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<blockquote data-quote="erwtenpeller" data-source="post: 6716118" data-attributes="member: 6800199"><p><strong><span style="font-size: 15px">Part 2: The Practical Stuff</span></strong></p><p></p><p>In this bit we go over the practical stuff that players need to know to roll their characters. </p><p></p><p><strong>Your character’s goals, hopes and dreams</strong></p><p></p><p>When you roll your character, really think about what they want to accomplish in life. What is their reason for applying to the adventurer’s party? What do they get out of it? Do they want to be famous? Do they want to help people? Do they want revenge on those that did them wrong? Do they want to reclaim an artifact of legend from the doom-wastes? This goal will help the campaign move forward - In the end, the game is more about the characters’ stories then it is about completing a pre-written story-line.</p><p></p><p><strong>Character Background</strong></p><p></p><p>The background story you come up with for your character will be integrated into the world. If they are not from Lionsgate, a location of your creation will be added, and you’ll be the one placing it on the map. Same goes for any elements of your intended background story that need a place in the world. Come up with your own gods, traditions, cultures - Whatever you think will help you play a more interesting character.</p><p></p><p><strong>Getting along</strong></p><p></p><p>In contrast to DINOLOST, D&D is much more about co-operative play. Splitting the party is not advised, and can in a lot of situations lead to bad things happening. Therefore, make sure your character has some way of getting along with the party. They don’t have to like every other character, but then give them some motivation to stick with the group, and stick with the mission. Perhaps they can’t miss out on their paycheck, perhaps honor drives them, perhaps they want to preserve their image. </p><p></p><p><strong>Leadership</strong></p><p></p><p>The party will be lead by one of King Redmane’s cronies, Sir Rodrick Kneelman. His knee injury will prevent this ex-adventurer from joining the group on their quest(s), but he will be the manager behind the scenes. He will be the one that pays the group's salary, he will often be the one that provides the heroes with their quest, and he will be the one that disciplines party members if they do wrong.</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>Notes on the Races</strong></span></p><p></p><p><strong>Dwarf</strong></p><p></p><p>As described in the Player’s Handbook. Dwarves are known to share their communities with Rock Gnomes.</p><p></p><p><strong>High Elf & Half-Elf</strong></p><p></p><p>High Elves have historically been the masters of magic. They were the first to study magic in an organized, scholarly way. In time, they started teaching this tradition to the other races. As droves of humans in particular sought out their arcane knowledge, Elves and Humans started to mingle freely. These days High Elves of “pure blood” are hard to find in big cities, with centuries of Elf and Human relations resulting in a population that is neither-- And both.</p><p></p><p>High Elves of “pure blood” do exist, but usually in more secluded, protected locations. These High Elves do not think highly of the Half-Elves of the big cities, and are extremely protective of their “ancient knowledge”.</p><p></p><p><strong>Wood Elf</strong></p><p></p><p>Wood Elves are much more secluded in their nature to begin with. They prefer to live in harmony with nature, either in spectacular tree-houses or as nomadic hunter-gatherers. While they may not shun the arcane magic of their kin, they just much prefer a simple life amongst animals and plants. Wood Elves often share a habitat with Forest Gnomes.</p><p></p><p><strong>Halfling</strong></p><p></p><p>Halflings don’t usually do a lot of fighting, or study magic. They prefer a simple, practical lifestyle. They make great farmers, traders and artisans. Especially their cooking and brewing is renowned - Even the dwarves have to admit, there’s nothing quite like a halfling brew. After the calamity, most Halfling communities have sought the protection of a City-State.</p><p></p><p><strong>Human</strong></p><p></p><p>As described in the Player’s Handbook. Humans are everywhere and do everything. They are the default setting.</p><p></p><p><strong>Dragonborn</strong></p><p></p><p>As described in the Player’s Handbook. In addition, they are known to be the oldest race. Kind of like bipedal dinosaurs that never went away.</p><p></p><p><strong>Gome</strong></p><p></p><p>As described in the Player’s Handbook. In addition, Gnomes make keen students of magic. Small communities of Gnomes can be found in every magic institution - Except for the secluded High Elf ones.</p><p></p><p>Forest Gnomes are known to share communities with Wood Elves. </p><p>Rock Gnomes are known to share communities with Dwarves.</p><p></p><p><strong>Half-Orc</strong></p><p></p><p>As described in the Player’s Handbook.</p><p></p><p><strong>Tiefling</strong></p><p></p><p>As described in the Player’s Handbook. Note: In this setting, Tieflings are the descendants of the demons left behind after Terrorus’ defeat. Tieflings have to continuously prove their non-evil nature to a prejudiced world.</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>Notes on Classes.</strong></span></p><p></p><p>You are welcome to bring your own flavor to any class. While I’d like to keep the mechanics and rules of them intact, you are free to change the described appearance of weapons, traditions and spells. For example, a Wizard’s Magic Missile are described as “glowing darts of magical force”. If you want your wizard’s missiles to be fireballs, or magic swords, or fluffy pink hearts - That is totally up to you.</p><p></p><p><strong>Barbarian</strong></p><p></p><p>Nothing to add.</p><p></p><p><strong>Bard</strong></p><p></p><p>Bards are a very important aspect of this setting. Bards are the connection between the adventurers and the people; They record the stories in songs, poems and plays, and so let audiences across the world know of their great deeds. It is common for famous adventurer’s groups to be backed up by several bardic groups that exclusively perform their stories.</p><p></p><p>When you roll a Bard, consider how your character intends to chronicle the adventures of the group. </p><p></p><p>If none of the players roll a bard, a (non-combat) bard Non-Player-Character will be provided.</p><p></p><p><strong>Cleric, Paladin & Monk</strong></p><p></p><p>If you want to make up your own god, also consider how and where this god is worshipped, what it’s followers’ traditions are, what it’s commandments are, and so forth. A god grows in power the more it is worshipped - Sometimes a Cleric functions like a personal relations manager for their deity, making an effort to convert others to the faith.</p><p></p><p>A Paladin and Monk will follow their god’s commandments very closely - A cleric may be a bit more loose with them.</p><p></p><p><strong>Druid</strong></p><p></p><p>A very important aspect of a Druid is the circle they come from. As such, you’ll be able to get those benefits from level 1 in this game. Really consider what your Druid Circle stands for, what it’s called and which lands they care for.</p><p></p><p><strong>Fighter, Ranger & Rogue</strong></p><p></p><p>HIT IT REALLY HARD. Also Rangers can have an animal companion of they want to.</p><p></p><p><strong>Sorcerer, Warlock, Wizard.</strong></p><p></p><p>Due to the influence of High Elves and their arcane culture, the Wizard tradition is usually seen as the only “true” way to practice arcane magic - Through hard work, study and dedication. Warlocks and Sorcerers are often seen as “cheats”, having been granted their power by priviledge of birth, a bargain or just plain luck (or misfortune!).</p></blockquote><p></p>
[QUOTE="erwtenpeller, post: 6716118, member: 6800199"] [B][SIZE=4]Part 2: The Practical Stuff[/SIZE][/B] In this bit we go over the practical stuff that players need to know to roll their characters. [B]Your character’s goals, hopes and dreams[/B] When you roll your character, really think about what they want to accomplish in life. What is their reason for applying to the adventurer’s party? What do they get out of it? Do they want to be famous? Do they want to help people? Do they want revenge on those that did them wrong? Do they want to reclaim an artifact of legend from the doom-wastes? This goal will help the campaign move forward - In the end, the game is more about the characters’ stories then it is about completing a pre-written story-line. [B]Character Background[/B] The background story you come up with for your character will be integrated into the world. If they are not from Lionsgate, a location of your creation will be added, and you’ll be the one placing it on the map. Same goes for any elements of your intended background story that need a place in the world. Come up with your own gods, traditions, cultures - Whatever you think will help you play a more interesting character. [B]Getting along[/B] In contrast to DINOLOST, D&D is much more about co-operative play. Splitting the party is not advised, and can in a lot of situations lead to bad things happening. Therefore, make sure your character has some way of getting along with the party. They don’t have to like every other character, but then give them some motivation to stick with the group, and stick with the mission. Perhaps they can’t miss out on their paycheck, perhaps honor drives them, perhaps they want to preserve their image. [B]Leadership[/B] The party will be lead by one of King Redmane’s cronies, Sir Rodrick Kneelman. His knee injury will prevent this ex-adventurer from joining the group on their quest(s), but he will be the manager behind the scenes. He will be the one that pays the group's salary, he will often be the one that provides the heroes with their quest, and he will be the one that disciplines party members if they do wrong. [SIZE=3][B]Notes on the Races[/B][/SIZE] [B]Dwarf[/B] As described in the Player’s Handbook. Dwarves are known to share their communities with Rock Gnomes. [B]High Elf & Half-Elf[/B] High Elves have historically been the masters of magic. They were the first to study magic in an organized, scholarly way. In time, they started teaching this tradition to the other races. As droves of humans in particular sought out their arcane knowledge, Elves and Humans started to mingle freely. These days High Elves of “pure blood” are hard to find in big cities, with centuries of Elf and Human relations resulting in a population that is neither-- And both. High Elves of “pure blood” do exist, but usually in more secluded, protected locations. These High Elves do not think highly of the Half-Elves of the big cities, and are extremely protective of their “ancient knowledge”. [B]Wood Elf[/B] Wood Elves are much more secluded in their nature to begin with. They prefer to live in harmony with nature, either in spectacular tree-houses or as nomadic hunter-gatherers. While they may not shun the arcane magic of their kin, they just much prefer a simple life amongst animals and plants. Wood Elves often share a habitat with Forest Gnomes. [B]Halfling[/B] Halflings don’t usually do a lot of fighting, or study magic. They prefer a simple, practical lifestyle. They make great farmers, traders and artisans. Especially their cooking and brewing is renowned - Even the dwarves have to admit, there’s nothing quite like a halfling brew. After the calamity, most Halfling communities have sought the protection of a City-State. [B]Human[/B] As described in the Player’s Handbook. Humans are everywhere and do everything. They are the default setting. [B]Dragonborn[/B] As described in the Player’s Handbook. In addition, they are known to be the oldest race. Kind of like bipedal dinosaurs that never went away. [B]Gome[/B] As described in the Player’s Handbook. In addition, Gnomes make keen students of magic. Small communities of Gnomes can be found in every magic institution - Except for the secluded High Elf ones. Forest Gnomes are known to share communities with Wood Elves. Rock Gnomes are known to share communities with Dwarves. [B]Half-Orc[/B] As described in the Player’s Handbook. [B]Tiefling[/B] As described in the Player’s Handbook. Note: In this setting, Tieflings are the descendants of the demons left behind after Terrorus’ defeat. Tieflings have to continuously prove their non-evil nature to a prejudiced world. [SIZE=3][B]Notes on Classes.[/B][/SIZE] You are welcome to bring your own flavor to any class. While I’d like to keep the mechanics and rules of them intact, you are free to change the described appearance of weapons, traditions and spells. For example, a Wizard’s Magic Missile are described as “glowing darts of magical force”. If you want your wizard’s missiles to be fireballs, or magic swords, or fluffy pink hearts - That is totally up to you. [B]Barbarian[/B] Nothing to add. [B]Bard[/B] Bards are a very important aspect of this setting. Bards are the connection between the adventurers and the people; They record the stories in songs, poems and plays, and so let audiences across the world know of their great deeds. It is common for famous adventurer’s groups to be backed up by several bardic groups that exclusively perform their stories. When you roll a Bard, consider how your character intends to chronicle the adventures of the group. If none of the players roll a bard, a (non-combat) bard Non-Player-Character will be provided. [B]Cleric, Paladin & Monk[/B] If you want to make up your own god, also consider how and where this god is worshipped, what it’s followers’ traditions are, what it’s commandments are, and so forth. A god grows in power the more it is worshipped - Sometimes a Cleric functions like a personal relations manager for their deity, making an effort to convert others to the faith. A Paladin and Monk will follow their god’s commandments very closely - A cleric may be a bit more loose with them. [B]Druid[/B] A very important aspect of a Druid is the circle they come from. As such, you’ll be able to get those benefits from level 1 in this game. Really consider what your Druid Circle stands for, what it’s called and which lands they care for. [B]Fighter, Ranger & Rogue[/B] HIT IT REALLY HARD. Also Rangers can have an animal companion of they want to. [B]Sorcerer, Warlock, Wizard.[/B] Due to the influence of High Elves and their arcane culture, the Wizard tradition is usually seen as the only “true” way to practice arcane magic - Through hard work, study and dedication. Warlocks and Sorcerers are often seen as “cheats”, having been granted their power by priviledge of birth, a bargain or just plain luck (or misfortune!). [/QUOTE]
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