Mix and Match
Alrighty guys and gals. This is the page for the campaign. Please read this page to make note of all the variant rules and little add-ons that I am planning to use. I don’t really consider this game to be 3.5. It is more 3.me.
Skill Groups: Each class will have a certain number of skill groups that I will give to them. Please note that you can only put points into the group that you have when you level up as that class. This is mostly for characters that are multi-class. Let me know what your classes are and I will tell you what groups you get.
Here is an example to explain what I mean by this. Say you are a multi-class wizard/fighter. As a wizard you get access to the Mysticism group. When you level up as a wizard, you are allowed to put as many points as you want to in this skill group up to the maximum [(level+3)/2]. When you are a fighter, however, you cannot put any points into this group, but can still buy ranks normally.
There are no longer any cross class skills. There are still prohibited skills though. This mainly to deal with Use Magic Device. I am also willing to create new groups if you can give me a good reason to.
Defense Bonus: I hate the idea that a 15th level fighter with no Dex bonus has only a 10 AC without feats. That makes no sense to me. So, I am adding the Defense bonus variant from UA. Let me know what your class levels are and I will let you know what your defense bonus is.
Reputation: I have never been a fan of the Leadership feat, so I am throwing that out. Instead, I will implement the Reputation system from the Wheel of Time game. There are two mechanics to this. The first is essentially how well known you guys are. If people know of you, it will give you some bonuses or penalties depending on what you are doing.
The second is the more fun one. Starting at 8th level (who knows if we get there), I will allow you to make a Reputation roll. With this roll, you can attract followers, similar to a cohort. You essentially get a maximum level of characters that you can attract and can split those levels up among however many different followers you want.
Poisons: They will be much more dangerous in my game. The first thing I will do is make poisons cause partial damage. The second thing I will do is increase some of the DC’s. The third thing I will do it make them harder to heal. The forth thing I am considering is making poisons cause even more damage over time, or at least some poisons will be able to do this.
Please note that poison use is NOT an inherently evil act.
Massive Damage Threshold: This will be changed to 10 or 15 +2 / level or HD. This is only for if you have a Con score, so I think Jay might be happy. The DC will also be variable (15 + 2 / 10 damage taken).
Action Points: I will refer to these interchangeably as Style Points. You get these only at level ups and when I decide to award them. You get them for doing something that is very in character or doing something pretty awesome. I am the sole judge on whether or not someone gets the point but I am always willing to accept suggestions.
Level adjustments and racial HD: You should already know what I am willing to do with this. Remember to let me know what you are planning so I can break them down as necessary.
Creation of fun stuff: Anything you guys want, I am willing to make not average for you. Familiars, animal companions, special mounts, or regular mounts. Anything you guys want I will roll up for you. It might have extra HD or higher Str or whatever I feel like giving it. So the best time you want to talk to be about this might be right now because I am in a very good mood.
Pets: This is kind of an addition to the above. If you guys want pets, let me know. You character could be a falconer without actually being a ranger or druid. You could also have a pet Irish wolf hound (for all my Irish buddies out there) that is fucking bad ass. Just know that it could die but it could also be very useful for you.
Death and Dying: I have never really liked how predictable death was in DnD. The fact that you have up until -10 HP to live has been… annoying. So, I am implementing a variant from Unearthed Arcana. This makes death a little more fun. The entire -10 thing has been thrown out the window. There are a bunch of rules that come with this but it is my job to know them and your job to tell me when you get down low enough for this to apply. The coolest thing about this, though, is that you can be at 1 HP, get hit for 20 damage, and still survive.
Flaws: You can take one flaw at character creation (must be at character creation unless I say otherwise) in exchange for one feat. Whatever flaw you want, however, must be cleared by me regardless if you find it in the books or not.
Good and Evil: This is a concept that I have always had problems with in DnD. In this world, I have essentially thrown it out. I much rather prefer the dichotomy between Law vs. Chaos. Good and evil are still there but they are not as clearly defined. Shades of grey are still allowed. If you consider your character good, you can murder someone IF your character truly believes it is for the greater good. Odds are your character might want to seek atonement and we can RP that out.
Sleeping and spell regeneration: One other thing that has annoyed me to no end in DnD is the fact that elves are touted as being so connected to magic and yet still have to wait the same 9 hours that every other race has to wait to get back their spells (8 hours ‘rest’ + 1 hour studying). I am changing this to ‘You just have to sleep for however long it takes you to sleep and then study for an hour to get spells back’. Mechanically, this means that elves only have to wait the 4 hours + 1 hour of studying to get their spells back or memorize new ones. However, anyone with a Ring of Sustenance only has to wait 2 hours + 1 hour studying to get their spells back or to memorize new spells. Seeing as how this makes Rings of Sustenance much more valued, their cost and rarity will also increase accordingly. If someone wants to buy one, let me know and I will figure out the price for you. It will be a little variable.
For example, if you find yourself in the position where you would have to kill an unarmed prisoner because you are on a mission of utter secrecy and cannot risk the possibility of being discovered, do it. It will not affect your alignment as long as its a rare enough occurrence.
Send me your back stories via messages or e-mail and not as comments on this page. My e-mail is williamtninh@gmail.com. I would rather others not know your back stories before I do but if you are talking with someone else about ideas floating through your head, that is fine. I will let you know how many levels you get for the story probably within a day of you sending it to me. Take your time with them. You have two weeks before we officially start this game up. You will also know how many Action Points you will start the game with. This will be a little random so I will be rolling dice for it.
Please feel free to ask any questions you may have about the game or various rules and whatnot. Remember that my games are very player oriented because of the fact that I am not always willing to be nice to you guys. This means that I like to run gritty games where people WILL die if you act stupidly or if the dice say you do.
Mix and Match Comments
Couple fixes to the synopsis: not all the bandits were orcs and two wererats got away.
sounds about right
So where we left off: Got a job to explore a place. We must draw pictures of interest inside the place (or make a map). Ran into swamp area. Killed a buncha orcs, a few ran off. Found some building and we are currently exploring it. Killed a buncha were-creatures, one got away. Got to an old spiral staircase. Went up to a room. Opened a bunch of chests and such to get stuff inside. We stopped when we needed to get a book from behind the closet. Need to disarm the trap using dispel magic or such. We ended resting and identifying some items.
So I guess, it’s rest up, ID stuff, and head downstairs after getting the trapped book from the shelf.
So if its cool with everyone else, this Monday we will be playing Will’s game, then the next Monday Jay’s and then on the third Monday (24th) we’ll test play my game so long as it is cool with everyone. I’ll give you guys a rundown on the system on either of the two upcoming Monday’s.
That might actually work well for me. I could step back after this little adventure is finished so that you can play test your game. Because I will be at the EMT class starting next week, I don’t know how much time I can devote to the game and taking a step back would be a good thing.
Just throwing this out there as it is up to you guys and Will to decide when, but I have a new system I’d like to test play sometime within the next month is there a Monday either DM would like to take a break and the players willing to try something new? a brief and skeletal outline of the game and system is up under my profile.
Got word from my brother that he’ll be a bit late (7pm @ latest) tonight. I guess we can finalize characters, equipment, and go over rules a bit until then.
Also, I e-mailed my character last night if you didn’t get it.
I understand that the threshold is is still difficult to reach but it is supposed to be difficult to reach. What I wanted was massive damage to show up more often in attacks that caused less than 50 damage.
I have thought about using the armor as DR variant but was a little up in the air about it. I am still thinking about it so I will tell you all tonight if I decide we are going to use it.
ahaha im a special at ranged
I don’t think we have any specialized ranged characters
Also, to my prev post: armor as AC would add a lot more accounting to the game.
Finally, how are we on ranged characters. Only thing that I can tell is that about half the group has bows or magic. But is there anyone who will upgrade their range weapon just in case (I will upgrade due to my weapon; Swordbow, light from Magic Item Comp)
With the defense bonus (UnArcna109) and massive damage rule in place, I would think the UA armor as DR (pg 111) should be implemented. Although the massive dmg threshold would be a concern for very lucky (or unlucky) rolls, its implementation is fine with me. It’s just that the threshold can be either 20 or 25 for us and a 5th level fireball does 17.5 damage average (reaching above the threshold still needs lucky rolls). The def bonus may be unfair to those classes originally dependant on armor (fighters, knights…). Monks, ninjas, and spellcasters (those who don’t need or can’t wear armor) get a free benefit from the def bonus. On the other hand, a full plate armor (1500gp) equals a fighter’s benefits up until level 9. However, the armor’s AC does not count for touch attacks. Of course, without armor you won’t get the nifty enchantments like energy resist or shadowed and such. But the def bonus applies to touch attacks, which makes it advantageous. Without armor, some classes can dodge attacks much better than with armor on. For example, a high level monk has a insanely high AC for what they have. On the other hand, a high level fighter gets the same AC bonus for wearing equivalent magical armor. The fighter would have to spend much $ to get that equivalent AC.
All in all: Those who do not need armor get a free benefit free. Those who depend on armor may be at a disadvantage.
Yes, I’m helping her with her character, and she’s going to be a support fighter of some kind, like a paladin or dragon shaman. Since we only have one true front line fighter (Eric) and One Backup Fighter (Me).
Ok… so now that this armor thing is settled. Does anyone know what Brooke is going to be?
man i need to start rereading stuff before i post it cause alot of that didnt make sense
i was asking justin and nick and i really dont think its just a ruling we needed. We were talking about more of just for actual game mechanics with armor and barbarians. I really wasnt trying to point out medium armor does allow you to still get the bonus.
i was asking justin and i really dont think its just a ruling we were arguing about but more of just for actual game mechanics and so on. I really wasnt trying to argue about it at all just saying everything ive found points to medium armor being allowing you to still get the bonus.
Sorry it took a while for me to say something on this but I was at the beach all day yesterday. Jay made the exact same ruling that I would make.
Next time, if you need a ruling, make sure you ask for one. Nota bene, Eric, that you never asked for a ruling. You just stated a fact and didn’t posit a request or question.
That’s correct you get fast movement, but your base speed is only 20 in medium armor.
no barbarians dont move 50 and jay i was trying to say that on monday but no one would let me talk so i just shut up. i mean im not going to try and argue with someone who does know alot more rules then me but i just had read it recently. Also i think i miss understood what nick was saying anyways i think we all got that barbarians get the fast movement but the fact that the armor gives a speed reduction keep it at the same 30’ movement.
Wait… so if I’m following this correctly he moves 50 ft. in medium armor, or did I get something did I miss something?
Okay, I’ll settle it once and for all. After this it will never be brought up again or I will shank someone! Barbarians get their fast movement of +10ft. If they are wearing anything other then heavy armor. So they do, I repeat do, get it when wearing medium armor. However medium armor drops your speed. As you can clearly see on the chart under armor, someone wearing medium armor with a normal speed of 30ft. it becomes 20ft. with the Barbarian fast movement, you are just back to where you started. So yes, you get the bonus, but no you are not actually any faster then a normal human. Okay? Settled? I think so, and I know all!
nick if you actually read everything in those links it says medium armor is fine with fast movement every time
eric remember the exact quote jay had you repeat like 5 times? medium armor equals 30 feet? i think it is settled
A link to official errata updates are here for 3.5: http://www.wizards.com/default.asp?x=dnd/er/20040125a
You would want to check this out if you are a barb: http://www.wizards.com/default.asp?x=dnd/cwc/20041209a
It explains the implications and restrictions on their abilities.
I found this link http://www.d20srd.org/srd/classes/barbarian.htm
and i found this quote from “Some classes have abilities that can only be used in light armor (e.g., a rogue or monk’s evasion, a ranger’s combat style) or light and medium armor (e.g., a barbarian’s fast movement).” from http://www.wizards.com/default.asp?x=dnd/playdnd/20070317a under Armor and Shields second paragraph.
Check the Wizards of the Coast website to see if they released a correction errata FAQ pdf file. I remember the file being on the site somewhere. It might clear things up.
so which is it?
Ok…
The description of the Speed Bonus for barbarians contradicts itself… Says first it only applies while wearing no armor, light armor, or medium armor. Then the next sentence in the example it says when a human wears no or light armor, that he gets the bonus and if hes wearing medium armor or medium load he doesnt get the 10 feet bonus.
Defense bonus will pretty much exactly be what you find in Unearthed Arcana.
Skill groups can get confusing so its no problem. Here are the quick answers to your questions: Yes, Yes, Yes to the regular max of (level + 3). The point of the skill group system is to have a bunch of extra skill points, especially if you are a rogue. This makes it more likely that you guys have shit like Profession (sailor) and other thing like that. I like characters that have skills in more than just Hide and Move Silently. It helps with character backgrounds and whatnot.
hey so are we doing armor bonuses as they have them in unearthed arcana? if not, what would my armor bonus be for 3rd level human paragon and 2nd level cleric?
ok so I need clarification on skills and skill groups, so lets just say I put one point into the social skill group, does that one point then gets applied to the 4 skills in that group? so I’m essentially getting one rank in each skill for one skill point? and if so can we then buy up individual skills above the normal max (level+3/2)on a 1 for 1 basis?
Or does the skill groups just give us access to those skills and I have to put points into the individual skills? Because if the max rank I can have in any given skill is 4, then I have a bunch of extra skill points. I know I’m probably the only one not understanding this, but Im a bit lost…
lol, Seregon for the win!
and i just wanted to note that joe and i used the same elf name generator because my character and one of the elves in his description have the surname of Seregon =)
so the area in my character description pretty much exactly overlaps the Mirror Isle area that Joe described. so from what it sounds like is there any problem with having the island and pirates in my description be from that area but not be one of the mirror isle islands? and if there is any problem or we just want to make a small island off any coast the actual location of my island is not REALLY important by any means.
all i need is an island somewhere…
Anyone make another in the south east part of the continent? Was going to make a mountain range there.
Hey so just a heads up for everyone I posted the description of the Mirror Isles Under the Wiki tab o this campaign. And Will now that its set up as a wiki you can move it where ever you would like.
I dont know if you guys noticed but i think we all forgot about chris.
Will, I sent you a copy of the islands description, if it works for you then just let me know and I can post it under the wiki or something, with correct format.
That is fine. Just let me see what you have when you have it and I will come to a final decision.
Ok well if Nick or you don’t oppose I am writing a description (Likely for the smaller islands). They are known as the mirror islands and I will post the regions description soon, and then you can ok it or change whatever you don’t like, and of course if anyone else likes how they sound anyone or everyone can be from them as well. Because the description is pretty general as there are several cities in the region that are given outlines but non of them actually described in super great detail.
There are some islands from in the northern area of the continent. There is a small grouping of islands (three of which are visible) and two single islands. The single islands are only like that because they are the only ones large enough to bother putting on the map. Both of them have smaller islands that are close by (large enough for a village or two).
I think Nick wanted to be from one of the islands but I don’t remember which one he wanted to be from.
Sounds good, now my next question is aimed at you and the group. On the continent we are located on, was there small islands on the north end of it? if so, as long as no one else in the group has already done it I am planning on being from those Islands and creating a short description of them. If there aren’t islands there then my bad, I will do something else.
There are no knowledges that are part of the basic skill groups. However, if you can justify to me the creation of a new skill group for your class that includes a knowledge skill, ok. Otherwise, they must be taken individually just like any other skills.
The only prohibited skills are Use Magic Device, which you may only have if you have access to the Mysticism skill group, and Bullshit, which you may only have if you have a 7th ability score. One of the most interesting implications of this is that clerics now have access to this ability as part of a skill group. Therefore, I feel I have to make the following ruling:
Clerics can now create wands following the same rules as wizards in wand creation. This means, if you want a wand of Bless, then buy/make it. The limitation: divine casters can only use spells from divine wands and arcane casters can only use spells from arcane wands. This means, a wizard cannot use a wand of Bless or even a wand of Bull’s Strength if the wand’s magic is divine in origin. Conversely, this also means that if a wand of Cure Light Wounds is arcane in origin (as if a bard created it), a divine caster cannot use it.
Will I don’t know if this has already been addressed and I just missed it but what do we do about knowledges, as they are not included in any of the skill groups? does everyone always have access to knowledges but they just have to be bought up individually?
Alright so I got most of my cleric of Oldimara fleshed out. So long as it is ok’d by Will I should be good at all thievish stuff except for stuff dealing with traps which I can not deal with as I have no levels as a rogue. So Jay and Eric feel free to be monsters
Going to be a rogue class for this.
Calvin here.
Jay – Perfect support character that can make a jack of all trades character: Chemeleon from Racces of Destiny (p. 111)
The class is also reprinted here: http://www.wizards.com/default.asp?x=dnd/iw/20041210b
nah don’t worry about it I got other stuff im thinking up…
Ok so I’m thinking of going for a trap specialized class or healing class now. Im leaning towards a trap specialized class but it looks like we need a healer most. Maybe I’ll do both… cleric of Olidmara, with a level or two as a rogue…? We’ll see…
Joe, If you think you could deal with the necro and lycanthrope I could go a different route. I was also looking into a changling jack of all trades type character.
Dude… I was just thinking… Be a ranger/tinker with a monkey as your animal companion/assistant. That would be interesting…
Well, I think Stephanie wanted to be a bard so she can do some healing.
Jay was a front-liner, but more of a backup fronter than a tanker.
Nick wanted to be an arcane caster that focused on Necro spells mixed with the cleric.
Don’t know what Calvin wanted yet so I will ask him later.
Jessica wanted to be a damage dealer. I think it was a dual wielding ranger.
We have no one for ranged (except Brooke maybe) and no one that I know of that can deal with traps.
You could try something like scout/rogue. Combine the sneak attack with the skirmish ability.
A cleric/monk might also be an interesting idea to try.
Another fun class that I would also have a lot of fun with is the Tinker from the Warcraft RPG. If you wanted to, I would be willing to drop the Bonus Technology feat you get at first level in favor of the Trapfinding ability. It already gets Disable Device and Search as class abilities so it makes enough sense for me to do that. But I would only be willing to do that for first level. This way, we have someone who can deal with traps but it doesn’t have to be a rogue. We already have potential sneakers (ranger and bard) so that isn’t something to worry about. And, with the way the skill group system works, anyone could become a sneaker if they wanted to.
um ill be damage dealer and or tank depending how much gold and items we get
Alright so since my character Idea is shot, I need to come up with another one so if everyone can list what role they will be serving in the group, such as tank, rogue, heal bitch, arcane caster, etc… that way I can try and fill in the missing role that would be awesome.
in case anyone needs character concepts, i am only a second level cleric and do not get healing spells spontaneously. we will need some healing to supplement or even replace me