@Mila@serpentail@ChargingBadger and @anybody.who.wants.to.participate You start at 2nd level. My setting is low- to medium fantasy, but as long as it is in the rules, you can play anything
I am in, if nothing happens. But first of all, some questions to get the feeling for building my character: Is magic common in the setting or not so much? How do common people think about magic, if there is? Do we have a special cultural backround? Do you use all common monsters, we have in pathfinder from kobolds up to dragons, or are there species, that are not included? Is the setting, we play in a single kingdom, or are there different principalities? Do we have different cultural backrounds for humans and dwarfes, we have too take into account when building the backround of our character? Are there organisations and guilds for thiefes or fighters and schools for mages for example? Is the setting eurocentristic or asian style or even something else? Do we have a classical mediveal setting or stuff like steampunk or something alike? Firearms or not? Technical level? What about law enforcement? Is killing an opponent common sense or a case of murder that will be pursued? Are there laws that restrict the use of magic? Hmm, that's a lot, but all, that comes to my mind right now
Is magic common in the setting or not so much? - its not common. In a greater town you will find only few magicians.
How do common people think about magic, if there is? - People know it. But the magicians keep it low to not make anybody envy. They are nearly always in civil service and try to be helpful to anybody to not make enemies.
Do we have a special cultural backround? - I'll leave this up to you.
Do you use all common monsters, we have in pathfinder from kobolds up to dragons, or are there species, that are not included? - I use Humans, Dwarfs, Orks, Goblins, and some common Animals. But it is possible to find other monsters
Is the setting, we play in a single kingdom, or are there different principalities? - It is a single Kingdom and within this Kingdom it is a single greater Town (600 inhabitants), where you play most of the time.
Do we have different cultural backrounds for humans and dwarfes, we have to take into account when building the backround of our character? - Dwarfs usually live in mountain carved fortresses. They are usually very traditional and don't make friends very easily. They pray to their god Vrakas (the Smith) and follow their Kings where ever they go. But sometimes a Dwarf leaves the fortress and goes to seek her/his fortune in the wide world. This happens more often lately, because the dwarven tunnels become overpopulated. - Humans are like in the european middle age. They pray to many Gods like Habreon (God of Light), Tybrie (Goddes of Life), Minjawe (Goddes of Water), and so on… (if you like, you can also creatue your own God too).
Are there organisations and guilds for thiefes or fighters and schools for mages for example? - My first encounter for you will be a journey with a merchant caravan to a town called "Küstenstadt". The rest of my campaign takes place there in this town. There will be a Town Guard. But you have to find out about each other group yourself
Is the setting eurocentristic or asian style or even something else? - eurocentristic
Do we have a classical mediveal setting or stuff like steampunk or something alike? - classical
Firearms or not? Technical level? - Firearms are very very very very very very very very very very very uncommon. But there will be a tinkerer who can optimize your stuff (like repeating crossbow).
What about law enforcement? - In my campaign there are only few things you really have to do to make it work: - Go to "Küstenstadt" - Become part of the Town Guard there So, you are the law enforcement
Is killing an opponent common sense or a case of murder that will be pursued? - Killing a Dwarf, Human, Gnome etc. is usually the last option. This usually doesn't count for Orks and Goblins
Are there laws that restrict the use of magic? - Nope
Thanks for answering that fast! Sounds all very good. I'm thinking of playing a rouge or a fighter class, if I may take it. I'd like to choose from a special D&D book 'Tome of battle'. I'd like to choose the swordsage, which is a class, mastering martial maneuvers, but can also channel supernatural energy. No spellcasting, but maneuvers, that allow you to hide in shadows or to leap incedibly high for example.
I guess, I will, 'cause always wanted to try that. It's a class with full fighter progression and some quite cool rougelike abilities with a magical flavor. But no lockpicking or finding traps or disabling devices. More combat focused rougue skills like hiding and sneaking and so on.
I am too! Just thinking about the backround and all. Will be a girl, I guess. As dexterous as strong, light weapon and armor, a little like Arya from Game of thrones.
@Gelectrode - the chat type is still not specified. - The first encounter will be a journey with some merchants. This Part is very restrictive, but will only be one session. From then on it is very open. You should join the city guard in "Küstenstadt" but if you don't want to you can leave it. - There will be only one store in the town, where you can buy a lot of those items. So they are rather uncommon.
Notes: Nobody knows his last name, and he has no intention of giving it to anyone. He specializes in reanimation and other black magic. Very much enjoys intimidating opponents and showing off. Will never use regular weapons unless he absolutely has to.
Alignment: Neutral Evil
Stats: Attack - Poor Defense - Poor Magic - High Dexterity - Average Intellect - High
Weapons - Magic and a Dagger for emergencies. Armor - Cloak
Pros: - Has a wide arsenal of black magic including a reanimation spell that can reanimate corpses into a much weaker version of themselves. - Very intelligent
Cons: - Very egotistic - Very physically weak - Prefers to work alone, even if he's in a group.
@DragonFaceEater we wanted to take the DnD-Rules for our campaign (for more infos to the campaign read the further posts please and I want you to start at the second level) but if it is very important for you to reanimate on that level, we can work out a solution
For everyone who wants to play an evil character, this is my only rule for your gameplay: Whenever there is a conflict between group members, everybody has to do everything in his powers to reconcile the conflict. This also includes minor derivation from your traits if it is necessary. So even the egoist may give a magic item to a member, who didn't got an item before, etc.
I just don't want the group to mess itself up. There will be enough enemies in my campaign
@Tutlaschk Don't worry, I will make sure that I won't do anything to split up the party, and I won't be jerk. Also, are we still going with the rule that each level will increase two stats?
Also, when I say "prefers to work alone, even in a group" I mean I won't be using a bunch of spells that use teammates, I will just be doing my own sort of thing in combat and stuff.
@DragonFaceEater "Also, are we still going with the rule that each level will increase two stats?" —> I can't remember this rule in the Dungeons and Dragon's Rules @Mila do you know those rules? Or ist this a rule from the system you created before in this discussion?
@TrippleBoggey3 We will start in Oktober. I which time zone do you live? I think Mila and I are +1. My first week in Oktober is completely free by far.
I love D&D and pathfinder. You can build complex characters, but it's quite imbalanced. We have many rules to consider, but also many things, that arealready prepared like monsters character classes feats magical items and so on. The system, we tried to make for this rpg is very low in complexity and gives you much freedom. That's nice, but you can't rely on rulebooks to solve problems, that appear. That's more for free playing that's focused on roeplaying part and needs more responsibility and creativity. I like both and go with: DM's word counts
I will be participating in this as much as possible, but I won't have a whole lot of free time until November, if this lasts that long. And I vote for the made-up rules. Same reason as DragonFaceEater.
Comments
Is magic common in the setting or not so much?
How do common people think about magic, if there is?
Do we have a special cultural backround?
Do you use all common monsters, we have in pathfinder from kobolds up to dragons, or are there species, that are not included?
Is the setting, we play in a single kingdom, or are there different principalities?
Do we have different cultural backrounds for humans and dwarfes, we have too take into account when building the backround of our character?
Are there organisations and guilds for thiefes or fighters and schools for mages for example?
Is the setting eurocentristic or asian style or even something else?
Do we have a classical mediveal setting or stuff like steampunk or something alike?
Firearms or not? Technical level?
What about law enforcement? Is killing an opponent common sense or a case of murder that will be pursued?
Are there laws that restrict the use of magic?
Hmm, that's a lot, but all, that comes to my mind right now
The answers to your questions:
Is magic common in the setting or not so much?
- its not common. In a greater town you will find only few magicians.
How do common people think about magic, if there is?
- People know it. But the magicians keep it low to not make anybody envy. They are
nearly always in civil service and try to be helpful to anybody to not make enemies.
Do we have a special cultural backround?
- I'll leave this up to you.
Do you use all common monsters, we have in pathfinder from kobolds up to dragons, or are there species, that are not included?
- I use Humans, Dwarfs, Orks, Goblins, and some common Animals. But it is possible to
find other monsters
Is the setting, we play in a single kingdom, or are there different principalities?
- It is a single Kingdom and within this Kingdom it is a single greater Town (600
inhabitants), where you play most of the time.
Do we have different cultural backrounds for humans and dwarfes, we have to take into account when building the backround of our character?
- Dwarfs usually live in mountain carved fortresses. They are usually very traditional and
don't make friends very easily. They pray to their god Vrakas (the Smith) and follow
their Kings where ever they go. But sometimes a Dwarf leaves the fortress and goes to
seek her/his fortune in the wide world. This happens more often lately, because the
dwarven tunnels become overpopulated.
- Humans are like in the european middle age. They pray to many Gods like Habreon
(God of Light), Tybrie (Goddes of Life), Minjawe (Goddes of Water), and so on… (if you
like, you can also creatue your own God too).
Are there organisations and guilds for thiefes or fighters and schools for mages for example?
- My first encounter for you will be a journey with a merchant caravan to a town called
"Küstenstadt". The rest of my campaign takes place there in this town. There will be a
Town Guard. But you have to find out about each other group yourself
Is the setting eurocentristic or asian style or even something else?
- eurocentristic
Do we have a classical mediveal setting or stuff like steampunk or something alike?
- classical
Firearms or not? Technical level?
- Firearms are very very very very very very very very very very very uncommon. But there
will be a tinkerer who can optimize your stuff (like repeating crossbow).
What about law enforcement?
- In my campaign there are only few things you really have to do to make it work:
- Go to "Küstenstadt"
- Become part of the Town Guard there So, you are the law enforcement
Is killing an opponent common sense or a case of murder that will be pursued?
- Killing a Dwarf, Human, Gnome etc. is usually the last option. This usually doesn't count for Orks and Goblins
Are there laws that restrict the use of magic?
- Nope
* Do we use MTGCardsmith or do we use a different chat type?
* How restrictive is the campaign? Normally, my Dnd is a freewheeling "anything-goes" type of thing, but I know others do not like that.
* Are Magic/Wondrous Items common or rare?
- the chat type is still not specified.
- The first encounter will be a journey with some merchants. This Part is very restrictive, but will only be one session. From then on it is very open. You should join the city guard in "Küstenstadt" but if you don't want to you can leave it.
- There will be only one store in the town, where you can buy a lot of those items. So they are rather uncommon.
I think i'll make a sort of archer/ranger character but still need to decide on specifics.
http://mtgcardsmith.com/view/moldrik-mutation-artist?list=user
Name:
Moldric
Notes:
Nobody knows his last name, and he has no intention of giving it to anyone.
He specializes in reanimation and other black magic.
Very much enjoys intimidating opponents and showing off.
Will never use regular weapons unless he absolutely has to.
Alignment:
Neutral Evil
Stats:
Attack - Poor
Defense - Poor
Magic - High
Dexterity - Average
Intellect - High
Weapons - Magic and a Dagger for emergencies.
Armor - Cloak
Pros:
- Has a wide arsenal of black magic including a reanimation spell that can reanimate corpses into a much weaker version of themselves.
- Very intelligent
Cons:
- Very egotistic
- Very physically weak
- Prefers to work alone, even if he's in a group.
I just don't want the group to mess itself up. There will be enough enemies in my campaign
@TrippleBoggey3 We will start in Oktober. I which time zone do you live? I think Mila and I are +1. My first week in Oktober is completely free by far.
The system, we tried to make for this rpg is very low in complexity and gives you much freedom. That's nice, but you can't rely on rulebooks to solve problems, that appear. That's more for free playing that's focused on roeplaying part and needs more responsibility and creativity.
I like both and go with: DM's word counts