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Hi, all I am looking to start an old-school campaign. When i mean old school I mean the lovely 2ed romp into a strange yet intriguing adventurer which leads you down the path to finding out the secrets to the region you are in.
I want classic classes fighters, bards, druids, wizards, thieves, paladins, rangers, clerics, Specialty Wizards! Simple races of Human, Elf, Dwarf, Halfling, Gnome and Half-Elf. A real basic love and system.
However, the key here is whether or not if anyone is interested in playing 2e. I do have a link to materials if needed.

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Honestly the days of Thac0 where times when you could die by tripping on your sword. I've never really been into the brutally hard nature of the earliest editions of D&D. after all the easiest way to beat anything was have the theif scout out enemies then have your wizard blast them.
I'd be willing to play an old school game with the brutal difficulty though. I just find the over-complex rules lacking in depth. If perhaps you ran it using a newer system, or Pathfinder(I have a distaste for the oversimplified 5e) then I'd love to join
Otherwise I'm just dotting for intrest and likely won't put anything forward.

mishima |

4d6 ⇒ (4, 4, 1, 5) = 14
Reroll 1: 1d6 ⇒ 3=13
4d6 ⇒ (1, 3, 5, 3) = 12
Reroll 1: 1d6 ⇒ 2
Reroll 2: 1d6 ⇒ 3=11
4d6 ⇒ (6, 5, 4, 3) = 18=15
4d6 ⇒ (3, 2, 3, 6) = 14
Reroll 2: 1d6 ⇒ 6=15
4d6 ⇒ (4, 4, 6, 6) = 20=16
4d6 ⇒ (5, 5, 2, 1) = 13
Reroll 1: 1d6 ⇒ 6
Reroll 2: 1d6 ⇒ 6=17
13.11.15.15.16.17
I'll assume free to assign in any order.

mishima |

I guess it depends on the sources allowed for creation, and my memory. I seem to recall that outside the PHB there were literally like 100+ nwp. Its been like a decade and a half though, and there were lots of mysterious leafs in those days.
I've mostly just been refreshing on the 95 version of the PHB. And in there you get a bonus to the number of nwp equal to the number in the languages column. Then you buy any nonracial languages using those points (with modern language).
For example, halfling thief with int 15 gets 3 nwp from class, 4 from int. Knows halfling, and can buy common with 1 nwp.
I'm actually almost finished crunching up that halfling thief and its been an awesome trip back in time. My group did initiative nothing like what is in that 95 edition...rolling init after declaring actions. I think that would work insanely well for PbP format if you are using that.
Infravision: 1d100 ⇒ 6
Starting Gold: 2d6 ⇒ (2, 3) = 5

Insnare |

I was wondering if all stuff from 2nd Edition is available like a Jaguar Knight.
Anyway 4d6 ⇒ (2, 2, 5, 3) = 12
4d6 ⇒ (1, 4, 4, 4) = 13
4d6 ⇒ (1, 3, 1, 6) = 11
4d6 ⇒ (5, 3, 2, 3) = 13
4d6 ⇒ (2, 6, 2, 5) = 15
4d6 ⇒ (4, 4, 3, 6) = 17
Roll 1 2d6 ⇒ (2, 6) = 8 14
Roll 2 1d6 ⇒ 5 13
Roll 3 2d6 ⇒ (2, 5) = 7 14
Roll 4 1d6 ⇒ 1
Roll 52d6 ⇒ (4, 5) = 9 16
14
Roll 4 1d6 ⇒ 3 14

TPJ |

4d6 ⇒ (5, 4, 5, 1) = 15
Re-roll 1 1d6 ⇒ 3
Drop lowest ⇒ 14
4d6 ⇒ (6, 1, 6, 6) = 19
Re-roll 1 1d6 ⇒ 1
Drop lowest ⇒ 18
4d6 ⇒ (1, 4, 3, 6) = 14
Re-roll 1 1d6 ⇒ 4
Drop lowest ⇒ 14
4d6 ⇒ (2, 6, 6, 6) = 20
Re-roll 2 1d6 ⇒ 5
Drop lowest ⇒ 18
4d6 ⇒ (6, 3, 5, 1) = 15
Re-roll 1 1d6 ⇒ 6
Drop lowest ⇒ 17
4d6 ⇒ (1, 4, 2, 1) = 8
Re-roll 1 1d6 ⇒ 4
Re-roll 2 1d6 ⇒ 2
Re-roll 1 1d6 ⇒ 6
Drop lowest ⇒ 14
Final scores: 14,18,14,18,17,14
That pretty much opens up everything. Personally I have a fondness for Mages and Druids, but I've got some reading and thinking to do.

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@Mishima: Exactly, but I was gonna allow Common as a default if you wish to take it. Also, you'd get that may Nonweapons when you receive more Nonweapons instead of you're normal. So that Mages would truly be the intellectual powerhouses they should be.
@Insnare: I'd only do anything out of the PHB, with kits out of the non-campaign specific books. And the classes in the Spells and Magic
@TPJ:Half Elf Mage/Druid..is a killer combo

wanderer82 |

4d6 ⇒ (2, 2, 6, 6) = 16
reroll(2): 2d6 ⇒ (5, 4) = 9
drop 4 = 17
4d6 ⇒ (6, 1, 1, 5) = 13
reroll(2): 2d6 ⇒ (2, 2) = 4
reroll(2): 2d6 ⇒ (4, 5) = 9
drop 4 = 16
4d6 ⇒ (5, 4, 5, 5) = 19
drop 4 = 15
4d6 ⇒ (1, 1, 4, 4) = 10
reroll(2): 2d6 ⇒ (6, 4) = 10
drop 4 = 14
4d6 ⇒ (3, 2, 5, 5) = 15
reroll(1): 1d6 ⇒ 2
reroll(1): 1d6 ⇒ 6
drop 3 = 16
4d6 ⇒ (4, 6, 1, 5) = 16
reroll(1): 1d6 ⇒ 1
reroll(1): 1d6 ⇒ 4
drop 4 = 15
STATS: 17, 16, 15, 14, 16, 15
Really good stats, though no 18 for a warrior class. Will need to think on ideas.

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Hmm so I am thinking I have enough interest here Gonna start an offical recruitment. I will post a link. You all keep your rolls and I'll make a nice official thread for you to post characters and backgrounds. As well as a little description of the town you'll be traveling too. The rest of the background is up too you guys.

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So you all will be starting in the Village of Rashtan. It is a village with lots of new Buildings. Two Temples One of Odin, the other Demeter.
I plan to have you guys have down time to build and interact as well. Making you guys the true Heroes of Rashtan!
NOw for backgrounds!
Family:
Father, mother, siblings, other relatives in your household growing up. If you didn’t have a “traditional” family, what did it look like—explain what was different? E.g. maybe you grew up with a gaggle of urchins learning how to pick pockets for a local gang.
What did your family do to earn a living? (See Professions & Crafts below)
Socioeconomic class (e.g. nobility, gentry, merchant, peasant, serf, slave, etc.) Compared to average, how wealthy was your family? What kind of influence did it have? What kind of connections to power centers did it have? Did this change over time, and if so why?
What was your family’s reputation?
Any family myths, curses, or legends?
Did any members have a mental illness? (see the list above—remember, your character likely wouldn’t know these terms, and might instead think a supernatural cause was the explanation)
Were you raised by someone other than your biological parents?
Do you know anything about your extended family and your relationship with them?
Profession and Craft?:
Before we go on, here is a handy list of possible professions and crafts, which can be applied to your character, various NPCs, and people from your character’s past. A way to differentiate them is to think of a craft as something a character can do or make whereas a profession is how one earns a living. As an example, one person can know the craft of brewing ale, whereas another has the training to engage in the profession of being a Brewer.
Most player characters are adventurers of one sort or another by profession. Giving up a home life to go around trudging through ancient dungeons and fighting dangerous creatures is a full time job (and takes a certain kind of unusual personality). So, as a rule of thumb, many characters will have learned something of a craft or profession well before they hit the adventuring trail. At the same time, some professions can make for interesting adventuring motivations. Is your character a scrivener or natural philosopher, adventuring to get material to write a book or publish an essay? Is he a spy under the guise of a hapless sorcerer? How about a storyteller who makes a living going from town to town? There are many possibilities, and this list is far from complete. In such a case, there’s a lot to consider:
What level did you achieve (apprentice, journeyman, or master)?
Where did you train, and who did you work with—the family or someone else?
Being a journeyman can require a contract with a master—did you break it to go adventuring?
Were you part of a professional guild (or still)?
Did you own a business?
What drove you to leave the profession?
Was your profession a family business?
How successful were you in business?
Significant Past Event:
Family-related events:
Did your father tell you a dark family secret?
Any unusual problems, deaths, illnesses, or trauma? E.g. did the landlord throw your family into the street? Were your parents or yourself taken into slavery?
Or did something of great fortune happen?
Were you taken far away from your family for some reason?
Were there any interesting traditions, celebrations, or holidays in your family?
Did you ever fall in love or have a serious relationship?
Do you have a spouse or any children of your own? Where are they now?
Personal events:
Were you ever really sick or injured?
What kind of education did you have, if any?
Were you ever betrayed?
Did you find a magic item buried in the woods? Or did a rabbit suddenly start talking to you?
Were you ever dirt poor or filthy rich for a brief time?
Did you ever commit any crimes, or be falsely accused of one?
Did something happen that revealed an unusual talent?
Did you do anything interesting, like travel with a performing troupe, join the military, serve the local nobility, or jump a trading ship for a year?
Were you ever active in a church, religion, cult, or secret order?
Did you ever have a chance to show leadership, such as leading a local rebellion, founding a school or animal sanctuary, being elected mayor of your small village, etc.
Did anything really funny ever happen to you? Embarrasing stories can make for great tavern entertainment.
Notable individuals:
Any strangers come through town that gave you an unusual gift?
Did a fortune teller predict something strange and unlikely?
Was there a nearby hermit that taught you about herbs or other lore?
Any local clergy to influence your religion?
Did you ever have any mentors or patrons before adventuring?
Did you form any close friendships while growing up or in early adulthood? Is there anyone out there that you can really trust or look to for help?
Mysteries:
Mysteries are great opportunities for role-playing and help keep your character interesting. They can provide the GM with ideas for sub-plots or even whole adventures, so be sure to let her know what you come up with. The ol’ amnesia hook is discouraged unless you can come up with a really good story to support it. Some good mysteries could be:
Who murdered my best friend?
Who is my real mother?
I had a strange vision when I was ten—what did it mean?
Why do I keep having recurring nightmares about a flaming sword?
One morning I woke up with this strange mark on my chest
Why does the full moon fill me with dread?
What did that cryptic prophesy given by an oracle mean?
Why did the king grant 100 acres of land to my father 20 years ago without an explanation?
Every now and then I think I see strange creatures out of the corner of my eye—what are they?
Just before he disappeared, my father gave me a magical box that I can’t open.
A black cloak appeared one day in my room; I don’t know who put it there or what it’s about
I was drinking one night at the local tavern and the next thing I remember I was alone, naked, and lying on a stone altar in an outdoor temple dozens of miles away
Existing Conflict:
It is possible to have ongoing conflicts in your character’s life. Such conflicts are often between individuals, but they can also be between groups and institutions (such as another village, church, guild, school, family, or the law). You can add other details, like if you are mainly out to get them, or they you, or if the antagonism is mutual. If you choose to have a pre-existing or ongoing conflict, create the circumstances surrounding it:
Who exactly is the conflict with?
Why does the conflict exist? What happened?
Why can’t it be worked out?
How do you think it will end?
What are the emotions surrounding it—hate, jealousy, vengefulness, grief, bitterness, regret, fear?
What Triggered your Adventuring:
Even if you don’t answer many other questions about your background, this is a good one to know. Again, look to your personality traits to get ideas for your triggers, especially the Primary Motivator. Also, any of the background items above can act as your adventuring trigger. But if you’re still not sure, here are some ways to explore the essential question—how did you happen to take up a sword, lockpick, or spell book and go looking for trouble?
Was it a thoughtful decision to go adventuring or did circumstances compel you? Why did you make that decision or what circumstances pushed you into it?
If you left home, what set you off? Are you looking for something? Or…
trying to accomplish anything? Or…
was it wanderlust? Or…
seeking fame and fortune? Or…
trying to walk in a parent’s or sibling’s footsteps?
If you are a fighter, you must have some minimal training with a sword—where did you get it and how did you learn to use it (friend, a job, parent, military)? Or if you have a knack for picking pockets, how did you learn the ropes? If you are a cleric, did you get “the call” from a deity, or were you indoctrinated into a religion?
Think about it this way—if the very first place you get to on your adventure is a pub and someone asks “so, what brings you here?” an honest answer to this hypothetical question would be based on your trigger.
Initial Possessions:
Do you own anything other than what you are wearing and what’s in your backpack? Do you have a family home, or own land? Also, don’t just think about adventuring equipment—look at your hobbies, quirks, and craft skills above and think if you might have items related to those things.
Bound Duties:
Do you own anything other than what you are wearing and what’s in your backpack? Do you have a family home, or own land? Also, don’t just think about adventuring equipment—look at your hobbies, quirks, and craft skills above and think if you might have items related to those things.
QUests:
Like the adventure trigger, this is the other background area that should be known for a well-played character. If you have filled out a good portion of the other background areas, then it is likely your quests are already known—they can come from anything in the Events, Mysteries, or Conflicts sections, for example (your trigger can also be a quest). You should add more quests as you continue to adventure. Having short and long term quests is a good idea—developing both can allow you to accomplish things sooner rather than later while still retaining something that drives you.
When working on your quests, think in terms of clearly defined goals—e.g. to become rich is a motivation, not a quest, but to obtain Brad’s Chest of Neverending Gold from the Cave of Certain Death is. Here are some basic ideas—remember, it works best if you can develop quests that collaborate with your personality traits:
Revenge
Solve a mystery
Resolve a conflict
Fulfill an oath
Deliver a message or package
Find or save someone or something that was lost or taken
Discover a mythical place
Solve a crime
Remove a curse
Provide a suitable person as a physical vehicle for your deity
Earn membership in an exclusive organization
Kill every last troll in the Brashduk Clan
Open the portal to the Fifth Dimension
Depose the local baron
Fix the terrible mistake I made long ago
Obtain Brad’s Chest of Neverending Gold from the Cave of Certain Death
Just some examples and ideas but it gives me something to go off of.

mishima |

Woah, thats a bit much for me. I'm more of a play the character in gameplay sort of guy, with just a paragraph or bulleted list background. If that doesn't bar me I'll get something up.
My thinking is along the lines of: who was Dirty Harry's parents? No one knows or cares but he is an awesome/memorable character.

Warden Heft |

Warden is the third child of six brothers, with one younger sister currently on the way. His mother and father, as well as his grandparents and great grandparents, and many relatives in direct maternal line reside within the clan hold of the forge citadel Bellachdun. There the Heft clan build their arms and armors for sale to the outside world. A single set of plate can fetch the earnings of a kingdom for a single generation.
But, Warden has fallen prey to an old family curse, the "Wandering". His life project, the masterpiece he will create, will require materials and resources of such exotic nature it may take him far and wide to find them. As per his clan traditions, he has given up his given name for a pseudonym until such time as he finish his mad quest to create a unique item of legend, one that might even rival the creations of the God Hephaestus himself. Only then will he consider himself worthy of the title Master Craft Priest. Only then can he present himself to the council of Masters, to take his place among the ruling body and guide the craft for generations to come.
I hope that fulfills what you ask of us, but if you would like some more points just ask and I will fill in any missing information.

trawets71 |

4d6: 4d6 ⇒ (6, 6, 4, 3) = 19 16
4d6: 4d6 ⇒ (1, 2, 4, 1) = 8 14
Rerolls: 4,6,1,3
4d6: 4d6 ⇒ (6, 1, 4, 5) = 16 16
Rerolls:2,5
4d6: 4d6 ⇒ (3, 3, 1, 6) = 13 14
Rerolls: 1,5
4d6: 4d6 ⇒ (5, 3, 5, 4) = 17 14
4d6: 4d6 ⇒ (3, 2, 1, 4) = 10 15
Rerolls:6,1,5
Rerolls: 11d6 ⇒ (4, 6, 1, 3, 2, 5, 1, 5, 6, 1, 5) = 39
I've got a few ideas and with these stats I can due a number of things.