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PostPosted: Sat Jun 13, 2015 11:44 am 
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This is a swashbuckling campaign for 4-6 players using the Dungeons and Dragons system. In it you will all start in the city of Cliffport. This is a "sword'n'sail" adventure, involving exactly what the name implies: Pirates, ships, sea monsters, buried treasure, and strange isles!

1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
D&D 3.5

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
The genre is swashbuckling and what I like to call "Sword'n'Sail." This is a homebrewed campaign set in the world of Westerwind, information on which can be found here: viewtopic.php?f=37&t=9840

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4-6 players, no alts.

4. What's the gaming medium (NGA Forums, chat, e-mail etc.)?
No Goblins Allowed forums

5. What is the characters' starting status (i.e. experience level)?
Level 1

6. How much gold or other starting funds will the characters begin with?
Each will start with the amount of gold his or her class comes with according to the PHB, as well as a weapon, armor (and/or shield), backpack, belt pouch, hemp rope, 1 week's rations, flint and steel, and a waterskin, plus 15 ammunition for any ranged weapons. I will also roll for one minor magical item for each player. Any class-specific things (thieves' tools, etc.) that the class does not start with can be purchased before the game with your gold.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No psionics. Half-ogre fighters with a spiked chain and Combat Reflexes will be struck down from above. Since this is a more swashbuckling campaign, I'm looking for more martial builds - fighters, rogues, rangers, and, of course, swashbucklers. I'd prefer sorcerers and such to be multiclasses, although druids I think would work with the setting - druids of the sea, that it. Paladins, monks, clerics, and other classes I have little aversion or attraction to in this campaign - my attitude toward them is true neutral. C/G Drow rangers with two scimitars will be lynched by a mob.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
All races in the Player's Handbook, PHB2, and Stormwrack are allowed (this supplement includes things such as Seacliff Dwarves - aquatic-type races). Elves are categorized as the MM puts it - Drow, High, Gray, Wild, Aquatic. As for monstrous races, PM me. I do warn you: If I allow you to play a Goblin, Orc, Drow, etc. you will be hated by most "civilized" people. Homebrew race: Half-Goblin. PM me for details on this lil' guy.

9. By what method should Players generate their attributes/ability scores and Hit Points?
4d6, drop the lowest number. Do it on this thread, please.

10. Does your game use alignment? What are your restrictions, if so?
If you wish to be evil, PM me. Keep in mind this is a tale of swashbuckling.

11. Do you allow multi-classing, or have any particular rules in regards to it?
No particular rules, just keep it real. Not like that Goblin from the comic... the one who took 1/10th of a level in everything.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Just put the rolls in a spoiler. I'll be rolling certain spot, listen, search, etc. checks for them, but won't be alerting them, to preserve suspension of disbelief.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Races do not get penalties; I dislike that rule. Also, no studded leather. There's never been actual studded leather in the Middle Ages, and the idea doesn't make sense.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Something explaining why you are in Cliffport is a minimum, anything beyond that completely up to you but appreciated!

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
It aims to provide a lovely stew of all the above things (served with rosemary and basil, of course!).

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
PHB, PHB2, Stromwrack (easily accessed pdf, and a good supplement for ocean adventures). Any other supplements you'd like to use (such as ones detailing extra spells, new classes, new races, etc.), please discuss in a PM with me.

17. When will we start and how can I contact you with my character sheet and questions?
We'll start when we have at least 3 characters. PM me any questions, as well as a pdf of your character sheet.


Last edited by DungeonCrawlingGnome on Fri Jul 03, 2015 5:03 pm, edited 2 times in total.

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 Post subject: Re: Heroes of Westerwind
PostPosted: Fri Jun 19, 2015 12:37 am 
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Hey... if this is still a possible thing, I'm decidedly interested. I don't have a character at the ready, but I'll start thinking about it.

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 Post subject: Re: Heroes of Westerwind
PostPosted: Mon Jun 22, 2015 10:44 am 
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I already sent a pm before noticing this, I will have to polish me 3rd edition knowledge, been ages since I last played that.

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 Post subject: Re: Heroes of Westerwind
PostPosted: Fri Jun 26, 2015 9:19 pm 
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Both of you are welcome to join, and I hope you have tons of fun! :)


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 Post subject: Re: Heroes of Westerwind
PostPosted: Fri Jun 26, 2015 10:07 pm 
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All right, let's see what the dice give me

Tevish Szat rolled 4d6 and got a total of 14:
4, 2, 2, 6

Tevish Szat rolled 4d6 and got a total of 13:
1, 6, 4, 2

Tevish Szat rolled 4d6 and got a total of 9:
4, 2, 2, 1

Tevish Szat rolled 4d6 and got a total of 9:
2, 2, 3, 2

Tevish Szat rolled 4d6 and got a total of 16:
5, 5, 5, 1

Tevish Szat rolled 4d6 and got a total of 18:
5, 5, 6, 2

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 Post subject: Re: Heroes of Westerwind
PostPosted: Fri Jun 26, 2015 10:47 pm 
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Giving me stats of 7, 8, 12, 12, 15 and 16. Ooooh, that is an INTERESTING skew to work with. It's always kind of interesting to have to sink two penalties. I've got a number of potential ideas, so I may see something of what other people want to play. Like if we've got a lot of casters or a lot of fighters I can go with the opposite.

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The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 3:10 am 
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Sounds interesting, I should have time for another PbP if you'll have me.

When you say "races do not get penalties" does that just mean I can ignore the -2 Cha if I was a dwarf? Or would I potentially be able to play an Aasimar (leaning towards paladin, depending on my rolls, and of course pending DM approval) without the +1 LA?

rolls

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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 5:00 am 
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RPJesus wrote:
Not sure how to format the drop one, so instead of guessing and possibly messing something up I'm just gonna roll and drop one manually.
[dice]4d6b3[/dice] should do this:

razorborne rolled 4d6b3 and got a total of 12:
6, 1, 4, 2


:duel:

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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 9:42 am 
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Yeah, Dwarves get no -2 Cha (unless you want to for roleplay purposes), Elves get no -2 Con, etc. Gnomes and Halflings do get a Str cap, however.


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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 12:19 pm 
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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 2:47 pm 
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Because they're small and thus can't be as powerful as bigger things, just as a house cat isn't as strong as a lynx.


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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 4:34 pm 
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Just like Elves have penalties to constitution, because they are more physically frail than other races. Dwarves are on the lower end of medium, do they get -1? Besides, size already impacts your carrying capacity quite substantially.

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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 4:40 pm 
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What if an Elf has 8 Con then takes the -2 penalty for 6 Con? What if this person wants to play an oddball Half-Orc, who is extremely charismatic? Like in Skyrim? He's handicapped because of the -2 that assumes he's playing a stereotyped Half-Orc. I like to give my players the benefit of the doubt. The penalties (and, I admit, maybe even bonuses) try to shoehorn characters into certain race-class combinations - that's the whole point of the favored classes, in my opinion. "Look, Chuck. Loooook. Dwarves are good fighters. So you wanna play a fighter, Chuck?"


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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 6:10 pm 
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What if an Elf has 8 Con then takes the -2 penalty for 6 Con?

Then that is mathematically correct? I would advise neither 8 or 6 constitution, but that's your choice. What if a Gnome has 8 Str then takes a -2 penalty for 6 to Str?
What if this person wants to play an oddball Half-Orc, who is extremely charismatic?

What if I want to play a strong halfling? Why are small races penalized for their genetics (or, with some examples like Tiefling, cultural acceptance), but not medium ones? If your character is riding on a +2 of -2 bonus, maybe it's not really a character, but a statblock. You are talking about how certain races disincentivize certain classes, but you are also doing a pretty good job of disincentivizing halflings and gnomes in general, although I won't pretend that the races are really balanced to begin with.

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 Post subject: Re: Heroes of Westerwind
PostPosted: Sat Jun 27, 2015 9:41 pm 
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I don't give them penalties to Strength, I give them caps, like in AD&D - you can't have Str higher than so and so. I'm allowing Halflings to be strong - my system allows them to be as strong (and stronger in most cases) than they would with the original system. I'm not disincentivizing Halflings. Why do Half-Orcs get -2 to Int or Cha? Because they're stupid? That's a terrible reason. Why are Half-Orcs stupid? Because Orcs are stupid? They're only half Orc. What if somebody wants to play a Half-Orc wizard who is unexpectedly good at it? Is it right to make him worse than an Elf wizard? No. Gnomes and Halflings, on the other hand, are physically inferior - they are smaller: less mass, less muscle, less... well, really, everything. Why do Halflings get +2 to Dexterity? Because they're small and so, comparative to other races, they are more nimble. Why do Half-Orcs get Strength bonuses? They are more brawny, as a rule, because they are part Orc, which is a very muscley race. The truth is, there could be a weak Half-Orc. There could be a dumb Elf. There could be a sickly Gnome. But that's up to the players to take it into their hands and say, "I want this character to be interesting, so I'm going to give this stat a low number." Heck, you can roll a 17, 16, 14, 14, 15, and 13 as an Elf who wants to be dumb as a rock and still have to have a 15 Intelligence. What do we do then? We use the system as it should be, the servant of roleplaying. We say, "Sure you can take 5 points off your Int," or "Sure you can skip your racial modifier."
Halflings, on the other hand, are incapable of having a Strength of 18 when that same Strength is the maximum for, say, a really beefy human. It doesn't make sense - they have less muscle, so how can the strongest Halfling be as strong as the strongest human?

Now can we please get back to using this thread for its original, intended purpose?


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 Post subject: Re: Heroes of Westerwind
PostPosted: Sun Jun 28, 2015 8:10 am 
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I am using it for it's intended purpose, by evaluating you as a DM.
Guess I misread your statement, although I will maintain my opinion that you are discriminating.

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 Post subject: Re: Heroes of Westerwind
PostPosted: Sun Jun 28, 2015 10:39 am 
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I'm not discriminating. How can I be bigoted toward fantasy races (well, ok, yes, I love Dwarves and Gnomes...)?
If you'll look at 4th edition, you'll see that there are no penalties and they all get two bonuses - Dwarves get Con and Wis, Elves get Dex and Wis, Gnomes get Int and Cha. I don't like that. But I don't like penalties either, I feel they assume that that Half-Orc is stereotypicaly dumb, or that Dwarf is stereotypically gruff. That's why I'm making this optional (I should probably make it clearer in the OP that it's an optional rule). If you're playing a charismatic Dwarf you're handicapped, just because the makers of the game assumed something about your personality.


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 Post subject: Re: Heroes of Westerwind
PostPosted: Sun Jun 28, 2015 10:40 am 
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Workspace; this post will be edited as thoughts progress

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I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


Last edited by Tevish Szat on Mon Jun 29, 2015 11:19 pm, edited 2 times in total.

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 Post subject: Re: Heroes of Westerwind
PostPosted: Sun Jun 28, 2015 11:09 am 
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I'd have negligable hp, though, so it might be worthwhile to trade Int into Dex for more AC

For the record, I went with a sort of tanky build that can potentially keep enemies stuck to me, and I can provide a little bit of healing (1 per turn to bloodied allies within range, so not amazing, but pretty nifty especially at level 1) or punish enemies for hitting us. So I guess I can't make any guarantees, but if all goes as planned I should be able to keep some of the nastier bad guys off of you (Although I guess my stickiness wouldn't help much if you have to move into melee range to attack the enemy in question :/).

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 Post subject: Re: Heroes of Westerwind
PostPosted: Sun Jun 28, 2015 11:24 am 
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So I just noticed you're allowing monstrous creatures and my interest in this campaign sky-rocketed. I know you said to PM you with requests but as a general note I assuming creatures with Racial Hit Die are probably not going to be allowed (what with them effectively being several levels above every other character)?

Also can I play as a Tarrasque? What if I put on a tricorn hat? What if I just swim alongside the boat?

For My Own Benefit


Also while I appreciate you'd probably want to keep some things secret may I ask roughly how the campaign will begin? I know it's a swashbuckling adventure but will we be starting on a ship (as crew or passengers) or as free agents in the town of Cliffport? Just asking so I know vaguely what direction to build my background in.

Also while I'm here;
Attribute Rolls

Final Attributes: 14, 14, 13, 11, 9, 7. That could have gone better.

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Last edited by Garren_Windspear on Sun Jun 28, 2015 11:32 pm, edited 2 times in total.

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