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Mostly copy/pasting from my post over on recruitment If you'll each choose a country to be the location of your base (real-world wealth does not matter, so there won't be any disadvantage to choosing a small country). Please also choose two things that you want your cell to start off with. Go ahead and choose anything you want (within reason), and I'll adjust to make it balanced. These can be things like starting with more soldiers, or better trained soldiers, or more advanced interceptors, or more money. As long as it's a general idea, I should be able to work with it to find something appropriate. All that being said, I've also started filling out the campaign info tab with basic mechanical information so you can get a slight feel for how things work. It isn't mentioned there, but dice rolls will be using a simple d10 system.
Hello Commanders, Two days ago a number of large flying objects entered the region just beyond our upper atmosphere. Within hours, these UFO's were making bombing runs on major cities and industrial centers.
As Commanders of individual XCOM cells, it will be your job to work together to fight this alien menace. You are our last hope. Good luck, Commanders. A few months ago I tried running a kingdom building game. Between accepting too many players and suddenly going through a divorce, I unfortunately had to drop it. All of my IRL stuff is (hopefully) resolved, and I'm itching to get back into something--so here we are. If this takes off, each player would be leading a single cell of XCOM (think something similar to running a single base in the original 1995 game, with other players running the other bases).
This will not be a combat game. While you will be able to give your soldiers general orders in the field, you will not control them like puppets. With all that out of the way, I'm looking to gauge interest. Let me know if you'd like to be part of this, and I am more than welcome to any suggestions about things you would like to see implemented. Potential players will be recruited directly from this thread, so make sure you post if you want in.
EDIT: This would be a a little fast-and-loose on rules, since I don't know of any good systems that could easily be converted to something like this. More specifically, there will be rules, but they will mostly be behind the scenes--that will add a little bit of the uncertainty that exists in real warfare, and will also allow me to tweak things if needed.
As you arrive at the Dammi palace and provide the writ you were given to the guard, you are ushered into a council chamber and told to wait. His Majesty will be with you shortly says the guard before closing the door again. The decor in the room is quite simple--a window and a small tapestry on opposing walls. A wooden table surrounded by chairs takes up most of the floor space; in the center of the table are a few minor refreshments set on a large silver plate. The wait is actually just over an hour. You take the opportunity to introduce yourself to the other seven people in the room. You will be working together, after all. Please give a short description of your character as well as whatever they would say when introducing. If any of you already know each other, this would be the time to make it apparent. Also remember that speech is bolded, thoughts are italicized, and out of character is blue text.
I know most of this information would normally go in the recruitment thread, but I'm putting it here instead. Let's get started. Character Creation:
As mentioned in the recruitment thread, full character stats will not be necessary. Feel free to create a complete stat block if you so desire, but the only things you will need are character descriptions (age, race, gender, other things that will assist roleplaying), attributes, skills, and anything else you think might make a difference. If something you haven't stat'ed becomes necessary, we'll fill it in as we go.
Restrictions for Character Creation:
A Couple Notes About Running An Evil Kingdom:
As far as the kinds of rulers you want to be, I don't much care. If you want to be evil tyrants that's completely fine. Just make sure you all agree (or are willing and able to make it a roleplaying point without splitting the kingdom or killing each other). The one thing I ask in regards to this is that you don't go into detail with anything gruesome. I don't care if your armies rape and massacre the revolting city (and I don't even care if you join in), but if that's how you decide to play, I don't want to hear more than a brief sentence mentioning it; let's be tasteful in our cruelty. I will be using google drive for maps. I'm still working out a few kinks (like how to represent individual armies on the world map), but I think this will work best for what I need it to do. Finally, there is one more question I need everyone to vote on before we start.
I'll take whichever option has the most votes from you guys. You will also need to decide as a group what the alignment of your kingdom will be, as well as which leadership roles you will each take.
It's been more than four years since I've been at all involved in a PBP game (or on these forums at all), but recently the game I was running IRL fell apart due to scheduling issues, and I've been itching for something. Anyway, the premise for this PBP would be as such: shortly into your adventuring career (~3rd level) some event forced you to permanently retire. Due to a debilitating injury, an oath, starting a family, or just realizing you didn't enjoy it you have stopped being a murder-hobo and begun seeking work elsewhere. As fortune has it, a new continent has recently been discovered and the king is looking to found a new colony. He hopes to recruit you and a few other recently retired folks to run this colony for him. Although you would be beholden to the larger kingdom, you would have almost complete autonomy (save for paying some taxes, of course) to do as you wished. It's an exciting and potentially lucrative prospect. Tentative Gameplay Information
So, do you think this could be fun? Any suggestions or potential obstacles you'd like to point out?
After several long weeks of renovating and redecorating, you have all managed to make The Spirit Gallery functional again. Even though most of you have only come together recently, the hard work has bonded you closely together. Maybe even enough for you to be friends. Regardless--Today is the big day. The grand re-opening. New employees rush about in excitement; Those who worked for Cedany's father and have been rehired go about with a smile, taking in the newly painted walls and carefully cleaned carpets. The customers stream in, several heading to the game room, others watching in fascination as Drad Belel--your four-armed half-orc bartender--mixes their drinks. Old friends sit together and remember other days. A young halfling couple stare giddily at each other while sharing a sweetroll. Dwarves bravely test out your strongest alcohol. The entire atmosphere is charged with happiness and excitement, and you are at the center of it all. Going to give you guys a chance to interact and roleplay a bit.
Welcome. Although it isn't necessary yet, I am going to need stat blocks soon-ish. Here is a review of character creation rules:
Other Stuff
Things you will need to decide with me:
Anyway, I'm probably going to go to bed soon. I'll post more tomorrow.
This is mostly for the people in this thread, but others are welcome to add input.
I should be clear: I have NOT yet decided to run this game. I am still figuring out whether or not I can make it work well, but I am heavily leaning towards doing it. :)
So my campaign is wrapping up this weekend, and I was hoping you guys could catch any dumb mistakes I made that would make the fight too short or too long. The party consists of six and a half players (we let my eight-year-old brother join for the last few sessions) of 17th level. Two fighters, magus, cleric, barbarian, rogue, god wizard. Their money is about 12000 above WBL, each has an extra feat, built with 25-ish point buy. Each also has an artifact weapon to help fight the forces of evil. Effectively +11 weapons with unique specials, some of which are activated and some are passive (wizard casts spontaneously, cleric can use immediate action to cast resurrection at the cost of two negative levels, rogue gets double haste effect for two levels, etc.) Before I get to the stat block, I want to point out a couple of things--there are a few things I decided to ignore (the str damage from unholy aura, death throes), and some things that I fudged based on the PCs (the frightful gaze DC). This is basically a colossal-sized balor lord with extra HD and some other stuff tacked on. I didn't bother writing down equipment, but that's all already factored in. Here it is, knowing the forums, I can thank you all in advance for the suggestions and such. :)
CE Colossal outsider, Fighter 4
So for my homebrew campaign that's closing up one of the recurring villians is a lich. The problem is that the last time the players fought him they finished the fight within a few rounds. Looking over my notes afterward I realized that I had given him almost no buffs, and his d6 hit die just couldn't deal with four melee beating on him. So my question is this: what spells would any high level wizard who's been around for a long time have permanency'd on himself (including spells that aren't viable RAW, but would be good choices), and what magic items would he be wearing?
Imbue with Spell Ability wrote: You transfer some of your currently prepared spells, and the ability to cast them, to another creature. So here's the question: Oracles don't prepare spells--So do I still need to designate which of my spells I transfer? Or can the recipient cast any of the spells I know of the appropriate level?
Title says it all--I'm rather interested in the idea of joining a play-by-post game, but I've run into a couple of obstacles and I was hoping for help jumping over them. 1) I've spent the last half hour looking for a game that's open to another player and haven't found anything. Am I just looking in the wrong place? 2) I have zero knowledge of how pbp is supposed to work (Literally nothing. Assume I have a wisdom of 7. For some reason I have difficulty making connections and assumptions that other people find commonplace). Any help is greatly appreciated.
Excellent. Now that you've read my title and the vast majority of you are ready to prove me wrong, here's what I need help with.
Either way, if someone could spend the time to point out all the things I've done wrong with my character and some of the things I could improve on in the future, it would be quite appreciated. Half-orc monk 7
Sorry if that's overly dense, I tried to keep it as close to the stat blocks in the Bestiary as possible.
Here's an example: star archon wrote: Explosive Rebirth (Su) When killed, a star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half holy damage) to anything within 100 feet (Reflex DC 29 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as an advanced shield archon. (Emphasis added) My question is very simple: what the heck is that line doing in the ability description? If it's a reflex save then it will be dex-based, right? Or does it use your base reflex save but instead of dex it uses your con modifier?
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