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2 years ago  ::  Jul 25, 2011 - 6:27AM #1
danisheraser
Date Joined: Apr 13, 2004
Posts: 32
Hi

Starting a new campaign in the Dark Sun setting. My group, who consists of old veteran players, loves to make characters that are optimized to the extreme....And in previous campaign's I as the DM had some problems with this, also because I used to allow all material available from WotC.

1) I don't make campaigns to let the heroes feel like overpowered heroes (my players know this)

2) I am a DM who makes encounters after what makes sense to the campaign. And they are not for the benefit of specific characters or to balance out the overpowered "put in any class name".

Because of this my players come up with characters that's too powerful for the campaign. I've told my players that I don't want this in the new campaign, and they understand. Now they would like to know what kind of books I allow in the game, and this is where I hope you can help me.

Since it is a Dark Sun campaign, the campaign setting book is of course allowed (which I like a lot by the way). I also think the PHB3 is necessary for Dark Sun. Besides those two I like PHB2. The core PHB is of course essential. What made the huge difference in previous campaigns were the so called "splat-books" (Martial Power, Arcane Power etc. etc.). Should I simply wave those book off, although I know some of my players will come up with different reasons why exactly their character should have some sort of feat/power from one of those books? Or shoul I simply strict the campaign to only use PHB, PHB2, PHB3 and the Dark Sun campaign setting?

Thanks for your help
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2 years ago  ::  Jul 25, 2011 - 7:19AM #2
CALEBROBERTS
Date Joined: Mar 11, 2010
Posts: 3,691
If you are going to disallow any sources, stick to your guns after you do so.  PLayers will want this or that from the forbidden sources and beg you for it.  If you let one get away with it then anther will want it, then another, etc, etc.

I think I would allow:
-PHB I, II, III
-HOFK, HOFL, HOS
-DSCG 

I would play Dragon arcticles by ear but be rather strict on them.

You could also dissallow alot of races since this is Dark Sun.  
What if they could only be Human, Halfling, Mul, Dwarf, or Elf 
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PCs Show
Big John Barleycorn Show
Big John Barleycorn

Big John Barleycorn, Level 5
Human, Knight
Human Power Selection Option: Heroic Effort
Languages: Common, Dwarven
Theme: Mercenary

VITALS
AC: 25 Fort: 19 Ref: 15 Will: 17
HP: 38/54

Surges: 8/11
Surge Value: 13

Initiative: +8
Speed: 5

CURRENT ABILITY SCORES
STR 19, CON 15, DEX 11, INT 10, WIS 15, CHA 8

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9, Endurance +7, Heal +9, Intimidate +8

UNTRAINED SKILLS
Acrobatics +0, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +4, History +2, Insight +4, Nature +4, Perception +4, Religion +2, Stealth +0, Streetwise +3, Thievery +0

POWERS
Standard Action
Melee Basic Attack
   Vicious Longsword +1: +12 vs AC, 1d8+6 damage
   Khopesh: +10 vs AC, 1d8+5 damage (Brutal 1)
Ranged Basic Attack
   Javelin (10/20): +10 vs AC, 1d6+5 damage

Minor Action
> Active < Knight Feature: Defender Aura
Knight Feature: Battle Guardian
> - < Fighter Utility: Defend the Line Stance
> - < Fighter Utility: Hammer Hands Stance
[] Level 2 Utility: Glowering Threat

No Action
[] Human Racial Power: Heroic Effort
[X] Mercenary Theme Power: Takedown Strike
[][] Attack Power: Power Strike

FEATS
Class Feat: Shield Finesse
Racial Bonus Feat: Master at Arms
Level 1: World Serpent's Grasp
Level 2: Improve Initiative
Level 4: Superior Will

ITEMS
Longsword +1
Khopesh
Shield of Protection
     [] Item Daily Power
Delver's Plate Armor +2
     [] Item Daily Power
Javelin x3
Adventurer's Kit
1 Opal
235g 172s 50c
Tsubasa Shou Show
Tsubasa Shou iplay4e link

Tsubasa Shou, level 2
Human Euphoric Ardent
Theme: Windlord
Languages: Common, Elven
Origin: Elemental

VITALS
AC: 19 Fort: 16 Ref: 14 Will: 18
HP: 32/32
Power Points: [][]

Surges: 6/9
Surge Value: 8

Initiative: +2
Speed: 5

CURRENT ABILITY SCORES
STR 13, CON 15, DEX 13, INT 8, WIS 10, CHA 18

[X][ Action Point
      Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9,  Diplomacy +10, Endurance +8, Heal +6, Intimidate +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +0, Bluff +5, Dungeoneering +1, History +0, Insight +1, Nature +1, Religion +0, Stealth +2, Streetwise +5, Thievery +2

POWERS

Standard Action
Melee Basic Attack
     Greatspear: +7 vs AC, 1d10+2 damage
Human At-Will Attack  (Augment 0 only): Focusing Strike
At-Will Attack: Demoralizing Strike
At-Will Attack: Energizing Strike
[]Encounter Attack: Wind Fury Assault
[] Daily Attack: Battleborn Acuity

Move Action

Minor Action
[][] Encounter Utility: Ardent Surge

Immediate Reaction
[] Daily Utility: Healing Bond

No Action
[]Encounter Utility: Ardent Outrage

FEATS
Bonus Feat: Improved Defenses
Human bonus Feat: Polearm Expertise
Level 1: Weapon Proficiency: Greatspear
Level 2: Armor Proficiency: Scale

ITEMS
Magic Scale Armor +1
Flute
Silk Rope - 50 ft
Torch x2
Sunrod
Lantern
Oil (pint) x3
Tent
Bedroll
Backpack
Trail Rations x 10
Grappling Hook
Climber's Kit
Flint & Steel

0 g - 0 s - 0 c
Reznik Callahan Show
iPlay4e link

Reznik Callahan, Level 1
Human (Elf), Ranger/Druid
Languages: Common, Elven
Theme: Werewolf

CURRENT STATUS:

VITALS
AC: 17  Fort: 12  Ref: 15  Will: 14
HP: 25/25

Surges: 6/7
Surge Value: 6

Initiative: +4
Speed: 7

CURRENT ABILITY SCORES
STR 10, CON 13, DEX 18, INT 8, WIS 18, CHA 11

[X][] Action Point
     Milestone: 2/2
[] Second Wind

TRAINED SKILLS
Athletics +4, Nature +13, Perception +11, Stealth +9

UNTRAINED SKILLS
Acrobatics +3, Arcana -1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, History -1, Insight +4, Intimidate +2, Religion -1, Streetwise +0, Thievery +3

POWERS
Standard Action
At-Will Attack Twin Strike
At-Will Attack Savage Rend
At-Will Attack Wolf Shape Attack: Useable only in Wolf Form
[] Encounter Attack Two-Fanged Strike
[X] Daily Attack Sure Shot

Minor Action
At-Will Utility Hunter's Quarry
At-Will Utility Wild Shape
[] Encounter Utility Wolf Shape

Free Action
[X]Encounter Utility Elven Accuracy

FEATS
Level 1: Versatile Expertise
          Bow Expertise
          Totem Expertise

ITEMS
Longbow
Hide Armor
Short Sword
Totem
Cold Weather Clothing
Adventurer's Kit
Bharhas Show
iplay4e sheet

Bharhas, Level 3
Human, Warlord | Sorcerer
Human Power Selection Option: Bonus At-Will power
Languages: Common, Elven
Theme: Gladiator

CURRENT STATUS:
Phase of the Sun:
*At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier.
*You also gain resist 5 cold.

VITALS
AC: 18 Fort: 18 Ref: 15 Will: 17
HP: 40/40

Surges: 6/6
Surge Value: 10

Initiative: +1
Speed: 6

CURRENT ABILITY SCORES
STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +8, Bluff +9, Diplomacy +9, Intimidate +9

UNTRAINED SKILLS
Acrobatics -1, Arcana +1,  Dungeoneering +0, Endurance -1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1, Stealth -1, Streetwise +4, Thievery -1

POWERS
Standard Action
Melee Basic Attack
   Longsword : +9 vs AC, 1d8+5 damage
   Katar: +9 vs AC, 1d6+4 damage
Warlord Attack: Wolf Pack Tactics
Warlord Attack: Viper's Strike
Sorcerer Attack: Storm Walk
[] Gladiator Theme Attack: Disrupting Advance
[] Level 1 Warlord Attack: Diabolic Stratagem
[] Level 1 Sorcerer Attack: Cosmos Call

Minor Action
[] Level 2 Warlord Utility: Shake It Off
[] Level 3 Sorcerer Attack: Lightning Cuts
[] Warlord Feature: Inspiring Word

Free Action
Dark Sun Arcane Feature: Arcane Defiling

No Action
[] Warlord Feature: Battlefront Shift

FEATS
Racial Bonus Feat: Mastery of Knives
Level 1: Hybrid Talent
Level 2: Sorcerous Blade Channeling 

ITEMS
Longsword
Katar
Cloth Armor of Sudden Recovery +1
     [] Item Daily Power
Heavy Shield
Cloak of Distortion
Adventurer's Kit
Survival Day x10
427g
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2 years ago  ::  Jul 25, 2011 - 7:26AM #3
ToeSama
Date Joined: May 4, 2008
Posts: 1,342
I'd actually talk with your players about their characters for the setting. Come up with what they WANT to do, and then decide from there what they are ALLOWED to do. Book availability should be character specific if you're going to restrict in my opinion, because it limits without crushing creativity. What to do in regard to Dragon content is up to you on this though.

That being said, the "Player's Handbook" series (1-3) and the "Heroes of" series (Forgotten Lands and Fallen Kingdoms) are core products, so they should always be in no matter the setting. Though do feel free to limit certain things accordingly from each book. With no Divine powers to call upon in Athas, Clerics and Paladins aren't as needed, though it would be fun to see what a player can come up with to sell it for an Athas setting
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2 years ago  ::  Jul 25, 2011 - 8:08AM #4
Krusk
Date Joined: Nov 30, 2005
Posts: 4,948

I'd pull back to the PHB series, and if you use essentials Heros of..  Then allow people to use material from another book on the condition that they run it by you first. And specify most of what you will allow is build options, not a couple of powers here and there. Shapechange druid for example.


I'd also allow the adventurers vaults just to give the new classes some equipment options.


Honestly though, if you give an example of some builds you think are the approperiate power level, you should be able to trust that your group will stick to it. (I know that is not always the case)

5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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2 years ago  ::  Jul 25, 2011 - 8:49AM #5
ToeSama
Date Joined: May 4, 2008
Posts: 1,342

Jul 25, 2011 -- 8:08AM, Krusk wrote:

I'd also allow the adventurers vaults just to give the new classes some equipment options.




I'd normally agree, but Athas isn't a very magic item intensive campaign in regard to PCs. Doesn't seem to fit with what is considered "standard" for the campaign setting.

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2 years ago  ::  Jul 25, 2011 - 9:02PM #6
kikuhime
Date Joined: Sep 20, 2010
Posts: 46
In a Dark Sun setting, you might want to consider allowing the Psionic Powers and Primal Powers books, as these are more the source of magic in Athas than any other source. But especially the Psionic Powers book, because Psionics are a common thing in the world of Dark Sun. For example, in my Dark Sun game, we've got an Ardent, a Battlemind, and a Monk, and they all take things out of the Psionic Powers book.
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2 years ago  ::  Jul 26, 2011 - 6:35AM #7
JayM
Date Joined: Aug 31, 2007
Posts: 2,248

Jul 25, 2011 -- 6:27AM, danisheraser wrote:

Because of this my players come up with characters that's too powerful  for the campaign. I've told my players that I don't want this in the new  campaign, and they understand. Now they would like to know what kind of  books I allow in the game, and this is where I hope you can help me.



What books you allow won't really make much difference. If your players are going to optimize the characters they can figure out how to do it with whatever books you give them. Twin Strike is one of the most powerful abilities in the game and it's straight PHB.

Rather then trying to restrict their power levels, you should adjust the game world a bit. If the characters are heavily optimized, then adjust the monsters up a bit to compensate. Increase their attack bonus, damage or HP a bit or throw in an extra monster or two to groups, without adjusting up the XP.

This is assuming all of hte characters are roughly equally optimized. If there is a disparity between the optimization level of characters you have a different and more serious problem.

Jul 25, 2011 -- 6:27AM, danisheraser wrote:

2) I am a DM who makes encounters after what makes sense to the campaign. And they are not for the benefit of specific characters or to balance out the overpowered "put in any class name".



At some point your going to have to do this no matter what. Starting at Paragon and pretty always at Epic, you have to adjust the monsters and challenges to what the party is good and bad at.

Jay

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2 years ago  ::  Jul 27, 2011 - 11:59AM #8
Eldrazor
Date Joined: Dec 28, 2010
Posts: 500
I think you should just have the characters optimize away and make encounters after what makes sense to the campaign.

Just increase the level of the encounter if your PCs are breezing through them.
You can do this by doing several things:
- Pick monsters that are higher levels.
- Level up the monsters that you were planning to use.
- Put more monsters in encounters. 

The second option will fit best with making encounters after what makes sense to the campaign. A +1 bonus to AC, attack and damage and a bit more hit points will probably not even be noticed by the players, but it will increase the challenge for their optimized characters.

And yea, if there is a disparity between optimization levels of the PCs it's a different issue.
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2 years ago  ::  Jul 27, 2011 - 12:46PM #9
Centauri
Date Joined: Jul 21, 2004
Posts: 10,011

Jul 26, 2011 -- 6:35AM, JayM wrote:

Jul 25, 2011 -- 6:27AM, danisheraser wrote:

Because of this my players come up with characters that's too powerful  for the campaign. I've told my players that I don't want this in the new  campaign, and they understand. Now they would like to know what kind of  books I allow in the game, and this is where I hope you can help me.



What books you allow won't really make much difference. If your players are going to optimize the characters they can figure out how to do it with whatever books you give them. Twin Strike is one of the most powerful abilities in the game and it's straight PHB.

Rather then trying to restrict their power levels, you should adjust the game world a bit. If the characters are heavily optimized, then adjust the monsters up a bit to compensate. Increase their attack bonus, damage or HP a bit or throw in an extra monster or two to groups, without adjusting up the XP.

This is assuming all of hte characters are roughly equally optimized. If there is a disparity between the optimization level of characters you have a different and more serious problem.

Jul 25, 2011 -- 6:27AM, danisheraser wrote:

2) I am a DM who makes encounters after what makes sense to the campaign. And they are not for the benefit of specific characters or to balance out the overpowered "put in any class name".



At some point your going to have to do this no matter what. Starting at Paragon and pretty always at Epic, you have to adjust the monsters and challenges to what the party is good and bad at.

Jay


Pretty much agreed.

Also, consider not focusing on straight up combat. Make it an aspect of the encounters, obviously, but give them tasks and obstacles that they can't deal with using pure combat prowess.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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