Yes, please leave out traits. From my experience, traits are generally used to add convenient bonuses to key stats rather than to further characterize a PC, which I think is their intended purpose. I don't necessarily dislike them, but I don't think they're necessary or really even helpful, so I skip them.
By the way, folks, I fished around the OP website, and players are supposed to be able to edit pages that they can see. Here's a long-ish blog post about it, but the general idea is that I can trust my players, so there's no reason why they shouldn't be able to make edits. I can see all previous page versions if I decide something shouldn't be up there for some reason.
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
works for me, I can do with or without them. I agree they add a bit of flavor but people generally use them for the bonuses more than anything. I guess I'm guilty of using them both ways myself, so I get both sides of the issue. No problem here with the disallowing of them.
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
Oh, yes. Each group will have their own thread. Since it is time to begin, Fionn, you and your party head over to Gameplay Thread 1. Use the map on the OP site to determine where you would like to go.
Other teams, as soon as you post confirmed party makeup, I will appoint you to your threads. If you aren't sure if someone is in your party (Chuffy, for example) just be vague about it, and when the player arrives, he/she can choose whether or not to join you.
Ah, yes. In that case, off to Gameplay Thread 2 with you. That leaves Ax, ?Chuffy?, and Jackson without parties. You can make up a smaller party, or round up some friends on the interwebs to play with you.
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
Hehe. Mierra, I fear you may be on to something. IF that is the case, are there any auto pilot instructions you could give me? I promise not to start combat until tomorrow if it does get to be that time.
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
same here, except i'll probably be up until about 1am pst, which is 4am est. we'll see what happens, i doubt our GM will be up that late, so it may be a moot point...
Auto Pilot: Continues to act sassy, but yet oddly nice for her evilness. If our fearless leader Gaius tries to subjugate some people for slaves, Mierra will probably object
Also she has rage issues that she keeps in check, but if pushed, she may go crazy
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
autopilot: chatters away cheerfully and heals when necessary - throws out firebolts and burning hands when nec. too. has selective channeling, so can heal the party without healing living foes.
Hey, Jackson, I dropped you a hint if you're interested. If you just want to run around and see what you can find, don't forget that you can spend 1 day to fully explore a hex, guaranteeing that you find whatever it may hold.
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
lmao... if it continues at this rate, jackson and ax will go exploring and finding stuff before we get out of the tavern. Maybe Ira and I should grab them and go off exploring and leave tensen and gimlet to go out with chuffy hehe.
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
I'd like to be patient but if folks show up after our GM goes to bed, not much we can do for the night.
I already put off the rest of mother's day and spending the evening with my husband watching Game of Thrones to play this. I sent him upstairs to play with his radio so I could rp for a while lol. So I'm kinda let down a little.
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
:D Absolutely same! Frigging 4:30 am here.... but happy anyway and my girlfriend keeping me awake aah... what would you do for a moment of peace and desire to play
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
Mierra - I haven't read the books, but I did get the first of the dvd's from netflix, with the rest on order... i'm looking forward to watching them. I've heard good things about the series.
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
@Ax - There really isn't anything in the OP Wiki. Just the beginning of a map of the Horizons. The idea is that, as you explore, your characters will fill in additional information about locations and such. When you want to venture forth, just pick a direction and start adventuring.
And also please send me your OP username so I can invite you.
Err, I balk at solo exploring a little, just because there are other who want to adventure. A party of one takes up almost as much of my time as a party of 5, and I don't want to be pulled too many directions. You need at least one companion. Plus, honestly, if you go out on your own, you'll die. This isn't a campaign where encounters always match your level. There are no regions that are properly leveled for one character. Of course, two character will be hard-pressed, too, but very clever play will suffice there.
Here is a clarification of the hex exploration rules:
1 Hex is 5 miles from side to side.
You may choose to pass through a hex, taking however long it should take for your party to travel at whatever rate you choose. There will be a chance, depending on the terrain, for you to notice any landmarks.
Or, you may choose to fully explore a hex, ensuring that you will find anything that may be there. Exploring a hex takes 1 day.
There are random encounters, more likely if you search the hex, but they will not generally affect the speed at which you traverse a hex.
Also, you can get lost, so have your navigator give me a survival check for each hex you intend to travel through.
The most effective way to explore, RL time-wise, is to give me a few hexes worth of movement at once. For example, starting from the tavern, you might choose to go NW, searching every hex until you find something. Or, you might say, we travel NW 3 hexes, then take stock of where we are.
So, to get to the X, you would say SW, NW, SW, NW, SW, NW, SW. for short, you could say just west, starting with a SW, for 7 hexes. Obviously, north and south are a little easier.
Wow! I hadn't thought my day would be that long. Oh well. Looks Finn and crew have left, but Ax and Jack are here, possibly waiting for me. What do you say DM? Go with midget crew or with the late comers, as befits the latest one. Tell me quick and Let's go!
Sorry Finn! You know how unreliable goblins can be.
Its 5:15am here just got up and everyone has gone to bed, I in the EU right now then in 3 weeks heading to China then 3 mouths after that east cost with odd flights here and there in that, so my time may shift about, sorry about that. Its why I do PbP just don't have the time to play any other way and I hate computer games, so if I drift on time GM sorry before hand.
Fionnbharanel
HP 50/50; AC 23, (T 13, FF 20); saves fort 5, refl 2, will 7 (+4 v s fear/despair);bab 3 melee 3, ranged 4; CMB 3, CMD 17; init +3; cleric (theologian)/5 F gnome
Frick Undarro
HP 8/11, AC 20, T 11, FF 19, Fort +3, Ref +1, Will +1, CMD 15, Init +1, Perc +1, 275 XP
played by
Elisiaone
(20
posts)
Gaius Vekkhar
THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7
played by
Brian Minhinnick
(310
posts)
Gimlet Bravo
Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6
played by
Chainmail
(185
posts)
Masao
hp 20/20 AC 17, 17, 15, fort +4 refl +6, will +7, bab 1, melee 4, ranged 3, cmb 3 cmd 15, init +6, perc +10 M oni-spawn tiefling monk (of the 4 winds)/2; inquisitor(preacher)/2
played by
JAF0
(274
posts)
Mierra Jayde
Female Tiefling (Demonspawn) Fighter (Two-Weapon Fighter)/1
played by
Tierce
(70
posts)