More Anything Goes
Re: More Anything Goes
Oh I see... using up good rolls on yourself...
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: More Anything Goes
I think what happened earlier was that I presented you with a spellbook wishlist of sorts, and you okayed most of the spells. They were Light, Burning Hands, Enlarge, and Spider Climb. Being an alteration specialist, my character had some extra copies of some of the spells in his book. Not exactly sure how that translates though when dealing with your house rules. If the way I have my spellbook set up is too conflicting, I would be open to redesigning his known spells using your system more closely. In fact, I wouldn't mind swapping out a spell or two anyways, but again, I won't complain too much if what I typed is set in stone. I'm just more confused about how to handle the specialist's bonus spells in your current house rule system. Will they be part of the beginning five, or will they be actual bonus spells, spells added on top of the starting 5?dmw71 wrote:I know this was questioned earlier, and I meant to look into this, but forgot.Rukellian wrote:My character can memorize a new spell yes? Let me look one up for him and I will get back to you shortly on it.
Per my rules (see: 03h. Magic-User)
"Starting Spells
Each Magic-User character will begin the game with a spell book containing either five spells 1st-level spells, or four 1st-level spells plus cantrips. The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence.
Note: 'Read Magic' is not a spell, but an ability, and all Magic-User characters have the ability to read magical writing, per the spell, at will."
---
So, while the caster has up to five 1st-level spells available to them in their starting spell book, the number of spells a magic user can memorize (and cast) per day is limited to the amount found on the Wizard Spell Progression table, and is determined by their level.
At 1st-level, a single spell can be memorized and cast.
At 2nd-level, a second 1st-level spell can be memorized and cast.
Etc...
The one "tweak" to this is that I made 'Read Magic' an at-will ability and not a spell.
Rukellian, I honestly can't remember now if we ever did formalize a starting spell list and spell book. If not, let me know and we will get that corrected.
Last edited by Rukellian on Thu Oct 17, 2013 12:44 am, edited 1 time in total.
Re: More Anything Goes
Very nice! Is this Strom's big comeback?
Also, you're good for a few more rounds, now!

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Re: More Anything Goes
Hahaha! Well now its time to spend all those points fighting spiders!onlyme wrote:
Oh I see... using up good rolls on yourself...
Re: More Anything Goes
Not immediately. I won't require any special training or donation, but a solid, uninterrupted night of sleep will be the minimum requirement before any new skills like that will take affect.onlyme wrote:Would Ewell get 3rd level perks like +1 to hit Long sword and 3/2 attacks now, or after training?
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Re: More Anything Goes
I'm honestly not familiar with all the changes made to magic users in 2E. I understand there are specialists now, but I will need to read up on how they work. Let me look into it and you and I can finalize the details. Seeing as how you haven't actually cast a spell yet, I am fine changing your collection up (but would like to stick close to your original chef/alteration design).Rukellian wrote:I think what happened earlier was that I presented you with a spellbook wishlist of sorts, and you okayed most of the spells. They were Light, Burning Hands, Enlarge, and Spider Climb. Being an alteration specialist, my character had some extra copies of some of the spells in his book. Not exactly sure how that translates though when dealing with your house rules.
It won't be a problem, no. When I first started to build out the rules for this game (and the classes were one of the first things I addressed since they're what the players could use most quickly), my intent was to make this a 1E game. I was participating as a player in my first ever 2E game (as a magic user, no less) when I started to familiarize myself with the 2E rules and took a liking to them. I kind of adopted 2E as the default ruleset, but had already put in so much work (with a lot more to do) that I never went back and re-wrote or adjusted anything.Rukellian wrote:If the way I have my spellbook set up is too conflicting, I would be open to redesigning his known spells using your system more closely.
In other words, we'll figure it all out.
This won't be a problem.Rukellian wrote:In fact, I wouldn't mind swapping out a spell or two anyways
I've never used a specialist before, so I need to look into this. I do remember reading about specialists getting an extra spell from their domain, but the details escape me. Again, we'll iron out the details here soon.Rukellian wrote:I'm just more confused about how to handle the specialist's bonus spells in your current house rule system. Will they be part of the beginning five, or will they be actual bonus spells, spells added on top of the starting 5?
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Re: More Anything Goes
Nice roll. Loadstone may prove his value to the rest of the group yet.

I did notice that your 'Strom' character in the die roller is not linked to this campaign. Can you update him to include campaign ID 81? Thanks!
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Re: More Anything Goes
Done, my bad.
Re: More Anything Goes
No worries. Thanks for adding it that quickly.Computer +1 wrote:Done, my bad.
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Re: More Anything Goes
Ok a new question, excuse my paladin noobishness.
A paladin has a protection from evil aura, right? So evil enemy attacks at at -2 and I get a bonus to saves as well.
Yet another factor I forgot about.
A paladin has a protection from evil aura, right? So evil enemy attacks at at -2 and I get a bonus to saves as well.
Yet another factor I forgot about.
Re: More Anything Goes
Yes... almost.Computer +1 wrote:A paladin has a protection from evil aura, right? So evil enemy attacks at at -2 and I get a bonus to saves as well.
Check out: http://www.purpleworm.org/rules/
Chapter 3: Player Character Classes > Class Descriptions > Warrior > Paladin > Paladin
A paladin has the following special benefits:
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Re: More Anything Goes
Woah woah - what? Isn't this a change to the rules? What about us who are still waiting to train to get full benefit of levelling as per previous discussions on this subject? If it isn't a change can you explain how you are deciding what is gained and what isn't? Thanksdmw71 wrote:Not immediately. I won't require any special training or donation, but a solid, uninterrupted night of sleep will be the minimum requirement before any new skills like that will take affect.onlyme wrote:Would Ewell get 3rd level perks like +1 to hit Long sword and 3/2 attacks now, or after training?
Re: More Anything Goes
The phrase is actually, "Fly, you fools!"Computer +1 wrote:Strom growls at Ewell Don't be a fool! I will see to the others, withdraw and make sure the path out is clear.
http://www.youtube.com/watch?v=meOCdyS7ORE
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Re: More Anything Goes
With a 16 constitution, your hit point bonus is correctly +3. When you roll a 1 for new hit points, the cleric minimum is 2.ravenn4544 wrote:Hit Point Adjustment [1d8+2] = 1+2 = 3
I noticed I had +3hp/level on my char sheet but think that needs to be corrected to +2. Adjusted the displayed results above vs. what is in the die roller to reflect. Correct me if I'm wrong! Overall hps would need to be adjusted accordingly.
2+3 = +5 hit points minimum
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Re: More Anything Goes
Ummmmm Don't compare Strom to Gandalf, Strom isn't going to get a major power upgrade if he dies.Alethan wrote:The phrase is actually, "Fly, you fools!"Computer +1 wrote:Strom growls at Ewell Don't be a fool! I will see to the others, withdraw and make sure the path out is clear.
http://www.youtube.com/watch?v=meOCdyS7ORE
OR IS HE!!

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Re: More Anything Goes
Thanks Dave.
Anyone have a link to where the funny D&D cartoons come from, btw?
Anyone have a link to where the funny D&D cartoons come from, btw?

Re: More Anything Goes
I'm learning as we go that sometimes what I thought would be a clever idea when planning this game really does not play out very well in reality; at least not in a play-by-post game. Answer me this:saalaria wrote:Woah woah - what? Isn't this a change to the rules? What about us who are still waiting to train to get full benefit of levelling as per previous discussions on this subject? If it isn't a change can you explain how you are deciding what is gained and what isn't? Thanks
Has the group had a nights rest since Kaltar reached 3rd level?
Kaltar became third level here: viewtopic.php?p=46999#p46999
Since that post, the group went to the temple, visited the town Mayor, split up briefly while Gwillt and Shannigans tracked the trogs and a few other things before heading out to clear out the troglodyte lair. Unless I missed something (which I don't think I did), there has not been a night of rest since earning the necessary experience.
Having said that, I have made the following two updates to existing house rules, both effective immediately:
08. Critical Hits and Misses
11. Training Costs
Also, as the absence of training costs was a perk normally exclusive to the barbarian class, I have also decided to adjust the amount of experience points they require in order to level. Their new requirements will be double that of a ranger or a paladin, as found on the 'Warrior Experience Levels' table.
Feel free to discuss, question, or otherwise share any thoughts on these changes or anything else here.
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Re: More Anything Goes
So, just to clarify...
1. We don't get the additional hit points for a new level until after the 6 hours rest? Is this going forward from RIGHT NOW? Or is this applicable to the XP update from yesterday that caused several people to move up in level (and get more hit points, thus bringing them back from the brink of death)?
2. What about weapon proficiency development? Automatic upon obtaining the appropriate level? Or... something different? (Personally, I'm fine, either way. I think using skills is a great way to become more proficient with them. Use the same weapon enough for the first three levels and why shouldn't a fighter-class become more proficient with that weapon by 4th level? Use your tracking skills several times during 2nd level? Yep, they get a little bit better when you get to 3rd.)
3. If an attack roll is a 1, then there is a base 50% chance the weapon will become damaged, causing the indicated penalties? Is there any way to repair said weapon? If so, what kind of costs might be involved in that?
1. We don't get the additional hit points for a new level until after the 6 hours rest? Is this going forward from RIGHT NOW? Or is this applicable to the XP update from yesterday that caused several people to move up in level (and get more hit points, thus bringing them back from the brink of death)?
2. What about weapon proficiency development? Automatic upon obtaining the appropriate level? Or... something different? (Personally, I'm fine, either way. I think using skills is a great way to become more proficient with them. Use the same weapon enough for the first three levels and why shouldn't a fighter-class become more proficient with that weapon by 4th level? Use your tracking skills several times during 2nd level? Yep, they get a little bit better when you get to 3rd.)
3. If an attack roll is a 1, then there is a base 50% chance the weapon will become damaged, causing the indicated penalties? Is there any way to repair said weapon? If so, what kind of costs might be involved in that?
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