Skulca
March 31st, 2016, 12:32
FG License: Ultimate Licence
Game System: D&D 5E
Time Zone: Australian Eastern Standard Time (AEST)
Day of week and time: Sunday Morning, 10am for 3hrs , Start Date 17th April
Planned Frequency: Fortnightly (every two weeks)
Term: Initial Play the Starter Module, progress into home Brew or another module if players want to.
Text or Voice: i.e. Voice
Voice software used: i.e. Discord, TS FG Server is an option also
Roleplay & Combat mix: i.e. 50/50 Combat Role Play.
Number of Players in game & needed: Have 2 Players, need 2 more
Character starting level & equipment: Level 1 Start
Character restrictions: i.e. No restrictions other than no Aarakocra allowed.
Players : Happy to accept new players as long as they are willing to learn the rule set and work towards understanding it. The rules are now published for free in the DnD 5th SRD so everyone can read them without a PHB.
I am a Long time DM deciding to try and run a published module for the first time in 5E, have been using FG a while now and want to get into DMing using it
I want to play through the Lost Mines as it seems like it could be fun before as I have not run a module before I usually home brew. Though I would start with a shorter module rather than a long lone like the others
Character Creation : I have slightly more powerful characters than normal as I do not pull or change any rolls, the dice fall as they are so I give players a slight boost and I like DM a decent group of Player characters, that said I don’t go overboard just a few little tweaks.
Level 1, Stats are 4d6 drop lowest, Re roll if total value (Sum) of all six stats is less than 70, I find this makes slightly better characters than standard set usually does.
Variant Rules used
Spell Points instead of slots, (this adds a lot more flexibility to spell casters over slots in my experience so far)
Feats are available, you get a free feat at your first stat boost along with the stat boost, you then choose.
Rolling hit points, you roll and take the better of average or roll.
I think the rules are a great start to how to play and usually resolve most issues however I do like to run with ideas as they develop after all its a fantasy world.
I am a solid believer in if you can think it up and be creative with you character within reason I will usually try work it in as we go. For instance, trying to use spells creatively and not just as written is always an option. My Goal is to have fun and provide an enjoyable experience playing this fantastic game.
Game Calendar Link: https://www.fantasygrounds.com/calendar/index.xcp?id=1919
Game System: D&D 5E
Time Zone: Australian Eastern Standard Time (AEST)
Day of week and time: Sunday Morning, 10am for 3hrs , Start Date 17th April
Planned Frequency: Fortnightly (every two weeks)
Term: Initial Play the Starter Module, progress into home Brew or another module if players want to.
Text or Voice: i.e. Voice
Voice software used: i.e. Discord, TS FG Server is an option also
Roleplay & Combat mix: i.e. 50/50 Combat Role Play.
Number of Players in game & needed: Have 2 Players, need 2 more
Character starting level & equipment: Level 1 Start
Character restrictions: i.e. No restrictions other than no Aarakocra allowed.
Players : Happy to accept new players as long as they are willing to learn the rule set and work towards understanding it. The rules are now published for free in the DnD 5th SRD so everyone can read them without a PHB.
I am a Long time DM deciding to try and run a published module for the first time in 5E, have been using FG a while now and want to get into DMing using it
I want to play through the Lost Mines as it seems like it could be fun before as I have not run a module before I usually home brew. Though I would start with a shorter module rather than a long lone like the others
Character Creation : I have slightly more powerful characters than normal as I do not pull or change any rolls, the dice fall as they are so I give players a slight boost and I like DM a decent group of Player characters, that said I don’t go overboard just a few little tweaks.
Level 1, Stats are 4d6 drop lowest, Re roll if total value (Sum) of all six stats is less than 70, I find this makes slightly better characters than standard set usually does.
Variant Rules used
Spell Points instead of slots, (this adds a lot more flexibility to spell casters over slots in my experience so far)
Feats are available, you get a free feat at your first stat boost along with the stat boost, you then choose.
Rolling hit points, you roll and take the better of average or roll.
I think the rules are a great start to how to play and usually resolve most issues however I do like to run with ideas as they develop after all its a fantasy world.
I am a solid believer in if you can think it up and be creative with you character within reason I will usually try work it in as we go. For instance, trying to use spells creatively and not just as written is always an option. My Goal is to have fun and provide an enjoyable experience playing this fantastic game.
Game Calendar Link: https://www.fantasygrounds.com/calendar/index.xcp?id=1919