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Legends of Mistyka: New D&D 3.5 Campaign OOC (Recruiting ended; accepting alts)
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<blockquote data-quote="airwalkrr" data-source="post: 4407709" data-attributes="member: 12460"><p>Min/maxing doesn't bother me. It's a logical thing for a player to do to maximize the potential of a character. I do it myself so it would be hypocritical for me to judge others. I just want to maintain a semblance of balance between players. If one player chose to start with four 8s and two 12s, I would suggest they improve their scores. I'm fine with the extra 50 gp as long as it doesn't come with no strings attached (and believe me, there will be strings).</p><p></p><p>I should have the game ready by tomorrow. Your characters are currently staying at the Rushing Boar, a common inn in Dillarak, where you are making plans for your journey to Duomir. You have acquired a map (how is up to you) that should guide you there as there are no longer roads in that direction. You expect the journey to take about a tenday on foot so make sure your characters are outfitted with enough supplies for at least 20 days to ensure you can make the trip. Bear in mind 20 days of supplies would only give you time to briefly explore the ruins, so a few extra days worth would be a good idea. Don't forget things like torches, rope, and sacks or possibly a mule-drawn cart to haul back all the great loot you are expecting to find.</p><p></p><p>Common knowledge has it that the route is dangerous. As inexperienced adventurers, it is possible you may encounter things that you are ill-equipped to handle. Be prepared to flee from such perils if necessary. If your character dies you won't be able to introduce a new one until the party returns to town. Sometimes intelligent foes can be negotiated with. Diplomacy and Sense Motive are useful skills in this regard, especially when facing the aforementioned challenges. However, it is assured that if you keep your wits about you, you will all return wealthy and more seasoned for the experience.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 4407709, member: 12460"] Min/maxing doesn't bother me. It's a logical thing for a player to do to maximize the potential of a character. I do it myself so it would be hypocritical for me to judge others. I just want to maintain a semblance of balance between players. If one player chose to start with four 8s and two 12s, I would suggest they improve their scores. I'm fine with the extra 50 gp as long as it doesn't come with no strings attached (and believe me, there will be strings). I should have the game ready by tomorrow. Your characters are currently staying at the Rushing Boar, a common inn in Dillarak, where you are making plans for your journey to Duomir. You have acquired a map (how is up to you) that should guide you there as there are no longer roads in that direction. You expect the journey to take about a tenday on foot so make sure your characters are outfitted with enough supplies for at least 20 days to ensure you can make the trip. Bear in mind 20 days of supplies would only give you time to briefly explore the ruins, so a few extra days worth would be a good idea. Don't forget things like torches, rope, and sacks or possibly a mule-drawn cart to haul back all the great loot you are expecting to find. Common knowledge has it that the route is dangerous. As inexperienced adventurers, it is possible you may encounter things that you are ill-equipped to handle. Be prepared to flee from such perils if necessary. If your character dies you won't be able to introduce a new one until the party returns to town. Sometimes intelligent foes can be negotiated with. Diplomacy and Sense Motive are useful skills in this regard, especially when facing the aforementioned challenges. However, it is assured that if you keep your wits about you, you will all return wealthy and more seasoned for the experience. [/QUOTE]
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