ForumsForum GamesDungeons 'n Dragons 3.5 Forgotten Realms Setting

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DesertHyena
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DesertHyena
2,886 posts
Peasant

Dungeons & Dragons, the oldest RPG in the world, and also one of the easiest to play/run.This is 3.5 D&D, not 4th edition,The First Adventure I shall be running is called "Crown of the Kobold King" This game is pretty much a "Generic Fantasy RPG" set in the Forbidden Realms (Drizzt the Drow ring any bells?). you start at [b]1st level.

Name:
Player:
AgeAll non-humans live longer, except Half-Orcs)
Sex:
Lookshowever technical you want to get)
Race:Human(extra feat/skill),Dwarf(+2 Con,-2 Cha), Elf(+2 Dex,-2 Con), Gnome(+2 Con,-2 Str),Half-Elf,Half-Orc(+2 Str,-2 Int,-2 Cha), Halfling(+2 Dex,-2 Str)

ClassFighter,Rouge,Wizard,Cleric, or pick one from book, see below)
Level:1
Level Equivalency:2(for level adjustment +1 characters)
Attributes:Strength(Str), Dexterity(Dex),Constitution(Con),Intelligence(Int),Wisdom(Wis),Charisma(Cha)

Attribute Bonusessee below)
all start at 8,25 points(just do 15-18=1 for experienced players, it's pretty balanced)

Saves:Fortitude(Con),Reflex(Dex),Will(Wis) (see below)
Hit points:10(Fighter)8(Cleric)6(Rogue)4(Wizard)+Con Bonus
AttackBase Attack Bonus+Str Bonus(Dex bonus for ranged, see below)
Damagebased on weapon + Str bonus 2-handed x 1.5 Str Bonus, see below)
Armor Class(AC):10+Dex Bonus+Armor+Misc(see below)
Featssee below)
Skillssee below)
Equipment:300 gp and Adventurer's Kit(with everything you need like bedrolls and rations and so on) (see below)

I have a PDF of the Player's Handbook, which I will e-mail to you if you don't have a copy, you don't need to memorize it or anything, but it would help to have it handy for this game.If you want to play another race,then No level adjustments above +1.If you give me a good reason to play a race that's not +1 level adjustment I might let you. If you want a different class, just ask(I know all classes for 3.5).

Rules not Used:
-There is no Armor Class Penalty.
-There is no Encumberence, but please be realistic(no portable rams).
-There will not be any Racial Bonuses to anything other than starting attributes.
-To Simplify the Arcane Check Penalty, Wizards cannot wear armor period.
-all Spells are allowed, but I will only list Evocation spells for Wizards and Healing Spells for Clerics in this forum as they are the most martial spells.

"FOR QUICK-PLAY CHARACTERS!"
Feats-
Your feat(s) will be:
(Fighter)Power Attack(-1 Atk,+1 Dam),Cleave(immediatly take another attack if you kill your target, you will need high Str)
(Rouge)Stealthy(+2 Hide/Move Silently)
(Cleric)Improved Turning(+4 to Turn Result)
(Wizard)Spell Focus: Evocation
(Human)Toughness (+3 HP, this is if your race is human and is in addition to your class feat)

Skills-
Your skills will be equal to 4+mods(I'll handle it), you get 1 bonus skill for every point of Int bonus, your starting skills are:
(Fighter) Intimidate, Heal
(Rogue) Hide, Move Silently, Open Lock, Disable Device,Sense Motive, Bluff, Appraise, Pick Pocket,
(Cleric)Diplomacy,Spellcraft,Knowledge(Religion),Heal
(Wizard)Spellcraft,Knowledge(Arcana)

Equipment-
your starting equipment equipment is:
(Fighter)Greatsword(2-12) or Longsword and Large Steel Shield(+2 AC), Breastplate(+5 AC,Max Dex Bonus +3),and a potion of Cure Light Wounds(1-8+1 hitpoints)
(Rougue)Thieves Tools,Short Sword(1-6),Dagger(1-4),Longbow(1-8, no Str bonus) Studded Leather(+3 AC,Max Dex Bonus +5),
(Cleric)Chainmail(+5 AC +2 Max Dex Bonus), Hvy. Mace(1-8), and 4 potions of Cure Light Wounds(1-8+1)
(Wizard)Spellbook, 4 scrolls of magic missile(1-4+1),4 potion of Cure Light Wounds and Quarterstaff(1-6)
(Halfling/Gnome)Cannot use Large Weapons (Greatsword) and cannot wear or use Large equipment (cannot wear medium creature's armor)

Attribute bonus is equal to +1 for every 2 points above 10.
After you pick your class, race, skills, feats, and equipment I will finish the sheet(saves,attack,AC)
If you have NO idea what i'm talking about, just google D&D or feel free to ask some questions.

  • 46,375 Replies
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

The Monkey falls into a spiked pit, spikes shoot into him from the sides, the roof shoots spikes into him, boulders fall into the hole, then it explodes in a fireball. 20 dmg, Gnash is very dead.
Thanks Dragon, I had forgotten about this, I'll be sure to keep it in mind in the future.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Holy ****, I never once saw your comment there!
You, my dear, are truly a ninja!

Going to reply to Mord?

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Again, me, Thor, and Desert treat them as that also.

The three of you are not infallible. Why not go by the rules in the book?

It is not uncommon for us to roll a 1 then 20 or 20 then 1, seriously it happens so often to us,

You actually have a 0.0025% chance to roll exactly a 1 and a 20 in two rolls with a 20 sided die. There are two ways to calculate that: (1) you can use the Fundamental Counting Principle, and multiply the percentage of each outcome by the other(in this case, 0.05 times 0.05, which results in 0.0025%) to find the probability of a specific outcome, or (2), you can multiply 20 by 20, therefore getting the number of possible results(in this case, 400), and divide 1(because you are looking for just 1 specific set of numbers) by 400, which again results in 0.0025%.
And in case you're wondering, I put a zero in front of the decimal so that it's easier to see. It's also force of habit. My sixth grade math teacher counted problems with decimals as the answer wrong if you didn't put the zero in front of it. It took like 3 C's on three separate assignments before I finally learned my lesson about putting zeros in front of the decimal point. It's a good habit to have, it reduces confusion as far as decimals go.

it sucks so much.

Then why not use the actual rules?

Going to reply to Mord?

Not right now. I'm busy schooling Dibs in elementary mathematics.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

You actually have a 0.0025% chance to roll exactly a 1 and a 20 in two rolls with a 20 sided die. There are two ways to calculate that: (1) you can use the Fundamental Counting Principle, and multiply the percentage of each outcome by the other(in this case, 0.05 times 0.05, which results in 0.0025%) to find the probability of a specific outcome, or (2), you can multiply 20 by 20, therefore getting the number of possible results(in this case, 400), and divide 1(because you are looking for just 1 specific set of numbers) by 400, which again results in 0.0025%.

My mistake! I apologize.
The decimal percentage is 0.05, which is 5%, very different from 0.05%.
And likewise, the decimal percent is 0.0025, which is actually .25(1/4 of a percent)%.
My apologies once again, mea culpa.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Then why not use the actual rules?
No I meant the fact of how often we roll either a 20 then one or one then twenty.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

I will gladly wait.

()

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

My sixth grade math teacher counted problems with decimals as the answer wrong if you didn't put the zero in front of it.


Try the entire problem is wrong if the teacher isn't sure what number you wrote.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Just respond to the dam elf.

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

Well hyper get of the topic of being a smart *** and get back to role-playing

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

No I meant the fact of how often we roll either a 20 then one or one then twenty.

Still, that's a 5%(0.05 in decimal form, 1/20 in fraction form) chance.
And again, why not use the actual rule? Natural successes and failures only apply to saving throws as far as the Player's Handbook and D&D rules are concerned.

Try the entire problem is wrong if the teacher isn't sure what number you wrote.

How about this one: half the problem is for the correct answer, and the other half is for showing your work(the reasoning behind that being that if you did not show your work, you had cheated and/or used a calculator). I actually think that one makes sense, as does the decimal one.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Still, that's a 5%(0.05 in decimal form, 1/20 in fraction form) chance.
And again, why not use the actual rule? Natural successes and failures only apply to saving throws as far as the Player's Handbook and D&D rules are concerned.
Cause that's the rule we have always used, and it is going to stay that way, so just get on with the game.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Cause that's the rule we have always used, and it is going to stay that way, so just get on with the game.

You seriously rolled a natural 20 in a situation that would have, with any of the other 19(95%) rolls, negatively affected your character?

Well hyper get of the topic of being a smart *** and get back to role-playing

Ah, but Monsieur TRF, smart-assery is my element, particularly at 3 in the morning.
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

How about this one: half the problem is for the correct answer, and the other half is for showing your work(the reasoning behind that being that if you did not show your work, you had cheated and/or used a calculator). I actually think that one makes sense, as does the decimal one. 


That too; Nowadays I can get away with just using shortcuts and explaining the shortcuts to the teacher, but back then was hell >.>
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

I did, cause trust me I would love any reason at all to have Drake Brogue Kick Mord in the face.

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

I've had a ****ty as **** day i really rather not read half of these boring things about stinking decimals

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