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<blockquote data-quote="john87113" data-source="post: 6296384" data-attributes="member: 6749946"><p>Some good questions.</p><p></p><p>- What is the character generation method? Point buy (how much?) or rolling? What would starting wealth be?</p><p></p><p>Stats are rolled. 4d6, drop the lowest, roll 7 times and drop the overall lowest. This typically allows for a decent set. If the whole set is crappy, you can roll a second set and take the better of the two.</p><p></p><p>I added some other "class" skills based on alignment, and other factors. I added some additional skill points.</p><p></p><p>- What is the current party's make-up, and what roles would they most need?</p><p></p><p>The party currently has a mystic-theurge type PC, a cleric PC, a rogue NPC / follower, and a fighter-rogue NPC / follower. The barbarian (PC) and Ranger (PC) were the ones who had to drop. So the party is tank light. </p><p></p><p>- Is this just to the end of the scenario, or are you hoping the game will continue on after it?</p><p></p><p>Once we get enough players to play again, we intend to continue the campaign. The game has been running for over 3 years, and we are hoping to advance to even bigger / better things.</p><p></p><p>- How much combat is there, generally, compared to role playing time? I'm fine with RP, but I do like games with a fair bit of combat.</p><p></p><p>It tends to be more RP than combat. Probably 70/30; however, some of that was because combat went so slowly. The ranger had a tendency to bog things down and take longer to complete his turn than any other two players combined. As a result, I began to tweak things in order to reduce the number of combats. If we can get combat to more along better, then it might get closer to a 60/40 or 50/50. I do not expect it to get much more frequent than 50/50, even with an efficient crew. </p><p></p><p>Also, combat tends to have more of a DnD 1.0 feel to it, with descriptions for the combat setting, as opposed to using maps. There is a lot of "I attack the next closest orc." And less, "I move along these 5 squares and attack. I do include several 3.5 factors, so a common combat move is, "I move into flank the orc." Or, "Can I move without provoking an AoO?" </p><p></p><p>- You said you'd provide houserules, so could you? Either in the thread or PM me. I like to know in advance, especially for certain houserules, like critical fumbles or death from massive damage.</p><p></p><p>I do use critical fumbles similar to critical hits. There are some spells that have been altered. There are some classes & races that have been restricted. I have incorporated background skills that can be chosen for characters. The house rules are a couple pages. I will see if it is possible to send the file, or upload it somewhere that can be linked.</p><p></p><p></p><p>- Anything else that stands out about the setting. Like "undead heavy" or "you're on outer planes a lot so anything that relies on being coterminous to X plane might not work most of the time," etc...</p><p></p><p>They did do some planar travel / plane shift stuff, but they are not anywhere weird.</p><p></p><p>Dragons are not standard. The alignments and breath weapons do not always match the colors - one reason for this was to keep some of our veteran players guessing instead of automatically knowing all the weaknesses, strengths, etc.</p></blockquote><p></p>
[QUOTE="john87113, post: 6296384, member: 6749946"] Some good questions. - What is the character generation method? Point buy (how much?) or rolling? What would starting wealth be? Stats are rolled. 4d6, drop the lowest, roll 7 times and drop the overall lowest. This typically allows for a decent set. If the whole set is crappy, you can roll a second set and take the better of the two. I added some other "class" skills based on alignment, and other factors. I added some additional skill points. - What is the current party's make-up, and what roles would they most need? The party currently has a mystic-theurge type PC, a cleric PC, a rogue NPC / follower, and a fighter-rogue NPC / follower. The barbarian (PC) and Ranger (PC) were the ones who had to drop. So the party is tank light. - Is this just to the end of the scenario, or are you hoping the game will continue on after it? Once we get enough players to play again, we intend to continue the campaign. The game has been running for over 3 years, and we are hoping to advance to even bigger / better things. - How much combat is there, generally, compared to role playing time? I'm fine with RP, but I do like games with a fair bit of combat. It tends to be more RP than combat. Probably 70/30; however, some of that was because combat went so slowly. The ranger had a tendency to bog things down and take longer to complete his turn than any other two players combined. As a result, I began to tweak things in order to reduce the number of combats. If we can get combat to more along better, then it might get closer to a 60/40 or 50/50. I do not expect it to get much more frequent than 50/50, even with an efficient crew. Also, combat tends to have more of a DnD 1.0 feel to it, with descriptions for the combat setting, as opposed to using maps. There is a lot of "I attack the next closest orc." And less, "I move along these 5 squares and attack. I do include several 3.5 factors, so a common combat move is, "I move into flank the orc." Or, "Can I move without provoking an AoO?" - You said you'd provide houserules, so could you? Either in the thread or PM me. I like to know in advance, especially for certain houserules, like critical fumbles or death from massive damage. I do use critical fumbles similar to critical hits. There are some spells that have been altered. There are some classes & races that have been restricted. I have incorporated background skills that can be chosen for characters. The house rules are a couple pages. I will see if it is possible to send the file, or upload it somewhere that can be linked. - Anything else that stands out about the setting. Like "undead heavy" or "you're on outer planes a lot so anything that relies on being coterminous to X plane might not work most of the time," etc... They did do some planar travel / plane shift stuff, but they are not anywhere weird. Dragons are not standard. The alignments and breath weapons do not always match the colors - one reason for this was to keep some of our veteran players guessing instead of automatically knowing all the weaknesses, strengths, etc. [/QUOTE]
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