Creamsteak
Explorer
I'm only allowing equipment and other choices from the core part of the SRD (not the supplements stuff like deities and demigods) and what's in the pathfinder alpha. I'd like to stay fairly in-line with the basics.
It looks like we've got all the basic characters rounded out.
Now from the players I want to set some fairly basic ground rules.
Consistant posting really helps, especially at the beginning. After the initial push, you can start informing me of times when you'll be unable to post, but I think I learned a lesson a while ago that you REALLY need to be involved at the beginning. It's a big must to getting the game onto a fairly consistent schedule.
I somewhat expect players to try to move the game forward, rather than 'riding along' as the A-person leads the story. That, of course, has its place, but everyone should be able to be the leader at times.
Cooperation is a must. Cooperation between players. Cooperation between me and the players. I'm not the bad guy, I just make them, and make them kill you.
If I can get those core three things, the game should go smoothly.
Now, as far as rules go...
I've decided to use the double hit points rule for now. So you would start with 20 + modifiers as a fighter, 16 + modifiers as a cleric or rogue, and 12 + modifiers for the wizard.
I'm sticking to 1st level.
300g to start for everyone as I said above. If you have trouble spending it... buy more acid and fire.
I'm going to default to the medium experience chart for everyone. I may move it up or down later, but for now that seems like a just-fine compromise.
Post your characters to this thread when they are ready.
I think that covers the odds and ends. Am I missing anything?
It looks like we've got all the basic characters rounded out.
Now from the players I want to set some fairly basic ground rules.
Consistant posting really helps, especially at the beginning. After the initial push, you can start informing me of times when you'll be unable to post, but I think I learned a lesson a while ago that you REALLY need to be involved at the beginning. It's a big must to getting the game onto a fairly consistent schedule.
I somewhat expect players to try to move the game forward, rather than 'riding along' as the A-person leads the story. That, of course, has its place, but everyone should be able to be the leader at times.
Cooperation is a must. Cooperation between players. Cooperation between me and the players. I'm not the bad guy, I just make them, and make them kill you.
If I can get those core three things, the game should go smoothly.
Now, as far as rules go...
I've decided to use the double hit points rule for now. So you would start with 20 + modifiers as a fighter, 16 + modifiers as a cleric or rogue, and 12 + modifiers for the wizard.
I'm sticking to 1st level.
300g to start for everyone as I said above. If you have trouble spending it... buy more acid and fire.
I'm going to default to the medium experience chart for everyone. I may move it up or down later, but for now that seems like a just-fine compromise.
Post your characters to this thread when they are ready.
I think that covers the odds and ends. Am I missing anything?