
GMEDWIN |

If there is an interest, I would love to run the "Fires of Zatal" in the Maztica setting of Forgotten Realms.
It is a really cool adventure that can have characters from both the Faerun as well as Maztica... I would like to have a bit of a mixed party. So a couple from regular Realms and a couple from Maztica.

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I don't have any of those books anymore. I can download some of them, though.
Unfortunately, WotC has not released the PDFs of any of the rule books for 2nd edition, but there is a really good 2nd edition retro-clone out there: For Gold & Glory.
Also, WotC did release re-prints of the three core books, if you have trouble finding original copies for sale.

Nohwear |

GM Goblin King wrote:I don't have any of those books anymore. I can download some of them, though.Unfortunately, WotC has not released the PDFs of any of the rule books for 2nd edition, but there is a really good 2nd edition retro-clone out there: For Gold & Glory.
Also, WotC did release re-prints of the three core books, if you have trouble finding original copies for sale.
Actually, many of them are on sale via Drive Thru RPG.

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Actually, many of them are on sale via Drive Thru RPG.
But not as I said, any of the 2nd edition "rule" books... No Player's Handbook, no Dungeon Master's Guide, and no Monstrous Manual.
Which is why I specifically mentioned the "For Gold & Glory" retro-clone and why I singled out the "core three" books as having been re-printed by WotC... :-D

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Silly me, I never noticed that before.
With 280 items for 2nd edition alone, it's easy to do. :-)
Personally, I don't need the core three books on PDF because I still use my "Core Rules CD-ROM" to run my 2nd edition games; but I know that there IS a need for them, as not everybody has access to that program or is still in possession of their old 2nd edition books...

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I think a 25 pt. buy is fair.
I'm not the one who will be running this game, and so it's obviously not my call, but the 2nd Edition Player's Handbook only has one a "point buy" option, and if you utilize the "Player's Option: Skills & Powers" book, but all of the "point buy" systems offered in 2nd Edition are different than those of 3rd Edition and Pathfinder...

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I'm not the one who will be running this game, and so it's obviously not my call, but the 2nd Edition Player's Handbook only has one a "point buy" option, and if you utilize the "Player's Option: Skills & Powers" book, but all of the "point buy" systems offered in 2nd Edition are different than those of 3rd Edition and Pathfinder...
Wow!
I apologize for such a confusing post; I ran out of time to edit it properly.
What I was trying to say, is that there is only one "point buy" option listed in the 2nd Edition Player's Handbook, and if you include the "Player's Option: Skills & Powers" book, you are provided with three additional "point buy" options, but, all "point buy" options presented in 2nd Edition are different than those of 3rd Edition and Pathfinder...

GMEDWIN |

HI, I think the best option for character creation is method 8.
Method VIII: The player assigns 24d6 among a character’s six ability scores. Each
ability score must have at least 3d6, but no more 6d6, devoted to it. If the player desires a
character with a high Strength, he could devote 4d6, 5d6, or even 6d6 to that ability.
Next, the appropriate number of dice are rolled for each ability, and the total of the three
highest results become the score. Any and all other dice rolled for that ability are
discarded.
For example, Leon wants to create a rogue character using this method. He decides to
divide his 24d6 as follows:
Strength 4d6
Dexterity 6d6
Constitution 3d6
Intelligence 4d6
Wisdom 3d6
Charisma 4d6
Leon rolls the number of dice he assigned to each ability and records the results:
Strength 5, 2, 5, 4
Dexterity 6, 5, 3, 1, 3, 4
Constitution 6, 1, 2
Intelligence 5, 4, 3, 3
Wisdom 4, 4, 2
Charisma 6, 4, 2, 4
Taking the three highest results from each set of dice and discarding the results of the
other dice, Leon’s rogue character has the following ability scores:
Strength 14
Dexterity 15
Constitution 9
Intelligence 12
Wisdom 10
Charisma 14
About the setting, I am not sure what you are asking about the Maztica setting. The game will start in the Amnite settlement of Helmsport-Ulatos. So this is good because it explains why Faerunese characters will be available. There should be some animosity and distrust between PCs who are native Maztican whether Payit or Dogpeople and Faerunese. The fun part of roleplaying.
If you need any information about the Maztican kits, i can paste them here if you would like. Both Jaguar and Eagle Knights are fighter kits but they do get druid powers later.

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I am not sure what you are asking about the Maztica setting.
I'm asking, because the setting, by default, for example, does not have elves or half-elves that are native to the setting, or have standard native mages or clerics, instead using pluma and hishna weavers (which, while similar to the mage and cleric, are not the same thing); especially since you mentioned that there should be some distrust and animosity between the natives and the Faerunese, I personally would find it hard to believe that there would be any native characters embracing foreign magic (i.e. becoming a "standard" mage), or that the native thief class does not have access to "pick-pockets" because native characters do not have the same sense of personal possession that a foreign character would.
The setting does not have most of the standard Player's Handbook classes for that matter, and those that it does have (like the thief), are modified to fit the setting better. There are other differences as well... But it's those sort of things that I am asking about because to me (and granted, I know I am not the one who is going to run this, and it is ultimately your call), it's these small, little details that make a setting like Maztica stand out from other settings and indeed, other areas of the Forgotten Realms...

GMEDWIN |

Cool, I wasn't sure what you wanted to know :)
Yes a magic user like Wizard would have to be Faerunese. But clerics can use similar magic as in the rest of the realms albeit from one of the local gods/esses.
Which is why it would be fun to have a mixed group from both Faerun and Maztica.
So character wise: Races open to Maztican natives are:
Human, Halfling, Dwarf, Half-Orc
A non-Maztican can be any of the other core races....
Class wise: Maztican natives can be pretty anything but a wizard or mage. Look up the kits in the maztica setting guide or the different "handbooks" for really cool kits.
A non-maztican can be anything, if you want to be a Wu-Jen sorceror or a Sinbad type sailor who ended up in Maztica that is fine by me... A cool backstory would be key.
I hope I answered the questions well.

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The hishnaweaver is actually a rogue subtype. :)
With access to divine magic!
Something I did forget however, is that both Feather and Talon magic (Pluma and Hishna) was divine magic even though Pluma Weavers had spells that were very much like that of arcane magical spells...
Regardless, your game, and you've made your call. It's all good... :-D