Call to the Four Lands - OCC


log in or register to remove this ad



Questions

There is an item set in Magic Item compendium. It contains three items, with total cost around 10 000gp. Badge of Valor is essentialy bardic item, but I'd be interested in other two.

They aren't realy powerful, but fit the description and history of William very well. Would you allow them?

1. do we count non-magical part of items (base cost of masterwork items) against 3000 you provided extra or within 20 000 for magic.

2. How much for fully equiped warhorse (with barding etc).

3. Do alchemical items count as magic?
4. If not, would you allow mineral alchemy?
5. What special materials would be allowed?
6. If any gold is left over from magic buying do we add difference to 3000 or simple loose it?
 

what get's me is every combat in a pbp risks the months/years you put into character developement.

kinda puts the being a hero thing into perspective. I am a member of the Camarilla LARP for White Wolf. Basically combat is all but gone. It's too risky to lose years of work.

Same principal applies to when I DM, I don't use combat much. I don't feel like losing a player and risking months of plotline developement.
 


what get's me is every combat in a pbp risks the months/years you put into character developement.

kinda puts the being a hero thing into perspective. I am a member of the Camarilla LARP for White Wolf. Basically combat is all but gone. It's too risky to lose years of work.

Same principal applies to when I DM, I don't use combat much. I don't feel like losing a player and risking months of plotline developement.

That is all part of the risk of playing a game like D&D, though. Adventuring without death wouldn't be adventuring at all. As a matter of fact, I make death scarier in my homebrew world than it is in main stream D&D. I want my players to fear and respect that their characters can die.
 

That is all part of the risk of playing a game like D&D, though. Adventuring without death wouldn't be adventuring at all. As a matter of fact, I make death scarier in my homebrew world than it is in main stream D&D. I want my players to fear and respect that their characters can die.

No doubt and I do make death possible. But I hate when it's roll-playing instead of role-playing
 

That is all part of the risk of playing a game like D&D, though. Adventuring without death wouldn't be adventuring at all. As a matter of fact, I make death scarier in my homebrew world than it is in main stream D&D. I want my players to fear and respect that their characters can die.

No doubt and I do make death possible. But I hate when it's roll-playing instead of role-playing

Like to believe that even fantasy characters can control their own fate, do you? Sometimes it has to come down to random chance. It is what separates the cooperative fiction that my daughter writes, based loosely on the cats of the Warrior series by Erin Hunter, and gaming.
 

That is all part of the risk of playing a game like D&D, though. Adventuring without death wouldn't be adventuring at all. As a matter of fact, I make death scarier in my homebrew world than it is in main stream D&D. I want my players to fear and respect that their characters can die.

This is one of my biggest issues in 4e and in my homebrew game I want things to be more deadly... still trying to work out the details. In 4e (and even 3e to a lesser extent) dying is just a speed bump, hell in 4e you don't even lose a level, just have to pay some gold. Actually, thinking about it in 4e, a strategy might be used to kill off a PC in order for them to get back their powers (you gain the benefits of an extended rest)....hmmmm....
 

Remove ads

Top