Crimson Flag Comic Forums

Other Realms => Role Play Theater => Topic started by: Jonas on March 12, 2011, 07:18:31 PM

Title: Dungeons and Dragons, take 2
Post by: Jonas on March 12, 2011, 07:18:31 PM
Ok, I've worked out some of the kinks my last attempt at a forum DnD game had, so I'm looking to see if any fuzzies are interested in starting a forum-based Dungeons and Dragons game. We'll be using 4th edition.
Title: Re: Dungeons and Dragons, take 2
Post by: Geary on March 12, 2011, 09:20:20 PM
I'll try
Title: Re: Dungeons and Dragons, take 2
Post by: Digital Vulpine on March 12, 2011, 11:47:41 PM
I guess I'll take another swing at it.  Not sure whether to go rogue or ranger, I've hammered out builds for both but what it comes down to is the rogue has much higher damage potential per hit, but the ranger is probably going to land more hits (due to attacking twice as often if nothing else) and have more consistent damage.
Title: Re: Dungeons and Dragons, take 2
Post by: Tvorsk on March 13, 2011, 05:50:46 AM
I'd definitely want to try again... gotta break my bad luck at dice {:P
Title: Re: Dungeons and Dragons, take 2
Post by: Dragyn on March 13, 2011, 07:27:24 AM
I'm in, provided we can find a time that works for everyone.  Do we have a timeframe for this, yet?

Not sure what I'd play as, though.  We'll see.
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on March 13, 2011, 03:19:23 PM
There won't be a timeframe per se, since this will be done via forum. I'd like to get started before the end of the month though, if that's what you mean. As for classes, don't worry too much about filling roles and just play what you like. I'll have a more detailed set of guidelines posted in a day or so--just want to see if anyone else wants to play.
Title: Re: Dungeons and Dragons, take 2
Post by: PrincessToyTime on March 13, 2011, 03:37:06 PM
Sure, I will give this a go! Sign me up chief!  [:)
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on March 13, 2011, 09:07:30 PM
Ok, attached to this post is a page outlining the guidelines for this game. In addition, here are a series of campaign themes that you can choose from.

The Astral Sea: Divine Dominions and shattered realms float throughout this infinite, sparkling expanse. The realm of gods, devils, abominations, and more, there is equal parts terror and beauty to find if you travel far enough. The Astral Sea was the battleground of the Dawn War between gods and primordials, and many dangers from that time still float through the plane. This campaign would start in the mortal world but transition to the Astral Sea shortly before or after the paragon tier. It will be more exploration-focused than the other options presented but feature varied environments and challenges as players explore astral dominions ranging from wondrous city of Hestavir to the heart of the Nine Hells.

Urban Adventure: Resting within a plane separate from normal cosmology is Sigil, the City of Doors. This sprawling metropolis is a congregation of every plane and race possible. Devils work alongside Devas, mind flayers and vampires can walk free, and a myriad of portals ensure a constant flow of near-unlimited goods. This campaign will take place almost exclusively within the city of Sigil, with an occasional adventure occurring in other planes. Expect a more directed flow, but be aware that since the city is the main hub of the campaign, your actions will have more long-term consequences down the line.

Through the Veil of Madness: The Far Realm is a plane beyond space and time. It is a realm of alien laws and anathematic geometry. Simply attempting to comprehend its nature can break the mind and scar the soul. Though blocked off from full interaction with the world, entities of the Far Realm remain a dire threat to those that value their sanity. This campaign will take place primarily in the mortal world, with occasional visits to the Shadowfell or Feywild. Players will start out in normal adventures that grow into a frantic race against time as they face off against the full terror of the stars.

Courts of the Fey: The Feywild is a plane infused with arcane magic. It is a land of fervent and flowing extremes. Strange and beautiful creatures live among the forests and glades of the Feywild, but beauty is often dangerous here. The archfey that rule here wield immense power and fierce passions that twist into a thick web of faerie politics. This campaign will take place almost exclusively within the Feywild and will revolve around the different factions and alliances that make up this realm. Though there will still be adventures and combat, there will also be times when saying the right thing will be more important that striking the right blow.
Title: Re: Dungeons and Dragons, take 2
Post by: Dragyn on March 13, 2011, 11:22:38 PM
Alright, that all looks good.  I do still have the Anthro Races around, but I can understand and endorse your decision to omit them--it'll make things much easier for everyone, I suspect.

I think I'll continue to use the character builder to make my character, but I'll get a Mythweaver's version set up before we begin.

On that note...what I meant when I asked for a timeframe was just how long do I have to get my character ready?  Do we have a set date for that, or are we gonna' just wait for everyone to say they're ready?

I'll probably have my character set up within the week, regardless.  I'm mostly just curious.

I don't really have any preference for campaign setting, though I'd prefer Either Sigil or the Far Realm, I think.

As for race and class...I'll post again once I come to a decision.  I'm leaning towards something mobile and striker-y, though. 
Title: Re: Dungeons and Dragons, take 2
Post by: Digital Vulpine on March 13, 2011, 11:37:20 PM
Hmm, alright.  I've got a question about equipment though, I was going to build a Ranger making use of their two-weapon abilities.  Would I have to choose between having two blades or having a bow, or is one blade and a bow the only option?  If I take a dagger as my ranged weapon (in order to have two blades), would spare daggers count as ammunition so that I don't run out after the first throw?
Title: Re: Dungeons and Dragons, take 2
Post by: Dragyn on March 13, 2011, 11:44:11 PM
I also have a new question:  I'm not sure I'd do it anyway, but is the Hybrid Class system available to us as well?  I know it was added in PHB3, but it does add a lot of complexity to things.

EDIT:  I'm not gonna' do the Hybrid thing, anyway.

I think I've settled on a monk, but this brings up a question:  Does my Monk Unarmed Strike count as my melee weapon, or do I get to bring a spear, too?
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on March 14, 2011, 09:40:10 AM
Two-weapon Ranger can start with a second melee weapon because it's required for their abilities. This does not count against being able to start with a ranged weapon.

The monk unarmed strike does not count as a starting weapon due to the fact that it isn't optional. Just be aware that using a spear won't grant any range benefit with monk powers (they're all touch 1 or melee 1 for the most part)

Also, I think I should clarify something about the Full Discipline powers for monks. While you can do the move action and standard action abilities of the Full Discipline powers in any order, you cannot do anything in between them. For instance, you can use the standard action attack and then the move ability, or the move ability and then the standard action attack. What you cannot do, however, is something like use the move ability, use an item, and then use the standard action attack.

Time limit for character creation/campaign vote is the end of the week.
Title: Re: Dungeons and Dragons, take 2
Post by: Dragyn on March 14, 2011, 02:45:35 PM
I know, Jonas.  There's a feat I could take that would let me Use the spear's reach with my Flurry of Blows, but I mostly want the spear for just in case we run into something I don't really want to stand right next to.  Monks aren't defenders, after all.

Um...not to nitpick, Jonas, but where does it say that about Full Disciplines?  I know you can only use one full discipline in a round (Unless I use an action point), but I don't see where it says I can't do anything between them...

It's not gonna' be a problem, either way.  I'm just trying to make sure we're seeing the same things.
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on March 14, 2011, 03:02:51 PM
It doesn't say that anywhere, it's just my interpretation of the rules based on the idea behind the class. Monks are designed with the idea that they can pull off acrobatic feats as part of their attacks, so my ruling is intended to keep the movement and attack portions linked.

For the record, this doesn't apply to free actions (since those can be used even in the middle of other actions)
Title: Re: Dungeons and Dragons, take 2
Post by: Dragyn on March 14, 2011, 03:21:50 PM
Ah.  All right, then.

Assuming I got the settings right, this time:
Here (http://www.myth-weavers.com/sheetview.php?sheetid=283051) is my character sheet.
Title: Re: Dungeons and Dragons, take 2
Post by: Digital Vulpine on March 14, 2011, 05:57:30 PM
Alright, I think I've got mine hammered out.

Should be here (http://www.myth-weavers.com/sheetview.php?sheetid=283013), let me know if it doesn't work. As for the campaign, I'm thinking either Astral Sea or Veil of Madness.
Title: Re: Dungeons and Dragons, take 2
Post by: William Swiftfoot on March 15, 2011, 07:29:25 PM
Ill have to dig for my sheet, but...could I bring Krim back?
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on March 15, 2011, 07:36:00 PM
So long as he is changed to abide the new guidelines, then yes.
Title: Re: Dungeons and Dragons, take 2
Post by: William Swiftfoot on March 15, 2011, 07:53:22 PM
Ah k. Missed the guidelines link. Will grab out the old books and put a character together then.
Title: Re: Dungeons and Dragons, take 2
Post by: William Swiftfoot on March 18, 2011, 09:50:05 PM
Kinda took this was an old LFR sheet, but I figured it would be worth trying the class agian.

http://www.myth-weavers.com/sheetview.php?sheetid=284093
Title: Re: Dungeons and Dragons, take 2
Post by: Tvorsk on March 19, 2011, 12:45:24 PM
Le sigh.
So I actually tried to reevaluate everything... and I ended up nearly the same as previously. Nearly.
http://www.myth-weavers.com/sheetview.php?sheetid=284187
Have a laugh. {;)

EDIT: Changed it a bit.
Title: Re: Dungeons and Dragons, take 2
Post by: Geary on March 20, 2011, 05:17:33 PM
Appologies for the late turn in, please tell me if there's any glaring errors

http://www.myth-weavers.com/sheetview.php?sheetid=258254
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on March 20, 2011, 05:55:25 PM
You cannot be chaotic evil. Also, Kenku is also playing a shaman so you might want to check his sheet and see if there's anything you don't want overlapping.
Title: Re: Dungeons and Dragons, take 2
Post by: PrincessToyTime on March 23, 2011, 10:35:19 AM
Hey guys! let me know if this character sheet looks good, and if anything needs to be fixed.  [:P http://www.myth-weavers.com/sheetview.php?sheetid=284222
Title: Re: Dungeons and Dragons, take 2
Post by: Geary on March 23, 2011, 11:11:18 AM
You cannot be chaotic evil. Also, Kenku is also playing a shaman so you might want to check his sheet and see if there's anything you don't want overlapping.

It's Chaotic Good, also last time I played Shaman we had problems because I couldn't heal enough, so two shamans should be good
Title: Re: Dungeons and Dragons, take 2
Post by: Digital Vulpine on March 23, 2011, 11:38:55 AM
Heh, so far it's looking like we have three healers, a tank, and a striker.  Though if I read it right Warlord is a bit of a compromise between tank and healer, who can allow allies to make extra moves or to attack instead of himself.
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on March 23, 2011, 12:21:52 PM
Yes, that's correct. While you guys are missing a controller, it isn't necessary and shaman have control elements (maybe monks too). In any case, the game is ready to begin and will start tomorrow. This thread will be used for any OOC questions you may have.
Title: Re: Dungeons and Dragons, take 2
Post by: Dragyn on March 23, 2011, 07:13:22 PM
Oh, hey.   Good to see a warlord.

So...who've we got...

I'm a monk--striker.
Trask is a Warlord--a leader.
DigiVul is a ranger--another striker.
Kenku and Geary are shaman--Also leaders, but of a more healing persuasion
Tvorsk is a fighter--A defender.

So 3 leaders, 2 strikers, and a defender.  Between Warlord's capacity for moving people around the battlefield, the shaman's controller tendencies, and my monk's ability to get just about anywhere, we should be alright without a "proper" controller.

I think my monk can probably manage as the off-tank, should we need one.
Title: Re: Dungeons and Dragons, take 2
Post by: Dragyn on March 24, 2011, 08:21:54 PM
(Just a note that I've updated my character sheet.  I forgot to add my class bonuses to Fort/Ref/Will)
Title: Re: Dungeons and Dragons, take 2
Post by: William Swiftfoot on April 02, 2011, 01:25:37 PM
Hey Jonas. Here's suggestions for my tokens.
Title: Re: Dungeons and Dragons, take 2
Post by: Tvorsk on April 02, 2011, 02:03:50 PM
Well, I kinda doubt there are any official fox fighter tokens. ;)

But if you want to go with one of my avvies, or Donnie's FFT sprite, here they go:
http://urocyon.virmir.com/tvorsk/av/avlineup.php
http://urocyon.virmir.com/tvorsk/fftsprite.png
No D&D armor, yeah... but I don't think I'll find anything better.
Title: Re: Dungeons and Dragons, take 2
Post by: Digital Vulpine on May 06, 2011, 07:29:59 PM
*dusts this thread off for use as a place for OOC*

Concerning Dragyn's question, if there is not an East Gate I've got a climbing kit, which includes a grappling hook.  {;)  However, it is entirely possible that we are standing at the East gate, and so the guard did not feel compelled to list himself.
Title: Re: Dungeons and Dragons, take 2
Post by: Dragyn on May 06, 2011, 10:25:01 PM
I actually suspect either we are at the east gate, or there isn't one.  If there is one that we aren't at, though, the guard seemed to be implying we might be able to get in, there.

And if we do need to scale a wall, that's pretty much the sort of thing Aroth is trained to do.
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on May 10, 2011, 10:58:46 AM
There's something I should probably mention at this point. As you may have guessed, I have been/will be sending private messages to various players informing them of character-specific knowledge or events. I think you should know that this mechanism also works in reverse--that is to say, if you believe your character would have more specific knowledge about a subject/situation than I am making available to the party, please feel free to send me a message about it.
Title: Re: Dungeons and Dragons, take 2
Post by: Tvorsk on May 10, 2011, 12:49:53 PM
Well, I let the fox out of the bag already, but while on topic - I've been asked if I was improvising the stuff, or did I got some additional information from you, and answered affirmatively.
Should such be kept secret in the future?
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on May 10, 2011, 12:59:23 PM
I'm going to say keep it a secret in the future. This way it will be harder for people to tell the difference between minor stuff I do behind the scenes (like you knowing about the east gate) to the more important stuff (like the orb hallucination). Improvisation is fine by the way, but keep in mind that I retain veto power on anything you come up with, so clear it with me first.

Edit: Added spoiler tag... hope you won't mind too much... -- Tvorsk
Title: Re: Dungeons and Dragons, take 2
Post by: Tvorsk on May 10, 2011, 01:07:00 PM
*nods*
Sorry, I'm a noob in those, and well, imagined that if we'd do a traditional RP around a table, others would notice a GM passing me a note. {;)

Said that, I'd like to pull the second post through without all the fuzzies already knowing what to expect... of course, it IS pretty obvious...

Sorry, Jonas, I truly hope you won't feel offended for the edit above. {:(
Title: Re: Dungeons and Dragons, take 2
Post by: Jonas on May 10, 2011, 03:00:51 PM
np