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Author Topic: Dwarf Fortress in DnD  (Read 27442 times)

warhammer651

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Re: Dwarf Fortress in DnD
« Reply #165 on: April 20, 2010, 02:03:59 pm »

question: is it possible to see the character sheets of other players in the same campaign, or no?

And are we having our first session tomorrow, or the wensday of next week?
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Genoraven

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Re: Dwarf Fortress in DnD
« Reply #166 on: April 20, 2010, 03:17:24 pm »

Wednesday next week is what i have planned.

You can use this link to see the other characters that have registered: http://www.thetangledweb.net/forums/view_campaign.php?cid=815
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warhammer651

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Re: Dwarf Fortress in DnD
« Reply #167 on: April 20, 2010, 03:20:45 pm »

huh, my guy doesn't seem to be listed.
Edit: Nvm, jus taking a while to update.
« Last Edit: April 20, 2010, 03:23:16 pm by warhammer651 »
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Interus

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Re: Dwarf Fortress in DnD
« Reply #168 on: April 20, 2010, 05:24:16 pm »

I have a question about HP too.  I add the con mod for each level right?  Would I have +6 total hp for +2 con? 

Also, I'm gonna take the -2 to wisdom instead of charisma since it was offered, thanks!  And I'm totally gonna copy somebody else's format to figure out what my mule is carrying.
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Squirrelloid

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Re: Dwarf Fortress in DnD
« Reply #169 on: April 20, 2010, 07:34:43 pm »

My character sheet has an implied mule, if anyone is confused.  (Paid for, nowhere to record it!)

Also, the rest of you need to spend more time thinking about gear.

The only thing missing from my character sheet is description (keep meaning to get back to that), backstory (i need to reformat, lalala), and food rations! 

I suppose I'll have to buy food supplies after we figure out how far we're wandering...
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Interus

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Re: Dwarf Fortress in DnD
« Reply #170 on: April 20, 2010, 08:17:36 pm »

My character sheet has an implied mule, if anyone is confused.  (Paid for, nowhere to record it!)

Also, the rest of you need to spend more time thinking about gear.

The only thing missing from my character sheet is description (keep meaning to get back to that), backstory (i need to reformat, lalala), and food rations! 

I suppose I'll have to buy food supplies after we figure out how far we're wandering...

I was gonna buy an everburning torch since I have the money, but I decided that a lamp and oil might be more authenticish.  I have a few things to ask though.  Why do you have 2 sq. yds of canvas and a mirror?  Is an ounce of ink all you'd need for 10 sheets of parchment?  Would you have bought a climbers kit if you could afford to(you seem to have a bunch of other climbing supplies)?  Why do you have a glowing sword(which lights up 20 feet), sun rods(which light up 30 feet), and candles?  I can understand the first two, so that you can see well at either of those ranges, but candles are like 5 feet of dim light right?

Since I don't understand how some stuff can be used, why do you even want an 11 foot pole?  I was gonna ask how you managed to fit it onto a mule, but the mule's about 10 feet long, so you could probably strap it to it's back without affecting mobility too much.

Oh yeah, and what's block and tackle used for?  It wasn't described in the SRD and I'm completely unfamiliar with the term.
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Wirevix

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Re: Dwarf Fortress in DnD
« Reply #171 on: April 20, 2010, 08:39:26 pm »

Just a random passerby popping in to say that a block & tackle is a kind of pulley gear assembly.  Random link http://www.worthpoint.com/worthopedia/antique-double-wooden-pulley-assembly-block
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Interus

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Re: Dwarf Fortress in DnD
« Reply #172 on: April 20, 2010, 08:42:23 pm »

Just a random passerby popping in to say that a block & tackle is a kind of pulley gear assembly.  Random link http://www.worthpoint.com/worthopedia/antique-double-wooden-pulley-assembly-block

I appreciate that, definitely makes it seem like it'd be worth getting.  Thank you.
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Squirrelloid

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Re: Dwarf Fortress in DnD
« Reply #173 on: April 20, 2010, 09:20:20 pm »

I was gonna buy an everburning torch since I have the money, but I decided that a lamp and oil might be more authenticish.  I have a few things to ask though.  Why do you have 2 sq. yds of canvas and a mirror?  Is an ounce of ink all you'd need for 10 sheets of parchment?  Would you have bought a climbers kit if you could afford to(you seem to have a bunch of other climbing supplies)?  Why do you have a glowing sword(which lights up 20 feet), sun rods(which light up 30 feet), and candles?  I can understand the first two, so that you can see well at either of those ranges, but candles are like 5 feet of dim light right?

A mirror is potentially quite useful.  In addition to the obvious mythological use, you can utilize them to look around corners and for signalling at a distance.

2 Sq. Yds of Canvas?  I'm sure I'll think of something.

1oz. ink is almost certainly sufficient for 10 pieces of parchment.  Probably more than that.  There aren't exactly rules for this stuff though.

I forgot there was a climber's kit, honestly.  A hammer, pitons, rope, and a grappling hook basically are a climbing kit.

Regarding light sources:
Sunrods are strike and then they stay lit no matter what you do with them.  So you can throw them, drop them down a shaft, drop them on the ground and move elsewhere, etc...  Totally different use than a lightsource to hold.

Candles are good for non-combat non-adventuring uses like writing or whatnot.  Using a candle also produces molten wax, which can be used to seal things like letters  (special sealing wax will hold a seal impression well, but even regular wax will hold parchment closed).

Having my sword glow means I have a light source i can use in combat without tying up a hand.

Quote
Since I don't understand how some stuff can be used, why do you even want an 11 foot pole?  I was gonna ask how you managed to fit it onto a mule, but the mule's about 10 feet long, so you could probably strap it to it's back without affecting mobility too much.

Because 10' pits are common. =)

Just in general, a pole is a versatile piece of equipment that can be used for a variety of purposes, like tripping traps and extending your reach.

---------
Thinking about things, I need to find entries for some additional useful items.  Like thread and iron nails.  Hmm... probably want some salt too.   Wow, I really don't have enough room for mundane equipment...
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warhammer651

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Re: Dwarf Fortress in DnD
« Reply #174 on: April 20, 2010, 09:25:03 pm »

 I personally chose not to take any magic gearfor two reasons: one, it seems like a low-magic setting. That would make acquiring those items rather tough. The second reason is more roleplaying than anything. My guy's a thief used to operating in the cities, aboveground. Since he tends to operate at night, It would make sense that he's used to operating by star and moonlight. I'm also playing him as being a tad mago-phobic. It's a low magic setting after all, so it's unlikely he's come into contact with many wizards. Those he would have encountered would most likley be operating with law enforcement after all, so bad experiences also come into play.


Just my 0.02
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Interus

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Re: Dwarf Fortress in DnD
« Reply #175 on: April 20, 2010, 09:36:33 pm »

The climbing kit adds a +2 circumstance bonus to climbing.  I have no idea what's in it, but it costs 80 gold.  Also, Squirrelloid, I really like your answer.  I tend to think of stuff in terms of "how is this practical for combat" when buying stuff, but I'll probably end up buying a lot of paper and other things because I figure it's stuff I would use.  Taking notes on interesting engravings and what-not.  The stuff about using poles to trigger traps never even occurred to me.  using a mirror to peak around corners didn't either.  And really, I had no idea how much ink was how much.  If an ounce is even half of what's in a normal pen, then yeah, it probably is enough.

I'm guessing you wouldn't want to throw your rapier down a pit to see how deep it goes :P  I definitely understood why you'd want your sword to glow though.  In my D&D 4 game, I'm surprised my DM didn't call me on being the only person with a lit torch and also using a spear with 2 hands.  I think he mostly just didn't want to have to deal with the issue of light sources and who can see what.  Your justification for candles is pretty good too.  I just may bring some too now.  They're pretty cheap.

Geez, I feel like I'm getting supplies for Oregon Trail now.

Anyways, thank you very much for the thorough answers.  It seems like you've worked hard to make sure you're prepared for almost any circumstances.  You're definitely the kind of player I want to emulate.

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Silencer

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Re: Dwarf Fortress in DnD
« Reply #176 on: April 20, 2010, 09:44:32 pm »

I need to get around to buying gear and such as well, I just don't have a physical player's handbook to reference onto, using the SRD is nice and all, but I much more prefer the book in my hands. :(

Also, I might as well go into the fact that I've only played about two or three tabletop 'campaigns' of DnD before, so the whole planning ahead is still a bit foreign to me. :D

That said, it looks like we're getting a good group together here.

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Ilmoran

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Re: Dwarf Fortress in DnD
« Reply #177 on: April 20, 2010, 09:55:53 pm »

The climbing kit adds a +2 circumstance bonus to climbing.  I have no idea what's in it, but it costs 80 gold. 

From the PHB:  A climber's Kit contains special pitons, boot tips (basically spikes you strap on to your shoes to dig into walls better), gloves, and a harness.
Ironically, it doesn't mention rope.  Given that a piton purchased separately weighs half a pound, and a climber's kit supposedly only weighs 5 pounds, I usually buy extra pitons.

Chalk is another item you should consider bringing if no one has any; it's good for marking passages and trap triggers.
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khantin

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Re: Dwarf Fortress in DnD
« Reply #178 on: April 21, 2010, 12:19:08 am »

I already know what sort of combat stuff I want, I'm just trying to decide if I want to take feats in mounted combat and stuff (and as a corollary a mount).  Mounts are hella useful for travel and can be pretty handy in out doors combat too.
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Genoraven

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Re: Dwarf Fortress in DnD
« Reply #179 on: April 21, 2010, 12:37:05 am »

So just stopping by for some updates and more information.

I've got a general direction for the story and a start in mind. Just a matter of doing the campaign now =P

See, my dming style is to make stuff up as I go along. The reason is that players tend to take that beautiful handcrafted story you have made an rip it to shreds. And I'm not about to railroad just to preserve a bit of text. So I just plan some major events and work my way to each one.

I usually make judgment calls based on logic. Like "how would this function with all these different parameters".


As for the story, You're going to start in a bar/inn (original I know). As far as I've imagined you guys wont have known each other. Though if you guys want change that that's fine, just let me know. The bar/inn is called simply "The Adventure Inn" It's situated between the foot of a mountain and the ocean. Overhead is the Great dwarven Intercontinental Lavaduct. Rising several hundred feet up and made from monolithic carved and interlocked blocks of Diorite it is an imposing structure on many skylines and can be seen for miles. Its is alos used for navigation for sea-mariners.

My highest priority is that my players have fun. I hope that's reassuring.
« Last Edit: April 21, 2010, 12:39:52 am by Genoraven »
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