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I was wondering if anyone was interested in a game for monsters trying to survive in a mainly human environment (or something else of the GM's choice).
Requesting:
- atleast level 6
- lizardfolk as an allowed race
- Evolusionist
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GM Found: Conor77
Quote:
The Big 16
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1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Dungeons and Dragons, 3.5 Edition
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Monsters out of place, and out of time. It will take place in my own world, which takes inspiration from Discworld, as well as Skyrim, Lord of the Rings (duh), and Neal Stephenson's Anathem. Expect most things you think of to be basically the same as you'd assume for D&D. I'll give a little bit more information on the world below.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
I will be looking for up to 6 players, with retainers on request in case of drop-out.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
We will play on the forums. If we like the idea enough, we may at some point move to an online tabletop program like Roll20.net.
5. What is the characters' starting status (i.e. experience level)?
I think that characters will start at level 7.
6. How much gold or other starting funds will the characters begin with?
Wealth by Level for character's of 7th level, with caveats. 19,000 gold pieces, without allowance for any single item more expensive than 5,000 gold pieces.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
By the very nature of the game, Homebrew classes and monster classes are going to be a necessity. That said, any homebrew you want to use needs to be run by me first.
Homebrew approved:
Evolutionist base class
<Monster classes pending>
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Okay. This is the biggy. The only races that are barred to you are the ones out of the player's handbook (and extensions of those, such as snow elves). But, only barring those, I strongly encourage you to find something that would be grossly out of place in this world.
Additionally, I have decided that your race/class, whatever you choose it to be, must have hands, defined as a way to manipulate their surroundings to the point of being able to, say, operate a doorknob, lift a crate of some size, and wield a weapon. They must do this outside of limited-use spells. If they can use Telekinesis at will, for example, that would be fine. If they had it in a wand or in their spells-per-day, it would not work.
9. By what method should Players generate their attributes/ability scores and Hit Points?Use the forum roller for (4d6b3)x6 as standard. If your scores are bad, you are allowed a reroll, but this is on case-by-case. HP is max-first and then averaged, if only to prevent the thread from being cluttered with HP rolls.
10. Does your game use alignment? What are your restrictions, if so?
I use alignment as a way to assign Smite damage, Detect Evil, and things of that nature, but not as a definer of behavior. If you are a member of an Always Chaotic Evil race or similar, your alignment must be represented as Chaotic Evil. You are under no compunction to play your character as Chaotic Evil, though.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Okay, I'm going to lay it straight with you. You get 2 base classes and 1 prestige class per character. Given that I am allowing most any homebrew, I see no reason why we need a build with This 4/That 3/The other 2/Kalamazoo 1/Planar Shepard 10, etc. I would rather you find a homebrew class that sits well with whatever you were aiming for when you tried all that multiclassing. As always, our greatest strength is flexibility, and you can ask me if you want to tweak something or you'd like to get a particular combination of effects.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Oh by no means am I doing all the die rolling. Most of that's on you. I'll do passive stuff and rolls where you don't get to know if you failed or not immediately, like in Diplomacy or Use Magic Device with a scroll that takes ten minutes to cast, but otherwise if you want to do something, you roll it.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Oh boy. Yeah, definitely.
1) In order to facilitate Monster Races and Templates, I'm going to give everyone a FREE +2 LA. If you have race/template combos that fit underneath +2 LA, they are free, and above that reduced by two. Fun for everyone.
2) All published classes receive +2 skill points per level (x4 at first like everything else), homebrew classes depending. Sometimes you really want to take that skill, you know? But no one ever does, because you never have enough skill points.
3)Other stuff...
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Make a background that describes your character, why they are different from others of your race
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Oh, I love me a big ol' bowl a' roleslash, with some hack n' play mixed in. We will probably use both a lot. I am terrible at puzzles, so don't expect them. Riddles may happen though.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
In general, anything you bring to me. There are a bunch of systems (like Incarnum) I'm not familiar with though, so you'll have to be a little patient with me if you want to use them.
So after I wrote that, I felt it was... inadequate. I think a description may be in order more than a big 16.
The World:
Spoiler
This is the world of Laterr (la-tayr). There is only one continent, gigantic, slashed by rivers and reinforced by mountains, but definitely all alone. Well, sort of definitely. People don't sail out what's called "back", and scrying can't focus through the core of the planet. Teleportation also does not work through the planet, though one famous wizard decided he would teleport "to the moon" and then wait for it to set so he could teleport back. He never came back, and no one was ever crazy enough to try it again.
(In meta-game terms, the core of the planet is a lump of strongly magical material. If you try to teleport through it, it would kill you. Almost everyone has safe guards on teleportation effects so that that doesn't happen, leading to spell-failure. Likewise, Scrying just gets feedback. It is a standard planet, with the moon and sun as normal. The wizard who thought he could get to the moon with the range of a Teleport spell was of course, incredibly foolish, and died unprepared in the void of space.)
There are a few main cultures, most of which are made up of humans and one other demihuman race.
The first is the Daoine, (People), coastal and islander tribes made of Orcs and humans, with some halflings and dwarves. These, collectively, make up an analogue to the Celts and Gauls of the real world, as well as taking the sea-faring raids of the Norsemen. They are (generally) tall, strong, farmers who mostly live along the East coast and the large islands along it.
The second are the Vaki, or mountain-livers. This group has almost exclusively humans, with a few dwarves around, and some of the more intelligent giants. This is meant to replicate the peoples who lived around Scandanavia, as well as a certain amount of the slavic people. They live to the far south, and also along the mountain-slopes.
Third, the Monde, are nigh-exclusively elves. They live in forests, with a passion for artistic achievement over wealth or prosperity. They live long enough that they can ignore most necessities for surviving, having set up stable systems for sustenance long ago, to focus on the strongest arms, the swiftest arrows, the brightest clothing, and the fairest music. They, to a certain extent, are representative of the French.
Fourth: Bevolkereung. The dwarves and dwarf-kin, who try to live inside for their entire lives. They seek to mine, and create, and forge, without ever touching the stars. Since dwarves live a very long time, they also favor the arts above sustenance, and in fact have the largest amount of patience seen in any mortal race. They will build a room, and take 100 years to build it, delicately filing the edges and every set gem. And they will work on a bas-relief until their fingers bleed, realizing at the tone of the clock that they have been at work for 48 hours straight. Humans and others living with the dwarves report it to be almost infectious, the dwarven diligence. They emulate the German society and people, albeit loosely.
There are more, but those are the basics, and I'm done writing for now. They would have different than standard D&D stats, but you don't get to play as them anyways.
Your character:
Spoiler
Your character is a 7th level monster, of some kind. There are many ways to be considered a monster. In general, pick something that the party would normally find and murder to death. However, angels also exist, and can be used as well. Or slaads, constructs, undead, really anything with an intelligence score and hands that can hold a weapon (even if you don't intend to use one). You can comply with this by either applying a template to a creature that exists, taking a monster race, or taking levels in a monster class, which is effectively both race and class. Or any combination thereof. I will be allowing Level Adjustment buy-off, if it matters, as well as a free LA +2. Note that this LA offset if useless if you do not take it, encouraging the use of templates and races. I also encourage homebrew, so feel free to comb the depths of the ether for good stuff that makes a cool character.
On alignment: You aren't bound to act according to an arbitrary two-word definition. However, how you react to say, a Paladin, depends upon this, so choose carefully. Note however, that even though this is a monster party, I would rather that the party wasn't evil. At most, I would say they are neutral, trying to escape a world of civilization that has rejected them.
There will be more later. For now, could anyone who suggested homebrew resubmit it? I would like to go through it methodically and answer as I have time to think. Also, feel free to point out areas that you think are wrong or may be mistakes.
Thanks, Conor.
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Last edited by PowerGamer : 11-25-2012 at 10:09 AM.
Re: Monsters in the World 3.5 (GM + Players needed)
That... is a very powerful class. Casting, ability increases, special attacks, a special type. Anyways, posting partial interest in case my other games don't pan out.
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"Pause you who read this, and think for a moment of the long chain of iron or gold, of thorns or flowers, that would never have bound you, but for the formation of the first link on one memorable day" --Charles Dickens
Re: Monsters in the World 3.5 (GM + Players needed)
Really? I see a class with d12 hit points, full BaB, 4+Int skills, Constitution to AC, Bard spellcasting as a partial Dread Necromancer, 40 ft. Land speed, and natural attacks. And all of that is at level 1. Hit second level and you get a 40-foot cone of Negative Level gas, usable every 1-4 rounds that expands as you level up, plus 120 ft. Darkvision. At third level, you gain ability score bonuses, rebuking undead, and an always-active permanent Desecrate effect on yourself. This in addition to the scaling things like the BaB and spellcasting.
I'm not denying it's a cool class, just saying it's hellsa powerful.
__________________
"Pause you who read this, and think for a moment of the long chain of iron or gold, of thorns or flowers, that would never have bound you, but for the formation of the first link on one memorable day" --Charles Dickens
Re: Monsters in the World 3.5 (GM + Players needed)
Quote:
Originally Posted by Conor77
Really? I see a class with d12 hit points, full BaB, 4+Int skills, Constitution to AC, Bard spellcasting as a partial Dread Necromancer, 40 ft. Land speed, and natural attacks. And all of that is at level 1. Hit second level and you get a 40-foot cone of Negative Level gas, usable every 1-4 rounds that expands as you level up, plus 120 ft. Darkvision. At third level, you gain ability score bonuses, rebuking undead, and an always-active permanent Desecrate effect on yourself. This in addition to the scaling things like the BaB and spellcasting.
I'm not denying it's a cool class, just saying it's hellsa powerful.
Yes.
But it's a dragon.
And thus Rule of Cool.
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Re: Monsters in the World 3.5 (GM + Players needed)
Yeah, the 3 negative levels every 1d4 rounds is very powerful. It'll be killing everyone one of us with two hits. And I don't particularly want to play a wight.
Re: Monsters in the World 3.5 (GM + Players needed)
Rule of Cool does not apply to balance in between game classes. Playing a guy who gets Disintegrate as an at-will spell-like ability from level 1 would be freaking awesome, but that doesn't automatically mean that it's balanced. Whoever ends up being DM, (Rhyvurg?) is going to probably have to disallow that class, just because we'd all have to play druids or clerics to be at that power-level. Like Trodon said, we'd have to play undead or constructs in order to be safe from an almost certain death because of the cone of gas alone. That and the other powers successfully obviate a melee warrior on the team, and you wouldn't need to worry about the only weakness that most spellcasters have, which is hit points and armor class.
It might be cool, but it is just, too, powerful, to be in a game where everyone is expected to be on the same level, power-wise.
__________________
"Pause you who read this, and think for a moment of the long chain of iron or gold, of thorns or flowers, that would never have bound you, but for the formation of the first link on one memorable day" --Charles Dickens
Re: Monsters in the World 3.5 (GM + Players needed)
Well, the breathe itself would be limited due to friendly fire (I doubt anyones stupid enough to throw fireballs into a fist fight let alone enervation) But yeah, I guess the tankiness of the class does make it too resilient for it's magicness. Oh well Death Dragon, the world is not yet prepared for the conglomeration of Necromancy and Dragonhood.
Re: Monsters in the World 3.5 (GM + Players needed)
Well, I might be interested, probably as Half-Minotaur Water Orc Broodguard Fighter 2/Monk 4/Fist of the Forest 3, through that would require a level or two above 6, but I can compromise.
Re: Monsters in the World 3.5 (GM + Players needed)
Okay, since it seems like we have a lot of interest, but not a lot of DM offers, I'll step up as Dungeon-master. Rhyvurg or anyone else can DM if they want to, but until they step up I will proceed as Dungeonmaster here. I'll have the 16 up later, but seeing as almost everyone wants to use it, homebrew will almost definitely be allowed.
A few specifics:
1. Powergamer's requests will be granted: At least level 6, lizardfolk, and evolutionist are allowed. Just, anyone using the evolutionist try not to cheese the crap out of it. Strong is good, cheesy is not-so-good.
2. The LA +0 Vampire I am leery of accepting. It seems to give you a lot of bonuses, leaving weaknesses to more roleplay or situational drawbacks. That and the fact I dislike Generic Spellcaster as a whole for the ability to pick and choose from any spell list. You may or may not be able to use it, I will decide at some point. Approval pending.
3. The Arcanist to be decided. Approval pending.
4. That black dragon is literally just as bad if not worse than the death dragon. However, if everyone else pick classes that can hold their own to it, I will allow it. Approval pending I'll say.
5. I will decide the others later. Right now I have to go.
__________________
"Pause you who read this, and think for a moment of the long chain of iron or gold, of thorns or flowers, that would never have bound you, but for the formation of the first link on one memorable day" --Charles Dickens
Re: Monsters in the World 3.5 (GM + Players needed)
Quote:
Originally Posted by Conor77
2. The LA +0 Vampire I am leery of accepting. It seems to give you a lot of bonuses, leaving weaknesses to more roleplay or situational drawbacks. That and the fact I dislike Generic Spellcaster as a whole for the ability to pick and choose from any spell list. You may or may not be able to use it, I will decide at some point. Approval pending.
That's understandable, I would be just as happy going with the Generic Warrior and using the bonus feats for more vampire feats, if that's better.
Edit Alternatively, if you don't allow the LA 0 Vampire then I would probably want to play a Unique Outsider.
Re: Monsters in the World 3.5 (GM + Players needed)
So far we have 2 potential spellcasters and an evolutionist (Which you noted can be very easily tweaked out). So in our "theoretical" group everyone is tier 1-2 so keeping pace doesn't seem to be a problem (Only addressing people you've addressed so far). Sure dragons are good at melee, but they get no armor proficiency or weapon proficiency. It's not like they can wear full plate with their natural armor underneath. I'm not seeing how the Black Dragon is worse though, it seems weaker.
Alright, so just to ask. Would you accept being a dragon at all?
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Re: Monsters in the World 3.5 (GM + Players needed)
To answer a few concerns in-between things I need to do:
1) When I saw the prompt, I was thinking more along the lines of monster races + regular classes. Now I see all the monster classes, and realize I have misunderstood. This will require a little time to think about balance. This being the case, I will probably allow a Dragon. It may need to be tweaked to reduce some potency in certain situations, but again, I don't know.
2)The Incubus (Succubus w/e) is allowed.
3)The Spider would be allowed, but I am having second thoughts about monsters that are unable to manipulate objects with hands. We will see.
4)It says in the description for Broodguard that the template can only be added to a human. I think the fluff goes against that, but I'm not sure. I'll look over it later.
5)The Unique Outsider will be allowed if other things like the Dragons are allowed, and as long as you don't try to cheese it up. I would rather give greater freedom to players for roleplaying than cage them for the sake of game balance. Again, it depends on things like the 16 and starting level.
Anything else will have to wait for a bit.
__________________
"Pause you who read this, and think for a moment of the long chain of iron or gold, of thorns or flowers, that would never have bound you, but for the formation of the first link on one memorable day" --Charles Dickens
Re: Monsters in the World 3.5 (GM + Players needed)
Quote:
Originally Posted by Tychris1
So far we have 2 potential spellcasters and an evolutionist (Which you noted can be very easily tweaked out). So in our "theoretical" group everyone is tier 1-2 so keeping pace doesn't seem to be a problem (Only addressing people you've addressed so far). Sure dragons are good at melee, but they get no armor proficiency or weapon proficiency. It's not like they can wear full plate with their natural armor underneath. I'm not seeing how the Black Dragon is worse though, it seems weaker.
Alright, so just to ask. Would you accept being a dragon at all?
There are rules in the Draconomicon for playing a dragon as a PC, using a combination of their HD and an LA penalty. Making them classes was interesting, but ultimately not neccesary.
Re: Monsters in the World 3.5 (GM + Players needed)
Quote:
Originally Posted by Rhyvurg
There are rules in the Draconomicon for playing a dragon as a PC, using a combination of their HD and an LA penalty. Making them classes was interesting, but ultimately not neccesary.
That's true, but non of them are Necrotic Dragons. Not to mention the Draconomicon feels kind of weird to me (LA and Hit dice that you just kind of.... get. /shrug Didn't do any adventuring? Well now you count as ECL 8 cause we're giving you two levels. Enjoy!).
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Re: Monsters in the World 3.5 (GM + Players needed)
Quote:
Originally Posted by Conor77
5)The Unique Outsider will be allowed if other things like the Dragons are allowed, and as long as you don't try to cheese it up. I would rather give greater freedom to players for roleplaying than cage them for the sake of game balance. Again, it depends on things like the 16 and starting level.
I wouldn't get cheesy, a few self buffing spells and then maneuvers, can't wear armor but... meh okay.
Re: Monsters in the World 3.5 (GM + Players needed)
Quote:
It says in the description for Broodguard that the template can only be added to a human. I think the fluff goes against that, but I'm not sure. I'll look over it later.
Okay then, I can just play Half-Minotaur Water Orc.