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Author Topic: Living Oasis (3.5) OOC Thread - 8? Slots open  (Read 43698 times)

Dwarmin

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #255 on: November 18, 2013, 08:23:24 am »

Can you get a masterwork healer's kit?

Also, I'm sure I saw in a book someone linked me to once that you can get alchemist arrows? Or some arrow-based alchemy-delivery system? Anyone any ideas if this is true/where it might be?
Arms and Equipment Guide.

Thanks. Would I need Craft Alchemy and... Craft Woodworking to craft such arrows myself?

edit: hmm, 75 gp for an alchemy arrow with alchemist fire on it, but only 2gp for an arrow with a thunderstone? A bit cheap?

You could probably pay someone to make you the arrows then fit the alchemic part in yourself?

It depends if they can be separated as a craft.
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GreatWyrmGold

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #256 on: November 18, 2013, 08:41:32 am »

Well, we definitely need a cemetary complex, which would need to be fairly elaborate if the area outside the city has been hostile for sentients (as well as heavily consecrated if a Lichlord is resident).  I would also suggest a naturally occurring vine that produces winterberries, which can be good food, wine or poison, depending on preparation and season.  Would have helped the city be a major trading post before (both for exotic goods and as a niche for black market dealings).
Noted.

Hm.
I have a few problems with this direction, but most of all I think it lacks the danger implied in Dwarm's description. I mean, a yearly election? Where are the shantytowns? The gangs? The chaos? From your descriptions of the districts, this seems to be a healthy, industrious, safe haven, whereas Dwarm's descriptions implied internal strife pressured by external evils.
Cults, monsters, organized crime, these are the things from which Heroes are born. Not safety and contentment.
I'll answer these things one by one, freely admitting that I didn't make them clear (due in part to my time being spent on diversions like government--things I wanted to include and avoid forgetting).
The "real" shantytowns are the poorer areas of Hightown, but most of the settled areas would also qualify. We're not talking castles and stuff in Northwood, Fishmine, and Mineton, nor the outskirts of the Upton areas.
The gangs were mentioned in passing, I believe. Some are in the poorer areas of Hightown, but the military usually keeps those down. The criminals in Mineton aren't that organized, but they're there. Southwood is patrolled by the druids, Fishmine probably has significant gangs, and Upton and Northwood might as well. (I'll freely admit I haven't thought this all the way through. They definitely have gangs, though. The only places there aren't are in the areas firmly controlled by the Assembly, druids, or lichlord.)
The chaos is there, but most people try to ignore it. That being said, between racial issues, poverty, rampant criminals, competing factions, monsters, and general hopelessness, there's a lot of chaos. I just didn't focus on it. Also, I'm imagining a heavy-fisted regime trying to keep order in at least the nicer parts of town.
Yes, pretty much none of this was there. I put the blame for that firmly on myself.
Also note that yearly elections do not really imply order. Look at poorer, overcrowded voting districts, or at the 2000 US presidential election. All that yearly elections imply is yearly elections. Polling places are set up, and usually guarded, but that doesn't mean that there will be any kind of order at the places themselves. Or that many people would vote.
There probably aren't many big cults, what with the clerics and druids doing so much for the community and the general iron-fistedness, but I'd imagine there could be some small ones in the desert, polar, or swamp regions, or maybe the outskirts of the more-populated areas. Monsters...they're there, I just haven't always mentioned them. Crime isn't anything near organized for the most part, I'm imagining, but there's probably some. And you left out stuff. Dictators, gangs, undead armies, unforgiving wastelands (filled with monsters, admittedly) and the like can also be heroic obstacles.
And who said that heroes were an ideal? The setting as Dwarmin described seemed pretty dystopic already; I just fiddled with that a bit.

I'm not a GM and I definitely don't plan to be (no matter how much i love worldbuilding), but... that sounds way too organized for just a few years after an apocalypse. Shouldn't there be a lot more fighting? Fragmentation? this level of civilization and industry shouldn't come about for decades, at least.
I was imagining a combination of desperation and swords (and magic and stuff) would have forced some sort of organization. Mostly because I'm having trouble imagining a scenario where total anarchy for a few years leads to anything but total ruin.
As noted, there is more fighting and fragmentation than I explicitly stated, though I tried to imply it.
Besides, Dwarmin described upper-class areas, and you can't have those without order and an upper class, which also pretty much requires order.

I would imagine GwG's stuff as the tourist brochure...come to sunny Oasis, you'll never want to leave, or even be able to. :P

It just lends some much needed solid background to the setting, imo. You don't see urban decay on the map-it's in the world, suffering so oft writ upon the faces of the hopeless and damned.
Oddly enough, that was much my idea. The officials rarely admit to, and those living in different districts rarely know, the problems that exist across the city.

Here we go.

I'm hoping there's no problems with it?
You can't enchant normal clothes with AC bonuses, last I checked. Have you considered Bracers of Armor?

Maybe one of the other GM's will run a more 'evil-friendly' campaign, but mine personally will be more neutral or good aligned. Maybe I could allow a lawful evil, well written. But I dislike what amounts to forced player conflict via the alignment system.

Since being CE by itself is usually just an excuse to troll the other players, IMO. You're so worried about screwing everyone over you forgot to RP, oops.
My campaign will be perfectly fine with evil characters who aren't Stupid Evil.
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lawastooshort

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #257 on: November 18, 2013, 08:43:15 am »

You could probably pay someone to make you the arrows then fit the alchemic part in yourself?

That sounds reasonable.

Dr Ari Ekrund, Dwarven Doctor. Background to come later.
http://www.myth-weavers.com/sheetview.php?sheetid=710271

How tall, heavy and old should an average dwarf be?

Dwarmin, you suggested I might be able to have a synergy bonus on Heal for Knowledge: Humanoid Anatomy. Any further thoughts? I took 5 of it. And 5 of Profession (Physician). And have assumed I might have a house where I see patients and have lots of bottles (Alchemist's lab)

Oh, and last question - do Masterwork Healer's kits exist?


edit: I will keep the Knowledge and Profession skills whether they are helpful or not...
« Last Edit: November 18, 2013, 08:49:08 am by lawastooshort »
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GreatWyrmGold

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #258 on: November 18, 2013, 08:57:42 am »

How tall, heavy and old should an average dwarf be?
There are tables in the PHB. On the reasonable chance that you're using only the SRD...
For a dwarven rogue, starting age is 3d6+40 years (about 40-60), although you can certainly be older.
A male dwarf is typically 2d4 inches over 3'9", or 3'11" to 4'5". Weight is a little more complex; you multiply what you got/assigned for the 2d4 by 2d6, and then add that to 130 to get the weight in pounds. A 4-foot-exactly-tall dwarf would be [130+3(2d6)] or 136-166 lbs. Across heights, dwarves can be anywhere from 134 to 226 lbs.

Make sense?
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lawastooshort

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #259 on: November 18, 2013, 09:05:25 am »

On the reasonable chance that you're using only the SRD...

Yep...

Make sense?

Yes, thank you :)
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GreatWyrmGold

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #260 on: November 18, 2013, 09:17:41 am »

Glad to help.
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GiglameshDespair

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #261 on: November 18, 2013, 10:07:34 am »

More level up incompetence: As i'm not rolling for HP, would I add 2 or 3 each time as the average?

Is it 2 skills points added automatically to my class skills or can i distribute them as i see fit?


---

I do think that yearly elections still sound a bit organised. Maybe some areas would have democracy-in-name and others would be straight up most powerful faction sends their bloke to the council?
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scriver

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #262 on: November 18, 2013, 10:09:21 am »

So, two thoughts:
1. Dwarmin was okay with me being a Battle Sorcerer. Should I assume you two other GMs are okay with it as well?

2. Fishmine, Farmsvil and Mineton sounds a bit... Not what people would name stuff. Except maybe Fishmine. But then again, I'm not a DM. I guess I should leave it to you guys.
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GreatWyrmGold

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #263 on: November 18, 2013, 10:13:32 am »

I do think that yearly elections still sound a bit organised. Maybe some areas would have democracy-in-name and others would be straight up most powerful faction sends their bloke to the council?
Effectively what I would imagine happens, more or less. Although I'm imagining a simple system where everyone writes down the name of who they want to be on the Low Council the most, then the top people of each race get in. The poorer areas would definitely have something like that going on, either by paying people to vote for X or simple cheating.

So, two thoughts:
1. Dwarmin was okay with me being a Battle Sorcerer. Should I assume you two other GMs are okay with it as well?
Remind me, what is that again? A UA variant?

Quote
2. Fishmine, Farmsvil and Mineton sounds a bit... Not what people would name stuff. Except maybe Fishmine. But then again, I'm not a DM. I guess I should leave it to you guys.
Well, Fishmine was originally supposed to be Fishmire...and the three were all stuff I came up with quickly. They're all compounds--the main industry of the area (fishing/farming/mining) combined with a description of the area (vil[lage], town, mire).
I'm not that good with names. Do you have better suggestions? I'd love to hear them.
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Culise

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #264 on: November 18, 2013, 10:35:18 am »

Well, we definitely need a cemetary complex, which would need to be fairly elaborate if the area outside the city has been hostile for sentients (as well as heavily consecrated if a Lichlord is resident).  I would also suggest a naturally occurring vine that produces winterberries, which can be good food, wine or poison, depending on preparation and season.  Would have helped the city be a major trading post before (both for exotic goods and as a niche for black market dealings).
Why a cemetery?  A crypt or catacombs is more suitable to an urban area where land is at a premium (especially with the disaster outside), and much more dungeony. ^_^
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GiglameshDespair

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #265 on: November 18, 2013, 10:36:49 am »

More level up incompetence: As i'm not rolling for HP, would I add 2 or 3 each time as the average?

Is it 2 skills points added automatically to my class skills or can i distribute them as i see fit?

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lawastooshort

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #266 on: November 18, 2013, 10:40:21 am »

More level up incompetence: As i'm not rolling for HP, would I add 2 or 3 each time as the average?

Is it 2 skills points added automatically to my class skills or can i distribute them as i see fit?


I think you should add 3 HP each time. You choose where to put the skill points.
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Harbingerjm

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #267 on: November 18, 2013, 10:50:22 am »

Well, we definitely need a cemetary complex, which would need to be fairly elaborate if the area outside the city has been hostile for sentients (as well as heavily consecrated if a Lichlord is resident).  I would also suggest a naturally occurring vine that produces winterberries, which can be good food, wine or poison, depending on preparation and season.  Would have helped the city be a major trading post before (both for exotic goods and as a niche for black market dealings).
Why a cemetery?  A crypt or catacombs is more suitable to an urban area where land is at a premium (especially with the disaster outside), and much more dungeony. ^_^
Actually, wouldn't cremation, or even corpse starch, be better options?
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GiglameshDespair

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #268 on: November 18, 2013, 10:54:38 am »

Looking at it, from the charisma bonus i have more 1st level spells than 0 level. Huh. I'm surprised you don't get a bonus to 0 level spell amounts from charisma, but there you go.

(By more spells I mean a larger amount of times I can cast a spell.)
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Culise

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Re: Interest Check: PbP Living <Insert D&D Setting Here> (3.5)
« Reply #269 on: November 18, 2013, 10:59:41 am »

Well, we definitely need a cemetary complex, which would need to be fairly elaborate if the area outside the city has been hostile for sentients (as well as heavily consecrated if a Lichlord is resident).  I would also suggest a naturally occurring vine that produces winterberries, which can be good food, wine or poison, depending on preparation and season.  Would have helped the city be a major trading post before (both for exotic goods and as a niche for black market dealings).
Why a cemetery?  A crypt or catacombs is more suitable to an urban area where land is at a premium (especially with the disaster outside), and much more dungeony. ^_^
Actually, wouldn't cremation, or even corpse starch, be better options?
Thinking about it, you are completely right.  The only reason certain places did it otherwise was because of a religious preoccupation with interment instead of disposal. 
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