trade a better skill point allotment (for this level only) for an HD of 1d6 this level.

You essentially "add" the bard's class skills to your class skill list, but you only get the bard's +6 skill points on that dead level. You could put fighter skill points in bard skills on later levels though.

However, you do get some Spellcasting ability. You know as many spells as a first level bard, and can cast as many Cantrips per day as a first level bard. You don't gain any other spells per day other than the bonus spells per day that you would receive from a high Charisma score. Therefore, you could cast 2nd level spells, but you completely rely on your charisma stat for spells/day, so unless if your fighter has 18's all around (which is OP in any DnD game), you're not going anywhere.

At level 10, this fighter would have the feats from 1, 2, 4, 6, 8, and 10, Bardic knowledge/music, fascinate, countersong, inspire courage, and so on. On those empty levels in the bard class, you don't get to fill the filler class level (if that wording makes sense) with another class. Instead, you get your choice of Acrobatic, Agile, Athletic, Diligent, Deft Hands, Nimble Fingers, Persuasive, Perceptive, Wild Talent, Skill Focus (any skill), Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Expanded Knowledge, Extra Spell, or Extra Spell Slot.

Now, if you had chosen the Psion instead of the Bard, things would have been a little different. You would start off with the minimum number of powers known, the starter power points, and the beginning manifester level. As you'd level up as a psion, however, only your manifester level and your powers known would increase. Again, you'd have to rely on your stat to give you bonus power points to use those powers. Of course, you could work around that with Cognizence (I butchered the spelling there, humor me here) crystals, but you'd still have to get the power points from something other than yourself- you wouldn't be able to craft it, essentially.

This brings up a good point: This rules system makes the Bard unbearably broken. In my opinion, since the Bard can get you into so many prestige classes, it becomes the Master of Any Trade and Jack of All Others instead of the Jack of All Trades. Luckily, nobody chose to be a bard XD

Posted on 2014-07-17 at 11:05:59.
Edited on 2014-07-17 at 12:34:25 by Axiomatic

Topic: DM Looking for Players
Subject: Not as broken as you think!!!


Yes, those count as dead levels.

But it's not as overpowered as you think. Look at the classes introduced in the supplemental books- like the beguiler, or the dragon shaman, for example. The warlock in all honesty is another class that makes the sorcerer look like mincemeat.

While it seems ridiculously broken, it actually balances it all out, especially since so many prestige classes and feats require a BAB of +7, and the Sorcerer doesn't get that until....later. Than level 10. I think it's around level 16 but I'm not sure. In addition, this makes over half of the arcane spellcaster classes a lot worse since they do the "+1 level of arcane spellcasting" anyway. Therefore, classes like the Eldritch Knight become pretty awful.

Furthermore, let's look at the dragon shaman a bit deeper. It has a Breath weapon that advances in damage like the Sneak Attack. However, it doesn't need to be sneaking- instead, it just lets loose its elemental breath in either a 30 foot line or a 15 foot cone! The recharge rate still keeps it at a pretty high advantage over the sneak attack, and the Warlock class's Eldritch Blast (9d6 damage by level 20) could be done whenever, in addition to making the targets gain negative levels.

Anyways, back to the Sorcerer, if the point isn't across yet. Let's compare him to the Warmage from Complete Arcane. The warmage is essentially a sorcerer with an Evocation focus (which is quite common to do when being a sorcerer), except you get away with wearing Medium armor, in addition to doing bonus damage based on his intelligence. Yes, there is no familiar with the Warmage, but the Obtain Familiar feat takes care of all of that.


Okay, all said and done, but there's still the problem of monsters, right? Are the Challenge Ratings still accurate? Yes, they completely are. In fact, they're actually more accurate than ever, since the classes are more balanced now. If it is wrong, however, it'll be consistently wrong, which would mean that there would be a simple CR adjustment for this rule system to apply to all monsters (for example, the CR for a level 4 encounter might actually be more suited for a level 3 party, so the CR adjustment would be -1)

Posted on 2014-07-17 at 04:34:13.
Edited on 2014-07-17 at 04:47:58 by Axiomatic

Topic: 3.5 rules question
Subject: Is this for your character?


Your fangs deal fang damage.



JK, they do all sorts of crazy shit, for my campaign anyway:

1.) Piercing: Rolls to confirm threats doubly function as grapple checks (Requires Improved Disarm or Improved Sunder)

2.) Slashing: Critical 19-20/x2 by default

3.) Bludgeoning: Standard.

Posted on 2014-07-17 at 02:59:27.

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: Don't Bother with MM


The Drow's favored class in MM is either Sorcerer or Wizard. I can't remember. If your rogue has empty levels, then go for the arcane stuff, but I would highly recommend not doing that at all.

Posted on 2014-07-16 at 18:40:43.

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: Scroll Up


I put the House Rules on here.

Posted on 2014-07-16 at 01:14:16.

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: Monstrous Characters


You can be a monstrous character, sure. Be sure to calculate in the Level Adjustments, however!!! I will NOT accept racial levels as prestige class levels for the sake of the one house rule I mentioned earlier about prestige classes.

In society, monstrous creatures are either barbaric, living in the tribes in Blood, or are frontiersmen, colonists in the (or from the) Uncharted lands (imagine fantasy-western world with any unsettled terrain), or are living in Cornelius. Cornelius is a human-ruled nation, where all the minorities are in the awkward position that all the minorities of America are in today. You'd start out with extra gold if your class involves schooling, like the Wizard, because you got minority scholarships.

Posted on 2014-07-16 at 00:50:51.

Topic: Relistan General Discussion. (House Rules, Current party members, etc.)
Subject: Party Members


DM: Yours Truly

Players:
1.) Padre J Roulston
2.) SirSadaar
3.) Takley
4.) I-Binary (that's a capital 'i')

Posted on 2014-07-16 at 00:33:22.
Edited on 2014-07-16 at 00:35:24 by Axiomatic

Topic: Relistan General Discussion. (House Rules, Current party members, etc.)
Subject: Relistan General Discussion. (House Rules, Current party members, etc.)


CURRENT HOUSE RULES (These may be out of date due to me not wanting to update this twice whenever I change it on the Q&A thread)

1.) Variant to the Ranger's spell list

2.) More in-depth wand crafting. (System already made)

3.) All characters begin play at level 10.

4.) Characters start with 4d6x1000 gp, except for the Savage Warrior, who starts with 10+4d6 extra items. If you start out with any levels of Monstrous Humanoid, then you gain +1d6x100 gp per level of Monstrous Humanoid, if you take any class that goes for schooling stuff.

5.) If the special category in your class's level advancement is empty (does not include racial level adjustments), then you may gain a Prestige class's special in place of the "empty level" special. You are considered to be level 1 in that Prestige class, even though on the next level you'd have the option to take on the next level of your base class as if you didn't do any prestige stuff to begin with.
5a.) If you don't qualify for any prestige classes, then you may gain a Bonus Feat.

6.) Kobolds do not exist.

7.) Your character has to want to be a member of the party because of party bonding stuff- no selfish mercenary-types that either get a bigger share of the spoils or ditch the game.

8.) No Chaotic Stupid, Lawful Stupid, Stupid Good, Stupid Evil, or True Stupid characters. In addition, the Chaotic Neutral alignment is NOT the alignment of psychotics- those of the Chaotic Neutral alignment do not get away with bad behavior just because of chaos. Just like players can have two alignments, so can actions and choices. Therefore, if your action is chaotic, there's no guarantee that it'll be taken as ONLY a chaotic choice and keep you from being evil. This applies to all alignments, but I like to make an example out of Chaotic Neutral because I see that alignment waaaaaaaaaaay too often.

9.) [This is not a rule] Please, to make my life and your life so much easier, please fill out your character sheets on www.myth-weavers.com, and friend LegendaryLegend (that's me) and share your sheet with me so I can see it. This way, you don't have to PM me it every time you change it, bla bla bla....

Posted on 2014-07-16 at 00:32:12.
Edited on 2014-07-16 at 01:13:08 by Axiomatic

Topic: Relistan Q&A- Original Thread="DM Looking for Players"
Subject: Relistan Q&A- Original Thread=


[Announcement: I am going to be on a High Adventure camp from Thursday to Sunday..]

BRIEF OF CAMPAIGN SETTING:
Relistan is the name for the civilized portion of a vastly unexplored continent, with the civilized section being located on a peninsula jutting out of the middle of the continent's east cost.

There are a total of 5 kingdoms and 1 tribal alliance, in addition to many colonies along the Frontier (name of the unexplored sections or the colonies settled outside the civilized peninsula)- Arcania, Drania, Felingar, Psiona, and V'jaal. The tribe's "nation" is calling itself "Blood".

Thirty three centuries ago, the Peninsula had ended a siege that had lasted since the beginning of time, where a powerful devil lord kept the denizens locked away from the rest of the continent via a neverending wall of Hellfire, and only a select few devil cultists were allowed to pass through. The nations formed a truce in Drania's single public town called Babel, where they united to banish the devil's powers from the lands, in which they succeeded. On Relistan's timeline, this event marks the new year and is labeled Year 0.

Babel: Babel is a large trading city on the outskirts of Drania. In the center of the metropolis is a large tower, called the Tower of Babel. The Tower serves as a university for aspiring students of any craft, be it arcane to divine teachings to combat. Psionics is reserved for the nation of Psiona. 15 floors from the top of the Tower of Babel is the City of Upper Babel- this is a diplomatic city in which the Council of Babel (equivalent of the UN) meets to discuss international endeavors. Upper Babel is state of the art, containing over 90% of all the steampunk technology in all of Relistan. The Council of Babel meets in their own private floor atop the Tower of Babel, and every single member is a Gnommish (gnomes with no magical potential). The council's room is sealed by a powerful enchantment that prevents anything capable of magic to enter, therefore only the Gnommish can actually be there to discuss anything. This has elevated the status of the Gnommish greatly, and are always treated with respect and high class in any of the five kingdoms.

The only international law that is to be noted here is the magic and Psionic ban to use the following spells/powers: Miracle, Wish, and (insert the Psionic version's name here), due to the Last Wish Massacre of 44 AR (After Redemption)

A brief description of each nation:

Arcania- Arcania is a simple yet cruel place to live. The country is ruled by a monarchy, but the real power lies in the Wizard's Court, a chair of 9 advisors that are all masters of arcane magic. Ascent into the court is difficult even for the rich nobles that can afford the schooling. Oddly enough, Arcania bans schooling for any of its citizens to be done in the Tower of Babel. They mostly export raw materials of all sorts to be used by other nations. It is strongly rumored that Arcania's wizards actually practice Witchcraft, the forbidden supernatural magic of fiends.

Drania- Absolutely nothing is known about Drania, save for It lays claim to the soils that Babel is on. An unpassable wall of some sort of magic or witchcraft surrounds the kingdom, with only the natives knowing the secret to getting inside. This barrier glows a solid violet radiance that makes it impossible to see through, including any Scrying-related attempts. They never let outsiders inside their walls, but they have been known to make exceptions for Sorcerers and some various types of Shaman, but no one ever knows why this is not how these people know to enter the nation. Occasionally, strong individuals are sent out to do trade and such.

Felingar- a theocratic nation this is, Felingar notably represents a religion-oriented Parliament with a High Priestess as a permanent prime minister. The High Priestess, Asha Celeste, is supposedly immortal, and worships no deity due to her claims to be one herself. Many political parties exist in their politics, with each being based on a different deity/religion. Felingar, appropriately, has a main export of potions and alchemical products. While Felingar does ironically allow a freedom of religion, the churches there still are very much like churches of other D&D games, having their blasphemers, exiled members, clergy, and so on.

Psiona- throughout the continent, there are those who are born with the Wild Talent- gifted with a mana source being part of the newborn's brain and body, and can manifest powers through the psychic, mind-magic practices known as Psionics. Every single denizen of Psiona has the wild talent and encourages all Psionically gifted individuals to emigrate there. It's often tempting, for most with the wild talent are often feared and shunned if they have trouble controlling their powers (this is usually due to the mana source being located in the brain's emotional section or hormone glands). Psiona used to be a haven for such people, but now their reputation is much more negative (and therefore ruining reputations of the wild talented), due to their increasing death rate and constant raiding of caravans that go near their borders. Psiona used to export livestock and plants, as well as a lot of philosophic literature written by their Ardent community, but their somewhat anarchic state has ruined this relationship of good exchange.

V'jaal- The first-world nation of its day, V'jaal is a human-led democratic monarchy. With a government system almost identical to the United States, their system for "electing the monarch" is rather odd- once a generation, the next in line to be king/queen runs against another candidate that represents another family to be elected into power. This other candidate is determined by previous voting sessions called "nominations," where potential candidates are announced, and the "primary," in which the citizens vote for which candidate will run against the heir to the throne. V'jaal is quite prosperous, owning 7% of the work d's steampunk technology and most of its artificers. Currently, the congress is deadlocked on a debate over the rights to minorities, such as ogres and elves. Life for non-humans in V'jaal is actually not that terrible, and they receive racial scholarships to get schooling in either an apprenticeship or the Tower of Babel.


Backstory: You have been hired, along with some other individuals (the other PC's), to find and capture an enemy of the Church of Baal, and your search has led you to the City of Upper Babel, where you are currently located at an Inn. Your agreed upon reward was paid travel to find the criminal (aka you're staying at the inn for free) and an amount of gold for the enemy to be brought back alive and conscious. (More details on the backdrop to where you are and stuff will be given once we start actually playing).


CURRENT HOUSE RULES

1.) Hit Dice: Let's assume that you rolled the highest number possible on first level.

2.) More in-depth wand crafting. (System already made)

3.) All characters begin play at level 10.

4.) Characters start with 4d6x1000 gp, except for the Savage Warrior, who starts with 10+4d6 extra items. If you start out with any levels of Monstrous Humanoid, then you gain +1d6x100 gp per level of Monstrous Humanoid, if you take any class that goes for schooling stuff.

5.) If the special category in your class's level advancement is empty (does not include racial level adjustments), then you may gain a Prestige class's special in place of the "empty level" special. You are considered to be level 1 in that Prestige class, even though on the next level you'd have the option to take on the next level of your base class as if you didn't do any prestige stuff to begin with. Upon filling a level this way, you replace your HD with the new class's HD (for that level only) and you gain the class skills of that new class. You only get the new class's skill points on levels you fill with the new class.
5a.) If you don't qualify for any prestige classes, then you may gain a Bonus Feat.
5b.) If you don't qualify for any prestige classes, and you don't care about no bonus feat, then you may gain the special of the entry level or the next level you would get from another base class.
5c.) If you fill an empty level with a Spellcasting class (using the bard as an example), you would not gain the bard's Spellcasting features, but you would gain the bard's HD in place of your base class and the bard's class skills.
You essentially "add" the bard's class skills to your class skill list, but you only get the bard's +6 skill points on that dead level. You could put fighter skill points in bard skills on later levels though.
However, you do get some Spellcasting ability. You know as many spells as a first level bard, and can cast as many Cantrips per day as a first level bard. You don't gain any other spells per day other than the bonus spells per day that you would receive from a high Charisma score.

6.) Kobolds do not exist.

7.) Your character has to want to be a member of the party because of party bonding stuff- no selfish mercenary-types that either get a bigger share of the spoils or ditch the game.

8.) No Chaotic Stupid, Lawful Stupid, Stupid Good, Stupid Evil, or True Stupid characters. In addition, the Chaotic Neutral alignment is NOT the alignment of psychotics- those of the Chaotic Neutral alignment do not get away with bad behavior just because of chaos. Just like players can have two alignments, so can actions and choices. Therefore, if your action is chaotic, there's no guarantee that it'll be taken as ONLY a chaotic choice and keep you from being evil. This applies to all alignments, but I like to make an example out of Chaotic Neutral because I see that alignment waaaaaaaaaaay too often.

9.) [This is not a rule] Please, to make my life and your life so much easier, please fill out your character sheets on www.myth-weavers.com, and friend LegendaryLegend (that's me) and share your sheet with me so I can see it. This way, you don't have to PM me it every time you change it, bla bla bla....

10.) Once per level gained of your original base class (therefore a maximum amount of 10 times before play), you may exchange 3 skill points for a bonus feat. You may not choose Open Minded for feats gained this way.

11.) If you gain the Leadership feat, your Cohort is not allowed to have the Leadership feat (yes, that is actually legal to do in standard games). Also, you do not gain a Follower army to be at your disposal. Instead, you get more Cohorts. You get another Cohort (as in, in addition to the cohort you normally get from Leadership) for every 12 levels of the total level of all the followers you'd qualify for added together. Each extra cohort is 1 level less than the last Cohort you just qualified for. (For example, if my first cohort is level 8, my second one would be level 7. My third Cohort would be level 6, and so on.) Cohorts cannot be below level 4. If you still are "entitled" to more cohorts after having a 4th level cohort, then suck it, you don't get any more. You already have like 4 or 5 of them.

12.) Because I think it would be fun to do, you can become proficient in Improvised Weapons (like chairs, ladders, tankards, etc). Normally, you take penalties on attack rolls from using a weapon you're not proficient with, and you can only deal 1d4 nonlethal damage with it. When you're proficient with them, however, you don't take the nonproficiency penalties, and can do lethal damage. The die size is equal to 1/3 of the object's hardness, rounded down to the nearest whole number, and then rounded up to the nearest even number (if not already an even number). For example, an object with a hardness of 20 would deal 1d6 damage. 20 divided by 3 is between six and seven, so round down to 6, and since six is an even number, we don't do anything further. However, a Hardness of 21 would be a 1d8. 21 divided by 3 is seven, and the nearest even number above 7 is 8.

Question 1: Do you have any questions?

Posted on 2014-07-16 at 00:20:06.

Topic: DM Looking for Players
Subject: askaninja.com


Cool!

I'll get a Q&A up right now, and a thread in the Common Forums for setting this up. The name of this campaign is "Relistan".

Posted on 2014-07-16 at 00:18:46.

Topic: DM Looking for Players
Subject: THANK YOU FOR YOUR INTEREST


You basically just described the Cleric. He's a healer, but is allowed to wear all types of armor since he's a divine spellcaster that isn't inhibited by naturey stuff like the druid is.

Clerics, in addition to knowing spells from the generic Cleric's spell list, get more specialized spell lists called "Domains," (total of 2 domains). There are domains for anything from Fire to War to Creation, and they're all really cool in my opinion.

Posted on 2014-07-16 at 00:00:07.

Topic: DM Looking for Players
Subject: Ninja vs Barbarian


Well, in all actuality, you could technically do either and accomplish the same stuff. For example, they both do have their different ways about combat, but they both cover the Scout role of going ahead and looking for traps (barbarians get Trap Sense).

Ninjas can do that as well, in addition to doing Sudden Strike in replace of Rage. Sure, they don't get to fly into a blood-crazed frenzy, but if they were complimented with a nice magic class that specialized in doing annoying stuff like Hold Monster, then you'd be a terrifying addition to the team.

Barbarians, though, you'd basically just never sneak (it's hard to scout and sneak at the same time), so you'd end up being a warrior. While this is all fun, a good third of your abilities (the trap sense) would be useless unless the Rogue drow gets past a trap and then resets it instead of disabling it... Or, your Barbarian could scout with the Rogue, but you'd mostly just blow her cover with your boisterous stuff. A good distraction, maybe, but it would be more effective to scout with the Rogue if you could be stealthy about it.

Here's the offer I'll give you-

1.) you can be the Ninja, as is, and be an awesome scouty warrior guy that can allow the rogue to flank (therefore do sneak attack damage), the enemy (if it's sensible) might be distracted just long enough to be denied his Dexterity bonus to his AC for a smidgie second and allow you an attack of opportunity. You gotta do it just right though.

2.) You can be the Barbarian and choose to be the party's fighter. Instead of Trap Sense, you get Battle Fortitude +1 (bonus on fortitude saves and initiative checks), Berserk +1d6 (damage bonus while raging- roll 2d6 more dice on critical hits. This would mean that a level 20 barbarian would do +5d6 damage on a critical hit while raging), Battle Fortitude +2, Berserk +2d6, Battle Fortitude +3, and Berserk +3d6.

Posted on 2014-07-15 at 23:56:03.

Topic: DM Looking for Players
Subject: BARBARIAN


Barbarians are super special awesome. I do not allow the Tur variant, since that's waaaaaaay too OP. I'll let you do the Berserker Strength version of the Rage ability, however, which is described here:

http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=3

You'll have to scroll down a bit, though.

Posted on 2014-07-15 at 13:42:59.

Topic: DM Looking for Players
Subject: You're Game!


A Fighter/Rogue would be a fine addition! Have you looked into the Ninja and Scout classes from Complete Adventurer, or the Swashbuckler class from Complete Warrior?

Ninja: http://dndtools.eu/classes/ninja/

Scout: http://dndtools.eu/classes/scout/

Swashbuckler: http://dndtools.eu/classes/swashbuckler/

While these all are technically fighter/rogue-ish classes, the one most like the Rogue, in my opinion, is the Ninja. The Swashbuckler would be interesting to do, since it's more of a base class version of the Duelist from the Dungeon Master's Guide.

Posted on 2014-07-15 at 13:39:35.

Topic: Introduction a La Axiomatic
Subject: Ice Breaking


Thanks for all the welcoming and advice. I've already found my way to the App stuff, and the dice app is the best.

I'll be sure to read the Epic Newbie's guide, for sure!

Posted on 2014-07-15 at 00:42:26.

Topic: DM Looking for Players
Subject: House Rules? (All optional)


Okay, I love house rules, but I'm not going to put any in unless if we all like them. Here are some of the ones I'd like to include, BUT ARE COMPLETELY OPTIONAL

1.) A custom Ranger's spell list that doesn't feel like it was just thrown in there

2.) Fighters get feats at each level except third levels

3.) using a variant health system that's loosely based on the Vitality/Wound system: Basically, you always gain the maximum amount of HD (called Vitality) at each level, and you only add your CON modifier at first level. In addition to your Vitality, you also have Wound health- your wound health is determined by your race. When you take a critical hit, you don't lose double or triple Vitality or whatever. Instead, you take X amount of wound damage, where X is the multiplier of the weapon from normal rules (For example, a critical hit with a longsword would deal 2 wound damage). Wounds are not healed with any ability that speeds up healing unless if it involves regenerating lost limbs. Upon taking wound damage, you are considered to be Crippled: When crippled, you move at 10ft. or at half your base speed, whichever is lower. If you lose over half of your wound total, then you must make a Fortitude save (DC 15) or become unconscious. (Again this rule is completely optional. While I do think this is more realistic, I understand that simplicity is nice)

4.) Wand crafting is more in depth. Certain types of wood will yield different types of magical enhancements- for example, an Oak wand of Fireball can actually be used by a Wizard or other arcane spellcasting class to improve any Evocation or Abjuration spell (improves the DC by 1 for every 3 levels of any and all arcane spellcasting classes you have)

5.) If your class has no Special ability gained at any level, you can take a Prestige level if you qualify for the requirements instead, still gain whatever BAB, spells, power points, save progressions, etcetera, and then level up in your base class again on the next level.

6.) Kobolds do not exist. I don't like them.

7.) I'd like for us to start out at like level 10-ish.

Posted on 2014-07-15 at 00:35:19.

Topic: DM Looking for Players
Subject: Differences between Pathfinder and DnD 3.5


1.) Pretty much all the races are different, but I honestly like Pathfinder's stuff better, except for how they made humans a bit worse. Treat them the same, except humans get a bonus feat at level 1.

2.) Instead of getting +3 to class skills, you get 4 times as many skill points at first level.

3.) Acrobatics, Linguistics, and Stealth are not skills. Instead, you have Balance (DEX), Decipher Script (INT), Forgery (INT), Hide (DEX), Jump (STR), Move Silently (DEX), Speak Language (N/A), and Tumble (DEX).

4.) A lot of the classes are different, but I'll let you roll with a Pathfinder version since they're honestly more balanced.

You can find all the information on DnD 3.5 HERE: http://www.dandwiki.com/wiki/SRD:System_Reference_Document

However, this is incomplete and doesn't contain all the Supplemental rules. For all the extra goodies and awesomeness of other DnD 3.5 books, check out www.dndtools.com

Posted on 2014-07-15 at 00:20:18.

Topic: DM Looking for Players
Subject: DM Looking for Players


I am willing to DM a party of 3-7 players, preferably D&D 3.5e. I am okay with doing Pathfinder, but am not as familiar with their rules.

I'll also do d20, but I will need some time to familiarize myself with how it works and such.

We can discuss House Rules and stuff once I get some willing test subje-er, I mean participants.

Posted on 2014-07-14 at 21:03:34.

Topic: Introduction a La Axiomatic
Subject: I apologize for the following


...........may I have a cookie?

Posted on 2014-07-14 at 19:14:19.

Topic: Everyone Is John
Subject: TWITCH DND


^ That was the impression that I got when I read this, and it sounds hilarious. Count me in!

Posted on 2014-07-14 at 18:46:20.

Topic: How to Learn How to Play Dungeons and Dragons
Subject: How to Learn How to Play Dungeons and Dragons


This is based off of experiences teaching 3.5e to people, but I'm sure this method for learning how to play would work for anyone teaching that one first-timer that is scared of adding stat modifier+ranks+roll result......

What's the first thing pretty much everyone tries to teach new players how to do? Make a character. Well, that's probably the worst thing you could do to a new player- teach them how to make a character that has all these attributes and terms and whatnot that they've never seen before (no matter how many links explaining everything you've sent)and understand how to calculate what's greek to them.

Instead of this disaster waiting to happen, follow these steps for teaching new players (basically I just used the EDGE method, if you know what that is):

NOTE: Whenever a player asks a yes/no question, or a question that can be answered in about less than five words, or a question that simply doesn't require much knowledge about how the game works to answer (such as a question about the depth of the story and/or roleplay) then go ahead and answer it. If it requires too complex of an answer, then tell the player you'll answer that one later.

1.) Explain the metagame. The new player needs to understand that just because you know something doesn't mean that your character does. Also, the new player needs to understand that, even though real-world knowledge that it's a game shouldn't affect character decisions and actions, the player's character still needs to be a member of the gaming party and participate in adventures- not be that asshole mercenary that holds the game hostage by saying "what's in it for me?"

2.) Tell your player that the DM's word is law. No exceptions. If the Dm says that two nuclear missiles just changed into a very surprised-looking sperm whale and a pot of petunias, then you better know where your towel is.

3.) Explain the concept of rolling dice- Start with explaining the terminology (2d20 means two 20-sided dice), and that whenever you roll a d20, you are trying to figure out how successful (or not) you are at an action. Explain that a natural 20 is a critical success, and a natural 1 is a critical failure, regardless of how difficult the attempted action was (if you're using that rule).

4.) Go from this explanation to a demonstration. It can be anything, really, but it's simplest if it's just like a Knowledge (history) check. Don't need to explain skills yet, just see if the player understands what it would mean if he rolled like a 19 or something, versus a 3.

5.) Make the DC for the knowledge check 2 more than what the player rolled. Then say something like, "you had to roll at least a 5 (if he rolled a 3), but, you're not out of luck. See, you get to add what's called an "Intelligence bonus," which means you get to add +2 to your roll." Now, of course, your intelligence bonus could be any number, but don't tell them that just yet unless if they ask.

6.) Since you just explained a bonus, you can work in an explanation on bonuses in general. Here's an example: "There are all sorts of other bonuses though in this game. Your intelligence bonus is in a group called "stat bonuses," which come from the core aptitudes of your character. There are also 'circumstance' bonuses, which come from favorable conditions. Like, if I'm trying to attack, and I have the advantage of higher ground, I would get a +2 to my roll, unless if the DM thinks it should be more or less."

7.) Explain that there are penalties as well as bonuses. Do not explain all the different types and how things stack and stuff just yet. Wait until it happens in-game.

8.) Explain the types of d20 rolls (and remember to call them "checks"). Start with saving throws, since there are only 3 of them. Demonstrate a disease (fort), a mind-effecting spell (will), and a cone-ranged spell (ref).

9.) Explain and demonstrate skills, but don't do all of them. That would take too long. To demonstrate how you really don't need to know each skill and have em all memorized, only explain the skills in a class skill list from a class that the new player chooses. Pray to your base god that the player doesn't choose Rogue or Bard.

Now you're ready to start legit play.

10.) Make a character that's at level 2 for the player, or just take one that's already made. Preferably a starter package. You are going to teach this player how to play via a "tutorial session," and that it's not going to matter if the player doesn't want to be the simple fighter or whatever.

11.) Have this character fight a kobold warrior, a kobold wizard, and a kobold rogue. Explain combat as you go.

12.) Hopefully, you covered everything you need to know for combat in step 11. Cuz now, the character levels up.

13.) Give the player more involvement in leveling up and all the neat-o things you get, including the feat you get from being level 3.

14.) Now the player is ready to make a character.

SECOND NOTE: This idea is still in progress. Feedback is appreciated.

Posted on 2014-07-14 at 18:40:18.

 


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