Advertisement
If you have a new account but are having problems posting or verifying your account, please email us on hello@boards.ie for help. Thanks :)
Hello all! Please ensure that you are posting a new thread or question in the appropriate forum. The Feedback forum is overwhelmed with questions that are having to be moved elsewhere. If you need help to verify your account contact hello@boards.ie

D&D Subforum / Pen & Paper RPG Discussion Thread

Options
134689109

Comments

  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Fourier wrote: »
    I've linked the character sheet in the response to Digital Solitude above.

    Here's a character generator for our game:
    Char Gen


    Just to answer this, apologies if it is too much detail, I'm a bit of a bore on this!:)

    OD&D is the rules released in 1974 dependent on you owning Chainmail and Outdoor survival. It had four supplements.

    Later they decided to re-release D&D to make it independent of both these games, to standardise it (The original rules were so vague games in Chicago were totally different from those in LA and so people had trouble joining different groups) and to roll the supplements into one book.

    This standardised edition is 1st Edition AD&D.

    However, they thought AD&D would be too complex for beginners and so they made D&D (also called Basic D&D). However Basic D&D was made by a totally different guy (Tom Moldvay) and ended up with quite different rules to AD&D. Basic D&D ended up being way more popular and it's what most people in the 80s actually played, maybe stealing the odd thing from the AD&D books.

    When people say 1st Edition they can mean either AD&D or Basic D&D, but usually it means Basic D&D.

    What we are using is Labyrinth Lord, a free clone of Basic D&D.
    Mollyb60 wrote: »
    Not sure for a halfling but your total score should add up to 63 I think.
    Hmm actually is mine the only one that does add up to 63?
    Necrominus wrote: »
    Mine do :D:D

    Using the character generator linked above.

    3d6 = 18
    min score 3 * 6 = 18
    max score 18*6 = 108
    108 - 18 = 90 / 2 = 45 +18 = 63 average.

    63 is the average score.

    While Bandylegs and Elin are just average, average is not Goodenough for Ilberic.


  • Posts: 0 [Deleted User]


    Oh I didn't have it on 3d6 actually. I'll reroll my stats


  • Registered Users Posts: 11,397 ✭✭✭✭Digital Solitude


    Mollyb60 wrote: »
    Not sure for a halfling but your total score should add up to 63 I think.
    Hmm actually is mine the only one that does add up to 63?

    63 to be average, if we're all doing the 3d6 method some will be higher and some will be lower than 63.

    If we cap them all at 63 (I'd be in favour) we'll end up with a specialized party instead of one where some heroes are stronger than others.

    But then some people are simply stronger than others in all walks, so it depends on what the group wants and if someone is actually way op.

    I think mine adds up to 67.


  • Registered Users Posts: 11,397 ✭✭✭✭Digital Solitude


    sKeith wrote: »
    Using the character generator linked above.

    3d6 = 18
    min score 3 * 6 = 18
    max score 18*6 = 108
    108 - 18 = 90 / 2 = 45 +18 = 63 average.

    63 is the average score.

    While Bandylegs and Elin are just average, average is not Goodenough for Ilberic.

    Adding the 108+18 gives 126

    126/2 = 63

    Which is the trail I followed. Funny how we think about things


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Adding the 108+18 gives 126

    126/2 = 63

    Which is the trail I followed. Funny how we think about things

    Different minds and all that, i was just looking for the midpoint between 18 and 108, so that was the way my mind took me :D


  • Advertisement
  • Moderators, Sports Moderators Posts: 42,416 Mod ✭✭✭✭Lord TSC


    Right, so I get two level one spells and one level two spells.

    I'm choosing Sleep as one of my level one spells, and Invisibility as my level two spell. I reckon those two will help, long term, with surviving.

    Not sure of my second level one spell, and figured I could ask the group. I can go with Floating Disc, which can carry stuff. Hold Portal can lock doors if we're in a bind and running. Read Languages or Read Magic would help if we find stuff and need to understand it. Ventriloquism for the lolz (in fairness, I can see practical uses for it too). Light for a possible light source on the go. Or Magic Missile for some offence (though withno armour and poor health, I'll be leaving most of the fighting to ye lot :P)

    Thoughts?


  • Registered Users Posts: 11,397 ✭✭✭✭Digital Solitude


    sKeith wrote: »
    Different minds and all that, i was just looking for the midpoint between 18 and 108, so that was the way my mind took me :D

    Not that it matters, Molly just goes to sleep when we break out the maths :pac:


  • Moderators, Social & Fun Moderators, Sports Moderators Posts: 51,041 Mod ✭✭✭✭Necro


    63 to be average, if we're all doing the 3d6 method some will be higher and some will be lower than 63.

    If we cap them all at 63 (I'd be in favour) we'll end up with a specialized party instead of one where some heroes are stronger than others.

    But then some people are simply stronger than others in all walks, so it depends on what the group wants and if someone is actually way op.

    I think mine adds up to 67.

    Bandylegs does not specialise. Bandylegs drinks ale, worships his as of yet unnamed Dwarven God and pines for his missing axe.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Necrominus wrote: »
    Bandylegs does not specialise. Bandylegs drinks ale, worships his as of yet unnamed Dwarven God and pines for his missing axe.

    I'm sure if you ask spellboy nicely he can do some locator type magic stuff to help you find your missing axe.


  • Registered Users Posts: 6,560 ✭✭✭Mollyb60


    63 to be average, if we're all doing the 3d6 method some will be higher and some will be lower than 63.

    If we cap them all at 63 (I'd be in favour) we'll end up with a specialized party instead of one where some heroes are stronger than others.

    But then some people are simply stronger than others in all walks, so it depends on what the group wants and if someone is actually way op.

    I think mine adds up to 67.

    Oh I'm happy enough that we all can be slightly above or below it. Rolling is by its very nature random so I think that's the point. I'd rather stronger fighters anyway that my weak ass can hide behind. :cool:
    Not that it matters, Molly just goes to sleep when we break out the maths pacman.gif
    You know me so well! *swoon*
    Lord TSC wrote: »
    Right, so I get two level one spells and one level two spells.

    I'm choosing Sleep as one of my level one spells, and Invisibility as my level two spell. I reckon those two will help, long term, with surviving.

    Not sure of my second level one spell, and figured I could ask the group. I can go with Floating Disc, which can carry stuff. Hold Portal can lock doors if we're in a bind and running. Read Languages or Read Magic would help if we find stuff and need to understand it. Ventriloquism for the lolz (in fairness, I can see practical uses for it too). Light for a possible light source on the go. Or Magic Missile for some offence (though withno armour and poor health, I'll be leaving most of the fighting to ye lot :P)

    Thoughts?

    I would think Hold Portal or Magic Missile would be the most beneficial in a dungeon. As a magic user I would assume that your magic would be ranged so you can cast from the back of the group and still be 'relatively' safe.


  • Advertisement
  • Registered Users Posts: 11,397 ✭✭✭✭Digital Solitude


    Mollyb60 wrote: »
    Oh I'm happy enough that we all can be slightly above or below it. Rolling is by its very nature random so I think that's the point. I'd rather stronger fighters anyway that my weak ass can hide behind. :cool:


    You know me so well! *swoon*



    I would think Hold Portal or Magic Missile would be the most beneficial in a dungeon. As a magic user I would assume that your magic would be ranged so you can cast from the back of the group and still be 'relatively' safe.

    That's what I was thinking, what ranged stuff have we, the elf has a bow I assume, is everyone else melee or magic?


  • Moderators, Social & Fun Moderators, Sports Moderators Posts: 51,041 Mod ✭✭✭✭Necro


    I will own an axe. Eventually. And lots of ale. Is that ok?


  • Registered Users Posts: 10,485 ✭✭✭✭Banjo


    Level 1 magic users get to use 1 spell per rest? Jaysus.

    Do weapons break or are we fighters set for life once we nab a sword and some decent armour?

    Some one roll a d20 and see if I just convinced you to spot me a few GP towards some banded mail...

    Edit : @digital solitude - I was planning on bringing a sling and bullets for a cheap ranged opening salvo. Presume we can change from ranged to melee in the heat of battle given enough space?


  • Registered Users Posts: 11,397 ✭✭✭✭Digital Solitude


    Banjo wrote: »
    Level 1 magic users get to use 1 spell per rest? Jaysus.

    Do weapons break or are we fighters set for life once we nab a sword and some decent armour?

    Some one roll a d20 and see if I just convinced you to spot me a few GP towards some banded mail...

    Edit : @digital solitude - I was planning on bringing a sling and bullets for a cheap ranged opening salvo. Presume we can change from ranged to melee in the heat of battle given enough space?

    It costs an action to switch weapons in 5e so presumably the same here, means you can swap but it costs your current turn.

    Might get a sling myself, that or throwing stuff are my only options, as my Lord has decreed that the spilling of blood is sound so long as you use blunt force trauma.

    I love the early levels because we're just random doods with sharp things


  • Registered Users Posts: 6,560 ✭✭✭Mollyb60


    Banjo wrote: »
    Level 1 magic users get to use 1 spell per rest? Jaysus.

    Do weapons break or are we fighters set for life once we nab a sword and some decent armour?

    Some one roll a d20 and see if I just convinced you to spot me a few GP towards some banded mail...

    Edit : @digital solitude - I was planning on bringing a sling and bullets for a cheap ranged opening salvo. Presume we can change from ranged to melee in the heat of battle given enough space?

    Reading about how the combat in the dungeons works it looks like we'll have to form up into ranks due to space restrictions. So our fighters and our dwarf will probably be at the front and only have use for melee weapons like swords etc. Not sure if there's any point in you spending money on ranged weapons when we have an elf and a magic user to bring up the rear and protect us with ranged attacks. I would envisage myself being somewhere in the middle where I can hide but also pop out for a quick attack too sometimes. Otherwise I'm useless in a fight.

    Also we're supposed to have a dungeon mapper. I'm happy to take on that task seeing as how I draw for a living and have experience drawing maps. :cool:


  • Moderators, Sports Moderators Posts: 42,416 Mod ✭✭✭✭Lord TSC


    Like, I wouldn't be relying on me for attacks :P At best, I can throw a dagger and throw a single magic missile. Realistically, I'm going to be hiding behind a rock, turning myself invisible and waiting till you guys do all the work....


  • Registered Users Posts: 10,485 ✭✭✭✭Banjo


    So the division of labour is :
    Killing -fighters and dwarf
    lifting - fighters and dwarf
    smashing - fighters and dwarf
    Tanking - fighters and dwarf
    Hiding - thief and magic user

    And we all get equal shares of the spoils?

    (Is it too early to get in character? I'm not sure Meatbag sees the long term benefits)


  • Moderators, Social & Fun Moderators, Sports Moderators Posts: 51,041 Mod ✭✭✭✭Necro


    Mollyb60 wrote: »
    Reading about how the combat in the dungeons works it looks like we'll have to form up into ranks due to space restrictions. So our fighters and our dwarf will probably be at the front and only have use for melee weapons like AXES etc. Not sure if there's any point in you spending money on ranged weapons when we have an elf and a magic user to bring up the rear and protect us with ranged attacks. I would envisage myself being somewhere in the middle where I can hide but also pop out for a quick attack too sometimes. Otherwise I'm useless in a fight.

    Also we're supposed to have a dungeon mapper. I'm happy to take on that task seeing as how I draw for a living and have experience drawing maps. :cool:

    FYP :p:p:p I don't bother myself with those silly swords. Bandylegs has one preference - Axes.


  • Posts: 0 [Deleted User]


    I rolled Ilberic Goodenough the Veteran Halfling

    STR: 13
    DEX: 16
    CON: 15
    INT: 12
    WIS: 10
    CHA: 12

    Are those numbers kinda high?

    Goodenough :pac:

    STR: 10
    DEX: 12
    CON: 9
    INT: 13
    WIS: 9
    CHA: 13

    New stats rolling with default 3d6


  • Registered Users Posts: 11,397 ✭✭✭✭Digital Solitude


    Hey doods don't crossout a Cleric carry.

    I'm sure you eh.. charismatics.. will find your role!


  • Advertisement
  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Just a note on what makes things lethal and how to approach dungeons or who to send into dungeon rooms.

    Example 1, Indiana Jones:
    A typical example would be you enter a room with a single pillar and a small green statue worth plenty of gold on top, removing the statue causes the doors to seal and release toxic gas. There is a hidden escape door. the Poison lasts for a few minutes

    Everybody can ask me to describe the place in detail and the pillar etc and figure out that there may be a trap from subtle hints. This is basically the player finding the trap

    Also everybody can roll 1d6 to see if there character finds a single trap present in a room. Most classes will find it on a 1, a dwarf finds it on a 1 or 2.

    The thief however can roll again using their "find trap" special ability. They can also shut it off using their "remove trap" special ability.

    If the trap goes off, an Elf can use his find secret doors ability and roll to see if he finds the escape route.

    Others could try breaking down the main door, the stronger the better.

    The dwarf and halfling have a high chance of just toughing out the poison until it is gone, they have the best poison saving throws.

    The cleric could enter the room later and heal those affected by the poison.

    Example 2, Zombie Horde
    A tunnel leading down with no light into a room. The room is filled with 4 zombies and a priceless ruby. A magical effect prevents torches from working.

    The fighting types can hack the zombies to bits.

    The cleric can attempt "turn undead" and simply cause the zombies to flee.

    The dwarf and elf can see in the dark and basically run straight to the ruby.

    The magic user can use Light to brighten the situation, as can the cleric.

    Example 3, Medusa
    Suddenly you are in a room when a Medusa enters looking for an orc that stole a necklace from her.

    The Halfling and Thief can attempt to hide in the shadows until she passes.

    The Magic User can send her to sleep with the sleep spell or use Ventriloquism to make her think he is elsewhere in the room and move on.

    The fighters can just try to hack her to bits.

    The dwarf and halfling have the best chance of just resisting her stare.

    Note: I would definitely learn your classes special abilities.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    We'll keep this thread open for banter. There'll be a thread holding all the character sheets and a thread for the adventure.

    In the adventure thread all posts are in character, i.e. they say what the character does, says or thinks. Any questions to me can be handled at the end with OOC (out of character), e.g.:
    Mollyb60 wrote:
    Elin walks up to the ancient stone pillar and examines its surface

    OOC: Can I climb the pillar with my Climb ability?

    This is standard practice for play by post and prevents actual game play from being buried by chat.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    sKeith wrote: »
    How many turns are there in an average game?
    Limitless really. You just post what your character does or says, turns don't exist. I hope I understood the question.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Banjo wrote: »
    Do weapons break or are we fighters set for life once we nab a sword and some decent armour?
    Pretty much set for life. The only things that can break them are dungeon/story affects, i.e. a room contains a crystal emitting a noise that shatters certain metals. Or it can be my interpretation of a fumble (roll of 1).

    They never break from wear or tear.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Fourier wrote: »
    Regarding the pace of the game, typically three posts a week per individual is normal pace, would people be up for that? Slower/Quicker?
    with 3 posts per week, and a game per month, a game consists of max 12 posts per character? that seems very little.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    sKeith wrote: »
    with 3 posts per week, and a game per month, a game consists of max 12 posts per character? that seems very little.
    Oh, early in the thread when I said three posts a week, I meant that is the typical pace most people have in play by post forums. You could post twenty times a week if you want. It's just that slower than three tends to grind the game to a halt.

    Also I didn't mean to say there is a game a month or that a game lasts a month. This game will last quite long if people keep wanting to play. I just might open a separate game in parallel in a month if I have capacity. It might be a totally different RPG (e.g. Vampire the Masquerade) and it opening doesn't mean this one closes.


  • Registered Users Posts: 42 The Soup King


    Sorry I have been a bit slow anyway here are my stats from the generator:

    STR: 4
    DEX: 14
    CON: 11
    INT: 8
    WIS: 14
    CHA: 11

    I am a male halfling with a neutral alignment named Arry Greenbe. I seek out adventures for the gold and so I have good tales to tell at family feast.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Banjo wrote: »
    Are Dungeons typically lit up at all, given that other creatures live there?
    Parts are. I'd have some torches.

    Banjo wrote: »
    What are the recommendations for buying things like food, backpacks, rope, torches etc. ?
    How many days does a typical trip into a dungeon take?
    Is owning a bedroll mandatory? I don't see it mentioned in the section on Resting as having an effect.
    The effects of bad or uncomfortable sleep are up to me, they're not proscribed by the rules (in later editions they are).

    You try to learn as much about the dungeon as possible before heading in, part of the gamble is what to take with you.
    Can one person have multiple backpacks?
    Are we using Encumbrance, and if so is there a modifier based on my magnificent manly strength?
    (And can you take your backpack off when you see an angry Owlbear bearing down on you?
    See the next post, this is a crucial aspect of game play.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Sorry I have been a bit slow anyway here are my stats from the generator:

    STR: 4
    DEX: 14
    CON: 11
    INT: 8
    WIS: 14
    CHA: 11

    I am a male halfling with a neutral alignment named Arry Greenbe. I seek out adventures for the gold and so I have good tales to tell at family feast.
    Cheers that's every character. We'll be starting soon.


  • Advertisement
  • Posts: 0 [Deleted User]


    Fourier wrote: »
    Cheers that's every character. We'll be starting soon.

    How much detail do you need in the character sheets? There's loads I didn't paste. I have a copy of it though


Advertisement