Old School GM Obermind |
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@Helaman: Feel free to reroll your stats with the same method if you would like.
@All: Regarding ability score adjustment, let us move forward with my initial decision of being allowed to swap your highest stat with another slot, but then having to play a 'matching' class. The main idea is to basically allow you to have a 'stronger' score in a 'main' stat, if you so desire.
Helaman |
S 4d6 ⇒ (2, 3, 4, 5) = 14 12
D 4d6 ⇒ (1, 3, 3, 2) = 9 8
Cn 4d6 ⇒ (1, 6, 2, 4) = 13 12
I 4d6 ⇒ (6, 1, 1, 2) = 10 9
W 4d6 ⇒ (6, 1, 3, 1) = 11 10
Ch 4d6 ⇒ (5, 6, 2, 5) = 18 16
I dunno... still thinking of a wizard at this rate though this MIGHT make a better rogue. A halfling rogue... a nasty piece of work rogue. Like Sam of the Shire, if Sam was tatted up like a cartel hit man, and was pessimistic, unfriendly and foul mouthed.
Me likely!
He has a soft spot for his friends. He only calls the *&@#'s occasionally.
Adjusted as Halfling Thief, moving Cha to Dex
S 12 now 11
D 16 now 17
Cn 12
I 9
W 10
Ch 8
Fun fun fun!
Quotes: Garn!
HALFLINGS
Size: Small. Small creatures must wear specially crafted armor and require two hands to wield man-sized weapons.
Classes: Halflings may be a cleric, fighter, thief, or multi-class as a fighter/thief. Languages: Halflings know common and halfling. They may learn dwarf, elf, gnome, goblin, and orc.
Magic Resistance: Halflings receive a +1 bonus for every 3.5 points in constitution on saving throws against wands, staves, rods, and spells.
Poison Resistance: Halflings gain a bonus to saving throws vs. poison equal to +1 for every 3.5 points in constitution.
Sling Training: Halflings receive a +1 bonus on attack rolls when using a hurled weapon or sling.
Stealthy: Halflings impose a −4 penalty to surprise rolls against opponents. This bonus only applies if the halfling isn’t wearing metal armor, is alone or with a group entirely composed of halflings and/or elves, or the halfling is further than 90 feet from his traveling group. When performing a complicated physical task such as opening a door or climbing, the applied penalty is −2.
Infravision: Halflings have 60-foot infravision.
Nature Cunning: Halflings can assess information about their natural surroundings. The halfling must concentrate for at least one round before making a check.
• Detect up or downslope: 1–3 on 1d4
• Discern direction: 1–3 on 1d6
Ability Score Adjustments: Halflings receive a +1 bonus to dexterity and a −1 penalty to strength.
Movement Value: 6
Thieving Skills: 60 points to allocate.
+10 climb walls
+10Hide in Shadows
+10 Move stealthy
+10 Open Locks
+20 Find Traps
Stats
Dex 17 +5 PP, +10 OL, +5 MS, +5 HS.
Race: +5 PP, + 5 OL, + 5 F/RT+10, MS+15, HS +5, DN -15 CW, -5 RL
Totals
PP 25
OL 35
F/RT 30
MS 35
HiS 35
DN 20
CW 55
RL -5
Old School GM Obermind |
Ok, so I guess everyone has their stats rolled. Time to get creating characters!
Reviewing the Character Creation:
- 4d6 drop lowest in order. You are allowed to swap your highest stat with another slot, but then you have to play a 'matching' class;
- We are removing ability and race requirements from individual classes;
- We are keeping racial restrictions on multiclass combos;
- First level HP: lets go with max HP at level 1 (no Eric, I am not purposefully going against all your suggestions :D)
I guess for the rest we can go according to 'For Gold & Glory' guidelines on character creation. Let me know if you hit any snags.
Oceanshieldwolf |
Ok...I am looking for the info on Greyhawk gods, but cannot find anything that shows domains (or spheres) or any gameplay benefits for belonging to one diety over the other....yet it says that each god has certain trappings. Is this listed anywhere??
From the Greyhawk wiki: Deities
I…didn’t delve too deep. I checked Heironeous - it lists his domains.
Helaman |
Ok, so I guess everyone has their stats rolled. Time to get creating characters!
I guess for the rest we can go according to 'For Gold & Glory' guidelines on character creation. Let me know if you hit any snags.
Gold 2d6 ⇒ (6, 2) = 8 * 10 = 80 gold. Not bad
Combat skills: Dagger and Sling.Skill points 4:
- Acrobatics (Dex +0) 17
- Gaming (Cha +0) 8
- Set Snares and Traps (Int -1) 8 OR If DM allows Knowledge: Military (Mercenary) (Int +0)
- Survival (Wis +0) 10
Name, background and equipment to follow but I'm finding it easier and easier to visualise him.
Old School GM Obermind |
Awesome...thanks OSW...any info is good!
This link also provides a good overview of Greyhawk deities.
Old School GM Obermind |
Going through my shelves, I discovered I have way more Greyhawk stuff than I remembered. I even have some stuff which is Greyhawk related and I hadn't realized.
For some reason Oerth was never the focus of our games, but then again we were kind of all over the place back in the day :)
So for me it is interesting to be (re)discovering the setting now.
@OSW: Those articles are in which Dragon magazines?
Oceanshieldwolf |
@Obermind: According to the link you posted:
The twelve deities of the Suel pantheon had been created by Len Lakofka, and he would subsequently publish a detailed five-part article on them in the July–November 1984 issues (#87–92)…
Though 87, 88, 89, 90, 91 and 92 would make….six!?! And yet July, August, September, October, November is…five.
Most of the old Dragon magazines I have I….very cleverly cut the articles out that I wanted and…collated them…with staples. So I can check but only by checking what month is written on the footer of each article and trying to correlate that with any covers I kept. Yay.
Oceanshieldwolf |
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Starting Gold: 5d4 ⇒ (1, 3, 4, 2, 2) = 12 x 10 = 120 gp.
@Obermind: I’ve looked at the Combat Skills and Skills section.
Combat Skill Points paragraph, p. 31: Are you using the “alternative rule” (“If the GM allows, a character’s Intelligence - Languages known score may be added (in whole or in part) to the number of CSPs received at 1st level.” )?
As for General Skills, according to table 6.1 on p.35 Rogues get 3 at 1st level, and 1 every 4 levels. This seems to fly in the face of every subsequent RPG design decision to make Rogues/Bards the skills class/es. I get that Wizards and Priests can be scholarly, or wise or intelligent, but that has little to no bearing on attaining any skills that aren’t related to those aptitudes pr trainings and might be more…vocational? Can we simplify to just have all characters start with 4 and get 1 every 3 levels?
Also, nice to see a healthy amount of hafted weapon options provided. And armor types. And max attacks defended against by shield size…
Old School GM Obermind |
Most of the old Dragon magazines I have I….very cleverly cut the articles out that I wanted and…collated them…with staples. So I can check but only by checking what month is written on the footer of each article and trying to correlate that with any covers I kept. Yay.
:D
[dice=Starting Gold]5d4 x 10 = 120 gp.
@Obermind: I’ve looked at the Combat Skills and Skills section.
Combat Skill Points paragraph, p. 31: Are you using the “alternative rule” (“If the GM allows, a character’s Intelligence - Languages known score may be added (in whole or in part) to the number of CSPs received at 1st level.” )?
That is a nope. No bonus CSP from Intelligence.
As for General Skills, according to table 6.1 on p.35 Rogues get 3 at 1st level, and 1 every 4 levels. This seems to fly in the face of every subsequent RPG design decision to make Rogues/Bards the skills class/es. I get that Wizards and Priests can be scholarly, or wise or intelligent, but that has little to no bearing on attaining any skills that aren’t related to those aptitudes pr trainings and might be more…vocational? Can we simplify to just have all characters start with 4 and get 1 every 3 levels?
I am trying to avoid too many houserules from the get-go, but I understand your reasoning. Let me mull it over (while I also investigate and try to understand why were Rogues apparently 'shorthanded' on this. I can only assume it was because they already have the 'rogue skills' inbuilt into the class).
Old School GM Obermind |
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This is the Alias for Smiles-a-lots PC. He is definitely an elf as far as class goes I’ve narrowed it down to three fighter/mage, fighter/thief, and ranger.
Looks good already! Male Gnome Ninja (Scout) vmc Cleric - 7 is the epitome of Old School :D
Oceanshieldwolf |
That is a nope. No bonus CSP from Intelligence.
Gotcha. I think this is a great pity, but I’m obviously biased and invested! It really does a disservice to the concept of a “smart” fighter with more than just a smash and parry, and given Fighters have so many abilities alread… oh, hang on. Lessee now…Specialisation! Found one! ;)
As for General Skills, according to table 6.1 on p.35 Rogues get 3 at 1st level, and 1 every 4 levels. This seems to fly in the face of every subsequent RPG design decision to make Rogues/Bards the skills class/es. I get that Wizards and Priests can be scholarly, or wise or intelligent, but that has little to no bearing on attaining any skills that aren’t related to those aptitudes pr trainings and might be more…vocational? Can we simplify to just have all characters start with 4 and get 1 every 3 levels?
I am trying to avoid too many houserules from the get-go, but I understand your reasoning. Let me mull it over (while I also investigate and try to understand why were Rogues apparently 'shorthanded' on this. I can only assume it was because they already have the 'rogue skills' inbuilt into the class).
I hadn’t considered the Rogue skills - even bards still hang on to old thiefy skills in Gold and Glory. On a side note, their Inspire Courage is awful. Imagine playing a tune for three whole rounds doing nothing else just to give your mates a small bonus. To looting corpses.
Old School GM Obermind |
The Uberobermind wrote:That is a nope. No bonus CSP from Intelligence.Gotcha. I think this is a great pity, but I’m obviously biased and invested! It really does a disservice to the concept of a “smart” fighter with more than just a smash and parry, and given Fighters have so many abilities alread… oh, hang on. Lessee now…Specialisation! Found one! ;)
Do not despair. You can always find a master swordsman willing to teach you new techniques. Who knows? ;)
Oceanshieldwolf wrote:As for General Skills, according to table 6.1 on p.35 Rogues get 3 at 1st level, and 1 every 4 levels. This seems to fly in the face of every subsequent RPG design decision to make Rogues/Bards the skills class/es. I get that Wizards and Priests can be scholarly, or wise or intelligent, but that has little to no bearing on attaining any skills that aren’t related to those aptitudes pr trainings and might be more…vocational? Can we simplify to just have all characters start with 4 and get 1 every 3 levels?The Uberobermind wrote:I am trying to avoid too many houserules from the get-go, but I understand your reasoning. Let me mull it over (while I also investigate and try to understand why were Rogues apparently 'shorthanded' on this. I can only assume it was because they already have the 'rogue skills' inbuilt into the class).I hadn’t considered the Rogue skills - even bards still hang on to old thiefy skills in Gold and Glory. On a side note, their Inspire Courage is awful. Imagine playing a tune for three whole rounds doing nothing else just to give your mates a small bonus. To looting corpses.
I have never really played a Bard back in AD&D2e, but I know most people considered them... Hmmmm... Subpar?
Dhreld of Admundfort |
Hi. Flanderdash here.
Introducing Dhreld of Admundfort, Paladin of St. Cuthbert. He's a barrel-chested man with a slight limp, with a friendly disposition and a bit of a northern accent. (Surprisingly, his 7 Dex doesn't give him an official penalty, but I've chosen the limp to signify it.)
Working on the CS. Keeping his stats as they were rolled, which means 17 Str and 15 Chr.
In Greyhawk, Admundfort is a town in the Shield Lands occupied by the forces of Iuz. Dhreld's family is from there, though they escaped to a village in the Northern reaches where they raise cows, goats, and yaks.
Oceanshieldwolf |
1 person marked this as a favorite. |
SO would it be possible to be a dwarf fighter/cleric?? Was looking over the character and thought it might give us a little edge with a dwarf in the group!!
I mean a dwarf’s axe will necessarily be smaller than a human’s…
I was mulling over being an elf or half-elf F/MU but I’m not sure I can bring myself to do it, and the 4 Wisdom really doesn’t help. For those of you familiar with Sarn, my low-Int cleric in Helaman’s OSR game, I’m quite interested in the difference between his “wise enough to recognise a good idea, but not smart enough to generate one” and this nascent low-Wis fighter - “super smart and capable of generate intelligent solutions, but not exactly wise enough to know whether they are actually a good idea to go ahead with.” Which makes both of them kinda irritating to be around socially. Sarn endlessly gets the wrong end of the stick, while this guy won’t know when to stop telling you things he’s thought of.
But generally, they are both friendly, helpful and love to hang out. And beat things to a pulp, because, you know…combat etc…
Smiles-a-lot |
Daniel Stewart wrote:SO would it be possible to be a dwarf fighter/cleric?? Was looking over the character and thought it might give us a little edge with a dwarf in the group!!I mean a dwarf’s axe will necessarily be smaller than a human’s…
I was mulling over being an elf or half-elf F/MU but I’m not sure I can bring myself to do it, and the 4 Wisdom really doesn’t help. For those of you familiar with Sarn, my low-Int cleric in Helaman’s OSR game, I’m quite interested in the difference between his “wise enough to recognise a good idea, but not smart enough to generate one” and this nascent low-Wis fighter - “super smart and capable of generate intelligent solutions, but not exactly wise enough to know whether they are actually a good idea to go ahead with.” Which makes both of them kinda irritating to be around socially. Sarn endlessly gets the wrong end of the stick, while this guy won’t know when to stop telling you things he’s thought of.
But generally, they are both friendly, helpful and love to hang out. And beat things to a pulp, because, you know…combat etc…
Looking forward to this. Sarn is great.
Oceanshieldwolf |
Thanks Smiles. I do try to rein it in somewhat. There’s a fine line between fondly daffy and super irritating. At least for me, so I am conscious of a) not derailing the story with my “interesting character” and b) just plain not being annoying.
For what it’s worth, my all time favorite PbP character was in the Greyhawk game I was in with Eric, Daniel and GM Obermind. A brave young lass fighting to protect her fishing village-hometown and investigate strange goings on. Human, Fighter, Harpoon. It was all she really needed. Then she got a net. (I still feel pretty responsible for the collapse of that game, though ALLENDM did have some pretty major changes to his availability.)
But point is that there was nothing particularly interesting about Naia in terms of class, race or mechanics - it was jer personality and interpersonal interactions that made her fun to play. Plus she didn’t have 7 Int or 4 Wis…
Oceanshieldwolf |
…And thinking about it further, or for longer than the five minutes it took to write the previous post, I as usual missed a vital point because I can be pretty self-involved.
One of the main reasons Naia was so fun to play was the ensemble cast of characters she could bounce off, and a wonderfully involved, dedicated and invested GM with a flair for descriptive text and cinematic combat. ALLENDM’s description of Naia’s family’s homestead was so convincing I could smell the sea air and be almost transported to some 18th century Connecticut seaside village, even though I live in Australia and Sinister Secret of Saltmarsh was written by an Englishman and most likely emulated a late medieval Cornish or Kentish coast. But hey, imagination takes you to some interesting places.
Old School GM Obermind |
SO would it be possible to be a dwarf fighter/cleric?? Was looking over the character and thought it might give us a little edge with a dwarf in the group!!
That is definitely possible!
@OSW: Yeah, ALLENDM’s shoes are very big to fill. He has very strong storytelling skills, as well as a deep knowledge of the module and environs. It made for a great experience while it lasted. I was very sad to see that game end.
—-
Just as an FYI, I am very happy with the fact we are throwing ideas around, and not only about this game specifically, but also about how we see gaming in general, and whatever we want to bring up.
While we are at it, please feel free to make your character’s background as short, or as long as you would like - I am perfectly ok with simply a line or two, to give us the ‘feel’ of the character. Even if you have more in your head (and I know we usually do), there is no need to lay it all out at once if you do not have the time for it, or simply do not feel like - I am a firm believer of developing characters as things proceed.
To make my life easier though, I will shamelessly ask for you to include in your background considerations a reason (or several) for your characters to be ‘adventuring/traveling’ ;)
Old School GM Obermind |
Hi. Flanderdash here.
Introducing Dhreld of Admundfort, Paladin of St. Cuthbert. He's a barrel-chested man with a slight limp, with a friendly disposition and a bit of a northern accent. (Surprisingly, his 7 Dex doesn't give him an official penalty, but I've chosen the limp to signify it.)
Working on the CS. Keeping his stats as they were rolled, which means 17 Str and 15 Chr.
In Greyhawk, Admundfort is a town in the Shield Lands occupied by the forces of Iuz. Dhreld's family is from there, though they escaped to a village in the Northern reaches where they raise cows, goats, and yaks.
Looking good!
Helaman |
Old School GM Obermind wrote:Ok, so I guess everyone has their stats rolled. Time to get creating characters!
I guess for the rest we can go according to 'For Gold & Glory' guidelines on character creation. Let me know if you hit any snags.
Gold 2d6 * 10 = 80 gold. Not bad
Combat skills: Dagger and Sling.Skill points 4:
- Acrobatics (Dex +0) 17
- Gaming (Cha +0) 8
- Set Snares and Traps (Int -1) 8 OR If DM allows Knowledge: Military (Mercenary) (Int +0)
- Survival (Wis +0) 10Name, background and equipment to follow but I'm finding it easier and easier to visualise him.
I only get 3 skills, the Wolf is right.
Acrobatics
Set Snares and Traps (Int -1) 8 OR If DM allows Knowledge: Military (Mercenary)
Survival
Helaman |
Weeeell, daaamn. Nice.
So the knowledge skill as military (he was a slinger and skirmisher... plus a poacher and sneak thief) will stay.
The acrobatics, gaming and survival will too.
Just need to think...
Appraisal and swimming.
I'm thinking the perpetual lower NCO (both merc and regular military in whatever militia/levy he was raised in... not by dint of intelligence or charisma, just out survival of his peers. E4 mafia or such like... A combo of Fred and Nobbs from Pratchetts books.) Now an adventurer because no wars atm... and bills and pleasures need paying' fer.
Old School GM Obermind |
Can we spend additional skill points beyond basic proficiency to get Advanced or Master proficiency in non-combat skills at level 1?
That is a nope Vaneirin - I want to stick to the level 1 feel for the characters.
Even in the future, I am thinking Advanced or Mastery might require a 'trainer/mentor' of some sort. We'll see how things develop.
Old School GM Obermind |
Good! Thank you all for the updates, and for keeping us moving along.
What are you finding of the Character Creation process so far (and of using For Gold & Glory, if you are using it)? Of course these are not 1e characters, so they get a bit more complex, but not that much, right?
----
On another note, I think I am now finally settled into what I think would be a good way to start us off - something Classic, but also with some (hopefully unexpected) spins ;)