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  • posted a message on 5th Edition Dungeons & Dragons
    Hell, I might actually adopt the advantage and the disadvantage mechanics into my 3.5 games from now on. Anything that provides random small misc bonus or penalties instead gives you advantage or disadvantage. That's such a slick system that I think it's worth adopting into pretty any edition.


    I think 5e looks really cool, actually, and that's from someone who can very nearly create epic level 3.5 characters from memory. Like I said, I'll probably pick up the three core books and run a game at the P&PI just to see what happens.
    Posted in: The Colosseum
  • posted a message on [Dawn] Signup & Character Thread
    Neat.

    Okay, so some house rules, then I'll edit some more interesting backstory about the world into the first post.


    -Starting level 1. 200 starting gold.

    -We'll be using AoK's HP system. Full HP for odd levels, half HP for even, adding Con as usual.

    -Sorcerer's get Eschew Materials as a bonus feat at 1st level, and bonus feats exactly like a Wizard.

    -Sorcerers can take Draconic feats in place of the normal bonus Wizard feats.

    -Wizards, and only Wizards, can take Spell Focus, Improved Spell Focus, Spell Penetration, Greater Spell Penetration, and Augment Summoning as bonus feats in addition to their normal bonus feats.

    -Vorpal will not decapitate enemies on a natural 20, but will instead double your critical hit damage. So if a weapon would do x3 on a critical, a vorpal version of that weapon would do x6. And the enchantment price equivilant is reduced to +3 instead of +5.

    -No custom items. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.

    -32 Mamelon point-buy system for ability scores.

    -If you want to play a non-standard race (Basically any of the 'standard' LA races (Drow, Tiefling, ect. up to LA +2) PM me and we'll see if we can work something out. But don't be offended if I say no.)

    -No Flaws

    -No other Unearthed Arcana stuff.


    As far as this world is concerned, the other planes do not exist. Technically speaking they do, but the Material Plane is cut off from them. No contact can be made with elementals, outsiders, or deities and no extra-planar creatures will be encountered in this game. Excepting the Negative Energy Plane, from which you may encounter native type undead. They won't actually be from those planes. The reasoning for this may or may not become clear during the course of the game. This wasn't always the case in the world, so people with infernal or celestial bloodlines (warlock, tiefling, and so forth) can still be encountered.

    -As such, Paladins won't gain a special mount. Instead they will gain a bonus feat at 5th level to compensate for the loss of a class feature.

    -AoK's custom class, the Sage, is allowed. I can't find the post where it is, so if someone wants to find it for me and post it that would be awesome.
    Posted in: Past Adventures
  • posted a message on [Dawn] Signup & Character Thread
    "Centuries ago, the gods involved themselves in the mundane lives of mortals. Everyone knows the stories, though most uneducated folk don't realize this. Many of our children's bedtime stories have roots in the meddling of the gods. "The Reaping of the Fields" being the most relevant for this discussion, but certainly not the only one.

    When examining the tale of "The Sun and the Son" with a critical eye, for example, it is relatively simple to identify Pelor's hand at work. 'How' you may ask 'Do we know these alternate histories behind innocent children's tales?' We know this through painstakingly restored records recovered and stored deep in the libraries of Facture. I've personally read through hundreds of these rhymes, stories, and fables. In nearly every one, the influence of the divine made itself clear after only cursory examination.

    For the purposes of this discussion, we will focus entirely on the aforementioned story "The Reaping of the Fields". Let's recite it entirely and then deconstruct it, shall we?

    "The Winter's here, the ground is dead, son. The world cold and bleak.
    The lads and lasses hide at home, son. Avoiding frozen flesh.

    In Spring the fields are freshly sown, son. For Autumn's grasp is weak.
    The lads and lasses dance and play, son. The world new and fresh.

    The Summer sun then comes again, son. The season's reached its peak.
    The lads are grown, the lasses bloom, son. Soon the grain we'll thresh.

    Then Autumn Dawns upon the world, son. No words are left to speak.
    The lads and lasses in the fields, son. Avoiding frozen flesh."
    ...

    -From the lectures of Thassius Corenus, year 32 of the 15th Dawn


    "...But while the influence of the gods was once commonplace, it is now limited to only once act: The Dawn itself. As the story goes, the gods grew angry with mortals. The arrogance of mortals and their rapid development of magic and technology both frightened and enraged the gods. Even those gods commonly considered "good" or "holy" decided it was time to punish mortals for their hubris.

    Pelor wished to scorch the world clean. Moradin wished to strike the world with his colossal hammer and anvil, reforging it as the gods saw fit. Hextor suggested they could simply send a horde of monsters to scour mortals from existence. Corellon thought it should be painless and merciful, like gently falling asleep. Wee Jas simply wanted to snuff out all life with no grandeur or havoc.

    Of all the gods, only two were opposed to this idea: Boccob and, more shockingly, Nerull. Both, the myths say, refused to accept the utter destruction of the world as an outcome. Boccob's reasoning was simple: Magic comes from life. Without life, there can be no arcane magic, no true Weave. Nerull's was similarly simple, if not more sinister: Without the living, there could be no more death or undeath.

    There was great debate amongst the divines. Boccob and Nerull lobbied for the mortals to be spared, the rest argued that destruction was the only answer. So Boccob and Nerull thought of something more interesting than complete annihilation: A contest. If mortals were unworthy of existence as the other gods contended, Boccob reasoned, surely they would be found wanting in the face of extreme adversity. Boccob would cut off the mortals' access to the other planes, to ensure they could not call for help from the outer realms, while Nerull would send a plague of undead to test their resolve and will to survive.

    Eternity is a very long time, and even gods grow bored. So the others, certain of the mortals' death in the face of such odds, quickly agreed to this experiment. When the mortal races of the world survived the First Dawn, the other gods called it a fluke. They demanded that Nerull immediately send another plague to further test them. They accused Nerull of not using his full power to try to eradicate mortalkind.

    But Nerull's power was drained from unleashing the First Dawn. He had to recover. And so to, reasoned Boccob, did the mortals. Surely a second plague so soon after the First would cause the mortals to die. A rigged game in favor of the other deities. So it was agreed that while Nerull recovered, so too could the various races of the world. Nerull would continue to send plagues for a thousand more years. If the mortals survived all of those Dawns, the contest would be over. If not, the other gods would be proven correct after all...

    -From the lectures of Thassius Corenus, year 40 of the 15th Dawn

    This is the character creation thread for the [Dawn] campaign. This will be an E6 game. E6 (epic 6) is a variant where player characters and NPCs have a maximum level of 6. After they have reached level 6, they continue to increase in power through means other than levels. For each level that would have otherwise been gained, characters instead gain a new feat (or some other special bonuses that I see fit to hand out :))


    Some backstory about the world before we begin:

    Every 66 years, the world ends. For as long as the ragged remains of the sentient races can remember, they have faced the Dawn. Every 66th year, the sun turns black and the dead rise. Whatever meager empires have managed to sprout up in that time inevitably fall before the unliving masses.



    We begin our tale in year 64.



    More to come pending edits/signups.


    Players who are /in

    -Avatar of Kokusho
    -Yukora
    -Amadi
    -Sepiriel
    Posted in: Past Adventures
  • posted a message on 5th Edition Dungeons & Dragons
    Not precisely a post about 5th edition, but we're gonna be starting up a play by post D&D game at our very own Pen and Paper Inn. We'll probably be using the E6 variant (max level is 6, after that you gain feats and other bonuses instead of levels) and I'll be DMing. If we can drum up enough interest and get the P&PI running again, I might even start up a 5th ed. game when the three core books are all out.

    Behold!
    Posted in: The Colosseum
  • posted a message on General Campaign Interest Thread
    All cheese must be sampled by the chef before being mixed into the lasagna that is D&D.


    That said, some cheddar (or provolone, if you're trying to get on my good side) is fine. Perhaps even encouraged since you'll be capping at level 6 and you'll sometimes need an ace in the hole to get you out of trouble. But any cheese you bring forth will give me free reign to return the favor. Smile
    Posted in: Past Adventures
  • posted a message on General Campaign Interest Thread
    *poof*



    I have many ideas for games.


    One being an E6 game.

    The plot: "Every 66 years, the world ends." /cryptic

    E6 being the variant where the players and NPCs max out at 6th level. A 6th level adventurer is world famous. Instead of gaining new levels, players get new feats/other story-related bonuses any time they would have leveled. It rewards planning, clever tactics, diplomacy, and out of the box thinking when running into trouble.

    Plus it limits the amount of my cruelty, malice, and will to dominate all life that I can pour into my NPCs. No surprise Dracoliches or unstoppable Entropic Reapers to throw around. Frown



    I have another that I'm working on for a (at some point in the nebulous future) RL game. I'm still mulling over the details. More to come when I actually develop the full plot. Something involving politics and stabbing. Or both. Sometimes neither. But usually both.
    Posted in: Past Adventures
  • posted a message on General Discussion and Conversation
    Was thinking that I should create a character to keep me busy until Innistrad is unlocked. Thought up a pretty cool concept for a Planeswalker: A RBW semi-fallen paladin type. Follows a code of ethics and honor, but brutally enforces his own code on others. He believes himself an embodiment of justice and righteous retribution and won't hesitate to enact said righteous judgement on anyone who fails to live up to his standards.

    ...For a more stable multiverse, you understand. Sweat
    Posted in: MTG: The RPG 2
  • posted a message on General Discussion and Conversation
    So I was wondering/pondering... Are spells actually going to affect the physical environment in this version (I sincerely hope they are, for the record)?

    Like not only do I think something such as, for example, Obliterate should have an in battle effect, it should affect the place the player(s) are fighting and/or the entire area. If a player is battling an enemy in a castle, casting Obliterate would not only destroy all the opponent's artifacts, creatures, and lands, it would also likely bring the entire castle down around them.

    If a player is fighting in a small-sized building, summoning Godsire would cause it to become significantly less building-like and a lot more like a pile of debris.

    I personally think it would make for more tactical/3-dimensional gameplay. Want to cast your Inferno? Awesome. Just don't be surprised when you set a city block on fire and have to answer for it.

    Don't get me wrong, I'm all for the willing suspension of disbelief. But having all your spells only work in very limited situations and unable to affect anything except enemies and their resources makes it feel more like a static MMO world than a mostly free-form RPG.
    Posted in: MTG: The RPG 2
  • posted a message on General Discussion and Conversation
    If I go geistcaller, the majority of the actual spirit creatures would probably be the UW ones from Innistrad, with Drogskol Captain being the all star. Maybe splashing B for Orzhov stuff and/or Unburial Rites and Lingering Souls.
    Posted in: MTG: The RPG 2
  • posted a message on General Discussion and Conversation
    Heh. I was gonna post something snarky about being the current reigning champion of the Colosseum subforum, but it wouldn't be good form given than you're new (and also my ego doesn't need any more inflation).

    I view it like this: any character concept can be compelling with a good backstory and characterization. But for me, not only does the character's backstory have to engage me, the character's abilities have to be interesting too. Giant smashy monsters, while fun to use and a perfectly fine character concept, aren't as interesting to me as conjuring up the vengeful (or not so vengeful) spirits of the dead.

    It also gives such a character a built-in conflict to explore: Those spirits aren't like zombies. They're not mindless corpses and you're the puppetmaster controlling them. They are the essences of actual once-living people. Can you justify forcing back the spirits of the dead to do your bidding (no matter how well intentioned) if you're causing them misery or pain by forcing them into battle?

    To be fair, I could just as easily make a character concept of a freedom fighting Nacatl just as interesting (summoning what you view as the very gods of nature to smash down the boundaries of "civilized" life and the injustices caused by it, only to slowly realize as you travel the multiverse than your so-called "gods" are simply mindless beasts on par with any other number of such creatures on other planes, rendering your entire belief system either severely shaken or shattered entirely (side note: There's a free character concept for someone to use if they want it Smile )).

    It's not just the character's backstory that has to immediately catch my interest. It's their theme and their abilities. And I'm more a fan of necromancy/spirit summoning as a concept than I am of huge rampaging monstrosities.
    Posted in: MTG: The RPG 2
  • posted a message on General Discussion and Conversation
    I do have a Ravnica character, but he's a fairly generic UB mind mage. We already had a badass UB mind mage in the previous incarnation of the game, so I feel as thought I'm treading on developed ground. I'm thinking I'll scrap him, keep his overall motivation and/or long-term goals (which will remain a secret for now) and remake a more interesting character.

    The geistcaller is probably my favorite idea, so I'll likely end up going with that in the end. I'm a huge fan of necromancer-types, and summoning spirits instead of zombies/other rotting undead things is a more compelling theme to me.

    I also like the Nacatl just because I like big smashy creatures. But character overrules spells in my mind. Making a well-developed, compelling Geistcaller character would be more fun to me than making a super-powerful stompy creature mage.
    Posted in: MTG: The RPG 2
  • posted a message on General Discussion and Conversation
    Hm. I've been mulling over ideas for a character with a unique (see: Not used by WotC) concept for a character who will eventually become a planeswalker.

    So far I've got a few ideas:

    Ice mage
    Boros mage-priest (most likely a minotaur)
    Azorious lawmage
    Innistrad Geistcaller
    Master illusionist
    Planeswalking RWG freedom-fighter/vigilante (Nacatl from Naya?)


    I like the idea of an ice mage, but I can't seem to find many interesting ice-themed spells. Anyone care to suggest some flavorful frost/ice/blizzard/etc. spells I could go with?
    Posted in: MTG: The RPG 2
  • posted a message on General Discussion and Conversation
    While the plane itself is locked, Innistrad and Dark Ascension have been available for spell choice since the first reboot.



    Yes, the starting plane rule still applies; I'm sorry that I didn't reinforce that point when I mentioned the starting sets. I should have. There are plans underway for cross-realm spells, though, so don't feel as though you will never have access to the spells from another plane.


    Eyebrow
    Posted in: MTG: The RPG 2
  • posted a message on General Discussion and Conversation
    Hm... In light of the new satchel system, I might decide to do away with my current character idea. At least a part of it, anyway. The backstory will change, obviously, but the motivation and endgame could conceivably stay the same.

    Related question: When are we going to have the plane of Innistrad available? I'm thinking a B/W necromancer might be a more interesting character to play than a U/B mind mage.
    Posted in: MTG: The RPG 2
  • posted a message on Active Characters
    Name: Reighton

    Species: Human

    Age: 32

    Gender: Male

    Height: 6'1

    Weight: 185 lbs

    Appearance: Heavily armored (Think a cross between Truefire Paladin and Sunhome Guildmage. He's got paladin armor but the cloak and gauntlets of a guildmage) but lacking the helmet. All the Boros symbolism has been blackened and removed from the armor. Reighton has shortish brown hair and green eyes. At first glance, he appears to be a shining example of knighthood: Neatly trimmed beard, handsome features, with enough muscle on his body and lines on his face to show his experience and knowledge. On a second look, his eyes are flat and hard and his expression is icy.

    Background: Reighton joined the Boros Legion at an early age. His father was an influential judge and had always taught Reighton that upholding and enforcing justice was the greatest honor a man could aspire to. While the Azorious pretended to uphold the law, they were so mired in bureaucracy they could never effectively serve the people. When Reighton first joined the Legion, he was an exemplary soldier and a skilled battlemage. He was quickly promoted up the ranks to guildmage, but his true love was battle. Skirmishes against the Gruul and Rakdos proved his skill in combat and demonstrated his leadership potential, and Reighton was given command of a squadron of soldiers in short order.

    Throughout his career, Reighton had insisted that the Boros were too lenient in their methods. That while they engaged and battled many foes in the name of the law, they never went far enough. Surely the Rakdos wouldn't be inclined to slaughter civilians if their strongholds were under siege? How could the lawless Gruul cause anarchy if their pathetic tribes were put to the sword? Reighton's methods became ever more extreme as his influence grew. He was willing to sacrifice entire battalions in order to win even minor engagements so long as he was able to wipe out every last enemy combatant to send his message.

    Then he finally went too far. Reighton staged a trap for the Rakdos, filling a town square with innocent civilians and rich merchants. He lured the Rakdos cultists in with rumors of a bloodbath the likes of which they'd never seen before. They jumped at the bait. The moment the Rakdos poured into the square, Reighton's men blocked all exits. After only token efforts to get the civilians out of the square, Reighton's men set it on fire and killed any Rakdos who tried to escape.

    In the end he'd killed two hundred and seventy-four cultists. And thirteen innocent men and women. What Reighton considered a tragic but acceptable loss for victory, the Boros leadership saw as a needless and horrific slaughter. Reighton was quickly stripped of his rank and imprisoned. His father's influence in the courts was the only thing keeping him from execution. After a year of prison, his father was finally able to get him released. He was stripped of his Boros rank and cast out of the Legion in dishonor, but at least he was alive. Reighton didn't see it that way. The Boros were cowards who weren't willing to do the right thing.

    Obviously it was time to take matters into his own hands. He fled the local area for a more distant section of Ravnica, one more populated, one where he wouldn't be immediately noticed. One where he could begin rebuilding his destroyed reputation as a paragon of justice.

    Weapon: Longsword (1/0)

    Traits:
    Plains Affinity
    Mountain Affinity
    The Spark

    Guild: Nope

    Level: 1

    Experience: 0

    Gold: 0 gp
    Posted in: Ravnica
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