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[OOC] Playing Dice with the Universe
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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6237322" data-attributes="member: 6755061"><p><em>A college wargaming club, 1974...</em></p><p><em></em></p><p><em>Professor Blake spread the small pamphlets out on the table, "This, my young friends, is something new, something far beyond what we've played before. A game of magic and dragons, of elves and warriors. Dungeons & Dragons."</em></p><p><em></em></p><p><em>You sat down to play, intrigued by the possibilities of imagination. But...something strange happened. One moment you are sitting at Professor Blake's table as he narrates the scene, the next you are in the scene, magically transported into the body of your character!</em></p><p><em></em></p><p></p><p>Starting with the original D&D game, as presented in the recent premium reprint, my intention is to run everything D&D ever. Yes, that's a goal we may never complete, but it will be fun while it lasts. The basic premise is that of a group of friends who have been magically transported into a magical world by their college professor, similar to The Guardians of the Flame series of novels. Every so often, the Professor magically whisks them into a new set of bodies, new characters, but the same core consciousness. This will also us to play through the various modules in roughly the order they were originally published, despite level variances.</p><p></p><p>There will be some house rules. First and foremost, gender based biases will be removed, starting with simple things like the "Fighting Man" in OD&D being referred to as a "Fighter" to the gender based ability score maximums in AD&D 1st Edition being eliminated. </p><p></p><p>Details about the setting will be forthcoming if there is enough interest (hoping for a minimum of four players). The setting is a mash-up of Earth with various elements of all the published D&D settings - a parallel Earth accessible via magic that Professor Blake happens to be aware of. Each of the various published settings is either a region or different time period of this "other Earth." Dark Sun, for example, is a post-apocalyptic future, while Eberron is the modern day. The characters will come to realize that they are shifting through time during the course of their adventures, though this won't be readily apparent at first.</p><p></p><p></p><p><strong>Character Creation</strong></p><p><strong></strong></p><p><strong></strong><em>Step 1: Choose Race/Class</em></p><p></p><p> Fighter - Prime Requisite: Strength. Starting Level: Veteran. Starting Hit Dice (roll to determine starting Hit Points): 1d6+1.</p><p> --Saving Throws</p><p> -Death Ray/Poison: 12</p><p> -Wands, Polymorph, Paralyzation: 13</p><p> -Turn to Stone: 14</p><p> -Dragon Breath: 15</p><p> -Staves and Spells: 16</p><p></p><p> Magic-User - Prime Requisite: Intelligence. Starting Level: Medium. Starting Hit Dice: 1d6. Magic-Users begin with a single 1st level spell, which they can cast once per day. Choose from the following: Detect Magic, Hold Portal, Read Magic, Read Languages, Protection from Evil, Light, Charm Person, Sleep. </p><p> --Saving Throws</p><p> -DR/P: 13</p><p> -W, Poly, Para: 14</p><p> -TS: 13</p><p> -DB: 16</p><p> -S&S: 15</p><p></p><p> Cleric - Prime Requisite: Wisdom. Starting Level: Acolyte. Starting Hit Dice: 1d6. Clerics may turn undead monsters by rolling 2d6. Skeletons are turned on a result of 7 or better. Zombies on 9 or better. Ghouls on 11 or better. 2d6 undead creatures are turned away with each successful turning attempt. Clerics gain the ability to cast spells at 2nd level.</p><p> --Saving Throws</p><p> -DR/P: 11</p><p> -W, Poly, Para: 12</p><p> -TS: 14</p><p> -DB: 16</p><p> -S&S: 15</p><p></p><p> Dwarf - As Fighter, but limited to Level 6 in advancement. Roll saving throws vs. magic at four levels higher than their actual level. Able to note the presence of slanting passages, traps, shifting walls, and new construction in underground settings. Able to speak the languages of Gnomes, Kobolds, and Goblins.</p><p></p><p> Elf - May start as either a Fighter or a Magic-User and may switch between the two when adventuring, though this choice must be made before the adventure begins and cannot be changed mid-adventure. They are limited to Level 4 as Fighters and Level 8 as Magic-Users. While adventuring as a Magic-User, the elf may wear magic armor. Able to note the presence of secret and hidden doors. Able to speak the languages of Orcs, Hobgoblins, and Gnolls. </p><p></p><p> Halfling - As Fighter, but limited to Level 4 in advancement. Roll saving throws vs. magic as dwarves. </p><p></p><p> Other - Book 1: Men & Magic notes that virtually any character type is possible, with dragons noted as an example. However, that would require some work oin our part (me and the player desiring such a character) so please consider carefully before making that choice.</p><p></p><p> Multi-classing: Human characters may change class when leveling, but must have a Prime Requisite of 16 in the class they wish to change to. Magic-Users may not change to Clerics and vice-versa.</p><p></p><p><em>Step 2: Choose Alignment</em></p><p></p><p> Law, Neutrality, Chaos are the alignments available to creatures and characters.</p><p></p><p> Human fighters, magic-users, and clerics may choose any alignment.</p><p></p><p> Halflings must be Lawful.</p><p></p><p> Dwarves and Elves must be Lawful or Neutral.</p><p></p><p><em>Step 3: Determine Abilities and Starting Gold</em></p><p></p><p> As we have already rolled ability scores, I'll just note that the rules call for the referee to roll scores for the players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p> Roll 3d6x10 to determine the starting number of gold pieces available to spend on equipment.</p><p></p><p> A score of 15 or higher in a Prime Requisite adds 10% to earned experience. A score of 13-14 in a Prime Requisite adds 5% to earned experience. A Prime Requisite of 8 or 7 subtracts 10% from earned experience. A Prime Requisite of 6 or less subtracts 20% from earned experience.</p><p></p><p> Constitution 15 or higher: Add +1 to each hit die.</p><p> Constitution 6 or less: Subtract 1 from each hit die.</p><p> Dexterity 13 or higher: +1 to hit with missile weapons.</p><p> Dexterity 8 or less: -1 to hit with missile weapons.</p><p> Intelligence 11 or more: Character may learn 1 language for each point of Intelligence above 10. Elves, Dwarves, and Halflings know their racial tongues in addition to those noted above. All player characters know Common and the language of their alignments.</p><p> Charisma: Charisma determines the number of unusual hirelings (that is, NPCs with classes and monsters) the character may employ, and the loyalty of all hirelings (normal and unusual).</p><p></p><p> Prime Requisite scores may be increased as follows.</p><p></p><p> Cleric - Lower Strength by 3 or Intelligence by 2 to gain 1 point of Wisdom. </p><p> Magic-User - Lower Wisdom by 2 to gain 1 point of Intelligence.</p><p> Fighter - Lower Intelligence by 2 or Wisdom by 3 to gain 1 point of Strength.</p><p></p><p> Scores lowered in this fashion may not go below 9. </p><p></p><p><em>Step 4: Estate and Inheritance</em></p><p></p><p> The character should designate a relative or other NPC close to the character to inherit the character's belongings and wealth should the character disappear or die. This individual will have to pay a 10% tax but may then begin an adventuring career at 1st level with the advantage of having access to the previous character's belongings (including possibly magic items). Failure to do so will result in the loss of all belongings upon the character's death. If the character somehow returns, another 10% tax must be paid to reclaim the character's possessions and wealth.</p><p></p><p><em>Step 5: Purchase Equipment</em></p><p></p><p> You may spend your starting gold pieces on any of the following. Note that all weapons do 1d6 points of damage. Clerics are limited to bludgeoning weapons. Magic-Users are limited to Daggers only. All costs are given in GP value.</p><p></p><p> Dagger - 3</p><p> Hand Axe - 3</p><p> Mace - 5</p><p> Sword - 10</p><p> Battle Axe - 7</p><p> Morning Star - 6</p><p> Flail - 8</p><p> SPear - 1</p><p> Pole Arm - 7</p><p> Halberd - 7</p><p> Two-Handed Sword - 15</p><p> Lance - 4</p><p> Pike - 5</p><p> Short Bow - 25</p><p> Long Bow - 50</p><p> Composite Box - 50</p><p> Light Crossbow - 15</p><p> Heavy Crossbow - 25</p><p> Quiver of 20 Arrows - 10</p><p> Case with 30 Quarrels - 5</p><p> 20 Arrows/30 Quarrels - 5</p><p> Silver Tipped Arrows - 5</p><p> Mule - 20</p><p> Draft Horse - 30</p><p> Light Horse - 40</p><p> Warhorse, Medium - 100</p><p> Warhorse, Heavy - 200</p><p> Saddle - 25</p><p> Saddle Bags - 10</p><p> Cart - 100</p><p> Wagon - 200</p><p> Raft - 40</p><p> Small Boat - 100</p><p> Small Merchant Ship - 5000</p><p> Large Merchant Ship - 20000</p><p> Small Galley - 10000</p><p> Large Galley - 30000</p><p> Leather Armor - 15</p><p> Chain-type Mail - 30</p><p> Plate Mail - 50</p><p> Helment - 10</p><p> Shield - 10</p><p> Barding (Horse Armor) - 150</p><p> 50' of Rope - 1</p><p> 10' Pole - 1</p><p> 12 Iron Spikes - 1</p><p> Small Sack - 1</p><p> Large Sack - 2</p><p> Leather Back Pack - 5</p><p> Water/Wine Skin - 1</p><p> 6 Torches - 1</p><p> Lantern - 10</p><p> Flask of Oil - 2</p><p> 3 Stakes & Mallet - 3</p><p> Steel Mirror - 5</p><p> Silver Mirror, Small - 15</p><p> Wooden Cross - 2</p><p> Silver Cross - 25</p><p> Holy Water/Vial - 25</p><p> Wolvesbane, bunch - 10</p><p> Belladonna, bunch - 10</p><p> Garlic, bud - 5</p><p> Wine, quart - 1</p><p> Iron Rations (for dungeon expeditions) 1 person/1 week - 15</p><p> Standard Rations 1 person/1week - 5</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6237322, member: 6755061"] [I]A college wargaming club, 1974... Professor Blake spread the small pamphlets out on the table, "This, my young friends, is something new, something far beyond what we've played before. A game of magic and dragons, of elves and warriors. Dungeons & Dragons." You sat down to play, intrigued by the possibilities of imagination. But...something strange happened. One moment you are sitting at Professor Blake's table as he narrates the scene, the next you are in the scene, magically transported into the body of your character! [/I] Starting with the original D&D game, as presented in the recent premium reprint, my intention is to run everything D&D ever. Yes, that's a goal we may never complete, but it will be fun while it lasts. The basic premise is that of a group of friends who have been magically transported into a magical world by their college professor, similar to The Guardians of the Flame series of novels. Every so often, the Professor magically whisks them into a new set of bodies, new characters, but the same core consciousness. This will also us to play through the various modules in roughly the order they were originally published, despite level variances. There will be some house rules. First and foremost, gender based biases will be removed, starting with simple things like the "Fighting Man" in OD&D being referred to as a "Fighter" to the gender based ability score maximums in AD&D 1st Edition being eliminated. Details about the setting will be forthcoming if there is enough interest (hoping for a minimum of four players). The setting is a mash-up of Earth with various elements of all the published D&D settings - a parallel Earth accessible via magic that Professor Blake happens to be aware of. Each of the various published settings is either a region or different time period of this "other Earth." Dark Sun, for example, is a post-apocalyptic future, while Eberron is the modern day. The characters will come to realize that they are shifting through time during the course of their adventures, though this won't be readily apparent at first. [B]Character Creation [/B][I]Step 1: Choose Race/Class[/I] Fighter - Prime Requisite: Strength. Starting Level: Veteran. Starting Hit Dice (roll to determine starting Hit Points): 1d6+1. --Saving Throws -Death Ray/Poison: 12 -Wands, Polymorph, Paralyzation: 13 -Turn to Stone: 14 -Dragon Breath: 15 -Staves and Spells: 16 Magic-User - Prime Requisite: Intelligence. Starting Level: Medium. Starting Hit Dice: 1d6. Magic-Users begin with a single 1st level spell, which they can cast once per day. Choose from the following: Detect Magic, Hold Portal, Read Magic, Read Languages, Protection from Evil, Light, Charm Person, Sleep. --Saving Throws -DR/P: 13 -W, Poly, Para: 14 -TS: 13 -DB: 16 -S&S: 15 Cleric - Prime Requisite: Wisdom. Starting Level: Acolyte. Starting Hit Dice: 1d6. Clerics may turn undead monsters by rolling 2d6. Skeletons are turned on a result of 7 or better. Zombies on 9 or better. Ghouls on 11 or better. 2d6 undead creatures are turned away with each successful turning attempt. Clerics gain the ability to cast spells at 2nd level. --Saving Throws -DR/P: 11 -W, Poly, Para: 12 -TS: 14 -DB: 16 -S&S: 15 Dwarf - As Fighter, but limited to Level 6 in advancement. Roll saving throws vs. magic at four levels higher than their actual level. Able to note the presence of slanting passages, traps, shifting walls, and new construction in underground settings. Able to speak the languages of Gnomes, Kobolds, and Goblins. Elf - May start as either a Fighter or a Magic-User and may switch between the two when adventuring, though this choice must be made before the adventure begins and cannot be changed mid-adventure. They are limited to Level 4 as Fighters and Level 8 as Magic-Users. While adventuring as a Magic-User, the elf may wear magic armor. Able to note the presence of secret and hidden doors. Able to speak the languages of Orcs, Hobgoblins, and Gnolls. Halfling - As Fighter, but limited to Level 4 in advancement. Roll saving throws vs. magic as dwarves. Other - Book 1: Men & Magic notes that virtually any character type is possible, with dragons noted as an example. However, that would require some work oin our part (me and the player desiring such a character) so please consider carefully before making that choice. Multi-classing: Human characters may change class when leveling, but must have a Prime Requisite of 16 in the class they wish to change to. Magic-Users may not change to Clerics and vice-versa. [I]Step 2: Choose Alignment[/I] Law, Neutrality, Chaos are the alignments available to creatures and characters. Human fighters, magic-users, and clerics may choose any alignment. Halflings must be Lawful. Dwarves and Elves must be Lawful or Neutral. [I]Step 3: Determine Abilities and Starting Gold[/I] As we have already rolled ability scores, I'll just note that the rules call for the referee to roll scores for the players. ;) Roll 3d6x10 to determine the starting number of gold pieces available to spend on equipment. A score of 15 or higher in a Prime Requisite adds 10% to earned experience. A score of 13-14 in a Prime Requisite adds 5% to earned experience. A Prime Requisite of 8 or 7 subtracts 10% from earned experience. A Prime Requisite of 6 or less subtracts 20% from earned experience. Constitution 15 or higher: Add +1 to each hit die. Constitution 6 or less: Subtract 1 from each hit die. Dexterity 13 or higher: +1 to hit with missile weapons. Dexterity 8 or less: -1 to hit with missile weapons. Intelligence 11 or more: Character may learn 1 language for each point of Intelligence above 10. Elves, Dwarves, and Halflings know their racial tongues in addition to those noted above. All player characters know Common and the language of their alignments. Charisma: Charisma determines the number of unusual hirelings (that is, NPCs with classes and monsters) the character may employ, and the loyalty of all hirelings (normal and unusual). Prime Requisite scores may be increased as follows. Cleric - Lower Strength by 3 or Intelligence by 2 to gain 1 point of Wisdom. Magic-User - Lower Wisdom by 2 to gain 1 point of Intelligence. Fighter - Lower Intelligence by 2 or Wisdom by 3 to gain 1 point of Strength. Scores lowered in this fashion may not go below 9. [I]Step 4: Estate and Inheritance[/I] The character should designate a relative or other NPC close to the character to inherit the character's belongings and wealth should the character disappear or die. This individual will have to pay a 10% tax but may then begin an adventuring career at 1st level with the advantage of having access to the previous character's belongings (including possibly magic items). Failure to do so will result in the loss of all belongings upon the character's death. If the character somehow returns, another 10% tax must be paid to reclaim the character's possessions and wealth. [I]Step 5: Purchase Equipment[/I] You may spend your starting gold pieces on any of the following. Note that all weapons do 1d6 points of damage. Clerics are limited to bludgeoning weapons. Magic-Users are limited to Daggers only. All costs are given in GP value. Dagger - 3 Hand Axe - 3 Mace - 5 Sword - 10 Battle Axe - 7 Morning Star - 6 Flail - 8 SPear - 1 Pole Arm - 7 Halberd - 7 Two-Handed Sword - 15 Lance - 4 Pike - 5 Short Bow - 25 Long Bow - 50 Composite Box - 50 Light Crossbow - 15 Heavy Crossbow - 25 Quiver of 20 Arrows - 10 Case with 30 Quarrels - 5 20 Arrows/30 Quarrels - 5 Silver Tipped Arrows - 5 Mule - 20 Draft Horse - 30 Light Horse - 40 Warhorse, Medium - 100 Warhorse, Heavy - 200 Saddle - 25 Saddle Bags - 10 Cart - 100 Wagon - 200 Raft - 40 Small Boat - 100 Small Merchant Ship - 5000 Large Merchant Ship - 20000 Small Galley - 10000 Large Galley - 30000 Leather Armor - 15 Chain-type Mail - 30 Plate Mail - 50 Helment - 10 Shield - 10 Barding (Horse Armor) - 150 50' of Rope - 1 10' Pole - 1 12 Iron Spikes - 1 Small Sack - 1 Large Sack - 2 Leather Back Pack - 5 Water/Wine Skin - 1 6 Torches - 1 Lantern - 10 Flask of Oil - 2 3 Stakes & Mallet - 3 Steel Mirror - 5 Silver Mirror, Small - 15 Wooden Cross - 2 Silver Cross - 25 Holy Water/Vial - 25 Wolvesbane, bunch - 10 Belladonna, bunch - 10 Garlic, bud - 5 Wine, quart - 1 Iron Rations (for dungeon expeditions) 1 person/1 week - 15 Standard Rations 1 person/1week - 5 [/QUOTE]
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