Oh, it's something a lot of pro athletes are into. Every member of the "league" picks (for example) a "team" of 4 characters from among a bunch of weekend D&D games, usually one each of a fighter, wizard, rogue, and cleric along with 1 reserve for each position. Then you get fantasy D&D points for however well your "team" does on that weeked. You get 1 FDD point for every 100 experience points earned by each character on the team, along with points for like foes killed by the fighter or enchanted by the wizard, for undead turned by the cleric, or pockets picked by the rogue, among other things. Some leagues allow you to take one or two "special characters," bards, druids, multiclasses, that kind of thing. Every week you can switch reserve characters for starting characters, if, for instance, one of your starting characters' players is working that weekend (called a "bye," because the player says "goodbye" to the game for that weekend). Also, if like your starting cleric was paralyzed by a ghoul the weekend before, you'll probably want to use your reserve cleric, in case the starter's party doesn't get him unparalyzed, even if he's a better cleric than the reserve. It's also a good idea to see what your characters are fighting - like if it looks like your starting rogue is in a party taking on a dire tarrasque, you should go with the reserve that weekend.Eternalknight said:I have no idea what you mean.
Oh, it's something a lot of pro athletes are into ... you should go with the reserve that weekend.
Hoo boy, I don't like the sound of them apples...tarchon said:It's also a good idea to see what your characters are fighting - like if it looks like your starting rogue is in a party taking on a dire tarrasque, you should go with the reserve that weekend.