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Finally... => Forum Games and Roleplaying => Topic started by: Enzo on October 01, 2009, 10:50:35 pm

Title: D&D on the Interwebs
Post by: Enzo on October 01, 2009, 10:50:35 pm
D&D Session 4
Well fuck

So, what's going on here? A Dungeons and Dragons campaign using the 3.5e core rules, in a generic fantasy world, running on GameTable (http://gametable.galactanet.com/). That's about all there is to it right now.

If you want to be added to the waiting list just say so and you're on. I'm only letting in 6 PCs play at a time, but people drop out and characters die, so there's no harm getting your name on the list. Even though it's massive at this point.

Current Player List:
CJ1145
Leafsnail
Rooster
userpay
Dakk
Akigagak

Waiting List:
Emperor_Jonathan
Jervous
Gorjo MacGrymm
Muz
Jetsquirrel
theevilmonk
Rashilul
RAM
alfie275


Spoiler: PROTIPS (click to show/hide)

And I think that's about all the information required. I was just going to make a sample character sheet but I have to go so I'll do it later. Just make it legibly formatted. If you've never played before and you have any questions, don't hesitate to ask.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 01, 2009, 10:51:11 pm
We're using the Myth Weavers (http://www.myth-weavers.com/) character sheets, anybody who can make their sheet on there will make me happy and save me time.

Spoiler: Character Sheets (click to show/hide)

Spoiler: Availabilities (click to show/hide)

Spoiler: Maps (click to show/hide)

Spoiler: Pantheon (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: Jack_Bread on October 01, 2009, 11:01:57 pm
Add this (http://invisiblecastle.com/stats/) to protips. It lets the player link you what they got for their rolls.
Just in case someone doesn't want to use the chargenner. :\
Title: Re: D&D on the Interwebs
Post by: userpay on October 01, 2009, 11:15:00 pm
Which char gen are we using anyway? I'm on west coast of USA so that puts me on pacific time I do believe,availibilitys a bit wonky but thursdays i have completely free, tuesdays are free cept for 10:40-12:00, mondays and wensdays won't be availible till 12:00, fridays not untill 7:30-8:00, and for the next 3 weekends (namely till after Oct 18th) I'm busy though I'd be on for a bit after 8:30 or so on those sundays (might have some time to play on Oct 10th since something different is going on). Char gen sheet pending.
edit: wait so we are using 4th edition rules? If we are we just might want to use the char builder from dnd insider
http://www.wizards.com/dnd/Tool.aspx?x=dnd/4new/tool/characterbuilder

Found that the 3.5 builder for the site you gave was further down the page, my bad. So I assume that 1, we can't do say a half fire or earth dwarf, and two we will buy the extra stuff in game so I only selected my weapon.
Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: Muz on October 02, 2009, 12:03:25 am
I'd join the waiting list, but I'm busy for the next 3 weeks, so maybe after then. Can I play as some mystery character who pops in every once in a while, instead of a party member? XD

I think there's been a D&D game on the B12 forums before which didn't work out. Let's hope this one does ;)
Title: Re: D&D on the Interwebs
Post by: Jetsquirrel on October 02, 2009, 12:13:08 am
add me to the waiting list
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 12:14:44 am
Add this (http://invisiblecastle.com/stats/) to protips. It lets the player link you what they got for their rolls.
Just in case someone doesn't want to use the chargenner. :\

Oh, you don't need to use the chargenner I linked. Hell, you could roll it by hand if you want. Whatever way you do it though it pretty much has to be honour system :-\ You can reroll that one you linked as many times as you want too...

edit: wait so we are using 4th edition rules? If we are we just might want to use the char builder from dnd insider
http://www.wizards.com/dnd/Tool.aspx?x=dnd/4new/tool/characterbuilder

Found that the 3.5 builder for the site you gave was further down the page, my bad. So I assume that 1, we can't do say a half fire or earth dwarf, and two we will buy the extra stuff in game so I only selected my weapon.

Did I not say 3.5e in the OP? Gah, I was rushing it. No half-elementals or vampires or ghosts or any of those templates. I don't want to open that door. Regarding gear, you can buy your things before we start based on the prices listed in the link. I might start you guys in a small village where you can't buy much anyway.

I think there's been a D&D game on the B12 forums before which didn't work out. Let's hope this one does ;)

Yeah, Cthulhu had one, at the very least. Probably were other attempts. We'll see how this goes.

Waiting List + Muz and Jetsquirrel
Title: Re: D&D on the Interwebs
Post by: userpay on October 02, 2009, 12:22:33 am
Okay so start estimating the stuff to buy using the insiders char builder then, got it.
edit: Just relized that I should have done a battleaxe instead of a handaxe, ah well I'll change it tommarrow.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 12:31:09 am
I meant this link (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/goodsAndServices.html) (and the armour one (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/armor.html)). But is the insiders char builder the official one? That should work too I guess, I don't know.
Title: Re: D&D on the Interwebs
Post by: theevilmonk on October 02, 2009, 01:20:16 am
im always up for more dnd, what books are we allowed to use from? i can provide any books i use
Title: Re: D&D on the Interwebs
Post by: Rooster on October 02, 2009, 03:51:32 am
I'm reserving half-orc barbarian. Just in case so there won't be a party of regular mercenaries

IN case we're playing on gametable or any other NON-MSN (I don't use this and won't )
I'm in Poland europe. As I'm posting this it's 10:50
I'm availble on weekends and tuesdays from 12-24 my time.
We have to synchronise somehow

I'll generate the character a little bit later
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 04:36:49 am
Ok, had a go at making a character.  Rolled like you said, with 3d6, but I'm 95% sure I got something else badly wrong (probably the equipment - I just sortof guessed for it.  Feel free to suggest changes if I've taken too much of it or buggered something else up).  Never mind, here's what I got.

Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 06:20:13 am
I've got my perfect character up and ready to post, but before I do, I should ask: Does anyone here mind that my character's personality is based off Richard the Warlock from Looking For Group? As in, a Chaotic Evil character that enjoys wholesale slaughter more than any living being should?

If you'd prefer not to have him along for the ride, I can roll a better character.
Title: Re: D&D on the Interwebs
Post by: Vester on October 02, 2009, 06:24:09 am
Ok, had a go at making a character.  Rolled like you said, with 3d6, but I'm 95% sure I got something else badly wrong (probably the equipment - I just sortof guessed for it.  Feel free to suggest changes if I've taken too much of it or buggered something else up).  Never mind, here's what I got.

Spoiler (click to show/hide)

That's too bad about your 11 Wis though. You'll only get the first level Paladin spells (unless my memory of the rules is horrifyingly off.)
Title: Re: D&D on the Interwebs
Post by: Emperor_Jonathan on October 02, 2009, 06:27:45 am
I've got my perfect character up and ready to post, but before I do, I should ask: Does anyone here mind that my character's personality is based off Richard the Warlock from Looking For Group? As in, a Chaotic Evil character that enjoys wholesale slaughter more than any living being should?

As long as the wholesale slaughter is not the party (/allies) then I reckon they'll accept you :P
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 06:29:09 am
For reference, here's the character sheet, though no one's said if they're for or against. (5 hp only? Crap, I'm squishy.)

Spoiler: Richard! (click to show/hide)

Also, I've never played a wizard, so the sheet confuses me: Since I specialized, am I restricted to only using Necromancy spells, or can I prepare others as well?

EDIT: I forgot, I spent my money based on objects listed in the SRD site, not the character genner. Here's all the stuff I spent:

Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: Vester on October 02, 2009, 06:30:07 am
I don't think you can adventure with Leafsnail's dwarfadin, though.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 06:33:09 am
Curse the RNG and my not reading the Paladin page carefully enough.

And 5hp?  Jesus.  Even my awfully constructed pally has 4x that.

Erm, will my Super Virtuous Pally try to kill his Mega Evil Necro?  Hmm... might need to reconsider my choices.
Title: Re: D&D on the Interwebs
Post by: Vester on October 02, 2009, 06:43:07 am
You could always play as a http://tvtropes.org/pmwiki/pmwiki.php/Main/KnightTemplar (http://knight templar) (link for people who do not know the dangers of TvTropes).

That way you could consider his Mega Evil Necro a means to an end. Like fighting fire with fire. Except here it's fighting evil with evil.
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 06:44:21 am
You could always play as a http://tvtropes.org/pmwiki/pmwiki.php/Main/KnightTemplar (http://knight templar) (link for people who do not know the dangers of TvTropes).

That way you could consider his Mega Evil Necro a means to an end. Like fighting fire with fire. Except here it's fighting evil with evil.

No, I'm pretty sure there'll be fire involved. The first one was fine.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 06:58:10 am
Yeah, sounds good.  Fine with resurrections and stuff as long as they destroy the vaguely defined evil we're fighting against.  Paladins have to be Lawful Good, right?

And by the way, the logic for my choice was as follows...

1. I'm new at this.
2. Therefore I'll suck.
3. Therefore I'll take lots of damage.
4. Therefore I'll need lots of hp and stuff to stop me dying quite as quickly.

And... that's about it.
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 07:19:43 am
If you prefer, I rolled a boring, un-slaughtery paladin.

Spoiler: Sissy McDogooder (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 07:27:52 am
I'll stick to my poorly made one, thanks.  It may be crap, but it's mine :P.
Title: Re: D&D on the Interwebs
Post by: Vester on October 02, 2009, 07:32:10 am
Yeah, sounds good.  Fine with resurrections and stuff as long as they destroy the vaguely defined evil we're fighting against.  Paladins have to be Lawful Good, right?

And by the way, the logic for my choice was as follows...

1. I'm new at this.
2. Therefore I'll suck.
3. Therefore I'll take lots of damage.
4. Therefore I'll need lots of hp and stuff to stop me dying quite as quickly.

And... that's about it.

The thing about paladins is that RP'ing them is essentially the difference between RP'ing Qui Gon Jinn and Mace Windu. Some might bend the rules in name of good, and some are just all murderdeathkill all over the bad guys, even when doing so is in direct contradiction of their own rules. (Episode III was a car wreck for me.)
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 07:56:10 am
I'll stick to my poorly made one, thanks.  It may be crap, but it's mine :P.

What? No, I meant for me to play. But I think I'll probably stick with Richard.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 08:13:22 am
Spoiler (click to show/hide)

Yes, a fighter with a greatsword.
I've just realized I got a shield, whoops, don't need that. I've changed it for a sling, and some bullets.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 02, 2009, 08:28:57 am
Ok, had a go at making a character.  Rolled like you said, with 3d6, but I'm 95% sure I got something else badly wrong (probably the equipment - I just sortof guessed for it.  Feel free to suggest changes if I've taken too much of it or buggered something else up).  Never mind, here's what I got.

Spoiler (click to show/hide)

How is he 'known for fighting to the death'? Done it alot has he?

By the way, you're going to want a 14 in Wisdom to cast all the Paladin spells, unless you're willing to start with an 11 in Wisdom and just boost it at every available opportunity.
Title: Re: D&D on the Interwebs
Post by: Vester on October 02, 2009, 08:32:28 am
Maybe... maybe he used to do it before he got picked up for the order? Whichever Paladin order this is.

Spoiler (click to show/hide)

Yes, a fighter with a greatsword.

Awesome archetypes are awesome.

Someone's going to make a Dwarven Ranger with Racial Hatred: Elves, probably. :D
Title: Re: D&D on the Interwebs
Post by: Neruz on October 02, 2009, 08:33:45 am
Yeah, sounds good.  Fine with resurrections and stuff as long as they destroy the vaguely defined evil we're fighting against.  Paladins have to be Lawful Good, right?

And by the way, the logic for my choice was as follows...

1. I'm new at this.
2. Therefore I'll suck.
3. Therefore I'll take lots of damage.
4. Therefore I'll need lots of hp and stuff to stop me dying quite as quickly.

And... that's about it.

The thing about paladins is that RP'ing them is essentially the difference between RP'ing Qui Gon Jinn and Mace Windu. Some might bend the rules in name of good, and some are just all murderdeathkill all over the bad guys, even when doing so is in direct contradiction of their own rules. (Episode III was a car wreck for me.)

The trick to Paladining is to know the difference between Lawful Good and Lawful Stupid.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 02, 2009, 08:39:09 am
And yes, Paladins are restricted from knowingly associating with Evil characters.


Also, if you really want to be a Negromancer, be a Cleric, not a Wizard. Wizards suck at Negromancery. (it's useful to them as a means to get bodies to perform menial tasks and whatnot if they're planning on setting up shop somewhere, and with the right multiclassing and prestige classing you can get a decent necrowizard going, but the Cleric is far superior in almost all respects.)

I can point you to some wonderful guides on how to be a Negromancer and not suck big hairy gorilla balls, as 3.5 seems to be very carefully crafted so as to provide the illusion of being able to be a competant Negromancer and contribute to the party without actually doing so. The designers were (and still are) very big on playing the good guys, and they never really liked giving people bad guy options (as shown by the fact that they generally suck.)

But Negromancery is hard, very hard, i highly reccomend that you do not persue that path until you've gotten a decent mastery of the system. If you're determined though, then know that Negrowizards are basically 'death dealers' in that they throw around lots of nasty death effects and debuffs, but don't expect to command an Undead Army. If you want an Undead Army, you're gonna hafta be a Cleric, at least to start with.
Title: Re: D&D on the Interwebs
Post by: Rooster on October 02, 2009, 08:57:59 am
Hey people! Meet Gurk, a half-orc one quarter human one quarter dwarf barbarian! He loves booze!
(Read story, I think I finally made a climatic character)
I think I got pretty good rolls three good ones (17,15,15) and three bad ones wich I gave to stats I don't need anyway so yeah! I'll kick asses just to get my booze!

Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: userpay on October 02, 2009, 09:28:32 am
Ya I'll work on tweaking my char thats on the front page a bit tonight after classes. With my currect schedual you might want to stick me in the waiting list and move someone else up so that I have a chance to watch and see how it works while I wait for my schedual to clear up a bit more.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 09:35:16 am
Pick me! Pick me!
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 09:48:55 am
I work best on a weekend. I'm on Eastern US time (Ohio).

Also, because people seem so determined to not have me be a Necromancer, and because Clerics seem like a pain in the ass to prepare spells with, I went with a simple Fighter.../Ranger.

Spoiler: ??? (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 09:51:04 am
Two weapons, but not a ranger? Weird.

And we are going to need a healer.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 10:04:22 am
Plus, necromancers are done to death.  Every twelve year old who just found out about Dungeons and Dragons wants to make a Necromancer.  The only thing more cliche is a drow who lives among humans and is rebelling against his heritage.

Simo Goodman (http://www.myth-weavers.com/sheetview.php?sheetid=157353)
M CN Human Rogue, Level 1, Init +3, HP 7/7, Speed 30 ft.
AC 15, Touch 13, Flat-footed 12, Fort +1, Ref +5, Will +0, Base Attack Bonus 0  
  Short Sword -1 (1d6-1, 19-20 x2)
  Sling (20 Bullets) +3 (1d4-1, x2)
  Leather Armor (+2 Armor, +3 Dex)
Abilities Str 9, Dex 17, Con 12, Int 13, Wis 11, Cha 13
Condition None

There's my character.  The full sheet is at the link, and I have the pathguy version if you guys would rather I use that.


FFFFF JUST CLOSED IT WITHOUT SAVING NOW I HAVE TO DO IT ALL OVER

Did it over, we're good now.

As for time available, this is my schedule

Monday-College from 5-8:50
Tuesday-College from 1-2:15 and 7-9:15
Wednesday-College from 7-8:50
Thursday-Same as Tuesday

Friday and the weekend I'm free, except today.  I have important business today.

All times are GMT-5
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 12:48:58 pm
Dakk joins! I aways wanted to make a dwarven monk guy.

Spoiler (click to show/hide)

I'm availiable everyday from 9am to 4pm, and 70% of the time after 9pm.

EDIT: You know what, fuck that quarterstaff, i'm going unarmed like a true wisdom monk.
EDIT2: Added money info.
EDIT3: Fixed items.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 01:16:45 pm
So, it looks like...

userpay - Dwarf Fighter
Leafsnail - Dwarf Paladin
CJ1145 - Half-Elf Necromancer or Human Paladin or Half-Elf Fighter (???)
Rooster - Half-Orc Barbarian
Cthulhu - Human Rogue
chaoticjosh - may or may not actually want to play
-----
Dakk - Dwarf Monk
Akigagak - Human Fighter


You guys need some healin' for that tankin'. I'll get to updating the OP with availabilities and character sheets a bit later, I have to do some stuffs today.

I'm reserving half-orc barbarian. Just in case so there won't be a party of regular mercenaries

So...if you don't want to be mercenaries (which, I'll be honest, is my fallback when I can't think of something better), do you guys have another reasonable excuse for why you're traveling together? Prison escapees? Royal task force? Treasure hunters? Deserters? Something more interesting?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 01:35:56 pm
Seriously, we don't need two fighters, a paladin, and a barbarian.  Someone needs to be a dedicated healer.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 01:37:58 pm
And yes, Paladins are restricted from knowingly associating with Evil characters.


Also, if you really want to be a Negromancer, be a Cleric, not a Wizard. Wizards suck at Negromancery. (it's useful to them as a means to get bodies to perform menial tasks and whatnot if they're planning on setting up shop somewhere, and with the right multiclassing and prestige classing you can get a decent necrowizard going, but the Cleric is far superior in almost all respects.)

I can point you to some wonderful guides on how to be a Negromancer and not suck big hairy gorilla balls, as 3.5 seems to be very carefully crafted so as to provide the illusion of being able to be a competant Negromancer and contribute to the party without actually doing so. The designers were (and still are) very big on playing the good guys, and they never really liked giving people bad guy options (as shown by the fact that they generally suck.)

But Negromancery is hard, very hard, i highly reccomend that you do not persue that path until you've gotten a decent mastery of the system. If you're determined though, then know that Negrowizards are basically 'death dealers' in that they throw around lots of nasty death effects and debuffs, but don't expect to command an Undead Army. If you want an Undead Army, you're gonna hafta be a Cleric, at least to start with.

I'm not sure if this is a hilarious string of typos, or if there's such a thing as "Negromancy".

And yes, I'll play.
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 01:44:25 pm
Aye, so so many fighters, only one spellcaster, no priest, one rogue.

You guys better put CJ to watch that rogue closely. Also, its not impossible to play without a priest, its just easier. And I'm not a fighter, I'm a monk, its like, different!
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 01:47:13 pm
So, it looks like...

userpay - Dwarf Fighter
Leafsnail - Dwarf Paladin
CJ1145 - Half-Elf Necromancer or Human Paladin or Half-Elf Fighter (???)
Rooster - Half-Orc Barbarian
Cthulhu - Human Rogue
chaoticjosh - may or may not actually want to play
-----
Dakk - Dwarf Monk
Akigagak - Human Fighter


You guys need some healin' for that tankin'. I'll get to updating the OP with availabilities and character sheets a bit later, I have to do some stuffs today.

I'm reserving half-orc barbarian. Just in case so there won't be a party of regular mercenaries

So...if you don't want to be mercenaries (which, I'll be honest, is my fallback when I can't think of something better), do you guys have another reasonable excuse for why you're traveling together? Prison escapees? Royal task force? Treasure hunters? Deserters? Something more interesting?

How about "You all meet in a tavern"?  ::)

But yeah, I've decided that I'm going to stick with that fighter I made. If it'll help you, I'll delete the other character sheets.

And if absolutely NOBODY wants to be a healer, I'll make a cleric on two conditions:

1. You all accept the fact that your healer is a newb whose only experience with alchemy and similar practices is watching Full Metal Alchemist.

2. You all accept the fact that your healer is as likely to save your life as fail to, and then re-animate your corpse to serve as his thrall.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 01:48:00 pm
In the future, when you say CJ, you're going to have to specify whether you mean CJ1145 or CJ (ChaoticJosh, my name abbreviated) in order to avoid confusion.

Can someone give me a little help in making my character sheet, or whatever it's called?
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 01:50:27 pm
Josh, what do you need? There's a chargen in the first post.

@CJ1145 I'm fine with reanimated copses provided they don't take up a PC spot.
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 01:50:53 pm
Use the character generator kinseti posted on the OP, helps alot. Use the item chart he als posted to asign items to your character, but remember you only have 25 gp to spend, check online for recommended character builds if you need.

Also, no one with huge intelligence, charisma or wisdom to watch the rogue, there goes all loot. There's my monk, but he's on the waiting list.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 01:55:22 pm
I could switch to a healer, since my Dwarf Paladin would suck anyway.  Let me get to creating him...

Oh, and by the way, I don't have much experience with healing either.  Hmm...  Is it inherently harder than beating the crap out of stuff?
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 02:00:06 pm
Can someone explain what stats do? There doesn't seem to be a simple explanation. Also, what would be the "hit stuff really hard" race?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 02:12:31 pm
Please please please we don't need another hit stuff really hard character.

Anyway, stats:

Strength-Affects carrying capacity, melee attack and damage rolls, strength-related skills
Dexterity-Ranged attack and damage rolls, dexterity-skills, melee rolls with weapon finesse, reflex saves
Constitution-HP, Fortitude saves, if it hits zero you die.
Intelligence-Intelligence skills, roleplaying, wizard spells
Wisdom-Will Saves, paladin, druid, cleric spells, roleplaying(Common sense and ability to read people, mostly)
Charisma-Dealings with other people, sorcerer(And bard?) spells, roleplaying(Glibness, talking ability)
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 02:13:22 pm
http://www.dandwiki.com/wiki/SRD:Ability_Scores (http://www.dandwiki.com/wiki/SRD:Ability_Scores)
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 02:17:29 pm
Hmm...  Is it inherently harder than beating the crap out of stuff?

Everything is harder than beating the crap out of stuff, because beating the crap out of stuff usually just amounts to "I ROLL TO ATTACK KOBOLD" (until later levels, at least). Divine spellcasters aren't that tough to play though, this might help (http://www.dandwiki.com/wiki/SRD:Divine_Spells).

Can someone explain what stats do? There doesn't seem to be a simple explanation. Also, what would be the "hit stuff really hard" race?

Half-Orcs like to smash things. Double ninja'd on answering your other question.

Oh, and regarding the character creator I linked josh, don't feel like you're missing anything if you're skipping over half the options. It includes a lot of supplementary stuff we aren't using.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 02:22:46 pm
Well, I made a cleric.  He's probably inherently flawed in some way.  Also I had no idea what to pick for feats, so I just boosted his healing and religion skills.

Spoiler (click to show/hide)
Wow, I don't have much health.  I better make sure I heal a lot...
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 02:31:29 pm
He looks OK, but you might want to take different Feats. The Heal skill refers to non-magical healing and Knowledge skills are not incredibly important in most situations. You wouldn't need to gen a whole new character to switch them though, since they're basically the last part of character creation.

EDIT : I would suggest Combat Casting for one of them. It's not essential, but it'll help keep your spells from failing in the middle of battle.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 02:59:21 pm
Pixie?! I can be a pixie?

PIXIE ALL THE WAY!

Maybe something along the lines of an offensive spellcaster.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 03:06:34 pm
Pixies have an effective character level of +4 (+6 if they get Irresistable Dance), so you're probably not going to be allowed to have one unless you start when we're all higher levels.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 03:11:57 pm
Sorry, Josh.  If we could choose races other than the cores, I would've picked Doppelganger (and hope other players don't keep trying to lynch me).  I'll have a go at changing the feats of my cleric.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 03:12:52 pm
Aww, I just think Pixies are really cute. So much so that I made the Pixie Mod for DF, which makes them a playable race, remember?

What would be an 'allowed' race? The big ones at the top?
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 03:13:14 pm
Uhhh i can't remember if the minimun int stat level for speaking normaly is 9 or 8.
I never roleplayed a wise character, much less a evil monk, so any tips are welcome.
Title: Re: D&D on the Interwebs
Post by: theevilmonk on October 02, 2009, 03:18:34 pm
I made an enchanter and modified format
Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 03:30:30 pm
Please please please we don't need another hit stuff really hard character.

Anyway, stats:

Constitution-HP, Fortitude saves, if it hits zero you die.


Stop right there, Cutethulu! I might have the wrong version, but when I last played and you hit 0 hp you were incapacitated. You only died if you were hit down to, or bled out to -10 hp. Could someone confirm or deny?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 03:34:49 pm
I didn't mean HP, I meant constitution.  If your constitution reaches zero you die.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 03:39:02 pm
I don't know anything about skillpoints or anything like that. How come it won't let me click "spellcraft", I'm a wizard, isn't that what I do? How come there are all these skills with vague names, like "profession" or "craft_1"?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 03:41:40 pm
Profession, Craft, and Perform are skills you fill in.

Example:  My rogue doesn't have one rank in Perform(1), he has one rank in Perform(Lively Drinking Songs)

As for races, the base ones are human, elf, gnome, halfling, half-orc, half-elf, and dwarf.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 03:44:01 pm
What about spellcraft?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 03:45:34 pm
Spellcraft is identifying spells as they're cast, and stuff like that.  You should be able to add points to it.
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 03:47:25 pm
Skills are stuff you put points on, feats are stuff you pick, don't get confused.

Odd, you should totally be able to put at least 2/4 points in spellcraft from level 1.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 03:49:07 pm
What Cthulhu said. "Profession - Bartender" or "Craft - Fletchery" for instance. They're really loose categories.

I honestly don't know what the skill check-boxes are for in that character creator, you select the number of ranks to invest in a skill from the drop down menu to the right of the skill name. "cross class" means ranks cost twice as many skill points.

I know, that character creator has to be confusing as hell if you don't know what you're trying to do, I just don't know of anything better.

EDIT : whoops! From above the skills section on the character creator :
Quote
If for some reason a skill marked as cross-class needs to be a class skill, check the box in front of its name.
So yeah. Don't use those I guess.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 03:54:04 pm
Alright, I whipped something up finally.

Spoiler (click to show/hide)

I understand if I suck totally. Will accept advice.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 03:57:14 pm
Persuasive is an odd feat for a wizard.  Combat casting is a good first-level caster feat.
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 04:02:38 pm
You have good int and above average charisma, you'll be a useful character even out of combat.
Title: Re: D&D on the Interwebs
Post by: Rooster on October 02, 2009, 04:02:52 pm
He doesn't have to beat the stuffing out of people on low level really.
We're for that!
That skill and craft talk: I have 4 ranks in craft(alcohol) and profession(brewer). Yeah I know I'm crazy. Skillpoints are worthless on low int anyway.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 04:03:34 pm
Kill the elven scum!  Then again, I'm the one who wanted to be a Dopp, so I guess I can't talk :P.
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 04:05:48 pm
I might take some skillpoints of mine and put into listen instead, I wanna have some use out of combat aswell.
I should be decent at healing too, if I have some healing kits.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 04:18:01 pm
He doesn't have to beat the stuffing out of people on low level really.
We're for that!
That skill and craft talk: I have 4 ranks in craft(alcohol) and profession(brewer). Yeah I know I'm crazy. Skillpoints are worthless on low int anyway.

Ah, I was just looking at your sheet and wondering about that. What's the difference between crafting alcohol and brewing?
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 04:18:11 pm
I can climb and jump. And train animals. :/
Title: Re: D&D on the Interwebs
Post by: theevilmonk on October 02, 2009, 04:21:01 pm
on Josh's character sheet he has too many diplomacy ranks, its a cross class skill so its impossible to have 4 ranks in it right now
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 04:28:07 pm
on Josh's character sheet he has too many diplomacy ranks, its a cross class skill so its impossible to have 4 ranks in it right now

He gets +2 from his feat.
Title: Re: D&D on the Interwebs
Post by: theevilmonk on October 02, 2009, 04:44:51 pm
then it should say +2+2+2 not +2+4

also persuasiveness is only +2 to bluff and intimidate
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 04:47:27 pm
Ok, modified my Human Cleric a little to have more useful feats.  The cleric page on the D&D wiki was a bit confusing - what does it mean by storing spells?  Will I have to do much more than "Heal player x" to heal?
Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 04:48:15 pm
+2 comes from stats, anything beyond that is added into the calc as a single number, this being skill points and feats. That 4 represents the +2 from skill points and the +2 the feat gives.

@Leafsnail: Spellcasters in D&D get certain slots for different spell levels. You start with 3 (or 5, don't remember) slots for level 0 clerig spells of the domain you chose at level 1, 1 or 2 for level 1 spells too, don't remember quite well. When you level up, you gain more slots for spells.
You see, D&D has lots and lots of spells, but you can only cast those you pre-memorize, those slots represent the number of spells you can memorize of a certain level that you can memorize at a time. So you can't just cast all spells you know, just the ones you pre memorized. You also have a certain number of casts per day, if you have 3 for level 0 spells, this means you can cast each level 0 spell up to 3 times a day. Spells you put in your slots are automatically recharged after you finish resting or a day passes.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 04:53:30 pm
How close are we to an actual game?
Title: Re: D&D on the Interwebs
Post by: theevilmonk on October 02, 2009, 04:54:03 pm
no it doesnt, go actually check his sheet. the total is 6= +2 +4 which isnt possible

hate to complain so much but it bothered me ><
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 04:58:46 pm
then it should say +2+2+2 not +2+4

also persuasiveness is only +2 to bluff and intimidate
+2 comes from stats, anything beyond that is added into the calc as a single number, this being skill points and feats. That 4 represents the +2 from skill points and the +2 the feat gives.

No, he's right, persuasive doesn't add to diplomacy. My bad. Josh must have checked the box beside Diplomacy and made it not-cross-class. No biggie though, we just change it to 2.

Leafsnail : Looks good. Stored spells...every day you have to prepare your spells by praying. So, say, at level one you prepare one casting of Light, Mending, Virtue, Cause Fear and Bless.  If you need to cast a healing spell, you can cast it instead of another spell of the same level. So you could cast Cure Light Wounds (level 1) whenever you want but you would lose your casting of Bless or Cause Fear (both level 1) for the day. Does that make sense?

How close are we to an actual game?

I'm working on it. I only volunteered like yesterday.  :P I've mostly figured out GameTable but I should draw maps and stuff before we start. I'll probably mostly end up winging it but I would like to be at least slightly prepared.  If the current players would like to speed it all up you can format your character sheets for me the way I did Roosters in the updated second post so I don't have to do them all, or at least the skills, so I can actually read them.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 05:04:11 pm
Hey, I formatted it like that anyway.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 05:04:48 pm
Copy them onto Myth Weavers (http://www.myth-weavers.com) character sheets.  They're way better.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 05:09:34 pm
Ah, ok then.  So, at level 1, I can choose 3 non evil non chaotic spells to cast in the next day, in addition to a "good" type spell due to my domain (I think?  The table confuses me).  Due to the fact that I'm a "good" cleric, I can also change any of the spells I have charged into a Cure spell.  As far as I can tell, there's no penalty for doing this, so I may just pick a bunch of non cure spells every day and then change them into Cure spells when I need them (if this goes how I think it will, I'll probably need quite a few healing spells...).

EDIT: No, wait, I understand now.  I get 3 level 0 spells of my choice, 1 level 1 spell of my choice and 1 level one spell that's tied to my domains (I think I choose Healing and Good as my domains, so that should be fine).
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 05:13:18 pm
Yeah, at level 1 I think you get 3 Level 0 spells, 1 Level 1, an additional Level 1 spell for high wisdom that I initially forgot about, and a Level 1 Domain spell. Any of these can be switched for healing except the Domain spells.

EDIT: Hah. Yes, you understand. But you also get an additional level 1 for high wisdom that I forgot about.

Copy them onto Myth Weavers (http://www.myth-weavers.com) character sheets.  They're way better.

But...but...I'd have to sign up :(! I'll check it out.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 05:16:36 pm
Since my domains are Good and Healing, I suppose that means I can pick spells from the list that are along those lines?  Can't see anywhere where the cleric spells are sorted by domains, but I should be able to guess.

And how does the Wisdom bonus works?  I guessed I might've got a bonus for having 16 wisdom, but does having higher wisdom levels get you more?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 05:18:23 pm
It takes less than a minute to sign up, and the sheets are identical to actual 3.5e character sheets.

These are your domains.

Good Domain
Granted Power
You cast good spells at +1 caster level.

Good Domain Spells
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Holy Smite: Damages and blinds evil creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.

Healing Domain
Granted Power
You cast healing spells at +1 caster level.

Healing Domain Spells
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Heal, Mass: As heal, but with several subjects.

The +1 caster level, of course, means that you'll be treated as a cleric of one level higher than your actually cleric level for the purpose of determining how powerful a spell is.  A level one healing cleric would heal 1d8+2 damage instead of 1d8+1 with cure light wounds.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 05:19:23 pm
Goddamnit I get ninja'd in this thread every time I post.

http://www.dandwiki.com/wiki/Healing_domain (http://www.dandwiki.com/wiki/Healing_domain)
http://www.dandwiki.com/wiki/Good_Domain (http://www.dandwiki.com/wiki/Good_Domain)

I can't seem to find this chart on the D&D wiki, but I think this is correct for bonus spells:
http://nwn2.wikia.com/wiki/Ability_modifier (http://nwn2.wikia.com/wiki/Ability_modifier)
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 05:26:11 pm
Ah, thanks very much.  Glad I picked Healing, that looks like the most useful domain to me, hehe.  Actually, since my wisdom is 14+2, according to the chart I get a bonus level 1, 2 and 3 spell.  Does this mean I'm allowed to pick a level 2 and a level 3 spell?  Seems like a silly question, but without the bonus I wouldn't be able to do level 2 or 3 spells at all...
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 05:27:14 pm
@Cthulhu:
Arn't we using 3.5 standard?
Not 3.5e, which is the closest option.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 05:32:36 pm
Ah, thanks very much.  Glad I picked Healing, that looks like the most useful domain to me, hehe.  Actually, since my wisdom is 14+2, according to the chart I get a bonus level 1, 2 and 3 spell.  Does this mean I'm allowed to pick a level 2 and a level 3 spell?  Seems like a silly question, but without the bonus I wouldn't be able to do level 2 or 3 spells at all...

It's not actually 14 + 2, It's 14. The +2 is your modifier - the bonus it gives to things like skills and saves. You can see the modifier on the chart goes up as the ability score goes up...I uh...I hope this is not all confusing. 10/11 is average, they give no bonus, 12/13 gives a +1 bonus, 14/15 is +2, etc...
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 05:35:13 pm
Lull's sheet:
Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 02, 2009, 05:36:10 pm
Ah, ok then.  So I suppose I get a free level 1 spell per day, and a free level 2 spell per day when I level up due to wisdom?

And I'll try to get the proper character sheet up soon.
Title: Re: D&D on the Interwebs
Post by: Vester on October 02, 2009, 07:16:52 pm
Normally Clerics are melee beasts, but your dude is kinda... scrawny. I suppose you don't intend to wear heavy armor? (Since your DEX stat is pretty high).
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 07:22:42 pm
Is there a list somewhere that explains what skills and feats do?
Title: Re: D&D on the Interwebs
Post by: Dakk on October 02, 2009, 07:30:07 pm
http://www.dandwiki.com/wiki/SRD:Feats (http://www.dandwiki.com/wiki/SRD:Feats)

http://www.dandwiki.com/wiki/SRD:Skills (http://www.dandwiki.com/wiki/SRD:Skills)
Title: Re: D&D on the Interwebs
Post by: Vester on October 02, 2009, 07:31:27 pm
Here (http://www.d20srd.org/) ya go.
 
It's basically the entire 3.5 ruleset. (I think)
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 08:23:24 pm
@Cthulhu:
Arn't we using 3.5 standard?
Not 3.5e, which is the closest option.

Uhhh, E stands for edition.

Unless I'm really confused.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 08:25:05 pm
Mind if I redo my character sheet? After reading up a little, I'd like to change things.
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 02, 2009, 08:30:55 pm
@Cthulhu:
Arn't we using 3.5 standard?
Not 3.5e, which is the closest option.

Uhhh, E stands for edition.

Unless I'm really confused.

That was my understanding as well.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 08:42:29 pm
I thought there was a 3.5expanded, hence the e.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 08:51:18 pm
I don't think there is.
Title: Re: D&D on the Interwebs
Post by: userpay on October 02, 2009, 08:51:24 pm
Looking at the armor and equipment pages that were posted and the dnd insider char builder the prices were different so I guess I'll be using the ones that were posted when I rework my char. I was tempted to go cleric or pally but since I'm new to this (besides playing DDO) I figured a fighter would work best for me. Course depending on when this starts I'd be willing like I said earlier to be moved to the waiting list so it can move forward so I'd have more time to see how things work and might even change my choice. For now I'll just be working on the equipment which I'll post an updated deal later on.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 08:53:22 pm
Seriously, I'd like to know why for skills, what does marking the boxes mean, and why it won't let me select some.

Just to clear up any possible confusion on my part, what does "cross-class" mean?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 08:56:47 pm
Each class has class skills that are related to the job.  Wizards have stuff like Spellcraft, Concentration, Knowledge, and the like.  Cross-class skills costs two skill points to get one rank, and you can only have like half as many, rounded up.

Ranks, that is.


Example:

I have a wizard.  He has however many skill points.  Spellcraft is a class skill, so I can put four points in spellcraft at level 1, giving me four ranks.  Open Lock, however, is not a class skill for wizards.  I can only get two ranks in open lock, and it costs four skill points to get those two ranks.  Of course, if I'm getting open lock on a wizard, I'm doing it wrong.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 08:59:10 pm
Then how come it lets me have the cross-class skills with the normal exchange rate? I.e. it lets me have 4 ranks in a cross-class skill.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 02, 2009, 09:00:34 pm
I get ninja'd every time in this damn topic.

The char builder says checking the box changes a skill from cross-class to class, I have no idea why that option's available since it's not allowed. That might be why. So ignore the check boxes.

"Cross class" skills are skills that your chosen class wouldn't normally be proficient in. You have to spend 2 skill points to get a one rank (the effective bonus) in a cross class skill, whereas class skills are a 1:1 ratio. The maximum number of ranks you can get for a cross-class skill is also half that of a class skill. But cthulhu beat me to that part >_>

Mind if I redo my character sheet? After reading up a little, I'd like to change things.

Yeah that's fine. Nothing's set in stone yet. If you're going for social skills and magic, you could always be a Sorcerer. They cast spells using sexy power.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 09:06:40 pm
SEXY POWER!
Title: Re: D&D on the Interwebs
Post by: Neruz on October 02, 2009, 09:07:22 pm
Fun Fact #1: A Rogue with Use Magic Device and some Wands of Cure Light Wounds makes a better healer than a Cleric can ever hope to be. Clerics are the ultimate buffers\melee warriors and at around level ~6 - 10ish they become the ultimate everything and are quite capable of replacing the entire party.

Fun Fact #2: The healing domain sucks balls. You don't have enough Cleric spells to make preparing healing spells worthwhile at anything except low levels, additionally monsters will do far more damage in 1 round than you can heal in 1 round, don't bother healing people in combat except to stabilise them; you're better off killing the monsters and healing outside of combat with Fun Fact #3

Fun Fact #3: Wands of Cure Light Wounds are your friend. They're very cheap and come with 50 charges of 1d8+1 healing (you can increase the + for more golds, but it's not worth it, you're better off buying another wand). Cure Light wands are basically health batteries that you burn up outside of combat to keep everyone on their toes so as to avoid the inevitable "Monster critted the Fighter and now i'm out of healing spells so it's time to call it a day" scenario that you will otherwise run into.



Although this looks like a pretty newby game, so it's probably not worth bothering with optimisation, just hope that A: Your DM knows what he's doing, and B: You don't get into high levels.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 02, 2009, 09:10:06 pm
The char builder says checking the box changes a skill from cross-class to class, I have no idea why that option's available since it's not allowed. That might be why. So ignore the check boxes.

You can get feats and class features that change class skills. A Cleric with the Knowledge domain for example gets all the Knowledge skills added as class skills.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 02, 2009, 09:16:03 pm
Hmm, i see we have a rediculously huge player list. While i don't have the time to run a full on campaign (even a prepublished one) for 2 - 3 weeks yet, i can run a weekly dungeon crawl if anyone would like.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 09:16:36 pm
FIRST IN TO THIS.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 09:31:17 pm
Is there any limit as to my equipment?
Title: Re: D&D on the Interwebs
Post by: Neruz on October 02, 2009, 09:32:25 pm
Check the first page. kinseti put his rules thar.
Title: Re: D&D on the Interwebs
Post by: userpay on October 02, 2009, 09:48:27 pm
Okay I've copied over my character to the mythweavers site and made a few chances to skills and added the stuff I bought, feel free to check to make sure I did it right.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 09:49:21 pm
So many tanks.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 02, 2009, 09:54:56 pm
Tanky Fighters are the easiest class to play (and are just as easy to screw up) so most new players automatically gravitate to them.

You'll be fine so long as the campaign doesn't go further than ~6 - 8th level.
Title: Re: D&D on the Interwebs
Post by: Jack_Bread on October 02, 2009, 09:57:05 pm
Hmm, i see we have a rediculously huge player list. While i don't have the time to run a full on campaign (even a prepublished one) for 2 - 3 weeks yet, i can run a weekly dungeon crawl if anyone would like.
SECOND
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 09:58:39 pm
With the player list as long as it is, that's quite likely.
I'll roll up a halfling archery ranger, that should give some sort of balance.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 10:01:25 pm
I made a new guy, same name:

Spoiler (click to show/hide)

I have a feeling my Nethack playing tendencies spill over into my equipment choices...

Also, when do I get to select my spells? I don't think I saw anything in the list where I get to choose.
Title: Re: D&D on the Interwebs
Post by: Jack_Bread on October 02, 2009, 10:03:41 pm
The java chargen doesn't include a pick-and-choose spell list. Most spellcasting classes have you prepare the spells. You should find an online character sheet or add a part after the character with your spells.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 10:06:27 pm
Where might I find one of these?
Title: Re: D&D on the Interwebs
Post by: Jack_Bread on October 02, 2009, 10:13:31 pm
You can use MythWeavers (http://www.myth-weavers.com/sheetindex.php). But if you don't want to register for anything,
You could use Character Tool (http://www.rptools.net/index.php?page=downloads#CharTool). But if you don't want to download anything,
You could just add "Spells" to the bottom of the character generated with the java thing.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 10:19:26 pm
So how do Sorcerors work? I'm not quite sure I understand. Like, for 0th level spells, do I have 5 different spells that can be used once, or do I have 5 uses of any 0th level, so I can use any of the spells here, but once I cast 5 times, I'm out for the day?
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 02, 2009, 10:21:05 pm
The second one.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 10:23:00 pm
Just so I don't get mixed up, I can use any of the spells in this list:

http://www.dandwiki.com/wiki/3.5e_Sorcerer/Wizard_Spells

?
Title: Re: D&D on the Interwebs
Post by: Jack_Bread on October 02, 2009, 11:12:01 pm
Yeah.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 11:14:06 pm
I look forward to casting "create jelly", which lets me create a day's worth of edible jelly of any flavor.

The hilarity that will be had.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 11:14:56 pm
Also, can someone hold my hand through whatever programs we'll end up using? I don't want game day to arrive, and find out I can't connect to the rest of you all.
Title: Re: D&D on the Interwebs
Post by: Jack_Bread on October 02, 2009, 11:27:22 pm
That link doesn't work. I was assuming from the url.
http://www.dandwiki.com/wiki/SRD:Sorcerer/Wizard_Spell_List
That's the official Wizard/Sorcerer Spell list. Spells like "create jelly" and all the other homebrew spells have to be DM approved.

EDIT: It's best if you use this (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/home.html) so you won't get confused.
Title: Re: D&D on the Interwebs
Post by: userpay on October 02, 2009, 11:32:09 pm
I say create jelly should be allowed, it would be freaking hilarious. Maybe when used in a combat situation it should have an affect similar to grease.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 11:36:32 pm
Oh, I didn't see the "homebrew" part. My bad.

Not sure how much of the wiki is official as opposed to homebrew.
Title: Re: D&D on the Interwebs
Post by: Rashilul on October 02, 2009, 11:52:02 pm
I would like to sign up. By the time I get on, I'll might understand the game.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 02, 2009, 11:53:39 pm
Also, Josh, you get 25 gold.  You went way over.  The spyglass alone is 1000gp.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 11:56:53 pm
Ouch, how do I determine how much everything costs?
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 02, 2009, 11:57:58 pm
Wait, I just found the table. Nevermind.
Title: Re: D&D on the Interwebs
Post by: Rashilul on October 03, 2009, 12:35:56 am
Question...what do I do with deities? Do I make up my own or are there official ones?
Title: Re: D&D on the Interwebs
Post by: theevilmonk on October 03, 2009, 12:39:24 am
I think my sheet is completed, i edited it too. Page 4
nm using him in emperors game
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 01:31:11 am
Looks good userpay, I'll double check that sheet sometime tomorrow, when I haven't been drinking.

There may be some confusion on how people are explaining sorcerers. You don't have access to every spell on the wizard spell list, you learn spells as you level up and you have access to every spell you know. You start with knowledge of four level 0 spells and two level 1. Every day you get five castings of any level 0 spell you know and four of any level 1 (to start with). Wizards, by contrast, have to prepare every spell specifically. Hope that makes sense. I never really realized how confusing this all is until I had to try to type it in a way that makes sense.

I am also arbitrarily deciding to allow the Create Jelly spell because, I don't know, jelly is delicious.

Whoops! Forgot to add you to the wait list theevilmonk. You're on there now though. Hope I didn't forget anyone else.
Title: Re: D&D on the Interwebs
Post by: Jack_Bread on October 03, 2009, 01:31:53 am
Question...what do I do with deities? Do I make up my own or are there official ones?
There are official ines, but they were not in WOTCs SRD, so you'd actually have to have the book,
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 01:56:45 am
Oh, have LeafSnail, CJ1145, chaoticjosh posted their availabilities? It's possible you have and I lost them in the already giant thread.

As for deities, yeah, I haven't planned that yet. I haven't really done a whole lot of "worldbuilding" for the setting yet, actually. We can use the default Players Handbook pantheon if someone can find it online, I can make a unique one tomorrow if anyone deems it important (it wouldn't be a big job), or I can just wing it like I'll be doing for most every thing else, since everyone seems so eager to just start and not let me plan anything.

Oh, and Neruz, please stop filling my thread with powergaming propaganda. In my opinion, a campaign based on the optimization of party damage is sort of completely missing the point. It's like playing a drinking game. You don't play to win, you play to get drunk.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 02:10:51 am
There's a substantial difference between building a character that can reasonably expect to be able to tackle an appropriate-CR encounter and powergaming. If you think you're a good enough DM to be able to adjust monsters and encounters properly to fit a poorly built party, then by all means go ahead, but i feel it's only fair to warn people that it is entirely possible to construct a character that quite simply cannot tackle appropriate CR encounters, even if CR didn't blatantly lie to the DM at times.

If i was filling it with powergaming propaganda then i would be telling everyone to play Human Clerics and Druids, as those are the only two class\race combos that deserve to be associated with 'powergaming.'
Title: Re: D&D on the Interwebs
Post by: Muz on October 03, 2009, 02:28:09 am
Heh, most of the time the game assumes a balanced party. I remember some talk about how the CR automatically assumes that there's a cleric or healing potions. If there's a barrel of healing water or something, it shouldn't be much of a problem XD
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 02:37:41 am
Alright, alright, fair enough. The massive stockpile of healing wands > divine healer trick always struck me as a tad powergamey though. Also the implication that tanks aren't worth having by mid levels. Just because they won't be the strongest character in the party shouldn't be a reason in itself to avoid them. I mean...why else would there be Bards? ::) Anyway, it's not something that a first time player should worry about.

And what about Human Wizard/Fighter dual classes? I seem to remember people coming up with some pretty outstanding munchkining with that combo.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 02:51:06 am
Heh, most of the time the game assumes a balanced party. I remember some talk about how the CR automatically assumes that there's a cleric or healing potions. If there's a barrel of healing water or something, it shouldn't be much of a problem XD

CR actually assumes very little, mostly because it doesn't work. Dragons for example are substantially more powerful than their CR would indicate, while Ogres are substantially less so.

The game does definitely assume there's a source of healing though, unfortunately appropriate CR encounters require substantially more healing than an appropriate CR Cleric can actually put out.

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The massive stockpile of healing wands > divine healer trick always struck me as a tad powergamey though

While less important at lower levels, it's actually neccessary in the higher levels. Cleric healing quite simply cannot keep up with monster damage output. The CO boards spent ages trying to make a healer class work, and it is possible, but it requires multiple splatbooks and a massive character investment, and the class isn't Cleric interestingly enough.

Clerics can spend early levels healing people in combat, mostly because in the early levels they'll be outclassed by the various fighter type classes, as they go higher in level and get access to better and better buffing spells however it becomes less and less useful for the Cleric to spend his actions healing and more useful for him to spend his actions beating the living shit out of things. And at around level 8ish monster damage output surpasses Cleric healing output, rendering in-combat healing nearly useless.

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Also the implication that tanks aren't worth having by mid levels. Just because they won't be the strongest character in the party shouldn't be a reason in itself to avoid them.

Not actually what i meant; what i meant is that as you go on you run into more and more magical beasties. By mid levels you're encountering monsters that can, with a wave of their hand, hit the entire party with save or suck spells. If you don't have somone who can counter those magics you're in deep shit. By higher levels the save or suck spells are replaced with save or die spells, and it becomes even more vital to keep magical protection everywhere.

An excellent example being one of the games i watched at RPGA aages ago, party of 5 level 14 characters, all fairly heavily optimised and cleaning house with the module, just wiping everything out. They were slaughtered to a man by a low-CR random encounter because the random encounter was a Demon and using fire magics, and they'd forgotten to put their Protection from Fire buff on. Two spells later the entire party was dead.

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I mean...why else would there be Bards?

No-one's really sure why there are Bards :P

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Anyway, it's not something that a first time player should worry about.

Very true. But it is something the DM needs to worry about unless he's planning on ending up with alot of corpses.

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And what about Human Wizard/Fighter dual classes? I seem to remember people coming up with some pretty outstanding munchkining with that combo.

That is a horrible multiclass combo. Sacrificing Wizard caster levels for Fighter levels? Unless you're talking a 1 or 2 level Fighter dip for extra feats, then that is a very good way to gimp yourself.


Oh, that is something new players should keep in mind; don't multiclass unless you know what you're doing, or you may well end up wondering why you can't hit anything and none of your spells seem to have any effect.
Title: Re: D&D on the Interwebs
Post by: RAM on October 03, 2009, 03:02:38 am
Meh, please put me on the waiting list, I will make up a character when I have some idea what the level will be, or maybe sooner if people yell at me or something. I might aim to be a duellist, it almost looks like it might be useful if they can reach a crazy high level and don't want to be more than a distraction...
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 03:04:16 am
Arhg so much to keep track of in this topic...

Josh, character looks very good, he'll help balance the party. You took flaws though, which are from a supplement, so I was not planning on using them. However, you just used them to take extra social skills and I've always been fond of flaw systems in RPGs, so I'll just allow it unless someone has a problem with that.

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Anyway, it's not something that a first time player should worry about.

Very true. But it is something the DM needs to worry about unless he's planning on ending up with alot of corpses.

Have you seen the size of the waiting list? There's plenty of cannon-fodder. Seriously though I agree, balancing should fall to the DM.

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And what about Human Wizard/Fighter dual classes? I seem to remember people coming up with some pretty outstanding munchkining with that combo.
That is a horrible multiclass combo. Sacrificing Wizard caster levels for Fighter levels? Unless you're talking a 1 or 2 level Fighter dip for extra feats, then that is a very good way to gimp yourself.

I know it sounds stupid, and this is based on a foggy memory from 5 years ago, but I think the wizard levels were mostly for self-buff spells to boost melee output. I just remember it was a massive abuse of various rules that resulted in a killing machine.

I'll add you to the list RAM.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 03:07:01 am
While i agree that there's plenty of cannon fodder, dying isn't fun, it's even less fun when you die and have to sit in a waiting list to come back. Dying because the system is hard and you accidentally screwed up without even knowing what you did wrong is so not fun it occasionally creates a black hole of antifun.


You'd be better off multiclassing Cleric for self-buff spells; Wizards don't really have any decent self-buff spells. Clerics get Righteous Might, Divine Rage and, if you get them to level 17, Miracle.

Off the top of my head the only Wizard self-buff spell i can think of is Mage Armor, which is completely invalidated by real armor.



I feel i should also add that alot of things look like they're abusive and munchkiny on the surface, but aren't.

The things you need to look out for are the ones that don't look abusive, like Natural Spell, the worlds most overpowered Feat ever and the single reason why the Druid as a class can replace the entire party at level 8.
Title: Re: D&D on the Interwebs
Post by: RAM on October 03, 2009, 03:08:49 am
Quickened true-strike + 2 handed power attack + alter self/polymorph sounds vaguely familiar...

Can people use extra WotC books if they have them?
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 03:11:02 am
Quickened true-strike + 2 handed power attack + alter self/polymorph sounds vaguely familiar...

Can people use extra WotC books if they have them?

Pfft, that's all physical attacks. Most high end monsters can negate physical attacks entirely.


Also the crux of that combo would be the Polymorph, a spell which was ludicrously overpowered until it was errataed, and is now only borderline broken as opposed to completely broken (certain feats and class combos can re-break it however.)


As an example: Wail of the Banshee, 9th level spell, kills 1 creature per caster level in a fairly wide radius (so a level 20 Wizard will kill 20 creatures) with a Fortitude save to negate.

Didn't even need any fancy feats. Oh, and the Wizard can probably cast that 2 - 3 times per day, or more if he's all buffed up. With the right application of feats and spells he can cast that 3 times per round, or just hit everyone with so many penalties that it's impossible to make the save.
Title: Re: D&D on the Interwebs
Post by: RAM on October 03, 2009, 03:18:19 am
Must...Resist...Urge...To powergame...
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 03:23:34 am
kinseti would need to define what he means by 'powergame' before you can resist the urge to do it :P

I know DM's who think that any character with stats that make sense is powergaming, and others who feel that nothing short of Pun-Pun is powergaming, and even he wouldn't be powergaming if the player can justify him.
Title: Re: D&D on the Interwebs
Post by: Rooster on October 03, 2009, 03:37:39 am
I'm sorry but I don't think my barbarian will be weak any time soon.

Craft and profession question from WAY there: Craft allows me to make delicious alcohol with a roll. Meaning I spend some gold and some time, and I get great alcohol wich I can drink myself or sell for even more than I have spent. Profession on the other hand is the ability to do a job. Which means I can hire myself as a brewer in a still and get a decent pay out. Untrainted people get 1silver a day. I can get much more than that by doing delicious alcohol. I can be a barman in a tavern. I know the drill and I will know on the spot when barman pissed into our beers. Noting powergamer would take, but a hilariously fun choice nonetheless
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 03:45:55 am
While i agree that there's plenty of cannon fodder, dying isn't fun, it's even less fun when you die and have to sit in a waiting list to come back. Dying because the system is hard and you accidentally screwed up without even knowing what you did wrong is so not fun it occasionally creates a black hole of antifun.

Eh, I'm so horrendously out of practice this thing is going to be a crapshoot anyway. I said so to begin with and people still seem excited so I'm just rolling with it. And I'll be starting somewhere with nice newbie-friendly plot hooks.

kinseti would need to define what he means by 'powergame' before you can resist the urge to do it :P

Hey, it's hard to define. And I'm tired. But when you prioritize maximum combat output over making a fun character, it looks like powergaming to me. If everyone is super-powerful the DM will just throw out higher CRs, it doesn't improve the game. If everyone has an original, engaging character however, it will improve the game. That is just my outlook. Some people love min/maxing. I don't like to pass judgment. But I stepped up as DM so that sort of has to be my job  :-[

Rooster knows what I'm talking about! Half-Orc alcoholics make the game way more fun than spending all those ranks in climb or some shit.

Can people use extra WotC books if they have them?

I am really trying to avoid adding supplements, as I'm not familiar with most of them. If I start letting stuff in the floodgate is down, and everybody is going to want their favourite unbalanced spell or esoteric prestige class. Or so my paranoid delusion goes.

Alright, I need sleep...
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 03:51:01 am
Hey, if we're going to arbitrarily allow "Make jelly" (and I support this, jelly is delicious) can we allow other cool stuff?  I was hoping for a Dopp, heh.

And I'm not sure about the whole "Wands of Healing" stuff.  It does seem a bit like powergaming, and it reminds me of that time when I went to fight a huge boss in Runescape with only a huge bag of purple sweets to heal with (explanation: purple sweets were stackable and healed you slightly.  Powergaming taking to the max).  And I might still be useful for healing between encounters, I guess.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 03:54:35 am
I'm sorry but I don't think my barbarian will be weak any time soon.

Craft and profession question from WAY there: Craft allows me to make delicious alcohol with a roll. Meaning I spend some gold and some time, and I get great alcohol wich I can drink myself or sell for even more than I have spent. Profession on the other hand is the ability to do a job. Which means I can hire myself as a brewer in a still and get a decent pay out. Untrainted people get 1silver a day. I can get much more than that by doing delicious alcohol. I can be a barman in a tavern. I know the drill and I will know on the spot when barman pissed into our beers. Noting powergamer would take, but a hilariously fun choice nonetheless

Actually Craft and Profession are key powergamer skills, as they allow you to generate wealth for free and break the economy in half.

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Hey, it's hard to define. And I'm tired. But when you prioritize maximum combat output over making a fun character, it looks like powergaming to me.

Here's the fun question; What if a character that is very good in combat is a fun character for the player in question? :P

Addendum to that by the way; It is possible to create a character that is both effective in combat and interesting to play outside of combat. I know this sounds like a bit of an alien concept to most old hats, but it's doable.

With the Half Orc barbarian for example; Barbarians get so few skill points they can freely blow them on whatever they like anyway, simply due to the fact that they can never be expected to use their skills for anything useful due to not having any to begin with.

Quote
I was hoping for a Dopp, heh.

You mean a Doppelganger as a race choice? You realise those come with an ECL of 8?


You'll find you're not very useful for healing between encounters either; you'll run out of spell slots long before your party members run out of wounds for you to heal. That's why scrolls and wands are in the game to begin with; once you're into the midgame you can't do jack with the tiny handful of spells per day you get naturally.
Title: Re: D&D on the Interwebs
Post by: Rooster on October 03, 2009, 04:03:10 am
I'm not going to destroy the economy. I'll brew booze just to get drunk before combat.

EDIT: I just realised something. You can't destroy the economy with craft skill. Firstly there's something like taxes. And of course you need a place to stay and I doubt the tavern is chep enough to get anything out of craft skill. And you have to eat and drink. More coins go away. Then you create an item for what? Half the price? Than sell it for no profit? I don't know with what DM you have played, but a few DM I know would always find answers to power gamers
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 04:13:49 am
Any DM can find answers to people trying to break the system, that's a given, it's also why the majority of extreme optimisation remains theoretical (like Pun-Pun).

As written however, it is trivial for a PC to get a craft skill like Sculpting high enough to reliably create products that can be sold for more money than was required to pay for the raw materials, often substantially more. One of the theoretical optimisation threads showed how a high int level 4 Wizard could quite easily end up with well over ten million gold after less than a year of work by taking advantage of craft and profession skills.


Food and drink? Everlasting provisions, easy as pie. Place to live? Portable hole, live wherever you feel like. Taxes? Don't live in a kingdom, don't pay taxes (there aren't even rules for taxes anyway, so you're entering homebrew territory there, and once you enter homebrew territory all bets are off.)
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 04:20:17 am
Argh, yet another acronym I have no idea of which trips me up.  I suppose you can't have a level -7 character :P.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 05:24:29 am
In a word, no.

ECL is Effective Character Level. Because the Devs don't want people playing monster races and they don't have the time or money to do all the numbers involving monster races, but would like to give people the illusion of being able to do so, they gave the playable monster races arbitrarily large level adjustments and useless levels in worthless 'classes' like Monsterous Humanoid, the end result being that most monster races are entirely unplayable either due to being far too specialised, far too broken or far too sucky. And the right combos of feats and classes can often turn a sucky monster race into a totally broken monster race (any at-will Shapeshifter + Warshaper is silly.)


If you want a Doppelgangeresque character though, Changelings from Eberron are ECL0. You don't get any nice stat boosts, but instead you get the Shapeshifter subtype (which allows you to pick the Transformation Cleric domain, a very good domain) and the ability to change your physical features (not clothes) to mimic other people, as well as a handful of useful skill boosts.

Not a hugely optimised race, but potentially good fun in a diplomatic game, and with some good racials.
Title: Re: D&D on the Interwebs
Post by: userpay on October 03, 2009, 08:21:48 am
Okay just a note I won't be avalible till sunday night and technacally won't beable to play more than an hour or so till about 12:00 on monday after classes so if it starts before I get back feel free to bump me to the waiting list.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 08:30:27 am
I made some alterations to my character's equipment, so he isn't accidentally pimped out.

Spoiler (click to show/hide)

If I'm under the allowed, just say I gave the rest to charity or something.
Title: Re: D&D on the Interwebs
Post by: userpay on October 03, 2009, 08:31:39 am
I made some alterations to my character's equipment, so he isn't accidentally pimped out.

Spoiler (click to show/hide)

If I'm under the allowed, just say I gave the rest to charity or something.
Oi were gonna need whatevers left over, thats why I still have a few gold left.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 08:33:23 am
Oh ok.

I'll try to read up some more I guess.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 09:10:20 am
Monster PCs are for unique snowflakes anyway.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 09:24:01 am
Also, I forgot to say thanks Kinseti for explaining that for me.
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 03, 2009, 09:26:28 am
Unique suicidal idiots, maybe.

I'm good for about any time on weekends, although I cannot go to school right now and mother seems to have forgotten that there is a difference between sleeping rest and not doing so much damned work rest. I live in Ohio, so whatever time zone that is.

Also, I have a question: Do we have a wizard yet? If we do I'll stick to my fighter, but if we don't I'll be happy to go back to Richard. I don't think I've deleted his sheet yet...
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 09:40:19 am
Ohio is GMT-5.  What part?
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 03, 2009, 09:46:00 am
You wouldn't know the town, so I'll just say Dayton.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 09:49:39 am
I live around a half hour from Cincinnatti.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 09:52:58 am
I'm in GMT+0.  Hmm... I'll be on most evenings and most weekends.

And I kinda like the idea of Changeling, but I think I'll stick to my more simple cleric, even if he will suck at healing.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 03, 2009, 10:02:43 am
I'm available the same times as leafsnail.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 10:10:13 am
I'm available at the same time as CJ.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 10:20:03 am
Oh, and by the way, I'm not familiar with Gametable.  How does it work?  All I've really done with it so far is drag pogs (wow, tarasque is huge!) around randomly and rolled a few d20s.  I suppose Kinseti will be setting up the maps, but I'm not entirely sure how we would go about controlling stuff.  Oh, and we will be allowed to chat in Gametable?  Just I can see myself getting rather confused if we can't :P.

Oh, and I've also found the programme has no problem with me rolling a 9001 sided dice.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 10:21:49 am
Yeah, you can chat.  Right-clicking the pogs allows you to set its name, and you can add attributes to it to keep track of health, ammo, and the like.  The GM can go in ahead of time and set up a private map that only he can see, and then he can publish parts of it with a simple interface.  It's really the best.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 10:25:55 am
Ah, I think I see now.  So you can set something's health, ammo, and so on with the attribute option.  By the way, I know it's something basic, but I haven't been able to find the answer anywhere - what does the manual mean when it refers to amounts of time?  So, for instance, when it says I have to spend one hour praying every day.  Is this real time, or does each turn last a specific amount of time?  Are we allowed to make our turns last longer or will I have to spend turn after turn praying?  Just a bit confusing, is all.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 10:32:35 am
Stuff like that you would usually just assume you do.  Unless you're spending 24 hours straight doing something involved, stuff like that just falls into the background.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 11:39:38 am
How long does each turn last, in game time?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 11:46:11 am
Six seconds.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 11:51:28 am
Do I have to pick clothes out of my equipment? I have a sneaking suspicion I have all the tools I need, but I'm naked.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 03, 2009, 11:52:33 am
It's assumed you have them already.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 11:54:42 am
Six seconds.
So I need to pray for 600 turns when the game starts?
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 11:55:34 am
Six seconds.
So I need to pray for 600 turns when the game starts?

Why would you need to do that?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 11:56:06 am
No.  A cleric's rituals, spell memorization, eating, and the like are usually things that happen "offstage" so to speak.

Turns are only counted when something is going on where you have to keep explicit time(combat, chases, and the like)
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 12:12:09 pm
Ah, ok, got it now.  So we basically only take turns when we're doing something interesting, and when we're just walking around or resting I suppose we don't start taking turns again till something else interesting happens.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 12:13:47 pm
Yeah.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 12:39:30 pm
Yeah, a set of clothing is always assumed. For some reason.

Yeah, you can chat.  Right-clicking the pogs allows you to set its name, and you can add attributes to it to keep track of health, ammo, and the like.  The GM can go in ahead of time and set up a private map that only he can see, and then he can publish parts of it with a simple interface.  It's really the best.

Ah yes, gametable. I think I understand it, but is there a proper tutorial?
I know, it's pretty simple and I probably don't need it, and I figured out the important stuff like the private map bits on my own. I was just wondering about how some things worked. Can other players draw on the public map, or just the host? Can they move pogs? Is there any way to do multiple Z-levels (besides just sticking them on different maps or beside each other)? Is the dice macro list global or personal? I just figure I should get this all straight beforehand.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 12:41:33 pm
As far as I know there are no Z-levels.  I would just put the levels next to each other on the grid, and move the pogs between them.  Anyone can do anything except see another player's private map.  GM is an arbitrary title assigned and enforced by the players.  The dice macro list is personal.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 12:41:57 pm
Yeah, that was what I was thinking about pogs.  I suppose it's supposed to be like the boardgame only online, so I guess you'll just "publish" the private parts of the map when we arrive in the appropriate areas.  If the dice macro list is personal rather than global, I may be a bit slow rolling, since I'll probably forget which dice I'm supposed to be rolling for some actions.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 12:42:56 pm
You should host a server, Kinseti, so we can all get acquainted with commands and stuff.

Also, if you want to make your own pogs for monsters and the like, I can tell you, but it takes a while.
Title: Re: D&D on the Interwebs
Post by: Rooster on October 03, 2009, 01:10:19 pm
Yeah, I just downloaded Gametable and I don't know much.
How do I join a game?
There are some numbers and stuff in the join command but I don't get the most of it
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 01:14:34 pm
Until Kinseti hosts one, I'll put mine up.

IP Address:  71.79.38.67
Password: 40k
Port: 6812
Title: Re: D&D on the Interwebs
Post by: Rooster on October 03, 2009, 01:31:55 pm
For some reason it gives me a "disconnected" at the bottom of the screen
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 01:32:40 pm
Yeah, my ports probably aren't set up right.  Eh.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 01:34:39 pm
I'm getting a Failed to Connect message. Anyway, I'll try hosting one.

IP : 96.54.19.144
Port : 6812
No Password
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 01:40:11 pm
Failed to connect, you have to open the port.

Now I'm confused, because I'm not on a router, why is mine not working?
Title: Re: D&D on the Interwebs
Post by: Rooster on October 03, 2009, 01:41:51 pm
Damn, for some reason when I try to join my gametable stops for a while and then resumes like nothing happened.
Damn.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 01:42:44 pm
Can you explain what that is so we're all on the same page?
Title: Re: D&D on the Interwebs
Post by: Rooster on October 03, 2009, 01:45:11 pm
Pretty much explained earlier. We're trying to make it work so we can play the game
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 01:46:16 pm
Let me see if this works.

Try joining this:

IP 71.79.38.67
Password 123
Port 6812
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 01:46:26 pm
No, I mean ports. What's a port?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 01:48:49 pm
I got my server to work by turning on my firewall.

If Kinseti can't get his to work we can use mine.  He'll still be the GM, the host gets no special privileges.
Title: Re: D&D on the Interwebs
Post by: Akigagak on October 03, 2009, 01:51:57 pm
Can I join just to watch?
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 01:54:43 pm
Hmm, gametable works fine on my other computer but doesn't work on this one, as I'm only a Limited User.  I downloaded and extracted it fine, but when I click the icon nothing happens.  It's kinda weird.  Maybe I'll try to make this account admin.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 01:56:10 pm
I can connect to Cthulhu just fine.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 03:04:50 pm
Alright, gametable seems easy and freeform and good.

Looking at everyones schedule, I think we can get the first session together Tuesday:
1:00 PM for userpay and I
4:00 PM for Cthulhu, CJ, and (I think) josh
9:00 PM for Leafsnail
10:00 PM for Rooster

Would this work for everyone? With my understanding of the schedule we could even give or take an hour, it just might be hard for me to get on right at noon, I have stuff that morning. So let me know if that works guys.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 03:08:25 pm
4 should be good for me.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 03, 2009, 03:11:05 pm
That should work for me, most definitely.

If anything unexpected comes up, I'll be sure to post here and to say I won't be there.

How will we get more pogs by the way?
Title: Re: D&D on the Interwebs
Post by: Rashilul on October 03, 2009, 03:12:21 pm
Can I watch? That would help me quite a lot.
Title: Re: D&D on the Interwebs
Post by: CJ1145 on October 03, 2009, 03:22:41 pm
Time works for me.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 03:37:52 pm
9 on Tuesday sounds absolutely fine.  Lookin' forward to it.
Title: Re: D&D on the Interwebs
Post by: Rooster on October 03, 2009, 03:39:11 pm
This forum is +6 for me, so it'll be 4 pm for this forum. Kay works for me.
Well, if my gametable joined correctly. For some reason when I try to join nothing happens  >:( What am I doing wrong?
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 03:41:21 pm
The server's not up, that might be part of it.
Title: Re: D&D on the Interwebs
Post by: Rooster on October 03, 2009, 04:13:49 pm
Sigh. Nevermind. We'll see if the problem will still be there when the game starts
Title: Re: D&D on the Interwebs
Post by: Dakk on October 03, 2009, 04:30:00 pm
Alrighty then, be sure to post some logs as the game goes on, I wanna laugh at Rooster's  barbarian when it rolls a natural 0 and ends up decapitating himself.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 04:38:07 pm
What would I do if I tried to heal and got a natural 0?  Accidentally use "Super flame cannon deluxe V" on my own arm?
Title: Re: D&D on the Interwebs
Post by: Rashilul on October 03, 2009, 04:39:33 pm
Inflict (insert) wounds?
Title: Re: D&D on the Interwebs
Post by: Dakk on October 03, 2009, 04:42:10 pm
What would I do if I tried to heal and got a natural 0?  Accidentally use "Super flame cannon deluxe V" on my own arm?

Your spell would probably turn into negative energy and cause you to cast (like rashiful said) inflict (minor, serious, etc) on whoever you were trying to heal.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 04:43:49 pm
So could I try using an inflict spell on a team mate in the hope of rolling a 0 and "accidentally" healing them :P?
Title: Re: D&D on the Interwebs
Post by: Dakk on October 03, 2009, 04:52:44 pm
Probably, but it depends on the GM most of the times. A natural zero means you epically failed at anything you were doing. A natural 0 at casting a fireball could cause it to explode in your face, set you on fire, cause your arm to explode, etc.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 04:53:55 pm
Yeah.  I suppose like a 1 in RTD :P.  I seem to remember playing a parody game of D&D and accidentally neutering my team mate when trying to remove a biting squirrel from his groin.  That game was... weird.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 04:57:03 pm
You can't roll a natural zero, and as far as I know you don't need to make any checks to cast a spell unless it's specified in the spell description.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 03, 2009, 04:58:38 pm
You don't roll to hit when casting a heal spell, unless you're trying to heal someone who doesn't want you to touch them (revive kills zombie!). You only roll for the amount you heal. If you rolled a one on a heal spell you would just heal the minimum amount of damage. There are no crits when rolling damage (or in this case, reverse damage), only when rolling to hit.

You can roll a critical fail on the Heal skill though, which would be first aid so terrible it makes the wound worse.

Also there's no "natural 0" on a die. Those suckers start at 1. ;)

STOP. NINJA'ING. ME.
Title: Re: D&D on the Interwebs
Post by: Dakk on October 03, 2009, 05:03:18 pm
D'awww I'm justs so used to say natural 0 in RPs, everyone aways used it.

Can't wait for me turn, I nevr played a monk before, I wanna try stunning fist on someone, and of course, quivering first/palm thing, but thats a 15th level feat  :'(
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 05:04:04 pm
Oh yeah, I was hoping for zombies so I could start being a damage dealer :P.  Considering the vaguely DF setting, it's not impossible.
Title: Re: D&D on the Interwebs
Post by: Rashilul on October 03, 2009, 05:06:33 pm
Don't clerics get inflict wounds anyway?
Title: Re: D&D on the Interwebs
Post by: Dakk on October 03, 2009, 05:23:50 pm
Evil ones do, not sure if all clerigs can use it.
Title: Re: D&D on the Interwebs
Post by: Leafsnail on October 03, 2009, 05:25:25 pm
Sorry, I'm a goody two shoes cleric, so can't perform evil acts like that.
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 05:34:43 pm
I'm pretty sure good clerics get Inflict spells, they just can't spontaneously cast them.
Title: Re: D&D on the Interwebs
Post by: alfie275 on October 03, 2009, 05:42:54 pm
Add me to wating list.
Title: Re: D&D on the Interwebs
Post by: Jervous on October 03, 2009, 05:59:27 pm
Put me higher in the waiting list and you can join the Leechmen Football team <3
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 08:17:27 pm
I'm pretty sure good clerics get Inflict spells, they just can't spontaneously cast them.

Correct, they can prepare them from their list, but they spontaneously turn spells into Cure spells, not Inflict spells. Evil clerics spontaneously cast Inflict spells.
Title: Re: D&D on the Interwebs
Post by: RAM on October 03, 2009, 08:44:03 pm
If I recall correctly you cannot spontaneously convert your domain spell slot, hmmm, I reccomend that you read through the domain stuff twice...
Title: Re: D&D on the Interwebs
Post by: Jack_Bread on October 03, 2009, 08:52:36 pm
I'd like to drop out of this game, please.
Title: Re: D&D on the Interwebs
Post by: Vester on October 03, 2009, 09:06:25 pm
Sorry, I'm a goody two shoes cleric, so can't perform evil acts like that.

You could RP it as being horrified at the thought of inflicting pain... :D
Title: Re: D&D on the Interwebs
Post by: Neruz on October 03, 2009, 09:40:12 pm
If I recall correctly you cannot spontaneously convert your domain spell slot, hmmm, I reccomend that you read through the domain stuff twice...

Also correct, Domain spell slots are special.

You can take a variant to sacrifice the ability to spontainiously cast cure\inflict spells to spontainiously cast spells from one of your domains instead. Personally i find it more useful (especially if one of your domains is Transformation or Magic. Identify for free? YES PLEAS!)
Title: Re: D&D on the Interwebs
Post by: Cthulhu on October 03, 2009, 10:04:37 pm
Spontaneous Flame Strike.

Don't mind me, Sorcerer, just stealing your job.
Title: Re: D&D on the Interwebs
Post by: Rashilul on October 03, 2009, 10:56:31 pm
Spoiler: My character (click to show/hide)
For if it ever gets around to me.
Title: Re: D&D on the Interwebs
Post by: Enzo on October 04, 2009, 12:16:04 am
Spoiler:My character

Is that your subtle way of saying I forgot to add you to the waiting list? Sorry! Not on purpose! I think you got lost in the shuffle when I went to sleep and woke up with several pages of new posts. You're in now, in the right spot. And alfie's on the list and jack's off. Err...that didn't come out right. :-\

I also made a hastily envisioned map and the worlds most unoriginal pantheon, they're on the second post there. Mostly just did them so I had something concrete beyond "generic fantasy world" when thinking about the campaign, but no good reason to not post them. I guess the deity bit is slightly relevant to leafsnails character. Lune or Shade could probably swing the Healing + Good domains.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Dakk on October 04, 2009, 12:30:58 am
Oh yea, regarding availiability, I have a rather crazy schedule, but I'm free 90% of the time from (new york time) 12am to 3pm on weekdays (college, nothing i can do about it), but I tend to get on later aswell. I cannot be 100% sure of my weekend schedule, but I'm almost aways on from 8pm till midnight.
Yea I know my monk will have to end up being controlled by someone at times when I actualy get in, unless I get in on the week after this one, which should be 100% college free  ;D

Basically:
GM -03:00
Weekdays: 13:30 to 17:00 and (half of the time) from 23:00 to 01:00
Weekends: Can't define.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 04, 2009, 12:33:39 am
I highly reccomend that somone play an Anthropomorphic Squid for the lols. :D
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Dakk on October 04, 2009, 12:35:48 am
No Illithid psions, pl0x.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 04, 2009, 01:20:14 am
Pfft, Illithid ECL is too high to be useful. There's a prestige class that turns you into an Illithid, that's the way to go.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Jack_Bread on October 04, 2009, 01:21:55 am
Pfft, Illithid ECL is too high to be useful. There's a prestige class that turns you into an Illithid, that's the way to go.
Isn't that in the psionic supplement book? :\
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rashilul on October 04, 2009, 01:26:14 am
If anyone's going to be an Illithid, it's Cthulhu.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 04, 2009, 01:31:10 am
Pfft, Illithid ECL is too high to be useful. There's a prestige class that turns you into an Illithid, that's the way to go.
Isn't that in the psionic supplement book? :\

It's one of the suppliments, i don't remember which.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Dakk on October 04, 2009, 01:45:04 am
http://www.myth-weavers.com/sheetview.php?sheetid=157883 (http://www.myth-weavers.com/sheetview.php?sheetid=157883)

Here be dakk.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rooster on October 04, 2009, 03:43:11 am
Regarding world: I personally love Forgotten realms. I have my lore too. Netheril was a fun setting.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Jack_Bread on October 04, 2009, 03:48:19 am
http://www.myth-weavers.com/sheetview.php?sheetid=157883 (http://www.myth-weavers.com/sheetview.php?sheetid=157883)

Here be dakk.
You didn't fill in the info for your weapon.

EDIT: Also your possessions' weight.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rooster on October 04, 2009, 05:50:14 am
http://www.myth-weavers.com/sheetview.php?sheetid=157680 (http://www.myth-weavers.com/sheetview.php?sheetid=157680)

I have some logical problems with this sheet. first of all my old "sheet" included speed bonuses to jump skill making it effectively a +8 ability, second profession is a cross-class ability right? I had to make it right manually on this sheet. I also added in "friends" his family heritage, please read about his grandfather Thoril. Also added his personality.
Damn I can't find a half-orc with a beard. If I could I would make it my char image

Down: Done!
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Jack_Bread on October 04, 2009, 05:53:21 am
You have to make the sheet public, Rooster. You can do that by pressing the eye icon next to the character name.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 08:14:05 am
I don't like how Forgotten Realms railroads you into picking a deity (That's not to say I'm one of those stuck-up atheists who refuses to worship a deity in-game because it conflicts with my real-life beliefs and I'm a terrible roleplayer, good lord that's not it).  I just don't like having things forced on me like that.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 08:16:35 am
I thought it would be fun to RP an atheist cleric, demonstrating that the mystical powers which clerics associate with their false gods are actually innate in human beings :P.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 08:20:00 am
Except that would make you a sorcerer.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 08:22:38 am
No it isn't!  An atheist can be a cleric if he wants to be!  That's religious discrimination otherwise :P.

I actually didn't pick a god for my character since I didn't know if we were going to have DF style gods or not.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: RAM on October 04, 2009, 09:31:49 am
Darksun! Kreen! Darksun! Kreen! Darksun darksun darksun! Kreen kreen kreen!
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 10:20:51 am
No it isn't!  An atheist can be a cleric if he wants to be!  That's religious discrimination otherwise :P.

I actually didn't pick a god for my character since I didn't know if we were going to have DF style gods or not.

You could be a cleric of a Cause, actually. Like... righteousness?

Or a cleric of atheism. That would be cool. In which case the goal of your order would be to displace or destroy the gods.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 10:25:30 am
Exactly!  Now I just need to practise my Cthulu Punching skills.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 10:30:14 am
You'd probably have to be True Neutral or something, though. You'll be after the good gods and the bad gods.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 10:45:14 am
I thought clerics had to get all their powers FROM gods...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Akigagak on October 04, 2009, 10:47:38 am
That's the point, he's trying to prove clerics don't need the gods, they just think they do.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 10:50:33 am
I thought clerics had to get all their powers FROM gods...

They get their powers from something, but not always a god.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 10:53:09 am
I thought clerics had to get all their powers FROM gods...

They get their powers from something, but not always a god.

Then wouldn't that make them a warlock?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 10:53:49 am
I guess I'll take Dorfl from the Discworld series as my RPing inspiration.  Then again, he needed to be fireproof to protect himself from the lightning strikes.

And no, I wouldn't be a warlock.  I'm still drawing my powers from belief in a cause, just the cause happens to be atheism :P.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 10:59:14 am
I thought clerics had to get all their powers FROM gods...

They get their powers from something, but not always a god.

Then wouldn't that make them a warlock?

Nope. Belief is what matters for Clerics, so if apparently they believe hard enough, it happens.

(http://x61.xanga.com/d5fd760269132118967114/z85517068.gif)

I've been waiting for an excuse to post that.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 11:04:47 am
I really thought you were gonna go for Banjo the clown god for a second.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 11:08:24 am
Couldn't find a decent image on the first google page, so I went with Athe instead.

Athe would be an interesting god/goddess. Probably cutting him or herself all the time to symbolize the self-destructive nature of her creed's purpose - which is to destroy all creeds.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 11:10:38 am
Woah. That's like, symbolic and stuff.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 11:14:55 am
Ok, so I'm worshipping an emo abstraction?  Fair enough.  Anyway, I'm Lawful Good rather than Evil since I want to end the oppression of the gods and religions.  So from my point of view I'm good.  Or something like that.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: RAM on October 04, 2009, 11:40:25 am
I am pretty sure that the PHB mentions the possibility of a cleric worshipping an alignment, or was that just paladins? I think that Forgotten realms is special because it forces all clerics to have a god...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 11:45:09 am
I don't know!  This discussion only started because I forgot the choose a deity in character creation :P.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 11:46:25 am
Yes, you can be a cleric of Good, or of Evil, or of... Neutral? That sounds silly. Maybe a Cleric of Balance?

I still like the "Cleric of Athe" idea, but that requires an insert into a pantheon that is as yet unknown.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 11:50:08 am
I dunno, it could just be an RP thing with no effect on the game.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 11:54:01 am
since I want to end the oppression of the gods and religions.

I assume you mean that in a less than literal way since, if you wanted to end the oppression of the gods, you would believe in gods, and therefore not be atheist. If you want to fight atrocities committed in the name of gods, that would make sense.
Except clerics draw their powers from their beliefs and atheism is defined by what you don't believe...you would still have to be drawing your power from something. I don't know. If you come up with a decent character history explaining it I'll allow it.

I dunno, it could just be an RP thing with no effect on the game.

RP stuff affects the game because it affects your characters decisions. But yeah, it's just an RP thing.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 11:57:18 am
One decent character history comin' right up.

And since gods definately do exist in D&D, it would be more of a Discworld style atheist - the one who knows they exist but denies them support or worship.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: RAM on October 04, 2009, 11:58:01 am
Hmmmm, sounds like someone might have an RP excuse to take Ur-Priest...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 12:04:50 pm
Hey Kinseti, do I have to write a better backstory for my character? I didn't really put alot of thought into it.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 12:11:35 pm
And since gods definately do exist in D&D, it would be more of a Discworld style atheist - the one who knows they exist but denies them support or worship.

Except that your average person in D&D-land hasn't had any more contact with a god than I have. Of course, they probably have seen a cleric heal someone with divine powers :P You could believe that it all has a scientific explanation, I guess. "FOR SCIENCE!"

Hey Kinseti, do I have to write a better backstory for my character? I didn't really put alot of thought into it.

Well, you don't have to. You can just sort of make it up as you play. I just wanted to know exactly how that atheist cleric business is going to work, since it's sort of integral to a cleric character. Sorcerers, however, are allowed to be mysterious.

Oh, I'll try to make leafsnail and josh a MythWeavers character sheet today, since it'd probably be too confusing to do yourselves. Hopefully CJ will do his own.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 12:27:25 pm
Oh, I'll try to make leafsnail and josh a MythWeavers character sheet today, since it'd probably be too confusing to do yourselves. Hopefully CJ will do his own.

Thanks Kinseti. I took a look at the Mythweavers thing, and I immediately thought "wow, this looks confusing".
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 12:27:58 pm
Spoiler (click to show/hide)

And that's the story.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Akigagak on October 04, 2009, 12:30:37 pm
Dude...

Wait, they killed halflings?
Dicks.

I'd write something more in-depth, but I suck.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 12:33:51 pm
Clerics of Pelor did whatnow?

That kind of atrocity would require Atonement.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 12:35:22 pm
Ok, so I'm worshipping an emo abstraction?  Fair enough.  Anyway, I'm Lawful Good rather than Evil since I want to end the oppression of the gods and religions.  So from my point of view I'm good.  Or something like that.

In OoTS, the Paladin whose name escapes me thought she was doing good by killing the city's ruler, but she still got robbed of her powers. Just think about that for a minute, and decide if your own perspective matters alignment-wise AT ALL. For example, maybe I think I'm Chaotic Good because I'm defeating an evil emperor by raping, then killing every man, woman and child in his kingdom; without his citizens, he has no empire. So I'm doing good, right? WRONG.

And kinseti, do I just take my character sheet and copy the info on the Mythweavers thing?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 12:36:34 pm
Yeah, the axis just does not work that way. Black and white morality, remember?

EDIT: Her name was Miko.

Also, Yondalla and Pelor are on the same side of the fence, I think.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 12:54:26 pm
That's why I hate the alignment system.  I almost think it should be switched to Nethack's alignment system, just lawful and chaotic.  Those are concrete enough to work.  Good and evil are too subjective.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 12:54:59 pm
But all fantasy gods hate unbelievers, right?  Besides, Lefsor doesn't harm people (uh, much), he prefers to convert them.  Sortof.

Actually, the whole "Good vs. Evil" is extremely subjective.  I mean, since he heals people and stuff rather than randomly inflicting pain, that would automatically make him good, according the the D&D rulebook, even if he's doing it for evil purposes.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 12:56:25 pm
And kinseti, do I just take my character sheet and copy the info on the Mythweavers thing?

Yup.

Looking at userpays character sheet, he did equipment wrong.
100 cp = 10 sp = 1 gp, not 10000 cp = 100 sp = 1 gp
Trail rations weigh 1 lb not 10 lb, and he'd have 4 gp, 1 sp, 8 cp left over. I was really hoping I wouldn't have to check all this stuff for the people who already knew how to play.

Oh, and Josh should come up with a spell list and Leafsnail should think about what spells he wants prepared for the first day.

And yeah, the alignment system doesn't make sense. Especially the concept of "always chaotic evil" races, but let's not even open that door...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 12:57:18 pm
So, sorry for the curveball, but I've decided to go with Richard (http://www.myth-weavers.com/sheetview.php?sheetid=157352) for my character. I swear this is my final choice. Seriously.

Also, you may notice a whole lot of question marks. Those are areas I do not understand how to fill in. Please assist me with that, as I have no idea.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 01:04:15 pm
Oh good. We have a lawful good cleric and a chaotic evil necromancer on the same team. Now my day is complete.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 01:05:13 pm
But all fantasy gods hate unbelievers, right?  Besides, Lefsor doesn't harm people (uh, much), he prefers to convert them.  Sortof.

Actually, the whole "Good vs. Evil" is extremely subjective.  I mean, since he heals people and stuff rather than randomly inflicting pain, that would automatically make him good, according the the D&D rulebook, even if he's doing it for evil purposes.

It should. But the ones who define what's good and evil are the gods, and they like smiting.

Hey kinseti, are you going to go with a morality system that allows for more grey areas?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 01:18:58 pm
Hey kinseti, are you going to go with a morality system that allows for more grey areas?

How do you mean? So many powers in the game are based off alignment you sort of have to assign arbitrary alignments to everything. I'm not a big fan of that part, I'm all for gray-area morality, but it's a bit necessary as I understand it.

And the Richard/Lefsor thing...ugh. The only two ways that could pan out would be constant infighting or never being in character.
"I vote we take the mayors offer and help defend the city!"
"I VOTE WE KILL MAYOR. RAISE CORPSE. BURN CITY TO GROUND."
I won't make you change but...yeah.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 01:20:58 pm
Kinseti I know you're there, would you mind helping answer my questions? For simplicity, I shall list them.

1. Nonlethal Damage, Hit Dice, and Damage Reduction. Where do I figure out how to fill these in?

2. Spells and Powers: Do I fill this out, or can I just prepare any spell that isn't restricted to me each day?

3. Spell Saves. What are these, how do I fill them out?

And also, don't forget that I am a selfish bastard. If the reward is good, I might do the quest given. I might kill them after we've gotten the reward, but most likely not.

Unless the reward sucks.

The point is, I'll try to stay in character without ruining the experience. I made Richard for the comedy of the situations he would create, not cause mass mayhem wherever I go.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rashilul on October 04, 2009, 01:22:47 pm
For example, maybe I think I'm Chaotic Good because I'm defeating an evil emperor by raping, then killing every man, woman and child in his kingdom; without his citizens, he has no empire. So I'm doing good, right? WRONG.
The men and children too? You're right, that's just wrong.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 01:34:59 pm
Well...OK. As long as you're not going to use Chaotic Evil as an excuse to disrupt the adventure at every opportunity (I've had it happen. The kill the mayor thing was real.)

Nonlethal Damage = 0, you haven't accumulated any yet.
Hit dice = 4, for Wizards.
Damage Reduction = 0

Spells and Powers:
Quote from: wiki
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

So, basically, choose 6 first level spells for richards spellbook, and prepare three 0-level and two 1st-level that you'll be able to cast the first day.

Spell Saves is where you list your # of spells per day (3 0-level and 1+1 1st-level for now) and the Difficulty Class to resist them. I believe your spell save DC is 10+lvl of spell+relevant stat bonus. So 13 for 0 level spells and 14 for 1st level.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 01:46:51 pm
Ok, I fixed everything according to your answers, and since I'm not sure where to put them my list of 1st level spells are listed in the Other Notes section.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 01:53:26 pm
So, the difference between sorcerers and wizards is that Wizards can learn alot of spells, but can only prepare a few each day, and have fewer uses per day, while a sorcerer can use more spells per day, and has more uses, but once he chooses them, he can't switch them up?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rooster on October 04, 2009, 01:56:37 pm
So I assume my new sheet is all goody?
Anyone ever played ADOM? Of course you have.
There was only chaos and law. And no side was white or black.
In my opinion Leafsnail shoulb be allowed a lawful good atheist cleric.
Let's say for a moment that Pelor is a murderous god like in his story.
Maybe he got his powers from nature, or sun.
Maybe from positive energy plane entity or whatever.
How Richard and Leafsnails's character could cooperate?
The way Richard and Cale'anon do. Richard does all the random killing under the leadership of a goody doer. In the newest comics Richard even saves Cale from death.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 02:08:04 pm
Ok, I fixed everything according to your answers, and since I'm not sure where to put them my list of 1st level spells are listed in the Other Notes section.

Under spells per day, you should have have 3 level 0 spells and 1+1 Bonus 1st Level spells, not 4 and 3. The spells in your book go under Spells and Powers, the #Cast/Mem is for how many of each you've prepared for the day. You shouldn't need to put every level 0 spell in there, just the ones you want to prepare.

So, the difference between sorcerers and wizards is that Wizards can learn alot of spells, but can only prepare a few each day, and have fewer uses per day, while a sorcerer can use more spells per day, and has more uses, but once he chooses them, he can't switch them up?

That's about it, yeah. Sorcerers are easier for beginners because they don't have to prepare their spells carefully every day.
I'm pretty much done your sheet too. (http://www.myth-weavers.com/sheetview.php?sheetid=157941) I think I mostly just need those spells. 4 level-0 and 2 level-1. Heh, you're going to have to be pretty careful josh, with no armour and 3 HP...

Oh, and I've arbitrarily decided to give casters their spell component pouch for free, since Richard forgot to bring one and Jodhu went a couple copper pieces over 25 gp.

And yeah Rooster, Leafsnails getting his LG Atheist Cleric and your sheet for Gurk looks perfect.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 02:13:50 pm
Can I change my familiar from a bat to a snake?

I'm picking out my spells right now.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Humaan on October 04, 2009, 02:17:41 pm
...

For the people complaining about alignment: the Good vs. Evil arc can truly be questionable ALWAYS. A thing is: people never commit their cause for "Evil", because what they are doing they think is Good. Likewise, is slaugtering creatures that you HAPPEN to wander into their home truly justified if they are "Evil"?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 02:20:03 pm
Ok, I fixed everything according to your answers, and since I'm not sure where to put them my list of 1st level spells are listed in the Other Notes section.

Under spells per day, you should have have 3 level 0 spells and 1+1 Bonus 1st Level spells, not 4 and 3. The spells in your book go under Spells and Powers, the #Cast/Mem is for how many of each you've prepared for the day. You shouldn't need to put every level 0 spell in there, just the ones you want to prepare.

Actually, if you check my java char-gen on page 2, you'll see it gave me 4 level-0 and 3 level-1. Or is that for something else?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 02:30:09 pm
Can I change my familiar from a bat to a snake?

Sure, that's fine.

Actually, if you check my java char-gen on page 2, you'll see it gave me 4 level-0 and 3 level-1. Or is that for something else?

Oh, right, you get to memorize an extra spell of each level for being specialized in Necromancy, but they have to be Necromancy spells. Which two schools of magic did you give up for your specialization? I can't immediately find it on the sheet.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 02:35:02 pm
Can I change my familiar from a bat to a snake?

Sure, that's fine.

Actually, if you check my java char-gen on page 2, you'll see it gave me 4 level-0 and 3 level-1. Or is that for something else?

Oh, right, you get to memorize an extra spell of each level for being specialized in Necromancy, but they have to be Necromancy spells. Which two schools of magic did you give up for your specialization? I can't immediately find it on the sheet.

I noticed that problem as well. They were Illusion and Transmutation. Since we weren't using that supplement I put my specialization and prohibited schools in the traits/flaws section.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 02:41:31 pm
Alright, I suppose my spells will be:

0th Level:

Create Jelly
Mage Hand
Ray of Frost
Message

1st level:
Magic Missile
Charm Person

Does that look good?

What's a 'focus' anyway?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 02:55:06 pm
...

For the people complaining about alignment: the Good vs. Evil arc can truly be questionable ALWAYS. A thing is: people never commit their cause for "Evil", because what they are doing they think is Good. Likewise, is slaugtering creatures that you HAPPEN to wander into their home truly justified if they are "Evil"?

The gods define what's good and evil. So if they say that killing evil creatures just because they're evil is good, then it's good. I'm not saying it's not stupid, I'm just saying how it is.

Also the initial argument came up because Leaf's backstory had clerics of Pelor apparently murdering those of different faiths (in the specific instance halfling worshippers of Yondalla). The point was that the act was evil, and something Pelorian clerics would literally not be able to perform without losing access to their powers, necessitating the Atonement spell.

Because Pelor just doesn't roll that way.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 03:03:03 pm
I noticed that problem as well. They were Illusion and Transmutation. Since we weren't using that supplement I put my specialization and prohibited schools in the traits/flaws section.

Alright, works for me. I assumed the traits/flaws were for RP style traits and flaws, like Cthulhu did for his character sheet. Doesn't really matter though.

Does that look good?

What's a 'focus' anyway?

Focus components are in your spell-pouch, they're just something to...focus on while you cast a spell. They're pretty ill-defined and unimportant, unless a spell lists a really expensive focus. And yeah, those spells should be useful.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 04:00:20 pm
One question: with the spell "message" I can whisper to things over long distances, and receive replies. Can I do this from a hiding place without giving myself away? And can my social abilities still work when using this spell?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 04:10:12 pm
Quote
Also the initial argument came up because Leaf's backstory had clerics of Pelor apparently murdering those of different faiths (in the specific instance halfling worshippers of Yondalla). The point was that the act was evil, and something Pelorian clerics would literally not be able to perform without losing access to their powers, necessitating the Atonement spell.
Not entirely.  Those were not clerics but an unruly mob of people blindly following the priest.  Since the priest didn't do anything bad himself (just cast healing and strength spells), he didn't lose his powers (since you're allowed to buff and heal people who are doing evil things, according to D&D rules :P).
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 04:19:28 pm
Oh. I thought they were all clerics.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 04:22:57 pm
Nah.  Clerics don't tend to club and stab people to death.

Anyway, he's more anti-organized religion than anti-gods.  Although he's sortof anti-god too for Pelor's non involvement in the affair.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 04:24:28 pm
But it was night time! Of course Pelor wasn't involved!

(I'm kidding)
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 04:25:32 pm
Heh, a god who couldn't help you when the sun doesn't shine wouldn't be very useful in Dungeons and Dragons.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Akigagak on October 04, 2009, 04:34:27 pm
Nah.  Clerics don't tend to club and stab people to death.

Anyway, he's more anti-organized religion than anti-gods.  Although he's sortof anti-god too for Pelor's non involvement in the affair.
Spoiler: Like this guy? (click to show/hide)

Stay away if you an easily offended religious person. Like the half-dozen people who posted badly done video responses that missed the point.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Vester on October 04, 2009, 04:35:51 pm
THAT GUY

I like his voice, it's soothing.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 04, 2009, 04:40:30 pm
Yeah.  Richard Dawkins also reminds me of a CofE vicar, and he sortof sounds like one too, which is vaguely ironic.

Anyway, I'm sure me and Richard the Evil Fiend will get on just fine as long as he doesn't start torturing innocent things, or randomly purging people with fire.  If he does... well, there's not much I can do, other than whack him with a mace and lose my powahs.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 04:41:37 pm
A focus is different from a material component in that a focus isn't used up.  You can use it over and over again.  Material components are consumed by the spell.  And yeah, it's usually assumed you have all the material components and focuses for your spells unless it's something expensive or rare.

Killing an evil PC for being evil will not make you lose your powers, unless your DM is a douchebag.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Nivim on October 04, 2009, 04:54:57 pm
My, it's like a focus stone from Valdemar. Are focus items different for each person?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 05:03:39 pm
No.  Some spells need a focus though, and it varies between spells.  All divine spells require a holy/unholy symbol as a focus, though.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 05:26:49 pm
One question: with the spell "message" I can whisper to things over long distances, and receive replies. Can I do this from a hiding place without giving myself away? And can my social abilities still work when using this spell?

You're still whispering, so if someone is close they will get a listen check to see if they hear you. They'd need to get a really high result to pinpoint your location from it, but it might prompt a "hey did you hear something?" sort of response from someone nearby on a decent roll. And yeah, your social skills would still apply, but for certain things you'd get a penalty, like diplomacy if they didn't know who the voice was coming from. Or other weird uses.

Actually, combining your ridiculously high bluff score and the message spell might have some pretty clever uses, now that I think about it.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 05:41:43 pm
If you're planning on using it to get a guy to start a riot and destroy a city don't bother--that's already on my to-do list.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 05:45:56 pm
I just want to know the full extent of my abilities. Making people think there's voices in their head is just a bonus.

Another question: Will a person being targetted by the message spell KNOW that they're being targetted? Even if I don't say anything?

What's your character like CJ? I don't think you've talked about him at all.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 05:54:40 pm
What's your character like CJ? I don't think you've talked about him at all.

Basically, Richard is the comic relief. He is a psychopathic murderer who enjoys ending lives almost as much as preserving his own. However, his friends are the notable exception to this rule. He is very devoted to his companions and will protect them fervently from an perceived threat, even if the "threat" is harmless. He also has a love of young, small, or otherwise cute animals; but only ones he has developed a personal relationship with, such as his donkey Thunderhoof.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 05:59:41 pm
Do you really have to be Richard?  Can't you be a chaotic evil necromancer of your own devising?  It seems kind of cheap to just lift one out of a tongue-in-cheek webcomic.

Also, I think ghost sound would be a more effective way to mess with people's heads regarding noises.  You make a board creak across the room, the orc turns around to checka it out, and BAM, surprise heart surgery.

Speaking of which, I'm going to redo my feats to make my rogue a bit more damage competitive.  That -1 strength bonus sucks when my ranged weapon is also tied to strength.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 06:01:33 pm
If you insist, I'll change the name. However, he will have his own developing personality, more and different than what the Richard of LFG is.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 06:02:27 pm
What's your character like CJ? I don't think you've talked about him at all.

Basically, Richard is the comic relief. He is a psychopathic murderer who enjoys ending lives almost as much as preserving his own. However, his friends are the notable exception to this rule. He is very devoted to his companions and will protect them fervently from an perceived threat, even if the "threat" is harmless. He also has a love of young, small, or otherwise cute animals; but only ones he has developed a personal relationship with, such as his donkey Thunderhoof.

Can I call you Dick?

Also, what webcomic are you talking about Cthulhu?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 06:03:30 pm
I can't remember what it's called, but Richard is from a webcomic.  It's the one with the elf and Richard and maybe some goblins or something.  It's one of the few well-drawn humor webcomics I've seen.

Fack, rogues don't have a BAB until level 2 so I can't get Weapon Finesse, that sucks.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 04, 2009, 06:05:27 pm
It's called Looking For Group.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Emperor_Jonathan on October 04, 2009, 06:08:00 pm
http://www.lfgcomic.com/ (http://www.lfgcomic.com/)

Looking For Group
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 06:08:30 pm
Is Ambidexterity not a feat anymore?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 06:09:26 pm
Is Ambidexterity not a feat anymore?

Do we just assume that everyone is right-handed unless otherwise specified?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 06:12:41 pm
Right, left, I'm pretty sure you can pick whichever you want.  Ambidexterity used to be (At least I think it did, was it like in my imagination or something?) a feat you could pick that improved your two-weapon fighting ability.

EDIT:  Alright, I see now.  Apparently it was rolled into Two Weapon Fighting.  Oh well, I'm not getting that until I have a higher attack bonus, which will have to wait until level 5 since I'm gonna get Weapon Finesse at 3.  Hurmph. 

Now what should I get?  Most of these feats are skill bonuses...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Dakk on October 04, 2009, 06:35:24 pm
Odd, so rangers don't start with ambidexterity anymore?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 04, 2009, 07:04:25 pm
I can't remember what it's called, but Richard is from a webcomic.  It's the one with the elf and Richard and maybe some goblins or something.  It's one of the few well-drawn humor webcomics I've seen.

Well, I read a little bit of Looking For Group, and for something that's supposed to be a humor comic, it's remarkably unfunny. It IS well-drawn though.

Will not be reading more.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 04, 2009, 07:24:56 pm
I have one more question about game table : is there any way to view X/Y coordinates? I'm loading saved maps now and they're showing up waaay offscreen.

Another question: Will a person being targetted by the message spell KNOW that they're being targetted? Even if I don't say anything?

I don't think that's even specified anywhere, but I'd say no. My reasoning is since it's a transmutation spell it's physically affecting the sound waves and not the targets mind.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Dakk on October 04, 2009, 07:27:06 pm
Question: Do I have to fill in my weapon details if I'm going unarmed?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 04, 2009, 07:30:00 pm
Yeah, put Unarmed Strike as your weapon.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Dakk on October 04, 2009, 07:42:15 pm
Sheet updated:

Added weapon details.
Added total equipment weight.
Updated feats and special abilities.
Story updated.

[SIZE=+1]Lull[/SIZE] (http://www.myth-weavers.com/sheetview.php?sheetid=157883)[/URL]
Male Lawful Evil Dwarf Monk, Level 1, Init +2, HP 9/9, Speed 20ft
AC 16, Touch 16, Flat-footed 14, Fort +3, Ref +6, Will +6, Base Attack Bonus 0   
  Unarmed Strike 0 (1d6, x2)
 (+2 Dex)
Abilities Str 14, Dex 15, Con 13, Int 9, Wis 18, Cha 8
Condition None
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 04, 2009, 08:49:37 pm
Odd, so rangers don't start with ambidexterity anymore?

Rangers pick their combat style at level 2, they get Two-Weapon Fighting if they're going Melee, or Rapid Shot if they're going ranged.

First level characters are pretty useless; they're very fragile and often capable of 1-shotting level appropriate monsters while themselves getting 1 shotted in return. It's a very good idea to take Toughness at first level and retrain it out later, as well as to be very paranoid until you're level 3 or so and have enough HP to not die when a Goblin looks at you funny.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: RAM on October 04, 2009, 10:25:40 pm
Yeah.  Richard Dawkins also reminds me of a CofE vicar, and he sortof sounds like one too, which is vaguely ironic.

Anyway, I'm sure me and Richard the Evil Fiend will get on just fine as long as he doesn't start torturing innocent things, or randomly purging people with fire.  If he does... well, there's not much I can do, other than whack him with a mace and lose my powahs.
Lawful good is very much like lawful Evil, you don't just randomly run around beating up Evil-doers it should be more of a methodical effort towards a purpose. I could see the LG putting up with the CE because they are working towards the same goal and the CE putting up with the LG because they are 'fun'.
I think that good and Evil have more to do with planes than gods. The alignments all have their own specific planes but the gods are subject to the same alignments that the characters are. Looking through spells with alignment descriptors can also be a good guideline...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 04, 2009, 11:45:42 pm
Okay so clothing is assumed which means I can change my equipment set a bit, I'll fix that money thing tommarrow and work on my backstory as well. Also are we using the gametable thing we were discussing earlier to play?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 05, 2009, 12:08:04 am
Yeah.  Richard Dawkins also reminds me of a CofE vicar, and he sortof sounds like one too, which is vaguely ironic.

Anyway, I'm sure me and Richard the Evil Fiend will get on just fine as long as he doesn't start torturing innocent things, or randomly purging people with fire.  If he does... well, there's not much I can do, other than whack him with a mace and lose my powahs.
Lawful good is very much like lawful Evil, you don't just randomly run around beating up Evil-doers it should be more of a methodical effort towards a purpose. I could see the LG putting up with the CE because they are working towards the same goal and the CE putting up with the LG because they are 'fun'.
I think that good and Evil have more to do with planes than gods. The alignments all have their own specific planes but the gods are subject to the same alignments that the characters are. Looking through spells with alignment descriptors can also be a good guideline...

Good and Evil are generally seen as levels of selfishness; a Good character will choose to help other people more often than not, even if it means disadvantaging himself personally and he gains nothing from doing so. An Evil character will generally not help people unless doing so nets him some sort of gain, and may even actively choose to harm people if doing so would benefit himself.

Law and Chaotic are basically levels of trustworthyness and orderliness. A Lawful character will follow the rules to the best of his ability and if he gives his word he will stick to it. Chaotic characters will do what they personally feel is the best choice, potentially disregarding rules if they feel those rules are worthless.

A Chaotic Evil character is therefore a character that is out for himself; he will do whatever he can to improve his own personal standing regardless of the wellfare and rules of others. He'll cheerfully break taboos and laws if doing so is advantageous.

There is an important difference between Chaotic Evil and Chaotic Retarded. A Chaotic Retarded character will go "LETS SLAUGHTER THE ENTIRE TOWN BECAUSE WE CAN! *Grin*" A Chaotic Evil character will go "I will kill these people if i have reason to."


Evil characters are also entirely capable of using more subtle means to get what they want; extortion, threats, intimidation, mind control. These are all tools of the Evil character, he doesn't have to run around killing everything because he's EVIL! RAWR!
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 09:04:42 am
Damn it, stop revealing all the Evil trade secrets! You just listed almost half the ways I had planned to burn down the first town we entered!
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: RAM on October 05, 2009, 09:16:53 am
Don't walk into town and lob a fireball at the school, that sort of thing will ruin the parties reputation. What you need to do is to leave enough subtle hints and rumours that the town will choose to burn itself down as you leave, which is good because then nobody will notice when you start lobbing fireballs at the orphanage...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 05, 2009, 09:36:03 am
Okay made some changes to what I'm carrying (added a few things and dropped the travelers set I had since clothing is assumed). I'll double check my new amount of money when I get back from classes and I'll work on my backstory while I'm in class. And noones answered my question on if were using the gametable thing (though I assume we are).
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 05, 2009, 12:46:21 pm
Yeah, we shouldn't make our rep terrible straight away.  We've already established that clerics suck at healing, so we don't want to get into random fights immediately.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rashilul on October 05, 2009, 12:49:46 pm
Yes, earn a bad rep and Mycharacter will get in right away and earn us tons of gold!
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 05, 2009, 01:15:36 pm
Yes userpay, we're using gametable.

And yeah, making yourselves enemies of the state at level 1 is a good way to die. At level 1 a horse can kick your ass, city guards would just slice you in half.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 01:19:43 pm
You guys seem to think I'm all about mass murder and mayhem, and I must say I am offended. There is more tact and subtlety in my left hand than in most of your bodies! Why else do you think I chose Charm Person as one of my spells? Without minions a ruler has nothing, and with nothing a ruler is not a ruler. And I do plan to be a ruler, so I can guarantee that I will be weaving many threads for my inevitable takeover of the kingdom...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rashilul on October 05, 2009, 01:24:13 pm
You guys seem to think I'm all about mass murder and mayhem, and I must say I am offended. There is more tact and subtlety in my left hand than in most of your bodies! Why else do you think I chose Charm Person as one of my spells? Without minions a ruler has nothing, and with nothing a ruler is not a ruler. And I do plan to be a ruler, so I can guarantee that I will be weaving many threads for my inevitable takeover of the kingdom...
You are based on Richard.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 01:29:26 pm
You guys seem to think I'm all about mass murder and mayhem, and I must say I am offended. There is more tact and subtlety in my left hand than in most of your bodies! Why else do you think I chose Charm Person as one of my spells? Without minions a ruler has nothing, and with nothing a ruler is not a ruler. And I do plan to be a ruler, so I can guarantee that I will be weaving many threads for my inevitable takeover of the kingdom...

I don't think you will have enough charges of Charm Person to undermine the loyalty of every single person in a kingdom...

Especially since the spell only lasts for 1 hour per caster level, and the spell description specifically says that you can't make people harmful or suicidal things.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 01:48:23 pm
This is what I thought of Richard in the little bit I read of LFG:

http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidEvil
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rashilul on October 05, 2009, 02:11:07 pm
LFG seems to be more of a story + comedy then a gag comic. Also, YOU'VE DOOMED THE DND THREAD! HOW DO YOU EXPECT YOU'RE GOING TO PLAY NOW!?!?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rooster on October 05, 2009, 02:43:59 pm
Umm so session is tommorow! yay I'm so excited.
Still worried thou about my gametable not working :( (not connecting properly)
We should also have a chat during the session outside of gametable for OOC talk and stuff
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 05, 2009, 02:56:18 pm
Okay did a few more adjustments like to my age and adding a description. I also fixed another money issue where I forgot to add in the extra hammers after I had added and retotaled by invintory this morning. Backstory will be forthcomming and maybe some more character fluff on the sheet as well.
Edit: backstory up.
Spoiler (click to show/hide)
edit2: okay is there a server up I can connect to to test my gametable?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 05, 2009, 03:04:18 pm
You guys seem to think I'm all about mass murder and mayhem, and I must say I am offended. There is more tact and subtlety in my left hand than in most of your bodies! Why else do you think I chose Charm Person as one of my spells? Without minions a ruler has nothing, and with nothing a ruler is not a ruler. And I do plan to be a ruler, so I can guarantee that I will be weaving many threads for my inevitable takeover of the kingdom...

There are easier ways to become a ruler.  Medieval kingdoms are usually feudal, and slaying some monstrosity or leading the king's army in battle is a great way to earn yourself a noble title, and the land/knights/peasants/castle that come with it.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Dakk on October 05, 2009, 03:07:51 pm
Umm so session is tommorow! yay I'm so excited.
Still worried thou about my gametable not working :( (not connecting properly)
We should also have a chat during the session outside of gametable for OOC talk and stuff

We either create a free online forum with a chatroom for this, or just add everyone on msn. OOC chat is aways a must for those moments you can't just refrain yourself from saying OMGPWNT.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 03:57:11 pm
This is what I thought of Richard in the little bit I read of LFG:

http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidEvil

Actually his character undergoes a lot of development.  He does care about his friends, particularly Cale, and goes out of his way to save them on multiple occasions. He even says (out of earshot from the other party members, of course) that the reason he follows Cale is that he gave him a purpose, something to do with himself besides maim and kill.

Not to mention he is now the master of Sooba, originally Cale's pet, and has a surprisingly deep friendship with a rabbit.

As for the spell, you yet again underestimate my plans. There is more to it than I will ever tell any of you...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rashilul on October 05, 2009, 04:08:26 pm
Umm so session is tommorow! yay I'm so excited.
Still worried thou about my gametable not working :( (not connecting properly)
We should also have a chat during the session outside of gametable for OOC talk and stuff

We either create a free online forum with a chatroom for this, or just add everyone on msn. OOC chat is aways a must for those moments you can't just refrain yourself from saying OMGPWNT.
You can say that if you have a low INT score.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 05:41:07 pm
I think we should establish early on--does the DM care if we work to the best of our abilities to play every moment for laughs, and destroy every piece of his drawn-from-the-heart plot?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 05:41:52 pm
I don't think Kinseti's the type to try to railroad us.

Then again, I've never played a game with him.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 05:48:31 pm
Also, what time zone is forum time? I need something to compare it to, unless someone is willing to calculate for me when I'll need to be on for the session.

EDIT:Durp-de-durp-durp. It appears that it is, in fact, Eastern. But just to confirm, what does it say to someone besides a person in my timezone the time I posted?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rashilul on October 05, 2009, 05:48:40 pm
There is something that we're quite good at, and that's derailing trains.
Title: Re: D&D on the Interwebs
Post by: JoshuaFH on October 05, 2009, 06:02:57 pm
Alright, gametable seems easy and freeform and good.

Looking at everyones schedule, I think we can get the first session together Tuesday:
1:00 PM for userpay and I
4:00 PM for Cthulhu, CJ, and (I think) josh
9:00 PM for Leafsnail
10:00 PM for Rooster

Would this work for everyone? With my understanding of the schedule we could even give or take an hour, it just might be hard for me to get on right at noon, I have stuff that morning. So let me know if that works guys.

I'm Eastern Time zone too, so we're the same CJ. We're -5 GMT, so Userpay and Kinseti are -8 GMT, Leaf is 0 GMT, and Rooser is +1 GMT.

Do I have that right?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 06:05:41 pm
Yes, but what timezone does the forum go by?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 06:09:46 pm
I always assumed that it auto-adjusted to your computer's clock, since it's always in-synch with my time.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 06:10:34 pm
In that case, kinseti made a big boo-boo by saying 4:00 PM FORUM TIME
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 05, 2009, 06:44:31 pm
well i was told 1 pm my time so ill go by that, and does anyone have a server i can try to conenct to?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 06:48:12 pm
*Facepalm*

Ignore my last two posts. God, I'm retarded.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 05, 2009, 07:05:54 pm
I feel i should warn you; at level 1 a Housecat can be a serious threat. If you're a Wizard and you come up against a housecat, run, because it will win. If you're a fightery type (Melee Cleric, Barbarian, Fighter) then you'll probably come out on top. Anyone else is about 50/50.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 07:16:57 pm
I feel i should warn you; at level 1 a Housecat can be a serious threat. If you're a Wizard and you come up against a housecat, run, because it will win. If you're a fightery type (Melee Cleric, Barbarian, Fighter) then you'll probably come out on top. Anyone else is about 50/50.

Kinseti said that RP actions, and doing clever things like sneaking about and avoiding conflict will also net us EXP.

Neglecting that though, would you suggest we swat horse flies or something for experience?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 05, 2009, 07:19:14 pm
I feel i should warn you; at level 1 a Housecat can be a serious threat. If you're a Wizard and you come up against a housecat, run, because it will win. If you're a fightery type (Melee Cleric, Barbarian, Fighter) then you'll probably come out on top. Anyone else is about 50/50.

Kinseti said that RP actions, and doing clever things like sneaking about and avoiding conflict will also net us EXP.

Neglecting that though, would you suggest we swat horse flies or something for experience?
Naw those horse flies would probably kill us to.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 05, 2009, 07:20:48 pm
I feel i should warn you; at level 1 a Housecat can be a serious threat. If you're a Wizard and you come up against a housecat, run, because it will win. If you're a fightery type (Melee Cleric, Barbarian, Fighter) then you'll probably come out on top. Anyone else is about 50/50.

Kinseti said that RP actions, and doing clever things like sneaking about and avoiding conflict will also net us EXP.

Neglecting that though, would you suggest we swat horse flies or something for experience?

Unarmed Kobolds\Goblins and Small Monsterous Spiders are the standard fare for 1st level characters. Watch out for the Spiders (they do have venom, it's weak but dangerous), and if you get any bigger than Small then get the hell out. With the Kobolds and Goblins same thing; watch what they're wearing though. If one is wearing nice armor and wielding something more advanced than a pointy stick he probably has class levels and will whup your ass.

If you're feeling brave you can probably mob an Orc or two.


Oh, and if you end up indoors, keep an eye on the roof. There's a low level critter called a Darkmantle which is basically a flying carniverous stalagtite, while not particulary dangerous, they're difficult to spot and if one plops onto the head of a squishy the squishy is probably toast.

Also; always check for traps. Traps in 3.5 are usually 1hitkills or 1hitfuckyouups, you get one save, fail it and you're screwed (and possibly the entire party is screwed), so always check for traps. Cursed items are less likely unless the DM is a dick, but unfortunately there's nothing much you can do about cursed items anyway (the only surefire way to uncover curses is a high level spell you won't have for ages.)



Now that i think about it; it's like Nethack or Adventure Mode. Play low level DnD the same way you play Nethack or Adventure Mode at low levels. High level DnD is an entirely different ballgame, but you don't need to worry about that yet.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 07:30:02 pm
Can I trust that these "Dark Mantles" or traps won't appear in humdrum villages? Or just in places like caves or particularly hostile dwellings?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 05, 2009, 07:39:04 pm
Depends on how much of a dick the DM is.

Darkmantles can pop up in any cave, anywhere, so be careful of caves. They probably won't appear inside houses though, unless they're underground houses or the owner of the house has some very strange ideas.


Traps can appear anywhere, entirely dependant on the level of DMD (Dungeon Master Dickery)
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 07:44:36 pm
Depends on how much of a dick the DM is.

Darkmantles can pop up in any cave, anywhere, so be careful of caves. They probably won't appear inside houses though, unless they're underground houses or the owner of the house has some very strange ideas.


Traps can appear anywhere, entirely dependant on the level of DMD (Dungeon Master Dickery)

Way to make me paranoid.

"NO! Why's there a fire trap on the Pub Entrance?!"

(http://blogtown.portlandmercury.com/files/2008/05/tohtmeltssssss.jpg)

"AAAAAAHHHHHHHHH!!!!"
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 05, 2009, 07:48:46 pm
Gah, I was planning to do a lot of preparation today, but I just got pulled away for 6 hours of absolute bullshit. There goes my free time for today >:(

I think we should establish early on--does the DM care if we work to the best of our abilities to play every moment for laughs, and destroy every piece of his drawn-from-the-heart plot?

No, I don't have a problem with a few curveballs and general hijinks, they're fun, but...

I don't think Kinseti's the type to try to railroad us.

I realize how annoying it is when a DM is trying to railroad the PCs. It is, however, just as annoying when a DM tosses out a couple plot hooks he's planned ahead for and the PCs go "Fuck that, let's start a fight with an important NPC and the run off into the wilderness!" or something. So yeah. It's a balance.

Unarmed Kobolds\Goblins and Small Monsterous Spiders are the standard fare for 1st level characters.

But they're so booooring. It's fun once or twice, but after a certain number of low-level games you just start off thinking, "so, kobold cave or goblin fort this time?", so I generally try pretty hard to not do that for the first adventure. Hope no one will be disappointed by that.

Kinseti said that RP actions, and doing clever things like sneaking about and avoiding conflict will also net us EXP.

Yeah, as long as you're working towards some sort of goal or RPing, I'll be handing out some non-combat exp. I'll also go a little easy with the encounters/traps for the first session so I don't accidentally one-hit-kill a newbie right away. I would feel a little bad if that happened. I'll do my best to keep the veterans interested too, I'll just be playing it by ear I guess.

We either create a free online forum with a chatroom for this, or just add everyone on msn. OOC chat is aways a must for those moments you can't just refrain yourself from saying OMGPWNT.

Is everyone OK with OOC and IC stuff in the gametable chat? The games I play usually have a decent amount of OOC discussion mixed in with the IC and I've never done this online, I figured it would be fine to just keep it all in gametable.

well i was told 1 pm my time so ill go by that, and does anyone have a server i can try to conenct to?
I'll host a server starting now for hopefully a couple hours for anybody who's nervous about getting gametable to work, although I may be AFK for a lot of the time.
Port : 6812
Password : dnd
IP : 96.54.19.144
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 05, 2009, 07:52:41 pm
Server's not working for me.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 07:55:29 pm
Me either
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 05, 2009, 08:10:45 pm
I can't eitehr, someone else host.
hell try mine, ip:70.134.93.98 password dnd
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 05, 2009, 08:18:57 pm
RAWR NOTHING WORKS FOR ME TODAY. I don't even know. Someone else can host if I can't get this shit to work.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 05, 2009, 08:24:22 pm
RAWR NOTHING WORKS FOR ME TODAY. I don't even know. Someone else can host if I can't get this shit to work.
have ye tried mine?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 05, 2009, 08:30:49 pm
Yours didn't work either.  The ports are the problem, I'll try unblocking mine and see if I can host.

IP: 74.215.124.24
Pass: dnd
Port: 6812

74.215.124.24
Password is dnd, port is 6812
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 08:38:54 pm
Can't get in! What's a port?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 05, 2009, 08:43:26 pm
Yeah, none of these have worked for me. Which is stupid, since the port's open and it worked the other day.

I honestly don't have a full enough understanding to define what a port is with confidence. But you got on before, didn't you josh? So it must be unblocked in your firewall.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Cthulhu on October 05, 2009, 08:46:44 pm
The host is what matters.

If anyone here doesn't have a router, he can host and we're fine.  The router is what messes stuff up.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 08:48:42 pm
Let me try:

97.84.163.22

Port: 6812

No password
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 08:49:01 pm
Damn! I have a router AND wireless internet! I'm not sure how that works, but it still means I can't do it. And kinseti I'm fine with OOC chat inside Gametable. That way when you post the logs for those who weren't there they can see the fun parts as well as what actually happen.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 05, 2009, 08:54:39 pm
Let me try:

97.84.163.22

Port: 6812

No password
I think i managed to join.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: CJ1145 on October 05, 2009, 08:57:35 pm
I failed. I enter, but it says "disconnected" at the bottom left.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: RAM on October 05, 2009, 09:21:59 pm
I managed to connect using Chaoticjosh's specifications.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Dakk on October 05, 2009, 09:22:45 pm
Why am I the only one on the waiting list to produce a proper character sheet, I feel so left out  :'(

Bawwwww.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 05, 2009, 09:24:56 pm
Yeah, it turns out I don't have a router, so my technologically inferior computer can actually do what everyone else's can't. Go me.

I keep getting alot of Illegal pog transfers that are "aborted", which I'm assuming is Kinseti's work, and I'm probably messing up somewhere.

Anyway, a little tidbit when we were just screwing around in the practice session:

Quote
Rashilul: Stupid Bandit Jerk
Jack: RAPE!
Josh-dar the Awesome: Roll to avoid rape
Rashilul rolls d20: (d20) : [1] = 1
Josh-dar the Awesome: HA!
Rashilul: OH SHIT

Made me laugh.

Why am I the only one on the waiting list to produce a proper character sheet, I feel so left out  :'(

Bawwwww.

Don't whine, get to making one.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: RAM on October 05, 2009, 09:26:56 pm
I just figure that I don't need to bother until the waiting list makes some sort of progress...

But I could try for something I suppose...
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rashilul on October 05, 2009, 09:38:11 pm
So then, if someone took the pog of my character portrait
(http://img143.imageshack.us/img143/8648/pogo.png)
and put it in their game it would appear normally online?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 05, 2009, 09:55:41 pm
I keep getting alot of Illegal pog transfers that are "aborted", which I'm assuming is Kinseti's work, and I'm probably messing up somewhere.

I didn't load any pogs during the test-session, so it was probably someone doing something else.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 05, 2009, 10:34:51 pm
If you're having trouble with Gametable you might want to try Maptool instead. www.rptools.net
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 06, 2009, 01:52:22 am
Leafsnail! I forgot to say, I did your character sheet (http://www.myth-weavers.com/sheetview.php?sheetid=158285) earlier this evening. I quickly picked a bunch of spells for you to have prepared the first day because I don't think you ever told me what you wanted. You can change those when/before we start if you want.
I also gave your character a holy symbol instead of a spell component pouch, because I don't think divine casters need one. I couldn't think of a good holy symbol for an atheist, so it's in the shape of a brain.

If you're having trouble with Gametable you might want to try Maptool instead. www.rptools.net

Yeah, so I hear. No way I'm switching the day before the first session, but I'll look into it for next time.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Jack_Bread on October 06, 2009, 02:03:21 am
Leafsnail! I forgot to say, I did your character sheet (http://www.myth-weavers.com/sheetview.php?sheetid=158285) earlier this evening. I quickly picked a bunch of spells for you to have prepared the first day because I don't think you ever told me what you wanted. You can change those when/before we start if you want.
I also gave your character a holy symbol instead of a spell component pouch, because I don't think divine casters need one. I couldn't think of a good holy symbol for an atheist, so it's in the shape of a brain.
Divine spellcasters still do need spell component pouch. Especially since some good spells use it(Augury, Bless Water, Restoration, Raise Dead, Ressurrection)
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Neruz on October 06, 2009, 02:30:48 am
Leafsnail! I forgot to say, I did your character sheet (http://www.myth-weavers.com/sheetview.php?sheetid=158285) earlier this evening. I quickly picked a bunch of spells for you to have prepared the first day because I don't think you ever told me what you wanted. You can change those when/before we start if you want.
I also gave your character a holy symbol instead of a spell component pouch, because I don't think divine casters need one. I couldn't think of a good holy symbol for an atheist, so it's in the shape of a brain.
Divine spellcasters still do need spell component pouch. Especially since some good spells use it(Augury, Bless Water, Restoration, Raise Dead, Ressurrection)

Depends on the spell. if it has a F/DF or M/DF in as focus then Divine casters substitute spell components for their divine focus (Identify for example is free for Divine spellcasters, as they use their Holy Symbol as a focus, while Arcane spellcasters have to use a 100gp pearl that is used up during the spellcasting.)

Actually this is a good comparsion;

Identify has this for Components;

V, S, M/DF

Notice the M/DF, this means Arcane casters use a material (which is stated lower down) while Divine casters use their Divine Focus, this is why Identify is free for Divine casters (also note that the material component for Identify is called 'Arcane Material Component'.)

Raise dead on the other hand, has this;

V, S, M, DF

Notice that it's M, DF. This means that it requires both the materials (5,000 gp worth of diamonds) and a Divine Focus if you're a Divine caster. You don't need the Divine Focus if you're an Arcane caster.


Finally, Spell Component Pouches are only for 'costless' components. For example Grease has the following component;

Material Component
A bit of pork rind or butter.

Note how no price is given for this component; this is the kind of component the Spell Component Pouch provides. If you don't have a pouch you'd actually have to find a piece of pork rind or butter to cast Grease, but with the pouch the entire process is handwaved and it's assumed that the pouch carries any and all relevant 'no cost' components.

Identify (which requires that 100gp pearl for Arcane casters) is entirely unaffected by having a Spell Component Pouch or not, as the component listed is 'priced' and therefore must be purchased seperately anyway.



So so long as he's not planning on casting any spells with required Material Focuses, he dosen't need a Spell Component Pouch. Same with Raise Dead, Ressurection, True Ressurection and Restoration (but not Greater or Lesser Restoration).
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rooster on October 06, 2009, 06:30:26 am
Nothing works
Somebody try mine.
Just in case shit happens I'll keep my computer on all time :D

IP 193.59.16.153
Port: The same as everybody 6812 (maybe the port is the problem?)
no password
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 06, 2009, 09:48:40 am
Nothing works
Somebody try mine.
Just in case shit happens I'll keep my computer on all time :D

IP 193.59.16.153
Port: The same as everybody 6812 (maybe the port is the problem?)
no password
Okay I got onto your but its freaking slow, big lag between typing and it being put up.
edit: better yet I've got maptool up from rptool site. I don't know what you'll need to connect so I'll just post the whole server info
name: b12
local address: 169.254.173.39
external address: 70.134.93.98
port: 51234
password should be dnd
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rooster on October 06, 2009, 09:51:54 am
But If I can make it work for everybody, even if slow, then this is the only choice we have now :(
I'll just see if it works for everybody
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 06, 2009, 10:04:22 am
Leafsnail! I forgot to say, I did your character sheet (http://www.myth-weavers.com/sheetview.php?sheetid=158285) earlier this evening. I quickly picked a bunch of spells for you to have prepared the first day because I don't think you ever told me what you wanted. You can change those when/before we start if you want.
The spells look fine, I guess.  I don't need any cure spells, since I can just spontaneously cast those.  The only thing is that I'm not sure if I can cast "Doom" without needing Atonement - can I use it against an aggressive enemy without losing powers?  If not, I might switch it out for Sanctuary or Shield of Faith (although I don't have the Holy Parchment, I guess).
Quote
I also gave your character a holy symbol instead of a spell component pouch, because I don't think divine casters need one. I couldn't think of a good holy symbol for an atheist, so it's in the shape of a brain.
I won't need the spell component pouch for a while, I think (although there may be some that need it), and the holy symbol sounds fine.  I was trying to think of something that would convey independent mindedness, but a brain should do fine.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Rooster on October 06, 2009, 10:08:52 am
Leafsnail: You're an atheist! You don't need to atone to no one but yourself for breaking your own moral values  ::)

Kinseti: Please consider maptool. I don't know if it's as intuitive as gametable but I bet it will work better

EDIT:
Userpay: First IP: connection time out
             Second IP: Refuse to connect

I have bad luck with errors :(
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: userpay on October 06, 2009, 10:13:07 am
Leafsnail: You're an atheist! You don't need to atone to no one but yourself for breaking your own moral values  ::)

Kinseti: Please consider maptool. I don't know if it's as intuitive as gametable but I bet it will work better
Eh I'm trying to shit around with it though then again I didn't do much with gametable except draw some stickfigures. Or at least I wasn't around when ye guys did the test game.
edit:if ye guys do connect I may not respond due to doing something else, I'm not sure what kind of control non gm people have so after trying to connect to me whoever is going to be dm (there are two people possibly isnt there?) make their own to mess with it.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Reasonableman on October 06, 2009, 10:24:21 am
Out of curiousity you guise, is there any way to spectate?
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: JoshuaFH on October 06, 2009, 10:26:15 am
Out of curiousity you guise, is there any way to spectate?

You can just join us, and not say or do anything that would bother us. You can watch just fine.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Leafsnail on October 06, 2009, 10:26:59 am
Well, if Lefsor does something that goes against his beliefs, his passion and commitment to his cause will fade, along with his powers.  When your powers are driven through strength of thought, you can't afford to have an "Is this right?" moment.

Anyway, just to remember, I'm Lawful Good rather than Retarded Good.  Here's the difference:
Lawful Good Atheist walks into town and meets a high priest.  They talk, exchange advice, and LGA accepts his quest, but with the intention of returning and trying to convert people to thinking for themselves later, when he's stronger.

Retarded Good Atheist sees the priest and immediately decides to bash his head in, in full view of the level 10 guards surrounding him.
Title: Re: D&D on the Interwebs (TOOZDAI?)
Post by: Enzo on October 06, 2009, 11:45:02 am
Leafsnail! I forgot to say, I did your character sheet (http://www.myth-weavers.com/sheetview.php?sheetid=158285) earlier this evening. I quickly picked a bunch of spells for you to have prepared the first day because I don't think you ever told me what you wanted. You can change those when/before we start if you want.
I also gave your character a holy symbol instead of a spell component pouch, because I don't think divine casters need one. I couldn't think of a good holy symbol for an atheist, so it's in the shape of a brain.
Divine spellcasters still do need spell component pouch. Especially since some good spells use it(Augury, Bless Water, Restoration, Raise Dead, Ressurrection)
The material components for those spells, in order of listing :
5 pounds of powdered silver (worth 25 gp).
A set of marked sticks, bones, or similar tokens of at least 25 gp value.
Diamond dust worth 100 gp that is sprinkled over the target.
Diamonds worth a total of least 5,000 gp.
A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

All of which are priced and would therefore not appear in a component pouch.

EDIT:
Userpay: First IP: connection time out
             Second IP: Refuse to connect

I have bad luck with errors :(
userpay hosting the server hasn't worked for anyone yet, it's not you. Cthulhu suspects his router is blocking it. chaoticjosh hosted a test yesterday that had 7 or 8 people on it without any problems, he's hosting the game. If he can manage to get the server up early you can check, I guess, otherwise I'm just going to assume you're being paranoid and it's going to work.

Out of curiousity you guise, is there any way to spectate?

You can just join us, and not say or do anything that would bother us. You can watch just fine.
Yup. I have problem with spectators as long as nobody is causing problems.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Rooster on October 06, 2009, 12:04:48 pm
Beter paranoid and safe than failing  ;D

I'll just check here for updates, whether or not the server is up and such
and I would be really happy if we put up the server a little sooner.
thanks in advance  ;)
Title: Re: D&D on the Interwebs (TODAY!)
Post by: userpay on October 06, 2009, 12:12:38 pm
oi the one im hosting right now is maptool.
edit: ill leave this maptool one up for people to try and connect to while I'm at class.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Enzo on October 06, 2009, 01:00:39 pm
Rooster, yeah, I know, no harm being cautious. But trial and error has shown that problems connecting tend to be a problem with the host, and josh seems to be able to host fine. Just make sure port 6812 is allowed in your firewall.

CJ : Just a note, wizards have a +2 Base Will Save at first level, add that to you char sheet.

Oh, yeah, I'll look into map tool for next session since it sounds better but I'm not going to switch on such short notice for this one.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Akigagak on October 06, 2009, 01:14:18 pm
What are the server details for gametable?
And what is forum time for you? Mine's GMT +0.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Rooster on October 06, 2009, 01:26:26 pm
Game in less than 2 hours!
(about 1 and a half)
Damn, writing my homework and playing simultaneously will be funny as banana.
Don't worry I can totally pull this off.
Chemistry exam tommorow :/
Being a procrastrate sucks :/
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Enzo on October 06, 2009, 01:29:31 pm
What are the server details for gametable?
And what is forum time for you? Mine's GMT +0.

Really? Mines GMT -5. Since I'm GMT -8, I figured the forum clock was just GMT -5 for everyone. Weird. Oh well. Scratch the forum-time reasoning I guess.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Jack_Bread on October 06, 2009, 01:34:28 pm
oi the one im hosting right now is maptool.
edit: ill leave this maptool one up for people to try and connect to while I'm at class.
I think you chose a lower version because it says on the server list "Pre 1.3" next to yours, which I'm assuming is the one names b12. :\
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Leafsnail on October 06, 2009, 01:36:39 pm
The problems we're having with forum time might be something to do with the fact that you can change it to whatever you like.  Mine's on GMT+0, since that's the zone I'm in.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 01:39:21 pm
Hey Kinseti, is there anything to my character that is missing? Or anyone else's character that needs something added?
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Dakk on October 06, 2009, 01:44:12 pm
I can connect to Rooster's with no problems, but its rather laggy.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Akigagak on October 06, 2009, 01:48:43 pm
'Failed to connect'
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Rooster on October 06, 2009, 01:49:28 pm
Nope, I don't know if chaoticjoshes server is up but my gametable lags for a while and then at the bottom it says disconnected.

It seems my server works with anybody but is very laggy.
So we'll see about that

EDIT UP: Sorry I stopped hosting for a while to try join CJ
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Enzo on October 06, 2009, 01:54:49 pm
Hey Kinseti, is there anything to my character that is missing? Or anyone else's character that needs something added?

No, I think you're good. I checked your stuff while I was making your sheet.

I think josh's server may not be up yet which is why you can't connect.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 01:56:03 pm
Yeah, I'm not hosting right now. Should I be? Do you have to get anything set up Kinseti?
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Enzo on October 06, 2009, 01:57:06 pm
Yeah, I'm not hosting right now. Should I be? Do you have to get anything set up Kinseti?

I don't, Rooster just wanted to make sure he could connect since he wasn't around when we tried yesterday.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Cthulhu on October 06, 2009, 02:01:13 pm
One hour!  Are you excited?
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Rooster on October 06, 2009, 02:03:05 pm
Honestly? I missed the fact that you were.
I tend to be ill-informed person, or I just was at school.
Just saying.
And yeah I'm paranoid about the fact that I failed to connect to anyone.
The game starts in 1 hour. So please put up a server soon so that I can see if I can join kay?
Thanks in advance

EDIT: A technical question. How do you roll the dice?
EDIT DOWN: That's gotta be our theme song :D
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 02:03:47 pm
One hour!  Are you excited?

Get pumped up!

http://www.youtube.com/watch?v=1AfNOKQdY-U
Title: Re: D&D on the Interwebs (TODAY!)
Post by: CJ1145 on October 06, 2009, 02:08:36 pm
I'll be ready about ten minutes before it starts, but for now I'll be on Champions Online. Need something to distract me for the last hour.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Dakk on October 06, 2009, 02:10:15 pm
There are dice macros on the tab right next to the pogs tab on gametable, you also set up new ones for d8, d6, d10, 2d6 and so on. Convenient eh?
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Leafsnail on October 06, 2009, 02:11:23 pm
Which server are we playing on again?
Title: Re: D&D on the Interwebs (TODAY!)
Post by: userpay on October 06, 2009, 02:11:41 pm
Ya whoevers we are using post the info again.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Rooster on October 06, 2009, 02:16:45 pm
FIXD
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Akigagak on October 06, 2009, 02:18:35 pm
Really?

It appeared in the chat window when I just tested it now.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Dakk on October 06, 2009, 02:25:06 pm
Odd, try going into the windows tab and selecting use mechanics window.

Also, D&D question: How do I calculate how many attacks per round I can do?
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 02:28:30 pm
Ya whoevers we are using post the info again.

I'm assuming that I'll be hosting everyone, so the information again is:

97.84.163.22

Don't change port number

no password
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Jack_Bread on October 06, 2009, 02:29:17 pm
Traditionally, it's one, but once your base attack bonus starts splitting (+6/+1) that mean you have more attacks.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: userpay on October 06, 2009, 02:32:13 pm
Ya whoevers we are using post the info again.

I'm assuming that I'll be hosting everyone, so the information again is:

97.84.163.22

9816

no password
oi I think you mean port 6812 or at least that is the one I'm able to connect to.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 02:32:34 pm
Forget what I said, just don't change the port number, cause it seems to be the same for everyone.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Rooster on October 06, 2009, 02:33:21 pm
Hmm, I guess Dakk and leafsnail have asked me questions (on gametable. I'm hosting until I switch to CJ)

(concerning changing the name)
Dakk: You state your nickname and a character name and there you go
(concerning server)
Leafsor: We're playing on Chaoticjosh's hosting
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Akigagak on October 06, 2009, 02:34:11 pm
Traditionally, it's one, but once your base attack bonus starts splitting (+6/+1) that mean you have more attacks.

Or if you wield two weapons, you get a bonus attack that is more likely to miss.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 02:37:32 pm
Just to reiterate, the port number isn't 9816, it's 9812.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: Rooster on October 06, 2009, 02:38:56 pm
i honestly think two-weapon is inferior to other styles of fighting unless you're a ranger.
Even then you'll suck eventually :/
Why? Because of having to waste many feats just to be able to negate immense minuses to attack.
Yeah I rather have two-handed weapons than fight two-handed :)

FIXD
Title: Re: D&D on the Interwebs (TODAY!)
Post by: CJ1145 on October 06, 2009, 02:48:15 pm
I failed as well.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 02:50:04 pm
Are you using the IP and didn't change your port Rooster? CJ was able to get on just a second ago.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: CJ1145 on October 06, 2009, 02:54:12 pm
Are you using the IP and didn't change your port Rooster? CJ was able to get on just a second ago.

Uh... No I didn't. It says disconnected at the corner. Unless I'm connected, but you can see my posts but I can't see anyone else's. That would suck.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 02:54:50 pm
Hey Kinseti, where are you? I'm hosting and I'm pretty sure that everyone is present.
Title: Re: D&D on the Interwebs (TODAY!)
Post by: CJ1145 on October 06, 2009, 02:57:05 pm
I AM NOT DAMN IT!

Seriously, are you just fucking ignoring me?!! I CANNOT CONNECT!
Title: Re: D&D on the Interwebs (TODAY!)
Post by: JoshuaFH on October 06, 2009, 03:01:14 pm
I saw you connect. Can you not see everyone?
Title: Re: D&D on the Interwebs (TODAY!)
Post by: CJ1145 on October 06, 2009, 03:04:33 pm
No, I can't! Is there any reason why that you can think of?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 03:05:52 pm
Sorry for double post, but I just tried to type a message to you guys; did you even get it?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Leafsnail on October 06, 2009, 03:10:16 pm
We can hear you, CJ.  Is your chat thingy open?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 03:12:05 pm
What do you mean chat thingy? I have the thing so that I can see all the messages, yes, but there's a problem: I can't see any pogs, and I can't see your messages.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: JoshuaFH on October 06, 2009, 03:13:12 pm
97.84.163.22

9812

no password

Are you adhering to this?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 03:13:51 pm
97.84.163.22

9812

no password

Are you adhering to this?

When the hell did we change the port? That might be the problem.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 03:16:40 pm
No, adding that 9 freezes up my GT...

And yes, I'm following that to the letter other CJ.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Cthulhu on October 06, 2009, 03:17:10 pm
I'm still using 6812 and I'm fine.  If the host doesn't have a router, the port is irrelevant.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: JoshuaFH on October 06, 2009, 03:17:50 pm
I'm retarded, use 6812 as the port.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Enzo on October 06, 2009, 03:19:55 pm
This is crazy. We cleared out some of the observers, see if that makes a difference.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Cthulhu on October 06, 2009, 03:20:35 pm
There are still nine people, I don't think we cleared many out at all.

There shoudl only be 7 people with no observers.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 03:21:20 pm
Damn it, nothing! I don't get it, what could possibly be wrong here?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: JoshuaFH on October 06, 2009, 03:22:41 pm
We see you as part of the room. I don't get why you can't see or hear us.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 03:24:43 pm
I'm trying McAfee to see if its firewall is being paranoid. If that doesn't work, I'll let you know.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 03:29:22 pm
I don't know if this helps, but I can't even see MY chat. Does that help explain the problem any, that I can't see any chat at all?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Cthulhu on October 06, 2009, 03:29:35 pm
Restart your computer?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 03:32:08 pm
I will try. I'm sorry about all this, everyone.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Enzo on October 06, 2009, 03:34:35 pm
Reinstall gametable?

We're just about to start without you, it's been a half hour.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: JoshuaFH on October 06, 2009, 03:45:35 pm
Somebody turn off the live feed. There's no reason I should be lagging. Nothing else is tying up my connection.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Leafsnail on October 06, 2009, 03:46:42 pm
Yeah, the livefeed seems to be lagging it.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Dakk on October 06, 2009, 03:48:02 pm
I disconnected, i'll connect again for a bit to see if livefeed was the problem.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Dakk on October 06, 2009, 04:12:20 pm
Quick sugestion guys, use msn or a online private chatroom (like chatango) for OOC chat, i feel its sorta cluttering the main chat.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: userpay on October 06, 2009, 05:15:55 pm
Quick sugestion guys, use msn or a online private chatroom (like chatango) for OOC chat, i feel its sorta cluttering the main chat.
We need to take all chat out of the game, eventually it slows down.
edit: okay maptool server is back up,
name b12
local 169.254.173.39
external 70.134.93.98
port 51234
try this out though id like to stay with gametable and move chat out of it entirly
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Rooster on October 06, 2009, 05:19:09 pm
Wow. That was some game :D
Thanks for hosting us ChaoticJosh till next time
Its my first game in many years
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Enzo on October 06, 2009, 05:23:21 pm
30 minutes of waiting for CJ to reinstall gametable, 30 minutes of dealing with unworkable lag, 30 minutes of everyone trying to talk over each other while annoying other tavern patrons, and 30 minutes of barbarians getting critically hit by small woodland creatures later, and the very first session winds to a close. On the plus side though, the eclectic band of adventurers has set up camp midway down the trail to Plothook 1A : Ruined Keep.

I was really expecting more to get done in that session, but I suppose various problems were bound to arise the first time. Sometime soon I will look into maptool and if organizing another session before next Tuesday would be doable.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Rashilul on October 06, 2009, 05:24:40 pm
Drat, I had to get off of my computer for a while. when did it end?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: userpay on October 06, 2009, 05:30:11 pm
Well we probably should have tried to get together earlier so that we could work out connection crap but meh. Also like i said earlier gametable is fine, especally after attempting to mess with maptool right now, we just need to move all talking out of the game to help it go smoothly.
eidt: temoraraly shutting down maptool server.
edit2:okay its back up but it looks like if we use maptool we will end up using 4 different programs, gametable is much better.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Jack_Bread on October 06, 2009, 05:30:39 pm
Quick sugestion guys, use msn or a online private chatroom (like chatango) for OOC chat, i feel its sorta cluttering the main chat.
We need to take all chat out of the game, eventually it slows down.
edit: okay maptool server is back up,
name b12
local 169.254.173.39
external 70.134.93.98
port 51234
try this out though id like to stay with gametable and move chat out of it entirly
Wrong version. Current version is 1.3.b59 :P
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Reasonableman on October 06, 2009, 05:35:14 pm
REMEMBER TO /clearlog OCCASIONALLY EVERYONE.

That stops the lag. Also, I'll be poking my head in each time, and possibly livestreaming it again for other observers, barring objections.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: userpay on October 06, 2009, 05:43:35 pm
Quick sugestion guys, use msn or a online private chatroom (like chatango) for OOC chat, i feel its sorta cluttering the main chat.
We need to take all chat out of the game, eventually it slows down.
edit: okay maptool server is back up,
name b12
local 169.254.173.39
external 70.134.93.98
port 51234
try this out though id like to stay with gametable and move chat out of it entirly
Wrong version. Current version is 1.3.b59 :P
Fine fine ill open the development version. I just watched a tutorial for the pog maker thing rptools has and its actually kinda neat, we may beable to use it for gametable.
edit: okay got the new version up, i think its same info as posted before.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Jack_Bread on October 06, 2009, 05:46:45 pm
Connection refused. :\
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Enzo on October 06, 2009, 05:49:17 pm
Hmm, yeah, I have no problem with gametable now that we have the /clearlog thing figured out, but maptool sounds like it might be better. I'll try to get to that soon.

Drat, I had to get off of my computer for a while. when did it end?

At about quarter after I think?

I feel I should mention, I'm still getting used to handling everything on the computer and everyone wanting to do different things ALL AT THE SAME TIME (out of battle, at least). As well as the screw-plot-let's-find-a-dungeon playstyle, but I think the next session will be a little smoother and more adventurous. How could a cliche'd destroyed keep NOT contain some manner of adventure?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: userpay on October 06, 2009, 06:01:00 pm
Christ are we gonna have another issue with routers screwing up people connecting to people? Looking more into maptool it does seem like a really nice thing, but then again we've only just finished getting use to gametable.
edit: score found a tutorial for the maptool on connecting people, http://rptoolstutorials.net/videos/CompConnect/CompConnect.html
I'm watching it now
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Jack_Bread on October 06, 2009, 06:02:40 pm
http://www.rptoolstutorials.net/videos/CompConnect/CompConnect.html
^Tutorial about connecting computers and a little part at the end about dealing with routers.^
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: CJ1145 on October 06, 2009, 06:07:45 pm
So, all in all a good session! I admit I did better than I thought I would at being a comedic, somewhat creepy necromancer. If we're entering the dungeon first thing in the in-game morning I think I'll be packing a bit more in the way of combat. I actually only had two offensive spells for the first day, as I didn't expect much fighting.

Oh well, time for more magic missile and ultimately out-doing the sorcerer. How much xp do we need to level anyways?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 06, 2009, 06:22:14 pm
Hmm I can't seem to access my router, I've put the ip address in the address bar for the internet and it doesn't seem to want to work.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: Enzo on October 06, 2009, 06:28:32 pm
So, all in all a good session! I admit I did better than I thought I would at being a comedic, somewhat creepy necromancer. If we're entering the dungeon first thing in the in-game morning I think I'll be packing a bit more in the way of combat. I actually only had two offensive spells for the first day, as I didn't expect much fighting.

Oh well, time for more magic missile and ultimately out-doing the sorcerer. How much xp do we need to level anyways?

1000 xp to level 2. The reason you got so little for that first encounter was because there was pretty much no threat. Heh, Apparently the RNGod doesn't want to give you good rolls in battle, just when you're screwing around with the populace. He is a fickle Lord.

Oh yeah, I'm going to assume (since I'm so nice) you guys wanted Lefsor to spontaneously cast his healing spells before you guys bunked up for the night. Riiight?
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: userpay on October 06, 2009, 06:31:21 pm
So, all in all a good session! I admit I did better than I thought I would at being a comedic, somewhat creepy necromancer. If we're entering the dungeon first thing in the in-game morning I think I'll be packing a bit more in the way of combat. I actually only had two offensive spells for the first day, as I didn't expect much fighting.

Oh well, time for more magic missile and ultimately out-doing the sorcerer. How much xp do we need to level anyways?

1000 xp to level 2. The reason you got so little for that first encounter was because there was pretty much no threat. Heh, Apparently the RNGod doesn't want to give you good rolls in battle, just when you're screwing around with the populace. He is a fickle Lord.

Oh yeah, I'm going to assume (since I'm so nice) you guys wanted Lefsor to spontaneously cast his healing spells before you guys bunked up for the night. Riiight?
Eh sure, so does that mean I should change my char sheet to being back to full health? And I've posted a query to the rptool forum about router shit so maybe we can get something worked out here.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Jack_Bread on October 06, 2009, 06:36:34 pm
They deleted your post. :\
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Cthulhu on October 06, 2009, 06:57:35 pm
Maybe someone should explain the rules in a bit more detail before the next session.  I noticed a disturbing number of "Is that a d20?" questions being asked.
Title: Re: D&D on the Interwebs (NOW. GET ON THE SERVER CJ!)
Post by: JoshuaFH on October 06, 2009, 07:01:40 pm
So, all in all a good session! I admit I did better than I thought I would at being a comedic, somewhat creepy necromancer. If we're entering the dungeon first thing in the in-game morning I think I'll be packing a bit more in the way of combat. I actually only had two offensive spells for the first day, as I didn't expect much fighting.

Oh well, time for more magic missile and ultimately out-doing the sorcerer. How much xp do we need to level anyways?

Yeah, you're plans to screw over the party by angering the locals at the beginning was thwarted pretty handily by lady luck granting you natural 20's left and right...

Maybe someone should explain the rules in a bit more detail before the next session.  I noticed a disturbing number of "Is that a d20?" questions being asked.

Hey, we're just getting used to this stuff.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 06, 2009, 07:25:03 pm
They deleted your post. :\
Actually I think they prescreen the stuff before it goes out, one of the admins replied to it but didn't actually say anything, he only quoted the part about it being password protected and didn't say anything about solutions or about my other question i had in the post.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Jack_Bread on October 06, 2009, 07:31:54 pm
They deleted your post. :\
Actually I think they prescreen the stuff before it goes out, one of the admins replied to it but didn't actually say anything, he only quoted the part about it being password protected and didn't say anything about solutions or about my other question i had in the post.
Oh. I thought that was only in the LFG section. ',=\
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 06, 2009, 07:34:02 pm
Welcome to DnD on the Internets with free programs gentlemen.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 06, 2009, 07:34:44 pm
Found something interesting, mythweavers has generators on their website that are quite good.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 06, 2009, 07:36:21 pm
Eh sure, so does that mean I should change my char sheet to being back to full health?

Yeah, I decided to just roll it now and he had enough juice to heal everyone. From now on remember to do that yourselves, but Leafsnail wasn't even around so it seems a little dickish to go "OH HO HO YOU GUYS FORGOT ENJOY YOUR DAMAGE".

Maybe someone should explain the rules in a bit more detail before the next session.  I noticed a disturbing number of "Is that a d20?" questions being asked.

Eh, I've found when I try to explain everything it just sounds really confusing and then once people have fought one or two battles they go "oh, that's not so hard". Basically I guess:

Initiative is rolled at the beginning of a battle, it is a d20 plus your initiative bonus. This determines battle order. Some battles require a spot or listen check to determine if anyone gets a surprise round, in which only they may act and all other characters are flatfooted (No dexterity bonus to AC).

When you're making a non-magical attack, first you roll a d20, add (or subtract) your attack bonus, if this exceeds your opponents AC you hit, at which point you roll for damage. If a creature has damage resistance (only stronger creatures have this), this number is outright subtracted from any damage dealt. So if you roll a 7 for damage and a creature has DR 5, you'll only deal 2 damage. Some stronger creatures also regenerate HP each turn.

Characters between -1 and -9 HP are unconscious and lose one HP per round, they become stable if healed by another character (they stop losing HP). They also have a 1/10 chance to become stable on their own, at which point they only lose 1HP per hour. This is why you don't need to cast Magic Missile on a opponent that's already negative HP, unless you expect them to get healed.

Magical attacks pretty much vary by the spell, but most require a touch attack (armour and weapon bonuses are negated), or a Saving Throw. Saving Throws are a d20 plus your applicable bonus, if they exceed the difficulty class of the spell it's negated.

If you preform certain actions within the melee attack range of another character (moving past them, casting a spell, various other things) they will get an attack of opportunity against you, which is basically a free attack they take without it being their turn. Players get these too. This is probably the most-forgotten-about rule, I'll warn you if the action you chose provokes an attack of opportunity.

Anything else worth stating?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Jack_Bread on October 06, 2009, 07:39:05 pm
http://www.dndadventure.com/index.html
That's a good place for resources. I especially love the Tricks and Traps book in the Traps section.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 06, 2009, 08:24:05 pm
Might as well throw it out there, but my original plan in the bar was actually to befriend the bartender with Charm Person, then give him a friendly pat on the bat with Fatigue Person, and convince him to go take a nap while I run the bar. I then proceed to rob him blind.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: JoshuaFH on October 06, 2009, 08:28:00 pm
Might as well throw it out there, but my original plan in the bar was actually to befriend the bartender with Charm Person, then give him a friendly pat on the bat with Fatigue Person, and convince him to go take a nap while I run the bar. I then proceed to rob him blind.

You DID get us free drinks (which didn't seem to benefit us that much really) and you THOROUGHLY creeped out that hooded stranger. Plus, you got us free directions from those commoners by threatening them with a badger.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rashilul on October 06, 2009, 08:29:54 pm
Spoiler (click to show/hide)
...A hooded stranger?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 06, 2009, 08:33:59 pm
No, he was too much of an asshole to be Strider. Strider was not an asshole, he was just flat-out awesome.

Also, I would like an honest opinion: Will Richard become grating? I mean, that's my goal to a certain extent, but I don't want to ruin the fun of everyone else just for my own amusement. Based on the first session do you think he'll be bearable, or should I tone it down a bit?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 06, 2009, 08:39:06 pm
Might as well throw it out there, but my original plan in the bar was actually to befriend the bartender with Charm Person, then give him a friendly pat on the bat with Fatigue Person, and convince him to go take a nap while I run the bar. I then proceed to rob him blind.
You DID get us free drinks (which didn't seem to benefit us that much really) and you THOROUGHLY creeped out that hooded stranger. Plus, you got us free directions from those commoners by threatening them with a badger.

Actually, Cthulhu got the free drinks. He told the bartender if he started a tab he'd be able to pay him in a week, with a 19 or 20 on the bluff check. And the badger was completely unnecessary. The half-elf secret handshake was a nice touch though.

Spoiler (click to show/hide)
...A hooded stranger?

Hey, you guys voted for generic fantasy world. Generic fantasy worlds have hooded strangers in taverns. It's a staple of the genre.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 06, 2009, 08:45:01 pm
And the badger was completely unnecessary.

The best part? All I needed to do was grab a candle off the wall and I would have actually done it. Which reminds me, I'll need to borrow a candle before we head inside the dungeon.

And last question, I forget these things, but was my spellbook free? If so, I need to buy some more stuff.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rashilul on October 06, 2009, 08:45:49 pm
No, he was too much of an asshole to be Strider. Strider was not an asshole, he was just flat-out awesome.

Also, I would like an honest opinion: Will Richard become grating? I mean, that's my goal to a certain extent, but I don't want to ruin the fun of everyone else just for my own amusement. Based on the first session do you think he'll be bearable, or should I tone it down a bit?
I don't know, Strider was a pretty big asshole in the tavern. A creepy one at that.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 06, 2009, 09:21:07 pm
Wait. Candle? What? Candles summon badgers? That statement lost me.

Gah, I'm so disorganized. Yyyyyyes, I suppose the wizards spellbook being free would be fair, since it's basically a class requirement. I think when I decided the component pouches would be free we only had a sorcerer. But since you waited until the second session to ask you just get the gp, you can't go shopping in the forest. Also, I'm writing a note to myself to NOT FORGET that you have a donkey next session. I forgot about ThunderHoof in the chaos of getting everyone signed on and working properly.

Double-also, userpay, you told me to update your availability for Thursday but then I got sidetracked and forgot when you'd be busy. Could you remind me? Because thursday would be our shot if we were trying again this week.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: JoshuaFH on October 06, 2009, 09:28:30 pm
Do I get to name my snake? I want to name him Jinglebells.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 06, 2009, 09:31:04 pm
Jinglebells the trouser-snake?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: JoshuaFH on October 06, 2009, 09:32:29 pm
Jinglebells the trouser-snake?

EXACTLY!
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 06, 2009, 09:39:33 pm
Thursday from about 12:30pm to 2:00pm or so.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 06, 2009, 09:45:34 pm
Jinglebells the trouser-snake?
EXACTLY!

I say sir, that is a fine name for a familiar.

Thursday from about 12:30pm to 2:00pm or so.

Ah, I see. I just realized rooster wouldn't be available thursdays anyway. I guess we're stuck on Tuesdays until you can do weekends then.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 06, 2009, 10:02:10 pm
Jinglebells the trouser-snake?
EXACTLY!

I say sir, that is a fine name for a familiar.

Thursday from about 12:30pm to 2:00pm or so.

Ah, I see. I just realized rooster wouldn't be available thursdays anyway. I guess we're stuck on Tuesdays until you can do weekends then.
I was gonna say, i mightof been able to skip this weeks meeting if i had to.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 06, 2009, 11:48:38 pm
Wait. Candle? What? Candles summon badgers? That statement lost me.

A Candle is one of the Arcane Material Components for Summon Monster.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 06, 2009, 11:54:23 pm
Actually a weeks wait is kinda nice because gives time for a switch over to maptool if thats what we are going to do.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 07, 2009, 12:20:59 am
Actually a weeks wait is kinda nice because gives time for a switch over to maptool if thats what we are going to do.

Yeah, I'm fine with one session a week. If we can swing two that would be great, but I wouldn't make someone skip one just so we could.

Wait. Candle? What? Candles summon badgers? That statement lost me.
A Candle is one of the Arcane Material Components for Summon Monster.

Yes! I should have remembered that. I suppose I'll be doing more reading up this week. It's funny, you always seem to make the wrong preparations for first session. So many NPCs not talked to, plot hooks not mentioned, didn't even make it to the dungeon...Now I remember the joys of DMing!
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rashilul on October 07, 2009, 12:40:12 am
Since I'm bored I'll draw all of you too.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 07, 2009, 12:48:45 am
Yes! I should have remembered that. I suppose I'll be doing more reading up this week. It's funny, you always seem to make the wrong preparations for first session. So many NPCs not talked to, plot hooks not mentioned, didn't even make it to the dungeon...Now I remember the joys of DMing!

Isn't it fun?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rashilul on October 07, 2009, 01:47:17 am
Spoiler: Cthulhu (click to show/hide)
Spoiler: userpay (click to show/hide)
Spoiler: Rooster (click to show/hide)
Spoiler: CJ1145 (click to show/hide)
Spoiler: Chaoticjosh (click to show/hide)
Spoiler: Leafsnail (click to show/hide)
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rooster on October 07, 2009, 08:38:47 am
This sir is what I needed as my char pic!

Too bad we can't make it on weekends :(

Also maybe I was critically hit, but I have the most awesome fox killing power in the team sir!
Barbarians kill enemies like crops of grain!
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Leafsnail on October 07, 2009, 09:52:10 am
Wow, that was weird, but pretty fun.  Sorry for having to go, guys, should be able to stay on longer in future.  Richard, you did two things that could've got us killed in the first tavern, and if it weren't for you rolling a 19 and a 20 we probably would've been.  Oh well, we did get free directions by randomly threatening someone with a badger.  And I guess this means I get a new set of spells for next session, right?  I'll look at the list and make my choices.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Dakk on October 07, 2009, 10:58:40 am
D'awwww it sounded fun, though I'm sorta glad I don't get to join on the first sessions, that way people will already have some grasp of the rules and I'll have lotsa time to study them.
Next week is completely college-less for me, so I'll be watching the next innuendo sessions.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 07, 2009, 11:50:00 am
Yeah Leafsnail, you can prepare new spells if you want 'em.

Apparently I didn't look closely enough at Richards Character Sheet initially, it being the last one up and having thought CJ had played before... You forgot ranks, racial modifiers, and your familiar. Those sort of things will be useful.
Overseeing character creation for people is apparently a lot harder over the internet >_> I guess it's sort of good we didn't get very far in the first session so we can make sure this stuff is figured out before those sorts of bonuses make a life-or-death difference.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 07, 2009, 11:54:07 am
Oh, I've played before. 2 Campaigns, in fact. But the DM was as new to it as we were, and I've never used a physical Character sheet like Mythweaver's. Is my familiar automatically there, or do I have to create it? If it's automatically there, let me know and I'll choose one.

As for the other things... that's why I hated Mythweavers and wanted help. I chose skill ranks in the java creator, but I can't figure out how to port them. And what are my racial modifiers anyways?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Dakk on October 07, 2009, 11:58:27 am
You can chose your familiar from a list. I'll see if I can find it and post it here. Also, by racial modifiers, do you mean stuff you get from being human? Like one extra feat, skill point and stuff?

Also, for skills, check out other people's character sheet for reference. What you do is add in how much ranks you put on a certain skill + the modifier from the stat that boosts said skill. Like, if you got a strenght modifier of +2, and you put 4 ranks into jump, then the total rank of your jump skill would be 6 = 4 + 2.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 07, 2009, 12:18:28 pm
OK, I updated my sheet with my ranks in skills, the racial bonuses to those skills, my familiar choice (hawk), my list of spells for the next day, and all that. (I hope Spellcraft is important. I've got +7 in it!
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rooster on October 07, 2009, 12:26:38 pm
Did you name your hawk hctib elttil like a good warlock?

Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 07, 2009, 12:28:36 pm
Oh good! I was just typing up a big explanation for you. That's good though, right number of ranks and racial bonuses are in the right spot.

Half elves also get:
Immunity to magical sleep,
+2 on saving throws against enchantment spells or effects,
Low-Light Vision.

Which you can put under Feats and Special Abilities so you don't forget. You could also copy :
Quote
Hawk familiar:
Str 6 Dex 17 Con 10 Int 6 Wis 14 Chr 6;
Hit points: 2;
Initiative +3 (dex);
Speed 10 ft.,
fly 60 ft. (average);
AC: 18 (+2 size, +3 dex, +2 natural, +1 level);
Claws +5 melee, Claws 1d4-2;
Fort +2, Ref +5, Will +4, Listen +6, Spot +6, weapon finesse (claws) Alertness feat when in arm's reach; improved evasion; share spells; empathic link;

Into notes or something, in case we need his stats. He's presumed to just be perched on your shoulder until you need him.

 Just out of curiosity, what do you mean by "physical character sheet"? What did you use?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 07, 2009, 12:36:44 pm
That java char-genner  ;D

If we needed an actual sheet for the sake of simplicity, none of us owned anything like Mythweaver's, so we just sort of listed them on a blank sheet of notebook paper.

And thanks for the info on the familar. Will add the rest of that stuff to my sheet.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rooster on October 07, 2009, 02:34:26 pm
We haven't done one issue still

(I bring it up cause it's so silent here)

We should pick up a party leader that does all the talking.
My heart almost stopped when Richard crossed the counter and cast that spell...
Also it would ease greatly our DM, cause we constanly try to do our actions simultaneously to others.

I vote Chaotic Josh for obvious reason of having the highest social skills

We should also discuss our basic formation. (we took 20 mins to figure that one out)

I think I should be in the front at all times ! Also a rectangle like formation will not work cause we're exposing our weakest party members to side attacks.
I think we should do a triangle. I'm in the front (1st row) obviously then our fighter and cleric
with wizards covering the back along with simo.

Like this :
Code: [Select]
  R S J
    E L
     G

Everyone agree?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: JoshuaFH on October 07, 2009, 03:03:04 pm
This is the formation I think we should use, even though I don't really know much about formations:

Code: [Select]
ESJRL
  G

Squishy spellcasters in the center, and the guys with more HP covering the sides and powerhouse Gurk leading the party so he's able to close into any monsters we encounter asap. Provided we never pause for significant lengths of time or move backwards for any reason, I don't think monsters will ever be able to attack us directly from behind.

And yes, I think I should be the first person to try to talk to people, so we make good first impressions.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 07, 2009, 03:09:43 pm
Works for me I suppose rooster, I was going for enson or gurk in the lead (mind you this is diagonal) a sort of box in the middle and either enson or gurk in the rear.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rooster on October 07, 2009, 03:20:28 pm
 
Code: [Select]
ESJRL
  G

Not bad. I even kinda like this formation.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Leafsnail on October 07, 2009, 03:46:31 pm
I am a cleric, but I do seem to have quite a bit of HP compared to some other party members, as well as not too bad armour, so I suppose I can go on the edge.  Remember that my melee attack is d8-2 though...
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 07, 2009, 05:01:46 pm
I feel i should point out that it costs 100gp and takes 24 hours to acquire a familiar, so generally you don't have the resources to start with one unless the DM is feeling charitable and gives you one. Also note that Familiars are even more fragile than you (which is an impressive feat in and of itself) and there are huge-ass penalties for losing your familiar, so if you intend to use him to deliver touch spells in combat make sure you buff him good.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 07, 2009, 05:05:10 pm
To the guys who are DM's what is the roll for figuring out your health? I've used the char gen but I'm making another char for a different group and I relized I don't know the correct roll, the guys a lvl 3.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 07, 2009, 05:05:52 pm
I like josh's formation, as long as the dungeon does not allow for an uber attack directly from behind it should work marvelously when we enter tomorrow. Also, keep in mind that Richard gets a +3 to all Bluff checks, so if we need to lie keep in mind that he's particularly good at it. Also come to him for anything magical. ANYTHING. +7 in Spellcraft is a wondrous thing to behold.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 07, 2009, 05:25:01 pm
To the guys who are DM's what is the roll for figuring out your health? I've used the char gen but I'm making another char for a different group and I relized I don't know the correct roll, the guys a lvl 3.

Your class will have a Hit Dice (it'll be a D4, D6, D8, D10 or D12 depending on class). Each level you get you roll the appropriate dice and add your constiution modifier (not the score, the modifier is the +1 you have for a 12 Constitution for example. If you have a negative modifier, you subtract it.) And add the final number to your HP. You always get at least 1 HP per level, so if you have a negative con modifier and the final result is below 1, you get 1.

You also get max HP for first level (So if i have a D10 HD, at first level my HP is 10+Con Modifier).
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 07, 2009, 05:38:19 pm
To the guys who are DM's what is the roll for figuring out your health? I've used the char gen but I'm making another char for a different group and I relized I don't know the correct roll, the guys a lvl 3.

Your class will have a Hit Dice (it'll be a D4, D6, D8, D10 or D12 depending on class). Each level you get you roll the appropriate dice and add your constiution modifier (not the score, the modifier is the +1 you have for a 12 Constitution for example. If you have a negative modifier, you subtract it.) And add the final number to your HP. You always get at least 1 HP per level, so if you have a negative con modifier and the final result is below 1, you get 1.

You also get max HP for first level (So if i have a D10 HD, at first level my HP is 10+Con Modifier).
So for a fighter I'd be rolling a d10 right? So in the case of a new lvl 3 it would be 10 + 2d10 + 3?.
edit: also I'm looking up some extra feats and I see some that say in prerequisets weapon focus (weapon) which I understand but what I don't understand is that some say Proficiency with (weapon). Does that mean just being able to use that weapon (like having martial weapon feat) or some specific feat for that weapon?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Jack_Bread on October 07, 2009, 07:01:02 pm
To the guys who are DM's what is the roll for figuring out your health? I've used the char gen but I'm making another char for a different group and I relized I don't know the correct roll, the guys a lvl 3.

Your class will have a Hit Dice (it'll be a D4, D6, D8, D10 or D12 depending on class). Each level you get you roll the appropriate dice and add your constiution modifier (not the score, the modifier is the +1 you have for a 12 Constitution for example. If you have a negative modifier, you subtract it.) And add the final number to your HP. You always get at least 1 HP per level, so if you have a negative con modifier and the final result is below 1, you get 1.

You also get max HP for first level (So if i have a D10 HD, at first level my HP is 10+Con Modifier).
So for a fighter I'd be rolling a d10 right? So in the case of a new lvl 3 it would be 10 + 2d10 + 3?.
edit: also I'm looking up some extra feats and I see some that say in prerequisets weapon focus (weapon) which I understand but what I don't understand is that some say Proficiency with (weapon). Does that mean just being able to use that weapon (like having martial weapon feat) or some specific feat for that weapon?
Proficiency with (weapon) means you have the <Simple, Martial, Exotic> Weapon Proficiency with the weapon. If you're a fighter, you are already proficient with Simple and Martial weapons, so you can get it unless you're using an Exotic weapon.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 07, 2009, 07:25:41 pm
To the guys who are DM's what is the roll for figuring out your health? I've used the char gen but I'm making another char for a different group and I relized I don't know the correct roll, the guys a lvl 3.

Your class will have a Hit Dice (it'll be a D4, D6, D8, D10 or D12 depending on class). Each level you get you roll the appropriate dice and add your constiution modifier (not the score, the modifier is the +1 you have for a 12 Constitution for example. If you have a negative modifier, you subtract it.) And add the final number to your HP. You always get at least 1 HP per level, so if you have a negative con modifier and the final result is below 1, you get 1.

You also get max HP for first level (So if i have a D10 HD, at first level my HP is 10+Con Modifier).
So for a fighter I'd be rolling a d10 right? So in the case of a new lvl 3 it would be 10 + 2d10 + 3?.
edit: also I'm looking up some extra feats and I see some that say in prerequisets weapon focus (weapon) which I understand but what I don't understand is that some say Proficiency with (weapon). Does that mean just being able to use that weapon (like having martial weapon feat) or some specific feat for that weapon?
Proficiency with (weapon) means you have the <Simple, Martial, Exotic> Weapon Proficiency with the weapon. If you're a fighter, you are already proficient with Simple and Martial weapons, so you can get it unless you're using an Exotic weapon.
Okay cool, heh this is gonna be one badass warforged.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Cthulhu on October 07, 2009, 08:20:46 pm
I like josh's formation, as long as the dungeon does not allow for an uber attack directly from behind it should work marvelously when we enter tomorrow. Also, keep in mind that Richard gets a +3 to all Bluff checks, so if we need to lie keep in mind that he's particularly good at it. Also come to him for anything magical. ANYTHING. +7 in Spellcraft is a wondrous thing to behold.

Simo's bluff bonus is +4 and he's not a creepy weirdo who casts hostile enchantments on people in public places, so I think he should be doing the lying instead of Richard.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 07, 2009, 08:36:37 pm
You guys keep forgetting the fact that not only did I NOT get us killed by the bartender, I also creeped the hooded man into telling us about the fort, and then threatened a villager with a badger to tell us the exact location. I also have a donkey to put our loot on.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 07, 2009, 08:50:36 pm
Jodhu has an absurdly high bluff check. Persuasive + Snake Familiar + 18 Charisma + 4 Ranks. I think it's the highest possible bluff check for first level without magical enhancement.

I feel i should point out that it costs 100gp and takes 24 hours to acquire a familiar, so generally you don't have the resources to start with one unless the DM is feeling charitable and gives you one. Also note that Familiars are even more fragile than you (which is an impressive feat in and of itself) and there are huge-ass penalties for losing your familiar, so if you intend to use him to deliver touch spells in combat make sure you buff him good.

Huh, you're right, but the people I played with always started casters with familiars for some reason.
I guess we were charitable like that. Philanthropists, every one of us.

You guys keep forgetting the fact that not only did I NOT get us killed by the bartender, I also creeped the hooded man into telling us about the fort, and then threatened a villager with a badger to tell us the exact location.

I feel I should point out, having a friendly NPC not kill you is not an accomplishment, and the other two actions were completely unnecessary to get the desired result.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 07, 2009, 10:12:57 pm
To the guys who are DM's what is the roll for figuring out your health? I've used the char gen but I'm making another char for a different group and I relized I don't know the correct roll, the guys a lvl 3.

Your class will have a Hit Dice (it'll be a D4, D6, D8, D10 or D12 depending on class). Each level you get you roll the appropriate dice and add your constiution modifier (not the score, the modifier is the +1 you have for a 12 Constitution for example. If you have a negative modifier, you subtract it.) And add the final number to your HP. You always get at least 1 HP per level, so if you have a negative con modifier and the final result is below 1, you get 1.

You also get max HP for first level (So if i have a D10 HD, at first level my HP is 10+Con Modifier).
So for a fighter I'd be rolling a d10 right? So in the case of a new lvl 3 it would be 10 + 2d10 + 3?.
edit: also I'm looking up some extra feats and I see some that say in prerequisets weapon focus (weapon) which I understand but what I don't understand is that some say Proficiency with (weapon). Does that mean just being able to use that weapon (like having martial weapon feat) or some specific feat for that weapon?

Yes, except you get your Con bonus every level, so it's 10 + 2d10 + 9 (i'm assuming your con bonus is +3? If it's only +1 then, uh, squishy :P)
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 07, 2009, 10:21:22 pm
Jodhu has an absurdly high bluff check. Persuasive + Snake Familiar + 18 Charisma + 4 Ranks. I think it's the highest possible bluff check for first level without magical enhancement.

Heh heh, no.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 07, 2009, 10:33:27 pm
No what?

And what is your aversion to the edit button? :(
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 07, 2009, 10:42:17 pm
No what?

And what is your aversion to the edit button? :(

Forgot that i'd posted before actually :P

And hey, i quoted the wrong part. Allow me to fex.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: JoshuaFH on October 07, 2009, 10:49:43 pm
Jodhu has an absurdly high bluff check. Persuasive + Snake Familiar + 18 Charisma + 4 Ranks. I think it's the highest possible bluff check for first level without magical enhancement.

Heh heh, no.

Are you telling me there's a way I could've gotten it even higher?!
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 07, 2009, 10:58:21 pm
It's been awhile, but if i recall correctly using a standard point-buy stat array the CharOp boards managed to get a base bluff modifier of ~+30 at level 1 (you can get it almost the same for just about any skill). It requires the use of splatbooks and soforth, but it's doable.


They ended up with a character that could beat the DC 150 Diplomacy check to turn a hostile creature into a fanatic allied with you at around level 13 if memory serves.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 07, 2009, 11:08:08 pm
To the guys who are DM's what is the roll for figuring out your health? I've used the char gen but I'm making another char for a different group and I relized I don't know the correct roll, the guys a lvl 3.

Your class will have a Hit Dice (it'll be a D4, D6, D8, D10 or D12 depending on class). Each level you get you roll the appropriate dice and add your constiution modifier (not the score, the modifier is the +1 you have for a 12 Constitution for example. If you have a negative modifier, you subtract it.) And add the final number to your HP. You always get at least 1 HP per level, so if you have a negative con modifier and the final result is below 1, you get 1.

You also get max HP for first level (So if i have a D10 HD, at first level my HP is 10+Con Modifier).
So for a fighter I'd be rolling a d10 right? So in the case of a new lvl 3 it would be 10 + 2d10 + 3?.
edit: also I'm looking up some extra feats and I see some that say in prerequisets weapon focus (weapon) which I understand but what I don't understand is that some say Proficiency with (weapon). Does that mean just being able to use that weapon (like having martial weapon feat) or some specific feat for that weapon?

Yes, except you get your Con bonus every level, so it's 10 + 2d10 + 9 (i'm assuming your con bonus is +3? If it's only +1 then, uh, squishy :P)
Ah good, I was gonna say it seemed a bit low compared to what the char gen had but we had to use the dice rollers on the forums its on.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: theevilmonk on October 08, 2009, 12:29:44 am
Jodhu has an absurdly high bluff check. Persuasive + Snake Familiar + 18 Charisma + 4 Ranks. I think it's the highest possible bluff check for first level without magical enhancement.
Heh heh, no.

Are you telling me there's a way I could've gotten it even higher?!

to start you could have been human and also got skill focus(bluff)
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 08, 2009, 02:10:30 am
It's been awhile, but if i recall correctly using a standard point-buy stat array the CharOp boards managed to get a base bluff modifier of ~+30 at level 1 (you can get it almost the same for just about any skill). It requires the use of splatbooks and soforth, but it's doable.


They ended up with a character that could beat the DC 150 Diplomacy check to turn a hostile creature into a fanatic allied with you at around level 13 if memory serves.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Akigagak on October 08, 2009, 02:24:16 am
My Internets have got extremely unreliable.
Postpone my turn until their back up.

Sorry.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Muz on October 08, 2009, 04:57:32 am
Guys, could we have like a separate thread for news on this... playing times, playing IP address, ports, who died, events, etc? And another separate one for conversation on it? Because it's going to be painful to sift through 40+ pages to see what's going on.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: RAM on October 08, 2009, 06:36:33 am
GMs could each make themselves a topic listing current characters and holding IC and/or status posts...
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 08, 2009, 11:06:23 am
Oii does anyone know the roll for starting gold for fighters? Apparently theres a roll of a certain number of d4's x 10 depending on your class but its not on the SRD.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rooster on October 08, 2009, 11:24:53 am
It's in players manual for sure ;) jk

We already have our equipment so why do you need this?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 08, 2009, 11:56:41 am
It's in players manual for sure ;) jk

We already have our equipment so why do you need this?

Its for a different group, but its not listed in the SRD.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Dakk on October 08, 2009, 12:30:22 pm
Richard seems veeeeery squishy, ye should abstain from threatning people with badgers for now.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 08, 2009, 02:21:14 pm
Richard seems veeeeery squishy, ye should abstain from threatning people with badgers for now.
We are all damn squishy, at least he can summon something that can briefly protect him. Actually if that fox that crited Gurk had hit Simo he would have died. At least that wouldn't have been as fast as getting killed by the bartender or something.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 08, 2009, 02:39:54 pm
Seriously, though, why do you guys hate Richard so much? Even if he put us in mortal danger less than half a minute in, you still must admit that he was amusing. I'm trying to form his relations early on: his rivalry with the sorcerer, his hatred for the dwarf, and a few others I'm not certain of. Oh, and his comical disdain for all other forms of life, save badgers, donkeys, and his familiar.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rashilul on October 08, 2009, 02:48:45 pm
put us in mortal danger less than half a minute in
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Dakk on October 08, 2009, 03:19:50 pm
Seriously, though, why do you guys hate Richard so much? Even if he put us in mortal danger less than half a minute in, you still must admit that he was amusing. I'm trying to form his relations early on: his rivalry with the sorcerer, his hatred for the dwarf, and a few others I'm not certain of. Oh, and his comical disdain for all other forms of life, save badgers, donkeys, and his familiar.

I did want to make a comic relief character aswell. I'd be a bishounen elf rogue type with rather gay tendencies, but I tought that'd keep me on the waiting list forever.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Cthulhu on October 08, 2009, 04:45:40 pm
So we're going to meet every tuesday at 4 GMT-5?

I'm considering starting an All Flesh Must Be Eaten campaign.  Reading through the rules it's simple like you wouldn't believe, and I mean, come on, zombies.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 08, 2009, 05:50:48 pm
So we're going to meet every tuesday at 4 GMT-5?

I'm considering starting an All Flesh Must Be Eaten campaign.  Reading through the rules it's simple like you wouldn't believe, and I mean, come on, zombies.
untill my weekend clears up.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 08, 2009, 06:40:49 pm
If Tuesday's the 13th, that's not good for me. I have a doctor's appointment, and I have no idea how long it will take. I may be able to do it, but I won't know until closer to the actual day.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 08, 2009, 07:12:00 pm
If Tuesday's the 13th, that's not good for me. I have a doctor's appointment, and I have no idea how long it will take. I may be able to do it, but I won't know until closer to the actual day.
Well surely you know what time it should start.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 08, 2009, 08:18:49 pm
Richard seems veeeeery squishy, ye should abstain from threatning people with badgers for now.
We are all damn squishy, at least he can summon something that can briefly protect him. Actually if that fox that crited Gurk had hit Simo he would have died. At least that wouldn't have been as fast as getting killed by the bartender or something.

No, it would have put him to -1 HP, which is unconscious. Lefsor would have had plenty of time to heal him.

So uh...on the subject of scheduling, I got a new job. My first day was yesterday. My boss hasn't figured out what my schedule will be yet but I'm almost definitely working this tuesday. And it's 9:30-5:30, so on the days I work I won't be home until 3 AM in Roosters time zone. So scheduling this just got a lot more fucked up.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 08, 2009, 10:02:15 pm
Richard seems veeeeery squishy, ye should abstain from threatning people with badgers for now.
We are all damn squishy, at least he can summon something that can briefly protect him. Actually if that fox that crited Gurk had hit Simo he would have died. At least that wouldn't have been as fast as getting killed by the bartender or something.

No, it would have put him to -1 HP, which is unconscious. Lefsor would have had plenty of time to heal him.

So uh...on the subject of scheduling, I got a new job. My first day was yesterday. My boss hasn't figured out what my schedule will be yet but I'm almost definitely working this tuesday. And it's 9:30-5:30, so on the days I work I won't be home until 3 AM in Roosters time zone. So scheduling this just got a lot more fucked up.
Well are your weekends free at least? And also, are we agreed that we need to take all chat (game related or not) to a program other than gametable so as to prevent lag?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Reasonableman on October 08, 2009, 10:46:16 pm
/clearlog every now and then solves the lag problem, so it shouldn't be a big deal.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 08, 2009, 11:12:04 pm
/clearlog every now and then solves the lag problem, so it shouldn't be a big deal.
But then you lose it to begin with, using something like aim is a bit more effiecent because its streamlined for chatting. If we were to switch over to maptool (which does indead seem very nice) the DM will have to figure out how to get through his router otherwise we would have someone other than a player host and give the gm password to him while hosting it.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Emperor_Jonathan on October 09, 2009, 01:39:28 am
I used http://www.portforward.com/ to get around my router for maptools.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rooster on October 09, 2009, 08:35:17 am
Damn.
Looks like I'm forced to I dunno. Change my availbility?
That's bad.
Just propose something doable (when I'm not in school which is from 7AM to 4PM my time)
I won't have ANY sleep just to be able to play.
Assuming we wan't me to have extreme lack of sleep then actually I'm availble anytime when I'm not in school.

But I'd rather not since I won't have time to study for my exams and other stuff I do on weekdays.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 09, 2009, 09:13:22 am
If I have to hack around my router to use it, maptools is a no-go. Seriously, though, the /clearlog command works fine for decreasing lag, I'm starting to wonder if aim pays userpay to push their product or something.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 09, 2009, 09:36:50 am
If I have to hack around my router to use it, maptools is a no-go. Seriously, though, the /clearlog command works fine for decreasing lag, I'm starting to wonder if aim pays userpay to push their product or something.
I'm not trying to push aim specifically, I'd be more than happy with msn. Its just my only experience is with aim. When we were using the gametable there was the little thing at the bottom telling us who was typing then noone actually said anything... and I even saw roosters name repeated twice somehow. I'm just trying to push for us to go for something with streamlined chat and that we don't have to deleat the logs in case we have to go back and check something.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Cthulhu on October 09, 2009, 10:57:46 am
We could have one non-participating person join the chat and just sit there, collecting the log.  Since the lag only affects people who haven't cleared the chat, he'll be able to retain everything when we clear our logs.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Dakk on October 09, 2009, 11:02:08 am
I guess saturday and sunday are your best bet then. Otherwise we could just check everyone's account activity on the forums so we have a better idea of who is availiable at what time.

PS: Pl0x don't let this die.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Reasonableman on October 09, 2009, 01:49:39 pm
You know, hypothetically, if there were enough interest, and an extra DM, it might be easier, and more sensible, to divide into two groups, at different times, so we can accommodate more people, more often. I'd be willing to participate, probably, and I'm pretty much free constantly. Very flexible schedule.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Dakk on October 09, 2009, 03:46:57 pm
You know, hypothetically, if there were enough interest, and an extra DM, it might be easier, and more sensible, to divide into two groups, at different times, so we can accommodate more people, more often. I'd be willing to participate, probably, and I'm pretty much free constantly. Very flexible schedule.

This, if 1/2 sessions per week become impossible.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 09, 2009, 08:07:25 pm
So, is Sunday good for anyone? I've got what is certain to be a long trip to the barber shop tomorrow (remember, still recovering from broken knee) that takes place right in the middle of when our session would be. If not, then Tuesday MAY work for me, based on how fast the hospital is. Of course, that's assuming the DM isn't working.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 09, 2009, 08:18:43 pm
As i said previously; i'd be willing to dee-em some dee-nn-dees. I have a fair amount of free time.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 09, 2009, 09:04:27 pm
So, I'm definitely working all weekend and probably through until tuesday. I'll have a normal weekly schedule, hopefully soon, probably once the boss hires another person. I would be happy to do a session on days I work, but as I said, after work just wouldn't work unless the europe people were planning on pulling an all-nighter. I'd be willing to wake up at like 6:00 AM and do one before work one day, if that works for everyone else and usepay doesn't mind playing at 6:00 AM too, but that seems pretty unlikely to pan out as well. I'll do my best to figure out my days off as far in advance as I can, but I don't want to antagonize the boss over something like this so soon. There are sort of a million other unemployed people right now he could hire.

PS: Pl0x don't let this die.

Doing my best here, I'd feel like a bit of a douchebag if this crapped out after one session.

You know, hypothetically, if there were enough interest, and an extra DM, it might be easier, and more sensible, to divide into two groups, at different times, so we can accommodate more people, more often. I'd be willing to participate, probably, and I'm pretty much free constantly. Very flexible schedule.

Participate as a DM? Because I'm sure no one on the waiting list would complain about someone starting another game up. And I certainly wouldn't mind. Especially if we could somehow coordinate the availabilities and split it up in a way that makes planning sessions easy. Because right now, it was hard to get a session planned when I was always free, and the way it is now it's pretty much impossible.

The last resort will be rearranging the group based specifically on availabilities, so we can be guaranteed a session a week, but I really don't want to start cutting people out based on that. I would feel less bad if aforementioned second group for different availabilities existed, and we could just shift them to that before we get too far into this game.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Reasonableman on October 09, 2009, 09:21:10 pm
I'm not quite familiar enough with the rules, nor in possession of the writing skills to create and manage my own campaign; but I'd gladly fill out and role-play any character at all, just about, although I'm prone to a certain amount of silliness. And I wouldn't mind helping host, or just helping experiment with different platforms for online play.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Dakk on October 09, 2009, 10:37:56 pm
So would Dakk. Just don't ask me to DM, unless you want to be raped by a rabid warband of gay elves.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Neruz on October 09, 2009, 10:43:50 pm
I have decided to run a DnD gaem on the Intertubes starting next week. You may find the thread Here. (http://www.bay12games.com/forum/index.php?topic=43114.0)

So for those if you in the waiting list, noaw is a chance! Or something. I think i might be a little drunk at the moment.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 09, 2009, 11:07:33 pm
So, I'm definitely working all weekend and probably through until tuesday. I'll have a normal weekly schedule, hopefully soon, probably once the boss hires another person. I would be happy to do a session on days I work, but as I said, after work just wouldn't work unless the europe people were planning on pulling an all-nighter. I'd be willing to wake up at like 6:00 AM and do one before work one day, if that works for everyone else and usepay doesn't mind playing at 6:00 AM too, but that seems pretty unlikely to pan out as well. I'll do my best to figure out my days off as far in advance as I can, but I don't want to antagonize the boss over something like this so soon. There are sort of a million other unemployed people right now he could hire.

PS: Pl0x don't let this die.

Doing my best here, I'd feel like a bit of a douchebag if this crapped out after one session.

You know, hypothetically, if there were enough interest, and an extra DM, it might be easier, and more sensible, to divide into two groups, at different times, so we can accommodate more people, more often. I'd be willing to participate, probably, and I'm pretty much free constantly. Very flexible schedule.

Participate as a DM? Because I'm sure no one on the waiting list would complain about someone starting another game up. And I certainly wouldn't mind. Especially if we could somehow coordinate the availabilities and split it up in a way that makes planning sessions easy. Because right now, it was hard to get a session planned when I was always free, and the way it is now it's pretty much impossible.

The last resort will be rearranging the group based specifically on availabilities, so we can be guaranteed a session a week, but I really don't want to start cutting people out based on that. I would feel less bad if aforementioned second group for different availabilities existed, and we could just shift them to that before we get too far into this game.
Which day would be a 6:00 am one? Its actually not to bad for me, if its a tuesday or thursday I could do it. To put my schedual back out there
Spoiler (click to show/hide)
Everyone who is currently playing post your schedual again.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 09, 2009, 11:41:55 pm
Everyone who is currently playing post your schedual again.

Or don't, they're all recorded in the second post of this topic. No way I could organize this if they weren't already in one place. Unless they've changed.

Cthulhu, is your Tuesday class 7-9:15 PM or AM? Because if the class is PM, and Leafsnail can make it (his schedule implies he can't, but it's pretty vague), we could still swing it this Tuesday.

I think the other options would be to do it on weekends and skip userpay for two weeks, at which point he'll be able to make weekends (sorry userpay, everyone else is good on weekends, it's the most obvious change to make this work), or just wait it out until I'm sure of my schedule and see if it sorts itself out.

Thoughts guys?

EDIT : OR if Leafsnail and Rooster are willing to play in the middle of the night.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 09, 2009, 11:53:14 pm
Everyone who is currently playing post your schedual again.

Or don't, they're all recorded in the second post of this topic. No way I could organize this if they weren't already in one place. Unless they've changed.

Cthulhu, is your Tuesday class 7-9:15 PM or AM? Because if the class is PM, and Leafsnail can make it (his schedule implies he can't, but it's pretty vague), we could still swing it this Tuesday.

I think the other options would be to do it on weekends and skip userpay for two weeks, at which point he'll be able to make weekends (sorry userpay, everyone else is good on weekends, it's the most obvious change to make this work), or just wait it out until I'm sure of my schedule and see if it sorts itself out.

Thoughts guys?

EDIT : OR if Leafsnail and Rooster are willing to play in the middle of the night.
Like I said everyone post their scheduals again just to be sure. If ye want and someones avalible feel free to bring someone on the waiting list forward and you can pretend he was there from the start and I'll comeback in when someone dies. By then my weekends should have cleared up.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Rooster on October 10, 2009, 05:07:27 am
I can play during the night.
But if I get caught it won't be good for me  ;D

Yeah. Don't ask if I can make it. Ask if Leafsnail can make it.
Then I'm all good.

I assume it will be only for two weeks? then we play on weekends?
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Leafsnail on October 10, 2009, 06:26:58 am
Can't really play in the middle of the night, I'm afraid.  My schedule is a bit vague since it's different every day - sometimes I have evening activities and some evenings I don't.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 10, 2009, 07:47:44 am
Well, just for convenience here's my schedule this coming week.

Time Zone: GMT -5

Spoiler: CJ1145's schedule (click to show/hide)
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Reasonableman on October 10, 2009, 11:12:31 am
Remember to put your timezone. I'm GMT -5 myself. I can usually make time at any hour of the day or night.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Cthulhu on October 10, 2009, 07:12:22 pm

Cthulhu, is your Tuesday class 7-9:15 PM or AM?

All of my classes are PM.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 10, 2009, 08:32:50 pm
So, everyone is down with tuesday? Leafsnail didn't really verify. Playing DnD first thing in the morning strikes me as a crazy idea, but in a so-crazy-it-just-might-work sorta way. Besides that, the only other option I can come up with is waiting a week or so until this is all sorted out (and if that is preferable, just speak up).

userpay and I : 6:00 AM
CJ, josh, and cthulhu : 9:00 AM
Leafsnail : 2:00 PM
Rooster : 3:00 PM

Yea or Nay?

I'd also like to say I'm Sorry that this is fucking all this up so soon after we started, but I really need this job and I did mention that my schedule was in flux when I volunteered to DM. I'm not going to give up, worst case scenario is we have to shuffle the players until we get a group with schedules that align.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Cthulhu on October 10, 2009, 08:38:41 pm
I might be able to make that.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: JoshuaFH on October 10, 2009, 08:40:38 pm
I'm gonna be needing to get up early anyhow.

Userpay though, I don't know. I'm not sure if he's the type that can afford to get up at 6 in the morning and then blow off time playing DnD. He might have school or something.

Then again, I don't know him personally.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: Enzo on October 10, 2009, 09:35:18 pm
Quote
Which day would be a 6:00 am one? Its actually not to bad for me, if its a tuesday or thursday I could do it.

I wasn't really expecting him to say yes when I first brought it up, but he said he'd be able to do it.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: CJ1145 on October 10, 2009, 10:02:47 pm
I'm up for it, though the damn hospital won't return my calls. I may have to bail on it, but I should know by Monday, at the latest.
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: Rooster on October 11, 2009, 06:16:24 am
Totally.
In fact it's just the time when I return from school so I'm incredibly happy with this time of day.
What GMT 0 time will it be?
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: Leafsnail on October 11, 2009, 08:15:35 am
Well, school doesn't end till 3pm for me, so I'm afraid I can't make 2pm.
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: CJ1145 on October 11, 2009, 09:31:02 pm
So... are we still on, or have we canceled? If we are, I can play for an hour and a half.
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: Enzo on October 11, 2009, 10:38:50 pm
Well, if you can play for an hour and a half, and leafsnail can't start until an hour later, that leaves us half an hour playing time which isn't really worth it. Unless we decide to leave people out. I'm too tired to decide on a plan of action right now. I'll probably be even more tired Tuesday morning since that'll be my seventh straight day of work, so I'm leaning towards no, unless you guys decide you want to go ahead with it regardless. No schedule yet. Robberies and drama at work have lowered the priority of making a schedule, I'll bug the boss man about it again tomorrow.

I am still sorry about the delay, and my general indecisiveness. I've been to tired to look at this decisively and make any hard decisions about how to make it work. Still open to ideas. Making money has to take priority for me right now, because without money I will be homeless and I hear those guys have a tough time getting an internet connection. I will reiterate that hopefully this will all be sorted out promptly and we can get a regular schedule sorted out.
Title: Re: D&D on the Interwebs (Almost made it to the dungeon...)
Post by: userpay on October 11, 2009, 10:52:14 pm
Quote
Which day would be a 6:00 am one? Its actually not to bad for me, if its a tuesday or thursday I could do it.

I wasn't really expecting him to say yes when I first brought it up, but he said he'd be able to do it.
Bwahaha let me put thing into perspective, for one thing I have one class on tuesday from 11:00 am-11:50 am. On monay, wensday, friday I get up at 6:40 am. On tuesday, thursday its usually around 7ish am. On saturday/sunday morning (currently with ren fair) I get up at 6 am anyway. People I use to get up at 5:40 am for high school and I still didn't sleep on the damn bus. For crying out load by dad heads to work somewhere around 3 am-4am (I'm not really sure) but he jokes how he is on his second coffee break by the time most people get up for work.
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: JoshuaFH on October 12, 2009, 01:01:31 am
So we're not going for Tuesday Kinny? Any idea on what the pushed back date will be?
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: Enzo on October 12, 2009, 10:55:01 am
Yeah, I'm going to go ahead and say Tuesday morning isn't worth it right now all things considered.

My understanding is before work or after work will only be viable on weekends (after userpays weekends clear up, but he's volunteered to miss a session), so there's always that. I'm thinking I'll have thursday off this week (how many days in a row could I possibly work my first week?) which is something we could work with but I'll do my best to get a concrete schedule tonight and figure something out.
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: Rashilul on October 12, 2009, 10:59:59 am
Spoiler: My real character (click to show/hide)
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: userpay on October 12, 2009, 11:38:22 am
Spoiler: My real character (click to show/hide)
All I can say is lol. As to a thursday meeting I can do that at whatever time, I don't have to be at this weeks robotics meeting so I'm free for the day if we decide to do one then.
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: Rooster on October 12, 2009, 11:53:15 am
I finish school at 2PM
1PM GMT I think

after that I'm all cool and ready to go
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: RAM on October 12, 2009, 07:52:57 pm
Spoiler: My real character (click to show/hide)
I seem to recall some types of armour being somewhat expensive...
Title: Re: D&D on the Interwebs (...stupid reality)
Post by: Enzo on October 12, 2009, 08:21:36 pm
OK so I have the next two days off!

I'm kind of pissed that I didn't hear about this until today but apparently two of the other four employees are ill (swine flu FTW) so I guess I should be cutting my boss a bit of slack over this one.

Unless there are objections we can hit this shit up Wednesday:

12:30 PM for userpay and I
3:30 PM for Cthulhu, CJ, and josh
8:30 PM for Leafsnail
9:30 PM for Rooster

Izzat okay guize? By my reasoning we should be able to get three hours out of that if we want it, but bring it to my attention if I overlooked something (arranging all these schedules melts my brain). Apologies if you have to show up a bit late CJ, I realize it cuts it close for you but if last session is any indication it'll take us a while to get off the ground anyway.

After all my drama the actual delay was only one day. TAKE THAT REALITY. Sorry for the slightly short notice on this one. The sessions might be a bit touch-and-go until I'm settled in at my new job but I'll do my best for at least one session a week.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Cthulhu on October 12, 2009, 08:23:59 pm
I can do that.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: CJ1145 on October 12, 2009, 08:25:40 pm
Actually, 3:30 sounds fine. I have nothing to do Wednesday, so this works out great.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: userpay on October 12, 2009, 09:14:40 pm
Hell yes lets do this.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: JoshuaFH on October 12, 2009, 09:17:04 pm
This is agreeable to me.

Hey, are we moving to maptool, and am I going to have to host again? Just wondering.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: userpay on October 12, 2009, 09:30:57 pm
This is agreeable to me.

Hey, are we moving to maptool, and am I going to have to host again? Just wondering.
I'm guessing your hosting again since nothing about maptool was really discused, besides we would have the same issues with routers and stuff. Are we moving chat outside of gametable?

edit: bah I just relized I forgot dwarves count dwarven waraxes as martial weapons as opposed to exotic weapons. Ah well maybe one will pop up at some point.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Rooster on October 13, 2009, 05:39:40 am
Nice.
And yeah looks like gametable again.

But what Forum or GMT time is it?
Just to be precise
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: userpay on October 13, 2009, 09:52:20 am
Nice.
And yeah looks like gametable again.

But what Forum or GMT time is it?
Just to be precise
Dude he posted it in all our respective times
Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Akigagak on October 13, 2009, 09:58:49 am

If we do the same time every time, I'll actually be able to play.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: userpay on October 13, 2009, 10:23:09 am

If we do the same time every time, I'll actually be able to play.
Ye need to make it viewable by the public, click the eye next to the sheet on the sheet page.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Akigagak on October 13, 2009, 10:30:32 am
Whoops. Done.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Leafsnail on October 13, 2009, 11:58:04 am
8.30 on wednesday?  Fine.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Enzo on October 13, 2009, 12:28:52 pm
OK, great! Works for everyone then.

Hey, are we moving to maptool, and am I going to have to host again? Just wondering.

Oh right, that! I'll look at maptool today but gametable should be fine for this session, since /clearlog fixes the one main complaint I had about it anyway. And yes, it would be great if you could host.

But what Forum or GMT time is it?
Just to be precise

Leafsnail is GMT +0. So 8:30 GMT. I try leave as little room for confusion as possible when posting times...


If we do the same time every time, I'll actually be able to play.

Sweet monkey jesus that guy is a tank. Also, you should have another feat (starter feat + human feat + fighter feat), you're missing languages and you have 10 buy-in gp remaining I think. I wouldn't worry about it too much yet, if the player level increases before someone dies you'll have to change it anyway...
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Akigagak on October 13, 2009, 01:34:59 pm
Fixed, and better organized.

Add Endurance as a feat.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: JoshuaFH on October 13, 2009, 02:03:11 pm
I'll do my best to die next session, as (if you read the threads in GD) I'll be going to college soon, and my schedule might become too hectic to manage.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Dakk on October 13, 2009, 02:09:50 pm
If CJ dies, can I take his place  ;D
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: JoshuaFH on October 13, 2009, 02:11:32 pm
If CJ dies, can I take his place  ;D

No, but you can take my place.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Enzo on October 13, 2009, 02:31:55 pm
I'll do my best to die next session, as (if you read the threads in GD) I'll be going to college soon, and my schedule might become too hectic to manage.

Yes, I was just posting there actually. I suspect you should have pretty easy access to computers though, as that's usually the case, and if I can manage other peoples school schedules, I can manage yours. So I will do my best if you do, but if you end up wanting/needing to drop out, no hard feelings.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: CJ1145 on October 13, 2009, 03:48:09 pm
If CJ dies, can I take his place  ;D

What makes you so sure I'll die first?
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Rooster on October 13, 2009, 04:06:41 pm
If CJ dies, can I take his place  ;D

What makes you so sure I'll die first?

It's a grammar misunderstanding. He ment ChaoticJosh
But yeah you're kinda squishy too
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: JoshuaFH on October 13, 2009, 04:15:57 pm
Nobody gets my jokes.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: CJ1145 on October 13, 2009, 04:33:45 pm
Oh. I apologize for that. (Note: Can we keep his body? It could be useful for once I level up enough to raise dead.)
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: userpay on October 13, 2009, 06:50:04 pm
Oh. I apologize for that. (Note: Can we keep his body? It could be useful for once I level up enough to raise dead.)
If ye can drag it around without getting in the way, I fer one an't gonna be dragging the damn things around.
edit: I just had the image of a necromancy spell going off and a bunch of animal skeletons come out of the ground and swarming people.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: RAM on October 13, 2009, 08:37:42 pm

If we do the same time every time, I'll actually be able to play.

Sweet monkey jesus that guy is a tank.
I get 10 HP from fighter and 3 from con but the sheet says 15, what am I missing? I am getting kind of paranoid that I might have fogotten how to calculate HP or something...
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: userpay on October 13, 2009, 09:44:03 pm

If we do the same time every time, I'll actually be able to play.

Sweet monkey jesus that guy is a tank.
I get 10 HP from fighter and 3 from con but the sheet says 15, what am I missing? I am getting kind of paranoid that I might have fogotten how to calculate HP or something...
Did ye get that from a character generator?
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Cthulhu on October 13, 2009, 10:33:33 pm
I don't see the extra 2hp either, unless he got confused and thought endurance was toughness, but even that  is 3hp.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Enzo on October 13, 2009, 11:40:46 pm
Yep, I didn't notice that skimming over it. That extra 2 hp is a mystery to me too.

If ye can drag it around without getting in the way, I fer one an't gonna be dragging the damn things around.

Why do you think he brought a mule, if not for hauling corpses? Dude planned ahead.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: JoshuaFH on October 13, 2009, 11:52:18 pm
Is Jinglebells a poisonous snake?
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Enzo on October 14, 2009, 12:26:13 am
Slightly poisonous, yes. Ineffective against anything tough, but strong enough for the stuff level 1 characters deal with.

Specifically, when it bites, if you fail a Fortitude Save of 10, it deals -1d6 Constitution. 0 Constitution will kill something.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Neruz on October 14, 2009, 12:38:43 am
Plus, for every point of constitution damage you suffer, you take 1 damage per level of the character.

So if you're level 3 and you suffer 4 points of Constitution Damage, you'll take 4 x 3 (12) HP damage, as well as the Con damage.


Con damage is nasty.


Oh, and of course if you suffer enough Con damage to drop your Con modifier, you lose 1 hit point per level entirely until you can return your Con to normal (So in the above example, if we assume you have 16 Con, suffer 4 Con damage, and are level 3. Your max HP is reduced by 2 x 3 (con drops from 16/+3 to 12/+1) so your max HP is reduced by 6 HP, and you then take 12 damage (4 x 3) on top of that, and to add insult to injury if your Con ever reaches 0 you immediately die (unless you're Undead.)

Con damage is really really nasty.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: RAM on October 14, 2009, 01:16:48 am
Are you sure that HP damage isn't a house rule or something?
This (http://www.d20srd.org/srd/specialAbilities.htm#abilityScoreLoss) seems to be the relevant section from the SRD and it doesn't seem to mention anything other than the change in con modifier and the resultant reduction in max and subsequently current HP and I don't remember such a rule from when I used to play.
 It also raises the idea to me that con loss can't actually drop anyone below 1 HP per level, that would make my much more comfortable about barbarian rage which I always used to worry about for fear that I would die when it ended...
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Neruz on October 14, 2009, 01:50:16 am
It's in the DMG if i recall, i'll see if i can hunt down the relevant passages inna bit.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Akigagak on October 14, 2009, 09:13:39 am
*Sigh* fixed again. Don't know why I put 15.
Title: Re: D&D on the Interwebs (Wednesday! TAKE THAT REALITY!)
Post by: Rooster on October 14, 2009, 09:52:50 am
about 5 hours left
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: Enzo on October 14, 2009, 12:59:59 pm
So, I went to go have a shower today. All of a sudden, this spider comes scuttling at me out of nowhere. Around here we have these spiders that are...big. Not tarantula big, but a good two inches across, they are pretty damn freaky. I don't know where it came from, one moment I'm alone, the next this creepy little bugger is sprinting towards me. So I go, "GAH! SWEETMARYMOTHEROCHRIST!" and I step on it. And I'm standing there alone in my bathroom, spiderguts all over my bare foot, and I just think to myself,
Yesssssss. 25 exp.

See you guys in an hour and a half.
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: CJ1145 on October 14, 2009, 01:09:59 pm
Guys, we have a slight issue. Before I explain, let me just say: I will still be there and I will still be playing.

BUT, the problem is my physical therapist is coming today, and he was originally going to be here now, but he got delayed. He will be here at 3:00. He's usually here for a good hour, so I'll be somewhat distracted during the first 30-40 minutes of the game. Thus, please do not be too surprised if I do not type anything for a few minutes, take a while to type my actions, or accidentally type "AAAAAAAAAAAUUUUUUUUUUUUUUUUUUUGHOHGODOHGODSWEETMONKEYJESUSMYLEG!!!"
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: Rashilul on October 14, 2009, 01:11:51 pm
"Physical therapist"
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: Dakk on October 14, 2009, 01:40:37 pm
Yaaay I'm gonna watch it :o Mind posting the server details again.
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: Enzo on October 14, 2009, 01:41:41 pm
Yeah, sure CJ. If we're in an encounter and you're too slow to act, who do you want to take your actions? Waiting several minutes every time it's your turn would bog the action down quite a bit.
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: Rooster on October 14, 2009, 01:42:56 pm
"Physical therapist"

While funny, I fail to see the meaning behind this
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: CJ1145 on October 14, 2009, 01:44:46 pm
Actually, don't freak out too much. It's far more likely to be 20 to 30 second waits, and about a 10 minute time where I will be out of bed and unable to respond at all. If you don't mind, could you control Richard if I'm suddenly afk, kinseti? Frankly, I don't trust my companions. At all. If you accept, I have two guidelines:

1. Be destructive, yet deceptive as well.

2. Protect myself and Thunderhoof at all costs. All other party members are a secondary objective.
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: Rashilul on October 14, 2009, 01:53:36 pm
Out of bed? That's wild.
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: CJ1145 on October 14, 2009, 02:05:09 pm
Damn it Rash.  ::)
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: userpay on October 14, 2009, 02:20:13 pm
okay two things, one I might be a tad late to getting on and ready as my lunch will finish cooking right about when we start. Second is joyous news, I have friday free. Classes are cancled for some meeting between the teachers so if we can set up a game on friday that would be awsome. Heres hoping my dad doesn't get any chores or places to go for me.
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: Enzo on October 14, 2009, 02:25:03 pm
Alright josh, just let us know when that server's up.
Title: Re: D&D on the Interwebs (Second Session Today!)
Post by: Reasonableman on October 14, 2009, 02:31:58 pm
Hypothetically, supposing there was call for such a thing, I could host; I'm not doing anything on my computer, and my ports are all properly forwarded for such things. Also, would it be alright if I Livestreamed the goings-on?
Title: Re: D&D on the Interwebs (josh? Josh?!? JOOOOOSH!!!)
Post by: JoshuaFH on October 14, 2009, 02:33:51 pm
Go ahead Reasy, I don't think it'll cause lag now that we know about /clearlog.

info:

IP: 97.84.162.161
Port: 6812
No password
Title: Re: D&D on the Interwebs (NAOW)
Post by: Rooster on October 14, 2009, 03:26:51 pm
We have to get this to speed up :/
Title: Re: D&D on the Interwebs (NAOW)
Post by: JoshuaFH on October 14, 2009, 05:38:13 pm
We fought some goblins, handled a lousy gate trap, and then fought some raccoon rats.

It looks like things are getting serious, as things are getting darker, good thing I brought all the supplies that everyone needs. Like torches, and candles...
Title: Re: D&D on the Interwebs (NAOW)
Post by: JoshuaFH on October 14, 2009, 05:39:34 pm
Also, I think that we should be effected by thirst and hunger. So as to give spells like "create water" or "create jelly" some purpose.
Title: Re: D&D on the Interwebs (NAOW)
Post by: userpay on October 14, 2009, 06:00:04 pm
Also, I think that we should be effected by thirst and hunger. So as to give spells like "create water" or "create jelly" some purpose.
Well mayhap we should wait till we get back to the town before we implement that.
Title: Re: D&D on the Interwebs (NAOW)
Post by: Enzo on October 14, 2009, 06:13:23 pm
A discussion about whether or not PCs need to eat, a goblin ambush, an argument over dividing a very small pile of loot, breaching the dungeons entrance, falling into the worlds most harmless trap, squishing rats, and the second session winds to a close.

So, Rooster was saying the games are going too slowly and I have to agree with him. Yes, tabletop games can be slow, they're slower online, and our party is primarily newbies. Slow is expected. But this is very slow. I'll give some thought towards speeding it up, and hopefully once everyone gets used to the flow of battle and such it'll move quicker, but off the top of my head;

If you have questions about anything, ask them here, before the session starts.

I will do my best to speed things up as a DM as much as I can. Preparing enemy pogs ahead of time (which I haven't been doing), getting the most relevant DM information printed out and right in front of me so I'm not scanning pages and clicking tabs while you're all piling things in the chat window, and anything else I can think of. Maptool also strikes me as more efficient, hopefully I'll be able to spend enough time with that in the coming week that we can adopt it.

Have your own character sheet open, and (if you are a newbie) learn where all the relevant information is. It is tedious to load up peoples character sheets whenever they want to know what this or that roll is, having them all open at once slows down my computer, and I already have a load of tabs open in the first place. (Actually, I suppose I should just print out everyones sheets too)

To that effect, make dice macro's for all your attacks, saves, and initiative, at least.

In many encounters it should be pretty easy to decide what you're going to do while waiting for your turn. This helps.

When we're doing doing initiative specifically, and anything else that requires a multitude of rolls like that, please don't fill the chat up with side discussions, so I don't have to scroll through a mess of text or arrange a battle order.

In fact, I might just adopt an entirely separate OOC chat, since it's confusing as hell when two characters are discussing one thing, two another, and someone else is trying to perform an action.


I'm not trying to be critical here, just trying my best to speed things up. The way things are now I'm considering letting the party size drop (through natural causes, of course), because it's harder to handle 6 people smoothly than I thought. This is a less than ideal scenario. I'd rather just make things efficient enough that a 6-person party can get things done at a decent speed. I'll take a hard look at the availabilities and figure out when our next couple sessions could work, possibly skipping people for one session. More sessions = more progress, and it's very hard to get even 1 session a week with peoples availabilities as they are.
Title: Re: D&D on the Interwebs (NAOW)
Post by: Rashilul on October 14, 2009, 06:41:54 pm
So, Rooster was saying the games are going too slowly and I have to agree with him. Yes, tabletop games can be slow, they're slower online, and our party is primarily newbies. Slow is expected. But this is very slow. I'll give some thought towards speeding it up, and hopefully once everyone gets used to the flow of battle and such it'll move quicker, but off the top of my head;
You talked about whether the pack animal was a mule or a donkey, and whether or not they were the same, for ten minutes or something.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Enzo on October 14, 2009, 07:00:07 pm
As I've come to expect, Rashilul, your insightful contributions to this topic are without peer.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: CJ1145 on October 14, 2009, 07:10:12 pm
So, did I summon that badger?

But Rash and you all are right, we spent over half the session debating things that seemed logical then, but in hindsight are REALLY stupid. However, I for one think that's what is fun about this game. Not just the game itself (although that's major) but the hijinks that the players partake in, and the futile efforts of the DM to stop them.

I first got into D&D after reading DM of the Rings, and to be honest that's the kind of game I enjoy playing: One where stupidity and hilarious moments are not necessarily to the DM's liking or to the plot's development, but are still enjoyable by all. One where session long debates about whether anchovies are good, whether the wizard or the warrior should get the sword, or whether or not we should assassinate the king, despite him standing well within earshot are not only seen, but are commonplace. To me, this IS D&D. This is FUN.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: JoshuaFH on October 14, 2009, 07:21:25 pm
Actually, instead of a badger, we had you summon a medium monstrous centipede instead. I don't know why.

You should say "thank you" by the way, for using my candle for your spell. I want to be paid back you know.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Enzo on October 14, 2009, 07:24:14 pm
Not that I don't think hijinks are fun. I was laughing when you were all trying simultaneously to break a set of steel bars, Enson swinging at them with both weapons, Gurk using his bare hands and Richard intermittently casting frost bolt and hitting them with your wooden staff. The problem is not the existence of hijinks. The problem is that at this rate, you'll be a half dozen sessions in and still be level 1 in the first dungeon.

Actually, instead of a badger, we had you summon a medium monstrous centipede instead. I don't know why.

You should say "thank you" by the way, for using my candle for your spell. I want to be paid back you know.

The candle doesn't actually get used up, he just needs to be holding it. He could just give you back your candle later.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: userpay on October 14, 2009, 07:31:15 pm
Not that I don't think hijinks are fun. I was laughing when you were all trying simultaneously to break a set of steel bars, Enson swinging at them with both weapons, Gurk using his bare hands and Richard intermittently casting frost bolt and hitting them with your wooden staff. The problem is not the existence of hijinks. The problem is that at this rate, you'll be a half dozen sessions in and still be level 1 in the first dungeon.

Actually, instead of a badger, we had you summon a medium monstrous centipede instead. I don't know why.

You should say "thank you" by the way, for using my candle for your spell. I want to be paid back you know.

The candle doesn't actually get used up, he just needs to be holding it. He could just give you back your candle later.
Ya for some reason all of us forgot simo was a rogue (since his controler lost connection and I was controlling him) so that took awhile. We summoned a centiped because otherwise it would have been a celestial badger which doesn't fit as well with richard.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: RAM on October 14, 2009, 08:05:43 pm
Maybe Richard should get special permission to swap all of the celestial and fiendish templates on the summon list...
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: CJ1145 on October 14, 2009, 08:25:18 pm
Not to mention the fact I specifically requested a badger. Considering the battle cry of the Richard I'm basing mine off is "For Pony!", I don't see why I can't have a pet celestial badger.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Cthulhu on October 14, 2009, 09:16:11 pm
He's an evil wizard.  The celestial gods aren't going to give him one of their badgers.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Reasonableman on October 14, 2009, 09:17:28 pm
Has anyone considered using VOIP? Xfire works fairly well for that sort of thing. It's a small download, largely non-obtrusive, and relatively simple to set up. I could even host the server for that, too, if I'm around. If that doesn't work for everyone, there's Ventrilo, but I know much less about that.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Neruz on October 14, 2009, 09:29:15 pm
He's an evil wizard.  The celestial gods aren't going to give him one of their badgers.

He could get a Fiendish Badger.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Rashilul on October 14, 2009, 09:36:19 pm
He's an evil wizard.  The celestial gods aren't going to give him one of their badgers.
He could get a Fiendish Badger.
A wolverine?
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Neruz on October 14, 2009, 09:38:20 pm
He's an evil wizard.  The celestial gods aren't going to give him one of their badgers.
He could get a Fiendish Badger.
A wolverine?
No, a Badger with the Fiendish template. It's the demonic equivalent of the Celestial template.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Rashilul on October 14, 2009, 09:45:03 pm
He's an evil wizard.  The celestial gods aren't going to give him one of their badgers.
He could get a Fiendish Badger.
A wolverine?
No, a Badger with the Fiendish template. It's the demonic equivalent of the Celestial template.
I've seen one of those once. Nasty.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Neruz on October 14, 2009, 09:56:32 pm
He's an evil wizard.  The celestial gods aren't going to give him one of their badgers.
He could get a Fiendish Badger.
A wolverine?
No, a Badger with the Fiendish template. It's the demonic equivalent of the Celestial template.
I've seen one of those once. Nasty.
Not really. In theory the Fiendish\Celestial templates are supposedly worth +2 ECL. In practice they're really not. You get the mostly useless Smite Good ability and if you're high level you get some handy DR and Magic Resistance, but most higher level creatures already have DR and MR, and the other bonuses Fiendish gets are pretty damn common too.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Rashilul on October 14, 2009, 10:12:35 pm
He's an evil wizard.  The celestial gods aren't going to give him one of their badgers.
He could get a Fiendish Badger.
A wolverine?
No, a Badger with the Fiendish template. It's the demonic equivalent of the Celestial template.
I've seen one of those once. Nasty.
Not really. In theory the Fiendish\Celestial templates are supposedly worth +2 ECL. In practice they're really not. You get the mostly useless Smite Good ability and if you're high level you get some handy DR and Magic Resistance, but most higher level creatures already have DR and MR, and the other bonuses Fiendish gets are pretty damn common too.
Actually, it just bit a few people and ran away.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: userpay on October 14, 2009, 11:34:52 pm
Well I think the reason we didn't do a fiendish one was because we didn't have a template for it or something. At any rate the centipede killed one of the rats, I'm curious to see if the summoning will last long enough till the next fight.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: RAM on October 14, 2009, 11:41:54 pm
Summons are mostly used for cheap hit points. Maybe I should make that thaumaturgist I always wanted...
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Enzo on October 14, 2009, 11:58:11 pm
Well I think the reason we didn't do a fiendish one was because we didn't have a template for it or something. At any rate the centipede killed one of the rats, I'm curious to see if the summoning will last long enough till the next fight.

For some reason, summon monster restricts you to fiendish or celestial for any given kind of creature. Even though the templates grant the same level of bonuses, making it completely arbitrary. So yeah, from now on I guess I'll waive that rule.

Also, summon monster spells last 1 round/level, so no. It won't last until the next fight.

Has anyone considered using VOIP? Xfire works fairly well for that sort of thing. It's a small download, largely non-obtrusive, and relatively simple to set up. I could even host the server for that, too, if I'm around. If that doesn't work for everyone, there's Ventrilo, but I know much less about that.

I lack a mic, and I believe other players do as well.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: userpay on October 15, 2009, 12:36:12 am
Well I think the reason we didn't do a fiendish one was because we didn't have a template for it or something. At any rate the centipede killed one of the rats, I'm curious to see if the summoning will last long enough till the next fight.

For some reason, summon monster restricts you to fiendish or celestial for any given kind of creature. Even though the templates grant the same level of bonuses, making it completely arbitrary. So yeah, from now on I guess I'll waive that rule.

Also, summon monster spells last 1 round/level, so no. It won't last until the next fight.

Has anyone considered using VOIP? Xfire works fairly well for that sort of thing. It's a small download, largely non-obtrusive, and relatively simple to set up. I could even host the server for that, too, if I'm around. If that doesn't work for everyone, there's Ventrilo, but I know much less about that.

I lack a mic, and I believe other players do as well.
I have a mic its just my damn computer doesn't seem compatable with the 3.5mm jack ones (no idea why, it has the jack so I can only assume that the jack wasn't connected or shorted to the rest of the hardware).
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Rooster on October 15, 2009, 03:47:45 am
No mic here.
So far the suggestions for improvement by Kinseti are reasonable to say the least and will speed things up.
We should see if we can get one on weekend or something

EDIT: Just found out that I'm stupid. My damage should be 1d12 +4 (str) + 2(1/2 Str) = 1d12 +6 because I go with a two-handed weapon.
Stupid aren't I?

Rules reference:
http://www.dandwiki.com/wiki/SRD:Attack_Damage (http://www.dandwiki.com/wiki/SRD:Attack_Damage)
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: userpay on October 15, 2009, 12:22:11 pm
In an unrelated note I really like a character I'm making for another game and I actually just did fat change up making him a part fighter part wizard.
Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Leafsnail on October 15, 2009, 02:01:21 pm
Sorry for having to leave again, everyone, but it looks like you took out them raccoon/ squirrel things anyway.  Well done.  Also, I think I might have been deliberately taunting the gods in the fight with the goblins, having dodged 3 separate shots and then rolling my maximum damage to one-hit a goblin.  Proof that drive and passion is all you need!  Just like [animu reference removed to avoid modkill penatly].
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: JoshuaFH on October 15, 2009, 02:05:29 pm
Sorry for having to leave again, everyone, but it looks like you took out them raccoon/ squirrel things anyway.  Well done.  Also, I think I might have been deliberately taunting the gods in the fight with the goblins, having dodged 3 separate shots and then rolling my maximum damage to one-hit a goblin.  Proof that luck is all you need!  Just like [animu reference removed to avoid modkill penatly].
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: userpay on October 15, 2009, 02:41:29 pm
Don't forget that one sling bullet went so off it clocked my char in the back of the head.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Cthulhu on October 15, 2009, 03:11:58 pm
For some reason, summon monster restricts you to fiendish or celestial for any given kind of creature. Even though the templates grant the same level of bonuses, making it completely arbitrary. So yeah, from now on I guess I'll waive that rule.

Also, summon monster spells last 1 round/level, so no. It won't last until the next fight.


The monsters have a fiendish/celestial template because you're summoning them from one of the inner/outer planes.  You're communicating with the powers that be there and calling an animal from their dimension into ours.  Since there aren't very many demons/celestials at the low levels, they applied fiendish/celestial templates to material plane creatures to fill out the lists.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: CJ1145 on October 15, 2009, 03:45:26 pm
I don't fully understand the mechanics of this spell. If I have the power to yank a badger from heaven, why can't I just yank one from the forest I'm in, likely less than a mile away?
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Cthulhu on October 15, 2009, 03:49:34 pm
Because that's nature magic, not arcane magic.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Rooster on October 15, 2009, 03:51:24 pm
There's something in it.
Maybe it's just easier to teleport something from the inner planes than from material plane.
Teleport is like 3rd lv spell?
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Enzo on October 15, 2009, 08:09:49 pm
For some reason, summon monster restricts you to fiendish or celestial for any given kind of creature. Even though the templates grant the same level of bonuses, making it completely arbitrary. So yeah, from now on I guess I'll waive that rule.

Also, summon monster spells last 1 round/level, so no. It won't last until the next fight.


The monsters have a fiendish/celestial template because you're summoning them from one of the inner/outer planes.  You're communicating with the powers that be there and calling an animal from their dimension into ours.  Since there aren't very many demons/celestials at the low levels, they applied fiendish/celestial templates to material plane creatures to fill out the lists.

I know why they have a fiendish or celestial template, what I don't understand is why celestial badgers are on the summon list, but fiendish badgers aren't. The same for any animal, it's one or the other but not both. That's what I find strange.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Cthulhu on October 15, 2009, 08:40:29 pm
A lot of the celestial animals seem a bit nicer than the fiendish animals.  You've got stuff like dolphins, monkeys, and dogs for celestial, and spiders, centipedes, rats, and octopi for fiendish.  I don't know, though.

When I'm DMing I don't even bother with the templates.  The low level summons basically amount to speedbumps so there's no real need to modify all the monsters in the summons.  I just go with "Counts as" for template summons.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: CJ1145 on October 15, 2009, 09:30:40 pm
This is why I'm wondering why the badger is not evil. Have you ever encountered a badger in the wild? Those things can mess you up!
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: RAM on October 15, 2009, 09:54:37 pm
The hypertext SRD has a bunch the summons already statted out with their templates applied, but the templates really are very similar so if Richard wants to summon fiendish badgers and celestial centipedes I really don't see it breaking the balance in any way.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Neruz on October 15, 2009, 09:56:35 pm
Considering the only noticable difference between Fiendish and Celestial is one gets Smite Good, the other; Smite Evil, they're pretty easily interchangible.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: Enzo on October 16, 2009, 09:04:54 pm
Alright, I was giving some thought to a Sunday (before work) session, but it seems not only will userpay be unable to make it, but it's the day josh leaves so we won't know at that point whether or not he'll be able to continue. So I'm thinking next Tuesday (Tues/Wed should be my regular days off, for a while at least), I'll know my days off for sure tomorrow after work and I'll figure out a session during the week immediately after I get home and we'll just hope Cthulhus internet holds up*, and then we can start weekend sessions following that. Dakk, be ready in case josh disappears over this weekend and has to drop out. So the tentative schedule for next week is:

Spoiler: Saturday (click to show/hide)

*how bad is your connection cthulhu? Is being gone for an hour going to be normal if we try week-day sessions? Because right now it's the only thing keeping us from playing twice a week.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: CJ1145 on October 16, 2009, 09:08:56 pm
This is good for me. Sunday is not, however, as I am currently in the other D&D Campaign as well, and I believe we have a session on that day.
Title: Re: D&D on the Interwebs (in the dungeon)
Post by: userpay on October 16, 2009, 10:14:39 pm
cthulhu I don't know what kind of internet you have but unless its satilight chances are it connects to phone line somewhere. Get a internet technision to your place asap and I bet you the wire that gets the internet from the phone line is corroded.
Title: Re: D&D on the Interwebs (Tuesday)
Post by: Cthulhu on October 17, 2009, 07:26:37 pm
It's not the internet, it's my laptop.  There's something wrong with the wireless card.

And no, that thing last time was the worst it's ever been.  I'm normally never off for more than a minute.
Title: Re: D&D on the Interwebs (Tuesday)
Post by: Reasonableman on October 17, 2009, 07:46:13 pm
I played D&D today! I did neato things. It's sorta renewed my interest in DMing, specially the bit where I cast obscuring mist, our cleric blessed the water vapor, and it smited (smote?) some baddies with holy mist. I gotta get me a campaign and DM's handbook and stuff.
Title: Re: D&D on the Interwebs (I don't even know)
Post by: Enzo on October 17, 2009, 08:05:13 pm
JOB RAEG. Explanation:

My boss is bad at planning things. Tuesday/Wednesday this week are cheques-from-the-government days (some indian thing and welfare) and therefore the busiest days of the month for a pawn shop and he was unable to tell me today if I'd have them off this week. He said he could figure it out by tomorrow morning though. So there may or may not be a change to the schedule I just set. I can't apologize about this enough guys, just bear with me here. Weekend sessions will be non-job-dependent and therefore regular starting next weekend, I'll do my best to figure out weekly sessions as soon as possible and get the bastard to commit to a schedule. There will still be a session this week, I just can't tell you when until tomorrow. Fuck. raeg.

I played D&D today! I did neato things. It's sorta renewed my interest in DMing, specially the bit where I cast obscuring mist, our cleric blessed the water vapor, and it smited (smote?) some baddies with holy mist. I gotta get me a campaign and DM's handbook and stuff.

That's pretty awesome though.
Title: Re: D&D on the Interwebs (Tuesday)
Post by: userpay on October 17, 2009, 11:47:36 pm
I played D&D today! I did neato things. It's sorta renewed my interest in DMing, specially the bit where I cast obscuring mist, our cleric blessed the water vapor, and it smited (smote?) some baddies with holy mist. I gotta get me a campaign and DM's handbook and stuff.
I just might have to steal that.
Title: Re: D&D on the Interwebs (I don't even know)
Post by: Rooster on October 18, 2009, 04:37:12 am
Aren't you a warrior?

Reasonableman: I don't know what Kinseti thinks about this, but if you would help us as a DM assistant that would speed things up.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Enzo on October 18, 2009, 08:04:52 pm
OK. Have Wednesday off, so same time as last week.

Spoiler: Wednesday (click to show/hide)

While I don't have a specific objection to that idea Rooster, I've also never done the co-DM thing and I don't really know how it would help with an online game. As I understand it the DM handles locations and NPCs while the assistant manages encounters or something? If RM wants to we can give it a shot, but hopefully we can get things going a bit faster this session regardless.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Reasonableman on October 19, 2009, 12:07:18 am
I don't know how I could help, but supposing I don't get terribly busy for some weird reason or another, I'll poke around and see if I can't do something useful.
Title: Re: D&D on the Interwebs (I don't even know)
Post by: userpay on October 19, 2009, 01:05:28 am
Aren't you a warrior?

Reasonableman: I don't know what Kinseti thinks about this, but if you would help us as a DM assistant that would speed things up.
Well not for this game obviously. I tried applying for a game on myth weavers and eventually wasn't picked (there were alot of applicants, I even got special info from the DM for backround related stuff because I was going to use a warforged). I'm currently applying for another game that I think I'll get into (dead line appears to be tommarrow for apps and the max ammount of people possible hasn't been hit yet it looks like) and I'm using the same char with alterations. I posted the link earlier in the thread I think, its undergoing renovations to have it where it needs to be for the campain. Its about halfway done besides certain info from DM.
edit: err I meant I can't do it for this game at least.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: JoshuaFH on October 19, 2009, 05:13:40 pm
Once I get more definite info on my schedule, I'll tell you if that works for me or not. College is sorta dominating my life at the moment.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Enzo on October 20, 2009, 11:01:14 am
Alright, game tomorrow, we should figure out a few things. If josh is unable to make it, is there anyone else who's had success hosting gametable games? My computer doesn't and I've as of yet been unable to find a workaround, so anyone who knows ahead of time and can save us some hassle of figuring it out tomorrow would be appreciated. OOC chat is moving to AIM, I think, we'll see if that saves me a bit of confusion. I've decided to stick with gametable for this dungeon at least, although maptool seems superior I don't really have the abundant free time to re-map this dungeon using it, not this week at least. Dakk, I'm just operating on the assumption you're going to be able to make it if josh is out. If I don't hear from you or josh by tomorrow morning I'll drop you a PM I guess.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Reasonableman on October 20, 2009, 12:28:12 pm
I have had success hosting games, but then, it wasn't with people from the forums; it ought to work, though, so I can do that.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: JoshuaFH on October 20, 2009, 06:59:41 pm
Really won't work guys, as the computer room rules prohibit I download anything onto them, it's against the rules to use chatrooms, AND by the way the school schedule is set up, I can't even get access to them before 6:00 P.M., so I'm very sorry I can't continue DnD'ing with you guys.

I'm not sure if my character should just spontaneously disappear and be replaced with someone new or if I should just distribute my experience to everyone or if someone should just take over my character.

Once again, very sorry. I had fun while it lasted.

Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Reasonableman on October 20, 2009, 08:48:06 pm
... I could probably maybe fill in... possibly... either taking your place or making a new character, if need be...
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Akigagak on October 20, 2009, 08:50:34 pm
It would be first Dakk, then me, to take over his place, according to the waiting list.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Reasonableman on October 20, 2009, 09:06:36 pm
Oh, aha, I see. Sorry to be treading on yer toes there. Either way, I'm still up for hosting the game, since my ports seem to be properly forwarded; just say the word.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Enzo on October 20, 2009, 09:22:09 pm
Once again, very sorry.

Hey josh don't sweat it, dropouts come with the territory of forum games and you have a pretty good excuse.

I will alert Dakk.

Either way, I'm still up for hosting the game, since my ports seem to be properly forwarded; just say the word.

That would be greatly appreciated, if you plan to be around. If any players are hanging around before the game starts we should try to spend that time finding someone else who can host, for the future.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Rooster on October 21, 2009, 09:13:15 am
I had success hosting but it really won't work, since I have a HUGE lag problems.
just saying.

So what hour are we starting? And what server?
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Reasonableman on October 21, 2009, 10:16:08 am
If anyone wants to preemptively join, for whatever silly reason, you're welcome to: I'll have the server up from... right now... to whenever I get home later today, so I likely won't be able to participate. Anyway, server info:

IP: 64.234.4.72
Port: 6812
No password, and since I was spectating last time, I still have all the pogs and the dungeon set up.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Dakk on October 21, 2009, 10:47:13 am
Dakk be here. Am I late, like I think I am. My schedule is rather crazy again, sorry :/
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Reasonableman on October 21, 2009, 10:59:19 am
Nooo, you're not late: as of this post, the game doesn't start for another... three and one-half hours.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Dakk on October 21, 2009, 11:00:57 am
Gah, thats about 30 mins before I go to college :S
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Enzo on October 21, 2009, 12:23:17 pm
I'm having trouble connecting to Reasonablemans server. Any players online right now who could start one up we could try?
I started one for now at:
IP: 96.54.19.144
Port : 6812
no password
But it's never worked for me before so I doubt it will now.

Dakk, I guess we'll add you next session then. Probably better than you only being able to play for a fraction of the time. I think you posted a schedule a while back, could you post it again for planning the next session?
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: CJ1145 on October 21, 2009, 12:29:37 pm
I've been unable to connect to either you or Reasonable's servers.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Enzo on October 21, 2009, 12:33:10 pm
Yeah, I figured that would be the case. You've tried hosting before and it didn't work too, right CJ?
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Dakk on October 21, 2009, 12:35:40 pm
@Kinseti: Aye, its for the best, i'll post my schedule again in a bit.

And yea, unable to connect to either servers.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: CJ1145 on October 21, 2009, 12:36:56 pm
@kinseti: Actually, no. Well, scratch that, I did TRY. However, I couldn't figure out how to find out what my IP was.

EDIT: Nvm, here's the info.

IP:24.209.97.235
Port: 6812
No Password
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Enzo on October 21, 2009, 12:44:24 pm
No luck :(

This is going to suck if we can't find a host.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Cthulhu on October 21, 2009, 12:44:50 pm
I'm directly connecting right now, so I'll be able to host most likely.

Info:

IP:  74.215.124.24
Pass: bay12
Port: 6812
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: CJ1145 on October 21, 2009, 12:46:38 pm
No dice.
Title: Re: D&D on the Interwebs (Wednesday Again! For Sure This Time!)
Post by: Dakk on October 21, 2009, 12:53:56 pm
Me neither.

Me schedule is: I'm free from 12 am to 4 pm, forum time, weekdays. SOMETIMES also free on 9 pm and some hours after. My schedule tends to fluctuate a bit.
Can't really be sure on weekends :S, sometimes all day, sometimes 1 or 2 hours.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Rashilul on October 21, 2009, 01:13:13 pm
Maybe I could try?

IP:98.125.84.7
Port:6812
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Rooster on October 21, 2009, 01:19:08 pm
Fail to connect is made of fail.
Were you hosting just now?
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Enzo on October 21, 2009, 01:22:40 pm
Thanks for trying guys, but neither of those are working.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Rooster on October 21, 2009, 01:45:10 pm
Try this:

IP 193.59.16.153
Port: 6812

No password
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Enzo on October 21, 2009, 01:48:51 pm
HOLYCRAPITWORKS.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: CJ1145 on October 21, 2009, 01:59:22 pm
Everyone please keep in mind that I have physical therapy right now, so I may not arrive quite on time, or may be unresponsive for the first half hour of the session.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Cthulhu on October 21, 2009, 02:26:08 pm
I can't connect.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Rooster on October 21, 2009, 02:30:21 pm
Have you typed everything correctly?
If yes then, we have a problem :/
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Enzo on October 21, 2009, 02:31:32 pm
Uh oh.

I don't know, everyone else (minus leafsnail) is on fine. Restart gametable/computer? Maybe have rooster reboot the server if that doesn't work?
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Cthulhu on October 21, 2009, 02:34:53 pm
Still isn't working.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Enzo on October 21, 2009, 02:38:52 pm
Rooster just restarted the server. That's the last idea I've got. Needless to say your ports are cleared, right?
Title: Re: D&D on the Interwebs (We need a host!)
Post by: userpay on October 21, 2009, 02:39:36 pm
our ports shouldn't need alterting, after all those of us who cant host can join.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Cthulhu on October 21, 2009, 02:49:35 pm
Ports only matter if you're hosting, and I'm connecting directly to my modem, so it's irrelevant.

EDIT:  Well, I can't seem to connect.  This is going to make two games I've missed a large part of.  I don't want to end up being That Guy, so unless I figure out what's wrong I think I'm going to drop out.  Kill Simo, have a waitlister take him over, whatever's appropriate.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: userpay on October 21, 2009, 03:16:49 pm
Ports only matter if you're hosting, and I'm connecting directly to my modem, so it's irrelevant.

EDIT:  Well, I can't seem to connect.  This is going to make two games I've missed a large part of.  I don't want to end up being That Guy, so unless I figure out what's wrong I think I'm going to drop out.  Kill Simo, have a waitlister take him over, whatever's appropriate.
but but.. we need a rogue.
edit: well simos currently passed out from getting bitten by spiders
edit2: simo was lit on fire and is likely dead now, update later.
edit3: so ya we were attacked by a swarm of fine sized spiders, simo got bitten to unconscience, then we poured oil on him and the spiders that were on him and lit it up. Simos dead but at least the spiders are to. me and rich got extra xp for it
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Cthulhu on October 21, 2009, 04:30:38 pm
You guys work fast.

Also, check this (http://www.wired.com/geekdad/2009/10/d-and-d-microsoft-surface/) out.

You want it?  Don't lie, we all know you do.  Well you can't have it, because the computer you play it on is 10,000 dollars.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: userpay on October 21, 2009, 04:55:44 pm
You guys work fast.

Also, check this (http://www.wired.com/geekdad/2009/10/d-and-d-microsoft-surface/) out.

You want it?  Don't lie, we all know you do.  Well you can't have it, because the computer you play it on is 10,000 dollars.
well that certainly looks interesting. If they do come out with that game im sure they will have a version for those that have a regular computer but get a touch screen and even for those that have regular screen they can probably have it mouse useable. So we had two people die, gained some stuff from a few rooms and a bashed open chest.
edit: whats irritating is jod died from heart attack, i wanted to hit him with my axe for hitting me with a sling stone.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: CJ1145 on October 21, 2009, 04:57:12 pm
Oh, and I don't think we mentioned that we rested for the night, using Simo's corpse as our campfire. As for the subject of loot, I got myself a masterwork silver dagger and a cherry wand, along with a 2nd-level spell, Hideous Laughter.

EDIT: Oh, and now we're fighting an Earth Golem because Gurk tried to loot a wand before reading the warning that was written in Common.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Rooster on October 21, 2009, 05:00:31 pm
I want that.

Of course I just killed our whole team  ;D
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Cthulhu on October 21, 2009, 05:05:22 pm
How'd you get a second level spell already?
Title: Re: D&D on the Interwebs (We need a host!)
Post by: CJ1145 on October 21, 2009, 05:08:05 pm
There was a scrollcase by the chest we looted at the bottom of the dungeon. I found it, read the scroll with a really high roll, and got the spell Hideous Laughter.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: userpay on October 21, 2009, 06:11:31 pm
Ye don't have it in your spellbook yet, ye haven't copied it yet so don't use teh scroll till you do. At any rate mayhap we can have lef talk to the golem in the hopes of calming it, the message seemed to suggest clerics might beable to grab it.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Enzo on October 21, 2009, 07:07:55 pm
The adventurers delve deeper into the dungeon, their sorcerer suffering a fatal and tragic heart attack, and their rogue falling prey to a barrel of spiders and friendly fire. An office adjoining the torture chamber containing a locked chest - wait chest? SMASH IT OPEN! FUCK YEAH MAGIC LOOT.

I feel bad about you not being able to connect Cthulhu (and, subsequently, what happened to your character), but I have no idea what the problem was there. And where was you Leafsnail?

OOC chat is definitely moved to AIM for next time, only actions and actual IC-speak will be in the gametable window. It just gets confusing sometimes. Especially when certain people have actions are in parentheses. (open the door) looks like you're telling someone else to do it, less decisive than "I open the door." or "/emote opens the door", and since there's a lot of discussion it's hard to sort out the actual actions, especially when people are doing multiple things. Hence OOC chat.

Maybe it was kind of a dick move throwing a swarm at a newbie party. I figured someone would figure out the immunity thing, and when I planned it I also wasn't expecting you to go in there without useful spells...still, at least you figured out a decent plan to kill them. Fight smarter not harder and all that.

Session was still slow-moving, but it had it's moments. Like attempting first aid on an oil-covered, lit, -9 HP body.

but but.. we need a rogue.
I have a feeling Gurk is just going to smash every lock and trigger every trap until it kills him or another rogue turns up. That seems to be the trend.

whats irritating is jod died from heart attack, i wanted to hit him with my axe for hitting me with a sling stone.
You still could have. Ain't no rule against hitting a dead guy with an axe. Although it's sort of in poor taste.

There was a scrollcase by the chest we looted at the bottom of the dungeon. I found it, read the scroll with a really high roll, and got the spell Hideous Laughter.
To clarify CJ, you deciphered the scroll with the spellcraft check to learn what was on it. When you read the scroll it will activate, cast the spell, and disappear. Or you can spend a full day, make a spellcraft DC 17 check to copy the spell to your spellbook, and lose the scroll.
Title: Re: D&D on the Interwebs
Post by: Dakk on October 21, 2009, 08:20:41 pm
Ohhh hey, if Simo is out for the next sessions (and I somehow manage to properly join the next one), I could make us a replacement elven rogue instead of playing a crazy dwarven monk, Tis all up to ye anyway, I'd have lotsa fun with both.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Neruz on October 21, 2009, 09:55:11 pm
Maybe it was kind of a dick move throwing a swarm at a newbie party. I figured someone would figure out the immunity thing, and when I planned it I also wasn't expecting you to go in there without useful spells...still, at least you figured out a decent plan to kill them. Fight smarter not harder and all that.

At low levels swarms in general are dick moves :P

But hey, if they enjoyed it, that's fine. Sometimes a good dick move livens things up a bit.
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Enzo on October 21, 2009, 10:09:51 pm
At low levels swarms in general are dick moves :P

In my defense, the team was supposed to have 2 arcane casters with offensive spells. Could've made short work of them in 2 magic missiles.
Title: Re: D&D on the Interwebs
Post by: Neruz on October 21, 2009, 10:15:40 pm
True. Although with 9 HP a Spider Swarm can be remarkably resilient.

--EDIT--

Actually, hang on, that's not right. Swarms are immune to specific target spells like Magic Missile. You have to hit them with area effects or, in the case of Spiders that are Tiny, weapon attacks (although they're only half as effective.)
Title: Re: D&D on the Interwebs
Post by: Enzo on October 21, 2009, 10:29:34 pm
Aye, standard spiders in swarms diminutive though...Ah well, they have a low movement speed, you can always outrun spiders...Can't have no-risk encounters forever >:]
Title: Re: D&D on the Interwebs
Post by: Neruz on October 21, 2009, 10:30:45 pm
Hm, so they are. Always thought they were Tiny for some reason.
Title: Re: D&D on the Interwebs
Post by: userpay on October 21, 2009, 11:08:48 pm
Bah I knew that using the oil was probably the best choice by the second round but I was hoping we could get the spiders without it since either way it would have resulted in simo dieing. And dakk it would be nice if ye rolled a rogue, I'd like to have someone on hand that can deal with the stuff we can't. Namely traps and properly openning chests (incase they are trapped as well and just in case bashing it open can damage stuff inside).
Title: Re: D&D on the Interwebs (We need a host!)
Post by: Cthulhu on October 22, 2009, 09:26:50 am
I feel bad about you not being able to connect Cthulhu (and, subsequently, what happened to your character), but I have no idea what the problem was there.

It's cool, this frees up time for the Traveller campaign I'm planning on starting since the All Flesh Must Be Eaten campaign has become unresponsive (Where are you guys?).
Title: Re: D&D on the Interwebs
Post by: Dakk on October 22, 2009, 10:59:29 am
Rolled an elven rogue, he's alright, I'll transfer him to mythweaver's later. You guys choose now, if I do get to join in the next session, pick which character I should use, I'm sure I can have lots of fun with either. The rogue is obviously the most useful one to the party though.

Spoiler (click to show/hide)

He IS rather squishy though.
Title: Re: D&D on the Interwebs
Post by: userpay on October 22, 2009, 01:41:35 pm
Well ye only have 1 less health than simo did, I'd invest in some armor if you've the money for it.
Title: Re: D&D on the Interwebs
Post by: Dakk on October 22, 2009, 02:30:52 pm
Updated armor and weapon info, I'll correct the values once I get it on mythweavers.
Title: Re: D&D on the Interwebs
Post by: Rooster on October 23, 2009, 07:22:12 am
Any plans for next session?
Title: Re: D&D on the Interwebs
Post by: Enzo on October 23, 2009, 10:56:11 am
Well, would early Sunday work for everyone? 2:00 PM GMT would give me 2 or so hours before I have to worry about getting ready for work.

6:00 AM for me and Userpay
9:00 AM for CJ and Dakk (i think)
2:00 PM for Leafsnail and Akigagak (i think)
3:00 PM for Rooster
Title: Re: D&D on the Interwebs (Sunday?)
Post by: CJ1145 on October 23, 2009, 11:41:31 am
I think so. I have a Science Project that I'm way behind on and need to spend the weekend catching up on. Hopefully my parents will let 2 hours slide. (I could actually go 4 hours, but sounds like you can't. Only the first two are reserved for schoolwork.)
Title: Re: D&D on the Interwebs (Sunday?)
Post by: Akigagak on October 23, 2009, 12:22:53 pm
I just got your PM kinseti, I'm in.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: userpay on October 23, 2009, 08:28:20 pm
Works for me.
edit: how are we gonna integrate the new guys anyway? Since we're about to get smacked down by the golem will they arrive from the rear and save everyone? Or will we somehow manage to triumph against the golem and find the two locked up in the dungeon somewhere? Hmm looks like we are going to have 3 melee bases, 1 magic, 1 divine, and 1 rogue, interesting.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: Dakk on October 23, 2009, 08:57:11 pm
If my time is noted as forum time, then Its okay with me, I'll just have to get up a little earlier.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: CJ1145 on October 23, 2009, 08:57:56 pm
Guys, Sunday's off. My mother just had the most insane, out-of-touch and outright stupid ranting session I've ever heard in my life. She decided that her son would not be a high school dropout because of gaming (despite the fact that I'm only behind because of, you know, a GODDAMN BROKEN KNEE.) so she made me a "fair" deal: I finish my Science Fair Project, my Spanish Project, and the two weeks I'm missing of History homework TOMORROW, and I get to play D&D Sunday. I'm contemplating whether to do to the work and then smack her upside the face with it, or just call the psychiatric ward to take her away, because there wasn't even a hint of logic in her speech beyond the lies about gaming that the media shoves down parents' throats.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: Dakk on October 23, 2009, 09:17:37 pm
Tell me about it, mines are going insane over me having a webcam to chat with me friends, because somehow someway webcams will corrupt me and cause me to become a fiend or something. But I just stopped listening and sneaked a webby on me room to talk to me friends when I'm alone.
But damn, is it just me or parents get mroe irrational as they age.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: Neruz on October 23, 2009, 09:18:37 pm
I feel for you guys; my parents are almost as computer literate as i am and they don't give a damn what i do on the computar (and never have.)
Title: Re: D&D on the Interwebs (Sunday?)
Post by: CJ1145 on October 23, 2009, 09:20:39 pm
I might as well be a witch, the way she looks at my computer.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: Enzo on October 23, 2009, 09:32:56 pm
edit: how are we gonna integrate the new guys anyway? Since we're about to get smacked down by the golem will they arrive from the rear and save everyone?

Yeah, that was the general idea. Making you guys fight this encounter two short would be mean.

If my time is noted as forum time, then Its okay with me, I'll just have to get up a little earlier.

I've recently learned forum time can be set (somehow), so basing things on forum time can be dangerous. I think the default forum time is -5 GMT, since that's what mine is and I've never changed it. What time zone are you in?

I'm contemplating whether to do to the work and then smack her upside the face with it...

DO THIS ONE.

So...I'm going to think on whether we should skip this session or do it without you. Since it involves me waking up early I'm leaning towards the former, but I'm also trying my damnedest to arrange 2 sessions a week from this point on. Input from other players on these judgments is always nice. I'm also considering, as an option, to reduce the party size by 1 (through natural causes, the next time someone dies/drops out), since it's hard to get 7 people together at the same time.
My days off this week are Thu/Fri (ARG QUIT CHANGING THEM BOSSMAN), in case anyone is wondering, so a session should take place Thursday regardless of this weekend.

ALSO WHERE THE HELL IS LEAFSNAIL? I KNOW YOU'VE BEEN POSTING IN OTHER TOPICS DOOD.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: Dakk on October 23, 2009, 09:34:29 pm
Pfft, I might be some sort of sex criminal victim or something, or a devil worshipper. The fact they watch the local highly conservative media doesn't help one bit.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: userpay on October 23, 2009, 10:23:45 pm
I've done reports on violent video games though I'm not sure how much sway that would hold with your parents, heres a link that might help.
http://www.gamerevolution.com/features/violence_and_videogames
I used this link for a bit of my research. Get that work done, ye might have to spend all day doing it but then its done and no worries anymore.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: RAM on October 23, 2009, 11:32:07 pm
Wow, at this rate I might actually see the end of the waiting list. I will seriously consider making a character soon.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: userpay on October 24, 2009, 01:10:01 am
Wow, at this rate I might actually see the end of the waiting list. I will seriously consider making a character soon.
Ye might as well, I don't see many on the waiting list posting here so ye might even get a bump up if needed. Just make sure to be flexible with what char you make just in case, frankly I don't want the group to get to heavy in one area.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: RAM on October 24, 2009, 01:58:27 am
I would probably make a cleric aiming for the Thaumaturgist (http://www.d20srd.org/srd/prestigeClasses/thaumaturgist.htm) prestige class. Missing out on the rapid spell metamagic feat would be a bit of a pain but still manageable...

How are you going for casters and clerics?
Title: Re: D&D on the Interwebs (Sunday?)
Post by: Rooster on October 24, 2009, 05:51:49 am
I'd love to play this sunday.
That's cause this games is going slow Neruz'es game goes WAY faster

Also something I have to know ( if you would be so kind)
How tough is the elemental, or what size?
because if he's small I have a turn or two before I die to smack him.
Title: Re: D&D on the Interwebs (Sunday?)
Post by: Enzo on October 24, 2009, 10:56:21 am
OK well if Leafsnail can make it we'll do tomorrow, I don't want to do another session missing 2 players, I think that contributes to the slowness and Leafsnail has already missed a lot of this...

Also, everyone figure out your AIM today so I can make a OOC group chat. I'm lookoutforninjasAThotmailDOTcom.

And yeah, the elemental is small. I still suggest tactical retreat, since fighting him in that corridor could be deadly.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: Akigagak on October 24, 2009, 11:18:10 am
Suggestion: Use IRC for OOC, as I'm guessing AIM (whatever it is) doesn't work on this mac.

Some research proves me wrong.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: Rooster on October 24, 2009, 12:01:59 pm
Noobish: What is AIM and how to use it?
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: Dakk on October 24, 2009, 12:05:10 pm
Easier way: Download pidgin, you can use any instant messager account on it. If you log with all your accounts on it, it adds all your friends from all accounts so you can talk to all of them in a single messager.

Plus it works on macs and linux, IRC.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: userpay on October 24, 2009, 12:19:02 pm
Made a new one for this userpay1ATaimDOTcom. I'll send a pm to lef to ta bug him, if he doesn't respond I think its safe to say we can drop him. If we drop him I say we should try to get him to calm the golem (assuming clerics and the like would have been able to grab the wand without recourse). RAM we could probably use another arcane or divine (depending on what happens with lef) caster.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: Leafsnail on October 24, 2009, 12:29:46 pm
I don't really want to have to leave, but I have relatives staying, and will almost certainly not be able to make tomorrow's session.  I'd like to continue playing in this group, but I'm not really old enough to have any real degree of freedom or predictability over my free time, so I'd understand if you want to kick me out.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: userpay on October 24, 2009, 12:33:21 pm
I don't really want to have to leave, but I have relatives staying, and will almost certainly not be able to make tomorrow's session.  I'd like to continue playing in this group, but I'm not really old enough to have any real degree of freedom or predictability over my free time, so I'd understand if you want to kick me out.
Okay so do you have any idea if you'll be availible for the session after this one(most likely wensday or thursday)? I wouldn't mind playing your char for you for one more game if needed, though ye should have gotten on and told us sooner.
edit: also when installing aim (if ye don't use the launch from webpage thing they've got) do custom install. I did full install forgetting that they like to change your homepage to aol and add a little bar to your browser. Their easy to get rid at any rate.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: CJ1145 on October 24, 2009, 01:54:11 pm
Well, good news: After last night, when I can only assume Jesus Christ came down from heaven to speak to my mothers about the wonders that technology can bring into my life, and the fact that I've spent every waking minute today doing this stupid Science Project, my mother has reconsidered her previous deal, which was so ludicrous even Dark Helmet wouldn't try it. Instead, she has removed the necessity of doing the Spanish project, and only asks that I work on History for an hour tonight, and several tomorrow, and I can play D&D. However, I should mention now that I won't be available for the first 14 hours of the day. What time was the session planned?

Oh, and Leafsnail, for the sake of my sanity find a better avatar. That girl looks like a cross between my best friend and the bitch next door, to the point that I want to hug her as tight as I can and then chop her head of in a bloody rage.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: Angellus on October 24, 2009, 02:13:22 pm
Well, good news: After last night, when I can only assume Jesus Christ came down from heaven to speak to my mothers about the wonders that technology can bring into my life, and the fact that I've spent every waking minute today doing this stupid Science Project, my mother has reconsidered her previous deal, which was so ludicrous even Dark Helmet wouldn't try it. Instead, she has removed the necessity of doing the Spanish project, and only asks that I work on History for an hour tonight, and several tomorrow, and I can play D&D. However, I should mention now that I won't be available for the first 14 hours of the day. What time was the session planned?

Oh, and Leafsnail, for the sake of my sanity find a better avatar. That girl looks like a cross between my best friend and the bitch next door, to the point that I want to hug her as tight as I can and then chop her head of in a bloody rage.
I really liked his snail on a leaf avatar.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: Dakk on October 24, 2009, 07:00:31 pm
It was appropriate! Not some weeaboo nyoro~n stuff.

Also, I'm afraid I have very little chance of being on at 9 am tomorrow :S. Don't let this diiiiieeee.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: userpay on October 24, 2009, 07:54:06 pm
Okay we need to figure out if we are going to play tommarrow or not tonight, I'm willing to get up early if we're playing but I'm gonna be pissed if I get up to find its cancled.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: Enzo on October 24, 2009, 08:14:07 pm
Okay we need to figure out if we are going to play tommarrow or not tonight, I'm willing to get up early if we're playing but I'm gonna be pissed if I get up to find its cancled.

CJ, Dakk, and Leafsnail can't make it, so I guess not. Thursday it is then, hopefully a nice long session will be possible since the two-a-week thing isn't panning out.

I don't really want to have to leave, but I have relatives staying, and will almost certainly not be able to make tomorrow's session.  I'd like to continue playing in this group, but I'm not really old enough to have any real degree of freedom or predictability over my free time, so I'd understand if you want to kick me out.

Well, as long as we can get 1/week I don't really want to kick someone out. Would the thursday (usual time, probably) session work for you? And do you think you'll be able to do weekends later on?

Also, I'm afraid I have very little chance of being on at 9 am tomorrow :S. Don't let this diiiiieeee.

Doin' mah besssst. When I volunteered I was unemployed and almost immediately after I started working full-time (overtime actually) with an unpredictable schedule so I kind of shit the bed on that one. I'll probably drop the size to 5 players once a spot frees up to see if that helps organizing.
Title: Re: D&D on the Interwebs (Leafsnail?)
Post by: CJ1145 on October 24, 2009, 08:19:36 pm
Okay we need to figure out if we are going to play tommarrow or not tonight, I'm willing to get up early if we're playing but I'm gonna be pissed if I get up to find its cancled.

CJ, Dakk, and Leafsnail can't make it, so I guess not. Thursday it is then, hopefully a nice long session will be possible since the two-a-week thing isn't panning out.

I CAN MAKE IT.
Title: Re: D&D on the Interwebs (thursday)
Post by: Neruz on October 24, 2009, 09:19:12 pm
Gies, I think CJ might be able to make it.
Title: Re: D&D on the Interwebs (thursday)
Post by: RAM on October 24, 2009, 10:17:27 pm
I am using the (4-1)d6x6 distributed to my whims stat generation...
Are there any deities that offer both the magic and travel domains?
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 24, 2009, 11:03:00 pm
Ya know theres space right now for you to drop the char ammount.
edit: well looks like no game on sunday so I'll not be getting up early. Lets take this time to make sure everyones scheduals are in and get the new peoples char sheets done up. Anyway night.
Title: Re: D&D on the Interwebs (thursday)
Post by: RAM on October 25, 2009, 12:38:25 am
I have a draft character up for what it is worth...
http://www.myth-weavers.com/sheetview.php?sheetid=162459 (http://www.myth-weavers.com/sheetview.php?sheetid=162459)
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 25, 2009, 04:24:18 pm
I have a draft character up for what it is worth...
http://www.myth-weavers.com/sheetview.php?sheetid=162459 (http://www.myth-weavers.com/sheetview.php?sheetid=162459)
Ye don't have it viewable publicly, click the eye at the screen where you choose the sheet so that its not grayed out. At any rate what time on thursday?
Title: Re: D&D on the Interwebs (thursday)
Post by: Rooster on October 26, 2009, 07:15:02 am
Bump for the sake of being on first page
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 26, 2009, 09:26:21 am
Aye I'm still waiting to hear a time on thursday, things have gotten so quiet.
Title: Re: D&D on the Interwebs (thursday)
Post by: Enzo on October 26, 2009, 10:47:21 am
Oh, yeah, gah, your schedule says you're only free from 12:30-2:00 thursdays, and that would fall into the deadzone when Dakks not available. Is there any wiggle-room on these schedules guys?
Title: Re: D&D on the Interwebs (thursday)
Post by: Dakk on October 26, 2009, 11:07:21 am
Sorry, can't really wrestle with my college schedule :S. I'll drop out if I don't show up on the next session so you guys can find someone with a more adequate schedule.
Title: Re: D&D on the Interwebs (thursday)
Post by: RAM on October 26, 2009, 02:33:07 pm
Can you see my character now?
Title: Re: D&D on the Interwebs (thursday)
Post by: Bogre on October 26, 2009, 03:42:36 pm
Still looking for players?
Title: Re: D&D on the Interwebs (thursday)
Post by: CJ1145 on October 26, 2009, 04:39:51 pm
In response to Kinseti's question, I am in fact now on a tighter schedule, do to my return to school. I imagine that the current time can work, but in the future keep in mind it must be after 20:00 GMT, as I won't be home from school until then.
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 26, 2009, 06:21:27 pm
Oh, yeah, gah, your schedule says you're only free from 12:30-2:00 thursdays, and that would fall into the deadzone when Dakks not available. Is there any wiggle-room on these schedules guys?
dude thats the other way around, im not free from 12:30-2 on thursdays. Then again what I'm doing at that timeslot isn't that important anyway.
Title: Re: D&D on the Interwebs (thursday)
Post by: Enzo on October 26, 2009, 10:59:10 pm
Bah, between CJs school schedule, Dakks college schedule, we only have about a one-hour window on weekdays. If Dakk was serious about dropping out I think 10:00 PM GMT Thursday works...

Stupid real life, always causing problems...
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 27, 2009, 12:49:31 am
Beh maybe we should go mythweaver style on this, basiclly turn it into a forum game.
ah just relized that we should probably make sure aim is working properly. I'll log on now, mines userpay1.
Title: Re: D&D on the Interwebs (thursday)
Post by: Rooster on October 28, 2009, 08:57:57 am
I'm dipleased with inaction that's taking place here

*BUMP* or we'll never have a session today
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 28, 2009, 09:18:02 am
Yes I'm curious myself about the lack of activity here as well. We having a game on thursday or what?
edit: note I've got a dentist apointment at 2 pm so I'll be avalible untill around 1:40 pm.
Title: Re: D&D on the Interwebs (thursday)
Post by: Enzo on October 28, 2009, 11:57:59 am
Sorry, I have the flu. I think my fever is gone today so I should be able to DM tomorrow.

note I've got a dentist apointment at 2 pm so I'll be avalible untill around 1:40 pm.

So...that means 10:00 PM GMT wouldn't work for you. I think 8:00 PM GMT is all we've got, any earlier and CJ can't make it.
Title: Re: D&D on the Interwebs (thursday)
Post by: Rooster on October 28, 2009, 01:53:51 pm
Damn you for not letting me know sooner. Good that I check here often

Server's up

IP 193.59.16.153
No pass
Port: 6812
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 28, 2009, 02:35:46 pm
Damn you for not letting me know sooner. Good that I check here often

Server's up

IP 193.59.16.153
No pass
Port: 6812
Bwahaha ya wrong day dude. And kin what time is that my time?
Title: Re: D&D on the Interwebs (thursday)
Post by: Rooster on October 28, 2009, 02:45:18 pm
hmm a hilarious misunderstanding.
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 28, 2009, 02:46:53 pm
hmm a hilarious misunderstanding.
Eh no worries, ye can entertain yourself with AT1:BT while ye wait though. Check the mechwarrior thread in other games.
Title: Re: D&D on the Interwebs (thursday)
Post by: Enzo on October 28, 2009, 06:22:19 pm
And kin what time is that my time?

Noon.
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 28, 2009, 06:38:17 pm
And kin what time is that my time?

Noon.
so 12 to 1:30 then?
Title: Re: D&D on the Interwebs (thursday)
Post by: Enzo on October 28, 2009, 10:30:18 pm
Yeah, that looks like all we got this week.
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 28, 2009, 11:33:58 pm
Yeah, that looks like all we got this week.
Damn my dentist. On another note I probably won't be avalible on Saturday. Going to my brothers for a party and football game however I myself am not going to the game, I'll probably be staying at his place playing on his 360 or computer. I'll see what time the game is and maybe we can try to set up a game then, I'm not sure if gametable will work on his comp but I can damn well try.
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 29, 2009, 10:13:16 am
And... noone else has said anything besides what 3 people in the past day or two? For crying out loud todays game day lol.
Title: Re: D&D on the Interwebs (thursday)
Post by: Rooster on October 29, 2009, 11:37:05 am
I'll leave the best for the end.

Spoiler (click to show/hide)
Title: Re: D&D on the Interwebs (thursday)
Post by: Dakk on October 29, 2009, 11:41:46 am
Soooo, when we start today, or am me late D:.
Title: Re: D&D on the Interwebs (thursday)
Post by: Enzo on October 29, 2009, 11:43:21 am
Hey guys I've got bad news, I woke up today and my fevers back, I can't DM like this. I can't even think straight. I'm sorry about this and especially the short notice, but I have to cancel.

Sorry guys.
Title: Re: D&D on the Interwebs (thursday)
Post by: userpay on October 29, 2009, 01:00:49 pm
Hey guys I've got bad news, I woke up today and my fevers back, I can't DM like this. I can't even think straight. I'm sorry about this and especially the short notice, but I have to cancel.

Sorry guys.
Dude you should see a doctor if its managed to comeback. Anyway who is in (or will be in) the next game anyway? If ye haven't already post your schedual, maybe we can do a game on saturday or sunday.
Title: Re: D&D on the Interwebs (thursday)
Post by: CJ1145 on October 29, 2009, 01:49:36 pm
It's no problem. Your health comes before D&D, considering you can't play if you're dead. We can re-schedule the game, but you should probably see a doctor if your fever's back.
Title: Re: D&D on the Interwebs (thursday)
Post by: Dakk on October 29, 2009, 02:28:59 pm
Contract vampirism, solves everything.

But aye, its no problem if you aren't feeling well, plus this means I'll have a bigger chance of playing.
(Today's my birthday so I don't have a whole lot of time on the comp).
Title: Re: D&D on the Interwebs (thursday)
Post by: RAM on October 29, 2009, 07:53:05 pm
Vampires have potentially lethal allergies to sunlight, garlic, and religion. That is like, half the time, half the food, and half the people, it dosn't sound so healthy to me...
Title: Re: D&D on the Interwebs (thursday)
Post by: Neruz on October 29, 2009, 07:59:30 pm
Depends on the Vampire.
Title: Re: D&D on the Interwebs (thursday)
Post by: JoshuaFH on October 29, 2009, 08:02:26 pm
The original vampire was only weakened by sunlight, inconvenienced by garlic, and just plain afraid of crosses. IIRC, it's been awhile since I read Bram Stoker's Dracula.
Title: Re: D&D on the Interwebs (thursday)
Post by: Rooster on October 30, 2009, 03:23:56 pm
So, there is going to be a session this weekend?
Title: Re: D&D on the Interwebs
Post by: Enzo on October 30, 2009, 06:20:18 pm
Eh, thanks guys. Never did see a doctor but I think it was just a really shitty flu. Apparently this is a year for those. I'm feeling a fair bit better though. Not healthy, but also not writhing in a feverish trance, so yeah, good times. I am not about to willfully contract vampirism; I am a werewolf, vampires are my sworn enemies.

As for this weekend, as per usual, I'm working. Already took two sick days, can't really take any more. After work is out due to it being in the middle of the night for europeans, before work is theoretically possible. I'm still sick enough that I'm taking the safe road tomorrow and not getting up super early. Sunday I'd probably be up for it but somehow I suspect at least one person will be engaging in activities halloween night that will inhibit their ability to wake up early. We can try for Sunday 2:00PM GMT though, if people are down for it.
Title: Re: D&D on the Interwebs
Post by: userpay on October 30, 2009, 09:12:23 pm
Eh, thanks guys. Never did see a doctor but I think it was just a really shitty flu. Apparently this is a year for those. I'm feeling a fair bit better though. Not healthy, but also not writhing in a feverish trance, so yeah, good times. I am not about to willfully contract vampirism; I am a werewolf, vampires are my sworn enemies.

As for this weekend, as per usual, I'm working. Already took two sick days, can't really take any more. After work is out due to it being in the middle of the night for europeans, before work is theoretically possible. I'm still sick enough that I'm taking the safe road tomorrow and not getting up super early. Sunday I'd probably be up for it but somehow I suspect at least one person will be engaging in activities halloween night that will inhibit their ability to wake up early. We can try for Sunday 2:00PM GMT though, if people are down for it.
Ah... not to sure about sunday, my dads getting on my ass about finding a job. Thats what time for my timezone? 6 am? Maybe...
Title: Re: D&D on the Interwebs
Post by: userpay on October 31, 2009, 05:45:59 pm
Well that was fun. I'm at my brothers new appartment and he was having trouble with his internet on his computer, his xbox 360 connection was fine. Being that I wasn't going to the football game with the family (I just wanted to come up and visit, I don't care for sports so why waste the money on a ticket for me) I decided to attempt to fix the internet issue. Took me about an hour and a half but its finally working. Near as I can tell either his wireless from the computer wasn't on to start with, or the router wasn't brodcasting. Either way after trying various things (all via ethernet cable) I finally unplugged everything and after plugging everything back in I reenabled the wireless on the comp and it works! Yay me! This is also considering that for whatever reason a direct link via ethernet cable didn't work when it does for the 360
Title: Re: D&D on the Interwebs
Post by: userpay on November 01, 2009, 12:16:03 am
Okay I'm assuming that we arn't doing a game sunday morning? I'll probably get up early enough anyway (daylight savings + the fact that its probably all the free time I'm gonna get all day).
Title: Re: D&D on the Interwebs
Post by: Dakk on November 01, 2009, 12:27:35 am
Aye, like Toady, mornings for me are a big nono, not because I don't want to wake up, but because I share my room with me brother.
Title: Re: D&D on the Interwebs
Post by: Rooster on November 01, 2009, 05:37:02 am
So I assume no session?

Bad :(
Title: Re: D&D on the Interwebs
Post by: CJ1145 on November 01, 2009, 07:51:05 am
Shoot. I could have made this one, too.  :-\
Title: Re: D&D on the Interwebs
Post by: userpay on November 01, 2009, 09:36:25 am
Well health is more important that a game. But like I said before maybe we should turn it into a forum game style.
Title: Re: D&D on the Interwebs
Post by: Rooster on November 03, 2009, 01:35:57 pm
So Lethal flu or death to being bored with the game?
Title: Re: D&D on the Interwebs
Post by: userpay on November 03, 2009, 03:30:36 pm
So Lethal flu or death to being bored with the game?
All I can say is "I'z is sad". Seems people arn't to interested in this game anymore, and theres what 2 more being ran?
Title: Re: D&D on the Interwebs
Post by: userpay on November 04, 2009, 04:57:24 pm
So what is this offically dead now?
Title: Re: D&D on the Interwebs
Post by: Rooster on November 05, 2009, 08:24:37 am
I dunno if Kinseti doesn't reply here I'll PM him about this
Title: Re: D&D on the Interwebs
Post by: userpay on November 05, 2009, 12:10:29 pm
I dunno if Kinseti doesn't reply here I'll PM him about this
Also consider noone else has replied and are getting involved with the other dnd games going on lol.
Title: Re: D&D on the Interwebs
Post by: CJ1145 on November 05, 2009, 03:01:09 pm
I'm willing to play as Richard again any time. Even my veteran D&D-playing friends never had the idea to use the dead rogue as a campfire!  ;D
Title: Re: D&D on the Interwebs
Post by: Dakk on November 05, 2009, 03:02:14 pm
College break is closing in, so I'm still up for it.
Title: Re: D&D on the Interwebs
Post by: userpay on November 05, 2009, 06:37:20 pm
Well heres hoping this continues, I mean seriously we can just post in here or something to advance the game like they do on mythweavers.
Title: Re: D&D on the Interwebs
Post by: Rooster on November 06, 2009, 09:20:36 am
Like what?
Eighter kinseti is dead or he abondoned us :/
Title: Re: D&D on the Interwebs
Post by: LeoLeonardoIII on November 06, 2009, 06:20:31 pm
Quote from: CJ1145
I'm willing to play as Richard again any time. Even my veteran D&D-playing friends never had the idea to use the dead rogue as a campfire!  ;D

All the liquor makes them flammable.
Title: Re: D&D on the Interwebs
Post by: Rooster on November 07, 2009, 04:55:03 am
We actually used oil
Title: Re: D&D on the Interwebs
Post by: Enzo on November 07, 2009, 10:43:22 pm
Eh uh...so yeah. I keep hoping to return triumphantly proclaiming "My life is suddenly manageable and we can continue!" but apparently that's not going to happen, so I have to do the other thing, although it's probably a foregone conclusion at this point.

I'll try to avoid the lengthy and slightly redundant explanation as to why I hadn't (although should have) seen this coming.  I just can't afford the time for something like this right now. I was clearly too ambitious when I jumped on the idea of DMing a game, immediately had my schedule life and collapse in on me and become unmanageable, and that makes me a douchebag and you are justified in hating me at this point. But the odds of me being able to manage a session a week on my own, not even factoring in everybody else's schedule, is pretty low at this point, I have no choice but to cancel.

On the plus side, I guess, numerous other forum D&D games have been started by more competent and committed DMs since I threw in my hat on this idea.
Title: Re: D&D on the Interwebs
Post by: CJ1145 on November 07, 2009, 10:54:43 pm
It's no problem, really. Life comes at you fast, not much you can do about it. (I feel I should give myself a pat on the back, as I was able to avoid the obvious joke.)

Title: Re: D&D on the Interwebs
Post by: userpay on November 07, 2009, 11:23:21 pm
Hey this can continue, we just turn it into a forum style game like whats seen at mythweavers. At any rate thanks for coming forward and telling us kin, ah think we all apreciate that.
Title: Re: D&D on the Interwebs
Post by: Rooster on November 08, 2009, 05:06:31 am
Oh, okay lets do this userpay!
I shout "LEEEEEEEEEROOOOOOOOOOY JENKINS!!!"
I RAEG! My attack bonus is now +7, damage +6 one more hp and AC lowering itself? I don't remember.
I attack the lesser elemental!
I wait now for dice!
Title: Re: D&D on the Interwebs
Post by: Neruz on November 08, 2009, 05:53:08 am
You die!
Title: Re: D&D on the Interwebs
Post by: RAM on November 08, 2009, 04:22:42 pm
As the self-appointed lord of chance and boredom, I grant you a roll of 2, a total of nine, and an opportunity to contemplate the folly of even trying...
Title: Re: D&D on the Interwebs
Post by: RAM on November 26, 2009, 10:17:34 pm
I was thinking of starting a new topic for organising D&D-style games, so that people can try to find people with compatible timezones, but there are other forums for that sort of thing so I figured that I would ask if anyone is interested first...
Title: Re: D&D on the Interwebs
Post by: userpay on November 27, 2009, 12:49:02 am
Well I could suggest setting up a forum style game like what they have on mythweavers or this place
http://www.giantitp.com/index.html
sorta slow but its somewhat more consistant and easier than setting up times.