Things to Keep in Mind
First, this game is intended to start small and get bigger (from a quest perspective). It will start local to the character’s starting place, go worldwide, and possibly beyond.
Second, having an idea of your character’s bigger goals is a good idea. Despite the (intended) scope of the game, I will endeavor to see that the characters (over time) are able to achieve some/most of their grander objectives. Thus, the earlier I get the character concepts, the earlier I can work them into the plot.
Third, remember that teamwork will be essential to success. There will be times where party division may lead everyone to disaster. There will be traps, poison, combat, dark places, and lots of water, so a variety of skills will be necessary for the group’s survival. Thus, antisocial characters (and you know the type I mean) are discouraged, though I will not necessarily say no if you really want to be that kind of character. Party solidarity would be a nice change though.
Fourth, having an idea about how your character will act/react to circumstances is a good thing, but please be willing to play with character attitudes when the game proper starts.
Fifth, there will almost definitely be a Kender in the party. I will attempt to rein her in somewhat, but please be mentally prepared for this.
Character Concept
All players are requested to provide me with a character concept, which should include the character’s background, training, and goals. Filling out this character study is not strictly necessary, but would add to the depth of the characters.
Ideally, all characters will know each other (or at least know a couple of the others) as part of their background. In addition, all characters should have some form of work as a day job. Your characters are not full-time adventurers… yet.
You make your home in Llafanwyr’s capital city, Te’ralyn.
All characters are considered to be natives of Te’ralyn, with the following exceptions. In all cases, you are expected to currently live in Te’ralyn, though your character may have visited any one other Cremaian country. Should you choose to have traveled, you will be provided with additional information about that country.
- Bards may have traveled all over Cremaia and to one country in Asuris or Kafre’en.
- Wizards may have traveled to Salinar to study, in which case the character must be a specialist wizard. In this case, the character receives the bonus feat “Salinar Tutor” (The character has an established contact in Salinar, and also has access to Salinar’s huge library; this feat is also essential for characters hoping to pursue higher end magic-based prestige classes).
- Barbarian characters are either from Dofmariel or are refugees from Gochanrall.
- Kender are always visitors, though any Kender characters are established members of the Kender community in Te’ralyn.
Character Race
At this point, I will say that almost any race that has an ECL of 1 will be permitted, with the exception of Warforged and Kobolds. I will give you an automatic okay here for any race from the PHB. I am also willing to discuss taking a bloodline as outlined in Unearthed Arcana.
If you are wanting to play a nonstandard race from any other source, however, run it by me. Odds are that I will okay it.
Character Class
All classes from the PHB1, PHB2, or any of the “Complete ~” books are permitted, with the exception of Samurai, Shugenja, Ninja, Monk, and Wu Jen, which may not be taken at first level. A human character may take the feat “Haiconian Ancestry:~” at first level. This feat grants the player one heirloom weapon (the only way to begin the game with an Oriental weapon) and will also permit the character to seek training in one of these classes, should the character ever travel to Haicon and find a trainer.
Please keep in mind that not all prestige classes will be available, and that you will need to seek a trainer to advance to a prestige class or to multiclass. In addition, for most prestige classes you will also need to attract the attention of the prestige class’s organization.
If you want to play a class from a source other than the ones listed here, check with me, and I’ll probably okay it (but maybe not).
Character Abilities
While this likely will not matter until Sunday, I figured I would give you a head’s-up on how ability generation will work.
- Players will roll 3d6 six times.
- Players may reroll any ones on rolls of 9 or less, and they may reroll any one dice if the total rolled is under 7.
- On these rolls, all numbers count as one lower than the new number rolled. IE, a 6 is a 5, a 5 is a 4, a 4 is a 3, a 3 is a 2, a 2 is a 1, and a 1 is a 0. Yes, it is possible to actually reduce your total score by rerolling. No subsequent rerolls will be permitted.
- In the unlikely event that a player fails to roll 15 or higher even once, that player will be granted one stat at that number in place of his/her lowest rolled total.
- Players may then organize the rolled numbers among the six abilities as they choose.
Skills
I am using a variant rule from Unearthed Arcana for skill use in this game. The full description is on pp.81-86 of that book. For the sake of ease, I’ll provide a brief outline of this rule here.
- Complex skill checks. Essentially, it’s a rules system incorporating multiple skill rolls to succeed on certain skill checks. The more challenging the task, the more skill checks required. The player needs to succeed ‘X’ number of times before failing ‘Y’ number of times to succeed.
- This variant doesn’t apply to all skills, nor to all situations, but things like lock-picking, trap-disarming, knowledge checks, and search will almost always require multiple checks.
Feats
I think I am going to give free reign on feats across most books. No specific martial arts/ki feats is my only prohibition, though you will have to get my final okay on any chosen feats.
I am, however, using another rules variant here, related to weapons known. The full rules are in Unearthed Arcana pp.94-97. Essentially, every class knows only a certain amount of weapons, and the divisions are more specific than merely simple, martial, and exotic. This one I’ll let you look up for yourselves, but ask below if you have any questions.
Spells
Most anything goes for starting spells, as long as you adhere strictly to the known spells list for the given class. As per the norm, check with me to confirm.
Equipment
Starting money is as per the PHB tables. For other classes, the number from the closest logical class of the core classes will be used.
You can have almost anything you can afford.
Other Rules Stuff
I want to use these four alternate rules. They are designed to work together, somewhat, as some aspects will offset the extra difficulty of others. I’ll give a basic overview of each here, and you can tell me whether you want to use them or not in the comments section below. I think that if two of you say no to a rule, we won’t use it. If nobody says anything, I’ll assume that they’re all okay.
All are from Unearthed Arcana.
- Defense Bonus pp.109-110: Every character gains a defense bonus (which represents a character’s ability to avoid being hit) that increases as s/he levels up. Armor overrides this bonus; it does not stack with it.
- Armor as Damage Reduction pp. 111-112: Essentially, armor adds a bit less to AC, instead adding DR based on the type of armor. If used with 1. above, the player must choose between taking the armor’s AC mod and its DR or the Defense bonus.
- Level-Indepedent XP pp.213-215: This simplifies the XP tables for the DM, the PCs need more XP to level, but it shouldn’t take any longer. I’m not giving you an option on this one.
- Vitality & Wound Points pp.115-119: Okay, this is a bit different. Hit points are now called vitality points, they work in a similar way. The main difference is the wound points. A character’s number of wound points is equal to his/her Constitution. Normally, all damage is done to vitality points, until they’re gone, at which point damage goes to wound points. Taking damage to wound points does not reduce constitution. Critical hits automatically bypass vitality points and instead go to wound points directly, ignoring DR. Any damage to wound points results in fatigue and risks stunning the character. These rules make monsters much more dangerous, as even a basic goblin goes from having 1d8+1 HP to having that many vitality points + 12 wound points! At the same time, a Great Wyrm red dragon goes from 40d12+400 HP to that many VP plus 248 WP! But, and this is the kicker, remember that all critical hits automatically bypass VP and go straight to WP. So, you could technically kill the dragon faster than normal this way, if you were really lucky, but it could do the same to you.
And that’s character creation and house rules. If you have any questions or comments, feel free to post below.
February 28, 2008 at 4:39 pm
I should have posted my comment about 4th edition here. Eventually, Volara should slip into 4th edition:D
February 29, 2008 at 5:29 am
Can you first put up race and class restrictions? This would be a good start, and anything that goes with those restrictions – religion, languages, etc.
That would be wonderful.
February 29, 2008 at 2:00 pm
I’ll see if I can get some stuff up on character creation over the weekend.
March 3, 2008 at 10:42 am
I’ve been thinking that I want to play a rogue, but I’d like him to be a lawful good rogue, meaning I need special DM permission to make such a character. I want to play a religiously devoted rogue, dedicated to serving his god.
Do you have any suggestions for religions or gods? Are you using the PHB gods or does Volara have it’s own gods?
March 5, 2008 at 9:24 pm
lol I want to play Robin’s character’s god hehe Only through a kender god will you truly obtain enlightenment…test of patience if you will
March 7, 2008 at 1:27 am
I’m not sure what I’ll be. Definitely not a mage. Barbarians are ruined for me after Guts. Not a druid, I’ve played Satch way too often. You know, I think I’m going to end up being a cleric.
May 10, 2008 at 10:42 am
I like the uniqueness offered by the Defense Bonus and Armor as Damage Reduction. Makes sense to have DR with armor. Makes armor have more of a purpose too, or at least a tangible purpose. I’m not a big fan of the XP and HP alternatives. Both seem more complex and unnecessary. I can’t see them adding anything beneficial to the game. If you want to be able to easily calculate XP for varying levels, use this website http://www.penpaperpixel.org/tools/d20encountercalculator.htm It’s been very useful to me.
Seeming as I was going to be a fighter class, I’m a bit worried about the weapon restrictions, but it looks like it will add a good variation. Looks something like the options books for 2nd edition. Should be a good addition.
I am concerned about the rolling scheme and having to have a trainer for training classes:
In one of my games this year, I made the PCs train for their levels and it just ended up being cumbersome to the game, slowed it down a lot and frustrated the players. In my case, by level 6, I hope to look like this “Rogue 1/Fighter 2/Cleric 2/Shadowbane Stalker 1″. Having to have a trainer for every one of those classes seems like a pain in the arse. I my mind, my character trains for all of these areas from the start, as he is already a Shadowbane Stalker at heart. I don’t want my multi-classing to be more of a hindrance than it already is.
Regarding the rolling scheme, I’m pretty sure we’re going to end up with very low stats, unless we’re extremely lucky. We also did a game like that in the past year and the characters needed to have their stats drastically boosted. The way we’ve been rolling is 4d6 six times, subtracting the lowest die each set. Then we may roll a couple other times, so we have three sets of six stats to choose from. This allows the players to adapt their stats to their character’s needs. Stats are usually from 9 to 15, with maybe one or two at 16 or higher. For myself, my character cannot be what he needs to be if he has low stats. I’d have to throw multi-classing out the window, as well as my prestige class.
Which reminds me, is Shadowbane Stalker workable? The prestige class is in the “Complete Aventurer” and the organization “Order of Illumination” is on page 179. I think the order is generic enough that it might have a place in Volara, of course, that’s your choice. I’m hoping Norm or another will be a Shadowbane Inquisitor with me.
Anyway, there’s my thoughts. I bet you can’t tell that I’m eager to play:D Oh, I might join your other game too.
May 10, 2008 at 11:34 am
The XP alternative is not complicated at all. It really, really isn’t. The HP thing is more complicated, but I like it, so we’re going to try it.
I had never intended to make the characters train for their levels in their classes, only when changing class. And I feel that Prestige classes should mean more than simply writing a new class name and new skills on the character sheet. I may – emphasis on may – let you all multiclass without training or I might let you train with one of the other PCs to become a member of another class, so long as that player is one level ahead of you (thus, a lvl 2 cleric could teach you to be a level 1 cleric, etc). I don’t want it to be too cumbersome, but I don’t want the characters pulling skills and insane abilities out of the air either. Prestige classes will definitely require some sort of initiation.
I have made up my mind on that one, though there is something else to be aware of. I am not adhering to strict Prestige Class requirements. By that, I mean that if you seek out the Order and attempt to join them before you have the full requirements, they might send you on a quest that would test your abilities. If you pass the test, they would let you in, even if you were only level two.
Ans yes, Shadowbane Stalker is very workable.
With regards to the rolling, I’ll see how the stats are before I decide to change the rolling rules.
May 10, 2008 at 9:22 pm
J, you can’t give rebuttal to opinions, especially before other people have said anything:D It sours the opinions of everyone else that might follow.
I was expecting initiation into the prestige class, especially since it’s an order and not just powers manifesting. I just don’t want to have to get training for new classes, which don’t necessarily need trainers and can be practiced on your own. I only worry about it, cause I was planning on having three classes to start with. It’ll be fun to have initiation into the order. I’m hoping someone else will join me with one of the prestige classes. I could see Mark joining, as he was going to play a cleric class.
May 10, 2008 at 9:28 pm
Oh forgot something…I do like the VP/Wounds system, I was just being lazy avoiding another thing to keep track of. It’ll add to battles in a good way. Although I don’t really see the point in having a different XP system, especially with that website, but whatever.
Here’s an option you could add to the fray – we’ve been using this one: Your Con identifies how low you can go before you die. If you have a Con of 15, you need to drop below -15 before you die. With a Con of 15, you have a +2 adjustment. If you are at 0, -1, or -2, you are unable to do anything strenuous, but you are still awake. It worked really well, but with the VP/wounds, I don’t know if you need it.
May 10, 2008 at 9:32 pm
Hehe, a bit more…If you have a Con adjustment of 4, then you are conscious from 0 to -4. Another option to that is having a percentage to stabalize yourself. Con of 15 gives you a 15% chance to stabalize on your own, between -3 and -16.
May 11, 2008 at 12:37 am
R., I think there’s some difficulty in expecting J. to wait for “other people” to post their opinions before replying with his own when it’s been mostly you and I posting replies here since the blog’s inception. (Besides G. and A. that is and W. has to be forced to post at all.) I appreciate the thought though.
I’m unsure but I believe I recall Matt using an alternative point system from U. A. (as opposed to using XP) for item creation feats in the wizarding class. Though I’m not planning on taking this all-powerful class, others may find it more attractive with this particular rule set in place. Just something I thought might be worth considering.
Ha! The Armor as DR reminds me of GURPS. In fact, it is GURPS. Planning for an easy transition?
Everything seems fine to me, though I expect you won’t get much background from me until we start up on Sunday seeing as how some character traits are linked with stats.
Man. I haven’t even begun planning for a prestige class.
*begins “acquiring” Unearthed Arcana*
May 11, 2008 at 9:22 pm
I was joking. That’s usually what big smiley faces are for, not that you can see that clearly when reading text.:D Why doesn’t W post, anyway? Lazy bum.
If we use the alternative XP system, I hope we get much larger xp rewards, as the book suggests. Levelling is half of the game, for most people.
May 12, 2008 at 12:23 am
I realize it was a joke. My comment was a dig at the others who were reading but not posting. That is, I hope they are reading.