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[Game] Cross Breed (Name Pending); An entry campaign for AD&D3.5
Topic Started: Sep 7 2010, 12:33 AM (907 Views)
-The Raging Zephyr-
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The Winds of Change
[ *  *  *  * ]
Hello boys and girls, I edited the top post, ain't that nice?

Anyways, when I make important updates, I'll reiterate and link them up here.

This space will be reserved for putting up alternate rules to the normal AD&D3.5 game (nothing too much to blow your minds, I hope) as well as resources for the campaign itself.



Game Books:
The first download is mandatory. All books listed here are the only allowed books in this campaign.

The Core Books - These are an absolute requirement to pick up and read. You only really need to concern yourself with the Player's Handbook, but the Monster Manual and Dungeon Master's Guide will be nice to reference and, if you're familiar with the game system, can be used to further customize your characters.
The Optional Stuff - Contains every "Complete" book, which includes a multitude of character options to be used at your leisure. Even if you're absolutely new to the game, the Player's Handbook 2 is nice to look at if you think the normal PHB doesn't offer you enough choice. I accidentally tossed in the Complete Psionic. Please ignore that.
The Magic Item Compendium - Useful for when you start picking up a bunch of cash and you want to buy an item without it being custom made. The standard magic items are listed in the Dungeon Master's Guide.






Character Creation Rules
Characters start at Level 1.

Ability Scores are rolled on the following system: Roll 4 six-sided dice (4d6) and add together the highest three numbers. Record the sum, and then repeat until you have six numbers. You may reroll any or all of the recorded numbers (keep the second result), and then you may place them into your Ability Scores in any order you want.

Starting money is as follows:
Code:
 
Barbarian   160 gp
Bard        160 gp
Cleric      200 gp
Druid       80  gp
Fighter     240 gp
Monk        20  gp
Paladin     240 gp
Ranger      240 gp
Rogue       200 gp
Sorcerer    120 gp
Wizard      120 gp

All characters start with 4 free skill points to place into any one Profession, Craft, or Performance skill.

All characters gain one extra feat at first level.





Special Character Rules
A modified list of deities will likely be used.
Craft, Profession, and Performance will have more uses than the book states. Craft can be used as a Knowledge check related to a line of work, Profession gives bonuses to other skills related to the profession, and Perform can be used to disorient other characters with the proper performances (Comedy can be used to utterly confuse enemies, Acting can be used to feign death, etc.)

Upon level up, skills will need to be trained. Half the normal skill points your character earns will instantly be increased, and the other skills will be allowed to be raised after some usage.

Experience points and months of game time may be spent training Feats. A character can obtain as many extra feats this way as they do character levels. A proper trainer will be required to learn a feat.




Skills




Feats
Dodge: Provides a +1 Dodge bonus to AC against all foes. You lose this benefit if you lose your Dexterity bonus to AC.

Toughness and Improved Toughness: Feats and classes requiring these feats as a prerequisite may use either of the two feats.

Weapon Finesse: Spears, Shortspears, and Staves may be used for the purposes of this feat.

Polearm Feats
Shield and Pike Style - Prerequisite: Light Shield Proficiency. When wielding a Piercing Two-Handed Polearm with Reach with which you have proficiency, you receive the full Shield bonus to AC of a Light Shield you are wearing. Fighters may take this as a bonus feat.

Braced For Charge - Prerequisite: Base Attack Bonus +1. If you ready a Polearm to receive a Charge, it does double damage. This does not effect Polearms that already do double damage against a charge.

Pike Hedge - Prerequisites: Base Attack Bonus +2, Combat Reflexes, Hold The Line (Complete Warrior). When readying an action to receive a charge, weapons that normally do 2x vs. a charge (such as a Spear, Halberd, etc.) do 3x, while all other melee weapons do 2x. Fighters may take this as a bonus feat.

Pole Balance - When wielding a Polearm with two hands, you receive a +4 Circumstance bonus to resist being Bull Rushed and being Tripped. The bonus also applies to Balance checks to keep your footing as long as there is a solid surface to brace the Polearm against.
You may not use this feat while Flat-Footed.




Armory
The Mancatcher (Complete Warrior) is now considered a Simple Weapon, as it was a common tool used by footpadders and highwaymen and doesn't seem to require any extra proficiency aside from "Force target's neck into collar".




Other Rules
Ranged Aim: Any character can find ways to better aim their projectiles in combat. When utilizing a ranged weapon (but not a ray or ranged touched attack via a spell or spell-like ability) a character may expend their actions to gain a bonus to their attack roll.
By expending a Movement action, the character gains a +1 competency bonus towards the next ranged attack they make during this round.
By performing a Full-Round action, the character gains a +2 competency bonus towards the next ranged attack they make during this round.

Ritual Casting: Spellcasters of either Divine or Arcane casting may pool their magic together to cast a spell of a higher level than one could normally cast. Each caster must have the spell on their spell list, have a copy recorded in a spellbook in the case of Arcane casters or prayed for in the case of Divine casters, prepare it as a ritual casting in one of their spell slots, and have an ability score of 10 + the level of spell they are ritually casting as defined by their class (i.e. Wizards use Intelligence, Clerics use Wisdom.) A ritually-cast spell requires 3 pooled spells of one spell level lower than the cast spell's actual level. For each spell level higher of the ritual, the number of required casters increases exponentially.
For example, a 3rd level spell normally requires three casters who have prepared the ritual in their 2nd level spell slots. If only two casters are available who can prepare the spell in their 2nd level spell slot, then another three casters can aid them by preparing the ritual in their 1st level spell slots.
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Ritual Level | Slots Used* 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  
      2      |             3     -     -     -     -     -     -     -  
      3      |             9     3     -     -     -     -     -     -  
      4      |            27     9     3     -     -     -     -     -
      5      |            81    27     9     3     -     -     -     -
      6      |           243    81    27     9     3     -     -     -
      7      |           729   243    81    27     9     3     -     -
      8      |          2187   729   243    81    27     9     3     -
      9      |          6561  2187   729   243    81    27     9     3  

*Number of Casters required if using only a single specific level of spell slot.  If using mixed spell levels for the ritual, every 3 castings of a spell is equivalent to a single casting one level higher.

A single medium must be chosen for the spell, and if using mixed spell levels the medium must be casting the highest level being used for the ritual. The medium uses their ability score bonus that they use to cast their class's spells to determine the spell's DC. The caster level of this spell is of the lowest possible class level that the class could normally cast it at.
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-Korokage-
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Master
[ *  *  *  * ]
I have the 3.5 edition of the DnD Player's handbook and I do believe that I have the BESM 3rd edition handbook...somewhere. And I can play any genre you guys feel like playing.

The only thing I can't do is use skype...because I don't have it. I have MSN though.

EDIT: I also have a character generator for BESM on my flash drive.
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-Luffy Foxtrot-
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Raining on your parade with a truckload of awkward awesomeness.
[ *  *  *  * ]
I've always been interested in checking out Dungeons & Dragons, but I honestly have no clue what to do beyond that.

But either way, DnD's the only TtRPG I'm actually interested in right now.
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-YCobb-
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Master
[ *  *  *  * ]
I have, as stated, played the lame starter's kit for DnD and am very interested in learning the full game.

I have honestly never even heard of all the other games in your post.
Quote:
 
space elves who save the world from time travelling cyborg death gods

also CHORNO FUCKING TRIGGER
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-The Raging Zephyr-
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The Winds of Change
[ *  *  *  * ]
I'm really humored that a bunch of noobs wanna try to play one of the more complex RPGs out there.

Okay, I'll bite. We can do D&D. I'll probably opt for AD&D 3.5, since in my own opinion it's the most noob friendly (despite how complex it is.)

First thing I have to know is what kind of game people are looking for. It'll change by a great deal how I set things up.

If anyone needs help with anything (and you will), just ask me any questions.

Also, it would be nice to get some extra support in here.



Core Handbooks *Required*

Optional Core Books and Classes
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Psycho Werekitsune
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Part man...part beast...full psycho!
[ *  *  *  * ]
I'm game for this too. We've already worked on the character together, so I'm pretty much all set aside from the gear he's carrying. I'd help out to the best of my lack of ability.

Also, what do you mean by what kind of game again?
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-The Raging Zephyr-
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The Winds of Change
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Like, action, mystery, drama, etc.

I wanna know if people want to do a dungeon crawler or something more akin to working as detectives or perhaps acting as mercenaries in an army, that sort of thing.

Also, I'll probably want characters to be level 1, so you won't have much for equipment. You'll also have to cut down on a handful of skill points, but nothing too major.
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Psycho Werekitsune
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Part man...part beast...full psycho!
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Fffff, but you helped me make a level 2 guy. D:

I dunno, I guess we can start with a basic dungeon crawl then move up from there in later games?
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-The Raging Zephyr-
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The Winds of Change
[ *  *  *  * ]
Well, you could still be Level 2 if I do a system I was planning on doing.

I figured having some central plot that all the characters get attracted to which leads to them meeting up and joining together. Before the first session, I'd hold mini-sessions with each player individually and having them do a prologue that ends up eventually leading to the central plot, which then can be picked up from the first official group session.

I figure that everyone's "level 1" would be handled in the first session, and then everyone gets an automatic level up at the end so they can figure out how leveling works.
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-YCobb-
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Master
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Okay, I downloaded all the books.

I'll get around to reading them this weekend while I'm away or bit-by-bit next week.
Quote:
 
space elves who save the world from time travelling cyborg death gods

also CHORNO FUCKING TRIGGER
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-The Raging Zephyr-
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The Winds of Change
[ *  *  *  * ]
Updated with some character creation rules and added the MIC to the list of books.
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-YCobb-
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Master
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So this is something that bothered me in the beginner's set, but it never actually stated how to find initiative.
I haven't looked through the book yet, but is that covered in there?
Quote:
 
space elves who save the world from time travelling cyborg death gods

also CHORNO FUCKING TRIGGER
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-The Raging Zephyr-
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The Winds of Change
[ *  *  *  * ]
Beginners set is about 20 years outdated, but Initiative is listed there.

Initiative is equal to the roll of a d20 summed with your Dexterity Modifier ((Dexterity score - 10)/2, ignore the remainder), plus any bonuses from Feats and Classes.

The Improved Initative feat from the PHB adds a +4 to your score.


A character with 17 Dexterity and the Improved Initiative feat would have a modifier of +7 ((17 Dex - 10)/2 = 3.5 = +3) + (Improved Initiative = +4)



I believe BECM does Initiative as a single d20 roll for each side of the combat (generally the Players and the Enemies) and then has a huge list of steps to determine how people move and attack.
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-Ekoi-
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Purple maybe will join.

We haven't played a proper game of 3.5e in several years, and are fairly rusty. We are currently also playing a 4e session with another party, so don't be surprised if we get shit mixed up.
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-The Raging Zephyr-
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The Winds of Change
[ *  *  *  * ]
Updated the top post.

Because this forum is a dick and isn't very wide, my table at the bottom of the post is all fucked up.

Pretend the table says OR between each number, since it basically lists the number of casters you need to cast a ritual if they're all of a uniform level, i.e. For a Teleport spell (4th level spell) you'll need either 27 casters with the ritual in a 1st level spell slot OR 9 casters with the ritual in a 2nd level spell slot OR 3 casters with the ritual in a 3rd level spell slot. And you can mix and match those as every three casters of a slot count as a single caster of a slot one higher, so that teleport can be cast like:
A. Two casters using a 3rd slot and three casters using a 2nd slot
B. One caster using a 3rd slot, five casters using a 2nd slot, and three casters using a 1st slot
C. Six casters using a 2nd slot, and nine casters using a 1st slot
D. etc.
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