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Post by Deleted on Feb 23, 2018 22:45:57 GMT -5
Here are some basic questions to consider when creating a new campaign. We all know the by the book answers, so no need to leave feedback if that is your stance. Instead? How do you deviate from the Most Holy Writ of the Great Gygax (Himself)? How you do you make it your own? - Ability scores generation method?
- How are death and dying handled?
- What about raising the dead?
- How are replacement PCs handled?
- Initiative: individual, group, or something else?
- Are there critical hits and fumbles? How do they work?
- Do I get any benefits for wearing a helmet?
- Can I hurt my friends if I fire into melee or do something similarly silly?
- Will we need to run from some encounters, or will we be able to kill everything?
- Level-draining monsters: yes or no?
- Are there going to be cases where a failed save results in PC death?
- How strictly are encumbrance & resources tracked?
- What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
- What do I get experience for?
- How are traps located? Description, dice rolling, or some combination?
- Are retainers encouraged and how does morale work?
- How do I identify magic items?
- Can I buy magic items? Oh, come on: how about just potions?
- Can I create magic items? When and how?
- What about splitting the party?
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Post by Hexenritter Verlag on Feb 24, 2018 1:33:52 GMT -5
1) Ability scores generation method? In general if it is D&D based 4d6 drop the lowest & in the past with 5e reroll 1s & 2s. The idea at the time you were playing heroes not zeros; but I am going back to BtB. 2) How are death and dying handled? Negative Con, past 0 HP, you take 1 HP bleed until healed. You make a death save or die of shock. Every time you get damaged & haven't hit - Con, you make another save vs. death or die. 3) What about raising the dead? Nope, dead is dead; unless you use a wish spell. 4) How are replacement PCs handled? Re-roll at - one level of current group level unless they 1st level still & find a convenient & logical means to introduce them to the group. 5) Initiative: individual, group, or something else? Group Initiative. 6) Are there critical hits and fumbles? How do they work? Yes on Natural 20 or Natural 1, respectfully. Depends on the situation & makes more sense. 7) Do I get any benefits for wearing a helmet? I haven't decided yet. 8) Can I hurt my friends if I fire into melee or do something similarly silly? Yes. 9) Will we need to run from some encounters, or will we be able to kill everything? LOL , run from my Dragons or you are crispy Dragon snacks. 10) Level-draining monsters: yes or no? I am leaning towards no, I think stat based drain depending on creature makes more sense. 11) Are there going to be cases where a failed save results in PC death? Yes, at 0 HP or depending on Monster PC's are fighting. A Zombie or Skeleton takes a save vs. death or their brain pan is destroyed on a Natural 20 critical. 12) How strictly are encumbrance & resources tracked? I have yet to decide. 13) What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? I have yet to decide. 14) What do I get experience for? Ditto above. 15) How are traps located? Description, dice rolling, or some combination? Depends on the system & racial abilities; but generally description first 7 only roll if required by ability. 16) Are retainers encouraged and how does morale work? Yes, BtB (modified depending on their treatment). 17) How do I identify magic items? I have yet to decide. 18) Can I buy magic items? Oh, come on: how about just potions? I am leaning towards No. I'll allow healing potions. 19) Can I create magic items? When and how? Yes, depends on the system I'll use. 20) What about splitting the party? I allow it, but the party will have to deal with the consequences.
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Post by ripx187 on Feb 24, 2018 2:29:23 GMT -5
Ability scores generation method? 4d6 in order, drop the lowest. I always push to roll 3d6 but my players are pansies. How are death and dying handled? Injured and unconcious at zero or below, losing 1 hp per round. Death at -10. Sexy scar if saved. What about raising the dead? Usually this isn't available, but if you were a hero loved by NPCs, anything can happen. How are replacement PCs handled? Introduced at rest point, or found in a prison, whatever. They all start at 1st Level, but are not restricted by XP caps and can gain multiple levels in a single session. Initiative: individual, group, or something else? Group, if people get picky they can adjust the roll with bonuses to determine who goes first. Are there critical hits and fumbles? How do they work? Yeah, but they are unpredictable. Do I get any benefits for wearing a helmet? Yes, I am an annoying DM who thinks that head injuries are hillarious. I've also been in caves and know how hard it is to remember how to duck. OUCH!!!! Can I hurt my friends if I fire into melee or do something similarly silly? Yup. Will we need to run from some encounters, or will we be able to kill everything? Killing everything is something that should never be done for free. Level-draining monsters: yes or no? Yes, my undead are sad enough without me taking away their coolest attack. Are there going to be cases where a failed save results in PC death? Yes. Sissies stay home. How strictly are encumbrance & resources tracked? Very, I need accurate Movement Rates, we keep a tight Calendar. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? I want to enforce Training rules, my players do not want me to. I have never played this way; I might have to make this compulsary after 5th level. What do I get experience for? Slaying Monsters, Saving Lives (innocent NPCs are usually worth 100xp each), Meeting specific objectives, Using abilities wisely, comming up with an incredible idea, Role-Playing an action that goes against what you want to do, Helping others at the table, BSing your way out of a situation with no dice, and of course making me laugh. How are traps located? Description, dice rolling, or some combination? Depends on the trap. I design all of them. Are retainers encouraged and how does morale work? Yes, they get a full share of XP, and half a share of treasure unless the PC's retained them with a different condition. The players track the hp, and roll all dice for them, except for morale which I check BTB. How do I identify magic items? Depends, but I do try to make it as entertaining as possible. Typically you can pay an expert if you can find one. Can I buy magic items? Oh, come on: how about just potions? I usually do sell a weak local potion that cures 1d4 hp at a reasonable price. A master crafter can create + weapons or armor, but they are pricey. There is a market for such things (like all things not for sale), but filthy low born adventures need not apply. Can I create magic items? When and how? Yes, BTB. Usually a quest involved. What about splitting the party? Get out of my brain @piper
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Post by robkuntz on Feb 24, 2018 6:03:29 GMT -5
Note: These are ALL, in each and every case, SUB-SYSTEMS questions. They are not addressing the actual holistic system but only the mechanical interface. By this line of questioning and thought, whether one is extracting this as inferred Gygax by the way he is presenting "his own" mechanics and how they are to be used, or not, it also infers by such placement that the System is comprised of, studied for, and evaluated because of, because of its its relative worth by, for, and because of the inset mechanics alone, which, as I noted, are only the sub systems and not the holistic system. This places the mechanics above the system architecture itself (which it is only a part of), a route that WotC champions to this day with all of its limiting thought to design to DMing consequences attending it.
Also note: I have started another thread in my design section so as to not derail this one through continued back and forth here upon what I just stated. Please do not respond here to what I just posted but do so at that thread. -- RJK
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Post by Deleted on Feb 24, 2018 15:04:02 GMT -5
Well, FIRST I deviate by not considering it "holy writ of the Great Gygax."
When Gary made the statement "such games cannot be called ADVANCED DUNGEONS & DRAGONS," my response was, "That's nice, Cupcake."
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Post by Deleted on Feb 24, 2018 16:19:24 GMT -5
Well, FIRST I deviate by not considering it "holy writ of the Great Gygax." When Gary made the statement "such games cannot be called ADVANCED DUNGEONS & DRAGONS," my response was, "That's nice, Cupcake." LOL! Well, I was being tongue-in-cheek but that doesn’t always come across of the written word!
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Post by Deleted on Feb 24, 2018 16:58:49 GMT -5
True dat.
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Post by Admin Pete on Feb 28, 2018 0:22:47 GMT -5
Note: These are ALL, in each and every case, SUB-SYSTEMS questions. They are not addressing the actual holistic system but only the mechanical interface. By this line of questioning and thought, whether one is extracting this as inferred Gygax by the way he is presenting "his own" mechanics and how they are to be used, or not, it also infers by such placement that the System is comprised of, studied for, and evaluated because of, because of its its relative worth by, for, and because of the inset mechanics alone, which, as I noted, are only the sub systems and not the holistic system. This places the mechanics above the system architecture itself (which it is only a part of), a route that WotC champions to this day with all of its limiting thought to design to DMing consequences attending it. Also note: I have started another thread in my design section so as to not derail this one through continued back and forth here upon what I just stated. Please do not respond here to what I just posted but do so at that thread. -- RJK Thank you for starting the new thread, that is a great topic you have there. While I think it is fun to look at the sub-systems we each use, because if you look at it from the standpoint of how does that mechanical implementation affect play, does it limit choices and if so how does it limit choices and does that serve a purpose that is useful. Then you can think about what are some of the other ways I could do this and how would they affect the game. That can be instructive. I am very interested in learning much more about the holistic system of Arneson. Because the better we understand that the better we can create our own thing without getting hung up on the minutia.
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Post by Admin Pete on Feb 28, 2018 0:53:59 GMT -5
For entertainment purposes:1) Ability scores generation method? I use 3d6 in order. That is what I am using in my current pbp down below. The only difference is I rolled up a number of characters for each player so they can choose one that is the race and class they want to play.
2) How are death and dying handled? In the pbp 0 HPs is unconsicious. If you don't receive first aid within 5 melee rounds (30 seconds)then you are dead.
3) What about raising the dead? There are a number of methods, but it is unlikely that you will be able to use them at low level.
4) How are replacement PCs handled? Pick another character from the choices I gave you and let me know when you have equipped him and I will find a way to work him in.
5) Initiative: individual, group, or something else? I tend to not use it, unless there is a significant level difference between the party and the potential opponent/ally etc and then I roll it for the group.
6) Are there critical hits and fumbles? How do they work? Yes on Natural 20 or Natural 1, respectfully. You will have to watch and find out.
7) Do I get any benefits for wearing a helmet? IMC Helmets must be worn as a basic part of your armor. Each armor class assumes you are wearing a helmet and you are penalized if you are not wearing it.
8) Can I hurt my friends if I fire into melee or do something similarly silly? Yes. 9) Will we need to run from some encounters, or will we be able to kill everything? Yes, sometimes you will need to run and no you will not be able to kill everything, in fact that is definitely the wrong mindset. Fighting is the last resort not the first option.
10) Level-draining monsters: yes or no? Yes!!
11) Are there going to be cases where a failed save results in PC death? Yes!!12) How strictly are encumbrance & resources tracked? Not super strictly, but we will try to keep track of it and running out of torches in the dungeon is a very bad situation.
13) What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? Gaining XP is what increases your level, training for me in OD&D is on the job, you learn by doing. Yes, you get new spells, because your capacity to understand them has increased. You level up when you gain XP and that is when you spend the monetary treasure that you obtain. There are a number of ways that you accrue XP and a number of ways that are accounted as "spending" it.14) What do I get experience for? Spending treasure.
15) How are traps located? Description, dice rolling, or some combination? Tell me what you are doing and then I will go from there depending on what I have decided the level of difficulty is going to be.16) Are retainers encouraged and how does morale work? Yes. A number of factors, centered around how well you treat them and are you leading or trying to get them to take the risks for you.
17) How do I identify magic items? It depends on the item, some are obvious and some are far from it.
18) Can I buy magic items? Oh, come on: how about just potions? NO, but you can sell them.19) Can I create magic items? When and how? Yes, when you get high enough level to find out that information.20) What about splitting the party? I allow it, but the party will have to deal with the consequences good, bad or ugly.
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Post by ripx187 on Feb 28, 2018 9:41:36 GMT -5
5 melee rounds = 30 seconds? So 10 rounds = 1 minute.
That is different from me. 1 round = 1 minute. 10 rounds = 1 turn. This system is, of course used for measuring expendables and spells. Fires burn for x amount of turns. Does this mean that you shorten the time of . . . say, a Haste spell, To fit your rounds?
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Post by makofan on Feb 28, 2018 9:42:03 GMT -5
1) Ability scores generation method? I've tried everything. Now, I tailor it to what the players want or the campaign demands
2) How are death and dying handled? 0 unconscious, negativbe dead
3) What about raising the dead? Raise Dead spell
4) How are replacement PCs handled? Just roll up another
5) Initiative: individual, group, or something else? I tend to do group, but I am always experimenting, trying to fit it to the situation
6) Are there critical hits and fumbles? How do they work? Sort of. If someone rolls a 20, I give them maximum damage (which is usually 6)
7) Do I get any benefits for wearing a helmet? Helmets are assumed. If not worn, some encounters could be more deadly; archers, and aerial attacks
8) Can I hurt my friends if I fire into melee or do something similarly silly? Of course
9) Will we need to run from some encounters, or will we be able to kill everything? Run!
10) Level-draining monsters: yes or no? Yes!!
11) Are there going to be cases where a failed save results in PC death? Yes!!
12) How strictly are encumbrance & resources tracked? General guidelines
13) What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? Each campaign I run is different.
14) What do I get experience for? Killing things and taking their stuff
15) How are traps located? Description, dice rolling, or some combination? Same as PD "Tell me what you are doing and then I will go from there depending on what I have decided the level of difficulty is going to be."
16) Are retainers encouraged and how does morale work? Yes. I use the basic 2-12 roll, with plusses/minuses for charisma, situation and good treatment
17) How do I identify magic items? I usually have a mage in major towns who idenbtify for 100 gold
18) Can I buy magic items? Oh, come on: how about just potions? Hmmm.... Who knows?
19) Can I create magic items? When and how? I do this by the book, whatever that RPG says
20) What about splitting the party? Rarely in face to face, no problem in play by post. It has to do with consideration for other players
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Post by Admin Pete on Feb 28, 2018 10:05:19 GMT -5
5 melee rounds = 30 seconds? So 10 rounds = 1 minute. That is different from me. 1 round = 1 minute. 10 rounds = 1 turn. This system is, of course used for measuring expendables and spells. Fires burn for x amount of turns. Does this mean that you shorten the time of . . . say, a Haste spell, To fit your rounds? At a later date I will go into this in more detail in a separate thread since it deserves and requires more than a quick answer(once the pbp gets going again I will need to do so anyway) but I have used a 6 second melee round since I started reffing back in 1975. I have to run now, see you all in a few days.
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Post by Deleted on Feb 28, 2018 13:30:26 GMT -5
3d6 in order six times. If you roll so poorly that the average stat score is less than 9, I will let you start over.
One round of combat is one minute. The die roll represents whether or not you've done something useful after a minute of frantically swording at the other guy.
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Post by sixdemonbag on Feb 28, 2018 16:59:11 GMT -5
Ability scores generation method? 3d6 in whatever order.
How are death and dying handled? Dying at 0 HP unless there is a successful death save. Otherwise, dead if no help arrives within a reasonable time frame (say, immediately after combat). Magic or rest can restore back to 1 HP or higher.
What about raising the dead? Someone better have the spell or know an NPC that is willin' 'n' able to cast it.
How are replacement PCs handled? Rolled on the spot and incorporated in a sensible way.
Initiative: individual, group, or something else? No initiative. Surprise checks (if applicable), then PCs go first.
Are there critical hits and fumbles? How do they work? Yes. A rolled 20 earns a double-damage hit. A rolled 1 is a miss.
Do I get any benefits for wearing a helmet? No, unless magical.
Can I hurt my friends if I fire into melee or do something similarly silly? You betcha.
Will we need to run from some encounters, or will we be able to kill everything? Running is highly encouraged if survival is a priority.
Level-draining monsters: yes or no? But of course!! Muwahahaha...
Are there going to be cases where a failed save results in PC death? Dying (0 HP) instead of instant death.
How strictly are encumbrance & resources tracked? Not strict at all. Mere common sense applies here.
What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? Any leveling occurs between adventures since I don't track XP and new spells are automatic.
What do I get experience for? Surviving. I.e., not dying during the course of challenging adventures.
How are traps located? Description, dice rolling, or some combination? Combo. Found if they look in the right place. Otherwise, roll dice.
Are retainers encouraged and how does morale work? Not encouraged since the logistics often get out-of-hand. Leveling will slow dramatically based on the number of party members (retainers included). Morale is Ref fiat. If unsure, roll 2d6.
How do I identify magic items? Trial-and-error or by using a consultant. Once identified, no need to do so again for the same item.
Can I buy magic items? Oh, come on: how about just potions? Anything is possible with the right amount of coin and if you know the right people.
Can I create magic items? When and how? Wizards can do it in their spare time.
What about splitting the party? Players may do as they please.
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