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Save-vs-DM
September 18th, 2005, 23:32
Greetings. I'm starting an Eberron Game for Fantasy grounds and I need 2-4 more players for the game.

Vital Statstics

* This is going to be a roleplay intensive game. There will be combat, but character story and interaction comes first. If you're looking for a heavy combat game, this isn't the game for you.

* This game is set in Eberron. As such, you need the Eberron Campaign Setting book and at least a limited understanding of the game world.

I'll try to run a game once a week, though twice a week might be an option as well. Time is yet to be determined but I live in the Pacific Time Zone, so expect games to be in the 6pm to 12am PST time slot or so.

Anyone who is interested feel free to shoot me an email for character creation specifics.

Cheers,
Save vs DM

GuruChaz
September 20th, 2005, 03:34
First, I'm excited that you are starting an Eberron Campaign using the Fantasy Grounds system. I haven't been able to use it yet and look forward to doing so.

When you say the game is more "roleplaying" specific rather than combat specific, do you mean that the characters interact with each other to solve problems or puzzles? How do they accumulate their experience? If it's just a walk through a story with no real accomplishment then I probably wouldn't be interested. I'm not looking for a virtual fantasy chatroom. I'm looking to play a game with some game elements in it and a bit of challenge.

Thanks.

wavecutter
September 20th, 2005, 05:40
Sign me up!

HanusBorb
September 20th, 2005, 18:42
Sounds Great! I be joining when you get started.

Belizan
September 25th, 2005, 09:50
I have the Eberron main book, but I've never played in the setting. That not withstanding, I'd be interested in playing if you have room and the game day works out. I'm also on the west coast (of North America), so the game time is perfectly good for me.

Save-vs-DM
September 26th, 2005, 07:05
First, I'm excited that you are starting an Eberron Campaign using the Fantasy Grounds system. I haven't been able to use it yet and look forward to doing so.

When you say the game is more "roleplaying" specific rather than combat specific, do you mean that the characters interact with each other to solve problems or puzzles? How do they accumulate their experience? If it's just a walk through a story with no real accomplishment then I probably wouldn't be interested. I'm not looking for a virtual fantasy chatroom. I'm looking to play a game with some game elements in it and a bit of challenge.


THere will be combat at times - I do love my crunch. A lot of these games will be a bit more "investigative" or "mystery" based. You'll fight people, but a lot of the time you might have to figure out just who you have to fight.

THere will be less encounters per level, but said counters will often be a bit mroe dynamic - such as in a busy bar, an old clock tower or a chase through the streets of sharn.

This isn't going to be a fantasy chat room - it's still DnD. So combat yes; roleplay yes.

More along the lines of this:

Instead of "I hit him with my +3 longsword for 15 damage"
it's a bit more
"I slash at him with foecutter dealing a grevious wound for 15 damage."

If any of you are interested shoot me an email at [email protected]

Cheers,
Save vs DM

Save-vs-DM
September 26th, 2005, 07:07
Current House Rules for Fantasy Grounds Games - 09.18.05

Source Books
The following books may be used to create characters.

* Complete Adventurer
* Completer Arcane
* Complete Divine
* Complete Warrior
* Dungeon Masters Guide
* Dungeon Masters Guide II
* Eberron Campaign Setting
* Expanded Psionics Handbook
* Explorers Handbook
* Five Nations
* Players Handbook
* Miniatures Handbook
* Monster Manual
* Monster Manual III
* Races of Destiny
* Races of Eberron
* Races of Stone
* Races of the Wild
* Sharn: City of Towers
* Unearthed Arcana (Any alternatives require DM approval)

Unearthed Arcana
I am using the following Unearthed Arcana variant rules. They are considered cannon in the games I run. Nearly any of the class variants may be used with DM approval.

* Reducing Level Adjustments
* Variant Classes (require prior DM approval)

Class Alterations
The following classes have been altered from what is presented in the Player's Handbook.

* All classes gain +2 skill points per level (8 at first level).
* Sorcerers may pick one intermediate or lesser bloodline listed on page 19 of Unearthed Arcana. The bloodline benfits are gained as class features without the need to take bloodline levels.
* Shifter Rangers may take a Shifter feats in place of the Combat Style feats.

Race Alterations
The following races have been altered from what is presented in the Player's Handbook.

* Half-Orcs gain a +2 racial bonus on Intimidate and Survival skill checks.

__________________________________________________ _____

Character Creation Guidlines

The following are character creation guidlines for my Fantasy Grounds Eberron game.

Staring Level: 2 (1,000 xp)
Starting Gold: 250 gp
Abilities: 32 Point Buy (36 with submitted background)
Alignment: Any non-evil


Abilities
All abilities are generated using the point buy system outlined on page 169 of the Dungeon Masters Guide.

Starting Points: 32
Bonus Points: If you submit a character background you gain an additional 4 points to use in ability generation.


Alignment
I do not allow evil-aligned PCs in my parties. There will be no exceptions to this rule, so don't even try.

Allowed Races
The following races are allowed at character creation. Other races may be allowed with prior DM approval

* Changeling
* Dwarf
* Elf (Aerinel, Khorvaire, Talenta)
* Goblin (Dhakaani)
* Gnome
* Half-Elf
* Half-Orc
* Halfling (Talenta or Khorvaire)
* Hobgoblin (Dhakaani)
* Human
* Kalashtar
* Kobold (Iredar)
* Orc (Gatekeeper or Shadow Marches)
* Shifter

* Warforged


Allowed Classes
The following classes are allowed at character creation. Alternative base classes from the Complete books or the Miniatures handbook may be allowed on a case by case basis. No oriental themed class will be allowed without an exceptional backstory.

* Artificer
* Barbarian (Standard, Totem, or Whirling Frenzy)
* Bard (Standard, Bardic Sage, or Savage Bard)
* Cleric (Standard, Cloistered, or Smiting Cleric)
* Druid (Standard or Druidic Avenger)
* Favored Soul
* Fighter (Standard, Sneak Attack, or Thug)
* Hexblade
* Marshal
* Monk (Standard, Fighting Style, or Damage Reduction)
* Paladin (Standard, Freedom, or Favored Enemy)
* Ranger (Standard, Urban, or Wild Shape)
* Rogue (Standard, Wilderness, or Fighter Feat)
* Scout
* Sorcerer (Standard, Battle, or Animal Companion)
* Spellthief
* Warmage
* Wizard (Standard, Domain, or Specialist Variants)


Feats
Characters may select feats from any book listed as a source book in the House Rules.

Traits and Flaws
Characters may select traits and flaws with an exceptional backstory. All traits and flaws should have reasoning behind them. I reserve the right to veto any flaw you select.


Campaign Style
This campaign will be action-adventure with heavy intrigue and mystery elements. I tend to run a lot of murder/mystery and investigative type adventures, along with the occasional exploration game. I've also been known to toss out rules that I feel don't add to the game in any way. Just a heads up.

_______________________________


Cheers,
Save vs DM

Save-vs-DM
September 28th, 2005, 03:31
All slots are filled.

Save vs DM