Shifting Twilight Campaign OOC--Recruiting

BattleAxe

Explorer
Quick questions for Shark.

I've assumed we were using UA rules ie COM stat and weapon specialisation, is this correct?

Also are we using any of the non-weapon proficiency stuff from Dungeoneers and Wilderness Survival guide?

Damn, even 1E had splatbook creep! :D
 

log in or register to remove this ad

SHARK

First Post
Quick questions for Shark.

I've assumed we were using UA rules ie COM stat and weapon specialisation, is this correct?

Also are we using any of the non-weapon proficiency stuff from Dungeoneers and Wilderness Survival guide?

Damn, even 1E had splatbook creep! :D

Greetings!

Yes, *Comeliness* from UA is used, as well as the weapon specialization rules, spells, items, and so on from UA. I have excluded the classes for now, as I'm mulling over some new write-ups for potential future inclusion.

Generally speaking, non-weapon proficiencies from those books, as well as the historical expansion books for 2nd Edition are used. Naturally, there may be a few that get nixed, though I will judge them on a case-by-case basis for now, until I make a master list of all that are available otherwise in an official sense.

Personally, I'm torn on the skill thing. On one hand, having a bazillion skills is nice--but I also really, really like the old style where skills were more or less *subsumed* into your character. I.E a seasoned Fighter, who has been granted knighthood during the game, is assumed to have all or most, anyways, as appropriate, relevant skills in hand to hand combat, tactics, weapon and armor maintenance, siegecraft, as well as various social and court skills, and perhaps a few esoteric areas of knowledge, as well as some academic skills, pertaining to history, geography, politics, and economics.

All of that, in AD&D, essentially without a bazillion specific skills, unbalanced or inadequate skill-point gains so as to facilitate actually being able to *do* various activities or possess particular knowledge that said player character would reasonably be expected to have developed through his early life, training, and the campaign. In AD&D, the player checks with the DM if his character would know *A* and the DM either agrees, and the player character just *knows whatever*, or does *whatever*. Special circumstances or difficulties call for an appropriate ability roll, as appropriate.

However, at the same time, the whole reason more advanced skill sub-systems were developed and initiated, was so as to have a broader mechanical difference and distinction between characters of the same class. Essentially, it was decided to have the *system* make skill-related distinctions between characters of the same class, as opposed to the *Players* creating and developing those distinctions on their own, through their own creativity, along with consulting and working closely with their DM.

3E highlighted this vast though somewhat subtle difference with skills, but also "skill-feats". For example, "Shield Bash" was needed in order to make a shield-bash attack. Sorry, if your Fighter doesn't have "Shield Bash", he can't bash that Orc in the face with his shield. In AD&D, as long as the Fighter has a shield equipped...bash away, as desired, or when an opportunity presents itself!

As an additional aside, though I was a long-time fan of 3E, I admit I am very glad to be rid of the paragraphs of text needed--and the time requirements--in fully developing player character or NPC's from the necessity of figuring out their dozen or more feats, and two dozen or more skills. That process, while at times fun and gratifying, gradually developed such a time-sink dynamic all its own as to become generally laborious.

Nonetheless, having said all that, I intend to run the campaign with the traditional free-form, adhoc spirit of *Old School* AD&D, with the added Non-weapon Proficiency system integrated and used by myself and you--the players--as desired and appropriate for the individual characters and the campaign as a whole.

My apologies for such long-winded "theory-crafting".:)

Semper Fidelis,

SHARK
 

SHARK

First Post
Here's the sheet... can you check it over? First 1e PC ever.

[sblock="Story"] WIP[/sblock]

[sblock="Description"]
WIP
[/sblock]

[sblock="Character Sheet"]
Alexia the Gray
Level 1 Female CG Human Illusionist
35 years old (age (2d8 24=35));

12 STR (Doors 1-2, Bars/Gates 4%, +10 lbs Enc)
17 DEX (-3 AC, +2 Missile to hit, +2 surprise)
12 CON (System shock 85%, Resurrection survival 85%)
17 INT (incl +2 racial bonus, 6 additional languages,
13 WIS (+0 magical attack adjustment)
14 CHA (6 henchmen, +5% loyalty, +10% reaction)
14 COM[/URL] (males w/ wisdom < 7 act as if fascinated)

Saving Throws
14 Paralysis, Poison
13 Petrifaction, Polymorph
11 Rod, Staff, Wand
15 Breath Weapon
12 Spells, Magic


AC 7
HP 1hp (1d4=1) - oh dear *gulp*
THAC0: 20 (19 for missile weapons)

Spells
1 level 1 spells memorized; 4 known


Weapon Proficiencies
Dart

Spells
random spells (1d12=10, 1d12=1) Audible Glamour, Light
My two - Colour Spray & Hypnotism

Racial Characteristics
+2 to Int & Dex & +10% xp

Languages
Common, +6 more (Elven, Dwarven, Halfling, Orcish, Gnomish, Goblin)

Gear

Weapons
Staff - Free
Darts (30) - 6gp

Armor

Clothing
Linen Robe - 3gp

Sundries
Backpack -2gp
Leather flask - 3cp
Woolen blanket - 5cp
Large belt pouch - 4sp
10 torches - 1sp
Flint and steel - 1gp
50' Hemp Rope - 1gp
15 rations - 30gp


Money
starting gold (2d4=5)x10 = 50 -43gp - 8cp - 5sp = 6gp 4sp 2cp left
[/sblock]

Greetings!

Looks fine, Renau1g! An Illusionist....*nice*

Sucks you got 1 Hit Point though! *laughs* Hopefully, you will survive to level up so you can get more Hit Points!

I should note, however, that Human characters start with *6* Fate Points. Non-Humans start with *3* Fate Points.

Fate Points allow your character to somehow avoid annihilation in some fashion, as judged appropriate by myself for the parameters of the specific encounter. Thus, your character does have some small ability to survive the horde of giant rat-bites and so on. Naturally, Fate Points are only regained as a special reward for major quests completed, plots resolved in some solid, heroic fashion, or other special achievements. This added detail of course, makes Fate Points very powerful, and *precious* for the Player Character.

The harsh truth of the matter is, however, that some characters--like your alluring Illusionist--may have to spend their Fate Points at a significantly faster rate than other, more robust characters. Such is the breaks though of *Old School* AD&D!:) Like any other "weak" character--or really, all characters for that matter--you will have to be wise, shrewd, lucky, as well as courageous, clever, and resourceful if you hope to see the next sunrise.;)

Semper Fidelis,

SHARK
 

SHARK

First Post
Greetings!

I thought I would mention a few things concerning the starting campaign area, and character generation.

(1) Gnomes are not available as a player-character race. Any reference to the *Gnome* language for other available races, i.e, elves, etc, instead gain the language slot for a different language.

(2) Plate mail, plate armour, etc, is not commercially available in the immediate campaign area.

(3) I shall soon post a campaign gazeteer, noting some basic information, common knowledge, as well as rumors, etc.

N.B. Languages are important in the campaign, and "Common" is essentially an adulterated and rough form of Common Vallorean, which is used as a prevalent trade language. It allows conversation concerning prices, weights and measures, general and basic concepts of commerce, as well as simple concerns such as directions, food, first aid, and weather. It is not especially a proper conversational language, but serves as a bridge between total strangers to affect trade, or immediate, simple concerns. Thus, knowledge of particular languages and dialects is critically important. Furthermore, speaking in the native tongue of a particular person engaged with the character gains the benefit of a positive reaction bonus.

I will note various languages available in the campaign area soon. In addition, unless the particular player character is of said race, elven, dwarven, and other such languages are not available.

Semper Fidelis,

SHARK
 

BattleAxe

Explorer
Thanks SHARK,

Sounds like an intriguing and well thought out world you have awaiting us.

I look forwards to helping tell an epic story within it (or we could just kill things and take their stuff :D like in all good 1E adventures)
 
Last edited:


BattleAxe

Explorer
Lol, it will be epic for you just to get to 2nd level.

Don't worry, I'll try and make sure that you don't get scratched by a cat, and the druid can make sure you don't get pricked on any thorn bushes, and in <insert campaign deity of mercenaries> name, don't jump up, down or off anything :)
 
Last edited:

renau1g

First Post
Yeah, don't ask her to go and forage for food, a twisted ankle would be death... oh man miss prissy here we come. On the plus side if she's getting annoying just throw a rock at her or something and that's the end of that chapter ;)
 


Rhun

First Post
Guys, I think I'm going to bow out of this game. I just don't have as much free time as I was expecting I'd have after the holidays, and what time I do have goes to the games I run or that I'm already in...have a great game! It sounds like fun.
 

Remove ads

Top