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![]() Forgot to mention ... I much prefer the initiative system in 2e to the mechanics of later editions. It just seems easier and more efficient to me. Now granted, as I've already admitted, I haven't actually played newer editions so maybe I'm offbase.
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![]() I haven't ever stopped playing 2e since it came out. In fact, I'm proud to say I have never played any other version (except 1e in its day). I have been converting modules and adventure paths all along the way. Was an original pathfinder subscriber and only quit because I have so much more material than I can ever use.
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![]() Well, I actually introduced my husband to D&D - not the other way around. He never called me a geek but did give me a weird look when he found out I played. Anyway, he loves to play now but I must admit I'm more obsessive about it than he is. I guess I'm the rare breed - not sure if this is a good thing or not!
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![]() This is a good question and one I've wondered about too. I hate to nitpick and let "realism" destroy the fantasy of the game but there are times when realism must intrude. I don't like the idea that PCs just drop their lit torch to engage in combat and then blithely retrieve it when they're done. I grew up in the Adirondack mountains (we know cold!) and am also a bit of a pyromaniac so I let experience be my guide on this one. I disagree with those who say the torch is going to burn just the same whether it's being held, scounced, or discarded. My simple rule is, if the torch is dropped and left unattended for more than 5 rounds then it is not available for retrieval (you can't pick it back up without special consideration). The fire will spread along the length of the torch making it extremely difficult to pick up or carry. Other than that, I do allow the torch to burn for an equal amount of time regardless of position; although this isn't strictly accurate from a scientific point of view (sorry, Biology teacher here). The exception to this is the aforementioned abandoned torch. I assume it burns for half its normal time (or twice as fast if you prefer) when left prone. Technically this could lead to an out-of-control fire or a draw for wandering monsters,etc but those kinds of details have never really come up. The whole thing comes down to an attempt to discourage my players from dropping and retrieving torches in the same negligent manner that they might a sword or other inanimate object. ![]()
![]() We play 2nd edition in a homebrew that is really just a slightly reorganized Greyhawk but with bits and snatches of other interesting ideas from a variety of sources. The pantheon is very large and often confusing but the one god we've never included is Boccob. I agree - he's boring. In my estimation, he's more of a "science" and less of a "religion". If he doesn't care & won't get involved & doesn't require our devotion to function then *shrug* who needs 'im? There are plenty of interesting deities out there who DO "need" a character's worship/devotion. I replace any Boccob references/temples in my campaign with academic/intellectual centers.
About BraykaBrayka
Skills:
Perception +4; darkvision
Languages Common, Goblin Skills Athletics +7, Diplomacy +5, Gladiatorial Lore +3, Nature +4 (+5 to Nature checks to Handle a goblin dog or wolf mount.), Performance +5, Religion +4, Scouting Lore +3 Stats:
Str 18 (+4), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 14 (+2) Gear:
Riding dog ("Plum"), steel shield, dagger x2, bastard sword, flail, shield spikes, sling, backpack, bedroll, belt pouch, belt pouch, chalks (10), crowbar, flint and steel, rations (2 weeks), rope (foot)s (50), soap, torches (5), waterskin, compass, purse - (8 gp; 5 sp) Network Items:
All gone! Combat Stats:
AC 18 (20 with shield raised); Fort +6; Ref +4; Will +6
HP 21 Focus Points 1 / 1 Hero Points 1 / 3 Speed 25 feet/35 mounted Combat Actions:
Melee [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 piercing/slashing Melee [1] bastard sword +7 (2h 1D12), Damage 1d8+4 slashing Melee [1] flail +7 (disarm, trip, sweep), Damage1d6+4 bludgeoning[br] Melee [1] shield spikes +7 (attached to heavy shield), Damage 1d6+4 piercing Ranged [1] dagger +4 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 piercing/slashing Ranged [1] sling +4 (propulsive, range increment 50 feet, reload 1), Damage 1d6+2 bludgeoning Focus Spells 1 Focus Point, DC 15; 1st Lay on Hands Feats/Abilities:
Feats Impressive Performance, Ride, Rough Rider, Shield Block, Unimpeded Step Other Abilities champions's code, deific weapon, deity and cause, devotion spells, liberating step, liberator, radiant oath champion, shield block, swords (3), unbreakable goblin Copy/Paste Botting/Typical Rolls:
◆[dice=Attack with Shield Spikes]1d20+7; 1d6+4[/dice] piercing ◆[dice=Attack with Flail]1d20+7; 1d6+4[/dice] bludgeoning ◆[dice=Trip/Disarm with Flail]1d20+7[/dice] vs. Reflex DC ◆[dice=Attack with Sling (1h)]1d20+2; 1d6+2[/dice] bludgeoning ◆[dice=Attack with Bastard Sword (1h)]1d20+7; 1d8+4[/dice] slashing ◆[dice=Attack with Bastard Sword (2h)]1d20+7; 1d12+4[/dice] slashing ◆Raise Shield: AC +2 (20) ◆[dice=Demoralize]1d20+2[/dice] ◆Heal with Lay on Hands: +6 HP, -1 Focus ◆[dice=Attack with Lay on Hands, -1 Focus, target Fort saves, DC 15]1d6[/dice] ◆Stride up to 25ft ◆Stride with Plum up to 25ft (Ride Feat) ◆Step up to 5ft ◆Stand ◆Reload Sling ◆◆[dice=Draw and heal with minor healing potion]1d8[/dice] ↺Shield Block: Steel Shield H5/BT10/BR20] ↺Unimpeded Liberating Step: Target gets resistance 3 to {damage}, Escape roll, can Step Symbols:
Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺) |