Community

 
Jump Menu:
Page 1 of 7  •  1 2 3 4 5 6 7 Next
Switch to Forum Live View
Locked: [D&D 2e] ??? OOC Thread
3 years ago  ::  Jun 14, 2010 - 9:13PM #1
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,572
As the title suggests, our new OOC thread.

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.

Cast
Mechalibur - Alona - Amazon Fighter
Swmabie - Gurwan Yarrow - Gnome Thief/Illusionist 
Hocus-Smocus - Kallan "Kal" Plainswind - Barbarian Brute
Iadoka - Raven - Cleric (Not sure, can't read very well)
Bandikoot - Tyrelshar Stonebinder -  Fighter/Cleric
Graxith - Habrek Ragebeard - Fighter - Berserker 
http://community.wizards.com/play-by-post_haven

The Play-by-Post recruitment hub for the forums.
Stop by, join us, and sign up for some games while you are there

Cookie Collection Show

Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

Quick Reply
Cancel
3 years ago  ::  Jun 14, 2010 - 10:32PM #2
Bandikoot
Date Joined: Apr 28, 2010
Posts: 565

Jun 14, 2010 -- 9:13PM, ff6shadow wrote:


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.

Jun 14, 2010 -- 9:13PM, ff6shadow wrote:


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?

Jun 14, 2010 -- 9:13PM, ff6shadow wrote:


Third, if you guys have any naming ideas for the game, feel free to offer suggestions.



I'll think on it. 

Edit: Adding in random ideas...

The Magnificent Seven

Once Upon a Time in the Realms

Seven Ways to Skin an Orc

The Awesome Campaign

Jun 14, 2010 -- 9:13PM, ff6shadow wrote:


Finally, yes, I'm using a cliched introduction. But then, we are also using an ancient system, so I felt it appropriate.




Combat Block Show


HP: 5
Base THAC0: 20
Adjusted THAC0: 18 for melee, 18 for ranged, 19 for bows
AC: 3 Suprised: 4 Shieldless: 4 Rear: 4
Movement: 6
Paralyze/Poison/Death: 10/6/10
Rod/Wand/Staff: 10/10/10
Petrify/Polymorph: 13/13
Breath Weapon: 16
Spell: 11



Awesome Character Sheet Show

Personal Information
Name: Tyrelshar Stonebinder Player: Bandikoot
Race: Hill dwarf Gender: Male Height: 4'4" Age: 60
Classes: Fighter/Cleric Levels: 1/1 Weight: 160 lbs
XP: 0/0 Alignment: Lawful Good
Next Level: 2,000/1,500 Kit: Champion, Dwarf (CRE)
Ability Scores
Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 12 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -5% Climb Walls: +0%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
Wis: 17 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Initial Reaction Adjustment: +3
Saving Throws
Paralyzation: 10 Poison: 6 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 16 Spell: 11
Combat
Hit Points: 5
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, splint mail -6
Shield, medium adj. -1
FINAL: 3
Weapon Proficiencies
Tight Group: Bows
Warhammer (Specialist)
Non-Weapon Proficiencies
Brewing 12
Dwarf Local History (CRE) 15
Dwarf Runes (CRE) 14
Endurance 15
Heal 15
Herbalism 10
Intimidation (CRE) 16
Modern Languages - Common 12
Religion 17
Weaponsmithing 11
Native Languages - Dwarf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Warhammer +1 18 18 3/2 3 1d4+5 1d4+4 B M 2 4 6
Warhammer 19 19 3/2 4 1d4+4 1d4+3 B M 2 4 6
Longbow (sheaf) 20 20 2/1 8 1d8 1d8 P L 50 100 170
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.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion





 


Quick Reply
Cancel
3 years ago  ::  Jun 15, 2010 - 7:31AM #3
swmabie
Date Joined: Dec 8, 2009
Posts: 8,213
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

Gurwan Yarrow Show

Base info Show

Name: Gurwan Yarrow
Race:  Rock Gnome
Age: 85
Height:  3' 3"
Weight:  84 lbs
Homeland:  Dalelands (Hidden Vale, Highdale)
Class: Thief/Illusionist
Level:  1/1

Abilities Show

Strength 14 Show
Hit  Probability: +0
Damage Adjustment: +0
Unencumbered: 55 lbs
Light  Encumbrance: 85 lbs
Moderate Encumbrance: 115 lbs
Heavy  Encumbrance: 145 lbs
Severe Encumbrance/Max. Press: 170 lbs
Open  Doors: 8
Bend Bards: 7%

Dexterity 17 Show

Reaction  Adjustment: +2
Missile Attack Adjustment: +2
Defense Adjustment:  -3

Constitution 15 Show

HP Adjustment: +1
System  Shock: 90%
Resurrection Survival: 94%
Poison Save: 0
Regeneration:  0

Intelligence 9 Show

Language Max: 2
Max  Wizard Spell Level: 4th
Learn Spell: 50% (Illusion) / 20% (all  others)
Max Spells / Level: 6
Spell Immunity: 0

Wisdom  9 Show

Magic Defense Adjustment: 0
(Priest) Spell Failure: 20%
Bonus  Priest Spells: none
Spell Immunity: 0

Charisma  7 Show

Max # of Henchmen: 3
Loyalty Base: -2
Reaction Adjustment:  -1


Class Skills Show

Thief Show

Pick  Pockets: 15% (base) + 5% (ability) + 5% (armor) + 10% (1st) = 35%
Open Locks: 10% (base) + 5% (race) + 10% (ability) + 5%  (1st) = 30%
Find/Remove Traps: 5% (base) + 10% (race) + 25%  (1st) = 40%
Move Silently: 10% (base) + 5% (race) + 5%  (ability) + 10% (armor) + 5% (1st) = 35%
Hide in Shadows: 5%  (base) + 5% (race) + 5% (ability) + 5% (armor) + 15% (1st) = 35%
Detect  Noise: 15% (base) + 10% (race) = 25%
Climb Walls: 60%  (base) - 15% (race) + 10% (armor) = 55%
Read Languages: 0%  (base) = 0%
Backstab Modifier: x2

Illusionist Show

Targets get a -1 to save vs my Illusion spells
Level  1 Show

Cantrip Show
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.

Phantasmal Force Show
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).

Spook Show
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.

Color Spray Show
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.

Enlarge/Reduce Show
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.

Read Magic Show
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.

Sleep Show

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.




Proficiencies Show

Weapon  (2 + 1 per 4) Show

Short Sword
Dagger

Non-weapon  (4 + 1 per 3) Show

Language: Gnome
Language: Common
Etiquette  (Charisma)
Tumbling (Dexterity)
Local History (Charisma)


Equipment Show

Coins:  5 gp, 13 sp, 17 cp
Short Sword: 3 lbs, S, Piercing, Speed 3, 1d6  (1d8)
Dagger x6: 1 lb, S, Piercing, Speed 2, 1d4 (1d3),
Clothing Show
Cap
Tunic
Vest
Baldric
Knife  sheath x6
Cloth Cloak
Brooch
Breeches
Belt
Belt Pouches  (5)
Soft Boots

Thieves picks
Spellbook
Minor spell  components (sand, powders, fleece, prism)
Pony Show

Halter
Bit  & Bridle
Saddle Blanket
Riding Saddle
Small Saddle Bag

   
Combat Show

HP: 4
AC normal/shieldless:  7 ; surprised/rear: 10
THAC0: Melee: 20; Missile: 18
Movement: 6
Saving  Throws Show

Paralysis/Poison/Death: 13
Rods/Staves/Wands:  7
Petrify/Polymorph:  12
Breath Weapon: 15
Spells: 8 (+1 vs  Illusion)


Appearance, Personality, &  Background (sort of) Show

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.

Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• 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 Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

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 Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

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.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

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.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

Quick Reply
Cancel
3 years ago  ::  Jun 15, 2010 - 9:38AM #4
Hocus-Smokus
Date Joined: Apr 12, 2008
Posts: 7,207
Kallan, Human Barbarian Show

Basic Info Show

Name: Kallan "Kall" Plainswind
Race: Human
Class: Barbarian
Kit: Brute
Level: 1
Alignment: Chaotic Good
Deity: None

Age: 35
Sex: Male
Height: 6'4"
Weight: 280 lbs.
Eyes: Blue
Hair: Brown


Ability Scores Show

STR: 16 Show

Hit Probability: 0
Damage Adjustment: +1
Weight Allowed: 70
Max Press: 195
Open Doors: 9
Bend Bars / Lift Gates: 10%

DEX: 14 Show

Reaction Adjustment: 0
Missile Attack Adjustment: 0
Defensive Adjustment: 0

CON: 16 Show

Hit Point Adjustment: +2
System Shock: 95%
Resurrection Survival: 96%
Poison Save: 0
Regeneration: Nil

INT: 6 Show

# of Languages: 1
Spell Level: N/A
Chance to Learn Spell: N/A
Maximum Number of Spells Per Level: N/A
Illusion Immunity: None

WIS: 14 Show

Magical Defense Adjustment: 0
Bonus Spells: 0
Chance of Spell Failure: 0%
Spell Immunity: None

CHA: 8 Show

Maximum Number of Henchmen: 3
Loyalty Base: -1
Reaction Adjustment: 0

Saving Throws Show

Paralyzation / Poison / Death Magic: 14
Rod / Staff / Wand: 16
Petrification / Polymorph:15
Breath Weapon: 17
Spell: 17

Movement: 12





Hit Points: 14
Hit Dice: d12+2 (CON)





Armor Class: 4 (Leather + Natural Armor), Rear AC: 6, Surprised AC: 5, Shieldless AC: 4





Racial Abilities: None





Class Benefits: Show


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.





Surprise Bonus: +2 to Surprise rolls.


Class Hinderances: Show

Reduced Movement: Movement rate is 12 instead of 15.





Language Limit: I can only know 1 language.





Limited Magic: I cannot use magic items that require command words or concentration to use. I can use magic potions, armor, and weapons.


Class Skills Show

Running Leap: 3d6+1 feet
Running Spring: 1d6 feet
Standing Leap: 2d4 feet
Standing Spring: 1d4 feet





Beck Detection: 15%





Climbing: 70%


Languages: Common





Weapopn Proficiencies: (2)- Club, Battle Axe





Non-Weapon Proficiencies: (1)- Endurance, Danger Sense (Bonus)
Weapons and Attacks Show


Battle Axe- THAC0: 20, Size: M, Type: S, Speed: 7, Dmg.: 1d8+1 / 1d8+1





Club- THAC0: 20, Size: M, Type: B, Speed: 4, Dmg. 1d6+1 / 1d3+1


Equipment Show

Leather armor, battle axe, club, rations (1 week), Money: 0

Combat Block Show

AC: 4, Rear AC: 6, Surprised AC: 5, Shieldless AC: 4
THAC0: 20 (melee and ranged)
HP: 14
Hit Dice: d12+2
________________________________________________
Battle Axe- THAC0: 20, Size: M, Type: S, Speed: 7, Dmg.: 1d8+1 / 1d8+1
Club- THAC0: 20, Size: M, Type: B, Speed: 4, Dmg. 1d6+1 / 1d3+1
_____________________________________________________________________
Saving Throws:
Paralyzation / Poison / Death Magic: 14
Rod / Staff / Wand: 16
Petrification / Polymorph:15
Breath Weapon: 17
Spell: 17
_____________________________________________________________________
Class Combat Abilities:
Wild Brawl: Punches, kicks, and bites do 1d6 damage. Single attack roll.
Surprise Bonus: +2 to Surprise rolls
Beck Detection: 15%







In fond memory of Mark "Wrecan" Monack.
Quick Reply
Cancel
3 years ago  ::  Jun 15, 2010 - 10:37AM #5
Mechalibur
Date Joined: Jan 7, 2009
Posts: 2,495
Alona Show

Basic Info Show

Name: Alona
Race: Human (Female)
Height/Weight: 6'2" 176lbs
Age: 29
Homeland: Amazon tribe, south of the Dalelands
Class: Fighter 1 (Amazon Kit)

Abilities Show

Strength 14 Show

Hit Probability: +0
Damage Adjustment: +0
Unencumbered: 55 lbs
Light Encumbrance: 85 lbs
Moderate Encumbrance: 115 lbs
Heavy Encumbrance: 145 lbs
Severe Encumbrance/Max. Press: 170 lbs
Open Doors: 8
Bend Bards: 7%

Dexterity 17 Show

Reaction Adjustment: +2
Missile Attack Adjustment: +2
Defense Adjustment: -3

Constitution 15 Show

HP Adjustment: +1
System Shock: 90%
Resurrection Survival: 94%
Poison Save: 0
Regeneration: 0

Intelligence 8 Show

Languages: 1
Immunities: None

Wisdom 10 Show

Magic Defense Adjustment: 0
Immunities: None

Charisma 7 Show

Max # of Henchmen: 3
Loyalty Base: -2
Reaction Adjustment: -1

Class Abilities Show

Fighter Show

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.

Amazon Show

+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

Proficiencies Show

Weapon Proficiencies Show

Longbow (Specialized)
Spear
Medium Blades Group (Broad Sword, Cutlass, Katana, Longsword, Scimitar)

Nonweapon Proficiencies Show

Animal Training (Wisdom)
Land-Animal Riding (Wisdom +3)
Bowyer/Fletching (Dexterity -1)
Endurance (Constitution)

Combat Show

HP: 11/11
Base THAC0: 20
Adjusted THAC0: 20 for melee, 18 for ranged, 17 for bows
AC: 2 Suprised: 5 Shieldless: 3 Rear: 6
Movement: 12
Paralyze/Poison: 14
Rod/Wand/Staff: 16
Petrify/Polymorph: 15
Breath Weapon: 17
Spell: 17

Equipment Show

Longbow (Sheath Arrow x 30): Speed: 8 Attacks: 2/1 Damage: d8/d8 Range: 50/100/170 Type: P Size: L
(Flight Arrow x 18): Damage: d6/d6 Range: 70/140/210
Spear (x2): Speed: 6 Attacks: 1 Damage: d6/d8 Range: 10/20/30 Type: P Size: M
Broadsword: Speed: 5 Damage: 2d4/d6+1 Type: S Size: M
Miscellaneous Equipment Show

Hide Armor, Buckler, Backback, Quiver, Torch x2, Hemp Rope, Basic Clothes and Cape, Riding Horse, Tinder, Sheath, 79gp 8sp 9cp


Combat Show

HP: 11/11
Base THAC0: 20
Adjusted THAC0: 20 for melee, 18 for ranged, 17 for bows
AC: 2 Suprised: 5 Shieldless: 3 Rear: 6
Movement: 12
Paralyze/Poison: 14
Rod/Wand/Staff: 16
Petrify/Polymorph: 15
Breath Weapon: 17
Spell: 17
Weapons Show

Longbow (Sheath Arrow x 30): Speed: 8 Attacks: 2/1 Damage: d8/d8 Range: 50/100/170 Type: P Size: L
(Flight Arrow x 18): Damage: d6/d6 Range: 70/140/210
Spear (x2): Speed: 6 Attacks: 1 Damage: d6/d8 Range: 10/20/30 Type: P Size: M
Broadsword: Speed: 5 Damage: 2d4/d6+1 Type: S Size: M
Resident generic resident.
Quick Reply
Cancel
3 years ago  ::  Jun 15, 2010 - 8:21PM #6
Joe_Puff74
Date Joined: Dec 8, 2008
Posts: 1,109
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"

Magic Dual Color Test Show
What Color Are You? Test Show
What Class Are You? Show
Quick Reply
Cancel
3 years ago  ::  Jun 15, 2010 - 8:25PM #7
Mechalibur
Date Joined: Jan 7, 2009
Posts: 2,495

Actually, we only have half a thief at the moment.

Resident generic resident.
Quick Reply
Cancel
3 years ago  ::  Jun 15, 2010 - 9:27PM #8
Iaidoka
Date Joined: May 28, 2010
Posts: 86
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. 
Quick Reply
Cancel
3 years ago  ::  Jun 15, 2010 - 10:11PM #9
Mechalibur
Date Joined: Jan 7, 2009
Posts: 2,495
You already have the character sheet (what you linked earlier is showing now). All you need to do is repost it here, like so:

Raven Show

Basic Info Show

Name:
Race:
Height/Weight: 
Age:
Class:

Abilities Show

Strength X Show

Hit Probability:
Damage Adjustment:
Weight Allowance:
Max Press: 
Open Doors:
Bend Bards:

Dexterity X Show

Reaction Adjustment:
Missile Attack Adjustment:
Defense Adjustment:

Constitution X Show

HP Adjustment:
System Shock:
Resurrection Survival:
Poison Save:
Regeneration:

Intelligence X Show

Languages:
Immunities:
Spell Level:
Chance to learn Spell:
Spells/Level:

Wisdom X Show

Magic Defense Adjustment:
Immunities:
Bonus Spells:
Chance of Spell Failure:

Charisma X Show

Max # of Henchmen:
Loyalty Base:
Reaction Adjustment:

Cleric Abilities Show

Spheres:
Spells Prepared:

Proficiencies Show

Weapon Proficiencies Show

(List of Weapon Proficiencies)

Nonweapon Proficiencies Show

Proficiency (Stat base)

Combat Show

HP:
Base THAC0:
Adjusted THAC0: (For specialization bonuses and ability score adjustments)
AC:  Suprised:  Shieldless:  Rear:
Movement:
Paralyze/Poison:
Rod/Wand/Staff:
Petrify/Polymorph:
Breath Weapon:
Spell:

Equipment Show

(Weapon list and stats)
Miscellaneous Equipment Show

Other items


Combat Show

HP: X/X
Base THAC0:
Adjusted THAC0:
AC:  Suprised:  Shieldless:  Rear:
Movement:
Paralyze/Poison:
Rod/Wand/Staff:
Petrify/Polymorph:
Breath Weapon:
Spell:
Weapons Show

(Weapon list and stats)


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.
Resident generic resident.
Quick Reply
Cancel
3 years ago  ::  Jun 16, 2010 - 5:14AM #10
Hocus-Smokus
Date Joined: Apr 12, 2008
Posts: 7,207
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.
In fond memory of Mark "Wrecan" Monack.
Quick Reply
Cancel
Page 1 of 7  •  1 2 3 4 5 6 7 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing