AWKWARD ZOMBIE

usually not funny
It is currently Thu Jul 31, 2025 5:38 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 791 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 53  Next
Author Message
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 5:55 pm 
Offline
User avatar

Joined: Sun Jan 24, 2010 1:16 am
Posts: 3439
Location: Himawari will never give up, never hide, never be defeated, never accept evil
4 players have already submitted character sheets with like 6 or 8 people with reserved spots. If anyone wants to DM a second campaign for those who get left behind, feel free.
And I just realized something: gold has weight. Like, 1lb for every 50 gold. But seth has a pack mule which you can try to leave your stuff on, or you can buy your own. Blah, these encumber rules both sicken and delight me.

_________________
AwkwardSkeleton wrote:
This is just crying out to be a signature.


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 6:04 pm 
Offline
Riku's other favorite
User avatar

Joined: Mon May 02, 2011 10:07 pm
Posts: 10357
Location: disregard my location
With the weight of gold added in (12 lbs., assuming I have to round up for the last 33ish gold I have as a remainder), I'm carrying a load of 87lbs.

Is that alright, or should I see about convincing/paying Seth to carry my gold or getting my own mule? My light load weight is 58 and my medium load weight is 116.

_________________
-K-
Image
.
ImageImage


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 6:39 pm 
Offline
User avatar

Joined: Sun Jan 24, 2010 1:16 am
Posts: 3439
Location: Himawari will never give up, never hide, never be defeated, never accept evil
Any negotiations with other players should be done via PM. And 14 str means you have a medium load if you don't do something.
Actually, even with the gold out of the picture you're still encumbered. I think just throw as much stuff as you can on the mule.

_________________
AwkwardSkeleton wrote:
This is just crying out to be a signature.


Last edited by Guyperson on Wed Feb 08, 2012 6:42 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 6:42 pm 
Offline
Riku's other favorite
User avatar

Joined: Mon May 02, 2011 10:07 pm
Posts: 10357
Location: disregard my location
Alright, I think I'll just leave it as is.

I'm probably going to regret this, but daisies being cautious.

_________________
-K-
Image
.
ImageImage


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 7:03 pm 
Offline
User avatar

Joined: Sun Jan 24, 2010 1:16 am
Posts: 3439
Location: Himawari will never give up, never hide, never be defeated, never accept evil
A medium load can make the difference between catching up with the kobold who stole your stuff and and not. And dropping your stuff mid-chase is a good way for it to get stolen.

_________________
AwkwardSkeleton wrote:
This is just crying out to be a signature.


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 9:38 pm 
Offline
Finder of Filters
User avatar

Joined: Thu Jul 29, 2010 1:06 pm
Posts: 1085
Location: In a Scopedog, somewhere.
Could someone make a "How to fill out a character sheet" tutorial for those of us who've never played before?

_________________
tumblr


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 10:28 pm 
Offline
User avatar

Joined: Wed Jan 05, 2011 7:46 pm
Posts: 1234
Location: ◥▶̸̱◀◤
I'll paraphrase what the Player's Handbook says about character creation, and if you have any more questions my inbox is always open.

1. Check with your Dungeon Master. Be sure you know about any house-rules or variants that are being used, and take a look at what the rest of the party is doing so that your character fits in with the rest of the group. Guyperson did list some specifics in the first post, so be sure you read those before you do anything else.

2.Determine ability scores. Normally you would roll for these, but Guyperson has already laid out how he wants you to do them. We're using 28-point buy. So basically, you have a pool of points that you get to put in to each stat. The actual conversions of points to ability scores are listed in the first post.

3.Choose your race and class. Pretty straight-forward. Just pick what looks good to you.

4.Assign and Adjust Ability Scores. Normally, this is when you would assign the scores you rolled earlier, but because we're using point-buy, you can skip that part. However, any racial modifiers you may have are applied at this point. Ex. Dwarfs receive a +2 to CON, and a -2 to CHA, so this is when you would make that change.

5.Record racial and class features. Listed under your race will be a few random bonuses and whatnot, they should be pretty straight-forward. As for your class abilities, just be sure you know everything on the table for your first 3 levels.

6.Select skills. There will be a part in your class description where it lists your class skills. Be sure you mark which skills are actual class skills. Then, you gain ranks depending on your class. There will be a little equation that goes something like (X+Int Modifier)x4 at first level, and (X+Int mod) at every other level. At every level you get to put ranks into skills you have. Each point you have is 1 rank, and you can have a maximum of your level +3 ranks in any one skill. If you want ranks in a skill that isn't a class skill for you, every point will only buy you a half of a rank. Also, the maximum amount of points you can have is much lower. At level 3, it's only 3 ranks. Then, just be sure you know which ability modifier applies to which skill. If you're using Mythweavers, it should add these in for you.

7. Select a feat. This part is pretty simple. If you're first level, you get a feat. You can take any feat that you meet the pre-requisites for, and they should all be clearly listed for you. If you're a human, you get an extra bonus feat. Also, because we're starting at level 3, you get another feat for that level. You receive a feat every 3 levels. Feats are basically just little additional powers your character can use, or they'll give you passive benefits, like a bonus to a certain skill, or extra hitpoints, or something along those lines.

8.Select equipment. At this part, for this campaign, you receive one +1 Weapon. A +1 weapon is a magic weapon that receives a +1 bonus to both attack and damage rolls. In addition to this one weapon, you also have 1000gp to spend on anything else. Most items should also have a listing for their weight, and because we're actually using carrying capacity in this, you'll want to be sure to record those weights. For most characters, you'll want to at least buy some sort of armor, maybe a shield, and then standard adventuring gear. Trial Rations are a good choice, and most adventurers carry some sort of backpack, a bedroll, and a waterskin. If you want more guidelines, there are starting packages listed under the classes.

9. Record Combat numbers. Things like Hitpoints, Armor Class, Initiative, Attack bonuses, Saving Throws. Most of these should be simple fill-in-the-blank. Just see what the box asks for, find the bonus, and fill it in. Your saving throws are listed on the table for your class, as well as your Base Attack Bonus. Your hitpoints are determined by rolling your hit die, which is listed under your class description. Ex: Barbarians have a d12 hit die, so they roll a 12-sided die for their hitpoints. And then you add your constitution modifier for each level. You receive maximum hit points for your first hit die. You'll want to check with Guyperson on the exacts for hitpoints though. I don't know if we're rolling, or taking the average.

10. Details. And then you choose everything else. Name,Gender,Age,etc,etc,etc.




So yeah, that's a pretty basic guide, so if anyone wants to add to it, or simply post a better one, please do so.

And if you have any specific questions, I'm a lot better at answering those.

Really, there are a lot of numbers involved in a 3.5 character, so just take things slow, and don't let it intimidate you. It's not too tough once you know what's what.

_________________
haha no


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 10:30 pm 
Offline
No face
User avatar

Joined: Sun Feb 20, 2011 8:18 pm
Posts: 13531
This is mostly why I've never played DnD. I like the world-building, the characters, the roleplaying, all of that. But I hate the numbers bit. Rolling up stats, focusing on encumbrance, size modifiers, etc. It's not bad in electronic games because the system is unobtrusive, but in pen and paper it is just far too noticeable for me to enjoy the game.

_________________
Stuff goes here later.


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 10:45 pm 
Offline
User avatar

Joined: Wed Jan 05, 2011 7:46 pm
Posts: 1234
Location: ◥▶̸̱◀◤
Yeah, that's a pretty common sentiment.

Although really, once you actually get the game going, most of the numbers you actually need to know boil down to just "What do I add to this die, and how high do I need to roll to win".

The rest is, well, role-playing.

But yeah! I don't want to derail the thread into common D&D discussion, so I'll just stop right there.

_________________
haha no


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 11:04 pm 
Offline
User avatar

Joined: Thu Jul 29, 2010 10:22 am
Posts: 1113
Location: over there *points*
I'd advise maybe one other person getting a mule.
* They have a ridiculous encumbrance rate.
* they can graze for food when outside, meaning you wont need as much food for them. (but do buy some for in the dungeon!)
* We already have one, so why not two?
an most of all:
* They're only 8 gold.

_________________
Image


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 08, 2012 11:39 pm 
Offline
User avatar

Joined: Tue Jul 21, 2009 2:15 am
Posts: 566
Location: Somewhere else
LordSeth wrote:
I'd advise maybe one other person getting a mule.
* They have a ridiculous encumbrance rate.
* they can graze for food when outside, meaning you wont need as much food for them. (but do buy some for in the dungeon!)
* We already have one, so why not two?
an most of all:
* They're only 8 gold.


I think I'm gonna get one. If we count gold weight then I add 15 pounds and get like 4 pounds away from being in the heavy weight range.



*EDIT*
I got a mule along with a chest and a good lock on it. Feel free to let it hold stuff.
*/EDIT*

_________________
Image


Last edited by Koeqepp on Thu Feb 09, 2012 12:32 am, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 12:17 am 
Offline
User avatar

Joined: Sun Jan 24, 2010 1:16 am
Posts: 3439
Location: Himawari will never give up, never hide, never be defeated, never accept evil
Alright, first a thing on the character sheets. Krom lists his damage as 2d6+1 when it's +7 because of 1.5 strength bonus, and its attack bonus should be +8 because of the magic +1. I didn't bother calculating what should be on the Warhammer. Shareem's attack with a sickle should also be at +3, because magic bonus AND I'm pretty sure lvl 3 bard's have +2bab. Cade's attack should be at +3, because 3bab+3dex from weapon finesse+1 magic-4dual wielding, and when only using one weapon it should be +7. So when you do that rage thing to attack thrice it should be +1 for all three attacks.

Second, if I get a 5th character sheet from someone I'll start the adventure and let the 6th just jump in. If you'd like to take the place of one of these 6 on the grounds of having a reserved spot, if it was before them then off-screen gladiatorial combat (or not if the party balance would shift for the worse), if not then hey, they did reserve a spot first and get their sheet made up first. Hopefully someone else has a campaign they'd like to run to take you.

_________________
AwkwardSkeleton wrote:
This is just crying out to be a signature.


Last edited by Guyperson on Thu Feb 09, 2012 12:45 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 12:26 am 
Offline
User avatar

Joined: Wed Jan 05, 2011 7:46 pm
Posts: 1234
Location: ◥▶̸̱◀◤
Light Picks are light weapons, so the penalty is only -2.

Oh and just in case you were wondering, the second pick is masterwork, which is why it keeps the same attack bonus as the +1 weapon, but not the damage.

_________________
haha no


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 12:43 am 
Offline
User avatar

Joined: Sun Jan 24, 2010 1:16 am
Posts: 3439
Location: Himawari will never give up, never hide, never be defeated, never accept evil
Well that would mean your attacks are... 5/5 and 3/3/3. Alright. But I noticed another mistake in my post so I can still fix that.

_________________
AwkwardSkeleton wrote:
This is just crying out to be a signature.


Top
 Profile  
 
 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 09, 2012 12:49 am 
Offline
User avatar

Joined: Tue Oct 25, 2011 1:12 pm
Posts: 2985
Location: argh
I'll get to making my sheet on friday

Also because of level adjustment and the requirement to take two levels in Monstrous Humanoid I won't have any levels in rogue when we start, so it's good that we have another rogue.

_________________
Great Job!

3DS Friend Code is 4742-5561-2615. If you add me send me a PM so I can add you back c:


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 791 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 53  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 16 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group