diaglo said:
how many in your group?
post/ keep us updated
Right now we've got the DM and five players, with a possible sixth. If I remember correctly (a big if - we did this in a pub last night), here's the character breakdown:
Human magic-user (played by Your Humble Narrator)
Dwarf fighter/cleric
Half elf druid
Drow (!) cavalier/cleric (!!!)
High elf fighter/thief (I think)
Possible barbarian if the sixth player gets in on the game
The campaign is set in/near the country (or is it a continent?) of Hepmonaland, which in the DM's campaign has been put to use as a prison colony. It's divided into territories, each of which has at least one town/city and a prison. The characters haven't met yet - that'll happen during the first game session, scheduled two weeks from now.
I think this'll be a good group - I'm curious to see how we mesh. The druid and cavalier/cleric players do seem to be more of the combat/tactical types, while the DM and the other players are more RP oriented, I think. Hopefully, a happy medium can be reached - it would break my heart to finally get a game only to have it fall apart!
Character generation was 4d6, drop the lowest, 6 times and arrange as desired. Also, in what I seem to recall as a nod to Basic, we could drop 2 points from a stat to raise another by 1. Thus, my mage got a great INT, a good DEX (need that AC boost!), and barely adequate stats pretty much everywhere else. I was able to choose the 1st level starting spells I could try to learn, rather than randomizing. Sadly, my mighty magely brain didn't pull through when I tried to learn Armor - I had an 85% chance to learn it, so of course the dice came up as 86. I consoled myself with Shield and moved on. I started with 7 spells in my book - one of the DM's houserules is you can either take the 4 starter spells, or roll d12 for the number of spells in Ye Olde Book. I took my chances and got 7 spells. After flubbing the check for Armor, everything else fortunately came up as I wanted. So, Oughley Baiyder is sallying forth into the world armed with Magic Missile, Shield, Sleep, Identify, Detect Magic, Feather Fall, and Unseen Servant. (Another houserule is that mages can Read Magic without needing a spell for it.) I considered Find Familiar, but 1e familiars are so soft and squishy that it seemed to be just asking for trouble. S'okay, though - my guard dog will do much better to protect me, with no unpleasant backlash if he dies.
And so far, that's about it. The group seems normal, and the DM seems to know his stuff and have a pretty fleshed out campaign - we got a good-sized handout explaining a little about the setting, rules of note, etc., which I think is a good sign. There are a few more house rules than I would have expected, and not all of them I'm super-keen on, but that's par for the course for a lot of campaigns, I suspect. For example, there's an optional spell-point system rather than the standard spell slot casting - however, since that's optional, I'm doing it the standard way. Old ways is right ways, damn it! So yeah, I'm excited about the game - further updates in two weeks!