Paul
Administrator
Posts: 1,839
|
Post by Paul on Aug 11, 2010 15:36:01 GMT -6
Please Read before voting.
Keep in mind this will only be a one shot thing with the sole purpose to see who will be the last man or men standing.
Here are the current ideas..
Each player will have 3 characters and can only play one at a time. The 3 characters the player creates have to be one level 4, one level 5, and one level 6; or 15 levels to spend between the 3. There isn't any current class restriction and this isn't set in stone. I have not decided if I will create a large amount of characters and let people choose or spend an entire day creating characters.
Feel free to ask or add anything.
|
|
Paul
Administrator
Posts: 1,839
|
Post by Paul on Aug 11, 2010 23:32:47 GMT -6
All attributes are rolled using 4d6 and discarding the lowest roll and adding up the three remaining dice normally.
HPs are first level are max, but rolled for every level after wards.
All characters start with 3d8x10 -5 gold pieces (gp). The -5 GP is for the following starting equipment:
Name - Cost Weight Backpack - 02 gp 02 lb Torches (8) 03 sp 08 lb Bedroll 01 sp 05 lb Flint and steel 02 gp Rations, trail 05 sp 01 lb Oil (1-pint flask) 01 sp 01 lb Total = 5GP Total = 17 lb
After this, characters can spend their money on what they want. Characters must buy equipment before they roll for magical equipment.
Every character will roll X+2 times (X is level) for magical equipment and then selecting one to discard. The treasure table is on page 107. For example, Flarg is a level 5 Elf, he will roll 7 times and keeping 6 of the 7 magical items. Using the table on page 107 Flarg rolls a d% to check the type of weapon, then proceeds to the next table and so on. Scrolls can be rerolled at the discretion of the DM as well as duplicate items. I will probably be rather liberal on this. Also if someone gets some equipment that is better than a previous roll, they can roll again for the lesser of the two items. For example if someone rolls a +1 sword, then a +3 sword, then they keep the +3 and can re-roll for something else for the +1 sword.
UPDATE 8/13/2010: When you are rolling for your characters magical equipment and you get an item you can’t use, the item will either be changed into something you can use, or you can reroll. For example if a cleric rolled a +3 sword, well clerics can’t use swords so that sword will become a +3 mace instead.
UPDATE 8/14/2010: After practicing with Bob's elf he created I've decided that if a mage or elf rolls scrolls then they will add 1 more spell to the scroll. For example Bob rolled up 2 scrolls with 1 spell each and one scroll with 2 spells. This would then be increased to 2 scrolls with 2 spells each and one scroll with 3 spells. Other characters will not need this so it is only fair to give the mage his power. Once the scrolls are determined then a d% needs to be rolled again off the table on page 114 to determine the level of the spell. Once the level is determined then 1d12 is rolled against the table on page 42 to figure out exactly what spell it is. Spells that are duplicates can be rerolled. Also if a roll comes up to a spell that is of a higher level then the user can cast they can either keep that spell or trade it in for lower level spells. For example a level 5 spell could be a level 2 and level 3 etc etc. If a player rolls a treasure map they must roll again!
If a character dies then the corpse CAN NOT be looted by the remaining heroes and the equipment DOES NOT pass to the player’s next character. However equipment found can be traded and looted.
I am also still debating on if I will create all the characters myself.
UPDATE 8/13/2010:
Resolved: Here is how this is going to work. Everyone must have at least one character that I created and they can create two more themselves. The character that I created can not be used first.
I have not decided what to do for level appropriate amounts of money.
More to come.
PS - This isn't taking away from my other games, just something I've been thinking about trying for a while. This is just my way of keeping my creative juices flowing in another genre.
|
|
Paul
Administrator
Posts: 1,839
|
Post by Paul on Aug 16, 2010 11:17:46 GMT -6
Updated 8/16/2010
The Dungeon / Labyrinth is completed.
We just need players and characters.
|
|
Paul
Administrator
Posts: 1,839
|
Post by Paul on Nov 24, 2010 13:09:25 GMT -6
Important Pages
Money Conversions P.14
EQ P.15
Spells List P.42
Food P.46
Light and Darkness / Movement and Encumbrance Table P.44
One turn is the equivalent in game time to 10 minutes. Character actions that take one turn can include looking for secret doors or traps in a 10Ê x 10Ê room, or moving the full movement rate (120 feet unless heavily encumbered) while mapping. As characters make their way through labyrinths, their movement rates account for the fact that they are exploring, watching their footing, mapping, and taking care to avoid obstacles. This is referred to as exploring movement. Combat movement occurs when characters meet foes or more immediate challenges. In these cases characters move at 1/3 their movement per round, usually 40 feet, unless heavily encumbered. Rounds are ten seconds of game time each, so there are 60 rounds in a turn.
These light sources emit light in a 30 radius. Lanterns use flasks of oil as fuel; a lantern can burn continuously on 1 flask of oil for 24 turns. Torches burn continuously for 6 turns before burning out.
Commonly, on large play maps one square is equal to 5 feet, and this scale will be used to measure all distances.
Monster Reaction Chart P.52
Saving Throws P.55
Morale P.56
The treasure table P.107
Trap Types. P.124
|
|
Paul
Administrator
Posts: 1,839
|
Post by Paul on Nov 24, 2010 14:43:38 GMT -6
Rules Variant:
Random Encounters:
Per the original rules whenever a party makes camp or surprised the DM rolls a d6 and on a roll of 1 or 2 the party is attacked by random monsters. This will happen in our game too with a little change. In our dungeon each room / square on the map will have a die value. For example the worst die level for a place to rest is 1d4. If the party rests on that square I will roll 1d4 and on a 1 the party will be attacked. This # changes every time a party rests in a square. If the party rests in that square again, then I will roll 1d2 (coin) and on 1 the party will be attacked.
Rest wisely.
|
|