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Statement of Intent and Rules

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Statement of Intent and Rules Empty Statement of Intent and Rules

Post by Archengeia Sun Nov 24, 2013 4:54 pm

While it probably feels like I've changed a lot of the rules from both standard D&D and even my own ruleset, the general intention was both to dumb down the amount of paperwork involved and retain a factor of cool.   Thus we will go over some changes so everyone is on the same page.

When you make a character you pick a race, class, and specialization.  That determines what you can do as far as abilities and, to an extent, what equipment you can wield.  Each class gains abilities at each level, usually capping out at about 13.  For now, the level cap is 20, with plans to extend it.  Once you have chosen a specialization, you may not change it.

The race you are allowed to pick is not artificially limited.  Stats are provided for the most common races, but if you wish to play something else it is allowed, within reason.  The only thing to be kept in mind is if you are a Fel Orc or an Eredar, the world will react to you accordingly.

Shortly after choosing a specialization you also roll your stats, hit dice, and the like.  Stats are rolled as 5d6, and picking the highest 3 per stat.  Wisdom has been removed entirely as being redundant.  Skills have also been removed entirely.  Each specialization has a shorthand for things gained on level up, including health, saving throws, bonus to hit, and attacks per round.  For health, the first hit dice is always max, but every subsequent level you roll for your health.  Any roll of 2 or lower on a health dice roll may be rerolled. 

Talents are a term some of you may be unfamiliar with, and can best be equated to Feats.  You choose a Talent at levels 2, 4, 6, 8, 10, and 12.  At each tier there are 3 Talents to choose from; once you choose, you may not change it.  I have put a lot of effort into making Talents interesting and/or fun, as well as trying to balance them with themselves.  Or, put another way, there should never be one Talent that is clearly superior to the others of its tier.  If you feel this is not true for your given specialization please talk to me about it so this can be looked into.  

Advantages and Disadvantages are a way to further customize yourself from others of your specialization.  These are undefined, on purpose, to allow a massive amount of freedom.  The general rules are such that any given Advantage or Disadvantage is given a relative numerical value by the GM (as necessary) and the net resultant should equal out to 0 or a negative (at the player's discretion).  These are primarily for flavor, roleplaying, interest, and general fun value, but can also affect stats, mechanics, etc.  For any and all questions please just ask me.

Rather than keep track of individual coinage, wealth is tracked at a Wealth Level.  This is not a feature I came up with nor the first time I've utilized such a system; in short, Wealth Level is the relative access to disposable income you have at any given time, as well as an indicative of your current living conditions in terms of comfort, quality, luxury, etc.  This rule is also very loosely defined, on purpose, so it is basically at the GM's discretion, but common sense applies.  If you are Poor and wish to purchase renovations for your house, this is unlikely to be feasible, but acquiring a simple item off the Auction House is possible.  As with Dis/advantages, please ask me if you have any questions.

The Auction House is a term that doesn't actually translate literally, and will generally be referred to as the AH.  The AH is where most merchants and other adventurers will ply their wares.  One can purchase gear, equipment, food, recipes, furniture, and generally whatever you want on the AH.  As usual this is loosely defined, but the general procedure is you approach an actual auctioneer location (of which there are several, usually in the major cities or Goblin cities), inquire about what you want, and the GM determines if it can be found at all and if so whether or not you can afford it at your current Wealth Level.  In some cases the players may choose to bid rather than buy (which is a once-ever choice rather than keeping track of a bidding war or somesuch) in which you risk losing the item to another bidder entirely, but if you succeed you gain the item at a lower price.

Mounts are also a feature of the game that can be earned or purchased, though only at higher Wealth Levels (due to the cost to maintain, among other things).  Mounts obviously increase movement speed drastically, but to simplify, cannot be used in combat.  Period.  Mounts can vary in use from utilitarian to speedy to beasts of burden to help carry wares, and so forth and so on.

Purchasing property is allowed, of course.  There are no rules for this per say beyond the GM and feasibility.  Property doesn't have to be stationary either (ships or zeppelins come to mind) and can come with its own benefits (a secure place to stay and build up, a plot of land to encourage people to settle on to garner taxes, a storehouse to keep weapons and armament, a barracks for one's own personal militia, a docks to service and ply trade, and so on and so on).

Gear in general is something not set in stone, at least how you procure it, but in general any given significant event (boss, chest, dungeon etc.) will result in gear.  Related to gear are two significant changes.  Damage Reduction, or DR, is now flat; there's no types or scales or gradient, you have DR or you have none.  There MAY be a rule clarification on DR later (to apply it only to Physical damage, this is undetermined).  There is also Resistances, of each of the damage types other than Physical, which also function mathematically the same way.


Last edited by Archengeia on Sun Nov 24, 2013 4:58 pm; edited 1 time in total
Archengeia
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Statement of Intent and Rules Empty Re: Statement of Intent and Rules

Post by Archengeia Sun Nov 24, 2013 4:56 pm

When the actual campaign begins we will be setting in February of the year 28.  This is two months after the event known as the Cataclysm, in which Deathwing the Destroyer rent his way between Deepholm into Azeroth, forever changing the shape of the world and rendering it fundamentally weakened.  This is also roughly 3 months after the Horde and Alliance formally declared war upon one another, which is something that must be considered into all interactions with one side or the other.  The party is not incumbent to join or ally or otherwise with one side or another, but may do so at their discretion, with all the ups and downs that entails.
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Post by Archengeia Mon Nov 25, 2013 7:16 pm

Because there's been some questions about this, no there is no crafting nor professions.
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Post by Snarg of Wildpaw Tue Nov 26, 2013 3:49 pm

Just a side thought, but to those who aren't really familiar with the Warcraft setting -- let alone at the time of the Catacylsm -- it may be helpful to list in the race document which races are affiliated with which side: Horde or Alliance. Not to force them in to that particular side if they're that race, but just to know who their people have "officially" sided with in the war.
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Post by Archengeia Tue Nov 26, 2013 6:08 pm

Fun fact of the day; except for Draenei and Night Elves every single Alliance race is a descendant of a Titan created race.  And the Night Elves are indirectly made by the Titans.
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Post by Archengeia Fri Nov 29, 2013 12:38 pm

Rule change: After considerable thought, in an effort to make CON and INT matter more in terms of gear in a similar vein to DEX and STR and CHA... any changes to your INT and CON now cause a recalculation of your maximum Mana and Health (note: Maximum, not current) as if your current mod was always your mod.  This also means you automatically gain health as if you rolled max on hit dice, to simplify paperwork.
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