OKAY! SO moving on! Making a new thread for the actual game where we will discuss rules/modules to use and what not!
If I haven't made the thread yet then wait... Take a fap pee break
I've been very busy lately so I haven't had the time to make a new thread. And we're totally gonna make a seperate thread just to show of Character Sheets.
Once I get all the sheets I'll gather them up and put them all in one neat tidy little post!
EVEN NEWER UPDATE'IER STUFF!
Also I just wanted to let you guys know you can relax abit, it's going to actually be a couple of more weeks before we start, theres no rush, we just have so many other things to adress before. I'll be PM'ing everyone who sends me their character sheets asking for their timezone, please answer in Greenwhich Mean Time, GMT, EST being GMT-6 I think and PST GMT-9 or -8
Okay!! So it's decided! For our first campaign we'll try a couple of the Forgotten Realms Modules!
Incase you don't know what that is I'll breifly explain!
You see the makers of D&D, Wizards of the Coast (WotC) did not only make the rules for the game but also
their own little adventure books for people to use! It's a pre-made campaign that you read from a book (That you purchase... This is can turn out more expencive than most consoles w/games...) that take you through a series of quests in the Forgotten Realms world.
However... Some people like alot of freedom so I was thinking, if I'm even going to DM, have it like a typical open world rpg game (which it totally is)
where we are in whatever country/town/plane Forgotten Realm is and mostly have you explore and do what you want, using the modules/campagin books as quests for you to do instead of making the entire game around a single campaign/module thingymajig.
I'll need some reading up on the Forgotten Realms and I suggest everyone else who is joining too!
Only thing I know about Forgotten Realms is the little I've played of NWN and NWN2 which was pretty cool but I didn't have anyone else to play them with... Foreveralone.jpg
Also I need more character sheets! If you're having trouble with them just ask, there shouldn't really be any restrictions and if there are you can just re-do it, promise! The second time you make a character it goes by much faster.
Regarding the map tools
I've yet to look through them closely enough but I'll side with Nithiel and vote for the MapTool one.
Other than that I don't know what to say on the subject ;o
Just lettin' you know ;o
Okay! so I'm like gonna make a copy of this thread over here to get more people to join and for more people to see!
Alot of people have been making characters and what not which is great! Now we have to come to an agreement of which world/setting we're gonna use. I preffer the Dragon Age setting from the Bioware because it's one of the games I've spent countless hours not only playing but also reading and learning alot about the world. We could do a The Elder Scrolls setting too but I find the Dragon Age setting to be more intresting
NOTE: Please vote yes or no so we have a somewhat accurate number of people who are in on this!
Ever since watching Unforgotten Realms a pretty funny webseries about a dude who gets introduced to a D&D like game I've really wanted to play D&D
I haven't played it much, just like half an hour over the internet and it was rather derp Dx
I preffer 4th ed since I have like four books from that edition and they cost alot and I've yet to use them... I also wanna play the Dragon Age rpg or D&D4th ed. set in Thedas :D
EDIT: Crap I forgot to write why I posted here.
Does anyone else want to play? ;o
On a side note
I noticed that a couple of people actually checked out Unforgotten Realms xD
I'll put up a link to the episodes. Here is the website owned and driven by the sole creator Rob (Can't remember his last name). There are a couple of more episodes here and extra stuff such as the original 8 or so episodes of URealms, old and poorly animated yet very funny and entertaining.
Here is the website where he used to put the videos. The Escapist Magazine is a website like Kotaku and IGN but on a way smaller scale. They however do this awesome thing where they sponsor alot of people to make stuff like Unforgotten Realms. They own the liscence to episodes 1-48 I think since thats when he stopped making for them and almost quit alltogether or something I don't really know. I preffer to watch them there since I find it easier and smoother to flip through the episodes.
----------------------------------------------------------------------------------- I'll put helpful and vital information about D&D and if we're gonna have an event like this ;o
If you are set to join either to DM or just be a player, please IM me with character sheet and I'll add you to the list.
Name - Mathii
Class - Foreveralone.jpg
I would like to thank Meikeru for getting this information, it's a very small, quick and helpful guide on how to create a character.
Originally Posted by Meikeru
In case no one has any idea what the character creation is like. I borrowed this from another forum and I cut it up for the ease of reading. I tried to find the most important stuff, but I probably missed some stuff. The original post(s) went more into depth and talked about gameplay too.
1.Choose your Race
2.Choose your Class
3.Determine Ability Scores - Ability Scores describe the fundamental strengths of your body and mind. Your race adjusts the scores you generate and the different classes rely on different ability scores.
4.Choose Skills - Skills measure your ability to perform tasks such as jumping across chasms, hiding from observers, and identifying monsters.
5.Select Feats - Feats are natural advantages or special training you possess.
6.Choose Powers - Each class offers a different selection of powers to choose from.
7.Choose Equipment - Pick your character's armor, weapons, implements, and basic adventuring gear.
8.Fill in the Numbers - Calculate your hit points, Armor Class, and other defenses, initiative, attack bonuses, damage bonuses, and skill check bonuses.
9.Roleplaying Character Details - Flesh out your character with details about your personality appearance and beliefs.
Strength measures your character's physical power. It's important for most characters who fight hand-to-hand.
Melee basic attacks are based on Strength.
Clerics, Fighters, Paladins, Rangers, and Warlords have powers based on Strength.
Your Strength might contribute to your Fortitude defense.
Strength is the key ability for Athletics Skill Checks.
Constitution represents your character's health, stamina, and vital force. All characters benefit from a high Constitution score.
Your Constitution score is added to your hit points at 1st level.
The number of healing surges your can use each day is influenced by your Constitution.
Your Constitution might contribute to your Fortitude defense.
Constitution is the key ability for Endurance skill checks.
Dexterity measures hand-eye coordination, agility, reflexes, and balance.
Ranged basic attacks are based on Dexterity.
Your Dexterity might contribute to your Reflex defense.
If you wear light armor, your Dexterity might contribute to your Armor Class.
Dexterity is the key ability for Acrobatics, Stealth, and Thievery skill checks.
Intelligence describes how well your character learns and reasons.
Your intelligence might contribute to your Reflex defense.
If you wear light armor, your Intelligence might contribute to your Armor Class.
Intelligence is the key ability for Arcana, History, and Religion skill checks.
Wisdom measures your common sense, perception, self-discipline, and empathy. You use your Wisdom score to notice details, sense danger, and get a read on people.
Your Wisdom might contribute to your Will defense.
Wisdom is the key ability for Dungeoneering, Heal, Insight, Nature, and Perception Skill checks.
Charisma measures your force of personality, persuasiveness, and leadership.
Your Charisma might contribute to your Will defense.
Charisma is the key ability for Bluff, Diplomacy, Intimidate, and Streetwise skills checks.
*Your ability scores also influence your defenses, since you add your ability modifier to your defense score.
For Fortitude Defense, you add the higher of your Strength or Constitution ability modifiers.
For Reflex Defense, you add the higher of your Dexterity or Intelligence ability modifiers.
For Will Defense, you add the higher of your Wisdom or Charisma ability modifiers.
If you wear light armor or no armor, you also add the higher of your Dexterity or Intelligence ability modifiers to your Armor Class.
Generating Ability Scores
You can use one of three methods to generate ability scores. In each method, you can take the numbers you generate and assign them to whichever ability score you want. Remember, your class determines which ability scores are important to you, and your race modifies certain ability scores.
Ability scores increase as a character gains levels. When you assign your initial scores, remember that they'll improve with time.
Method 1: Standard Array
Take these six numbers and assign them to your abilities anyway you like: 16, 14, 13, 12, 11, 10. Apply your racial ability adjustments after you assign the scores to your abilities. Method 2: Customizing Scores
This method is a little more complicated than the standard array, but it gives comparable results. With this method, you can build a character who's really good in one ability score, but at the cost of having average scores in the other five.
Star with these six scores: 8, 10, 10, 10, 10, 10. You have 22 points to spend on improving them. Method 3:Rolling Scores
Some players like the idea of generating ability scores randomly. The results of this method can be really good, or it can be really bad. On average, you'll come out a little worse than if you had used the standard array. If you roll well, you can come out way ahead, but if you roll poorly, you might generate a character who's virtually unplayable. Use this method with caution. Roll four 6-sided dice (4D6) and add up the highest three numbers do that six times, and then assign the numbers you generate to your six ability scores. Apply your racial ability adjustments.
If the total of your ability modifiers is lower than +4 or higher than +8 before the racial ability adjustments, your DM might rule that your character is too weak or too strong compared to the other characters in the group and decided to adjust your scores to fit better within his or her campaign preferences.
Just Choose one
Chaotic Evil, True Evil, Lawful Evil, Chaotic Neutral, True Neutral, Lawful Neutral, Chaotic Good, True Good, or Lawful Good.
I would also like to thank Truefire for giving us a list of all the 4th edition books! Incase you're worried about few choices you totally wont anymore!
Originally Posted by truefire
4shared.com should have just about any pdf you're looking for. Keep in mind the below books are referring to fourth edition. If there's no mention of fourth edition in the book you find, that's not the right book.
Basic books are Player's Handbook 1, 2, and 3. Covers the majority of available races, classes, rules and errata. You really only need handbook 1 for the very basic basics. The other books and the one below are mostly for additional options or for different races/classes the first book does not present.
Divine Power (for paladins, clerics, avengers, invokers)
Arcane Power (for sorcerers, wizards, bards, warlocks, swordmages)
Martial Power 1 and 2 (for rogues, fighters, rangers, warlords)
Primal Power (for barbarians, druids, shamans and wardens)
Psionic Power (for ardents, battleminds, monks and psions)
Races: Dragonborn (for anyone whose character race is dragonborn)
Races: Tiefling (for anyone whose character race is tiefling)
Forgotten Realms Player's Guide (Introduces Genasi and Drow races, as well as the Swordmage class)
Eberron Player's Guide (Introduces Kalashtar, Warforged, and Changeling--think Doppleganger--races, as well as the Artificer class)
There are other books, as well as other races, classes, or even sub-classes (variants on a particular class) but these more or less cover just about every firmly established race/class combination of fourth edition.
Be aware that a GM might exclude certain races or classes that don't fit with the world they create for certain games. It's also possible a GM might exclude certain mechanics or rules. For instance, the GM I usually run with doesn't much care for psionic classes so doesn't incorporate them in his world. He also feels that hybridizing is more than a bit OP (there are two kinds of multiclass: basic multiclass, and hybridizing), so he would never allow that to take place.
You might... Be able to find certain D&D PDF's on a certain website *cough cough* Pirate *cough* Bay *cough*
In any case, I'm almost done with making my character sheet ... How concerned should I be about going over my weight capacity?
My character has a strength of 8 (gulp, I know) so he can comfortably carry 80 pounds. 160 pounds would them be the maximum he could carry using both hands. So, any thoughts? I want to use chainmail, but then I would hit around 100 pounds T_T
Nevermind, I googled larping. I can't/won't do that - just saying.
Roleplaying would be hard enough as it is.
It's one of the few 4e Character builders that I liked. It helped me with picking my stats and skills.
I've also been looking at the 4e Player's Manual that I got as a pdf file online.
This is to see what the powers do and how to calculate all the AC, Reflex, Will, etc. scores.
It's a bit daunting flipping back and forth, but it works :p
I'll see if I can give it to you as an attachment, but I'm not too familiar as to how
This is where I got my blank character sheet as a pdf.
I like it a lot because all the blanks are fill-able! Makes life 10x easier.
On the website, scroll down to the PDF character sheets and download the "A fillable pdf with some features"