Dwarf Fighter

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D&D needs to to stay "pen and paper" without the "pen and paper."


I plan to try this for sure... has anyone esle tried it?


Arctaris wrote:
In addition to what Fatespinner said I would like to point out that evil is often jealous of other evil. If they are getting so powerfuo and noticed than other evil people would either try to make them minions or just kill them outright.

Yes... and other thing... take something of theirs, something of value... don't know any player that will just shrug that off... they will go to the four corners to "get back what is theirs."


Cardboard Heroes???


secretturchinman wrote:
No love for The Deck of Many Things

I love the Deck of Many Things...

Starting an long adventure based on "cheating" the deck for high level...


Superman = Lawful Good
Batman = Chaotic Good
Magneto = Lawful Natural
Punisher = Chaotic neutral
Lex Luther = Lawful Evil
Joker = Chaotic Evil
True Natural = the Watcher.

That is how I keep it straight.... I sound about 12 years old :P

Not that there is anything wrong with that :P


I started with 1st edition.
Transitioned to 2nd edition.

Long absence…

3rd and 3.5 came out.

Playing again… playing 1st edition.

And happy.

Why should I invest in new books?


Saern wrote:
Remember, they are more likely to cross and bridge than jump off it.

LOL... yes...if they always broke the law... that would not be chaotic.... just "unlawful."


A Chaotic culture could have laws... many.

The trouble is... they could be one way today and another way tomorrow.

And they would not be applied evenly... or logically... but at a whim.

They may even contradict.

Iraq under Baathist party… for a modern example…. Every time they killed someone I am sure it was for “breaking” the “law.”


Poverty...

Take everything away... everything...
(Don't give it back... not a scrap.)
Take everything away... no plot to get it back nothing.
Always the best adventures...

For all the "danger" characters face...
For the most part they get off lucky...
Do it... take it all away...

Skills like "fire starting" mean something...

Try being mid level in AC 10 going through a low level module with nothing but a log you picked up in the woods...

A rusty long sword starts to look good real quick.


You have to surrender... just go with the flow and not try to lead... let yourself settle into being a player... if you find yuorslef getting in leadership postions... make sure you have been pulled to it... and not pushed you way into it.

Mostly be will to accept things from the DM.

You may not agree... but you have to be willing to accept.


1st E.AD&D

TEE.... through the moat house.... on to TEE.


My first thought... Hammer of thunderbolts restictions... You need to be Arnold to swing this thing.


Yes, I think you are correct... I will have to level them up. I am not one to allow more then one character becasue they never really seem to develope much as far as RP. However, I am thinking that with some side quests I could do this.

Player one, character one... with player two character one.

Next...

Player one, character one... with player two character two.

Next...

Player one, character two... with player two character one.

Next...

Player one, character two... with player two character two.

Then on to the moathouse... all for (and my character in tow.)

It will take time, yet it's the investment of time that makes the best adventures and if they aren't playing both well... one has to go.


Rothandalantearic wrote:

Can you give us an idea as to what PC's you will have to work this custom job around?

-Roth

P.S. ToEE with just three players? (shudder) They are braver than me! :-)

(All Still in Hommlet)

F/M 1/1
B 1
R/C 1/1


Forget "races" then...

Go with immeasurable variance...
Sounds clunky, yet it does not have to be...

Making this up on the fly, so bear with.
Human is your start point unmodified.

Have two tables… pro and con.
For every pro… you must pick a con.

So plus on to STR but minus one to DEX.
Thick hide (+1 to AC) but do not receive constitution bonus for HPs.
For “special abilities” limit the class (DM has to keep game balance.
Let the players make up the race.

For every new NPC “race” encountered.
Have two tables… pro and con...

The DM picks a special defense and a special weakness.
The players will never know what they are up against.

And for the DM…some surprises too...
You may find an antagonist race for the party you never imagined.


Tatterdemalion wrote:
...But the paladin is a uniquely narrow class, with fewer choices than any other. And more people hate it that any other -- it's a jarring anomaly in the game.

That is the point and that is the power (for a DM) of the Paladin.

Paladin’s can simply make a campaign AWESOME!

If done properly the Paladin is the greatest tool for a DM, you can steer the entire campaign by forcing the Paladin to go the direction you need him to go.

I tend to shower the Paladin with everything he could hope for, make him the most central figure in the group from the perspective of COMBAT only.

The party needs him… his is the Lancelot… he goes… the party goes.

However, everything outside of combat makes the Paladin a pain.

Things must be kept secret… information to him must be limited.

As strong holds are raised, the stakes become higher, the rumors and questions become greater and greater…

Think about it… what a high pedestal this knight has been placed… do you think the player of the Paladin wants to fall from grace… all he is held in strangle hold of his grace… and his friends around him have placed all of this at risk.

Stick to the rules… grow the Paladin in to a strong force of might, law and good… and temp all around him to betray him in secret (by small measure)… time and again… until a tipping point is reached.

The fall of a Paladin is AWESOME in its effect… and the path back to atonement can form character bonds you can’t believe…

Force Paladins play to the letter of the law… and shades of grey al around him.


Wanting nonspecific feedback.

I play very close to the rules when it comes to combat (1st edition), the module and treasure, yet more forgiving and generous with things outside this (i.e. character background, building of strongholds and destiny of the character.) Basically, when you in the dungeon... you’re in the dungeon... when you’re not you tell me (within the limits of your resources gained by adventuring.)

I keep them poor, keep them modestly equipped and keep them on the ropes.

I have played TEE more then a few times, however running a very small group this time... only three characters. I know my style of DMing; I know their style of playing. This is going to be very very tough for them to do.

More then a few ways to handle this... I have my own thoughts; however I would like to hear what others have to say.