The Sundered Way - OOC
Posted: Wed Jul 20, 2016 5:09 pm
So what started out as a thread has turned into our OOC, as people wanted to play and we got underway quickly. I'll leave all of the other initial stuff below, but wanted to post in some relevant game resources.
Character Sheets
Map of Circle Vale Commons
Tool Proficiencies
Hey all...
This isn't an official recruitment thread, it's entirely possible that I may decide I don't have time to do it, but I've been wanting to run a 5e game for a while now... and with my RL group ending our Star Wars Force and Destiny campaign and starting one in 5e (with someone else as DM), I figured now would be as good a time as any. What's that? You're interested, but have some questions? Ask away!
What is the setting?
The world would likely be one of my own devising, and as such I may tweak somethings, but would mostly be sticking to what's in the core books of the edition (as I don't have access to the expansion books).
How will turns work?
As much as possible, I plan on letting players make their own rolls using a forum-postable roll generator (such as Coyotecode)... this does mean that players will need to be relatively prompt and responsive. I'm not sure what my update schedule will look like yet, but as this game will require much less dice rolling on my end than the other games I'm currently running, hopefully by letting players do their own rolling, I can focus on story. I will be using Google Drive to share documents, unfortunately the form-fillable pdf character sheets are not form-fillable while on Google Drive. I'll likely be keeping a copy of baseline character sheets up to date and including links to them in the bottom of each post, as well as Google Drive drawn battle maps.
Well, I don't have the books, can I still play?
Certainly. In fact, this is one place where I intend to deviate from how most forum games I've seen generate characters. Since I have the books, and many players may not, I want to do a random character generation to avoid some of the need to be able to access game content. Shooting for less minmaxing and more taking an interesting character concept and running with it. I will roll up a series of Race, Class, and Backgrounds, and give players their choice of the results. Players will get to choose in a randomly determined draft order, and any unchosen character concepts may be the base for NPCs later in the game. Once you've picked out your character, you'll be able to flesh them out, chose gender, appearance, backstory (I may have questionnaires to this end), as well as making ability roles and making any class choices that need to be made at first level. As things progress, I'll work with you to let you know your options as your character develops.
How will you be doing abilities?
We will be rolling for them, roll 4d6, drop the lowest, add the top 3, then repeat 5 more times. These will generate your scores for Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma, and you may assign them as you see fit for your class and character concept.
I've not played D&D before, can I still play?
Sure! I'd not played proper D&D until Theis2's game here on the forums, and the upcoming RL campaign will be my first pencil and paper D&D, so I'm welcoming to new folks!
I've only played edition X, what is different in 5th?
From what I can tell, there are few distinct mechanics that vary from 3.5e (I haven't played 4e, so can't say what is and isn't different from that).
*Advantage and Disadvantage: This is a mechanic I find pretty interesting, and there are folks that go a lot more into the effect it has on the rolls produced, but at its simplest, there are 3 rolls I can specify characters to make when rolling a d20. The most common is just the standard roll. Your roll the d20 and whatever you get is what you get. Advantage and disadvantage both mean you instead roll two die, if you have advantage you take the higher, if you have disadvantage, you take the lower. This could be based on something (good or bad) that has happened to your character, or could be a result of your items, class, etc.
*Proficiency: Whether you are proficient in something (weapon, spell, tool, skill, saving throw) determines whether you can add your proficiency bonus. This condenses attacking, spell casting and resistance to your spells, skill use and saves into once value. It scales with level, and as long as you have proficiency with it, you can do it better. Your starting class, background, and in some cases, race, determine which skills you can select from to be proficient in, but generally you won't be able to add to those proficient skills except by taking the Skilled feat, or by multiclassing into select classes.
*Feats: Feats are much fewer, but are more powerful than in 3.5, with may feat concepts being combined. Part of the reason for that is that instead of being able to take a feat every few levels and being able to increase an ability score every few levels, instead you can do one or the other....
*Ability Score Improvement: Every few levels, you can increase one ability by 2, or two abilities by 1, OR choose a feat.
*Spellcasting: Caster classes have cantrips that can be cast an unlimted number of times per day, but are able to cast fewer spells at each level than in the past. However, low level spells can be cast at a higher level by using a higher level spell slot. In the case of some spells, this may increase the damage, targets, or duration of the spell.
I think I had other questions, but can't remember them just now...
Well, if you think of them, just ask!
Character Sheets
Map of Circle Vale Commons
► Show Spoiler
► Show Spoiler
► Show Spoiler
► Show Spoiler
Tool Proficiencies
Hey all...
This isn't an official recruitment thread, it's entirely possible that I may decide I don't have time to do it, but I've been wanting to run a 5e game for a while now... and with my RL group ending our Star Wars Force and Destiny campaign and starting one in 5e (with someone else as DM), I figured now would be as good a time as any. What's that? You're interested, but have some questions? Ask away!
What is the setting?
The world would likely be one of my own devising, and as such I may tweak somethings, but would mostly be sticking to what's in the core books of the edition (as I don't have access to the expansion books).
How will turns work?
As much as possible, I plan on letting players make their own rolls using a forum-postable roll generator (such as Coyotecode)... this does mean that players will need to be relatively prompt and responsive. I'm not sure what my update schedule will look like yet, but as this game will require much less dice rolling on my end than the other games I'm currently running, hopefully by letting players do their own rolling, I can focus on story. I will be using Google Drive to share documents, unfortunately the form-fillable pdf character sheets are not form-fillable while on Google Drive. I'll likely be keeping a copy of baseline character sheets up to date and including links to them in the bottom of each post, as well as Google Drive drawn battle maps.
Well, I don't have the books, can I still play?
Certainly. In fact, this is one place where I intend to deviate from how most forum games I've seen generate characters. Since I have the books, and many players may not, I want to do a random character generation to avoid some of the need to be able to access game content. Shooting for less minmaxing and more taking an interesting character concept and running with it. I will roll up a series of Race, Class, and Backgrounds, and give players their choice of the results. Players will get to choose in a randomly determined draft order, and any unchosen character concepts may be the base for NPCs later in the game. Once you've picked out your character, you'll be able to flesh them out, chose gender, appearance, backstory (I may have questionnaires to this end), as well as making ability roles and making any class choices that need to be made at first level. As things progress, I'll work with you to let you know your options as your character develops.
How will you be doing abilities?
We will be rolling for them, roll 4d6, drop the lowest, add the top 3, then repeat 5 more times. These will generate your scores for Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma, and you may assign them as you see fit for your class and character concept.
I've not played D&D before, can I still play?
Sure! I'd not played proper D&D until Theis2's game here on the forums, and the upcoming RL campaign will be my first pencil and paper D&D, so I'm welcoming to new folks!
I've only played edition X, what is different in 5th?
From what I can tell, there are few distinct mechanics that vary from 3.5e (I haven't played 4e, so can't say what is and isn't different from that).
*Advantage and Disadvantage: This is a mechanic I find pretty interesting, and there are folks that go a lot more into the effect it has on the rolls produced, but at its simplest, there are 3 rolls I can specify characters to make when rolling a d20. The most common is just the standard roll. Your roll the d20 and whatever you get is what you get. Advantage and disadvantage both mean you instead roll two die, if you have advantage you take the higher, if you have disadvantage, you take the lower. This could be based on something (good or bad) that has happened to your character, or could be a result of your items, class, etc.
*Proficiency: Whether you are proficient in something (weapon, spell, tool, skill, saving throw) determines whether you can add your proficiency bonus. This condenses attacking, spell casting and resistance to your spells, skill use and saves into once value. It scales with level, and as long as you have proficiency with it, you can do it better. Your starting class, background, and in some cases, race, determine which skills you can select from to be proficient in, but generally you won't be able to add to those proficient skills except by taking the Skilled feat, or by multiclassing into select classes.
*Feats: Feats are much fewer, but are more powerful than in 3.5, with may feat concepts being combined. Part of the reason for that is that instead of being able to take a feat every few levels and being able to increase an ability score every few levels, instead you can do one or the other....
*Ability Score Improvement: Every few levels, you can increase one ability by 2, or two abilities by 1, OR choose a feat.
*Spellcasting: Caster classes have cantrips that can be cast an unlimted number of times per day, but are able to cast fewer spells at each level than in the past. However, low level spells can be cast at a higher level by using a higher level spell slot. In the case of some spells, this may increase the damage, targets, or duration of the spell.
I think I had other questions, but can't remember them just now...
Well, if you think of them, just ask!