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L4W Discussion Thread III

Hey, what are the procdures to add stuff to the Wiki?

There are something in my adventures that probably should be added to the wiki in the interest of continuity. Do we need a whole proposal for these things or can a DM simply go ahead and edit the wiki?
 

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New Player

Hey guys, I'm completely new to DnD and wanting to join in the fun. Well, there's no group around around my local area that i could play with. I found this site, so I think PbP is the best option for me to learn how to play. How do I get started and how do I learn to play?
 

Hey guys, I'm completely new to DnD and wanting to join in the fun. Well, there's no group around around my local area that i could play with. I found this site, so I think PbP is the best option for me to learn how to play. How do I get started and how do I learn to play?

(I don't know how much general gaming experience you have, so forgive me if I go over the obvious.)

Well, the first thing you're going to need to do is get a Player's Handbook, as this contains not only the basic rules but also a lot of the options available to you for character creation. Rules-wise, there are a lot, but in general, whenever you want to do something tricky like attack a goblin, sneak past a guard, or unlock a door, what you will be doing is rolling a twenty-sided die, adding some bonus representing how good your character is at attacking, sneaking, or unlocking, and comparing the sum to whatever the difficulty of the task is. You always want to roll high. For example, say you want to stab a goblin. The goblin has an armor class of 15, which represents a combination of his crummy goblin armor and his sneaking goblin dodginess. To stab him, you would roll a d20 and add your attack bonus, which is a number that represents your skill with the weapon. You want the sum to be greater than or equal to 15. Now, on a pbp setting we use internet dice rollers, but the principle is the same.

Really, the best way to learn the rules are to a) read them, and b) play them. People around here are fairly nice, and more than willing to help you along.

So, let's talk about characters. When creating a character, mechanically their defining attribute will be their class, which can be things like fighter, cleric, wizard, etc. Now, each class fits into a "role", which is basically an indicator of what their job is during combat. There are four roles:

Defenders stand in the front and take hits so their friends don't get hurt. They are tough, hard to hit, and when enemies try to attack their friends, the defender has some way of punishing them for it. They're the "tanks", if you are familiar with MMO terminology. The fighter is the classic defender: big guy in big armor with big weapons, but some are more subtle.

Leaders tend to make everyone else work better. They make their friends' attacks more accurate and more damaging, and they're the ones who can heal. Some of them like getting up close and personal, while some prefer to hang around near the back. The cleric is the classic leader, being able to heal allies but also hold his own in a fight.

Strikers bring the damage. Their job is to kill enemies quickly. There is a wide variety in how the different striker classes work; some use spells, some use melee, some use bows. The rogue/thief is the classic striker, being able to cause massive damage with backstabbings.

Controllers are sort of leaders in reverse. They focus on hindering enemies and using attacks that hit multiple foes at once. In general, they are somewhat fragile and tend to hang back, but this is not always the case. The wizard is the classic controller, with the ability to throw giant balls of fire at masses of enemies.

This was very general information. If you have more questions, ask away.
 
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PbP - great for beginners

Just wanted to add that playing by post is really nice for beginners for a few reasons:

1) You can read over lots of completed and currently-running adventures representing lots of different character classes, enemies, and styles of game (focusing on one or more of combat, role-playing, story, setting...).

2) The pace is slow. Yes, this is a good thing, because it means that if you need to take half an hour to look something up for the first time (or first 10 times if you are like me), nobody will notice.

3) Because of the slowness, most PbP gamers really want to play - as a result you'll find many knowledgeable and helpful folks around.

Cheers, and Welcome!
nerdytenor
 

(I don't know how much general gaming experience you have, so forgive me if I go over the obvious.)

Well, the first thing you're going to need to do is get a Player's Handbook, as this contains not only the basic rules but also a lot of the options available to you for character creation. Rules-wise, there are a lot, but in general, whenever you want to do something tricky like attack a goblin, sneak past a guard, or unlock a door, what you will be doing is rolling a twenty-sided die, adding some bonus representing how good your character is at attacking, sneaking, or unlocking, and comparing the sum to whatever the difficulty of the task is. You always want to roll high. For example, say you want to stab a goblin. The goblin has an armor class of 15, which represents a combination of his crummy goblin armor and his sneaking goblin dodginess. To stab him, you would roll a d20 and add your attack bonus, which is a number that represents your skill with the weapon. You want the sum to be greater than or equal to 15. Now, on a pbp setting we use internet dice rollers, but the principle is the same.

Really, the best way to learn the rules are to a) read them, and b) play them. People around here are fairly nice, and more than willing to help you along.

So, let's talk about characters. When creating a character, mechanically their defining attribute will be their class, which can be things like fighter, cleric, wizard, etc. Now, each class fits into a "role", which is basically an indicator of what their job is during combat. There are four roles:

Defenders stand in the front and take hits so their friends don't get hurt. They are tough, hard to hit, and when enemies try to attack their friends, the defender has some way of punishing them for it. They're the "tanks", if you are familiar with MMO terminology. The fighter is the classic defender: big guy in big armor with big weapons, but some are more subtle.

Leaders tend to make everyone else work better. They make their friends' attacks more accurate and more damaging, and they're the ones who can heal. Some of them like getting up close and personal, while some prefer to hang around near the back. The cleric is the classic leader, being able to heal allies but also hold his own in a fight.

Strikers bring the damage. Their job is to kill enemies quickly. There is a wide variety in how the different striker classes work; some use spells, some use melee, some use bows. The rogue/thief is the classic striker, being able to cause massive damage with backstabbings.

Controllers are sort of leaders in reverse. They focus on hindering enemies and using attacks that hit multiple foes at once. In general, they are somewhat fragile and tend to hang back, but this is not always the case. The wizard is the classic controller, with the ability to throw giant balls of fire at masses of enemies.

This was very general information. If you have more questions, ask away.

Sweet, I think I want to go as a Paladin, what sort of character is that? i will need to buy the PHB. Anything else I need to get started?
 


Sweet, I think I want to go as a Paladin, what sort of character is that? i will need to buy the PHB. Anything else I need to get started?

Paladins are divine defenders, with a hint of leader. The defend their allies by placing a divine challenge on their foes, which harms the foe if they attack the paladin's allies. They also have more healing abilities than any other non-leader, I'd say.

Paladins are covered in Player's Handbook 1. You might also want to get Divine Power, which has additional options for paladins and other divine classes, but the material in PHB1 is plenty for a viable character.

Welcome to D&D, EN World, and Living 4e! :)
 


Howcome there are only adventures for about 4-6 players? There should be a campaign where a bigger group of players can join in.

Mostly because it's really hard for a dungeon master (DM) to run an adventure for more than about 6 players. I ran one for 9 players once, and it was... less fun than it should have been, due to the number of players. Just too many things to keep track of. I'm sticking to 6 or less these days.

On the other hand, D&D 4e doesn't really work well with less than 4 players. You can get away with 3 in a pinch, but again, it's less fun.
 

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