D&D on DDO? Maybe this would work.
What type of player are you????
Heavy Role-player---The story is the focus. You might spend hours, sometimes days, refining and developing a background for your character. You will spend 50-75% of your time online in chat sessions acting out your characters lives, and actually playing the game with that character.
Computer Gamer---The Game is the focus. You spend almost all of your time doing quests or activities with progression in mind. Find the perfect combination of items, stats, etc that propel you to the top of your league.
Either end of the spectrum described above is cool. We all play games for different reasons.
What I wonder is.....can DDO be used to bring back the fun of talking to each other and (most important) CHARACTER-PLAYING the GAME.
Create a Cleric, but allow no more than 2 stats to be below 9, and no stat above 18.
(Any of the DDO boilerplate characters will do this.)
Bypass the Kothos Storyline.
Now do a few of 1st level quests (Heyton's Rest?) a few times on Casual and maybe Normal Difficulty. No need to go outside the Village.
At no time is your character to retain more than ONE Magic Item, and keep only Cure Potions.
Each time you complete a quest, take a look at all the Magic Items you have and decide what Magic Item your character will retain, then sell EVERYTHING else that is magic. Do not retain any Magic Items other than the ONE thing you like most and any Cure Wounds Potions you may have found.
When you've gained about 200PP to represent starting money from D&D basic rules, go to the Hammer and Chain in the Harbor and buy yourself a set of Full Plate Armor!
Now you should have at least 1 Sword, Mace, Shield and a Full Plate Armor that everyone who played PnP bought when they started.
While you are doing any Quest.....
Do not run unless in Combat. Move in Sneak (which I will call Creep)
Use only Cure Wounds Potions. Don’t use any other type of Potion.
Do not use any Shrine.
If you run low on Hit Points.....heal yourself if you have SP or a Heal Potion, OR retreat to the entrance and exit, wait to regain your points and re-enter.
If you can not get away and end up dying...Do NOT return to the same Quest the same night. Choose another.
(Remember getting the snot beat outta you in PnP? The DM had you return to town to heal and then return? Think of that and come back to the failed Quest another day.)
We all know Magic is necessary in DDO, but we also know Magic is WAY too abundant!
Here is a simple guideline for Magic Use....
CHARACTER LEVELS 1-3
(This guideline is ONLY for character levels 1-3)
Your character can own 1 Magic Item per level.
With each level gained, you can keep/use a +1 item. (at 1st level you can keep a +1 item, at 2nd you can exchange it for a +2 item you may have found or add another +1 item you have found)
NOTE: MASTERWORK ITEMS are NOT Magic, so are not restricted.
Enjoy the challenge! You're playing a decent version of PnP D&D. (IMHO)
Now imagine playing alongside a Fighter, Wizard and a Thief! All with voice-chat.
Now characters will depend on each other and you will not be playing a “game“, you'll be character-playing a game.
I realize there may be those who disagree with this concept, but it's my opinion it can be done. Hopefully, not everyone will disagree.
On Wednesdays at 7pm EST, a Character called "Tukcc" will be in-game, getting a 6-person group together to attempt an appropriate adventure in this style.
All must be the same level, no Magic Items beyond the limit allowed and voice chat active. (The first time you play with "Voice" you'll understand)
Below is the THACO FELLOWSHIP CHARTER
THACO Fellowship Charter
The THACO Fellowship is a Guild that tries to recreate the feel of a Classic D&D Pen and Paper Adventure/Campaign generally within the confines of the 2nd Edition Rules.
OK, realistically, there are many differences between PnP and DDO. Suffice it to say we are using what we can to accomplish the task.
Our Mission is to have as much fun playing as we might have in the PnP days.
Imagine sitting around a table with Pizza and beverage of choice and laughing, rolling dice and even more laughing.
Here’s how we think it can be done………
We are NOT Perma-Death. While I can see the point, it is not in our best interests.
If a player dies in a Module (Quest), it only means that player is unable to participate in the remainder of that night’s adventure UNLESS a method of resurrection is available.
As a rule, when a Guild character dies, the decision to retreat and exit is mandatory, UNLESS the party can not get back to the entrance.
If this is the case, you must “DO or DIE”. Make your way out without recalling.
Recalling is only allowed if everyone in the party is dead.
It has been expressed that it would be Suicide for a group of underequiped characters to attempt DDO standards, but how would you know what awaits you until you actually try?
If a party suffers an Epic Fail in a Quest, that’s not necessarily a bad thing. Since we’re not Perma-Death, we can try again on another night.
Do you REALLY want to play a game where you have such a small chance of failing?
We will ENCOURAGE playing a Quest without prior experience with it. Surprise is a good thing. It allows some great game play situations and we’re trying to think as much as play. I realize most players have already seen most of the quests, but hopefully they’ll still be fun.
In order to equalize the players to their monsters, we will be doing Quests TWO levels below the level of the Party, BUT on Elite Difficulty.
That way, the Parties CR will more closely match that of the individual Encounters, AND the Quest will take on more of the traits we are looking for in an adventure….more HP for Monsters, roughly equal DC for Traps, more dangerous trap damage.
Quests will require regarding Encounters separately, the way the DMG intended.
(Zerging in this concept, is a sure way to die.)
…….are to be restricted as much as possible.
Especially at low levels, they are just not needed with the exception of a VERY few instances.
What I describe as “Magic Factors” is the “potential” number that appears in the top right corner of an item description pop up.
At the time of this writing, we are limiting the number of magic factors a character is allowed on his body AND in his pack at 1 per level.
Some Magic Items will not have a potential number. In this case, they are treated as if they were “+1”.
You will find SOME of those items will seem powerful in comparison to the +1 we assign to them. These items can be referred to as “Divine Gifts”. TREASURE THEM!
When a Guild Adventure starts, each character must abide by the Guild limit. If we are starting a Quest and the Party is 5th Level, each character can have no more than 5 Factors (some of us call then “slots”) Equipped, to include things in their backpack.
NOTE: During an adventure, an Magic Item found can be used immediately.
There are a few things we have determined are “necessary” for successful adventuring, therefore are not included in Magic restrictions.
1. Kothos “Sets”…… Protectors, Troubleshooters, etc. Available to all Classes.
2. Rogues are allowed to purchase a DDO Store Hood that grants +5 to Search and Spot to compensate for the excess Trap DC’s DDO is using. Otherwise, a CRAFTED item administratively obtained from any source is allowable to give Spot and/or Search any Bonus.
3. Spellcasters are allowed to retain their Apprentice Robe without restriction.
4. Any Character is allowed use of a Fortification Item without a restriction, as long as it’s the only effect on the item.
Otherwise, a CRAFTED item administratively obtained from any source is allowable to provide Fortification.
Eternal Wands will not be allowed.
Wands, regardless of level or charges, are to be counted at a Magic item with a Potential number of +1. If you want to carry 3 Wands, that equals 3 Factors.
Wands CAN be purchased by Vendors.
(Their expendability will compensate for their power )
Scrolls can only be found, not purchased, but carry NO Factors.
Scrolls can be inscribed as needed, or stored (without restriction) in a backpack.
Since we can only have FOUND Scrolls and they are not too plentiful, there should be no limit as to amount the caster can have.
THIS, we feel, is a key to D&D playing.
Altering the character sheet should be kept to a minimum, if at all.
Saying that, exceptions are always possible for a very good reason.
With all the other characters you're able to play with outside the Guild, make THIS one unique. Make your choices and resign yourself to live with the results. It applies to all aspects of creation. Let the dice fall where they may.
I think you'll like it more.
COMMENTS FROM QUESTIONS:
Yes, we are not Permadeath. We are not completionists either.
We play as if sitting around a table in a campaign as close to old skool style as we can. If a Party enters a Dungeon, there is no guarantee they will get out again. That's the way the game is played. OUR difference is if you die, you get to come back again and try again.
Characters of our campaign will never know how long it will take to reach any specific level of achievement, or even IF they will reach it at all, but it is expected that each game night there will be from 1 to 3 Quests.
(Up thru 4th Level, it has taken an average of 10-12 game nights to gain a level)
This Guild started with 1st level characters and used Korthos quests to grind to the starting point of 4th level. Afterward, it was realized that we could have used the Veteran Status to start at 4th Level.
In Character Creation, standard build packages should be chosen. If custom build is used, no more than 2 stats may be below 9.
It is SUGGESTED that a New Player Start as Level 1 and adventure in Korthos until they reach Level 4 no matter how many times each Quest may be required to play.
They SHOULD BYPASS the Storyline in order to visit the “Hammer and Chain” whenever possible for better supplies.
When your character reaches Level 4, leave Korthos and contact “Tukcc” or any Guild member.
IN GAME ITEMS:
DDO is designed to be “Magic Rich”. Our Guild will ignore as much as possible in order to keep the spirit of Basic D&D.
We will NOT use Shrines…Period.
We will not use potions other than Cure Light Wounds, UNLESS it’s use is critical to the mission. (will be determined on a case by case basis)
Each character is allowed to purchase no more than 50 Cure Light Wounds Potions to be used as that character’s “First Aid Kit”.
We will ignore all breakables UNLESS we have to obtain something critical to the Quest.
No use of the DDO Store Items EXCEPT for a reason that is unanimously approved of by the Guild.
No Items purchased from the Auction House, but selling at the Auction house is allowed since it benefit’s the characters consumable supplies.
All these restrictions add up to one thing……
An adventure that pit’s the Characters ABILITIES (Not Gear) against that of the Monsters.
An adventure where players DEPEND on each other and a characters death could have dire consequences.
Likewise, a characters death does not mean the player must start over. It means he/she loses out on the remainder of that night’s spoils.
I am going to suggest (as some of you have already hinted) that we abandon Quivers and any "Bag". There is PLENTY of room in a pack for what we need, quest to quest. Plus it will give us something "more" to think about in a support theme. We'll actually have to dig thru our pack every so often and throw some of the "junk" out to make room for something valuable.
My point of this play style was to have the progression as close to D&D as DDO would allow.
Since we can't divide XP between classes, the next best thing is to raise classes alternately, except allow a (2) level difference just to have some leeway.
2nd Edition split the XP evenly. Without racial factors, class level separation wouldn't occur until higher overall level because of differing xp requirements per class.
3rd Edition allowed selective multi-class leveling, but penalized class separations of more than 1.
As we already have enough "Class Crafting" going on in DDO, I think a 2 level max separation would be appropriate.
Veteran Status is OK. I'd hate to grind to 7th level to join the group!
Class restrictions include Artificer, Warforged and Favored Souls.
Race restrictions include Drow and Half-Orc due to Racial relations from the rulebook.
(Half-Elf is acceptable.)
Dwarven is acceptable, but I'd expect the player to exhibit sarcasm and criticism toward Elvish members and vice-versa whenever possible to maintain some color.
Wish Items: (ie, TOMES and their like will not be used)
Looking at DMG Treasure Tables (2nd and 3rd Editions), Tomes (or Manuals) are referred to as "Wondrous Magic Items" and come up VERY rarely.
+1's Tomes are called "Medium Wondrous" and higher are "Major Wondrous".
Character Levels 1-5 could get only Minor "Wondrous" Items and as such would never get any type of Tome.
Character Levels 6 and Higher could get Medium "Wondrous" and Character Levels 10 and Higher could get Major "Wondrous".
Further, at 10th level, “Major items” only had 1% chance to be received and 20th Level only had 34% chance.
(do not quote me on these figures, it's a very general comparison)
Bottom line…..Tomes are VERY, VERY rare and we do not use them without a very good reason.
This is my suggestion on Tomes....
A character can benefit from ONLY 1 tome in their lifetime.
It must be a FOUND Tome and must be found in a GROUP adventure and witnessed by all.
Player can decline it's use, but must give it to an assigned party member to be SOLD.
If declined, it will be treated as if player never received it, allowing them to find another.
EXCEPTION concerning WISHES:
Dragonshards that are found in an adventure CAN be used to alter Feats via the Mind flayer “Fred”. We will refer to this as a “Limited Wish” as it should be a VERY rare event. This “Wish” can be stored for later use, and even given to another character.
The THAC0 COMMANDMENTS.......
#1...Thou shalt not Shrine.
#2...Thou shalt not take advantage of the game. (No Twinking)
#3...Thou shalt not carry more than 1 Magic Item/Factor pre level.
#4...Thou shall ONLY retain items FOUND in adventures.
#5...Thou shalt not use potions other than Cure Light Wounds. (VERY strict exception to be reviewed as needed)
#6...Thou SHALL be allowed to use Wands and Scrolls. Wands may be purchased, Scrolls must be found.
#7...Thou shall ONLY use Auction House for selling, not Buying.
#8...Thou shalt not use ANYTHING from anyone outside of Guild. Own account included. (No Twinking)
#9...Thou SHALL be able to use Merchants for Non-Magic Items (And Magic Wands) as necessary to Class Function.
#10..Thou shalt maintain and respect the sanctity of your character sheet. (No character alterations without PRIOR approval from Guild)
#11..Thou shalt not receive/use "Wish" items that are not FOUND. (Tomes, etc)
#12 No ZERGING
#13 Standard mode of movement is in "SNEAK" mode, barring combat, retreats, and misc actions forbidden by sneak.
#14 A character that dies in a quest and cannot be revived or raised by party abilities REQUIRE the Party to try and escape. If returning to the entrance is not possible, the party must attempt to complete the quest or die. Recall ONLY if ALL are dead.
#15 Thou shalt use voice chat, and talk freely in-or-out of character as you desire (like table-top PnP)
Why don't we use Shrines?
Why don't we use Shrines?
Shrines are a staple in DDO. They are absolutely neccessary for Difficulty Levels Hard and Elite, and I would guess for any Raid or Epic Content. (I say guess because I have never participated in a Raid or Epic Content and don't expect to do so)
A Shrine instantly restores all of ones Hit Points, Spell points and is generally a restoration cure for everything else.
It also allows a Caster to re-choose what spells are available.
Soooooo.........You can explore a dungeon without concern for injury because you can always "recharge" if things get tough, right?
If I remember right, things getting "tough" was part of the fun when playing D&D. Nothing runs a chill down your spine like realizing "oh Damn! I'm about to die! "
In D&D hardcore, dying meant giving up your character and starting over. Well, I can't really see that.
Let's just say if you die, you're out of the adventure and have to wait at the Inn for their return to see what you've missed.
So what's this got to do with Shrines?
In D&D, without using healing spells or healing potions, you had to use rest to heal yourself and also rest was needed to regain your spellcasting abilities.
In the case of hit points, you gained 1 point per day for the first week, and that plus your CON bonus for each week afterwards, up to a full month!
Spells were re-memorized after from 4 to 12 hours of sleep.
Shrines are too much of a shortcut in my oppinion.
Need to heal? Not have a Cleric? Do what we did way back when. Return to town for proper rest. You won't make it back within the 5 minute instance limit, but that simulates coming back when you're properly healed.
Need Spell Points? Again, back to town.
A small exception would be to stand outside the quest to heal. You get the re-entry penalty, but at least you get back in. If you need to do this often, well, better go get you a Cleric!
Have you died? Suck it up. Sit out the remainder of the adventure and buy the first round for the rest of the group when they return!
Everybody Died? You really screwed the pooch on that one! Better have a second pint and figure out what you did wrong!
That's my take on Shrines. Oh, if it weren't for the fact that healing potions are WAY too abundant, I'd say use them, but with healing potions, you don't need Shrines OR Clerics!
Different Strokes for different folks.
Here is an example of the differences in attitude around DDO. The oppinion below seems to be from a player that plays DDO, and has never played D&D.
DDO has something for everybody. You just have to decide what does and does not belong in YOU'RE definition.
--Pasted from another thread--
"Overall - if you know what you are doing and do it well your buffs costs few SP and those that do easily last from shrine to shrine. Thus you have more SP to kill mobs and because you know how much fighting is needed before you can shrine again your casters can optimize SP us so they are bone dry when arriving at the next shrine. Also, you know which spells to use against which mobs making yourself much more efficient.
Compare to a newer group. Lack of ship/gear means more buffing + lack of gear means less SP to begin with. Lack of knowledge/gear/skill means more deaths - which cost SP to rez, rebuff and maybe buffs run costing even more SP. Additionally, the location of shrines isnt known and a shrine may even be missed entirely meaning SP may run out if not conservative enough or that SP is conserved too much making for slower progress.
What really makes the above important is that SP does not regen over time as is the case in many other games - so the newer player cannot blow their load on every fight and then sit to regen simply going slower than the vet player.
Mind, I am not at al complaining - in fact I am mostly having fun - I just like to point out that the DDO model makes for a huge difference in performance between new and vet. Good thing there is normal difficulty when us new ones want to feel like kings of the hill - though Elite is more fun for the challange."