Albedo
First Post
This is going to be a level 30 campaign for probably about 4 players. I'm looking for people who can post at least once every 3 days. However, this is going to vary slightly from conventional D&D. This is going to be a discriptive game. This will mean a few important things PCs have to keep in mind.
I) First and foremost, conventional D&D physics are out the window. All PCs in game will have their movement speeds increased by x15. Please keep in mind that if you had a starting speed of 30ft, being changed into 450ft, this would grant you a +168 to any jump check. This will allow you considerably more manueverability and keep you options open for creative movement.
II) Every action made will need to come with a detailed description. If you attack, I want you to tell me how you attack. The amount of detail is up to you, but I will be giving bonuses based off of these descriptions, so use your imagionations, and try to find circumstancial bonuses to aid you.
Ex: Farlgor charges attacks his opponent with his greatsword.
Can to changed to: Farlgor brings his greatsword down in a powerful overhead swing, intending to crush his smaller opponent under the weight of the blow.
III) Unlike most D&D, this campaign will be done in Third Person Limited, as if the character you guys represent isn't actually your PCs, but actually someone else watching your PCs from the side. Don't post on things like what your character is thinking, only focus on things visible to other people. I would also like to keep dialogue to a minimal here as well. The view I am going for here is like you are a character just outside hearing range of normal talking voices.
Now, there are few additional rules I am adding to spice things up a little. These rules, as well as the forementioned speed bonus, are applicable only to PCs, and important NPCs, so you guys are going to feel very special compared to the normal folk.
1. Immediate actions will no longer take away swift actions from the following round. They are now just once/round.
2. Every character gains the ability to take an extra move action every round as an immediate action.
3. If you use a fullround action, and your immediate action, you can move while making a full attack, provided you move at least 10ft per attack. This movement still provokes attack of opportunity.
4. When you charge, you have a chance to take additional attacks, at the same attack bonuses you make as if you were using a full attack action (I.E. first attack at +10, second at +5). Everytime you hit with an attack off of a charge, you get to take an additional attack. In additon, everytime you attack them you make an opposed Str check, gaining a +1 bonus for every 5 damage the attack would deal (whether or not you hit them with it). If you succeed on this check, your opponent is pushed back 5 ft, and cannot move next turn. He can still attack and act normally, he just cannot leave his square, with one exception. He may take a withdraw action to get away from you. If you move away from your opponent, he can move again.
5. Heroic Surge (Not the D20 Modern Feat): Once per day as a free action you regain all lost hit points and remove all negetive status effects.
6. Pcs now have access to a new feat: Foe Catcher - If any opponent adjacent to you attempts a tumble check, you gain an attack of opportunity. Your opponents AC becomes his tumble check result.
Prerequisites:
Combat Reflexes, BAB +15
7.All hit point totals are multiplied by x5. In addition, any levels taken with Epic Base Classes have the HP gained at that level at x5 normal hit points. As well, levels in Epic Prestige Classes gain x2 normal HP.
Ex: A fighter gaining 3/4 Hp would gain 7.5 HP/level, plus max at first, adding up to 227.5 hp at 30th level. However, in this system, the fighter would be gaining 37.5 hp a level at epic, changing its level 30 total to 452.5. Add the "every hp total is x5 higher", and you have 2262.5 hp without factoring a con score.
These rules will increase mobility in combat, and when paired with good descriptions and use of surroundings and cirumstantial bonuses, should make for some very interesting combat.
Character Creation Rules:
Every character must use a weapon as his primary fighting style. I don't want any characters to be primarily spell users. I don't have problems with people having spellcasting abilities to supplement themselves, and buff fighters are still an option. This also doesn't mean you can't attack with spells, but I would prefer you keep them to killing mooks and normal people. Shapechanging will require discussion.
Any Wizard Hardcover sources are allowed to begin with, but every class, item, feat, etc should have a book and page number added so I can reference it quickly. I reserve the right to Veto anything I don't like, or that won't fit in this system.
Stats: 90 points, spent on a 1 for 1 basis. Max 18, Min 8
HP: Max at first, 3/4 for every other level
Gold: You guys start with 10,000,000gp, but over half of it needs to be spent on a single item.
Crafting: I'm not allowing you guys to have precrafted items, sorry.
Setting: Because I want characters to feel involved in the world, I'm leaving everything blank for now. I will create things as I go along, and PCs can feel free to add in their ideas as well. To follow this ideal, every character must submit a name for the island you all start on with your characters. Backstory is completly up to you, though I would like an explanation as to why you guys are as powerful as you are, since you are much stronger than the average inhabitants of said island.
Special Descriptive Features: What your moves, items, attacks, etc look like are completely up to you guys, as long as they don't alter the rules OOC. As such, feel free to describe special attacks or succesion techniques however you feel like. You can cover you hands in flames, slash out with dark energy, or glow with power when you fight. Your only limit is yourself. Just remember that damage types are still dependant on the D&D rules.
One more thing for posting actions in combat. When you attack someone, describe it to the point just before impact with your opponent. This leaves room for description of his defending himself. At the same time, I will do the same thing with you guys. Like everything else, proper description of you defense can give you bonuses. Also, an important thing to note is that unless it is completely wrong or out of place, anything you guys write essentially becomes fact. To make up for things like immediate actions, and your extra move action, if something happens that makes it so that you are not where the other person figures your supposed to be when he takes his action, you leave an afterimage. If you immediatly move out of the way of a charging opponent, he slices through your image and it dissapears. If he uses his immediate move to get beside you before he swings, he appears next to you and his image of attacking you also dissappears.
So... any questions?
I) First and foremost, conventional D&D physics are out the window. All PCs in game will have their movement speeds increased by x15. Please keep in mind that if you had a starting speed of 30ft, being changed into 450ft, this would grant you a +168 to any jump check. This will allow you considerably more manueverability and keep you options open for creative movement.
II) Every action made will need to come with a detailed description. If you attack, I want you to tell me how you attack. The amount of detail is up to you, but I will be giving bonuses based off of these descriptions, so use your imagionations, and try to find circumstancial bonuses to aid you.
Ex: Farlgor charges attacks his opponent with his greatsword.
Can to changed to: Farlgor brings his greatsword down in a powerful overhead swing, intending to crush his smaller opponent under the weight of the blow.
III) Unlike most D&D, this campaign will be done in Third Person Limited, as if the character you guys represent isn't actually your PCs, but actually someone else watching your PCs from the side. Don't post on things like what your character is thinking, only focus on things visible to other people. I would also like to keep dialogue to a minimal here as well. The view I am going for here is like you are a character just outside hearing range of normal talking voices.
Now, there are few additional rules I am adding to spice things up a little. These rules, as well as the forementioned speed bonus, are applicable only to PCs, and important NPCs, so you guys are going to feel very special compared to the normal folk.
1. Immediate actions will no longer take away swift actions from the following round. They are now just once/round.
2. Every character gains the ability to take an extra move action every round as an immediate action.
3. If you use a fullround action, and your immediate action, you can move while making a full attack, provided you move at least 10ft per attack. This movement still provokes attack of opportunity.
4. When you charge, you have a chance to take additional attacks, at the same attack bonuses you make as if you were using a full attack action (I.E. first attack at +10, second at +5). Everytime you hit with an attack off of a charge, you get to take an additional attack. In additon, everytime you attack them you make an opposed Str check, gaining a +1 bonus for every 5 damage the attack would deal (whether or not you hit them with it). If you succeed on this check, your opponent is pushed back 5 ft, and cannot move next turn. He can still attack and act normally, he just cannot leave his square, with one exception. He may take a withdraw action to get away from you. If you move away from your opponent, he can move again.
5. Heroic Surge (Not the D20 Modern Feat): Once per day as a free action you regain all lost hit points and remove all negetive status effects.
6. Pcs now have access to a new feat: Foe Catcher - If any opponent adjacent to you attempts a tumble check, you gain an attack of opportunity. Your opponents AC becomes his tumble check result.
Prerequisites:
Combat Reflexes, BAB +15
7.All hit point totals are multiplied by x5. In addition, any levels taken with Epic Base Classes have the HP gained at that level at x5 normal hit points. As well, levels in Epic Prestige Classes gain x2 normal HP.
Ex: A fighter gaining 3/4 Hp would gain 7.5 HP/level, plus max at first, adding up to 227.5 hp at 30th level. However, in this system, the fighter would be gaining 37.5 hp a level at epic, changing its level 30 total to 452.5. Add the "every hp total is x5 higher", and you have 2262.5 hp without factoring a con score.
These rules will increase mobility in combat, and when paired with good descriptions and use of surroundings and cirumstantial bonuses, should make for some very interesting combat.
Character Creation Rules:
Every character must use a weapon as his primary fighting style. I don't want any characters to be primarily spell users. I don't have problems with people having spellcasting abilities to supplement themselves, and buff fighters are still an option. This also doesn't mean you can't attack with spells, but I would prefer you keep them to killing mooks and normal people. Shapechanging will require discussion.
Any Wizard Hardcover sources are allowed to begin with, but every class, item, feat, etc should have a book and page number added so I can reference it quickly. I reserve the right to Veto anything I don't like, or that won't fit in this system.
Stats: 90 points, spent on a 1 for 1 basis. Max 18, Min 8
HP: Max at first, 3/4 for every other level
Gold: You guys start with 10,000,000gp, but over half of it needs to be spent on a single item.
Crafting: I'm not allowing you guys to have precrafted items, sorry.
Setting: Because I want characters to feel involved in the world, I'm leaving everything blank for now. I will create things as I go along, and PCs can feel free to add in their ideas as well. To follow this ideal, every character must submit a name for the island you all start on with your characters. Backstory is completly up to you, though I would like an explanation as to why you guys are as powerful as you are, since you are much stronger than the average inhabitants of said island.
Special Descriptive Features: What your moves, items, attacks, etc look like are completely up to you guys, as long as they don't alter the rules OOC. As such, feel free to describe special attacks or succesion techniques however you feel like. You can cover you hands in flames, slash out with dark energy, or glow with power when you fight. Your only limit is yourself. Just remember that damage types are still dependant on the D&D rules.
One more thing for posting actions in combat. When you attack someone, describe it to the point just before impact with your opponent. This leaves room for description of his defending himself. At the same time, I will do the same thing with you guys. Like everything else, proper description of you defense can give you bonuses. Also, an important thing to note is that unless it is completely wrong or out of place, anything you guys write essentially becomes fact. To make up for things like immediate actions, and your extra move action, if something happens that makes it so that you are not where the other person figures your supposed to be when he takes his action, you leave an afterimage. If you immediatly move out of the way of a charging opponent, he slices through your image and it dissapears. If he uses his immediate move to get beside you before he swings, he appears next to you and his image of attacking you also dissappears.
So... any questions?
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