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I seem to remember if you look at the experience charts; to get to 1st level Bard takes less XP than to get to 7th or 8th level Fighter from 5th level Fighter.
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# ? Aug 10, 2015 18:57 |
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# ? Jun 6, 2024 13:10 |
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gradenko_2000 posted:I was reading through the AD&D 1e PHB and I think it's true what they say that there's always something new to discover in these tomes because today I learned about the 1st Edition Bard Yeah, but as has already been mentioned, to become that weird old proto-bard you had to alreay work through and abandon previous classes. So you might be a Lv1 bard while everyone is 8th or whatever it worked out to. (I never saw anyone use a bard until it was its own class in 2e.) They were by far the baddest motherfuckers of the bard lineup though. (I think Arithon from the Wars of Light and Shadow is probably the most epic character of that style I can think of in a fantasy novel.)
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# ? Aug 11, 2015 01:42 |
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In 1e a 10th level Bard has 250,003 exp ,the same as a 9th level fighter, and that includes 7 levels of Fighter and 8 levels of Thief. Also they have 7d10+10d6 of Hit points. Humbug Scoolbus fucked around with this message at 02:16 on Aug 11, 2015 |
# ? Aug 11, 2015 02:12 |
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They don't get extra thief HD until they surpass their old fighter level. So it'd only be 7d10 + 3d6 altogether.
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# ? Aug 11, 2015 03:33 |
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They get 9d6 from Bard.1e Players Handbook posted:
They are hit point beasts. Humbug Scoolbus fucked around with this message at 05:40 on Aug 11, 2015 |
# ? Aug 11, 2015 05:36 |
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It was also explicit that a Bard in the DMG could stretch slightly beyond the level caps if he found one of those 'books of leveling up.' for his old classes. So potentially Fighter 8, Thief 9, Bard whatever. (Still just below name level in either of the other classes, so no multiple followers/strongholds, sadly.)
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# ? Aug 11, 2015 10:55 |
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Having a full array of pick-a-path to final/fully-trained class using 1e/2e balances might be fun. Priests work their way up in their gods esteem, some become specialty priests and some become paladins. Wizards specialize further and further (or maybe revers it - start with only a school or two and then learn more). Warriors master a style/weapon(s) or master the ways of the creatures/land. Rogues become stealth-fighters or bards. Obviously there could be dozens of branches for each, and several stages, but the general idea of spending a few levels as a basic class, then learning/reacting to the games as they unfold and progressing to more refined/powerful roles would be fun.
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# ? Aug 11, 2015 11:48 |
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Your description makes me think of e6 systems where you earn a new "class feature" / feat after earning so many thousands more exp, even if your actual level and everything that comes with it stays static.
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# ? Aug 11, 2015 12:07 |
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I think y'all are in the process of slowly reinventing a Final Fantasy Tactics style job system.
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# ? Aug 11, 2015 12:15 |
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Come to think of it, E6 sounded cool as heck back when it was still a thing, and I'm still kind of bummed I never got to play. But thinking back on it, I'm sure there are better games than "first six levels of 3.5" out there to scratch my "brave low-powered fantasy murderhobos" itch.
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# ? Aug 11, 2015 12:15 |
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Siivola posted:Come to think of it, E6 sounded cool as heck back when it was still a thing, and I'm still kind of bummed I never got to play. E6Prc is basically the best way to play 3.5 (IMO). None of the broken stuff, none of the character builds with a half dozen random classes. For all the horrible parts of 3.5 DnD, the huge quantity of material provides a lot of replay value and it's not too hard to balance encounters when players don't have access to really broken spells. It's a great way to simulate the high-end of power without going into 'god-killing' territory.
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# ? Aug 11, 2015 14:14 |
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FRINGE posted:Having a full array of pick-a-path to final/fully-trained class using 1e/2e balances might be fun. I need to write up Dragonquest for FATAL and Friends.
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# ? Aug 11, 2015 16:17 |
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Siivola posted:Come to think of it, E6 sounded cool as heck back when it was still a thing, and I'm still kind of bummed I never got to play. Beyond The Wall does this better than anything I've read - it's literally plucky outmatched heroes the game. The only drawback is that it doesn't have enough options for some players. I think one could really make something out of Advanced Beyond The Wall. E6/E8 can be fun, but playing that way doesn't address any of the issues in 3.5. The machine is still broken at level 1: a Wizard gets a versatile set of abilities, while a Fighter is an unskilled gently caress in a tin can who can hit 5% more than some other people. Feats are wildly variable in power. The skill list has Use Rope. CR is still pretty useless. Rolling HP is at its worst when it's possible to make a character with one hit point (or a fighter with five).
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# ? Aug 11, 2015 19:33 |
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Zurui posted:E6/E8 can be fun, but playing that way doesn't address any of the issues in 3.5. The machine is still broken at level 1: a Wizard gets a versatile set of abilities, while a Fighter is an unskilled gently caress in a tin can who can hit 5% more than some other people. Feats are wildly variable in power. The skill list has Use Rope. CR is still pretty useless. Rolling HP is at its worst when it's possible to make a character with one hit point (or a fighter with five). Yeah, you're going to have to apply more house rules than just 'the game ends at 6/8'. Something like this is basically necessary. I do think it's somewhat implied if you're discussing something like E6 that you're dealing with experienced players who understand the gaping holes in the system.
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# ? Aug 11, 2015 19:52 |
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Besides stopping at 6th level, I'd be tempted to merge Fighter and Rogue as a sort of "Non-Magical Adventurer" class (inspired by Spears of the Dawn). Basically, the Fighter would get all of the Fighter/Rogue skill list and the Bard's skill points. They wouldn't get sneak attack, but instead unaware enemies would be considered helpless for the purposes of a coup de grace, regardless of who does it (nicked from Star Wars d20 Revised). They wouldn't be as good at skill-monkeying as the (at this point defunct) Rogue, but they'd certainly be acceptable - and given a 6th level cap, the Wizard wouldn't be able to outdo them at everything yet.
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# ? Aug 11, 2015 20:43 |
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There was a guy making classes specifically designed for e6. I haven't seen it in a while but it was pretty cool
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# ? Aug 12, 2015 02:07 |
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Zurui posted:Beyond The Wall does this better than anything I've read - it's literally plucky outmatched heroes the game. The only drawback is that it doesn't have enough options for some players. I think one could really make something out of Advanced Beyond The Wall. Speaking of Advanced Beyond the Wall, what options in particular would you like to see in the game? I actually quite like the simplicity of the game: boiling characters down to three basic archetypes (Sword Person, Skill Person, Spell Person) really fits the genre, and you get a lot of differentiation between characters depending on which playbooks you have available. To translate things into D&D terms, Beyond the Wall represents Thieves, Rangers and Bards as Rogues, the differences coming from the skills they get as well as which ability scores the playbooks gravitate towards.
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# ? Aug 12, 2015 08:53 |
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I'm planning a game with 4 players, 2 of which can have never played an RPG before. I'll be DMing. I'm planning a hex crawl. What system would be good for this? Ideally I'd like something with lots of fun classes and a one page character sheet.
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# ? Aug 18, 2015 02:35 |
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Rules Cyclopedia (and Dark Dungeons as its free retroclone) is fully equipped to let you run a dungeon crawl, and the character sheets are short too: 6 stats, AC, HP, saving throws, attack bonus/to-hit numbers What do you mean lots of fun classes, though?
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# ? Aug 18, 2015 04:01 |
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RC is the most polished basic D&D experience. The Gazetteers are on Drive Thru RPG now, so there are tons of classes. That said, I always play fighter because you can make all kinds of fighters that play differently. Quiver of harpoons, spiked shield, net is a good one and has a different gameplan than Bastard sword and bolas.
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# ? Aug 18, 2015 04:12 |
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gradenko_2000 posted:What do you mean lots of fun classes, though? I've found that newer players do well with lots of basic classes. It sparks their imaginations. Like in DCC and Grey Matter.
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# ? Aug 18, 2015 05:37 |
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lifg posted:I've found that newer players do well with lots of basic classes. It sparks their imaginations. Like in DCC and Grey Matter. if you're willing to ignore the controversy surrounding it, Adventurer Conqueror King System would be a very good choice(DCC would be fine as well, as long as you're willing to be a bit more forgiving to the newbs than DCC usually is)
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# ? Aug 18, 2015 09:19 |
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ACKS unnecessarily changed the combat system, it might work well, I don't know, but it does kill some of the familiarity more true to D&D retroclones have.
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# ? Aug 18, 2015 09:24 |
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remusclaw posted:ACKS unnecessarily changed the combat system, it might work well, I don't know, but it does kill some of the familiarity more true to D&D retroclones have. what did it change exactly?(I'll admit the parts of an RPG about actually running it are generally the parts I have the hardest time remembering, which has been a stumbling block towards me actually running anything)
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# ? Aug 18, 2015 09:28 |
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Attack rolls are done differently, it doesn't seem a hard change to grok, but it makes you spend time on a spot that is probably second nature to most D&D players. Players have an attack throw value that goes down as they level up. the enemy has an ac value that goes up from 0 . You roll higher than those two numbers added together and you hit, with the normal caveat that 1s always miss and 20s always hit. So a level 5 fighter with an attack throw value of 7+ attacking a goblin wearing plate AC7 would need a 14 to hit. ATV 7+ AC7=14 to hit. E: Thanks for asking me the question actually, I never looked at it in depth before now and it actually doesn't seem so bad as my initial impressions of it were. remusclaw fucked around with this message at 09:45 on Aug 18, 2015 |
# ? Aug 18, 2015 09:41 |
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remusclaw posted:Attack rolls are done differently, it doesn't seem a hard change to grok, but it makes you spend time on a spot that is probably second nature to most D&D players. Players have an attack throw value that goes down as they level up. the enemy has an ac value that goes up from 0 . You roll higher than those two numbers added together and you hit, with the normal caveat that 1s always miss and 20s always hit. So a level 5 fighter with an attack throw value of 7+ attacking a goblin wearing plate AC7 would need a 14 to hit. ATV 7+ AC7=14 to hit. interesting, still overall doesn't seem anywhere near as confusing as THAC0 though(or at least the version TSR D&D/AD&D uses) also I'll say this ACKS probably has one of the best Cleave variations I've seen in a RPG(especially since it's actually useful unlike most variants which do retarded restrictions based on Hit Dice for some reason that leads to them being only useful in very specific situations)
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# ? Aug 18, 2015 10:59 |
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drrockso20 posted:Adventurer Conqueror King System would be a very good choice This also fits your 'lots of base classes' situation because if someone says they want to be a lizardman sorcerer, you can just whip that poo poo up using their class creation rules in the splatbook. It also has rules to expand hexcrawling into high-level situations, if you end up needing those.
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# ? Aug 18, 2015 19:13 |
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JonBolds posted:This also fits your 'lots of base classes' situation because if someone says they want to be a lizardman sorcerer, you can just whip that poo poo up using their class creation rules in the splatbook. Are the expanded hexcrawl rules in the core rulebook or the supplement?
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# ? Aug 18, 2015 19:22 |
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Dndclassics / DTRPG just put up the AD&D 2nd Edition PHB for sale
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# ? Aug 18, 2015 19:48 |
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Thanks for the advice everyone. I went to buy ACK, but I lost track of time and suddenly had an hour to put the game together. ACK was a bit too complex to absorb and teach in that time. I ended up creating some quick rules and running with it. Results were: "didn't suck." Gonna give ACK a proper try sometime soon.
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# ? Aug 19, 2015 04:32 |
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lifg posted:Thanks for the advice everyone. I went to buy ACK, but I lost track of time and suddenly had an hour to put the game together. ACK was a bit too complex to absorb and teach in that time. make sure you have a copy of the Player's Companion expansion as well for maximum usability(Domains At War as well if you want to do some larger scale battles), also this blog has some really useful stuff; http://www.bythisaxe.co/ and here's some miscellaneous fan made ACKS stuff I had laying around on my computer; ACKS Stuff
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# ? Aug 19, 2015 06:58 |
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^^^^^^^^^^^^^^^^^^^ This is smart stuff Arivia posted:Are the expanded hexcrawl rules in the core rulebook or the supplement? They expanded rules for running a kingdom n' such are mathy, and they are in the core rulebook.
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# ? Aug 19, 2015 18:25 |
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Anyone know a good program for making simple, dungeon maps? You know, just boxes on graph paper?
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# ? Aug 21, 2015 00:29 |
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There's a website called donjon that does a lot of different random generators, such as simple dungeons. It may add a bunch of things like encounters, but you can just ignore those/not print them. Edit: ugh, phone-posting LashLightning fucked around with this message at 01:47 on Aug 21, 2015 |
# ? Aug 21, 2015 01:36 |
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Grid Cartographer http://www.davidwaltersdevelopment.com/tools/gridcart/ I started an AD&D game just to be able to combine it with the random dungeon creation rules.
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# ? Aug 21, 2015 03:32 |
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LashLightning posted:There's a website called donjon that does a lot of different random generators, such as simple dungeons. It may add a bunch of things like encounters, but you can just ignore those/not print them. Thanks! This will be great for when I get lazy. gradenko_2000 posted:Grid Cartographer And this looks great for when I want some more controls. Thanks as well!
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# ? Aug 21, 2015 03:35 |
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Hello thread. I'm planning an old-school campaign where we intend to explore the best modules, both old and new. I already have quite a bit of them planned, however they're mostly dungeons. Can someone recommend some of the wilderness-based, sandboxy ones? The idea is that, after a beginning adventure or two, I'll take a sandbox adventure and let the players explore the map and its quests, while I'll start dropping future adventure hooks and all the brilliant dungeons around the said map. I've already heard that the Isle of Dread is great, and I want to play it, however it seems too "different" so I don't think I can put most of the more normal adventures on that map. People seem to like Night's Dark Terror, could someone tell me a bit more? It is suitable? Are there any other similar module (again, both old and new)? They don't need to cover a large area. I need at least a starting map where I can drop two, three other adventures, and it'll grow organically from there. markus_cz fucked around with this message at 12:03 on Aug 23, 2015 |
# ? Aug 23, 2015 09:19 |
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markus_cz posted:Hello thread. Sounds to me for a regional map it might be a good idea to use the Implied Setting that OD&D used and the map from Outdoor Survival that it used, there's a really good PDF that summarizes it rather well and the only reason I don't link it right now is due to me posting from phone, but it's not hard to find either
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# ? Aug 23, 2015 12:02 |
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This one?quote:So this is the setting of original D&D: a frontier land, perhaps with a single state in its center, with wilderness populated by creatures of myth,
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# ? Aug 23, 2015 12:07 |
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# ? Jun 6, 2024 13:10 |
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Yup that's the one, really wish he'd collect the posts he's made for some of his other setting ideas into a PDF as well
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# ? Aug 23, 2015 12:19 |