Re: OOC 2 - Chat It Up!
Posted: Sat Nov 16, 2024 7:50 pm
I wasn't planning to but i suppose I could.
Play by Post RGPs and a nifty dice roller
https://www.unseenservant.us/forum/
Speaking for myself, I am not a fan of kits. And I am terribly undecided on proficiencies (of the non-weapon variety; weapon proficiencies are fine).hedgeknight wrote: ↑Sat Nov 16, 2024 3:17 pm Let's talk about Kits and Proficiencies > what are you thoughts on using Kits or other supplements to flesh out your character?
Broad group proficiencies > thoughts?
Is this the current rule, or am I missing something more recent?hedgeknight wrote: ↑Sat Nov 16, 2024 3:17 pmI'm also considering making everyone start off at 2nd level...regardless of the XP differences.
hedgeknight wrote: Level of character:
>Start at 1st level: Fighter, Paladin, Ranger
>Start at 2nd level: All arcane/divine spellcasters, Bard, Thief
(With just enough XP to be at the beginning of the level.)
I just picked up a new client and have three days of consultations next week (Tuesday, Wednesday, and Thursday) that I really need to prepare for.hedgeknight wrote: ↑Fri Nov 15, 2024 7:54 pm Don't stress out on getting everything done right away. I'm looking at a post-Thanksgiving start; which gives us a couple of weeks to get everything finalized before kick off.
I just wondered, is all.
What's "funny" is, I almost never play clerics/priests, but that was a class I was contemplating for this game.
Full disclosure, I dislike Proficiencies, both Weapon and Non-Weapon.hedgeknight wrote: ↑Sat Nov 16, 2024 3:17 pm Morning folks > I'll be heading out to a record show in a few, but wanted to drop in and answer any questions you have.
Of course, it looks like there are more questions than answers.
Let's talk about Kits and Proficiencies > what are you thoughts on using Kits or other supplements to flesh out your character?
Broad group proficiencies > thoughts?
I'm also considering making everyone start off at 2nd level...regardless of the XP differences.
Jump in and offer your thoughts.
I will check back later tonight or Sunday morning.
I dread a bit the usage of points in Skills and Powers - it feels like the roots of min-maxing, which causes shivers down my spine after many years playing Pathfinder. I just realised otherwise much of what I have said, you had already said haha.dmw71 wrote: ↑Sat Nov 16, 2024 7:56 pm
I have been exploring how proficiencies work in the 'Player's Option - Skills & Power' book, which I kind of like so far. (Not sure I understand how Traits and Disadvantages work yet), but, as written, this Player's Option method introduces/utilizes character points which is perhaps a headache you/most players won't want to deal with.
But if someone likes a kit, could they have it?hedgeknight wrote: ↑Sun Nov 17, 2024 2:26 pm Morning folks. Getting ready to start breakfast, but here are a couple of thoughts:
- No kits. Works for me.
House Rules
Do we need any? I deleted all of the house rules from the 1E version of this game.
I'd rather just use what we have in the PHB and DMG and perhaps add a house rule or two as we go along, as needed.
I was afraid this might happen with 2e. A fuck ton of options that are really not needed.Character Creation:
> Core Books: Players Handbook, Dungeon Masters Guide, Forgotten Realms Adventures > other sources will be considered.
I've set it at 3000 (updated in the Character Creation thread).Since 2e still uses the different requirements for different classes, my suggestion would be to have all characters begin with a set experience point amount -- whatever you decide to set it at.
dmw71 wrote: ↑Sun Nov 17, 2024 6:35 pm It really doesn't matter to me whether proficiencies are used or not. The only detail that's important for me to understand is how non-combat tasks will be resolved.
Can characters just automatically do anything they attempt? If not, how will that determination be made?
I'll start by saying, I like weapon and non-weapon proficiencies; they help to flesh out a character. No two characters are alike and the NWP help differentiate between them. Not everyone is adept at lip reading, for example. Or has carpentry skills. Or knows how to cook, swim, etc. As adventurers, especially as seasoned adventurers, you may know how to do basic things: start a fire, cook, fish, swim, ride a horse, climb, tie a knot, etc. But, it is not a guarantee.Rex wrote: ↑Mon Nov 18, 2024 11:08 am I don't care about Kits, some are good, some useless, and a few over powered.
Non-weapon proficiency, I don't care for them, agree with Dave we just need to know how non-combat will be resolved. Worst thing from 2e.
Weapon proficiency, Not a big fan, prefer to not use them but if we do 2e gets the groups right at least, much better than individual weapons. I don't care for the styles and specializations as I think it gets over powered but if you want to boost fighters at little they are OK if you just allow weapons and no stacking for straight Fighters only.
I am ok with 1ehedgeknight wrote: ↑Mon Nov 18, 2024 2:03 pm And if this is too complicated or going to cause issues, we can always stay with 1E.
The tables I posted I think are in agreement with how you said you like the idea of weapon groups?hedgeknight wrote: ↑Mon Nov 18, 2024 1:49 pmSo, I'm torn about weapons. Edeldhur posted the tables in For Gold and Glory, but I'm not going to use those. Sorry.
Definitely leaning in this direction with the exception of allowing specialty priests. Specialist wizards are in the PHB, why not specialist priests?Edeldhur wrote: ↑Mon Nov 18, 2024 2:13 pmI am ok with 1ehedgeknight wrote: ↑Mon Nov 18, 2024 2:03 pm And if this is too complicated or going to cause issues, we can always stay with 1E.
But my alternative vote is toward what you suggested initially - 2e PHB and DMG RAW. Done. No houserules, no weapon groups, no Complete books, nothing.