
Seldriss |

Welmet,
I am considering starting a Play by Post game here.
To make is short (i tend to be too talkative sometimes), here would be the basics :
The setting would be my own homebrew world, which i am running since the early eighties.
The world is ancient and vast, composed of several kingdoms, each profoundly marked by a distinct civilization, which have a deep impact on every aspect of life and adventuring. Some of these civilizations are inspired by Earth history (celts, egyptians, greco-roman, indian, vikings...), some others are specific.
The rules would be D&D 3.5, modified by a bunch of houserules, affecting many aspects of the game.
Many character races are specific to the world, such as human races.
Most of the classes receive modifications, especially the core ones. Many other classes and variants are used.
Combat is modified by initiative adjustments for weapon speed factors and casting time, hit locations, crtics and fumbles and other stuff.
Magic is using Spell Points system (UA), and many variants and options.
Psionic are used, using a mix of 1st, 3.0 and 3.5 editions.
For the PbP specifics, i don't intend to use any dice roller.
I would rather trust players, who would roll their dice and announce the results.
In mundane situations, average results would be used on base 10 (take 10), to save time.
As i said, these are just basics, despite these technical details, my campaigns rely more on roleplaying than rules or dice rolls.
To be honest, this PbP would also be a playtesting ground for me, as i am constantly working on my system and my world.
Let me know if anybody would be interested...
Laters,
SeldrisS

Seldriss |

Well, some things are like a regular game around a table, some others are different.
The DM places a situation.
The players react, declaring their actions/reactions, by initiative order.
Sometimes they declare different options to save some time.
Ex: "If the orc attacks me, i just try to parry, in full defense. But if he attacks another character, then i flank him".
Most PbP games use a dice roller onsite or outsite (like Invisible Castle). I don't. Everybody is rolling dice in the traditional way.
In mundane situations, when actual dice rolling is not that important, i use a passive rolling (10 +modifiers). This can cover some skills, exploration, investigations and so on.
Maps are avoided unless necessary, in which case i post them somewhere to be seen. But in general i prefer to describe the situation in details, to avoid that. If something is unclear, feel free to ask.
Roleplaying is of course encouraged. This is the point of the game.
But considering this mode of gaming, delayed by postings, a good team spirit should be the common goal, to advance the adventure and enjoy the game.
A good rythm of participation is once a day, but not required.
If some players are more available than some others, they can help by assuring a regular attendance, occasionally playing the absent players characters. They would be rewarded accordingly (xp, opportunities for roleplaying).

Seldriss |

When we have a decent group, then we'll start about creating the characters.
So far, we have a potential of three players. One more would be nice.
I might have one of my regular players to join. That would be helpful for the other players to have someone already familiar with my type of DMing, system and world.
For the creation of characters, i will be assisting you, as there are many variants from the core, for the races and classes (see first post).

Eldon Tindertwig |

Could I round of the group as a fourth character? This will be my first PbP, but this one seems more interesting than the other ones I have read about. I like the idea of no map, but deep narrative, because this is what I did as a boy, out in the woods with my friends... Good times...

Seldriss |

Allright, sorry again for the delay folks.
It took me longer than i thought to finish a few things before i could devote myself to this PbP game.
I should start in a few days.
The players who are interested should manifest themselves or confirm if they did already.
So far we had four volunteers, plus one of my friends who will join.
As soon as we have a reasonable pannel of confirmed players (4-6), i will get in the details and talk with the players about the characters they would like to play, helping them for the creation.
See you soon on the Moon.

Seldriss |

Without getting into too many details yet, here are some answers :
The World
The campaign setting is a massive world, more ancient than even the gods can remember, where many civilizations rose and fell.
The current major civilizations can be resumed by their equivalent on ancient Earth, like celtic, chinese/japanese, egyptian, greek/roman, indian or viking.
But many other have no equivalent and are specific to the world.
The world is somewhat under the domination of humans, through various human subraces, each linked to a specific civilization.
Non-humans have also an important place and role on the world, whether they are elves, dwarves, giants, dragons, or at a lesser degree goblinoids or savage species.
The world is so huge that often a journey from one place to another will takes months, if not years, and constitutes an adventure by itself.
It is a world of myth, where legends are often true, and where reality often becomes the stuff of legends.
Magic and surnatural touch everything, for the best or the worse, making the world heaven or hell, according to the will of the fates.
The Rules
Many houserules affect the game to the point to make it more D&D 3.75 than 3.5.
Among the main modifications :
- Many new races, core races adjusted to fit the setting
- Many new classes, core classes adjusted to fit the setting
- Skills & Feats : Combined skills, 4 points minimum, alternative crafting rules, feats reorganized with a tree system, along with talents
- Combat : Initiative modifiers for weapon speeds and spellcasting, hit locations, affecting the damage, critics & fumbles tables
- Magic : Alternative magic, enchanting, runes, rituels, schools and domains, advanced Spell Points system, mana recovery and channeling, metamagic rules for spell sculpting
- Psionics : Remix of 3.5 (mainly) and 3.0 (talents and combat modes)
- Action Points
Here you go...
But i want to mention that at start i don't think i should bring it all in, as i don't want to confuse the players.
So i consider starting on a basic way, even core, and bring in the "advanced" rules, slowly, one at a time.
I also don't think this medium (play by post) is made for a technical game. Storytelling, roleplaying and imagination should be the main point. Rules should support the game, they shouldn't restrain it.
So even if i mentioned these rules i am usually using at my table, i might not use them, according to the context.
One illustration of what i mean is in the dice rolling. As i said, i won't use nor ask the players to use any diceroller third party. Everybody is rolling dice and announcing the results. And in some situations dice won't even be necessary, base 10, base 20 or averages will be used, to keep the game fluid and fast.
The point is to play the game. Not to play the rules...
Laters,
- Seldriss -

Grimdaragh |

I was thinking of being a halfling rogue. What should I know besides the basics. Any changes that apply to your world, etc?
Depends on where you come from.
There's not so much halfling on Aanheim as far as I remember they live in some specific places.Mainly in Glenandor and Loch-Golandor (thanks to my notes)
;-).
By the way, is there any way to upload his avatar?

Seldriss |

Welcome to Grimdaragh and Lieben.
For the others, these rascals are two of my usual players.
The names Grimdaragh are referring to are names from my world.
Aanheim is the name of the world itself.
Glenandor is a domain, a sort of kingdom, green and pastoral, somewhat similar to Ireland.
Loch-Golandor is another domain, higher in the north, somewhat similar to Scotland.
Both have a "celtic" civilization, with the races you could expect in such settings, such as elves, gnomes, halflings, faeries...
But for the regions of origin of the characters, as you'll be starting at low level, you might be all from the same area. Roughly.
So whatever you create as a characters, they will receive adjustments, according to the region.
Anyway, if many halflings are gregarious and community oriented, some are curious and adventurous, so they can be found in most of the regions.
That means that a halfling rogue is fine, Eldon.

Grimdaragh |

Does the halfling rogue still recieve everything in the PHB (like +2Dex and Sneak Attack), because you said there were some changes?
The best way is to give your stats first, then Seldriss will give you any necessary modifiers bonuses and so on.
He is mainly relying on what "mental image" you got of your character.he is also open to dialog and directions.
He more than often pratice the :
"if I were you, I will but my 14 in dext and my 11 in char, but well it is your character!"
;-)
Just throw on a paper the skeleton then he will give younecessary information to complete your character by yourself.

Seldriss |

I was thinking of being a halfling rogue. What should I know besides the basics. Any changes that apply to your world, etc?
There are several subraces of halflings on the world :
- Harfoot : The classic halfling, hobbit style (cf. Player's Handbook).- Lightfoot : The typical 3.5 version, closer to humans (cf. Player's Handbook).
- Stout : More stocky and robust, living in hills or underground, closer to dwarves, (cf. Deep Halfling, Monster Manual)
- Tallfellow : Slimmer and more sylvan, clsoer to elves (cf. Monster Manual)
There are also some others, more exotic, but to keep things simple you should stick with one of these.
The Player's handbook and Monster Handbook can be used as references, but there will be some adjustments, on stats, abilities and skills.

Seldriss |

Some guidelines about character creation :
- First and before anything else, think about your character. What you would like to play. Develop a concept, without thinking about rules.
- Pick a race. If you would like to play something exotic, not usual, not in the books, tell me about it, ask me if you can play this or that. Or there is a chance i have something appropriate to suggest.
- Pick a class. Same thing, if you don't plan to play a core class, i have many additionnal classes and variants.
- Before to get into the crunch and technical, talk to me about it. Some types of characters might be appropriate and some other not.
- Then, take care of your stats. Dont' roll, use a 75 Points Buy. 1 point = 1 point, starting from 0. So if you want 18 in Strength for example, you can put 18 points.
- Don't apply any modifiers from your race, as i might have different stats that i'll give you.
- From that point i'll assist you for the rest of the creation...

Seldriss |

Nothing is definitive yet for the starting area. I'm still considering options.
But as usual i strongly recommend a coherent group, with characters who complete each other, for races, classes and alignment.
We'll see when the players confirm their participation and start talking about their characters ideas.
Then we'll try to have something coherent and compatible, and i'll adapt my synopsis to fit the group.

Seldriss |

Alright Eldon, I assume you chose the Lightfoot Halfling ?
If so, here are some adjustments :
Lightfoot Halfling
As per the Player's Handbook, plus :
Low-Light Vision
Halfling Weapons* (cf. Weapon Groups)
Athletics(Jump) +2, Climb +2, Perception +2, Stealth +2 (cf. Skills, this replaces the PH skills adjustments)
Languages : Common*, Halfling*, Regional*
Rogue
Hit Dice = d8
Bonus Feat : Lightning Reflexes*
Skills
No class skills/non-class skills. All skills are considered to be class-skills, therefore 1 skill point = 1 rank.
Some skills are folded into one : Acrobatics (balance, escape artist, tumbling), Athletics (jump, run), Perception (listen, search, spot), Stealth (hide, move silently), Use Device (disable, open locks)
There are also some new ones : Knowledge/Animals, Knowledge/Languages, Knowledge/Military, Knowledge/Monsters, Knowledge/Plants, Knowledge/Street...
No skill synergies.
Feats
I use the Weapon Groups, as in Unearthed Arcana (although my groups are a bit different).
The Rogue has Basic Weapons +2 weapon groups and you have Halfling Weapons as a bonus group.
Weapon groups can be converted into feats, and the opposite.
I use a faster feat progression : 1 per 2 levels (1/3/5/7/9...).
Equipment
I use 1d8 for the scimitar's damage (1d6 for small size).
Miscellaneous
I would prefer no CN alignment (too disruptive), but we'll see.
Olidammara is not present on the world.
Notes
When you see a * for a feat or a language, it means it's free.
For Fortune's Friend i don't have the Complete Scoundrel with me here to check (i'm at work). I'll check alter at home and let you know.

Eldon Tindertwig |

Alright, I am now Chaotic Good. I used one weapon class bonus to take Martial Weapons (for the scimitar) and the other I turned into a feat: Two Weapon Defense. I switched around the skills, so I think their right, now. So, all I need is the background story. You want me to be elaborate? Is there anything I should know about halflings in this world? etc.

Seldriss |

With the Weapon Goups system, the Martial Weapons or Exotic Weapons don't exist as groups.
Weapons are organized into groups by analogy (Bows, Light Blades, Heavy Blades, Curved Blades, Maces, Polearms and so on).
Only Simple Weapons is kept, for the basic ones (club, dagger, staff).
Check the Unearthed Arcana.
On your character "sheet", don't forget to mention which feats are free with the * (ex: Lightning Reflexes*).
For your background, you can start thinking about it, of course. That's even better to think about the background before building the character. But don't ellaborate a lot, stay basic, as i might add/modify/remove some stuff.

Seldriss |

Sure.
So your feats (1 +2 groups) would be :
Simple Weapons* (club, dagger, staff)
Halfling Weapons* (dagger, darts, short sword, sling)
Lightning Reflexes*
Power Attack*
Weapon Finesse*
Curved Blades (falcata, falchion, sabre, scimitar)
Two Weapon Fighting
Two Weapon Defense
(I forgot to mention that WeaponFinesse and PowerAttack are free feats for all, considered actually as combat maneuvers and not feats).
I use a variant of TwoWeaponFighting and TwoWeaponDefense :
TwoWeaponFighting gives a +1 deflection bonus to AC in defensive combat or full defense (in addition to the normal effects).
TwoWeaponDefense gives a +1 deflection bonus to AC, +2 in defensive combat or full defense.
The two bonus do not stack, the second replaces the first.
So you can add to your AC section : +1/combat, +2/defensive combat or full defense (note them aside, as they are conditional).
In defensive combat you can take a -2 to attack, to get a bonus +2 to your AC (so +4).
In full defense you cannot attack but you get a +4 to your AC (so +6).
You can alter your attack bonus with the scimitar, as you can use WeaponFinesse with them, and thus don't suffer a -1 from your strength, on the contrary, you get a +4 from your Dex. So your total attack is +5 with 1 scimitar or +3/+3 with 2 scimitars.
But you still suffer a -1 from Str to the damage.

Seldriss |

Sorry, no. PowerAttack and WeaponFinesse are innate feats, free for all. They are actually considered as combat tactics, not really feats anymore.
You cannot exchange any of them for another feat, even if you don't have any use for them (like a rogue with light weapons towards PowerAttack).
Same thing if your class gives you another feat for free (like LightningReflexes for Rogue), it cannot be exchanged for another one. At best it can sometimes be improved, but that's all.
Good for the modifications on your "sheet", but you should mention your weapon groups (simple weapons, halfling weapons, curved weapons) in your feats.
And add an asterisk (*) to your free feats (Lightning Reflexes*, Power Attack*, Weapon Finesse*, Simple Weapons*, Halfling Weapons*).
Some corrections on your skills :
Athletics can be used under Str or Dex.
Climb also.
Disguise is under Cha, not Int.
Perception is under Wis, not Int.
Use Device is under Dex or Int.
You also get 3 skills of choice at start (according to your Int). Each of them gets a +2 bonus (mention them on your sheet).