
Cale Vatay |

I didn't know how many I could pick so I only wrote down as many as I could prepare a day

Ick-tk-chk-ka |

Whatever the case, your character begins play with a spellbook containing up to a few 1st-level spells. Your DM will tell you the exact number of spells and which spells they are.
When I was DMing I always let my players choose a number of 1st level spells up to their Max # of spells/level. 14 in Cale's case.

Cale Vatay |

That is a generous allotment
I guess I'll pick that many, put them in order of importance and then let the DM tell me how many I have
Mage armor, shield, magic missile,read magic, cooling canopy, Gardner's touch, detect magic alarm, Grease, enlarge, find familiar, protection from evil, color spray, charm person

Cale Vatay |

I found something weird when I was trying to copy out the long-form descriptions of my stuff so I can better reference things (because 2e is not easy with that) and I came across something weird
screanshot
it looks like being a psion, or possibly being a multiclass psion is supposed to give bonus proficiencies?
like a psion/wizard is supposed to naturally get psionic mimicry?
and a psion/priest getting planes lore as a bonus?
this isn't important per say, just looking into things so I know the rules better.
the book sited is not one I can find, though it is really similar to the title of The Will and the Way.

Laurelin Kentades |

That table is from Defilers & Preservers: Wizards of Athas p. 91, and it is inaccurate. In the revised version of DARK SUN (not what we are playing), Contact is a proficiency instead of a power, and psionicists get it for free. Many of the other abilities can be bonus proficiencies for specific kits, but they are not normally free.

Cale Vatay |

ok cool, either your google-fu or your experience surpasses mine.

Cale Vatay |

I'm sitting at 19/33 pp and 1 remaining 1st level spell.
thankfully I've got an AC 2 and our opponents at least appear to be numerous but pathetic
If we get lucky I'll be fine
@Laurelin: that's awesome :D
I've newly been introduced to the VtM 20th anniversary edition and I'm a big fan, and I've been wanting to try Exalted for ages.

Ick-tk-chk-ka |
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Cale Vatay wrote:Yeah, we worked together on stuff at White Wolf.You know them like personally?
That's awesome
Neat and slightly intimidating.

Crow Irontouched |

On the plus side, if we get really stuck with the rules we know how to get some really definitive answers.

Khar of Urik |

Hehe, a lot of gamers work in the hobby. Which reminds me that I have some paperwork to send to Germany regarding Dark Conspiracy 4th Edition :D
FWIW, I also have the complete collection (on PDF...had an ex that was a bit of a data pirate), but Laurelin has a great deal of Athasian knowledge and will probably beat me to a question.

Ick-tk-chk-ka |
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IHit me up in discussion if I screwed this up.
I think you got it right, so long as you moved less than half your movement.
However, I'm sure we're doing init wrong but doing it right seems so foreign now.

Laurelin Kentades |

Weekends are frequently a tougher time for me to catch up.
Technically initiative in 2nd edition is just a "roll 1d10, lowest score goes first" affair, but as shown on Table 55, there are optional rules for modifying initiative based on weapon speed or other kinds of actions that you might perform.
For a group just re-familiarizing with 2e, using team-based initiative is a simplification that may help to make the game run more smoothly. Also this means everyone takes their turn all at once, instead of having to wait... three days... for one person... to post... their turn.

Ick-tk-chk-ka |

When I was looking it over earlier it seemed like everyone declares their intended action before rolling, including enemies. Then the roll, then the DM resolves what happens.
I'm fine with whatever though. I'm not here for the ruleset.

Laurelin Kentades |

Yeah, “announce, then resolve” is one of the rules frequently missed or ignored in early D&D. As-is, you frequently have a fifty-fifty shot of just doing nothing with your turn (missed attack roll, enemy makes saving throw, etc.), so having your action invalidated because of something that one of your allies did just feels extra-bad.

Ick-tk-chk-ka |

18 according to my by line. I don't have the power in front of me, but I think it was 12 to activate the power and 6 for 1 round of maintenance. 3 for failed biofeedback would put me at 72.

Ick-tk-chk-ka |

Thought that would be obvious when I said she was field dressing the bodies. Thri-kreen are culturally ok with eating other sentient creatures if food is scare, which it is right now with only 2 days worth of food. That said she's not a monster and won't eat them alive. She would like to make tools from their bones but she doesn't have the skill.

Crow Irontouched |

Damn, who knew my knowledge of how to prepare people would come in handy one day?

The Sorcerer-Cat of Athas |

Time for XP distribution!
Story Progression
—300 XP per person for escaping slavery!
Monster Conquest
—120 XP to the party for punching out the argosy psionicist.
—180 XP to the party for fending off the raiders.
Creative Ability Use
—180 XP to Ick-tk-chk-ka for escaping her bonds with Enhanced Strength!

Ick-tk-chk-ka |

Let me make sure I'm figuring this right. Everyone gets 300 for the story award, but the monster reward is divided between us, so we each get 24 for the psionicist and 36 for the raiders? So I'd get 540 total to divide between my three classes?

Crow Irontouched |

Cool. So since Gladiator's get a 10% bonus on XP if they have 16 strength (or higher) that would be 396 xp for me? I think.
Apparently I also get 10xp per level for each Hit Die of each enemy defeated for being a fighter-type (and can also get bonus experience for fighting in the arena, imitating one of the other characters customs and switching alignment) so I'm not sure how much that would be.
...XP is complicated in this system.

Cale Vatay |

I also get the 10% boost because of my int and wis being 16+
I don't know if there's any way for me to get bonus XP though

Laurelin Kentades |
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The psionicist’s prime requisites are Wisdom and Constitution, so a 16+ in both of those merits a 10% bonus to earned experience. If you’re multiclassed like Cale, this applies to just the points in your psionicist class. (If Cale also has a 16 or higher Intelligence, that qualifies for the bonus for his preserver experience as well.)
DS has lots of individual achievement awards: fighters get points for defeating foes, thieves get points for getting money, etc. These are on pp. 63-65 of the DARK SUN rules book.
Examples:
Elves:
Subtle test of trust: 20 XP
Life-threatening test of trust: 250 XP
Refuse animal or magical transport: 50 XP
Continuous run: 10 XP/mile
All wizards:
Spells cast to defeat foes or problems: 50 XP/spell level
Spells successfully researched: 500 XP/spell level
Potion, scroll, or magical item made: XP value
Preservers:
Maintain spell-casting secrecy: 50 XP/spell level
Psionicist:
Psionics used to defeat foe or problem: 10 XP/PSP
Psionics used to avoid combat: 15 XP/PSP
Psionic opponent defeated: 100 XP/level or Hit Dice
Create psionic item: 500 XP X level
~~~~~~~~~~
Of note, I do qualify for the 10% bonus, but I get nothing for my spent power points because both of my power activation rolls failed.

Cale Vatay |

So I would get the 50 for casting my spell secretly?
My power points spent scrying and making my swords flat didn't actually defeat anyone or avoid any fights

Cale Vatay |

Woo!
I am incredibly amused that "refused transportation" actually grants XP
Rogues and fighters have the best ones but that's normal, the mundane classes are supposed to level fast

Cale Vatay |
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Yay! Day 2! It only took like a month lol
Play by post is weird like that.