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Community
Playing the Game
Story Hour
Edited out 10/31/06
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<blockquote data-quote="RangerWickett" data-source="post: 786999" data-attributes="member: 63"><p>And now, some metagaming.</p><p></p><p>I started off with three players, each with somewhere between three and ten years of gaming experience. Diogenes, Rivereye, and Kathor are all PCs, with Torrent being an NPC.</p><p></p><p>I told everyone to either be a spellcaster or have something magical in their backstory, because my primary interest with this campaign when starting it up was to think of cool things to do with magic. I didn't want a standard party make-up, with fighter, rogue, cleric, and wizard, so I made a few rules adjustments to make an all-mage party feasible.</p><p></p><p>First, never having been a fan of the arcane-divine magic division, all cleric spells are available as sorcerer/wizard spells.</p><p></p><p>Second, I'm using an altered version of the Star Wars vitality point system. Characters have HP and WP. HP are just like standard D&D hit points, except that they heal at a rate of 1/level/hour. Thus, hit point "damage" actually represents minor scrapes, becoming off-balance, or getting winded in combat. HPs are gained just like normal.</p><p></p><p>WP are wound points, which represent actual physical injuries, and whenever a character runs out of HP, further damage goes to his WP. WP damage heals at a rate of 1 per day of rest. Characters get WP equal to their Constitution, or 3/4 their Con if they're small size, and unlike HP, you never gain more WP as you level up.</p><p></p><p>When damaged, if you reach 0 hp and 0 wp, you pass out. If you reach -10 wp, you make a Fort save (DC 10) each round, with a penalty equal to your current WP total. If you fail, you die. Healing magic heals hp normally, plus it heals 1 WP for each die of healing.</p><p></p><p>With this, I don't have to have PCs rest for weeks after each fight, just to get back to full hp. So far, no one has taken any healing spells, though healing potions are very popular.</p><p></p><p>* * * * *</p><p></p><p>So, this is part one of the first run. So far we've had 8 sessions, one per week, and I'll probably catch up and be up to date by the end of April. I'll still write up synopses of the games for my own records, but I won't post them unless someone posts replies or comments. I hope someone takes notice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 786999, member: 63"] And now, some metagaming. I started off with three players, each with somewhere between three and ten years of gaming experience. Diogenes, Rivereye, and Kathor are all PCs, with Torrent being an NPC. I told everyone to either be a spellcaster or have something magical in their backstory, because my primary interest with this campaign when starting it up was to think of cool things to do with magic. I didn't want a standard party make-up, with fighter, rogue, cleric, and wizard, so I made a few rules adjustments to make an all-mage party feasible. First, never having been a fan of the arcane-divine magic division, all cleric spells are available as sorcerer/wizard spells. Second, I'm using an altered version of the Star Wars vitality point system. Characters have HP and WP. HP are just like standard D&D hit points, except that they heal at a rate of 1/level/hour. Thus, hit point "damage" actually represents minor scrapes, becoming off-balance, or getting winded in combat. HPs are gained just like normal. WP are wound points, which represent actual physical injuries, and whenever a character runs out of HP, further damage goes to his WP. WP damage heals at a rate of 1 per day of rest. Characters get WP equal to their Constitution, or 3/4 their Con if they're small size, and unlike HP, you never gain more WP as you level up. When damaged, if you reach 0 hp and 0 wp, you pass out. If you reach -10 wp, you make a Fort save (DC 10) each round, with a penalty equal to your current WP total. If you fail, you die. Healing magic heals hp normally, plus it heals 1 WP for each die of healing. With this, I don't have to have PCs rest for weeks after each fight, just to get back to full hp. So far, no one has taken any healing spells, though healing potions are very popular. * * * * * So, this is part one of the first run. So far we've had 8 sessions, one per week, and I'll probably catch up and be up to date by the end of April. I'll still write up synopses of the games for my own records, but I won't post them unless someone posts replies or comments. I hope someone takes notice. ;) [/QUOTE]
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