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Interest Check: Story-Driven Eberron Campaign
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<blockquote data-quote="airwalkrr" data-source="post: 5973338" data-attributes="member: 12460"><p>Right now I am leaning towards the following for character creation:</p><p></p><p>1) Ability scores will be selected from one of four different arrays:</p><p>-18, 12, 10, 10, 9, 8</p><p>-16, 14, 14, 10, 9, 8</p><p>-15, 14, 13, 12, 10, 8</p><p>-14, 14, 13, 12, 10, 10</p><p>This gives you some flexibility and keeps everyone at the same power level of a 25 point buy.</p><p></p><p>2) Only the following sources may be used to select feats and spells: Player's Handbook, Dungeon Master's Guide, Monster Manual, Eberron Campaign Setting, Sharn: City of Towers and the Expanded Psionics Handbook. Retraining may be used to swap feats whenever the character likes, so long as he has the money and the time (see Player's Handbook II). Other feats and spells may become available during the course of play as well. For example, if you get on the good side of the Church of the Silver Flame, they might offer to teach you some Divine feats.</p><p></p><p>3) Skills may be selected normally.</p><p></p><p>4) Character classes outside the Player's Handbook, Eberron Campaign Setting or Expanded Psionics Handbook require approval and a character concept that fits within Eberron. Races may be selected from any of the following: human, dwarf, goblin, gnome, elf, half-elf, shifter, changeling, orc, half-orc, warforged, and kalashtar.</p><p></p><p>5) Rather than buy equipment piece by piece, players must choose the starting equipment package listed in either the Player's Handbook or the Player's Handbook II. Since artificers have only one starting package that I am aware of, I am willing to be a little flexible on the armor and weapon choice, but nothing else. Besides that, starting equipment is not very important. After a short time you will replace most of it.</p><p></p><p>6) Starting character level will be 1st. If new characters are brought into the campaign, whether to replace a leaving character or to add to the existing group, they will also be starting at 1st. This is a story-driven campaign after all. Wits will be more important than things like HP and to-hit bonuses. Stats are just gravy. All characters will begin with a poor rent flat (4 gp a month with first month's rent already paid) consisting of a single room studio apartment in one of the poor districts in Sharn (you can pick one of the poor districts if you know Sharn or I will pick one for you if you do not know enough about the setting). Upward mobility as well as the prospect of purchasing a home will be possible during the course of play.</p><p></p><p>7) If you know something about Eberron, pick a Region of Origin (see Eberron Campaign Setting page 24) and (if your character is not a native of Sharn) a reason for why your character is now living in Sharn. If you know nothing about Eberron and do not own the Eberron Campaign Setting, assume your character was born and raised in Sharn.</p><p></p><p>8) Each character will be assigned an NPC mentor who is a member of the PC's character class or a similar class. This NPC will be either an employer of the PC, a trainer who taught the PC as an apprentice, or a confidant and colleague (players may determine the nature of this relationship after the mentor has been assigned). Mentors will serve as contacts for the PCs and offer leads to finding adventure in Sharn.</p><p></p><p>9) If any of the players have read or played the introductory adventure, The Forgotten Forge (which is located in the back of the Eberron Campaign Setting), I would like to know, as I may decide to use part of this adventure or at least some of the NPCs from it; knowing whether we have players who have knowledge of this adventure will guide my decision on how much of this adventure to use.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5973338, member: 12460"] Right now I am leaning towards the following for character creation: 1) Ability scores will be selected from one of four different arrays: -18, 12, 10, 10, 9, 8 -16, 14, 14, 10, 9, 8 -15, 14, 13, 12, 10, 8 -14, 14, 13, 12, 10, 10 This gives you some flexibility and keeps everyone at the same power level of a 25 point buy. 2) Only the following sources may be used to select feats and spells: Player's Handbook, Dungeon Master's Guide, Monster Manual, Eberron Campaign Setting, Sharn: City of Towers and the Expanded Psionics Handbook. Retraining may be used to swap feats whenever the character likes, so long as he has the money and the time (see Player's Handbook II). Other feats and spells may become available during the course of play as well. For example, if you get on the good side of the Church of the Silver Flame, they might offer to teach you some Divine feats. 3) Skills may be selected normally. 4) Character classes outside the Player's Handbook, Eberron Campaign Setting or Expanded Psionics Handbook require approval and a character concept that fits within Eberron. Races may be selected from any of the following: human, dwarf, goblin, gnome, elf, half-elf, shifter, changeling, orc, half-orc, warforged, and kalashtar. 5) Rather than buy equipment piece by piece, players must choose the starting equipment package listed in either the Player's Handbook or the Player's Handbook II. Since artificers have only one starting package that I am aware of, I am willing to be a little flexible on the armor and weapon choice, but nothing else. Besides that, starting equipment is not very important. After a short time you will replace most of it. 6) Starting character level will be 1st. If new characters are brought into the campaign, whether to replace a leaving character or to add to the existing group, they will also be starting at 1st. This is a story-driven campaign after all. Wits will be more important than things like HP and to-hit bonuses. Stats are just gravy. All characters will begin with a poor rent flat (4 gp a month with first month's rent already paid) consisting of a single room studio apartment in one of the poor districts in Sharn (you can pick one of the poor districts if you know Sharn or I will pick one for you if you do not know enough about the setting). Upward mobility as well as the prospect of purchasing a home will be possible during the course of play. 7) If you know something about Eberron, pick a Region of Origin (see Eberron Campaign Setting page 24) and (if your character is not a native of Sharn) a reason for why your character is now living in Sharn. If you know nothing about Eberron and do not own the Eberron Campaign Setting, assume your character was born and raised in Sharn. 8) Each character will be assigned an NPC mentor who is a member of the PC's character class or a similar class. This NPC will be either an employer of the PC, a trainer who taught the PC as an apprentice, or a confidant and colleague (players may determine the nature of this relationship after the mentor has been assigned). Mentors will serve as contacts for the PCs and offer leads to finding adventure in Sharn. 9) If any of the players have read or played the introductory adventure, The Forgotten Forge (which is located in the back of the Eberron Campaign Setting), I would like to know, as I may decide to use part of this adventure or at least some of the NPCs from it; knowing whether we have players who have knowledge of this adventure will guide my decision on how much of this adventure to use. [/QUOTE]
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