DM Skull |
Alright got enough reaction from interest thread that I will make official recruitment thread. Please, before making the crunch and rolling ANYTHING, read the instructions. Please please. I like my players to think and see the hidden message.
Alright here's the nitty gritty of what I would like to do. I'm a big fan of the Kingmaker campaign as it allows for the most freedom among the various campaigns. There is literally no limit on the kind of country you create and the allies/enemies you make along the way. The Stolen Lands is the frontier that is too wild for the nearby Brevoy to conquer and it is you who have been chosen, along with three other groups, to colonize the area and become part of a greater Brevoy. Glory to the Dragonthrone!
This campaign will have many elements drawn from the various fantasy books and older systems (Eberon for example) mixed in to make this a High Fantasy game. I'm looking for 5-6 characters.
Character Creation:
Roll 4d6 six times, reroll 1's and then subtract lowest number. Do that 3 times to create 3 sets of attributes. Choose which set you like the most. Assign numbers as you see fit.
Starting Level: 1st
Max HP 1st level, roll or average every following level.
Max gold 1st level.
All archetypes allowed.
Traits: 2, 1 must be from Kingmaker.
Books allowed: All Pathfinder, no third party.
Forbidden Classes: Ninja, Samurai.
Races allowed: Core, no problem. Advanced Race Guide by approval only.
Selection process ends 27 September (hopefully).
For those choosing a race found in the Advanced Race Guide if you are choosing an exotic race (tengu for example) I want a very good reason why your character is so very far from home. Pay attention to where races are normally found and showcase your awesome knowledge of lore!
Let the games begin!
Qorin |
"There's no such thing as purple squirrels," his companion observed, swaying side to side as though the brothel were a ship on high seas.
After squinting at him for a long time, and getting elbowed in the ribs a few times, the first man announced, "You're drunk."
"And I've got a gallon of ale in me that's dying to get out," he said, standing up. There was a tense moment when it looked like he was headed for the floor, but he braced himself on the table and then staggered out into the alley. The well-rounded blonde he had been feeding lies and coppers to slipped out behind him, but his friend's attention had focused for the moment on the girl struggling to get out of his embrace.
***
Cold, cold, cold. Why is it so cursed cold? Kaleb thought. His teeth were chattering and the sound was like a thousand nails being pounded into his skull, and when he risked cracking his eye open, he was momentarily blinded. Everything was covered in a thick white blanket of snow, and the sun was shining mercilessly.
Must've been a good night, Kaleb thought, shivering as he pulled himself to his feet, and discovering he had lost everything but his smallclothes. The cold was sobering him up quickly, and despite the pain and the nausea, he made good time heading back to the barracks.
Only to discover that the Winter Wolves, the company of mercenaries he had belonged to since he was a big enough to draw a bow, had marched. He'd been left behind by his brothers-in-arms, much as he'd been left behind by his family years before, though at least his mother had been kind enough to hand him off to a mercenary sergeant. A sergeant who had died recently.
So maybe they didn't like me, he frowned.
He was lucky that they had left without telling poor Paul, so Kaleb was able to retrieve a little of what the blonde had stolen from him, with threats that the Winter Wolves would take their business elsewhere if word got out that Paul's girls felt free to rob company men. While he was getting dressed, he saw a poster. Someone was looking for men down south. It was a long way off, but it was work. Maybe he'd even get paid.
And he'd had enough of Winterbreak to last a lifetime.
tieflingwizard |
riatin RPG Superstar 2010 Top 32 |
24d6 ⇒ (5, 3, 5, 6) = 19=16
34d6 ⇒ (6, 3, 3, 4) = 16=13
44d6 ⇒ (1, 1, 4, 2) = 8=10
54d6 ⇒ (4, 4, 6, 1) = 15=16
64d6 ⇒ (1, 2, 4, 4) = 11=10
Reroll 1:1d6 ⇒ 2
Reroll 2:1d6 ⇒ 3
Reroll 3:1d6 ⇒ 3
Reroll 4:1d6 ⇒ 6
Set 2: 14d6 ⇒ (1, 5, 6, 4) = 16=15
24d6 ⇒ (5, 5, 3, 6) = 19=16
34d6 ⇒ (1, 1, 4, 2) = 8=8
44d6 ⇒ (1, 2, 1, 5) = 9=12
54d6 ⇒ (6, 1, 2, 5) = 14=13
64d6 ⇒ (2, 5, 6, 6) = 19=17
Reroll 1:1d6 ⇒ 1
Reroll 2:1d6 ⇒ 1
Reroll 3:1d6 ⇒ 2
Reroll 4:1d6 ⇒ 5
Set 3: 14d6 ⇒ (3, 2, 3, 6) = 14=12
24d6 ⇒ (2, 3, 1, 6) = 12=13
34d6 ⇒ (3, 3, 6, 3) = 15=12
44d6 ⇒ (3, 6, 1, 6) = 16=17
54d6 ⇒ (4, 4, 2, 3) = 13=11
64d6 ⇒ (5, 4, 5, 5) = 19=15
Reroll 1:1d6 ⇒ 4
Reroll 2:1d6 ⇒ 5
Reroll 3:1d6 ⇒ 5
Reroll 4:1d6 ⇒ 5
Set 2 looks like a winner.
Adrian Grimm |
I will tell you at least this much, all traffic from other thread has been moved to this one. He did the other as an interest to see if people were inclined to join. No you don't have to re-PM if you did so (correctly) already in a previous thread. Other than that just do your applications and see if he will pick you. Happy gaming.
Dragoncat |
Set 1: 4d6 (6), rerolling ones.
1. 4d6 ⇒ (4, 2, 5, 6) = 17=15
2. 4d6 ⇒ (2, 3, 4, 4) = 13=11
3. 4d6 ⇒ (3, 4, 2, 2) = 11=15
4. 4d6 ⇒ (3, 5, 6, 6) = 20=17
5. 4d6 ⇒ (5, 5, 2, 3) = 15=13
6. 4d6 ⇒ (2, 1, 5, 5) = 13=16
Reroll 6: 1d6 ⇒ 6
Set 2: Same stuff, different label.
1. 4d6 ⇒ (4, 3, 6, 6) = 19=16
2. 4d6 ⇒ (1, 5, 4, 5) = 15=16
3. 4d6 ⇒ (3, 2, 4, 1) = 10=11
4. 4d6 ⇒ (2, 4, 6, 2) = 14=12
5. 4d6 ⇒ (3, 6, 2, 6) = 17=15
6. 4d6 ⇒ (4, 6, 4, 2) = 16=14
Reroll 2:1d6 ⇒ 6
Reroll 3:1d6 ⇒ 4
Set 3: Once more, with feeling!
1. 4d6 ⇒ (6, 2, 3, 1) = 12=11
2. 4d6 ⇒ (3, 1, 2, 2) = 8=11
3. 4d6 ⇒ (2, 6, 6, 1) = 15=17
4. 4d6 ⇒ (2, 2, 4, 1) = 9=10
5. 4d6 ⇒ (6, 6, 5, 4) = 21=17
6. 4d6 ⇒ (1, 6, 4, 6) = 17=16
Reroll 1:1d6 ⇒ 1
Reroll 2:1d6 ⇒ 6
Reroll 3:1d6 ⇒ 1
Reroll 4:1d6 ⇒ 1
Reroll 6:1d6 ⇒ 3
Reroll 1, pt. 2:1d6 ⇒ 1
Reroll 3, pt. 2:1d6 ⇒ 5
Reroll 4, pt. 2:1d6 ⇒ 4
Reroll 1, pt. 3:1d6 ⇒ 2
Looks like I'll be using set 2.
Lugos |
Set 1
set 1 a: 4d6 ⇒ (2, 6, 6, 2) = 16=14
set 1 b: 4d6 ⇒ (2, 3, 4, 3) = 12=10
set 1 c: 4d6 ⇒ (2, 3, 6, 1) = 12=11
set 1 d: 4d6 ⇒ (2, 3, 1, 2) = 8=7
set 1 e: 4d6 ⇒ (2, 3, 1, 3) = 9=11
set 1 f: 4d6 ⇒ (5, 2, 1, 4) = 12=12
Set 2
set 2 a: 4d6 ⇒ (3, 5, 1, 1) = 10=14
set 2 b: 4d6 ⇒ (1, 3, 5, 6) = 15=14
set 2 c: 4d6 ⇒ (6, 3, 1, 3) = 13=12
set 2 d: 4d6 ⇒ (3, 2, 4, 6) = 15=13
set 2 e: 4d6 ⇒ (5, 3, 3, 1) = 12=11
set 2 f: 4d6 ⇒ (3, 4, 1, 4) = 12=12
set 3
set 3 a: 4d6 ⇒ (6, 2, 6, 5) = 19=17
set 3 b: 4d6 ⇒ (3, 1, 1, 3) = 8=11
set 3 c: 4d6 ⇒ (6, 5, 3, 4) = 18=15
set 3 d: 4d6 ⇒ (4, 5, 3, 6) = 18=15
set 3 e: 4d6 ⇒ (3, 2, 2, 4) = 11=9
set 3 f: 4d6 ⇒ (5, 5, 5, 3) = 18=15
rerolls
1c: 1d6 ⇒ 1
1d: 1d6 ⇒ 2
1e: 1d6 ⇒ 5
1f: 1d6 ⇒ 3
2a: 1d6 ⇒ 5
2a: 1d6 ⇒ 4
2b: 1d6 ⇒ 2
2e: 1d6 ⇒ 2
2f: 1d6 ⇒ 4
3b: 1d6 ⇒ 4
3b: 1d6 ⇒ 4
re-rerolls
1c: 1d6 ⇒ 2
Final numbers next to rolls.
Going with Set 3.
Azul Undi |
set1
1.4d6 ⇒ (1, 5, 4, 1) = 11
2.4d6 ⇒ (4, 2, 4, 1) = 11
3.4d6 ⇒ (2, 2, 1, 5) = 10
4.4d6 ⇒ (5, 6, 6, 1) = 18
5.4d6 ⇒ (2, 3, 2, 5) = 12
6.4d6 ⇒ (3, 3, 6, 5) = 17
set2
1.4d6 ⇒ (6, 6, 1, 5) = 18
2.4d6 ⇒ (5, 5, 3, 5) = 18
3.4d6 ⇒ (6, 5, 4, 1) = 16
4.4d6 ⇒ (2, 3, 4, 4) = 13
5.4d6 ⇒ (4, 4, 1, 3) = 12
6.4d6 ⇒ (5, 1, 6, 3) = 15
set 3
1.4d6 ⇒ (6, 4, 4, 5) = 19
2.4d6 ⇒ (5, 1, 3, 1) = 10
3.4d6 ⇒ (4, 1, 6, 5) = 16
4.4d6 ⇒ (2, 6, 3, 6) = 17
5.4d6 ⇒ (3, 5, 1, 6) = 15
6.4d6 ⇒ (5, 5, 3, 5) = 18
Dark Netwerk |
OK. I read the post, but with random rolls involved, I like to see what the ability scores could be before putting together a full personality/history (e.g. I'd hate to put forward a character who's as dumb as an ox (or has some other such foible), but where none of the arrays had any low scores; or, conversely, someone who is absolutely brilliant (or with some other such focused stat) but where the arrays are average to low).
Is the first request an absoulte rule or a guideline?
Anton Aldori |
It is not so much the low stats any of us are worried about so much as the building a character story and then not having the mechanics to back it up. Say you wrote a beautiful story about a master wizard and found your best stat set didn't get above a 12, or worse yet you come up with a monk or some other heavily stat dependent character. Or weave a beautiful tale of the unhealthy town weakling learning to use his natural wits and grace to win the chance to be the local sword masters apprentice, and it turns out you have to choose between an all below average set, an all above 15 superman set, and a set that though it has an 18 and a 16 and could probably work character arc wise would also leave you with three 6s and an 8. Now you have the choice between character that doesn't fit story or character who can't function in normal game.
Wouldn't be a problem with point buy, but with stat roll can be an issue.
Lugos |
Being able to take the bad with the good is what good roleplay is all about! Sure, it's fun to play abnormally powerful characters (such as the ones you can make from Mythic Adventures), but playing a character who is almost dead-average or even below average and make them viable is still fun. Imagine a young man who is dead average but wants to be a great hero. Slowly over the course of his career, with the assistance of his allies, he achieves greatness from his own two hands. Isn't that just as cool as a guy who has maxed out strength and health, and seemingly has all the glory right at the start?
Anton Aldori |
lugos trust me, I don't think any of us are arguing for minmaxing. What we are saying is without the bare minimum of those rolls we can't tell if we will be able to build a character who fits the story we wish to craft. I can tell you an amazingly good story about a Joe average character but if I am picking between three stat sets that look minmaxed as heck it makes the character not match said story. And again, I can tell you a story of Wu Ping Xue the magnificent monk, but if I don't get the stats to make a monk viable I will be either next to useless or build a character who isn't a monk and there for completely defeat the purpose of coming up with the story in the first place.
Coming up with a story beforehand works so much better in L5R or Exalted rather than PF.
Dark Netwerk |
I'm pretty much getting at what Anton is saying. It's not about overcoming a poor random roll, or how to play the average character. It's about how the story concept you had initially created (and Anton gave some good examples) would have to be changed to fit the rolls, and thus no longer being what was originally conceived.
Perhaps you could grab a drawback or trait that could replicate the impressive ability or weak foible in the concept, but it would still be hard to justify a klutz with a 16 dex or a brainiac with 12 int without changing the story.
Feuerrabe |
Well, I am gonna roll then, even though I am not sure what you meant by "Don't get to crunch until...". ;)
The three sets:
Set 2: 4d6 ⇒ (2, 2, 1, 5) = 104d6 ⇒ (6, 4, 4, 4) = 184d6 ⇒ (6, 4, 6, 3) = 194d6 ⇒ (5, 4, 4, 4) = 174d6 ⇒ (6, 4, 1, 4) = 154d6 ⇒ (4, 5, 4, 5) = 18
Set 3: 4d6 ⇒ (1, 4, 1, 2) = 84d6 ⇒ (2, 6, 6, 3) = 174d6 ⇒ (4, 4, 2, 5) = 154d6 ⇒ (5, 6, 1, 1) = 134d6 ⇒ (5, 5, 1, 4) = 154d6 ⇒ (6, 2, 1, 6) = 15