Post by LNG257 on Nov 13, 2016 14:20:41 GMT -4
right people, here's the lowdown:
While still a 'Campaign', it's organized into two distinct chapters with one 'intermission'(more like a half-chapter) connecting the two. This is in Faerun, yes, and we initially start out around the Nether Mountains and High Forest. For Intermission and Chapter 2 you move elsewhere, and for the sake of avoiding spoilers it's best not to say.
Anyway, for those of you who participated in The Master's Vault, the premise is somewhat similar to that. You've been training for a few years at an adventuring school. You may have come from all over the land, but all of you are going to be pretty young and inexperienced. Your backgrounds should mostly reflect what you did as a child and teenager, as race-appropriate, and give your reason for why you came to learn at the school.
So, some things we're doing just so everyone knows: Stat point assignment will be a thing. Basically, all your attributes start at 8 and you have a pool of points. You can put points into whatever you like to increase it, but the ruleset for it doesn't give stat point prices beyond 15, so no instant 20-point wonders. Anyway, here's the thing:
Variant: Customizing Ability Scores
At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.
You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8.
This method of determining ability scores enables
you to create a set of three high numbers and three low
ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
Ability Score Point Cost Table:
8: 0 points, 9: 1 point, 10: 2 points, 11: 3 points, 12: 4 points, 13: 5 points, 14: 7 points, 15: 9 points.
Though keep in mind that if I see anyone with 3 maxed out 15 pointers and 3 dead 8's, you're gonna have a bad time. I can take the min-maxing to a point, but try to not be so obvious about it. I'd appreciate if you have one or two 15'ers at most and some more moderate scores in other areas.
We also seem to have agreed on getting no XP for killing enemies, but there are plenty of side objectives that will be awarding larger amounts of XP. Ideally, if you complete ALL the side objectives, you can get up to level 10-11, otherwise you should finish around 8-9.
Anyway, here's where you discuss your characters and whatever else you're doing. I'll answer any questions you have within reason and avoiding spoilers.
While still a 'Campaign', it's organized into two distinct chapters with one 'intermission'(more like a half-chapter) connecting the two. This is in Faerun, yes, and we initially start out around the Nether Mountains and High Forest. For Intermission and Chapter 2 you move elsewhere, and for the sake of avoiding spoilers it's best not to say.
Anyway, for those of you who participated in The Master's Vault, the premise is somewhat similar to that. You've been training for a few years at an adventuring school. You may have come from all over the land, but all of you are going to be pretty young and inexperienced. Your backgrounds should mostly reflect what you did as a child and teenager, as race-appropriate, and give your reason for why you came to learn at the school.
So, some things we're doing just so everyone knows: Stat point assignment will be a thing. Basically, all your attributes start at 8 and you have a pool of points. You can put points into whatever you like to increase it, but the ruleset for it doesn't give stat point prices beyond 15, so no instant 20-point wonders. Anyway, here's the thing:
Variant: Customizing Ability Scores
At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.
You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8.
This method of determining ability scores enables
you to create a set of three high numbers and three low
ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
Ability Score Point Cost Table:
8: 0 points, 9: 1 point, 10: 2 points, 11: 3 points, 12: 4 points, 13: 5 points, 14: 7 points, 15: 9 points.
Though keep in mind that if I see anyone with 3 maxed out 15 pointers and 3 dead 8's, you're gonna have a bad time. I can take the min-maxing to a point, but try to not be so obvious about it. I'd appreciate if you have one or two 15'ers at most and some more moderate scores in other areas.
We also seem to have agreed on getting no XP for killing enemies, but there are plenty of side objectives that will be awarding larger amounts of XP. Ideally, if you complete ALL the side objectives, you can get up to level 10-11, otherwise you should finish around 8-9.
Anyway, here's where you discuss your characters and whatever else you're doing. I'll answer any questions you have within reason and avoiding spoilers.