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Author Topic: Let's Play Pirates in Dungeons and Dragons (3.5) - The Shallow Hope [Slots Free]  (Read 22405 times)

Iituem

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So I'd quite like to run a classic 3.5 D&D game based around piracy on the high seas.  I'm looking for 4 (max 5) players who if not familiar with 3.5 at least have access to the Player's Handbook or know enough to use the d20 SRD.  A couple of notes.

* Characters must be level 1, standard classes only.  You have enough to play with in the base classes without adding in psions and artificers, at least for this campaign.  100gp for starting equipment, as much or as little as you like in cash.

* You do not start as pirates.  Your start will be that you have signed on as guards or have bought passage / stowed away on a ship setting sail for the Storm Coast (YaK players might find this familiar).  This will change soon enough.

* I will only accept fully statted character sheets (spoilered, please).  In addition, you must produce a physical character description (does not have to be in-depth) and a character goal.  This is a defining ambition that your character is pursuing, if not throughout his existence then at the start of the campaign.

* Goals should be personal rather than objective.  "I want to be rich" is an objective goal, and uninteresting.  "I want to show my father that I am my own man" is a personal goal, and much more satisfying to read and to play.  You can, of course, fulfill that goal through becoming rich.

* Setting is technologically and culturally Renaissance (think 1500s), with no gunpowder but a certain amount of clockwork-punk.

There are a couple of House Rules as well.

* All characters, regardless of class, start with 6hp +/- constitution bonus.  Each level, characters gain 1hp, no more, no less.  NPCs are working off the same limitations.  Rejected after consultation with players.

* Because of this, cure wounds spells above cure light wounds function differently; each 1d8 of healing can be applied to a different person within touching distance.  Inflict wounds works on the same premise, but requires separate touch attacks.  See above.

* All classes have the Profession skills as class skills.

* The Profession skills sailor, navigator, artilleryman and possibly even fisherman are useful in this setting.  You can rely on NPCs to have these skills to operate ships, but they might not be as good as you could be.

* All alignments are permitted, but evil and chaotic characters must have a rationalisation that allows them to work with the rest of the party.  It can range from "my chances of survival are better if I work with you" to "you amuse me too much to die", so long as it means players aren't offing one another from the outset.  My personal favourite illogical reason is "You are my friends - sure, I murder and pillage indiscriminately as a rule, but it's not like I know those people."

* Scurvy is a threat.  Be warned.


Creating a character

* Any Base Classes from the first Player's Handbook is fine; anything in the Classes section of d20srd, basically.  If you want to use a more exotic class, convince me.  No psionics.

* Create a level 1 character.  Stats are rolled, 3d6 and assign to whatever stats you prefer.  I trust you to be honest with the rolls, and if you roll something unplayable just re-roll it.

* If you're unfamiliar with D&D character creation, Myth Weavers has some excellent sheets to lay out stats on.  Since it would be copyright infringement, I can't post the step-by-step character creation process here.  You'd need to find (or obtain from some source) a copy of the Player's Handbook.

Anybody interested, apply below!  Would love to see y'all in action.

Edit:  You may wish to set your sheet up on Myth Weavers.  It's free registration and provides an easy setup for the sheet.  You can check specific skills, abilities and such at d20srd.org, which is an excellent system reference document for 3.5Ed.


Character Sheets

Varg (Highmax28)

Galan Morgawyn (Tawarochir)

Mila Asenov (USEC)


Game Board
Spoiler: The Storm Coast (click to show/hide)

Spoiler: The Shallow Hope (click to show/hide)
« Last Edit: September 19, 2014, 12:14:29 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Remuthra

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #1 on: May 29, 2014, 08:27:41 pm »

In, sheet to come eventually. As far as sheets go, we have a handy tool to avoid needing spoilers called myth-weavers.com which can be helpful.
Questions:
Variant standard classes acceptable?
Is this full-on historically-inspired, or is it fantasy-based?

Also, I'm very much going to make a Lawful Evil Code of Honour-bearing Moustache-Twirler.

Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #2 on: May 29, 2014, 09:00:01 pm »

I'd prefer straight base classes, but so long as it isn't too broken I'll accept variants (I mean, hell, Druids & Monks are broken at base as is).  The setting is fantasy based, a re-jigged version of the just post-feudal era setting of the Storm Coast from You are King I & II.  Changes and knock on effects include clockwork ballistae, magic (since I want wizards to be playable), multiple sapient races and everything that those imply.  Culturally, think Tudor England and Golden Age Venice (in different regions), with places still back in the Dark Ages.  Definite european feel, for the most part, with other cultures hinted at beyond the map.

Ah, yes.  Base 3.5 races as well, please.  Ideally human/dwarf/elf/half-orc/orc, but I'll accept halflings and gnomes.

Setting Religion: Various faiths, non-D&D setup.  At least one monotheistic religion (clerics get their domain spells from "saints" instead of different gods), the Suulian Orthodoxy, but it's not utterly dominant.

And yes, moustache twirling entirely welcome!
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Fniff

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #3 on: May 29, 2014, 09:04:17 pm »

I'm in. I'm not familiar with DnD rules but I can pick it up. What is this being run on, Roll20?

Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #4 on: May 29, 2014, 09:28:18 pm »

I'm looking at play by post, actually, but I wonder if it's possible to set up a Roll20 'board' that can be accessed so people can move their character tokens and use it for reference without us all being there.  Is that doable?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Fniff

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #5 on: May 29, 2014, 09:38:23 pm »

Well, then shouldn't this be in forum games and roleplaying, then? That's for play-by-posts as I understand it.

Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #6 on: May 29, 2014, 09:54:33 pm »

I'm taking my cue off Highmax's game here as being the place to put it.  And it turns out that yes, I believe I can have roll20 up in the background as well.  Fantastic!  So yes, the plan is to have tokens and such there, with roleplay here.

Edit:  However, if you think it would be better placed in FG&R I can always move it there.

Edit 2:  Myth Weavers is well worth registering for, just for the character sheet template.  This should provide an easy guide to setting up a 3.5Ed character.
« Last Edit: May 29, 2014, 10:05:12 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Hanzoku

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #7 on: May 30, 2014, 03:47:25 am »

One question on the HP change: Unless you change the entire combat system, doesn't this make higher levels near-instantly fatal to everyone involved? At level 5, a fireball from a wizard pretty much guarantees killing everyone in its area of effect.
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Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #8 on: May 30, 2014, 05:11:18 am »

Yes.  A certain amount of tweaking may happen, but avoiding getting hit becomes the priority.  Cover will be rather more effective at protecting from things like fireballs, though.  In either case, the setting is aimed at highlighting the fragility of characters rather than their strength - AC becomes a heck of a lot more important, as a single sword-swing can kill even a trained fighter if they don't dodge, parry or block it.

However, tweaking can and likely will happen.  It's something of an experiment.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Zireael

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #9 on: May 31, 2014, 10:08:44 am »

I like experiments, I wish I had time to play...
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USEC_OFFICER

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #10 on: May 31, 2014, 11:08:53 am »

Huh, this seems interesting, I guess I'll gi-

* All characters, regardless of class, start with 6hp +/- constitution bonus.  Each level, characters gain 1hp, no more, no less.  NPCs are working off the same limitations.

...

Have fun with this then. I have too many bad memories of getting one-shotted in Icewind Dale to enjoy playing in a game like this. Everyone is going to die horribly multiple times over, trust me.
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Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #11 on: May 31, 2014, 01:31:56 pm »

Wow, that's really unpopular, huh?  If people really want, I'll reconsider it.  I'd rather have players and people having fun than sticking to that rule for the sake of it - there are plenty enough ways to make this brutal without it.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Hanzoku

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #12 on: May 31, 2014, 03:52:07 pm »

The problem with that rule is that the game is simply balanced (poorly, granted) around a much higher hp gain curve. Flatlining it near base amounts simply makes high levels exceptionally and unavoidably lethal, as well as crippling classes balanced around having a high amount of hitpoints.
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Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #13 on: May 31, 2014, 04:14:21 pm »

Alright then.  Normal hp is in effect.  Let's do things a bit more vanilla.  :D
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

highmax28

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)!
« Reply #14 on: May 31, 2014, 04:18:03 pm »

I'm tempted to join, but I'm no good with 3.5. How will this be run?
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.
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