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lady_skuld
Vice Captain

PostPosted: Mon Feb 08, 2010 8:53 pm


I'm bound to put things here and update this as seen fit. For now, here's what you should focus on doing:

1) Download the books provided in the list.

2) Make an account on myth-weavers.com if you haven't already. This is a nice (although slightly confusing) tool to have.

3) My yahoo is skuld1977@yahoo.com I suggest adding it.

4) Begin reading the books, as well as my thread "a quick overview of the system", to start considering what role you want to play.

5) Chat in the OOC about the roles you want to do. I'd highly suggest at least trying for a defender, a striker, a controller, and a leader, although this is only advice; you should play what class intrigues you the most.

6) I have posted up the rules to rolling attributes. You may do so when you wish.  
PostPosted: Tue Feb 09, 2010 3:43 pm


The Divine Rules


1. In all points of referencing the game, the DM is God. That being said, I am the DM until otherwise noted.

2. Arguing with the DM is annoying beyond reprise. Don't do it.

3. Powergaming, flaming, or otherwise being a jerk is also annoying. Don't do it.

4. Just because we all share certain elements, does not mean this is a giantess game. Keep the fetishes in the other guilds.  

lady_skuld
Vice Captain


lady_skuld
Vice Captain

PostPosted: Tue Feb 09, 2010 4:29 pm


The House Rules


In addition to the normal rules given by the book, and the rules of conduct, I have a few 'house rules', which are modifications to the game. These help enhance and flesh out a few things to hopefully make the game more interesting. When considering your character, note the following.

-Starting Info-

You are all going to be level 1. I will allocate to you 100 gold to spend, as you see fit, on anything that you can find for that much.

-Rolling attributes-

To roll attributes, roll four D6 (aka, six sided die). You take the three highest, add them together. I.E. 6,5,5,4 = 20 - 4 = 16.

You are allowed to reroll any 1s and 2s you get. When you reroll the two, you must take the second result, unless it is a 1. In this case only, it becomes a 2. You can reroll 1s as well. If you get another one, you may reroll a second time. This second result must be kept, even if the die gods hate you.


-Feats-
Some stuff in 3.5 that existed, no longer does. Or maybe i just wanna change some mechanics. Either way, this is the place to look.

Lost Art: Alchemy

Lost Art: Bowyer

Lost Art: Blacksmithing - At heroic, allows for the creation of simple and military melee weapons and Chain mail. At paragon, superior weapons and scale mail. At epic, exotic. You cannot repair weapons that are magic without the rituals "enchant item" and "disenchant item".

Lost Art: Leatherworking

Ferocity: If you are reduced to 0 hit points, you can make
a melee basic attack as a free action before falling
unconscious.

Oversized hands: You can use weapons of your size or one size larger than you as if they were your size. However, you must wield them two handed. You can use weapons your size one handed with a shield, but you suffer -3 to all dex checks.  
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Reality is over rated!

 
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