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Hidden 9 yrs ago 9 yrs ago Post by UltikanaRe
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UltikanaRe O God Among Gods, O Lord Above All Lords

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Forward Unto Eternity





















Hidden 9 yrs ago Post by UltikanaRe
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If you have trouble reading the map, download it. The site portrays it as smaller than it is.
Hidden 9 yrs ago Post by Mortalbean
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I'm someone who almost always ends up DMing but I'm somewhat interested in playing this. Before I go learning a new system just for this campaign I'd like to rant a bit. I'll readily admit that I have no experience what-so-ever with 5e, I have more or less exclusively played 3.5e, pathfinder and a tad of 4e and thus can't weigh in on balance. Below I have haphazardly collected a few of my thoughts.

No stat rolling - This is the only thing I'm truly unhappy with, I usually make my players roll 3d6 for stats, they don't even get 4d6D1. This is because everyone isn't born equal and it makes characters a little more 'natural'. I roll for all of my players and make sure that they have something resembling a viable stat line. They can also ask me to reroll for them.

Coins specific to a kingdom - To me this slows down the game and coinage value was largely determined by weight instead of the number of pieces anyway. Why would a merchant turn down perfectly good gold simply because it had a different crest on it when he could just go to a blacksmith and turn it into a bar anyone would accept?

Tracking spell components - Slows down the game, inventory management isn't really a fun aspect of D&D to me and most others. I understand what you are trying to go for here and I'm more than willing to try this but I don't see what it adds to the game.

No two handed weapons - There were many weapons that were primarily wielded with two hands historically, for example Claymores. I'm fine with this though, although I don't really see the point. Are bastard swords and other weapons that can be wielded with one or two hands included in this?

You need food and water, and must have rations in your inventory. Food can also go bad. - Finally, someone else who plays with this rule. I always do this.

Notoriety Roll: Whenever you enter a settlement, roll a d20. If you get a 5 or lower, you are recognized. Depending on the settlement and your reputation, this can be good, bad, or neutral. - Personally I'd give each character a hidden value based on backstory .etc and then add to it every time they do something noteworthy. I actually really like this and am probably going to steal it.

Extra Feat - Firearm Proficiency. You can choose to add +1 to either DEX or WIS. You gain proficiency with pistols and muskets (including bayonets), you also gain proficiency is spears if you don't already have it, due to bayonet training. - Can you explain the +1 to either DEX or WIS? Unless stats work differently now I could see myself taking this just for the stat bonus.

Massive Damage - If you take half damage in a single hit you roll on the system shock table. and Permanent injuries come from being reduced to zero health points - I use a similar system, although typically I stay away from generic injuries and try to come up with creative but bad things that can lead to adventures to get rid of them or just be permanent.

These are more of my thoughts as a DM than as a player. I'll give the blogpost a glance shortly.
Hidden 9 yrs ago Post by UltikanaRe
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I'm someone who almost always ends up DMing but I'm somewhat interested in playing this. Before I go learning a new system just for this campaign I'd like to rant a bit. I'll readily admit that I have no experience what-so-ever with 5e, I have more or less exclusively played 3.5e, pathfinder and a tad of 4e and thus can't weigh in on balance. Below I have haphazardly collected a few of my thoughts.

No stat rolling - This is the only thing I'm truly unhappy with, I usually make my players roll 3d6 for stats, they don't even get 4d6D1. This is because everyone isn't born equal and it makes characters a little more 'natural'. I roll for all of my players and make sure that they have something resembling a viable stat line. They can also ask me to reroll for them.

Coins specific to a kingdom - To me this slows down the game and coinage value was largely determined by weight instead of the number of pieces anyway. Why would a merchant turn down perfectly good gold simply because it had a different crest on it when he could just go to a blacksmith and turn it into a bar anyone would accept?

Tracking spell components - Slows down the game, inventory management isn't really a fun aspect of D&D to me and most others. I understand what you are trying to go for here and I'm more than willing to try this but I don't see what it adds to the game.

No two handed weapons - There were many weapons that were primarily wielded with two hands historically, for example Claymores. I'm fine with this though, although I don't really see the point. Are bastard swords and other weapons that can be wielded with one or two hands included in this?

You need food and water, and must have rations in your inventory. Food can also go bad. - Finally, someone else who plays with this rule. I always do this.

Notoriety Roll: Whenever you enter a settlement, roll a d20. If you get a 5 or lower, you are recognized. Depending on the settlement and your reputation, this can be good, bad, or neutral. - Personally I'd give each character a hidden value based on backstory .etc and then add to it every time they do something noteworthy. I actually really like this and am probably going to steal it.

Extra Feat - Firearm Proficiency. You can choose to add +1 to either DEX or WIS. You gain proficiency with pistols and muskets (including bayonets), you also gain proficiency is spears if you don't already have it, due to bayonet training. - Can you explain the +1 to either DEX or WIS? Unless stats work differently now I could see myself taking this just for the stat bonus.

Massive Damage - If you take half damage in a single hit you roll on the system shock table. and Permanent injuries come from being reduced to zero health points - I use a similar system, although typically I stay away from generic injuries and try to come up with creative but bad things that can lead to adventures to get rid of them or just be permanent.

These are more of my thoughts as a DM than as a player. I'll give the blogpost a glance shortly.


Let me try to clear up some things here. Also, the blog post just has some extra rules that I would allow upon request.

So, #1:
I do understand your point about being natural, and if you want to take lower stats, go right ahead. But if you going higher, then we have a problem. I understand 3d6 is more fair, but I also don't want that degree of temptation. I could roll them, but I feel that letting everybody point-buy just makes things more fair.

#2:
In some scenarios, that may be the case, but with the enchanted coins of Ilvenor that are really just magic cylinders, and the fact that I plan on using mostly banknotes or coins with lesser value than pronounced, makes this sound good to me. I would reconsider this one in exchange for a trade value ruling, but well see. It shouldn't come up often enough to be a huge nuisance, and if it becomes one I can change it.

#3:
I will lighten up on this if it is 'random pine twig' and you are in a forest encounter. This manly done in principle. It also encourages spell casters to want to go back to town to restock components, which is something I like. Also, most casters probably have large packs of the components that they know they will need. I will say this one is probably the one I expected the most backlash on, aside from rolling, so I am prepared to concede some things.

#4:
I apologize for not making this clearer. I will amend the post. I meant no two one-handed weapons, i.e., this is unrealistic:


#5:
Yay! Somebody else understands the basics of human survival!

#6:
I might just steal borrow that from you. I am not quite sure about secret roll, but I may do that every once in awhile to shake it up. My thing about secret rolls is that I mine as well just make it up.

#7:
Firearms use one of these as there attack bonus. That is kinda new to 5e, I think. Never played 4e.

#8:
I might just do that sometimes. I just don't want players thinking I am being unfair and giving better or worse injuries to certain players. It will most likely end up being a mix.

Thank you for the feedback!
Hidden 9 yrs ago Post by IncredibleBee
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"Two-handed weapons are unrealistic"

Hang on there. This is wrong on so many levels, historically, mechanically, etc. and I am going to go over as much as I can without stopping.

Let's start with something simple to grasp: the fact that two-handed weapons historically existed and were used. From claymores and greatswords in the west, to halberds, pikes, the Japanese katana and various long spears, literally every form of bow, these were all used. The longsword is HEMA's big time weapon to train with and it's primarily used with two hands. Long spears require two hands. Two-handed weapons were at least as common as one-handed arms historically, if not more, especially once heavier armor comes into play.

And in terms of a high fantasy game, banning two-handed weapons for being unrealistic (which they're not) is such a ridiculous notion I can't even start. You have wizards throwing fireballs and druids shapeshifting into animals. You're going to look at someone with a straight face and tell them that's fine, but tell someone else that their fighter can't use a claymore?
And furthermore, banning two-handed weapons takes out a good chunk of a martial class's repertoire. He can't use halberds now; he can't use roughly half the swords that exist, nor can he use most other polearms, certain exotic weapons, etc.
And what about bows? Bows are two-handed. Are you going to look at the ranger and say that he can't use fucking bows now?

In conclusion, here's some videos of martial artists sparring using two-handed weapons.
https://www.youtube.com/watch?v=h-eHZydEhJ4
https://www.youtube.com/watch?v=Umi_HUoLdl0
https://www.youtube.com/watch?v=O8RWLxlzTiM
https://www.youtube.com/watch?v=5Zy6B6SnoY0
https://www.youtube.com/watch?v=mziWUgzt9I4
Hidden 9 yrs ago Post by UltikanaRe
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"Two-handed weapons are unrealistic"

Hang on there. This is wrong on so many levels, historically, mechanically, etc. and I am going to go over as much as I can without stopping.

Let's start with something simple to grasp: the fact that two-handed weapons historically existed and were used. From claymores and greatswords in the west, to halberds, pikes, the Japanese katana and various long spears, literally every form of bow, these were all used. The longsword is HEMA's big time weapon to train with and it's primarily used with two hands. Long spears require two hands. Two-handed weapons were at least as common as one-handed arms historically, if not more, especially once heavier armor comes into play.

And in terms of a high fantasy game, banning two-handed weapons for being unrealistic (which they're not) is such a ridiculous notion I can't even start. You have wizards throwing fireballs and druids shapeshifting into animals. You're going to look at someone with a straight face and tell them that's fine, but tell someone else that their fighter can't use a claymore?
And furthermore, banning two-handed weapons takes out a good chunk of a martial class's repertoire. He can't use halberds now; he can't use roughly half the swords that exist, nor can he use most other polearms, certain exotic weapons, etc.
And what about bows? Bows are two-handed. Are you going to look at the ranger and say that he can't use fucking bows now?

In conclusion, here's some videos of martial artists sparring using two-handed weapons.
https://www.youtube.com/watch?v=h-eHZydEhJ4
https://www.youtube.com/watch?v=Umi_HUoLdl0
https://www.youtube.com/watch?v=O8RWLxlzTiM
https://www.youtube.com/watch?v=5Zy6B6SnoY0
https://www.youtube.com/watch?v=mziWUgzt9I4


Apologies again for the misconception. Please see the last post, specifically number 4.
Thank you for the evidence though!
Hidden 9 yrs ago Post by IncredibleBee
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<Snipped quote by IncredibleBee>

Apologies again for the misconception. Please see the last post, specifically number 4.
Thank you for the evidence though!


Actually dual wielding also existed. It wasn't common, but it happened. In Europe, it was normal to use a sword accompanied by a parrying dagger, for example.
Also literally everything I said about wizards still stands. Dual wielding happened in real life; you can't complain about that being unrealistic and keep wizards.
And furthermore, D&D is as vanilla high fantasy as it gets. It's perfectly normal for fighters to use outlandish weapons and exotic fighting techniques.

Here are a pair of HEMA experts talking about historical dual wielding in Europe.
https://www.youtube.com/watch?v=xc8akxwI56s
Hidden 9 yrs ago Post by UltikanaRe
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<Snipped quote by UltikanaRe>

Actually dual wielding also existed. It wasn't common, but it happened. In Europe, it was normal to use a sword accompanied by a parrying dagger, for example.
Also literally everything I said about wizards still stands. Dual wielding happened in real life; you can't complain about that being unrealistic and keep wizards.
And furthermore, D&D is as vanilla high fantasy as it gets. It's perfectly normal for fighters to use outlandish weapons and exotic fighting techniques.

Here are a pair of HEMA experts talking about historical dual wielding in Europe.
https://www.youtube.com/watch?v=xc8akxwI56s


Normal is a stretch. Yes, this shows it is possible, and I might let you use a utility knife instead of a shield seeing that video, but I see no reason from the evidence presented too allow it to do more damage.
Also, high fantasy just means a lot of magic. A lot of different varieties of DnD worlds exist, some low-fantasy with gritty realism and rare spell casting with long rests needed alongside painstakingly crafted and gathered materials to produce simple effects, others with high fantasy magic sword shops. Regardless of this, unless you want to use a warp physics spell, the rules for dual wielding will be removed.
Hidden 9 yrs ago Post by IncredibleBee
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<Snipped quote by IncredibleBee>

Normal is a stretch. Yes, this shows it is possible, and I might let you use a utility knife instead of a shield seeing that video, but I see no reason from the evidence presented too allow it to do more damage.
Also, high fantasy just means a lot of magic. A lot of different varieties of DnD worlds exist, some low-fantasy with gritty realism and rare spell casting with long rests needed alongside painstakingly crafted and gathered materials to produce simple effects, others with high fantasy magic sword shops. Regardless of this, unless you want to use a warp physics spell, the rules for dual wielding will be removed.


Not only is it possible, that very video displays some of the advantages to be had from using a parrying dagger of some kind. In Japan, you also have Miyamoto Musashi, arguably the country's most famous martial artist, and he's known for developing a two sword style.

Also, all spells warp physics by their very definition.
Hidden 9 yrs ago Post by UltikanaRe
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<Snipped quote by UltikanaRe>

Not only is it possible, that very video displays some of the advantages to be had from using a parrying dagger of some kind. In Japan, you also have Miyamoto Musashi, arguably the country's most famous martial artist, and he's known for developing a two sword style.

Also, all spells warp physics by their very definition.


Firstly, that is why I said i would consider adding it as a form of shield. Secondly, Miyamoto was a duelist, meaning that he used the weapons for show rather than effective combat, thirdly, spells do not violate the physics of the world I have created. In my world I have chosen to keep the law of gravity, and chosen not to keep the theory of evolution, to be selective about the law of thermodynamics, etc. You also assume I wish to follow the archetypes of fantasy games. In reality, I wish to break them.
Hidden 9 yrs ago 9 yrs ago Post by UltikanaRe
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@Mortalbean Please leave an application if you wish to join, by the way. Hopefully I reassured you about those rules.

Edit: Also, how many players are you hoping to be with? I am not comfortable with a party larger than 5 (just hell to organize, sorry), but any suggest within that is welcome. I am even open to a 1x1 session if you want.
Hidden 9 yrs ago Post by AceptablyPsycho
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Hi there. Please ignore the post count to the left of the your screen, just pretend it's not there. Yes I'm relatively new to the site itself but, while not a veteran, I'm certainly well adept at Tabletop style RPGs for the last 8-10 years. I was ingrained in Pathfinder as a player and made the move to DM in 5e since getting a group together in my area was a pain in the...well you get the idea.

I think I share the other 2's issues with your home rules, particularly the rolling vs point buy. I'm not that concerned with the spell components as I feel that's quite a low level issue. I mean, once your players get high enough level to create/buy a bag of holding I and just raid the apothecaries with gold...but I digress. I much prefer the roll up stats opposed to the point buy, mainly because I find it informs more about your characters looks, personality, ideals etc etc well past the mechanical aspects. But that's me as a DM. As a player...I can make it work.

As for my OOC application:
Why you are interested in the game? Because I've been DMing for 2 years now, and while I love it, I miss being the character in the world rather than world for the characters

What character(s) are you thinking of playing? Ok, so I've been drawing up characters for my other players (who were all newbies) for 2 years and making up classes using homebrews just toying around so I'm down to 3 ideas, 1 subject you the DMs approval. The first is a Bard styled around the build of being a con artist, spell choices and all reflecting that. The 2nd is a Warlock with an interesting character quirk who owes patronage to the Great Old Ones or equivalent in your world if their are any (Worldbuilders?). The 3rd would be a homebrewed, cliche-filled Witchhunter class (from the Geek and Sundry show Critical Role, love that show). This is the one needing your approval so if it is a straight no, no questions please that is fine.

Why are you thinking of that(those) character(s)? I like trying to play characters that are unique to a point of not hogging the spotlight. I don't enjoy Mary Sue characters, preferring to balance out (as much as possible) any skills in one area with a flaw in another area.

What is your ideal starting settlement? Depends on the character. The bard would probably start out in a relatively small city/large village, probably in a jail cell for some minor transgression. The Warlock in some backwards, superstitious village/hovel that "don't like them there witches!" and the Witchhunter in whatever settlement is on his route.

What general ideals and adventure archetypes do you enjoy? Again, depends on character, but I personally am a big fan of the urban based, investigation style adventures, using skills outside combat in new and interesting ways (Played a semi-one shot of Thieves World in college and loved the setting)
What is your comfortability with the system? I've got all the current source books of 5e and am currently running my own campaign in it. I'm still learning all the intricate rules myself but overall, I'm very comfortable with it, more than I was with PF.

Are there any house rulings you would like to amend, add, or delete? If so, which ones and why? I think my piece above covers the criticisms I had. I do like the food/water rations, I used that in my campaign as well. The reputation idea makes sense and the other suggestion above on notoriety affecting it is good too. Makes sense at higher levels anyway. Not too sure on the dual-wielding myself. I never have and never would but I generally follow the mantra of "can you/should you?" Can you dual wield 2 bastard swords? No, of course not. Even with an 18 Str. Two shortswords? Maybe but there would be penalties for doing so. But DM's word is final on matters (as I've learned).

What is your availability as far as meeting times? Pretty much the same as yours. Weekends/Friday night. Although while school related, I don't believe it would be for the same reasons XD unless I assume too much.

Any questions/beat-downs, shoot me a mention. Peace. AC.
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I've been trying to get around to doing my OOC application but I think it's going to have to wait a while. I have three tests this week and I hardly have the time to do much of anything it seems. Until then I'm interested and I'll try to follow the thread but if you get something together before then just start without me.
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I've been trying to get around to doing my OOC application but I think it's going to have to wait a while. I have three tests this week and I hardly have the time to do much of anything it seems. Until then I'm interested and I'll try to follow the thread but if you get something together before then just start without me.


Unfortunately and fortunately, I doubt that will be the case if it is just this week. These forums are a tad slow these days. Nonetheless, interest appreciated, and you still have awhile for the app. I am going to try a Session 0 Char. Creation day on Saturday this week or the next, but you can make that up easily.
Hidden 9 yrs ago Post by UltikanaRe
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Hi there. Please ignore the post count to the left of the your screen, just pretend it's not there. Yes I'm relatively new to the site itself but, while not a veteran, I'm certainly well adept at Tabletop style RPGs for the last 8-10 years. I was ingrained in Pathfinder as a player and made the move to DM in 5e since getting a group together in my area was a pain in the...well you get the idea.

I think I share the other 2's issues with your home rules, particularly the rolling vs point buy. I'm not that concerned with the spell components as I feel that's quite a low level issue. I mean, once your players get high enough level to create/buy a bag of holding I and just raid the apothecaries with gold...but I digress. I much prefer the roll up stats opposed to the point buy, mainly because I find it informs more about your characters looks, personality, ideals etc etc well past the mechanical aspects. But that's me as a DM. As a player...I can make it work.

As for my OOC application:
Why you are interested in the game? Because I've been DMing for 2 years now, and while I love it, I miss being the character in the world rather than world for the characters

What character(s) are you thinking of playing? Ok, so I've been drawing up characters for my other players (who were all newbies) for 2 years and making up classes using homebrews just toying around so I'm down to 3 ideas, 1 subject you the DMs approval. The first is a Bard styled around the build of being a con artist, spell choices and all reflecting that. The 2nd is a Warlock with an interesting character quirk who owes patronage to the Great Old Ones or equivalent in your world if their are any (Worldbuilders?). The 3rd would be a homebrewed, cliche-filled Witchhunter class (from the Geek and Sundry show Critical Role, love that show). This is the one needing your approval so if it is a straight no, no questions please that is fine.

Why are you thinking of that(those) character(s)? I like trying to play characters that are unique to a point of not hogging the spotlight. I don't enjoy Mary Sue characters, preferring to balance out (as much as possible) any skills in one area with a flaw in another area.

What is your ideal starting settlement? Depends on the character. The bard would probably start out in a relatively small city/large village, probably in a jail cell for some minor transgression. The Warlock in some backwards, superstitious village/hovel that "don't like them there witches!" and the Witchhunter in whatever settlement is on his route.

What general ideals and adventure archetypes do you enjoy? Again, depends on character, but I personally am a big fan of the urban based, investigation style adventures, using skills outside combat in new and interesting ways (Played a semi-one shot of Thieves World in college and loved the setting)
What is your comfortability with the system? I've got all the current source books of 5e and am currently running my own campaign in it. I'm still learning all the intricate rules myself but overall, I'm very comfortable with it, more than I was with PF.

Are there any house rulings you would like to amend, add, or delete? If so, which ones and why? I think my piece above covers the criticisms I had. I do like the food/water rations, I used that in my campaign as well. The reputation idea makes sense and the other suggestion above on notoriety affecting it is good too. Makes sense at higher levels anyway. Not too sure on the dual-wielding myself. I never have and never would but I generally follow the mantra of "can you/should you?" Can you dual wield 2 bastard swords? No, of course not. Even with an 18 Str. Two shortswords? Maybe but there would be penalties for doing so. But DM's word is final on matters (as I've learned).

What is your availability as far as meeting times? Pretty much the same as yours. Weekends/Friday night. Although while school related, I don't believe it would be for the same reasons XD unless I assume too much.

Any questions/beat-downs, shoot me a mention. Peace. AC.


Accepted beyond accepted. As far as your house rule concerns go:
Seeing as everybody says they want to roll, I will do 3d6 down the line for everybody who opts in. If anybody does not, up to them to use point buy or standard array. You can opt in for rolling an array (I gave you a 10, 9, 8, 300, 6, and 13, place these how you will) or for rolling down the line (Stats announced regardless of character plans). I have done both, although I haven't done this a ton so I am not sure if one is underpowered or overpowered or whatever.
No dual wielding is going to stay, except maybe for daggers and knifes. Maybe.
If spell casting component tracking blows up in my face, I'll stop it.
As far as your characters go, I am craving a tyrant RP where you start in a dungeon, but that can really happen with all of your classes. If you provide a link for witchdoctor, I will look into it. I have a habit of saying yes to these things, but knowing what you will be doing would be nice.

Kind Regards,
Your new Dungeon Master.
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<Snipped quote by AceptablyPsycho>

Accepted beyond accepted. As far as your house rule concerns go:
Seeing as everybody says they want to roll, I will do 3d6 down the line for everybody who opts in. If anybody does not, up to them to use point buy or standard array. You can opt in for rolling an array (I gave you a 10, 9, 8, 300, 6, and 13, place these how you will) or for rolling down the line (Stats announced regardless of character plans). I have done both, although I haven't done this a ton so I am not sure if one is underpowered or overpowered or whatever.
No dual wielding is going to stay, except maybe for daggers and knifes. Maybe.
If spell casting component tracking blows up in my face, I'll stop it.
As far as your characters go, I am craving a tyrant RP where you start in a dungeon, but that can really happen with all of your classes. If you provide a link for witchdoctor, I will look into it. I have a habit of saying yes to these things, but knowing what you will be doing would be nice.

Kind Regards,
Your new Dungeon Master.


I've already gone through the point buy and made up a rough CS, however, could you clarify that 300 please? I assume that is a mistake, otherwise that's going in my Cha Score and I'm gonna be able to talk lichs into doing the hokey pokey for me just because I said please. I've jumped ahead of the curve.

If that's your decision on dual wielding that's fine. Won't affect me too much and tbh, I find dual wielding more flashy than practical but to each their own.

I wouldn't say it'll blow up in your face, I'd just say that between the levels where spells require sticks, cloth and feathers and the levels where spells require demon's blood, diamonds and jewel encrusted bowls, there won't be much tracking done with a bag of holding full of components. I do see the use of it for higher level spells however, where 1000s of gold pieces are used.

As for my classes, I'm leaning heavily in the direction of the Bard (I just love a smooth talker). Just to clarify though, the homebrew class is not a Witchdoctor, but a Witchhunter. He does not do the witching, he stops the witching. More on that and the News at 10 here
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<Snipped quote by UltikanaRe>

I've already gone through the point buy and made up a rough CS, however, could you clarify that 300 please? I assume that is a mistake, otherwise that's going in my Cha Score and I'm gonna be able to talk lichs into doing the hokey pokey for me just because I said please. I've jumped ahead of the curve.

If that's your decision on dual wielding that's fine. Won't affect me too much and tbh, I find dual wielding more flashy than practical but to each their own.

I wouldn't say it'll blow up in your face, I'd just say that between the levels where spells require sticks, cloth and feathers and the levels where spells require demon's blood, diamonds and jewel encrusted bowls, there won't be much tracking done with a bag of holding full of components. I do see the use of it for higher level spells however, where 1000s of gold pieces are used.

As for my classes, I'm leaning heavily in the direction of the Bard (I just love a smooth talker). Just to clarify though, the homebrew class is not a Witchdoctor, but a Witchhunter. He does not do the witching, he stops the witching. More on that and the News at 10 here


Haha, the 300 was just a joke. I will take a look at the witch hunter when I can, just for reference. All sounds great. A smooth talker would be wonderful, as I find charisma to be the most useful stat. Now, how many players do you want? I am only really comfortable with four (I am still relatively new to DMing) but anything below is fine. Just try to let me know so I can plan ahead for when to start Session 0.
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AceptablyPsycho

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@UltikanaRe As a DM myself, I would definitely recommend you start with a group of 4 at most, 3 would be just fine. As for me, I'm comfortable in any group size, I've played long term, short term and one-shots with groups ranging from 2 to 6 players.

Also, I won't be backseat DMing or trying to invade your space or won't be a rules lawyer, but if you need resources or copies of manuals or anything (I've got an 8GB folder of stuff collected from DMs, websites, homebrews etc etc), just shoot me a PM or something.
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UltikanaRe O God Among Gods, O Lord Above All Lords

Member Seen 6 yrs ago

@UltikanaRe As a DM myself, I would definitely recommend you start with a group of 4 at most, 3 would be just fine. As for me, I'm comfortable in any group size, I've played long term, short term and one-shots with groups ranging from 2 to 6 players.

Also, I won't be backseat DMing or trying to invade your space or won't be a rules lawyer, but if you need resources or copies of manuals or anything (I've got an 8GB folder of stuff collected from DMs, websites, homebrews etc etc), just shoot me a PM or something.


That sounds amazing. I am one of those people that freak out whenever they try something new and have to read ALL the instructions before they play something new. And also, I am a hardy person. If you want a certain direction for the adventure or your character, just say. Also, seeing as you are OK with it, I would like one more confirmed attendee so we can start with 2-3 players (depending on Mortalbean).
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UltikanaRe O God Among Gods, O Lord Above All Lords

Member Seen 6 yrs ago

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