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Author Topic: D&D: Dungeons and Dwarfeses  (Read 8269 times)

rickvoid

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Re: D&D: Dungeons and Dwarfeses
« Reply #90 on: September 01, 2008, 09:47:35 pm »

I've got a story from one of the only two games I've ever played. We were supposed to be leading these young dwarves on a "coming-of-age" test kind of thing (we really didn't care) and had just finished (failing) climbing checks on the side of a mountain. We come to this cave. Our Sorcerer folishly steps into the darkened cave first.

A monstrous giant cave spider (oh yes, another spider story and a GCS story all in one) hiding in the shadows attacks. It shoots out this thing that hooks him, draws him up, and bites him. The poison causes dexterity damage.

It does this four times.

So, after the battle, and after I have exhausted a crap load of healing spells (I was the Band-Aid box), we're stuck with a quadraplegic sorcerer (He had a Dex of 1. Swear to god.). So we started debating what we were going to do with him. We could have rested a night while a asked my god for a cure poison spell. But, there were other suggestions raised, like tying him to a rope and "fishing for traps" with him down long corridors. Or tying him to the dwarven rangers riding dog while he cast stilled spells and the dog attacked. When it became clear that the fishing suggestion was winning (Sorcerer was almost out of spells anyway) our horrified DM declared we had rested the night and my God had granted be the spell. For free. Without it taking any of my spell slots.

Of course this isn't as bad as the time we nearly killed our Paladin. She was being run by a guy named Steve. That right there should be just about everything you need to know about that character. He wanted us to waste almost 500 gold on a spell that we didn't need to cast in order to complete the adventure. We told him to stuff it.  ;D

EDIT: So, I've been thinking. Those of us playing, especially those of us with character sheets done/in process, should consider picking up a pair of silver/cold iron daggers.
The reasoning: They're fairly cheap, and it's not beyond the realm of possibility that we could run into a devil or demon. I'm not sure on price at the moment. The red blade character generator (seriously, look it up, it's pretty cool.) says that a masterwork Silver Dagger is 322, and a Masterwork Cold Iron Dagger is 304 gp. And that +1 to attack would be helpful in, well, any case. Besides, since a dagger is a simple weapon you're guaranteed to have proficiency with it.

So, anyway, just something to think about. Just so you all know, I'm dropping one of my eternal wands (cause fear, for those who need to adjust my char sheet) and picking up one of each. That should leave me some gold left over, but I'm too lazy to figure that out right now.
« Last Edit: September 02, 2008, 01:50:38 am by rickvoid »
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Poltifar

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Re: D&D: Dungeons and Dwarfeses
« Reply #91 on: September 02, 2008, 01:44:21 am »

It seems the game is shapping up. Though i was wondering how you were going to play it over MSN, since it might be hard for all the players to be on at the same time and for more than a few minutes, because of time-zone difference and RL stuff... shouldnt you ask players when are they normally available and how much time are they available for?
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<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

rickvoid

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Re: D&D: Dungeons and Dwarfeses
« Reply #92 on: September 02, 2008, 01:52:49 am »

Drat, just when I figure it's safe to edit a post instead of posting a new one. Anybody who's playing should read the edit to my previous post.

I'd rather we do play by post, and just discuss and set up over msn. Trying to get everyone on at once will be an impossible task.
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Devath

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Re: D&D: Dungeons and Dwarfeses
« Reply #93 on: September 02, 2008, 01:56:22 am »

Very good, polti. Also, why aren't you on IRC for banter? :P Caught.

I know I'm timezone-screwed for BotG, at least, and I know a lot of the slightly more active members that are at least moderately mature are not American. Although it is quite evident that we have quite the widespread userbase. Once the economy lets us have the money to be random, we should have a con or something.
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

Poltifar

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Re: D&D: Dungeons and Dwarfeses
« Reply #94 on: September 02, 2008, 02:38:05 am »

Play by post would be VERY slow for a game like D&D, wouldnt it? otherwise, i guess it would work.

And Devath, i do come on IRC, but just not when you are on :P
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<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Devath

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Re: D&D: Dungeons and Dwarfeses
« Reply #95 on: September 02, 2008, 02:57:32 am »

I was referring to your presence in a "right now" sense, because I do have logs enabled, so I know you log on. And talk about stuff.
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

THLawrence

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Re: D&D: Dungeons and Dwarfeses
« Reply #96 on: September 02, 2008, 01:18:05 pm »

Out of curiosity who is currently going to be playing the game? And who is DMing?
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Mulch Diggums

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Re: D&D: Dungeons and Dwarfeses
« Reply #97 on: September 02, 2008, 06:05:02 pm »

Im going to attempt to play, probly going to do somthing wrong though :P
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Devath

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Re: D&D: Dungeons and Dwarfeses
« Reply #98 on: September 02, 2008, 06:23:31 pm »

That is a very good question. Kashykk will determine that. I appear to be the only one intending to play a fighter at the moment, so I will likely be playing
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Sir Edmund

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Re: D&D: Dungeons and Dwarfeses
« Reply #99 on: September 02, 2008, 06:27:38 pm »

I think im going to be the ranger, its my favoured class. Two weapon fighting and wilderness skills FTW!.
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Rilder

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Re: D&D: Dungeons and Dwarfeses
« Reply #100 on: September 02, 2008, 09:55:21 pm »

I made up a dwarf using the link provided by shadow_archmagi though I doubt I'l manage to remember when a game is getting set up.
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Devath

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Re: D&D: Dungeons and Dwarfeses
« Reply #101 on: September 02, 2008, 09:57:10 pm »

I'm playing a fighter with 1 level in ranger, and I picked up most of the wilderness stuff with that level. I'm going to go fighter for the rest of the game, maybe 2 more levels in ranger for that feat. I need a little help selecting my gear, as I, too, have no real magic item manual.
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Jetman123

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Re: D&D: Dungeons and Dwarfeses
« Reply #102 on: September 02, 2008, 11:46:15 pm »

Contact me on MSN, dmuir92@hotmail.com. I can give you a list of magic items that I have prepared through either the client or the FTP server I have set up - don't worry, I'll walk you through the process.
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KoE

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Re: D&D: Dungeons and Dwarfeses
« Reply #103 on: September 03, 2008, 06:09:52 am »

Hah, I bookmarked the last page of the thread and hadn't noticed until now that there was, well, an entire eighth page. Interesting how spiders seem to be a repeat problem amongst those of us gathered here.

Anyway, a quote from earlier about the topic I had in mind...

Play by post would be VERY slow for a game like D&D, wouldnt it? otherwise, i guess it would work.

First, I should note, I hadn't even considered timezones and such. How dreadfully absentminded of me.

All of my playing experience has been via play-by-post, and it can indeed be slow and favors roleplaying (ie: 'joint creative writing') over messing around and 'roll'playing. Combat in particular gets to be a hindrance; even the fairly easy concept of Initiative becomes the game's worst enemy if you play strictly in turn order, for fairly obvious reasons. The common work-around of 'everybody post when they're able; DM sorts it out' can be a problem if an action becomes invalidated by somebody else's, too.

Also not entirely sure how it'd be going on, but dice rolling in-and-of-itself becomes a problem. There needs to be some method by which the player presents a roll the DM can be sure hasn't been tampered with, or players declare actions and the DM does all the rolling. Actually typing the latter makes me think perhaps it's an easily solved problem as the only loss is the magic of the players taking things into their own hands (the dice, namely), though I may be overlooking something in my sleepy state.

Not to be too forward, but one thing we do need to decide on is who the DM is so he can put on the pants and get the ball rolling. We seem to have a major case of wagon-before-horse here, what with... several characters made and general confusion as to who the DM is. Heck, it may not be a bad idea to have co-DMs to cover for unexpected inabilities to post and such.

I also have a sinking feeling I overlooked something or was left out of the loop somehow, so if I interpreted something wrong, be sure to yell at me.
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Poltifar

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Re: D&D: Dungeons and Dwarfeses
« Reply #104 on: September 03, 2008, 06:24:59 am »

Well i feel i should add a few more of my copper coins to this article:

I think that the people posting here are looking for a more 'roll'playing experience (although i can't be sure) so the combat would indeed be very hard to manage in play-by post. A way to fix this, or atleast increase the speed slightily, is to have more than one adventuring group in the world, each run by its own GM, and having few characters in each group, no more than 3 or 4. Also, the players and GM would be arranged in groups according to the time they post in, to have as similar posting times as possible. This way, we kill MANY birds with a single stone: We can have a many more players and GMs in the same game world thus accomodating more people withought needing a 'waiting list' or somesuch, we can have the game go faster because there are less players per GM and more similar posting time, AND the RP value of the game increases by alot, since we would have groups and not just players intereacting against each other, and that could even lead to very nice situations like one group consisting of evil characters against a group of good characters and yet another group of neutral characters in the middle, thus removing the need for 'mastermind villain' NPCs and other such rivals/helpers in many cases, simply because there are enough players to compensate for some of them.

Of course, that last part about interaction between groups would probably create complications and slow down the play somewhat, but since it would be uncommon for two or more groups to be in the same event at the same time (the villains would build a fortress, then leave, then the good guys come and clear it, so the groups dont have to directly interact, unless there is an actual battle between both groups, which would be rare), and also the players would have different GMs giving them (most of the time) quests unrelated to other players, it wouldnt be quite a big problem.

Please DO comment on this, I like to have other people's opinions. Also, dont forget this is just my opinion, no need to actually follow any of it.
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<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out
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