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Author Topic: Dwarf Fortress in DnD  (Read 27409 times)

Interus

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Re: Dwarf Fortress in DnD
« Reply #90 on: April 16, 2010, 09:41:54 pm »

As a dwarf with darkvision, is a light source all that necessary?  I'll probably still bring one because it fits with my back story sort of though.  I've got a rogue right now if that affects anybody else's decisions, but it might not.  I haven't thought much about his back story, but I'm thinking he might have been the guy who checked about how profitable it might be to reclaim a place before deciding to do adventuring stuff himself.  He'd probably need light to really see what kind of place he's in, even if he can make out details, and it'll help with disarming traps.

How useful is appraisal, and do I need hide if I have move silently?  Should I put points in use magic devices so that I can use that cure wand that was mentioned?

Would I need a skill to pick up a couple mechanisms, attach one to a lever somewhere, and attach the other to a "warm" floodgate?
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Renault

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Re: Dwarf Fortress in DnD
« Reply #91 on: April 16, 2010, 09:51:14 pm »

So is there a specific place where we should post our characters? And I'm open most any day in the afternoon on.
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Ilmoran

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Re: Dwarf Fortress in DnD
« Reply #92 on: April 16, 2010, 09:56:15 pm »

As a dwarf with darkvision, is a light source all that necessary?  I'll probably still bring one because it fits with my back story sort of though.  I've got a rogue right now if that affects anybody else's decisions, but it might not.  I haven't thought much about his back story, but I'm thinking he might have been the guy who checked about how profitable it might be to reclaim a place before deciding to do adventuring stuff himself.  He'd probably need light to really see what kind of place he's in, even if he can make out details, and it'll help with disarming traps.

How useful is appraisal, and do I need hide if I have move silently?  Should I put points in use magic devices so that I can use that cure wand that was mentioned?

Would I need a skill to pick up a couple mechanisms, attach one to a lever somewhere, and attach the other to a "warm" floodgate?


Hide and move silently: Yes.  Hide only covers not being seen, only works if you have cover or concealment, and is opposed by spot.  Move Silently works any time, and is opposed by listen.  If you lack either skill, someone with enough detection skill can still pinpoint you (although hide is arguable more important, because unless you beat someones move silently by, if I remember right, more than 20, they are still considered concealed, you just know what 5 foot square they are in).

Lever->mechanism->floodgate:  Unless the dm rules otherwise, yes, you would need probably profession (mechanic) or craft (traps).  To remove a mechanism, disable device.  Alternatively, you could probably do it with a rope with no skill.

Darkvision:  Important thing that half the dms don't remember, and the other have will never let you forget:  Darkvision is black and white, not color.  Even if you don't use it all the time, having a light is useful when someone scrawled on the wall "For the love of Armok, don't pull the red lever!"

P.S.:  I am not affiliated with the running of this game, I just remember the rulebooks too much :-p If the stuff I'm saying is interfering or contradicting what the DM decides, I'll shut up.
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lastofthelight

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Re: Dwarf Fortress in DnD
« Reply #93 on: April 16, 2010, 09:58:44 pm »

Actually, right now I have...an unusual rogue. Whether or not it would work depends on whether or not certain skills turn out to be actually useful.

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=36761

I'm not done yet, obviously. I havn't purchased equipment or selected my feats, and some other things.

Basically what I did was...I made a rogue oriented towards melee combat. I didn't take sneak or hide. I'll get Sneak Attack via flanking. I did however, take Profession: Miner and Architect., Craft: Mechanisms, Trapmaking, Stonemasonry, Blacksmithing, Armorsmithing and Weaponsmithing.

 I also took the staple skills Lockpicking, Disable Device, and Search.

Basically, I took Rogue just for the skillpoints. I'll only be so-so in combat, but I'll be useful for any 'Dwarven Deathtraps' you want to make. I'll also be useful for...any Dwarf-Fortress like hijinks you want to do.

 Sadly, I can't use an axe, as though Dwarves -do- have a note about the Dwarven Waraxe in their racial notes, they only get it as a martial profieciency instead of exotic, and even then only if they would otherwise get it. So I'll be a rogue with a shortsword. :(

I'll probably want to dip into fighter at some point, since I'll be basically acting very fighter-like anyways.

P.S.: Regarding Darkvision being black and white...that won't stop you from reading. Plenty of people can read text on black and white tv's or old photographs. Also, people with Achromatopsia can read just fine. I imagine in -some- situations it would, depending on the DM, but I've never seen one try that.
« Last Edit: April 16, 2010, 10:05:42 pm by lastofthelight »
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Interus

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Re: Dwarf Fortress in DnD
« Reply #94 on: April 16, 2010, 10:15:11 pm »

Quote from: lastofthelight
P.S.: Regarding Darkvision being black and white...that won't stop you from reading. Plenty of people can read text on black and white tv's or old photographs. Also, people with Achromatopsia can read just fine. I imagine in -some- situations it would, depending on the DM, but I've never seen one try that.


I think the part about wanting to have color after reading something like that is being able to tell which lever is red.

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=36744
My rogue so far, I just now changed the hair and eye colors to actually be slightly more like how they are in DF.  I'm more of a traditional rogue, and I'll probably move some stuff around.  I wanted to be charismatic, but that doesn't work out too well as a dwarf, so skills based on that are the most likely to change.  I might get rid of disquises too, since I don't see that being useful.  Better add my race traits in sometime too.
« Last Edit: April 16, 2010, 10:25:10 pm by Interus »
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lastofthelight

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Re: Dwarf Fortress in DnD
« Reply #95 on: April 16, 2010, 10:21:02 pm »

Ah, I see. That makes more sense, yes. It just never occurred to me to worry about something like that! Hahaha. And yeah, your rogue likes like a fine, normal rogue, useful for sneaking around and backstabbing. Probably much more useful in combat then mine, who as I said, is mainly geared towards making Fun Traps and Dwarven Contraptions.

I have no idea what feats to take though.
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Ilmoran

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Re: Dwarf Fortress in DnD
« Reply #96 on: April 16, 2010, 10:35:23 pm »

Basically what I did was...I made a rogue oriented towards melee combat. I didn't take sneak or hide. I'll get Sneak Attack via flanking. I did however, take Profession: Miner and Architect., Craft: Mechanisms, Trapmaking, Stonemasonry, Blacksmithing, Armorsmithing and Weaponsmithing.

Craft Mechanisms and Trapmaking is *probably* redundant.  I would probably consider Stonemason and Blacksmith professions rather than crafts.

For a feat, nimble fingers or skill focus might not be a bad idea.  Or pick up martial weapon proficiency so you can have your axe :-p
Dodge -> Mobility is useful for moving around in tight quarters to get to flanking.

Also, for the love of all... at least one of you needs to take knowledge (dungeoneering)  :P  And Knowledge (History) or (Local) might be a good idea ;)
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Interus

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Re: Dwarf Fortress in DnD
« Reply #97 on: April 16, 2010, 10:37:10 pm »

I had a rogue in Neverwinter Nights who had really high charisma and all the good diplomatic skills.  I was just bad at picking the right paths to avoid combat.

Anyways, I'm still trying to figure this stuff out!  If it was 4, I'd probably be done already lol.  I need to come up with one more language, and probably study the skills more.  I really want to know how I should handle pets too.  I really don't want to have to command a whole bunch of things in a battle, but at the very least, I need my mule.

Oh, and I like the idea of a non-stealthy rogue too.  Putting those skill points in other areas is interesting.  It makes you seem way more dwarfy than me. I have Local knowledge!  Dungeoneering is probably important too though lol.

The open content license thing is a little annoying.  Apparently they can't actually provide information on how to create a character, such as how hit points work exactly and I'm not fond of the random numbers there anyway.
« Last Edit: April 16, 2010, 11:09:31 pm by Interus »
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Renault

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Re: Dwarf Fortress in DnD
« Reply #98 on: April 16, 2010, 11:42:13 pm »

Wait. I was making a rogue too.
Is everyone here going to be a rogue?
We'd be all Oceans Eleven on that dungeon.  8)
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lastofthelight

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Re: Dwarf Fortress in DnD
« Reply #99 on: April 16, 2010, 11:59:01 pm »

I took Stonemason and Blacksmith as crafts because they were listed as sample crafts in the 3.0 and 3.5 DMG, AFAIK. I very well could be wrong, but thats what my handy reference guide says. I usually use http://www.crystalkeep.com/d20/rules/DnD3.5Index-Skills_Actions.pdf when choosing between professions and crafts. Not that I use them that often. As you all pointed out, most DM's gimp you on them, and...I don't really play classes that get them often, so I'm not an expert here.

In any case, Professions are usually things you do, crafts are things you make. So if I were to make a statue, that would be stonemasonry, or a table, or a door, or whatever. I'm actually making something.

Trapmaking and mechanisms /may/ be redundant. I'll have to see what the GM says. The standard use of the trapmaking skill -definitely- doesn't cover DF-level traps though, so I wanted to make sure I was thorough, and didn't want to be...using one skill to do more then it should.

Also: Wow, -everyone- a rogue? This will be...interesting. Honestly, I don't usually play rogues or fighters. I usually play Intelligent Wizards or Charismatic Psions, but even if it wasn't restricted, neither fits into the theme of DF, really. At least not as well as a 'I build deathtraps!' rogue.
« Last Edit: April 17, 2010, 12:02:01 am by lastofthelight »
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Squirrelloid

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Re: Dwarf Fortress in DnD
« Reply #100 on: April 17, 2010, 12:40:34 am »

Not being a rogue! (Mostly because everyone else is being one, but still!)

Also, I seem to be the only elf.  Awesomesauce.

I'm in, uh..., testing phase to see if certain class chasses can be bent to my character background and actually function.  So I don't actually know what class yet.  But *not a rogue*.

(And to all you rogues, for all that's holy, don't take dodge/mobility unless you're explicitly planning on spring attack - they're really bad feats on their own - and i think you'll find spring attack isn't *that* good).
« Last Edit: April 17, 2010, 12:42:21 am by Squirrelloid »
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Renault

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Re: Dwarf Fortress in DnD
« Reply #101 on: April 17, 2010, 12:47:57 am »

So lets see if we can get a list of players and classes. I'll start:
Rilas, Human Rogue. Ranged combat focused.
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SIGVARDR

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Re: Dwarf Fortress in DnD
« Reply #102 on: April 17, 2010, 01:06:54 am »

Human barbarian.Still working on the character sheet,as I've been a bit busy at home.
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Renault

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Re: Dwarf Fortress in DnD
« Reply #103 on: April 17, 2010, 01:11:08 am »

Human barbarian.Still working on the character sheet,as I've been a bit busy at home.

You just opened a character on Tangled Webs, didnt you?
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Squirrelloid

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Re: Dwarf Fortress in DnD
« Reply #104 on: April 17, 2010, 01:11:47 am »

Amala ana˙aicamo, elf unknown-class, [consume_sapients:YES]
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