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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 27-Dec-2002 19:41 Post subject: AD&D PBEM Game |
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Take a step backwards for a moment and realize that you stare out over a vast land. A turbulant sea to the north, a widen ocean to the west, and the towering Ukrieg Mountains to the east. To the south, the Old Road of the Bisran Empire, long turned to dust, yet their ruins remain.
Here, nestled in the plains and forests of this land is the Kingdom of Rosisha. The nation is old, and steeped in myth and legend. Beyond the pale is danger and treasure, in finding the secrets of the lost Empire, or lost magic to fight the goblin inhabitents of the mountains, pushed out of their forests many years ago, when Dwarf and Human united.
The capital city of Veinne continues to gain prestiege and technology, and the Dwarves continue their alliance with the humans, learning more in technology, yet these developments are isolated, and the land lays dark, and the villages continue to close the gates.
***
I'm going to run a play by email game for my little game. I invented this world and am very proud of it, and will start a campaign. I plan on using 2nd edition rules becasue they are the only ones I really know. But I have access to 3rd edition rules, so don't feel afraid to ask me if you can bring something for 3rd in. I do warn you, as GM I reserve the right to change anything I want to make it fit my world.
Oh another warning. I make people think in my games. I'm a philosophy major, expect a lot of really messed up mind games! Its usually fairly impossible to hack and slash your way out of my games.
If you're interested reply to this post! After I collect enough emails I'll send out the first few emails to explain what is happening. And what changes i have!
Raven!
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Pinhead The Bloody Clans
Joined: 25-Feb-2002 00:00 Posts: 1258 Location: United States
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Posted: 29-Dec-2002 18:27 Post subject: RE: AD&D PBEM Game |
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OK couple questions..
Do we roll up the starting characters?
If so what are the starting rolls?
Any restrictions on alignments?
Only important because I enjoy playing certain character types..
Pin
_________________ "My Blood is not mine to give, it belongs to my Brothers"
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Kyu Kage ComStar Captain
Joined: 16-Sep-2002 00:00 Posts: 503
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Posted: 30-Dec-2002 06:39 Post subject: RE: AD&D PBEM Game |
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How prevalent is magic?
What races are allowed?
Starting Lvl?
Any other notes?
_________________ Loyalty above all else except honour!
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Sir Henry Team Bansai Senior Tech Specialist
Joined: 04-Feb-2002 00:00 Posts: 4899 Location: United States
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Posted: 30-Dec-2002 08:12 Post subject: RE: AD&D PBEM Game |
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Sounds Great! I've been playing D&D a real long time.
I'd like to know some answers to the aforementioned questions before I answer...
_________________ Sir Henry
A Dragon in the disguise of a bunny, is still a Dragon.
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 30-Dec-2002 09:23 Post subject: RE: AD&D PBEM Game |
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You can roll up your own character.
Right now I am using 3e rules, because Vagabond was able to assist me in that, but if I change the rules on something, just tell me where to find the rule that covers it and i'll tell you if it was intentional or not.
For roles use 4d6, subtract lowest number, and distribute among your stats as you see fit.
No restrictions on alignment. I'm looking to keep groups down to 2 to 4 people per adventuring group, put you'll be able to interact with other groups. Vagabond is running around solo right now, but I might throw a few people with him.
Raven!
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 30-Dec-2002 09:28 Post subject: RE: AD&D PBEM Game |
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How prevalent is magic?
Not very. I allow mages in the games, of course, but its not very common. So in the roleplaying aspect of it, you'll be a rarity. Respected, but rare, and maybe not liked.
SERIOUS NOTE FOR EVERYONE:
Magic is handled through a point system. There are no more spells from the book. Rather you have to assemble spells based on a point system that I worked out using the DragonLance 5th Age system. If you want to play a mage, contact me and i'll send you the rules.
What races are allowed?
All the regular races. Rosisha is a combination of Dwarves and Humans who allinged to kick some Goblin butt. So those two are the most common. Elves are very rare, but I could see one or two getting into the continent. Gnomes, trading from their southern kingdoms, are more common then elves, and half-elves are SERIOUSLY rare. I also allow Lizardmen (but its midwinter right now ) and Thri-kreen as characters. If you can make a compelling case for any other race, I'd be happy to listen.
Starting Lvl?
Depends. As groups form I place them in certain parts of the world (not everyone will start in Rosisha, I need one group to start in the Plains of Bisran). So level will depend on location. Probably between 1 and 3. When you create a character assume level 1.
Any other notes?
This game is seriously about storytelling and interaction. Hack and slash will be limited, so you might not want to design your characters solely for hack and slash. thats the biggest note!
Raven!
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 30-Dec-2002 09:29 Post subject: RE: AD&D PBEM Game |
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Well check out those up there!
Raven!
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 30-Dec-2002 09:49 Post subject: Magic in the Rosishan World: Wizards |
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I've decided to set up a different post from the rest to handle magic because its very complex. I use this system because, although its difficult to master at first, once you get a hang of it, it becomes great for roleplaying. In fact, it can be downright perfect for roleplaying becuase it allows the players to come up with creative ways of getting out of a difficult problem. One tip: craft spells before the game using the system, and have them as backup spells. I'll take a look at em, and that way you won't get nailed on the "coming up with a spell of the top of my hat really quickly" spell point charge.
Wizards
Wizards work like this: they access the primordial forces of the world and use those forces to shape spells. These forces come in spheres of power, and a wizard gets access like this: Int 9 - 16 = 2 Spheres; Int 17 - 18 = 3 Spheres. Specialists get access to one less sphere then their intelligence would merrit.
Spell points are determined simply. At level 1 you get your Spell Points equal to your Int. So if you have an Int of 16, you get 16 spell points.
When you craft a spell it costs spell points. A simple spell could cost maybe 3 or 4 spell points, but a very complex one could cost 20 to 25 spell points.
As a mage progresses in levels, they are given an option. They can get 1d10+X spell points, where X is their intelligence minus ten (i.e. the mage with a 16 int would get 1d10+6 spell points). Or they can get another Sphere of Magic to access.
All creatures get a saving throw against spells cast in this method because the magic comes from the primordial forces of the world, which makes up everyone. Wizard spells can also never effect the mind.
If you have access to two spheres, you can combine the effects: Earth and Air to summon a dirt devil, for instance.
The Spheres
Conjuration:
Spells from this sphere take any item or creature from some place else and deliever it to the spell caster. Conjuration can also be used to deliver the caster someplace else by doing a sort of Reverse Conjuration spell. This is the only form of teleportation.
Enchantment:
Unlike D&D, Enchantment in my world does not effect the mind, becasue that is outside of the ability of mages in my game. Rather Enchantment allows a caster, at low levels, to temporarily enchant an item. At higher levels this can become permement.
Divination:
Fairly basic, it allows information to be gathered. Determine alingment, locations of objects, all the clasic uses. It can also, limitedly, see into the future.
Elemental/Air:
The powers of Air. Storms, gusts of wind, gasses, all are under the power of the Aeromancer.
Elemental/Earth:
Geomancers have the power to shake the stone to its roots. Some very powerful spell casters have been Geomancers.
Elemental/Fire:
The most powerful combat sphere is fire. Fizban, from the Dragonlance Chronicles, would have been a Pyromancer.
Elemental/Water:
Like all the Elemental Spheres, water has a lot of destructive potential, but unlike the other spheres, water has a lot of potential to heal and save lives. used wisely, this sphere can be a lifesaver for an adventuring party.
Illusion:
Manipulation of light and sound to confuse the minds of others. You cannot force an illusion into a persons mind, but you can play with their senses.
Universal Magic:
Little Magics, and also a very common sphere. Cantrips and small divinations all fall under this sphere. Read Magic is another type of spell that falls here. A catch all catagory for the most creative and roleplaying wizards. Cantrips can be powerful, as can other little magics. At higher levels, these effects can become greater as well, but this is a great sphere for a beginner mage.
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 30-Dec-2002 10:07 Post subject: Magic in the Rosishan World: Clerics |
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Clerics and Priests:
Clerics and Priests work a lot like Wizards. Take all that stuff about spell points and spheres, and apply it to Clerics, however, use Wisdom and not Intelligence as the base.
However, unlike Wizards, Clerics can affect the mind. They tap Divine power for their spells, and although our bodies are made from the primoridal forces, our minds and souls are made from the Divine Power (You still get a saving throw however).
The Spheres:
Astral:
This sphere opens the casters mind. Telepathey, empathy, all sorts of mind powers come under the fingers of the caster, allowing them to become truly powerful at high levels. Charm spells fall under this sphere as well.
Enchantment:
Similiar to the Wizard's Enchantment section, this sphere shows the Priest how to impart Divine power, not into objects, but into people and animals, permently or temporarily.
Divination:
This sphere, though it uses different methods then the Wizard sphere, accomplishes the same thing.
Healing:
The most reknowned and cherrished ability of the Priest. This sphere allows the priest to use divine power to heal injuries, disease, and mental problems.
Nature:
The powers of nature, both animal and plant, can be tapped by a priest familiar with this sphere. Druids are required to have this one.
Necromancy:
This is the ability to control, raise, and destroy corporal undead. Knowledge of this sphere is not necessarily an evil act, as it can be used to destroy undead in spectacular ways, however, it isn't exactly a good act either.
Spiritual:
Similiar to Necromancy, this sphere concentrates more on communication with the dead, and also the powers to summon, control, and destroy noncorporal undead. However, this sphere is not as evil because its primary focus is communication. Barbarian tribes shamans use this sphere the most.
Summoning:
Summons creatures and items to the caster, and can also be used to move the Priest to other locations.
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 30-Dec-2002 10:17 Post subject: RE: Magic in the Rosishan World: New Spell Caster Class |
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Demon Priest (Cuthulu Priest)
The Gods in the Rosishan world are very distant. Sure the Priests can tap divine power and cast spells, but the Gods never get personally involved in the affairs of mortals. However, Demons do. A vain, power hungry man can find demons who will talk to him. These "new gods" are rare, and always evil, and their priests must be careful or they will most definitly be hunted down and killed by worshipers of the Gods. Demon Priests therefore tend to hide. Powerful undead can also be worshiped and grant power, they just need high intelligence.
For Rules, demons can grant their followers ANY sphere, either magic or clerical. Access depends on the mood of the Demon. If the demon is killed, the Priest losses their powers. Also, every time a spell is used, a powercheck must be made. This has a 5% chance of failure.
When you gain a new level you have a new check, this one has a 10% chance of failure.
If the check fails the priest has to roll on this table with a 1d10
1 - Minor change involving sensory perception
2 - Minor change involving apperance
3 - Minor change involving thought
4 - Minor change involving movement
5 - Minor change involving attacks
6 - Minor change involving magic
7 - Minor change involving class ability
8 - Minor change involving statistics
9 - Minor change involving dietary needs
10 - Challange.
All of the changes will be minor, and will have a positive and negative side. They will reflect the demon that you worship.
A challange involves the demons minions. The demon has decided to test your worthyness and dispatches a minor challange equal to your ability to fight you. if you win, you can continue, if you loose, you die.
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Kyu Kage ComStar Captain
Joined: 16-Sep-2002 00:00 Posts: 503
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Posted: 30-Dec-2002 12:14 Post subject: RE: Magic in the Rosishan World: New Spell Caster Class |
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Socerer's?
I am thinking of a Wizard or Sorc character.
I tend to play these as I like the more cerebral aspects you can play up with them.
From your posts, I assume there are multiple groups you have runnning around at the moment, and therefore, PC conflict can occur.
Does this mean a Good v Evil thing could occur between players, or is it your basic party adventure, only with more of them going around?
_________________ Loyalty above all else except honour!
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Kyu Kage ComStar Captain
Joined: 16-Sep-2002 00:00 Posts: 503
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Posted: 30-Dec-2002 12:23 Post subject: RE: Magic in the Rosishan World: New Spell Caster Class |
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Nearly forgot.
Are the aforementioned "Spheres" for Wizards it?
If so, it would appear to me that many spells are not able to be cast because a sphere they would fit into does not exist.
Incidently, Fizban was a God!
_________________
Loyalty above all else except honour!
[ This Message was edited by: Kyu Kage on 2002-12-30 12:24 ] _________________ Loyalty above all else except honour!
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Kyu Kage ComStar Captain
Joined: 16-Sep-2002 00:00 Posts: 503
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Posted: 30-Dec-2002 12:35 Post subject: RE: Magic in the Rosishan World: New Spell Caster Class |
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Scratch the above. After re-reading the posts, I now assume we create our own effects rather than use spells.
Is this correct?
_________________ Loyalty above all else except honour!
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 30-Dec-2002 16:32 Post subject: RE: Magic in the Rosishan World: New Spell Caster Class |
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Yes there are multiple groups running around, and you can conflict with them if you want. I wouldn't recommend it though, cause they'll be people you have to deal with. Its also not all good and evil, border lines can be a lot more mixed.
No sorcerors, if you play a mage character, it uses the sphere system I described. Thats it. Only one way of doing magic. Its a system i'm basing off of one of the pre-Socratic philosophers.
And I know Fizban was a God. I'm a huge DragonLance fan
Anything else?
Raven!
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Horhiro Draconis Combine Samurai
Joined: 04-Feb-2002 00:00 Posts: 1625 Location: United States
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Posted: 30-Dec-2002 17:07 Post subject: RE: Magic in the Rosishan World: New Spell Caster Class |
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The last D&D I played was first edition. If I send you my idea for a character can you flesh him out and send him back? Since you'll be doing all the dice rolling (or lack of it) I won't really need to go buy a 3rd editon rulebook right?
_________________ "I have lived my life trying to be a virtuous man. The Dragon admires tenacity, and the code of the samurai upholds it as well." -Minobu Tetsuhara
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