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Eerongal

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Everything posted by Eerongal

  1. That's a good point, i'll add it up. I was actually planning on using maptool to build the scene when its necessary and posting screenshots of it (since i have like 2 GB's of tokens in maptool to represent pretty much anything i need)
  2. I just started compiling a list of sites that will be helpful for us to use. So far, i have the following. Let me know if you know any resources that we could find helpful. Dice roller Character creation guide D&D 3.5 SRD Downloadable SRD RPTools The tangled web - has a built in character sheet manager List of alternate class features (for all classes) Feat Index OoTS
  3. heh, yup, it is indeed world's largest dungeon
  4. Ok, so character creation rules are as follows: 32 point buy Full HP at 1st level (as standard) Standard progression afterwards as appropriate for your HD To give everyone an edge, everyone starts with 100 GP for starting supplies Experience points: Experience points will not be calculated nor kept track of. Instead, I will tell you when you level based off of your party's progress (this is how it's recommended in the module) Flaws: Flaws are allowed per the standard rules in Unearthed Arcana Divine MetaMagic + NightSticks: DMM is allowed, but nightsticks do not stack. Spells: I'm putting this here for any who missed it in the original topic, but some spells don't work exactly right within WLD. I won't say specifically which spells, and what's wrong with them is up to you to find out via experience, but in a nutshell, if it's a summoning or teleportation spell, it will likely have something "wrong" with it. You're still more than welcome to use them, but I wanted to put this out there up front so people are aware so that they can't complain later on. What about psionics/incarnum/truenaming/etc.?: Alternate magic systems are allowed. We will generally use the magic transparency rule (when there's a choice. PSIONICS. >B( ). However, if your choice of magic system happens to be one that doesn't work out well (something like truenaming, where the DC's scale so that its basically impossible to use at high levels) we will have to look into using one of the various fixes out on the internet for it, which will be looked at and OK'd by me. Tome of battle?: Go nuts, buddy! What about food?: Food will be handwaved within the dungeon. That is, you won't need to worry about bringing enough rations/hunting down food, it will be assumed that you are able to keep yourselves well fed enough to live. The only exception to this may be in a particular area where part of the challenge is lack of food/water. If this is the case, i will assign a certain amount of food/water to the PC's at the beginning of the area, and once you leave the area, it will again become trivial. It's a bit too much book keeping, and no one likes to lose a hero because they starved to death. A word of advice: Because of how brutal this campaign is, and based on how it was developed, I can't recommend enough that a "balanced" part is used. That is, that it uses all the 4 stereotypical roles, A meatshield, an offensive caster, a healer, and a trapper. I also want to stress the importance of someone who can take care of traps, even if its an artificer who is focused on trapping, an incarnate with the required soul melds, or even just someone with a single level of rogue who keeps up with his disable device/open lock/search/spot skills. There are traps in this dungeon, and they are NOT pleasant. I won't force a particular role upon anyone, but i wanted to make this known ahead of time. On crafting: As far as crafting goes, since we aren't using EXP, if anyone wants to craft, we'll have to use crafting points similar to what an artificer gets (though non artificers probably won't get as many points as an artificer. Don't wanna belittle their class feature). Non-artificers will get half the crafting points of an artificer, as listed below. For every 2 crafting feats you have, add 50% (rounded down) of the below values. This includes artificers who pick up extra crafting feats. Artificers get the same amount for crafting feats as non-artificers (they just get a base pool every level that's twice the size). Also, for the GP cost, you will just be able to subtract that from your GP for any components required (so you don't have to try to hunt down specific items it lists) This includes all crafting feats you gain through class features as bonus feats. crafting feats include: On spell components: When you find gems in the dungeon, they're just going to be a generic "you find X GP worth of gems". These gems will function as spell components for any spell that requires gems of a costly amount. So instead of needing to find a pearl worth 100 GP for identify, or a diamond worth 5,000 GP for raise dead, you can just collect up the piles of generic gems until you have the amount needed for the spell. This is so that we don't have as much micromanagement for stuff like those spell components. On magic items: Everyone should come up with an item wishlist, and put it in your character thread. During the dungeon i will sometimes replace some magic items listed in the dungeon with things people actually want. Note that just because its on your wishlist doesnt guarantee you to get it. Also, make sure everything on your wishlist is reasonable for your current level, and just modify it as you level up. For example, if you're level 2, putting an epic +5 Vorpal wounding flaming longsword means you likely aren't going to get it. Approved supplements: All WoTC books. See me for any approval for 3rd party books When you character is created, post a new topic, and put your character sheet in the first post. Keep track of anything you need to on that character sheet. The character sheet template is below. You may also use any 3rd party character sheet options you wish, so long as you have control over the character sheet for level up purposes and all that. Simply link to or display an image of the sheet in your forum topic Point buy: Start at 8 in each stat. You have 32 points to distribute. Points cost below Character sheet Template: HP standard progressions: by HD: D4 D6 D8 D10 D12 Feel free to get in contact with me if you need help/guidance to make a character!
  5. easily ranks right up with tomb of horror in my mind. I've played this dungeon up to 9th level. In a party of 6, up to that point, we had almost 2-3 deaths per player. Tangent: When i ran tomb of horrors with the same group, we had about 3-4 player deaths overall...Good times
  6. Don't worry, some powergaming can only help in this campaign. As i've been saying, this dungeon is utterly brutal
  7. yeah, that's a different warlock. Looks like one someone made. Though, it has a few abilities that are similar. Go with the one in complete arcane
  8. Well, if you want, i could also roll them for you. (i have plenty of dice, know where they are and all that.) but that kinda takes the fun out of it, in my opinion. As far as point buy, it goes like this: You start with X number of points (in this case, 32) and you "buy" your attributes. In a nutshell, you start at 8, and each point costs 1 up to and including 14. 15 and 16 cost 2, 17 and 18 cost 3. With point buy, 18 is the max you can have in any give stat. I've listed the total costs for any score below: 9 - 1 points 10 - 2 points 11 - 3 points 12 - 4 points 13 - 5 points 14 - 6 points 15 - 8 points 16 - 10 points 17 - 13 points 18 - 16 points
  9. I, too, personally prefer rolling, but i figured via this medium (online forums) point buy would be better just so that it doesn't breed any misunderstandings if someone claims there's "no way" you rolled those stats or something along those lines. We could maybe work something out via that rolling site i mentioned in the first post, if you want.
  10. hey, i'm a global mod, and it's my topic, so i'll post where i want, when i want, and on WHO i want! Yeah, i was ninja'd in my reply and got lazy, so i just did a quick reply to the new post
  11. Weird. I just tried sending a message to the AIM name in your profile (Col Fos). It says you aren't online, though.
  12. My AIM is working.....If it isn't, then i question how the current conversation i have going with my brother is happening.... As far as steam goes, i wont be home until about 10:30 tonight, so i wont be able to chat on that till then. AIM is good up till and after then. Edit: also - starting at level 1. This dungeon is intended to bring you from level 1 - 20 over the full course of the dungeon. And i'm thinking 32 point buy. As far as HOW people make them, that's up to them. And i'm always usually around to give advice/help.
  13. And that's fine. I don't think you'll have any trouble picking it up as you go along. The base mechanics are pretty simple, and i don't mind answering questions. As i mentioned previously, this site effectively has all of the rules for 3rd edition. (it's missing character creation and advancement rules, because those aren't covered in the OGL, but we can cover those when we get around to character creation. Other than that, it pretty much has everything you need in terms of rules. I would maybe give the combat section a browse or something just so you get the sort of feel for it, but i wouldn't stress needing to "memorize" everything) As far as the campaign goes, it's relatively setting neutral, so there's no particular lore or cosmology forced upon us. I was planning on using the generic lore (greyhawk) of 3rd edition, but i have no objections to bringing in things from other campaign settings. As far as what's allowed, i'll pretty much allow anything that was published by wizards of the coast (that is, official D&D swag). Like i said previously, the dungeon itself is incredibly brutal, so i would like to give you guys as much of an edge as possible.
  14. I'd be up for it, but it would obviously need to be more than just the two of us
  15. I started playing it about 2 weeks or so ago. i think it's pretty fun. I hear there's almost no end-game to it, though.
  16. I put together a quick little character sheet template we can use. I figure the way we'll work it is that each person will make a topic for their character sheet. Their character sheet will be the first post in the topic, and they can upkeep the character sheet themselves as they advance in levels and do various things. It also gives you a section to discuss and ask about your character, or plan advancements. That way we'll have a section to OoC discuss your character that won't get cluttered up. Here's the template:
  17. Ok, so at this point, we have the minimum number of people i wanted to get started, so I'm gonna go ahead and give it a few days before we actually start so that I can hash out a few of the particulars for structuring how things will work on here, and to give you guys a couple of days to mull over your character ideas. And that way we have a bit more time for anyone else who is interested to speak up. If we get more than 6/7 people, we'll have to look into splitting it into multiple parties (which isn't a problem. There's way more than enough dungeon to go around in this thing) If anyone has any character questions or ideas or anything, you can feel free to post questions here, PM me, or even hit me up on AIM (my aim name should be in my profile) Edit: really quick, here's a list of alternate base classes (all the non core ones, basically. So excluding fighter, wizard, sorcerer, paladin, druid, bard, monk, barbarian, ranger, rogue and cleric) in D&D 3/3.5. It gives a short description of all of them (ignore the top 5 from the DMG. Those are NPC classes, and i can guarantee you don't want to be one.)
  18. Actually, it's probably good if you guys figure out what you wanna play ahead of time. I'll go ahead and put this out here about the dungeon. Like i said earlier, it's based around the idea of the classic dungeon crawl, which means that it automatically assumes you have AT LEAST 1 person to fill the following roles: Meatshield, Offensive caster, defensive caster (healer), and a trapper. I'm not going to force anyone to take any of these particular roles, but the entire dungeon was built under the assumption you have one of each of these roles. Edit: also, as far as a trapper goes, don't feel that you would be completely confined to rogue. If you take 1 level of rogue, and keep the required skills maxed, you can still be a very good trapper. Also, artificer is a trapper right out of the box (in addition to being a steampunk themed class, with some nice spell-like abilities)
  19. Play by post here on the forums.
  20. So far as pacing goes, I don't really have a set timetable or anything. I plan on going at a pretty laid back pace. If needed, I can always come in and control a characters actions for a short amount of time just to get things rolling, so i dont think it'll be an issue. As far as the spellblade goes, I have no experience with it, so i'm not sure entirely what it does. Off hand, just from the name, i can recommend either beguiler or hexblade. Coming from 4E, you may also be interested in the Tome of battle classes (any of them, really. Maybe swordsage would have the closest thematic feel to the spellblade) they're pretty much the closest 3rd edition has to offer that has similar 4E mechanics (wizards mentioned that it, among a few other supplements, were actually test runs for ideas they were toying with for 4E mechanics)
  21. Oh, while on the topic of spellcasters, I will mention this up front. Some spells (specifically summoning and teleportation) don't work exactly right in WLD. There's a story reason behind it, but I won't go into that
  22. Yes, a warlock has a caster level and qualifies for anything that requires a caster level (but not specific spell levels). However, i will point this out, that becoming a lich in this particular campaign will have some significant RP drawbacks. Also, since the lich template isnt actually intended for characters, I would have to point you towards the Lich savage progression. It's basically "levels" you take instead of class levels that give you lich abilities (templates that characters can use have level adjustment, which are "fake" levels that dont give any benefit, but youre considered higher level. This progressions essentially emulates that for the lich template) I'm not going to stop you from trying to become a lich, i just wanted to let you know that it could come with some drawbacks
  23. Yeah, wizards are easily the most complex class. And warmage, despite being considered a weaker caster (because of the limited spell list), is still a caster, which automatically puts it above many other classes in terms of how strong it is. I also figured it would fit the bill of what he wanted (he sounds like he would enjoy the evocation school most, and warmages focus on evocation almost exclusively) My only issue with warlock for a new person is that it may come off an confusing, since the difference between spell-like and spells aren't exactly clear to someone unfamiliar with the rules. They're also significantly more of a gish than a blaster, which is why i mentioned it last. And yeah, i as well used to lurk the optimization boards for the longest time. Honestly, i wish they never released 4th and continued with 3rd, because 4th just felt....limited....
  24. Well, in 3rd edition, spellcasters ARE (easily) the strongest characters, they're also easy to screw up. But at low levels, they're horrendously weak compared to others (well, except maybe clerics). That being said, don't let me sway you away from using them. As far as using AoE spells, i would recommend either wizard, sorcerer, or warmage (warmage won't be listed on the SRD i linked above) Wizards and sorcerers are very similar, they share the same spell list, but wizards are prepared caster and sorcerers are spontaneous. What this means is that wizards need to "prepare" their entire spell list at the beginning of the day, and that's the spells they get for that day. They can learn all the spells through the use of scribing scrolls/other spellbooks into their spellbooks Sorcerers, by contrast, don't need to prepare their spells, and choose which spell to cast on the fly. The draw back with this is that they learn a particular "spell level" (all spells are divided into 9 levels, getting more powerful as they go up) later than wizards, and they can only learn a limited number of spells. They don't have the option of learning more by taking and using spell scrolls/books Now, warmage is a little bit different. They're spontaneous casters just like sorcerers, except they don't need to learn spells. They automatically know all of their spells when they gain a spell level. The drawback here is that their spell list is very narrow compared to the wizard/sorcerer. In fact, most of their spells concentrate on damaging abilities. The obvious negative with this is that you miss out on a lot of other utility/buff/basically any other types of spells. Warmages are also quite a bit more sturdy than both wizards and sorcerers. Now, there's also another option that may appeal to you. It's not a traditional spellcaster, but it is a spellcaster of sorts. They're called warlocks. Basically a warlock has a "ray" spell that it can cast unlimited number of times per day called eldritch blast. They also get these spell-like abilities (but they aren't actually spells) that can modify their eldritch blast, or do other various tricks (like flight and the like). They aren't as powerful as traditional casters, but they're pretty neat in their own right. Their spell-like abilities can also be used an unlimited number of times per day. Both of these two classes (warmages and warlocks) are in the 3.5 book "Complete arcane" if you can find a way to get a hold of it, if you want to look up the rules on them. Edit: ninja'd by thor. Also, sure, you would be more than welcome. We would just need at least 1 more person interested to get things rolling. (like i said, i would prefer to have a party of 4-6, and i could stand in for a player if needed) Also, it will be helpful to have someone who knows what they're doing. I'm going to say this right up front: WLD is BRUTAL. VERY Brutal. It's designed as an old school dungeon crawl times 1000. It's huge, it's unforgiving, and you will need lots of luck.
  25. don't worry about not knowing the rules. You can pick it up as you go. Also, the 3rd edition core rules are essentially free online because of the OGL. You can look them up here. There's a ton of rules, so don't stress over needing to memorize all of them. Like i said, you can learn them as we use them So should I chalk that up as 1 person wanting to play so far?
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