Auron Starglider
January 3rd, 2021, 19:35
I am no longer looking for players to this campaign for now - if I need to recruit once more, I shall update this thread. Thank you all for your interest.
Due to story events in the campaign, I feel that I will be able to introduce more players without much of a hitch.
The starting level will be level 9 (same as the party), and I will be using the linked below table to determine starting gear for the new people (though I will grant new equipment at my discretion).
https://orkerhulen.dk/DnD%205th/Starting%20at%20higher%20levels.pdf
Pertinent information (at the top, of course.):
Sundays (though sometimes Saturdays) - 2:00 PM EST / 19:00 UTC
Voice: Discord
Client: Fantasy Grounds Classic (I have the ultimate edition, so you would only need the demo to play).
Twitch or other streaming / recording: No
A couple of things I would like to point out:
1) If you are new to Fantasy Grounds, let me know - I generally prefer to try to get newly joining players set up before game day, and if you need pointers on either 5E rule sets and/or Fantasy Grounds usage, I am more than happy to help. I should generally be able to boot the server up for you to make a character so long as we can agree on a mutual time / date.
2) I allow multi-classing in my campaign so long as you meet the prerequisites per the Player's Handbook (13 in a given stat).
3) I will use Tasha's Cauldron of Everything, BUT (and it is a big one), I will not allow the switching of subclasses once you pick it. Artificers are also not a thing in this campaign. The reason for this is because I feel that the choices you make as a player should have both meaning, and consequence. As for the Artificer matter, I feel that they're more suited to a relatively more high-tech setting like Ravnica and Eberron.
4) I am using other supplements as well! 1) Of Warlocks and Patrons for additional patron choices, invocations, etc. 2) Kobold Press' Deep Magic for 5E because I have felt that the player's spell selection was always a bit lacking. 3) I am also running the Tome of Monsters 1 and 2 from Kobold Press, along with several other publications that are not strictly Wizards of the Coast (whom I am also using). I mention this in case one might think it a deal breaker for any who might be opposed to the use of third party supplements.
With that being said - here are the rules I've pinned on my discord, which I shall make visible for transparency:
1) Players may start with one feat (variant humans get 2) on character creation.
2) Multi-classing: You will be able to multi-class into a new class. As for at character creation: You may multiclass into any class you want as long as you meet the prerequisite of 13 in a required stat going into and leaving from a given class (wisdom for Druid and Cleric, Charisma for Paladins, Sorcerers, and Warlocks, Strength for Barbarians and Fighters, Intelligence for Wizards, and so on). Example: You start as a Fighter 1 - you decide to become a cleric 1 and a warlock 1. To get all this: You need to have 13 strength to leave fighter, 13 wisdom to go into and leave from Cleric, and 13 Charisma to go into and leave from Warlock into a new class (but not for putting more levels into the other two classes).
3) I will not be using the attainment of advantage on flanking attacks. No advantage on flanking attacks unless you are a rogue who has not used their sneak attack yet.
4) You can multi-class on character creation, and can continue in each of those classes after creation.
5) Character Creation shall use the following rules: Roll 4d6 7 times, drop the lowest roll out of the 4d6, and drop the lowest result of the 7 rolls.
6) Alternatively, you can use Standard Array if you are not satisfied with your rolls (if you have a total net-negative for your stat modifiers, you may re-roll once, and if not satisfied still, can use Standard Array: 15, 14, 13, 12, 10, 8)
7) Prohibited Materials (they won't be available for you to load): Unearthed Arcana, Guildmaster's Guide to Ravnica, and anything related to Eberron or another Plane of Existence - this is Forgotten Realms. (DM's addition in this post: I've also learned that some of the spells granted by the guilds can be pretty busted when used on a Warlock - fun stuff though!).
8) I would like for the players to state their intentions behind making a roll. For instance, if you want to investigate something, try to persuade someone, or what have you, please declare your intentions BEFORE the roll is made. If a roll is made without declaring one's intentions behind the roll BEFOREHAND, the roll will be discarded. The reason behind this rule implementation is because I am finding that trying to adjudicate undeclared rolls is becoming disruptive.
Though I've not listed it on my discord rules, I would like to add a few other additional points:
- If a player comes up with something reasonably creative, I am pro-rule of cool. However, to balance rule of cool with rule of practicality, I will use a d100 to adjudicate the matter - on a roll of 1-50 your idea, attempt, plan fails. on a roll of 51-100, it succeeds! By leaving it up to the dice to decide, I give my players the freedom to try to make the game "theirs" - as you have a 50/50 chance, and the d100 is never modified (for or against you).
If you've made it to the bottom of this post, and are still interested, feel free to PM me! :)
Due to story events in the campaign, I feel that I will be able to introduce more players without much of a hitch.
The starting level will be level 9 (same as the party), and I will be using the linked below table to determine starting gear for the new people (though I will grant new equipment at my discretion).
https://orkerhulen.dk/DnD%205th/Starting%20at%20higher%20levels.pdf
Pertinent information (at the top, of course.):
Sundays (though sometimes Saturdays) - 2:00 PM EST / 19:00 UTC
Voice: Discord
Client: Fantasy Grounds Classic (I have the ultimate edition, so you would only need the demo to play).
Twitch or other streaming / recording: No
A couple of things I would like to point out:
1) If you are new to Fantasy Grounds, let me know - I generally prefer to try to get newly joining players set up before game day, and if you need pointers on either 5E rule sets and/or Fantasy Grounds usage, I am more than happy to help. I should generally be able to boot the server up for you to make a character so long as we can agree on a mutual time / date.
2) I allow multi-classing in my campaign so long as you meet the prerequisites per the Player's Handbook (13 in a given stat).
3) I will use Tasha's Cauldron of Everything, BUT (and it is a big one), I will not allow the switching of subclasses once you pick it. Artificers are also not a thing in this campaign. The reason for this is because I feel that the choices you make as a player should have both meaning, and consequence. As for the Artificer matter, I feel that they're more suited to a relatively more high-tech setting like Ravnica and Eberron.
4) I am using other supplements as well! 1) Of Warlocks and Patrons for additional patron choices, invocations, etc. 2) Kobold Press' Deep Magic for 5E because I have felt that the player's spell selection was always a bit lacking. 3) I am also running the Tome of Monsters 1 and 2 from Kobold Press, along with several other publications that are not strictly Wizards of the Coast (whom I am also using). I mention this in case one might think it a deal breaker for any who might be opposed to the use of third party supplements.
With that being said - here are the rules I've pinned on my discord, which I shall make visible for transparency:
1) Players may start with one feat (variant humans get 2) on character creation.
2) Multi-classing: You will be able to multi-class into a new class. As for at character creation: You may multiclass into any class you want as long as you meet the prerequisite of 13 in a required stat going into and leaving from a given class (wisdom for Druid and Cleric, Charisma for Paladins, Sorcerers, and Warlocks, Strength for Barbarians and Fighters, Intelligence for Wizards, and so on). Example: You start as a Fighter 1 - you decide to become a cleric 1 and a warlock 1. To get all this: You need to have 13 strength to leave fighter, 13 wisdom to go into and leave from Cleric, and 13 Charisma to go into and leave from Warlock into a new class (but not for putting more levels into the other two classes).
3) I will not be using the attainment of advantage on flanking attacks. No advantage on flanking attacks unless you are a rogue who has not used their sneak attack yet.
4) You can multi-class on character creation, and can continue in each of those classes after creation.
5) Character Creation shall use the following rules: Roll 4d6 7 times, drop the lowest roll out of the 4d6, and drop the lowest result of the 7 rolls.
6) Alternatively, you can use Standard Array if you are not satisfied with your rolls (if you have a total net-negative for your stat modifiers, you may re-roll once, and if not satisfied still, can use Standard Array: 15, 14, 13, 12, 10, 8)
7) Prohibited Materials (they won't be available for you to load): Unearthed Arcana, Guildmaster's Guide to Ravnica, and anything related to Eberron or another Plane of Existence - this is Forgotten Realms. (DM's addition in this post: I've also learned that some of the spells granted by the guilds can be pretty busted when used on a Warlock - fun stuff though!).
8) I would like for the players to state their intentions behind making a roll. For instance, if you want to investigate something, try to persuade someone, or what have you, please declare your intentions BEFORE the roll is made. If a roll is made without declaring one's intentions behind the roll BEFOREHAND, the roll will be discarded. The reason behind this rule implementation is because I am finding that trying to adjudicate undeclared rolls is becoming disruptive.
Though I've not listed it on my discord rules, I would like to add a few other additional points:
- If a player comes up with something reasonably creative, I am pro-rule of cool. However, to balance rule of cool with rule of practicality, I will use a d100 to adjudicate the matter - on a roll of 1-50 your idea, attempt, plan fails. on a roll of 51-100, it succeeds! By leaving it up to the dice to decide, I give my players the freedom to try to make the game "theirs" - as you have a 50/50 chance, and the d100 is never modified (for or against you).
If you've made it to the bottom of this post, and are still interested, feel free to PM me! :)