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    1. Mortalbean 10 yrs ago

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I'm often very busy even if I do appear online. Despite this I will always post at least once a day in all RPs I am currently in.

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Got my OOC application done before I expected, yay me.

Why you are interested in the game?
I don't usually get a chance to play a PC, all of my friends are terrible DMs so I end up having to DM every single time we game. I also want a chance to play 5e as I have heard a lot of good things about it but I have yet to have any experience with it whatsoever.

What character(s) are you thinking of playing?
I would like to try and play a wizard, a pessimistic wizard who gets his best spell-book stolen locking him out of his tower along with making him lose all of his most powerful spells. He rushes off to hunt the thief, grumbling about how things are probably only going to get worse.

Why are you thinking of that(those) character(s)?
I like characters with a strong initial distinctive personality. Even if it is 2D in the beginning it gives a lot of direction for RP. I have yet to run across anyone who has done a pessimist character so I thought I should do one. In addition I think it can open up a lot of interesting party interactions and in-character decisions.

What is your ideal starting settlement?
Anything, the hunt for the thief has taken my character far and wide as unfortunate events keep the thief and spell book out of reach.

What general ideals and adventure archetypes do you enjoy?
I enjoy lots of out of NPC interaction and non-combat encounters. I feel like these are the aspects that are truely unique to tabletop RPGs and where they truly shine. When it comes to combat video games have long ago surpassed tabletop games however computers are never able to give NPCs and non-combat encounters the level of depth and complexity that a human can do easily.

What is your comfortability with the system?
I have extensive experience with 3.5e, Pathfinder and 4e and I imagine much of that experience will translate. Other than that I have yet to even open a single 5e sourcebook.

Are there any house rulings you would like to amend, add, or delete? If so, which ones and why?
See previous discussion.

What is your availability as far as meeting times?
I am on EST and I am solely available on the weekends and won't be available this weekend or the weekend after that. I would prefer to start towards noonish on Saturday or anytime Sunday as I have commitments Friday and Saturday night (typically starting at around 1700 or 1800 and going until 2300 or 0000.
@AceptablyPsycho

Yes I have steam, no I do not have tabletop simulator. I'm not willing to drop $20 just for this (no offense guys). Also, my last test for a week is done so if you guys want to do something next week (preferably after Wednesday) I'm game.

Also I've never read discworld (I know, I know) so Pratchett's estate (he is dead, right?) can't sue me for copyright infringement. I'll probably post an actual OOC application tomorrow.
<Snipped quote by UltikanaRe>

I think that's a bit unrealistic though, reading EVERY little rule. Over time sure, getting to know them is OK, but just starting out you should stick to the fundamentals. I think that's what scares a lot of people off is when they see the size of the PHB, not realizing that the majority of it is only going to be used once for picking classes or rolling abilities.


I would say reading every rule is a good idea, MEMORIZING every rule isn't. The rules that are important will come up a lot and you will either remember them from when you read them the first time or begin to memorize them as you look them up over and over again. This is slow going at first but I find it tends to work well enough.

I haven't had a chance to do any specifics however I think that for my character I might try and do something of a pessimistic wizard who gets his best spell-book stolen locking him out of his tower along with making him lose all of his most powerful spells. He rushes off to hunt the thief, grumbling about how things are probably only going to get worse.
Yuck!

Turkey?
@hoppiholla391
Probably not, sorry, it's around finals and I wouldn't be able to reliably post anyway. If it wasn't for that I'd be on board.
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.
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.
I'm interested
This seems interesting...

Common but fun twists to that could be throwing in some supernatural powers for shiggles (shits'n'giggles)


Street gangs wouldn't be impossible...


My two cents would be street gangs where all the punk 'badass' gangsters develop lovey dovey or otherwise lame powers.
Almost done, I'm just going to come back and do Xyanel tomorrow.

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