First things first, bring your character sheets over. Nobody post until all character sheets have arrived. I would prefer to have character sheets formatted like Mechalibur and swmabie. It just seems easier to read. Of particular interest is on Mechalibur's sheet, the combat block. PLease include that block in any post you make during combat. Make sure your sheet is completely and totally updated when you post it.
These are going to be premade adventures. I have several set up for levels 1-5, and I'm digging through some other stuff for ideas past that, assuming you all make it that far.
Third, if you guys have any naming ideas for the game, feel free to offer suggestions.
Finally, yes, I'm using a cliched introduction. But then, we are also using an ancient system, so I felt it appropriate.
First things first, bring your character sheets over. Nobody post until all character sheets have arrived. I would prefer to have character sheets formatted like Mechalibur and swmabie. It just seems easier to read. Of particular interest is on Mechalibur's sheet, the combat block. PLease include that block in any post you make during combat. Make sure your sheet is completely and totally updated when you post it.
Really?? Those click click click posts are the ones I like the least. To each their own and all that. Since you have not expressly forbidden it, I exercise my right to be obstinate one last time.
These are going to be premade adventures. I have several set up for levels 1-5, and I'm digging through some other stuff for ideas past that, assuming you all make it that far.
Ah, I think I forgot to ask. Given the mortality rate of 1st level AD&D characters, what is the plan for when it happens?
Racial Abilities Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark. Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes. Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can: Determine the approximate depth underground, 1-3 on 1d6. Detect any sliding or shifting walls or rooms, 1-4 on 1d6. Detect any grade or slope in the passage they are passing through, 1-5 on 1d6. Detect stonework traps, pits, and deadfalls, 1-3 on 1d6 Detect new construction in stonework, 1-5 on 1d6. Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score. Magical Malfunctions - Although they gain some benefits from being nonmagical, dwarves suffer from it as well. If a magical item is not specifically created for the dwarf's class, there is a 20% chance (40% for gully dwarves) that the item will malfunction when it is used. A check is made each time the dwarf uses the item and affects only the current use; it may work properly the next time. This applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and most other magical items. Also, DMs should note that a malfunction is not usually just a simple failure to function. The item usually does something dramatic and colorful, at the DM's discretion. Dwarves have learned to master some magical items. Weapons, shields, armor, gauntlets, and girdles always work. Dwarf priests and warrior/priests may use clerical items without malfunction. Dwarves also recognize cursed magical items that malfunction in their hands. They may dispose of malfunctioning items.
Class Abilities Fighter Followers - Attracts followers after a stronghold is built and 9th level is reached. Weapon specialization - Allows specialization in one weapon (Bonus from kit). Cleric of Moradin Ability Requirement: Strength 13 Alignment Requirement: Lawful Good Armor Restriction: Any metal Minor Spheres of Magic - Divination Major Spheres of Magic - All, Combat, Creation, Elemental, Earth, Elemental, Fire, Guardian, Healing, Law, Necromantic, Protection, War, Wards Granted Powers - 1st level: +2 Charisma to other dwarves - 5th level: +2 to hit with warhammer - 9th level: prayer, magic resistance of enemies does not negate effect, 1d3 hp of damage cured for all dwarves within radius of effect at the end of spell duration Followers - Allows followers after building a stronghold and becoming name level. Turn undead - Allows the cleric to turn undead.
Turning Undead
Skeleton or 1 HD:
10
Wight or 5 HD:
20
Mummy or 7 HD:
-
Ghost or 10 HD:
-
Zombie:
13
Ghast:
-
Spectre or 8 HD:
-
Lich or 11+ HD:
-
Ghoul or 2 HD:
16
Wraith or 6 HD:
-
Vampire or 9 HD:
-
Special:
-
Shadow or 3-4 HD:
19
# = Roll # or greater on a 1d20 to turn 2d6 undead.
D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead.
D* = Automatically destroys 2d6+2d4 undead.
Inventory
Items Carried
Backpack
Belt pouch, large
Crampons
Flint and steel
Healer's bag
Holy item
Long bow
Quiver
Rope, hemp (50 ft)
Soap
Warhammer x2
Whetstone
Wineskin
Winter blanket
Items Readied
Warhammer +1
Items Stored
Long bow, sheaf arrow x24 (in quiver)
Nuts (1 lb)
Rations,iron (1 week)
Baladrana
Belt
Boots, soft
Breeches
Cap, hat
Doublet
Drawers
Gloves
Good cloth cloak
Torch x5
Items Worn
Full armor, splint mail
Shield, medium
Spending Money
* Copper Pieces x3
* Gold Pieces x23
* Silver Pieces x6
Movement and Encumbrance
Encumbrance:
Unencumbered
Light
Moderate
Heavy
Severe
Weight (lbs):
0-70
71-100
101-130
131-160
161-195
Movement:
6
6
4
3
2
THAC0:
-1
-2
-4
AC:
+1
+3
Currently carrying 108.40 pounds (Moderate Encumbrance, 4 Movement)
Spells
Class
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Cleric
3
Cleric Spell Failure Rate: 0%
Maximum Wizard Spells Per Level: 7
Wizard Chance to Learn New Spell: 50%
Maximum Wizard Spell Level: 6th
Cleric Spells Granted
Spell
Time
Range
Area of Effect
Components
1st Level
Analyze Balance
1 rd
80 yds
1 creature, object, or 10' sq
V, S, M
Anti-Vermin Barrier
1
30 yds
10-ft cube/lvl
V, S, M
Bless
1 rd
60 yds
50-ft cube
V, S, M
Blessed Watchfulness
4
Touch
Creature touched
V, S
Cause Light Wounds
5
Touch
Creature touched
V, S, M
Combine
1 rd
Touch
Circle of priests
V, S
Courage
1 turn
240 yds
1 unit up to 200 individuals
V, S, M
Cure Light Wounds
5
Touch
Creature touched
V, S, M
Curse
1 rd
60 yds
50-ft cube
V, S, M
Detect Evil
1 rd
0
10 ft x 120 yds
V, S, M
Detect Good
1 rd
0
10 ft x 120 yds
V, S, M
Detect Magic
1 rd
0
10 ft x 30 yds
V, S, M
Detect Poison
4
0
Special
V, S, M
Detect Snares & Pits
4
0
10 x 40 ft
V, S, M
Dispel Fatigue
4
30 yds
1 creature
V, S, M
Endure Cold/Endure Heat
1 rd
Touch
Creature touched
V, S, M
Firelight
4
Touch
1 object
V, S, M
Invisibility to Undead
4
Touch
1 creature
V, S, M
Locate Animals or Plants
1 rd
100 yds + 20 yds/lvl
20 yds/lvl x 20 ft
V, S, M
Log of Everburning
1
Touch
Special
V, S, M
Magical Stone
4
Touch
3 pebbles
V, S, M
Morale
Special
Special
1 unit up to 200 individuals
V, S, M
Orison
4
10 yds
Varies
V, S
Protection From Evil
4
Touch
1 creature
V, S, M
Protection From Good
4
Touch
1 creature
V, S, M
Protection from Chaos
4
Touch
1 creature
V, S, M
Purify Food & Drink
1 rd
30 yds
1 cubic ft/lvl, in 10 sq ft
V, S, M
Putrefy Food and Drink
1 rd
30 yds
1 cubic ft/lvl, in 10 sq ft
V, S, M
Ring of Hands/Ring of Woe*
5
0
Special
V, S, M
Sacred Guardian
1
Touch
Creature touched
V, S, M
Sanctuary
4
Touch
1 creature
V, S, M
Shillelagh
2
Touch
1 oak club
V, S, M
Strength of Stone
4
Touch
1 creature
V, S, M
Weighty Chest
1
Touch
5-ft cube
V, S, M
Duties of the Priesthood Priests of Moradin are charged with the advancement of the dwarven race in all areas of life, the founding of new kingdoms and clan clands, and a wide range of formal ceremonies (marriages, consecrations of forges, temples, and other buildings, crowning of monarches, etc.) and the education of the young, especially in the teaching of history. They maintain genealogies and historical archives cooperating with Berronar's priests. Adventuring is encouraged in the priesthood, but only adventuring which directly serves the interests of the dwarven race.
Priest of Moradin may only use weapons which they have taken a part in smithing and crafting. Even "mundane" weapons so constructed count as +1 weapons for the purposes of determining which creatures may be affected by them (but no hit or damage bonuses apply).
Kit - Champion, Dwarf (CRE) A Champion is a member of a religion who has been selected to undergo intensive training as a warrior. He is expected to defend his creed at all times, and may be called upon to do so in single combat against an evil monster or members of an enemy religion.
Special Benefits:
He may have any weapon proficiency. Unlike other warrior/priests, he may specialize in one weapon. This weapon must be chosen when the kit is taken and cannot be changed. He may never specialize in any other weapon.
A Champion is allowed one weapon specialization (this is an exception to the restriction against multi-class characters). This weapon is specially blessed and acts in all respects as a magical weapon +1; it can even harm monsters that can only be hit by magical weapons. The weapon may be +2 or higher and/or have added bonuses when used to attack certain types of monsters, such as undead. The blessed weapon belongs to his church and he is charged with its care. It may never be lent and, if lost, his paramount duty becomes its recovery.
A Champion who finds a superior weapon and decides to keep it must return his blessed weapon to the main temple of his religion as soon as he is able.
Special Hindrances:
He may never a refuse a fight related to his religion. He must defend it at all times. He may be requested to perform tasks set by his superiors. If he refuses to accept a challenge or a quest, he loses his weapon specialization and his religion will send another Champion to reclaim his blessed weapon.
To the best of my knowledge, the following info is correct; if anyone would care to go through and confirm, I'd appreciate it.
I was not positive about the THAC0 block. Namely, that mine is pretty much 20 all around. As I understand it, thrown items (such as daggers) use Strength to determine, so that stays at 20; and while I could use bows with a bonus for Dexterity, I would also get a penalty for lack of proficiency, essentially cancelling each other out.
As for group name: * 2E or not 2E * Chippin' (at the) Dales * Inglorious Basterds
School: All Range: 10 ft Duration: 1 hour/level Area of Effect: Varies Components: V, S Casting Time: 1 Saving Throw: None Other: Cannot cause loss of hp. Cannot affect concentration. Can create only small, obviously magical material, which are extremely fragile and cannot be used as tools. Cannot duplicate other spells. Remains only as long as he can concentrate.
School: Illusion/Phantasm Range: 60 yds + 10 yds/level Duration: Until struck (unless it reacts appropriately) or loss of concentration. Area of Effect: 400 sq ft + 100 sq ft/level Components: V, S, M (bit of fleece) Casting Time: 1 Saving Throw: per Illusion Other: Creates illusion of any object/creature/force, within bounds of area of effect (including moving). Visual only. Affects all believing creatures (undead immune).
School: Illusion/Phantasm Range: 30 ft. Duration: Save ends Area of Effect: 1 creature (2+ Intelligence; not undead) Components: V, S Casting Time: 1 Saving Throw: Negates (Penalty to Save: -1 per 2 levels of caster) Other: Saves made each round. If failed, flees from caster at max speed as far as possible. Phantasm pursues, even if caster does not.
School: Alteration Range: 0 Duration: Instantaneous Area of Effect: 5 x 20 x 20 ft wedge Components: V, S, M (pinch each of red, yellow, and blue powder or sand) Casting Time: 1 Saving Throw: (Higher level than cster, or 6th level/hd or higher) Special. Other: Blind/unseeing creatures not affected. Victims who don't/can't save are unconscious for 2d4 rounds; HD/level 1 or 2 more who save are Blinded for 1d4 rds; HD/lvl 3+ more are stunned for 1 rd.
Reversible School: Alteration Range: 5 yds/level Duration: 5 rds/level Area of Effect: 1 creature or object (up to 10 cubic feet per level) Components: V, S, M (pinch of powdered iron) Casting Time: 1 Saving Throw: (if Unwilling) Negates Other: Grows or Shrinks by 10% per level of caster (to max solid constrainment, without harm). Any carried/worn equipment also affected. Damage and Damage rolls increase/decrease proportionally.
School: Divination Range: 0 Duration: 2 rds/level Area of Effect: one page per round Components: V, S, M (clear crystal or mineral prism, not expended) Casting Time: 1 round Saving Throw: None Other: This reading does not invoke scrolls.
School: Enchantment/Charm Range: 30 yds Duration: 5 rds/level Area of affect: 2d4 Hit Dice of monsters (w/less than 4+3 HD) within 30 ft of each other, lowest HD first (Undead are immune) Components: V, S, M (pinch of sand, rose petals, or live cricket) Casting Time: 1 Saving Throw: None Other: Slapping or Wounding awakens; normal noise does not. Awakening takes entire round.
Gurwan is a colorful gnome, whose sense of taste tends toward the garish, and who is apparently color-blind when it comes to matching his outfit. He is showy, and is often thinking himself as being comparable to the heroes of the stories he's heard. He was raised in the Hidden Vale, but left recently in order to become the legend he believes himself to be. He has some skill at magic, enough to be dangerous (to himself, if noone else). He also has some skill at roguishness - again, just enough to be dangerous. If he were more smarter, more disciplined, and a lot less grating, he could be mistaken for a swashbuckler; but not very easily.
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
Enhanced Natural Armor: When leather armor is worn, AC is 4.
Improved Climbing: Climb as a barbarian 3 levels higher.
Wild Brawl: Punches, kicks, and bites do 1d6 damage. Single attack roll.
Enhanced Sense of Smell: Can track an animal, human, or demihuman that has passed through the area in the last 24 hours. If the creature is familiar, then it can be positively identified. This tracking works as though I had the Tracking proficiency.
Weapon Specialization: Bow (Using Player Option Variant): +1 to all attacks using a longbow. +2 to damage against targets within 30 feet. Can release a notched arrow before initiative.
+3 to attack and damage against male targets who would underestimate the Amazon. Does not apply after a successful attack. Whether or not they would understimate her is up to DM discretion. -3 to reaction rolls with members of a male-dominated society
i noticed we were bereft of a normal mage and were heavy on theives, so i took it upon myself to change. Since I had to change my race, it would have change half of my thief class stuff, so I just changed out right. I should post later...
"The twists and turns of the road are ever facilitated by those who hold power, but should not. They drive us into darkness when men do nothing, when bravery and honor is in short supply. They are a suffocating pall on the land, and only when brave men lift that pall can the better angels of men stride forward." --Captain Deudermont: "The Pirate King"
Yay! I can navigate here now, wasn't working earlier. Is there a link to a generator or something I can use to make a character sheet that will upload to this thread? I keep finding 4e sheets but those seem to have features that 2e doesn't.
Also, Hocus, you may want to include your surprised/rear/shieldless AC. Or is it all the same for you? I just thought I'd put this here in case that's an oversight.
Are we using weapon speed vs. initiative in this game? I know many 2E DMs used that as an optional rule, so I thought it would be worth asking. Since we are supposed to show our weapon speeds, I assume this is, indeed, the case.