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Author Topic: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign  (Read 7369 times)

Kassire

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #45 on: September 29, 2014, 06:36:47 pm »

Depends on the feelings of others.
Cantrips aren't really the most powerful things, maybe the damage dealing ones, that in comparison to other spells, don't one shot people, or hold any considerable advantage
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Tawa

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #46 on: September 29, 2014, 06:47:20 pm »

I know that some people are opposed to the idea, so I need to make sure everybody's cool with it.
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Worldmaster27

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #47 on: September 29, 2014, 07:01:59 pm »

I'm good with it.
Even though my opinion doesn't matter :c
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Vorthon

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #48 on: September 29, 2014, 08:10:23 pm »

Honestly, my main issue with finish a sheet is the sheer number of feats to choose from. .-.
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Kassire

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #49 on: September 29, 2014, 08:25:05 pm »

Eh, just go for a general idea and go off there for feats, so maybe something involving a route of good themed feats based around making the world better and or its people
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Harbingerjm

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #50 on: September 29, 2014, 09:12:07 pm »

What's wrong with the rule change? Wait, is this one of those characters who makes everything for everyone else at a huge discount at the start of the game?

Also, I should probably PM the people who have yet to finish their sheets.
"Everything" "A huge discount" Lolololol. Any character with decent Int or a few skillpoints can give savings on mundane gear, and the houserules you borrowed don't change that, but that's because seriously, who cares? Getting cheap mundane gear is all but worthless after the first encounter or two, and even at first level it's mechanically a far inferior use of your money than just blowing it on, say, dogs. Or better still, a dozen mules. Seriously, a crafted set of mundane armour might save you a hundred gold or two, but a Wand of Lesser Vigour (one of the most efficient sources of healing there is) costs 750gp, a single +1 to your armour, weapon or shield costs 2 thousand gold, and it only gets significantly, hugely more expensive from there. As the houserules say, "Yes, this does mean you can make most mundane gear rather quickly. Good for you."

Also, no, it's a character who does any magical crafting at all, because you cut out the rule about WBL but left the rule about magical crafting which makes it more expensive than just buying it and was supposed to compensate for the changed WBL.
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Tawa

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #51 on: September 29, 2014, 09:21:18 pm »

O... kay, then.

I just remember an offer or two in another campaign to have my marginally more expensive gear made instead of bought at the start of the game and went from there.

I'm not very versed in the art of imaginary money, see, so I'm prone to horrible decisions in that general area of expertise. I could review the stuff later.
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Harbingerjm

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #52 on: September 29, 2014, 09:43:09 pm »

O... kay, then.

I just remember an offer or two in another campaign to have my marginally more expensive gear made instead of bought at the start of the game and went from there.
Yes. I tend to do that in campaigns on here when I have the skill points/modifiers anyway, because of two reasons:
1) It can, given some co-operation, mean the difference between having starting gear that is emotionally significant to the character for backstory reasons and they will go on to get it improved and enchanted and use it over their career and it's a link to past and etc, OR having non-masterwork gear that has to be replaced as soon as you have the money because non-masterwork stuff can't be enchanted, improving stuff to masterwork is RAW impossible, and going without magic gear in D&D is literally character suicide (as in, you[r character (edit: BLACKLEAF, NOOO!!!)] will die, because the increases in difficulty in the game as you level assume you have it). Mechanically, this largely makes no difference, indeed you might be better off with the second option since it lets you take some of the fancier expensive modifications that need to be built into the armour from the start, but it enables a lot more roleplaying (such as heirlooms, mementos of friends and family, etc).
2) One of my attached conditions is always working out some reason why the two characters would have encountered each other, why one would give the other discounts on their services, why they are still together... all the sort of stuff that an adventuring party should really have, but on here rarely does unless the DM mandates it because people don't communicate (Teal and I co-ordinating our backstory over IRC aside).

And then people like RPGeek start crying about it being metagaming and blah blah blah, despite in the same threads people, including him, choosing character archetypes (or getting others to choose them) to better match up with the party mechanically.
Honestly, most of the people on here trying to play D&D make me sad, because I can only conclude most of you have never gamed much outside here, and you keep picking up the worst habits from each other.
« Last Edit: September 29, 2014, 09:49:04 pm by Harbingerjm »
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Tawa

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #53 on: September 29, 2014, 09:52:57 pm »

Honestly, most of the people on here trying to play D&D make me sad, because I can only conclude most of you have never gamed much outside here, and you keep picking up the worst habits from each other.
How'd ya guess? :P

Rereading, I grabbed that rule because of the free feats bit, not the other stuff.
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My Name is Immaterial

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #54 on: September 29, 2014, 10:48:03 pm »

Honestly, most of the people on here trying to play D&D make me sad, because I can only conclude most of you have never gamed much outside here, and you keep picking up the worst habits from each other.
Well, its far easier to start a game here than in real life. Also, for me and I assume many people, this is our only forum, so where else do we pick up habits from?

Arcvasti

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #55 on: September 30, 2014, 08:49:34 pm »

There still room for one more in here? Probably not. If there is indeed a lack of space in here, let this be my PTW.

EDIT: Also, just HOW MANY Bay12 D & D sessions are you involved in, Taw? I counted about 9007 and then lost count.
« Last Edit: September 30, 2014, 08:51:20 pm by Arcvasti »
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Tawa

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #56 on: September 30, 2014, 08:52:23 pm »

Probably. Depends on NAV.
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NAV

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #57 on: September 30, 2014, 08:55:53 pm »

Go ahead, let Arc in. I'll observe from the sidelines. Maybe.
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Arcvasti

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #58 on: September 30, 2014, 08:56:58 pm »

Cool. I'll start work on a character sheet then.
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tryrar

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Re: Genera Spark: D&D 3.5 Time-Travelling-Centric Campaign
« Reply #59 on: September 30, 2014, 09:01:26 pm »

Well to settle the debate, I wouldn't be opposed to a "can start with one masterwork piece of equipment, with a requirement for a good backstory as to why you have it" rule. Sounds likes something that would be interesting to do, actually.

Also, Vorthon, what feats to take depend on what exactly you want to do with your char. Beguilers can do a who lot, so I understand your dread on picking feats, so the main question is is he going to be mainly a skillmonkey who can also cast spells, or a tricky illusionist who also happens to be able to do some things a rogue can on the side?
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