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  1. #1
    Community Member
    Join Date
    Feb 2009
    Upstate New York (EST)

    Default D&D on DDO? Maybe this would work.


    What I wonder is.....can DDO be used to bring back the fun of talking to each other and (most important) playing the game of Dungeons and Dragons closer to the way it was intended.

    Try this......
    Create a Cleric.........

    Instead of picking your ability scores, use these "sets" of build points.....
    If you have 28 build point model, use 8, 6, 5, 4, 3 and 2 as your build points.
    If you have 32 build point model, use 8, 6, 6, 5, 4 and 3 as your build points.

    Arrange these numbers as you wish, but do not alter them. They are very similar to how the PHB
    describes a "standard ability set".

    Spend Skill Points any way you wish.

    In selecting Feats, up to including Level 9, only these Feats are allowed......
    Die Hard
    Luck of Heroes
    Self Sufficient

    CLASS FEATS are unrestricted.

    Do NOT use ANY Enhancements, Racial or Class.

    While the Enhancement Trees are Exciting, they will quickly invalidate Normal Dificulty.
    Normal Difficulty has been explained as the design standard for DDO.

    It has been evident that the "Starting Gear" gives new players an un-neccessary advantage. It is suggested that a new, 1st Level Character discard EVERYTHING he begins his career with, then obtain 4d4 worth of Plat from "where-ever" to fund this new character. A Max of 16 Plat is all a new character needs.
    (I realize this is not the same as in the PHB, but it DOES give the player what he needs.)

    Now do these Quests, Heyton's Rest, Cannith Crystal and The Storehouse's Secret, SOLO at Normal Difficulty.
    No need to go outside the Village.

    As most are aware, DDO is what D&D players call “Monty Haul”.
    DDO (Ebberon) is a Magic Item RICH Campaign.
    It is my belief that you CAN play D&D on DDO with a close approximation of D&D concepts.

    In a Quest, Breakables represent “Found” Items that D&D players would have to search for.

    Chests represent things that monster(s) would possibly have in their “Lair” and/or in their possession.

    End Rewards are DDO specific and just represents your reward for completing a task.

    In D&D terminology.....
    "Breaking all breakables".
    That represents "casual searching" of halls and rooms in a dungeon.

    Turbine would better represent D&D by having the the contents of breakables be INVISIBLE, only revealed by a successful SEARCH attempt. (Just like finding the invisible Trap Box)
    Breakables could still be retained for Quest Bonuses.

    In D&D, Treasure is NEVER guarantied. In D&D, a typical random treasure would contain Coin, Jewels, Magic Items or nothing at all, each category having a percentage chance to be present!

    In DDO, not only is there a 100% chance of something from each of the categories, but there is a complete set for EACH MEMBER OF THE PARTY!
    (A typical Quest with a total of 4 Chests, played by 6 players would yield 24 Magic Items in ONE QUEST.)

    The following is a method I have found to more closely reproduce Classic Treasure results.

    BEFORE opening a "Chest", roll (2) d10's (in the Combat Tab or Party Tab) with the command "/roll d10".

    The following instructions are ONLY for the players who rolled the dice!!

    If either of the dice rolls is a "1", the monster had a Treasure in it's Lair or on it's person.

    ONLY the player(s) who rolled a "1" may open the chest and remove the contents.

    The Treasure is "PARTY property" and must be distributed.

    If a "1" is not rolled, the monster had NO Treasure in their lair and none in their possession and you DO NOT even open the chest because it is effectively not there.

    As Quest levels increase, the number of rolls and the required number are increased to represent the increasing chance that more treasure is possessed by higher level Monsters.

    After a Quest is completed, each player is offered an End Reward Item. When offered End Rewards, NEVER keep the item. In the long run, this will keep Magic Items from unbalancing the campaign.

    If you’re in a Guild, ALWAYS take Valor.

    While you are doing any Quest.....

    Do not run unless in Combat.
    Move in Sneak (which I will call Creep)

    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.)

    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 “arcade game“, you'll be role-playing .

    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.

    THAC0 FELLOWSHIP meets 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.

    It is our requirement that you have a Mic and voice chat active.
    (The first time you play with "Voice" you'll understand)


    With the procedures outlined above, any player can play a Quest alone and do it D&D style.

    Contact me on this forum or “Tukcc” on Thelanis using any character you have if you would like to find like-minded players.
    If there is no party of appropriate level to join, one of our Guild members might “Mentor” you as a “Hireling” to assist you in progression and familiarization.

    Guild characters may solo 1st and 2nd Level Quests, as well as "Solo" Specific Quests.

    Guild characters do not Solo beyond 2nd Level Quests.

    Wilderness Areas may be used for non-party "Slaying", but no Chests should be opened because the character is alone.

    All these guidelines 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 Experience and the remainder of that night’s spoils.
    Last edited by intruder1; 01-21-2015 at 11:23 AM.

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