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| Squark |
Posted: Jan 11 2009, 12:51 PM
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God of something, we're not quite sure what Group: Members Posts: 165 Member No.: 20 Joined: 29-March 08 |
Who'd be interested in play module B1: The Keep on the Borderlands? I guess I got a bit ambitious the last few times, so this seems like a better choice.
I'd have to walk you guys through the steps of building a 1st edition character, but they don't call this the D&D basic rules for nothing... I'd like 6-8 players. Also, does anyone know a online dice roller? Or know of an online D&D basic edition character sheet? Notes on House rules: You CAN choose your class, but you must place your ability scores so as to make that class legal. Classes: Cleric: Similar to the clerics you are familliar with, clerics have wisdom as their prime requisite (Important ability score. 13 or greater wisdom will give a cleric +5% XP, 16+ will give the cleric 10% more XP). Note that you cannot cast spells until level two, but you can turn undead from the start. Not that since this is old-school D&D, you are limited to blunt weapons. Clerics have d6 HD, and advance quickly. Dwarves: Essentially the equivilant of a dwarven fighter. Dwarves' most important ability score is strength (13+, +5% Xp, 16+, +10%), but a dwarf must have a constitution of 9. Dwarves can't use really big weapons like 2 handed swords or longbows, but can use any other weapon. Dwarves are also very good with stonework, and have double the normal chance to notice unusual stonework (1-2 on 1d6). Dwarves have infravision, and speak additional languages (Gnomish, Dwarvish Kobold, and Goblin). Dwarves also have excellent saving throws. Dwarves have d8 HD, but advance somewhat slower than fighters. Elves: Essentially, they're Fighter/Mages. Elves have two prime requisites, strength AND intelligence. In order to receive a +5% bonus to Xp, Elves must have a 13 in BOTH ability scores. However, to receive a +10% bonus, only Intelligence must be 16 or higher, strength may remain at 13. Elves function as both fighters and magic-users. They also have infravision and double the chance to find secret doors (1-2 on 1d6), plus immunity to the paralyzing touch of ghouls. In addition, they speak extra languages (Elvish, hobgoblin, orc, and gnoll. They have d6 HD. Unfortunately, Elves take twice as long to advance a level as a fighter does. Fighters: They can wield any weapon and armor, and have strength as their only prime requisite. They also sport d8 HD, and are the baseline for level advancement. Haflings: Halfings are like fighters. They have both strength and dexterity as their prime requisites, but only a 13 in one of them is necessary for a 5% bonus, and 13 in both abilities is worth +10% XP. Haflings however cannot use two-handed sword or longbows, and must have a 9 in BOTH Dexterity and Constitution. Haflings, like dwarves, have excellent saving throws. They get +1 to hit with missile weapons, and a -2 bonus to AC against a creature bigger than a human. Haflings get an additional +1 to initiative, in addition to their dexterity bonus. They are also very stealthy (90% chance of escaping notice in the wilderness, 1-2 on 1d6 chance in a dungeon if they have concealment of some sort and stay still). They have d6 HD, and advance just as fast as a fighter does. Lastly, they speak Hafling. Magic-User: Magic-Users have Intelligence as their prime requisite. They cannot wear armor, and can only use daggers as a weapon. They have only d4 HD, and advance slightly slower than a fighter. However, they possess very powerful spells. Thieves: Thieves have dexterity as their prime requisite. They can only wear leather armor (no shield), but can use any weapon. Thieves can backstab, doing double damage and gaining +4 to hit, if they are unnoticed. They also have a variety of theivery abilities. They have only d4 HD, but advance faster than any other class. Thieving Abilities Level 1: 15% chance to Open Locks (OL), 10% chance to find/Remove traps (FRT), 20% chance to pick pockets (PP), 20% chance to move silently (MS), 87% Climb sheer Surfaces (CSS), 10% Hide in Shadows (HiS), 1-2 chance to Hear noice (HN) Ability scores and alignment explained in the next post. |
| Squark |
Posted: Jan 11 2009, 05:35 PM
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God of something, we're not quite sure what Group: Members Posts: 165 Member No.: 20 Joined: 29-March 08 |
Ability scores
Like always, there are six character abilities. Each score is measured like so: Worst: 3 Very bad: 4-5 Bad: 6-8 Average: 9-12 Good: 13-15 Very Good: 16-17 Best: 18 Each score has a couple of bonuses/penalties associated with it in the D&D basic game. Strength: Worst: -3 to hit, damaged and door opening (if the door is jammed or the like) Very bad: -2 to " " Bad: -1 to " " Average: No bonuses or penalties Good: +1 Very Good: +2 Best: +3 Dexterity: Worst: -3 to hit with missiles/+3 AC/-2 to innitiative Very bad: -2/+2/-1 Bad: -1/+1/-1 Average: no adjustment Good: +1/-1/+1 Very Good: +2/-2/+1 Best: +3/-3/+2 Constitution: Worst: -3 hp per hit dice Very bad: -2 hp per HD Bad: -1 hp per HD Average: You know the drill by now... Good: +1 hp per HD Very Good: +2 hp per HD Best: +3 hp per HD Intelligence: Worst: You have trouble speaking, and you are illiterate. Very bad: You are illiterate. Bad: You can write simple words in common and, if you're a demi-human (non-human), you're native tounge. Average: You are literate, and can speak normally Good: You know an extra language Very Good: You know 2 extra languages Best: You know 3 extra languages Wisdom Look, it follows the traditional pattern. Wisdom modifies your magic-based saving throws. Charisma Worst: -2 penalty to NPC reactions, you can only have 1 hireling (called a retainer), and they're not very loyal (Morale score 4) Very bad: You have -1 to NPC reactions, can only have 2 retainers, and they have a morale score of 5 Bad: -1 to NPC reactions, 3 retainers, 6 morale Average: 4 retainers, and they have a morale score of 7 Good: +1 to NPC reactions, 5 retainers, 8 morale Very good: +1 to reactions, 6 retainers, 9 morale Best: +2 to reactions, 7 retainers, 10 morale Unlike normal D&D, there are only 3 alignments; Lawful, Neutral, and Chaotic. Lawful Characters behave lawfully, Neutral characters are border-line apathetic, and Chaotic characters are in it for themselves. Your allignment also gives you a bonus langauge, spoken by intelligent species of your allignment. I think I've given you guys enough to digest for now. |
| Shades of Gray |
Posted: Jan 11 2009, 11:12 PM
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![]() Badass Leader of Team Dai-Gurren Group: Members Posts: 348 Member No.: 21 Joined: 9-April 08 |
GAH! Format that please, it's very hard to read...
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| Memnarch |
Posted: Jan 11 2009, 11:21 PM
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![]() Lord of Artifacts Group: Moderators Posts: 720 Member No.: 5 Joined: 12-February 08 |
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| Squark |
Posted: Jan 12 2009, 12:03 AM
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God of something, we're not quite sure what Group: Members Posts: 165 Member No.: 20 Joined: 29-March 08 |
GAH! Vista strikes again... The stupid computer keeps doing that, sorry. Fixed it.Thanks, Memnarch.either of you two up for this?
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| Shades of Gray |
Posted: Jan 12 2009, 12:11 AM
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![]() Badass Leader of Team Dai-Gurren Group: Members Posts: 348 Member No.: 21 Joined: 9-April 08 |
I'm swamped with PbPs. Just joined a game of Inquisitor, already have a 3.5 game going. And I've applied for a 4E campaign,=.
If any of these die/never start, I'll look here. You'd probably have more luck recruiting on the Gitp boards... EDIT: And under dex, it says your AC decreases when you have more Dex... |
| Squark |
Posted: Jan 12 2009, 12:21 AM
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God of something, we're not quite sure what Group: Members Posts: 165 Member No.: 20 Joined: 29-March 08 |
Yeah, its supposed to.-10 AC was good prior to 3rd Edition.Wierd that, eh?Also, I took your advice and moved to the GitP boards.
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| Shades of Gray |
Posted: Jan 12 2009, 12:48 AM
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![]() Badass Leader of Team Dai-Gurren Group: Members Posts: 348 Member No.: 21 Joined: 9-April 08 |
Oh right, THAC0... The only good that comes from THAC0 is... The Goblins character.
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| Squark |
Posted: Jan 12 2009, 12:19 PM
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God of something, we're not quite sure what Group: Members Posts: 165 Member No.: 20 Joined: 29-March 08 |
Eh...
It is confusing at first, but it makes sense, after a fashion... |
| Squark |
Posted: Feb 14 2009, 11:45 PM
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God of something, we're not quite sure what Group: Members Posts: 165 Member No.: 20 Joined: 29-March 08 |
Just double checking that noone here is interested in joining at a later period in the keep itself (post in the recruitment thread in the Giantitp forums if you are)
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