InvisionFree gives you all the tools to create a successful discussion community.
InvisionFree - Free Forum Hosting
Welcome to Remember. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Name:   Password:


 

 In Honor Of Mister Gygax..., Yes I know I'm running late...
Squark
Posted: Jan 11 2009, 12:51 PM


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.
Top
Squark
Posted: Jan 11 2009, 05:35 PM


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.
Top
Shades of Gray
Posted: Jan 11 2009, 11:12 PM


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...
Top
Memnarch
Posted: Jan 11 2009, 11:21 PM


Lord of Artifacts


Group: Moderators
Posts: 720
Member No.: 5
Joined: 12-February 08



Two online dice rollers.

Gitp forums and Invisi castle
Top
Squark
Posted: Jan 12 2009, 12:03 AM


God of something, we're not quite sure what


Group: Members
Posts: 165
Member No.: 20
Joined: 29-March 08



QUOTE (Shades of Gray @ Jan 11 2009, 11:12 PM)
GAH! Format that please, it's very hard to read...
GAH! Vista strikes again... The stupid computer keeps doing that, sorry. Fixed it.Thanks, Memnarch.either of you two up for this?
Top
Shades of Gray
Posted: Jan 12 2009, 12:11 AM


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...
Top
Squark
Posted: Jan 12 2009, 12:21 AM


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.
Top
Shades of Gray
Posted: Jan 12 2009, 12:48 AM


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.
Top
Squark
Posted: Jan 12 2009, 12:19 PM


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...
Top
Squark
Posted: Feb 14 2009, 11:45 PM


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)
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
« Next Oldest | PbP Games | Next Newest »
DealsFor.me - The best sales, coupons, and discounts for you

Topic Options Quick Reply




Hosted for free by InvisionFree* (Terms of Use: Updated 2/10/2010) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.1815 seconds | Archive