I would like to see another isometric game like Baldur's Gate or Temple of Elemental Evil. -Real time with turn based combat (real time optional)
Donikage wrote: I'm down in Galt and interested, how solid is the Thursday evening meeting time? I'm pretty flexible with the day. I picked Thursday because it's the day that I'm least likely to have something else going on. If the group can come up with a better time slot that works for everybody, I'm fine with that! The biggest obstacle so far is getting people on board. There were a couple people interested that started playing in a different campaign because it was taking too long to get people together. I currently only have one other player who wants to play, but a friend of mine says he knows a couple that might be interested. As soon as I can get 4 players together, it's a go!
TriOmegaZero wrote: And if I were interested in that I would engage in real combat. hehe.....or maybe when you encounter a group of monsters, the DM should just describe how you kicked all their butts and got a bunch of experience, to ensure that nothing bad ever happens to any of the characters. To each his own, I guess!
I hope this isn't thread hijacking by posting here, but here goes...... I'm trying to get a group a group of players (4-5) together interested in a long term campaign, spanning three super-modules: Temple of Elemental Evil, Scourge of the Slave Lords, and Queen of the Spiders. Players preferably have no experience with or specific knowledge of these epic adventures. I run a house-rule heavy version of Pathfinder, with a greater emphasis on role-playing than power-gaming. Sessions will be weekly, tentatively on Thursday evenings (depending on schedules of likely candidates) at my place (near Sac City College). Seeking adventurers who enjoy playing and can commit themselves to do so on a regular basis. PM me or post here if interested or have any questions.
TriOmegaZero wrote: I played with that rule once. By the end I was delaying until the end of the round to ensure I always got a turn between enemy turns. Getting slapped twice before you can act makes healing in combat an even worse option than it already is. The last gaming session I DM'ed, we re-rolled initiative every round and things went pretty smoothly. I allowed players up to 1 delay in a round if they wanted it, and nobody abused it. If there was ever a situation where somebody was trying to game the system, I'd probably just eliminate the delay option altogether.
I like the combo option presented about half way down the page on this D&D wiki. Here are the values it gives the different armors: Padded AC:+1 DR:none
Got a lot done with this character generator, so far.....still a bunch I haven't done, yet. Below are a few sample characters I generated: NG Male Human Rogue 1 DEFENSE:
OFFENSE:
STATISTICS:
Money: 59 GP
LG Male Human Sorcerer 1 DEFENSE:
OFFENSE:
STATISTICS:
Money: 28 GP
N Male Human Sorcerer 1 DEFENSE:
OFFENSE:
STATISTICS:
Money: 38 GP
LG Female Human Ranger 1 DEFENSE:
OFFENSE:
STATISTICS:
Money: 8 GP
LG Male Elf Ranger 1 DEFENSE:
OFFENSE:
STATISTICS:
Money: 9 GP
If anybody notices any obvious errors in these builds, I would greatly appreciate the input. They're all 15 point buys, with favored class splitting the skill/HP bonus at 50% likelihood for each. Hit Points are re-rolled if they amount to half of the die or less, with the greater of the two rolls being kept. Stat bonuses for Humans, Half-Elves, and Half-Orcs are applied to the primary stat of their class.
DM Blake wrote: * Increase the casting time of every spell by one step: Standard becomes full-round, full-round becomes minute, minute becomes 10 minutes, etc. Easy peasy, no hassle, no fuss, no bookkeeping. This means that every basic combat spell will tale a full-round to cast, so the caster begins on his turn in round one and finishes on round 2 which makes them much easier to interrupt. Longer spells like Sleep will now take a full minute to cast, taking them out of the realm of combat functionality entirely. I remember back in 1st and 2nd Edition D&D, spells had casting times, in segments. For the most part, the casting time was equal to the level of the spell (with a few exceptions). One could easily adapt that in any campaign. If a character's initiative starts on a 16, and they want to cast a 4th level spell, the spell is finished being cast at initiative 12. Quicken Spell would work like so: Every level higher spell slot you use reduces the casting time by 1. Spells that have a 0 casting time become standard actions. Those that are less than 0 become Quick Actions.
I'm not a professional programmer or anything, but I've been working on writing up a Random Character Generator on a program I downloaded a loooooong time ago, which will enable me to generate a completely random character (or group of characters) without a bunch of input on my part. I basically just want to click the mouse and have a random 1st level character. At any rate - for purposes of this experiment, I was curious if there was any canon material out there on the racial demographics of adventurers, and the breakdown of the likelihood of Class choices for each race. I realize that each campaign will probably have a different racial makeup depending on what races are prevalent in any given area, but I was hoping to find just a general 'average', if you will. Here's what I've come up with so far (most of these numbers, I just pulled out of my butt....): Race: Dwarf 5%
Class: Dwarf
Elf
Gnome
Half-Elf
Half-Orc
Halfling
Human
Thanks in advance for any relevant links or input on the subject!
That's a pretty good suggestion, nosig. Like Andreas Forster implied, though, the roll is often as much about how what's been said is inferred by the recipient of the message as it is about what is actually said. The same speech given to one individual can have vastly different results when given to another.
Chris Mortika wrote:
Those are both very cool methods, Chris! One I like is having players roll 3d6 for each stat, in order. This is the base for each ability, which cannot be decreased to spend more points elsewhere. From there, each player determines how many points that set of abilities would cost in a point buy and then distribute whatever remaining points as they like.
I found an amalgamated D&D 3.5 rule that I like, in which armor provides both AC and DR on this page: http://www.dandwiki.com/wiki/Armor_As_Damage_Reduction_(3.5e_Variant_Rule) I'm thinking about adapting this rule next time I start a campaign (assuming it's OK with the players), with one small change - piercing weapons effectively halve any DR provided by armor.
I currently am running a low level campaign using confirmed Critical Fumbles. It seems like monsters fumble a lot more than players, currently. For the most part, Fumbles tend to be slight inconveniences that add flavor to the game and everybody seems to enjoy them. I can definitely see the downside of this at higher levels, though, and am thinking about a slight variation that might address it somewhat: 1) Any Natural '1' effectively ends a Full attack. 2) Only the first swing in a Full attack is subject to Critical Miss rules, and must be confirmed.
Aaron Whitley wrote:
I really like this one! The Healing Domain seems pretty useless in the current incarnation of the rules.
Aaaaahhh, OK I'll go! To start off, all attacks use Dexterity as a modifier 'to hit'. Weapon Finesse is a null Feat. Players (and monsters) add their Constitution score (as opposed to the bonus) to their first Hit Die. I think I heard somewhere that this is the way it is in the new edition of D&D and liked the idea. Any Strength based attack that makes a successful 'touch attack' does 1-(STR Mod) in damage. ie., if your Strength is 16, any attack that would be a successful touch attack does 1-3 damage. A successful strike on the opponents AC does full damage.
I like the randomness of rolling stats, but it can create substantial inequities between characters. One thing I'm considering next time I start a campaign is this: Players roll 3d6, in order, for each stat. This is the minimum value of each stat. From there, based on these numbers, I would figure out how many points they have remaining to spend on their stats as they see fit. What I'm considering is a 100 point buy system. For each player, take the stats they rolled, figure out how many points it equals (based on the number before the slash in the chart below), and subtract it from 100. This is the remaining points they have to spend on their character (using the number after the slash). 3-11 = 3-11 points, respectively/1 point each
One of the things I liked about 1st and 2nd Edition AD&D was that rather than most spells having a casting time of 1 standard action, they usually had a casting time in segments equal to the level of the spell. When casting a 4th level spell, for example, if someone started casting on their initiative of 9, the spell would be cast when initiative reached 5. Any foes that had a chance to act between those two points could potentially disrupt the spell. This would probably complicate a few things, but would also help to level the playing field with regards to higher level spell-casters.
The 1st Edition DMG breaks it down into 2 factors. The first is by population density. In relatively densely populated areas, the chance of encounter is 1 in 20. Moderate to sparse/patrolled areas, it's 1 in 12. Uninhabited/wilderness is 1 in 10. The second factor is how frequently you check for encounters. Without getting too detailed regarding the times of day they have listed, here's a breakdown of the different terrains: Mountains - twice/day. Desert, hills, or plains - 3 times/day. Scrub - 4 times/day. Forest or marsh - 6 times/day.
In my current campaign, I also use a 'Critical Miss' Table that I created myself. I do agree, however, that higher level characters shouldn't be overburdened with fumbles due to an increased number of attacks. There are a couple of measures I have in place to help combat this: 1) Just as a Critical Hit must be confirmed, so must a Critical Miss. After rolling a Natural '1', players and monsters alike must roll again and miss before rolling to determine the type of critical. 2) Many of the Critical Misses on my chart have saves that allow for the effects to be reduced or negated, further decreasing the chance that more experienced characters will suffer ill effects. I do like the idea that a Natural '1' stops the turn of the combatant, though! |