Ongoing Games (In-Character)Play-by-post games are going on in this forum as we speak (well, read). All threads on this board are actual games, so please, only post on a thread if you are a player of that game.
This text is just to put the title where I want to...
The Second Draconic War
General Guidelines
- PbP Game using D&D 3.5 Ruleset
- Homebrew Campaign Setting
- 4-5 Players
- Starting Level 1
- Rolled Starting Money
- Preferently Player Handbook Race/Class/Feats
- Nothing homebrew
- Abilities will be rolled (explained later)
- No Evil Aligments
- Multiclassing allowed without penalty at 2 classes
- All player Die Rolls should be visible. DM rolls will be done spoilered and should never be seen by players unless the DM allows.
- Homebrew Variations:
A) Additional Campaign Bonus Feat every 5x multiplier level (5th, 10th, 15th, etc)
B) Additional Campaign Bonus Ability +1 every 7x multiplier level (7th, 14th, 21th, etc)
C) 15% chance of stabilizing instead of 10%
D) Action Points allowed when unlocked. Which means you can't use Action Points until the're unlocked.
E) I have a table on how Natural 1s are treated. Will be posted later.
F) I will be using Rich Burlew's system of Diplomacy checks.
- Character Story Background Prefered (Will give you bonus XP points) Create mostly character stand-alone story. Geographic, historic, social data will then be adapted.
- Game tries to be a balance between RP, Hack and Slash and Puzzle solving.
- Character sheets should be on-line available.
- I will NOT start the story in a tavern.
- Please use ITALICS when your character speaks. Use plain text for character actions. You may talk Out of character here, but please don't metagame.
- You may (and I recomend) talk about race/class combo before creating character, so you find a good balance in your team. Consider this story is intended to reach epic levels in the last chapter.
Character Creation Guide
- You will roll your money as per Handbook rules, depending on your class choice. Then you can Puchase your gear freely.
- Rolling abilities will be as follows:
A) You will roll 10 times 4d6b3(Better 3 of 4d6). Roll in this thread.
B) Once you have your 10 results, ignore the best 2, and the worse 2. You then have your abilities.
C) You now can add 1 to any of the 6 results left.
D) Distribute Freely.
E) You may re roll all only ONCE. If you decide to reroll, you forfeit the first results.
- Hit Die at first level goes maximized. Then it will be rolled every other level.
Roleplaying Guide
- Although obvious, while roleplaying please avoid the urge to anticipate your fellows' actions, reactions, etc. This is a rude behavior and I beleive it is called godmodding in the general PbP forum rules.
- Please use ITALICS when your character speaks. Use plain text for character actions. You may talk Out of character here, but please don't metagame.
- The time limit for posting responses/actions/reactions/speech is 2 days. After that time, the game will procede as if the player decided to stay mute and innactive. In case a votation is taking place, his vote is null.
- The DM will never reveal target numbers (AC, DC, etc...). DM will only comunicate roll results.
- RAW will be followed as much as possible. If we find ourselves in a situation where RAW go against the rules of Real Life Logics/Physics, we can work it out.
Anything that passed me by, can be asked and will be answered gladly. (And new rules will be eventually incorporated.)
The most important Rule: Have Fun! (or be smacked by my whip )
Main image Avatars made by Rich Burlew, used under permission by the Board Rules as Avatars provided by Mr. Burlew himself. Rules found here. However, if this image is violating the Forum Rules in any way, contact me to remove it inmediatly.
Whenever in combat you would roll a Natural 1 in an attack with a weapon, a d% should be rolled. Depending on the result is the effect. Splash weapons maintain their RAW procedure. Natural Weapons are inmune to dropping. If a Natural weapon is broken, that means you can't use it until magically healed plus receive the damage rolled. This table applies to enemies as well. When using Masterwork weapons, substract 5 to the %roll.
d% Result
Effect
Description
0-50
May Drop Weapon
Roll a Dexterity check. DC = (d% Result ÷ 2)
51-60
Drops Weapon
Roll 1d9 to know where it landed. 1 = Behind, and Turn clockwise. 9 = in your same spot.
61-90
Friendly Attack
Roll 1dx (with x being the number of friendlies in the battle) to see which friend you attack. Assign numbers freely.
91-99
May Destroy Weapon
Roll a Dexterity check. DC = (d% Result - 80)
100
Destroys Weapon
Nothing you can do about this, except buying a new weapon.
The Continent Map
Spoiler
This is supposed to be a papyrus map.
Siánodel - Artic woods region controlled by Elves. Túrendel - Cold Wood region controlled by Gnomes. Hojaté - Greenlands inhabited by Halflings. Gratt - Defensive Islands controlled by Dwarfs. Valtlán - Huge City controlled by Humans and inhabitated by some other races. Teocán - Desert region inhabited by some rogue humans. Úngart - Template to Warm Peninsula controlled by Dwarfs.
The grouping of tiny dots represent cities/towns/villages
1.- Taepec. You hired the fisherman here.
2.- Harpy Nest.
3.- Orc Camp. You found King Zenal here.
4.- Mystic Mountains.
The World Map - Locked
Lan-Saha
Rules
Spoiler
1. Once paid, there are no paybacks.
2. Player can use any weapon, object or spell, as long as he has them available.
3. If player reaches negative HP, s/he gets autostabilize, but cannot go any further and will be cured to wake up (1 HP.)
4. If player dies (-10 HP) s/he will be resurrected for free. (S/he still loses a level)
5. To gain experience, the player most not die or fall in negatives. (If you got Diehard or Rageclaws, you may reach negatives.)
6. Player can volunteerly retire after each of the 10 battles. S/he wins the XP gained up to that point.
7. To unlock next Level it is imperative to finish all 10 battles of the current Level.
8. Special prize given to the players who finish all Levels.
9. Before battle, players may choose their starting gear.
10. If players wish so, they may 'collapse' several battles at the same time.
11. Entry fee is equally divided between all participating players. XP is divided between conciouss players.
Strangie, in response to your statement about parentheses, that's actually what we used originally, back before you and Tan showed up. I'm not 100% sure why we changed, I think one or two wanted to and no one else really cared, myself included. So you can probably put the question forth again, although I think my opinion is still "I don't really care one way or the other." And yeah, an initiative order would be good.
"Quickly while they're distracted!" Braem whispers, before whirling his sling in a tight arc and releasing a stone at the standing orc.
Spoiler
Braem fires his sling at the orc in P-11: [roll]1d20+1[roll] for (1d4+1)[3] damage.
Anya partial charges to R-11 and bites at the orc in R-12.
Attack vs flatfooted AC (-2 AC for Kneeling vs melee for kneeling): (1d20+5)[12] for (1d6+3)[6] damage.
If hit, trip check: (1d20+5)[10]
If successful, free attack vs flatfooted prone AC: (1d20+5)[24] for (1d6+3)[5]
Sita partial charges to T-13 and bites at the orc in S-12.
Attack vs flatfooted AC (-2 AC vs melee for kneeling): (1d20+7)[18] (including flanking bonus) for (1d6+3)[4] damage.
If hit, trip check: (1d20+5)[21]
If successful, free attack vs flatfooted prone AC: (1d20+7)[25] for (1d6+3)[9]
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Arena Tournament High Ref
"Nothing says love like being hugged to death by a Water Orc."
Garth unslings his mandolin, chanting out an inspiring, uplifting song, adding his voice to the chords. Mingling magic and song, the beat lends rhythm to his friends blows, allowing them to time their strikes more accurately. Flashing his customary grin again, he puts Drace between him and Orcs, letting the more martial members of his crew get to the enemy without interference. They also happen to be better at taking hits from arrows too, but he didn't let them know that.
Spoiler
Cast Inspirational Boost, then use Inspire Courage.
Spell Failure - (1d20)[18] [1 fails]
Everyone gains +2 to hit, damage, and saves against Charm and Fear
I know I posted out of turn, but I'm out all day today. Use this whenever it should be, I don't want to hold anyone up anymore.
At Luis's miss, Harry moved towards the same orc, calling out, "Do not worry about me, I'll take this one." and at the end of his casual stroll kicks the orc in the face brutally.
Spoiler
Unarmed Strike on the orc in T14, nonlethal damage, we can take this one captive when I'm done with him.
Raising one arm, Kern draws a razor-thin blade of ice out of the air, taps it on the side, and launches it toward the group. It shatters upon impact, releasing a spray of shards.
Spoiler
Ice Knife at the N13/O14 intersection, hitting the orcs in M13, N12, N14, N15, and O14.
Attack: (1d20+4)[22] vs. AC5. (1d8)[8] cold damage, Reflex 14 for half. I hate damage rolls without modifiers...
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Thanks to Arokh for the avatar.
Didn't see starting locales...can I move to P-16 so I can have two orcs in range with no others within range of me? Oh, and we need LoS in round 75 if the few people here not in that match are feeling generous.
And therefore now that it is my turn I'm gonna try to clobber the orc in S12. Unfortunately, I lack Precise Shot, so I'm gonna drop the bow, draw my morningstar and move up next to the wolf in T11 (sorry forgot to place my position.
Attack: (1d20+5)[14] vs. prone and flatfooted.
Damage: (1d8+5)[9]
Sneak Attack (since I don't think the orcs have acted yet): (1d6)[5]