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<blockquote data-quote="Mallak" data-source="post: 2646893" data-attributes="member: 37105"><p>Swashbuckler and Scout are both fine, but all two weapon penalties will apply to those who dual wield. Remeber that wielding a light weapon (such as a dagger) in your off hand reduces your penalties, as does the two-weapon fighting feat.</p><p></p><p>There has been some confusion about a few things I mentioned, and rightly so. Allow me to clarify:</p><p></p><p>When creating a character, create a first level character, then add an NPC class <em>underneath</em> that character. For all gameplay purposes, you will be considered a first level character. The extra NPC class has the effect of giving you a few extra skill points, hit points, possibly saves and BAB, and hopefully the grounds for a better back story as well. Don't add any con bonus you might have to the NPC HD. Just add 1/2 the HD. Calculate Level 1 skill points based on your PC class, then add extra skill points for one level in the NPC class (remember to keep cross-class skills straight, and humans get their extra +1 skill point for both their PC and NPC classes). Start with 500XP and average starting gold for your class (found on pg 111 of the PHB for the base classes).</p><p></p><p>Those wishing to play an Adept may take two levels in Adept and start as a second level character with 1000XP. In this case, start with 100 gold. </p><p></p><p>On the topic of the modified damage system: don't worry about it. I am intentionally not describing how it works because I wish to increase the immersive feel of the story to which this medium lends itself so well. You have merely to state what you wish your character to attempt, such as "Meran [my character] levels his bow and lets loose an arrow at the grotesque humanoid," after which I do some magic behind the scenes with dice and may respond with the following:</p><p>"Meran's arrow cuts through the night, straight and true, burying itself at the base of the creature's neck. The monster gurgles once, then stumbles and falls."</p><p>or</p><p>"Meran's arrow cuts through the night, straight and true, but the creature attempts to twist aside at the last moment. The arrow catches the monster in the gut. He stumbles and falters for a moment, but continues to come on."</p><p></p><p>I think these sort of literary reinforcements of your character's damage and accuracy are perfect for a PbP game, and I think after you've played with me you'll agree. Finally, if, in the end the system just isn't satisfying and fun for my players, I'm not adverse to falling back on the good ol' d20 core rules for damage.</p></blockquote><p></p>
[QUOTE="Mallak, post: 2646893, member: 37105"] Swashbuckler and Scout are both fine, but all two weapon penalties will apply to those who dual wield. Remeber that wielding a light weapon (such as a dagger) in your off hand reduces your penalties, as does the two-weapon fighting feat. There has been some confusion about a few things I mentioned, and rightly so. Allow me to clarify: When creating a character, create a first level character, then add an NPC class [I]underneath[/I] that character. For all gameplay purposes, you will be considered a first level character. The extra NPC class has the effect of giving you a few extra skill points, hit points, possibly saves and BAB, and hopefully the grounds for a better back story as well. Don't add any con bonus you might have to the NPC HD. Just add 1/2 the HD. Calculate Level 1 skill points based on your PC class, then add extra skill points for one level in the NPC class (remember to keep cross-class skills straight, and humans get their extra +1 skill point for both their PC and NPC classes). Start with 500XP and average starting gold for your class (found on pg 111 of the PHB for the base classes). Those wishing to play an Adept may take two levels in Adept and start as a second level character with 1000XP. In this case, start with 100 gold. On the topic of the modified damage system: don't worry about it. I am intentionally not describing how it works because I wish to increase the immersive feel of the story to which this medium lends itself so well. You have merely to state what you wish your character to attempt, such as "Meran [my character] levels his bow and lets loose an arrow at the grotesque humanoid," after which I do some magic behind the scenes with dice and may respond with the following: "Meran's arrow cuts through the night, straight and true, burying itself at the base of the creature's neck. The monster gurgles once, then stumbles and falls." or "Meran's arrow cuts through the night, straight and true, but the creature attempts to twist aside at the last moment. The arrow catches the monster in the gut. He stumbles and falters for a moment, but continues to come on." I think these sort of literary reinforcements of your character's damage and accuracy are perfect for a PbP game, and I think after you've played with me you'll agree. Finally, if, in the end the system just isn't satisfying and fun for my players, I'm not adverse to falling back on the good ol' d20 core rules for damage. [/QUOTE]
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