Page 1 of 15 1234511 ... LastLast
Results 1 to 20 of 282

Thread: Agents of STORM

  1. #1
    Community Member zefjoe's Avatar
    Join Date
    Sep 2010
    Location
    far, far away...
    Posts
    222

    Default Agents of STORM

    This is to announce the reboot of the low magic, gear restricted, D&D style gameplay group of STORM, which itself was an initiative brought forth by THACO guild members and other players wishing to try out the gamestyle.

    For those unfamiliar with the ideaology behind this gamestyle it is simply this:

    To take the magic rich, Monty Haul bonanaza of items and min/maxed, ship buffed, geared upped "toons" that permeate DDO and reduce-limit-restrict-bend them to more resemble old school PnP D&D. The exact nature of "old school" differs depending on who you ask, but I think it is safe to assume that we all wish for the same kind of "feel" to the game. It's not any particular edition of D&D that you might have used, since others may have used another. It's hard to articulate, but we all know it when we experience brief moments of it. That feeling of adventure and challenge with your team mates. Winning against tough odds facing a plethora of creatures. The joy of finding loot, gear and weapons that are wondrous in nature but oh so rare to come by. Gaining experience to become the type of adventurer character [not TOON] that you've envisioned. Be it a traditional pure class or some imaginative hybrid, you wish to imbue a character with abilities and history and tales to tell.

    Agents Manifesto:

    Classes and Races:
    - Allowed races include everything f2p and Drow, Helf, Horc [not Warforged].
    - Allowed classes include everything f2p [not Arti, Druid, Monk, FvSoul].
    - Multiclassing is allowed but with no more than 2 levels difference between classes.

    Character creation:
    Whatever random method of number generation you feel comfortable with and FITS THE IDEA OF PnP. One suggestion is -

    example is dwarf character

    Step 1: Roll 1d6 six times (one 1d6 per stat)

    roll #1: 1 build points (BPs)
    roll #2: 2 BPs
    roll #3: 1 BPs
    roll #4: 5 BPs
    roll #5: 3 BPs
    roll #6: 2 BPs

    Total BPs rolled are 14. I have 18 remaining.

    Step 2: place racial modifiers to stats, assign build points (in any order) to stats and add to base stat. Stat = modbase + build points.

    STR: 8 + 5 BPs = 13
    DEX: 8 + 2 BPs = 10
    CON: 10 + 3 BPs = 13
    INT: 8 + 2 BPs = 10
    WIS: 8 + 1 BPs = 9
    CHA: 6 + 1 BPs = 7

    Step 3: Allocate remaining build points as desired.

    STR: 13 + 8BPs = 17
    DEX: 10 + 1Bp = 11
    CON: 13 + 7BPs = 18
    INT: 10 + 2 BPs = 12
    WIS: 9
    CHA: 7

    JUST NO MIN/MAX.


    Death Consequence:
    CHOICE 1
    a dead character unable to be raised - rides in the pack of another until the end of the quest. The shade of the fallen following along until just before the end. [Or may exit the quest if so desires and solo in a wilderness, purely for adventure and not loot.] The dead character misses out on chest loot and the action but gets to share the adventure as a spirit. Near the end of the quest the dead character must release before the finish.

    Result - The dead are carried by another. Release before completion.
    No XP. No loot. No loss of gear.

    CHOICE 2
    a dead character unable to be raised - rides in the pack of another until the end of the quest. The shade of the fallen following along until just before the end. The dead character misses out on chest loot and the action but gets to share the adventure as a spirit. After quest completion the dead release. The dead character will choose his highest ML item [or 1 of his highest if multiple items have same ML], post it in party chat so that the group may see what it is, and then destroy it.

    Result - The dead are carried by another. The shade of the fallen following along, and finishes with the party. The fallen destroy the highest ML item in possession after Release. He must declare what item and show it in party chat so that all may see, and destroy it.
    Full XP. No loot. Loss of highest ML gear [destroyed].

    AUTOMATIC
    a dead character, whose soul stone is unable to be retrieved shall be left behind. He must Release from the quest.

    Result - The dead are left behind if their stone is unretrievable. They must Release immediately from the quest. After Release they must destroy ALL items EQUIPPED only.
    No XP. No loot. Loss of all equipped gear. [destroyed]



    Shrines:
    Level 1-7 = no shrine use - Echoes of Power will keep you running.
    Level 8-14 = 1 shrine use per quest for mana restoration only - caster needs to be nearly fully healed [no more than 10hp down] before use.
    Level 15-20 = no shrine use - by this time a dedicated caster should have SLA's and/or the ability to restore some magic.



    Chests and Looting:
    - ALL chests get 1, 1d6 roll. A 1 [16.6% chance] only allows the chest to be looted by all. Roll by round robin, starting with party leader at the first chest.
    - End Rewards can only be taken for Chained quests, otherwise select Valor.
    - Any loot drops from crates or barrels can be kept by the breaker.



    Gear and packs:
    - No gear or magic items may be bought at vendors, pawn shops or AH.
    - No gear or magic items may come in from the DDO store or other characters from outside the group.
    - No "admin" or "heirloom" items.
    - total number of gear/items equipped and carried = ML total.

    Level 1-5; ML = level x 2
    Level 6-10; ML = level x3
    Level 11-15; ML = level x4
    Level 16-20; ML = level x5

    - Fortification items get reduced ML. Multiply ML by the fort %, and round up.



    Weapon sets equipped and carried in pack:
    - Whatever seems appropriate and fits the role play of your character.

    SOME SUGGESTIONS -
    - 2 main weapons
    - 2 secondary weapons [light at most]
    - 1 shield carried
    - other shield [stowed]
    - 1 bow [xbow]
    - 1 quiver [wide or narrow]

    - Each player only gets to CARRY INTO A QUEST, ONE article of gear for each armor/wearable equip slot that is large and or covers the body. So ONE piece of armor, outfit or robe, ONE headgear, ONE set of bracers, ONE cloak, ONE set of boots.

    - Each player can CARRY INTO A QUEST, two pair of smaller items, so TWO pair of Gloves, Rings, Necklaces, Trinkets, etc.

    - the FIRST pack tab is the ONLY tab accessible WHILE IN A QUEST OR WILDERNESS. The others act as quick banks or pack mule or porter or whatever you wish to role play [NOTE this means acquired items in quest can be PUT INTO other tabs to carry, just not ACCESSIBLE.] Only Magic Ingredients are the exception and may be carried in any tab.

    - If a character is lucky enough to acquire a Portable Hole, that converted pack space could be used as such. Any bags such as Gems, Collectibles or Essences that are gotten in game are allowed [from quest givers or vendors], but cannot be purchased through the DDO store.



    Potions:
    - No potions of any type may be bought from vendors, AH or alts.
    - Found potions of any type can be kept, but are limited to 5 STACKS of 16 of any type brought into a quest AT START. = 5 pint sized canteens/flagons. They can be carried from quest to quest.

    Healing/cure items can be obtained from collectors provided you got the collectibles from questing. No collectibles (or rewards from collectibles) allowed from outside sources such as AH or alts.



    Wands and Scrolls:
    - Wands and Scrolls found in quests can be used within the quest and can be kept from quest to quest. The ML level COUNTS towards ML total.


    Odds and Ends:
    - Finish and Recall OK
    - movement mode, as fits the situation
    - any enhancement choice



    The spirit of PnP D&D is the desired goal of Agents of STORM. We choose to limit ourselves in this gamespace called DDO, in an attempt to recapture the imagination, adventure, challenge and comraderie that made playing PnP D&D so much fun.



    The gloomy Darkness of Shadowfell spills out onto the streets and lands of Stormreach, clutching at the hearts of all good people.

    Look to the horizon citizens. An approaching STORM will soon wash over the city, cleansing it of evil. And when we pass, the dawn of a new day will shine out all the brighter.
    Last edited by zefjoe; 10-12-2013 at 09:52 PM.

  2. #2
    Community Member Postumus's Avatar
    Join Date
    Aug 2010
    Location
    SW Wheloon
    Posts
    6,985

    Default

    Dallog Legslasher is in sunny side Korthos.

    L1 Halfling barb (28 point build)

    STATS:

    STR: 14
    DEX: 14
    CON: 14
    INT: 13
    WIS: 10
    CHA: 9


    ITEMS:

    Ember great axe
    Garbage starter chain armor
    Ring of water breathing
    Ember bow
    100 arrows.
    5 starter CLW pots

    PLAT: 0

  3. #3
    Community Member
    Join Date
    Feb 2009
    Location
    Upstate New York (EST)
    Posts
    1,249

    Default

    I am very interested in the Guidelines you have come up with.
    The following is merely a "bottom line" so-to-speak, describing the resulting environment you've created.


    Stats begun with a very average (random) profile. Usually 9-16.
    Full use of Enhancement Trees in whatever fashion desired.

    Treasure from any given Quest will include....
    • Rare item(s) found in breakables. (Guessing <5% per breakable?)
    • Rare chance (16%) to find Treasure among belongings of slain Monsters. (Chests)
    • Rewards from Chained Quests will assure 1 Magic Item per adventure.


    ML value restricts how much "gear" a character is able to bring into a Quest, but is also restricted by the types and/or location of use.
    • Level 5 = 10 ML's worth of Gear.
    • Level 10 = 30 ML's worth of gear.
    • Level 15 = 60 ML's worth of gear.
    • Level 20 = 100 ML's worth of gear.


    Death consequence will cause 1 of 3 results.....
    • Complete loss of any XP and Treasure for the adventure, plus 100% of any equiped items. (If Soul Stone Unrecoverable)
    • Complete loss of any XP and Treasure for the adventure only. (If soul stone recoverable)
    • Loss of highest ML item Equiped in return for Quest Completion and XP, but no Treasure.


    Only Characters Level 8-14 may "rest, pray and regain their spells" once per quest as long as they are not injured seriously enough to prevent such action.


    Characters may not pack more Armor and Weapons than what would realistically be packed by a character heading out on a long journey on foot.

  4. #4
    Community Member LeadHero5's Avatar
    Join Date
    Oct 2009
    Location
    Real World... drat
    Posts
    308

    Default Plumbic Battlebeard; dwarf paladin...

    Str 15
    Dex 12
    Con 13
    Int 10
    Wis 14
    Cha 11

    Battleworn Breasplate and Ember Greataxe

    OMG there are about 80 people on Wayfinder as I write this.

    Turns out Cha 11 isn't enough to cast LOH.
    Last edited by LeadHero5; 10-14-2013 at 12:07 PM.


    Originally posted by Aeryyn "I don't play this game for xp/min, I play for fun/hour. "

  5. #5
    Community Member Postumus's Avatar
    Join Date
    Aug 2010
    Location
    SW Wheloon
    Posts
    6,985

    Default

    Quote Originally Posted by LeadHero5 View Post
    Str 15
    Dex 12
    Con 13
    Int 10
    Wis 14
    Cha 11

    Battleworn Breasplate and Ember Greataxe

    OMG there are about 80 people on Wayfinder as I write this.

    That's 30 more than when I did mine.

  6. #6
    Community Member Fricko's Avatar
    Join Date
    Oct 2007
    Posts
    296

    Default Lurch, of The Flames Reburials

    Lurch is from Thrane, now a destitute human Paladin of The Silver Flame, currently dressed in hand-me-down battle worn breastplate and armed with a Great Axe. He is currently looking to replace his beloved Longbow, which was lost in a shipwreck off the coast of Korthos Island. Once a lowly gravedigger in Sigilstar, now recruited to the ranks of the Flame's Reburial Services, he battles Undead wherever they rise from their rest.


    STR 15
    DEX 10
    CON 14
    INT 10
    WIS 14
    CHA 15

  7. #7
    Community Member Postumus's Avatar
    Join Date
    Aug 2010
    Location
    SW Wheloon
    Posts
    6,985

    Default Group 1

    Group 1

    Veirr..(sp?) cleric
    Lurch pal
    Dallog barb
    Quarrel rog/ran

    Completed the Korthos village quests on elite, explorers, rares, and flagging quests on elite. We were able to hit level 3 by the night's end.


    We had one death (nearly a party wipe) when Quarrel blew the trap box in Stopping the Sahaugin, and the entire group was enveloped in a firey blast that singed everyone's hair down to the short and curlies and burned half of V's face off before she fell face first into the muck at our feat.


    We were able to complete the quest, but by the time we crawled out of that ventilation shaft we smelled of BBQ and looked like a trio of coal miners with severe alopecia.

  8. #8
    Community Member Varhann's Avatar
    Join Date
    Sep 2009
    Location
    Philly
    Posts
    270

    Default

    Quote Originally Posted by intruder1 View Post

    Treasure from any given Quest will include....
    • Rewards from Chained Quests will assure 1 Magic Item per adventure.


    .
    Incorrect. Rewards from Chained quests only assures that a Chain Reward is picked, not the end reward for each quests in the Chain. Thus, you get one guaranteed Reward after running a full Chain of multiple quests.

    This helps ensure that everyone eventually gets something they choose, not totally left up to fate or the screwed up new random loot tables. It certainly won't unbalance things, as there are only so many Chains and each one is only run once.

    I thought that needed clarification.

  9. #9
    Community Member
    Join Date
    Feb 2009
    Location
    Upstate New York (EST)
    Posts
    1,249

    Default

    Quote Originally Posted by Postumus View Post
    We had one death .........
    Curiosity....which option was chosen?

  10. #10
    Community Member
    Join Date
    Feb 2009
    Location
    Upstate New York (EST)
    Posts
    1,249

    Default

    Quote Originally Posted by Varhann View Post
    Incorrect. Rewards from Chained quests only assures that a Chain Reward is picked, not the end reward for each quests in the Chain. Thus, you get one guaranteed Reward after running a full Chain of multiple quests.

    This helps ensure that everyone eventually gets something they choose, not totally left up to fate or the screwed up new random loot tables. It certainly won't unbalance things, as there are only so many Chains and each one is only run once.

    I thought that needed clarification.
    Absolutely. As I have never taken a Chain Reward, I was not sure what it was.

  11. #11
    Community Member
    Join Date
    Apr 2013
    Posts
    257

    Default

    Quote Originally Posted by Postumus View Post
    Group 1

    Veirr..(sp?) cleric
    Lurch pal
    Dallog barb
    Quarrel rog/ran

    Completed the Korthos village quests on elite, explorers, rares, and flagging quests on elite. We were able to hit level 3 by the night's end.


    We had one death (nearly a party wipe) when Quarrel blew the trap box in Stopping the Sahaugin, and the entire group was enveloped in a firey blast that singed everyone's hair down to the short and curlies and burned half of V's face off before she fell face first into the muck at our feat.


    We were able to complete the quest, but by the time we crawled out of that ventilation shaft we smelled of BBQ and looked like a trio of coal miners with severe alopecia.
    Wow. Team 1 is now officially "Team Zerg". Please remember that disabling traps is not always a necessity. Sometimes ignoring or bypassing or otherwise "using" it is much better for our playstyle. Team 2 bypassed that trap that caused Team 1's death.

    Team 2 (aka "Team P") maintained a nice steady stealthy pace and finished the village quests and stopping the sahuagin on elite, at which point it was about 10:20pm ET and time to call it quits. We had no deaths. And no healer, other than starting potions from the intro. Congrats Team P for a well-played evening!

    Team 2 would like to extend an invitation to those who missed last night (2 open slots). If you can complete the village quests, you are welcome to join us next Sunday for the Korthos outside quests, explorer, and rares. I figure we have'll a chance to mix up teams once we reach the harbor, as people wish.

    Questions:
    1. What is our policy on tomes? One of us had the fortune to pull a tome last night.
    2. How did the death consequence get managed by team 1? Magic item loss I suppose, as the quest needed to be done?
    Last edited by Magiker; 10-14-2013 at 09:25 AM.

  12. #12
    Community Member Book_O_Dragons's Avatar
    Join Date
    Jul 2010
    Posts
    622

    Default

    I guess I'll join team 2.
    What should I do about my rolls?
    The worst problem on the DDO forums right now

    Primary Server: Khyber ~~~ Officer in Knights of Kern

  13. #13
    Community Member zefjoe's Avatar
    Join Date
    Sep 2010
    Location
    far, far away...
    Posts
    222

    Default Introducing Quarrel - Guerrilla Agent of STORM

    Her name is Quarrel. A fiesty halfing female with fire red hair and a temper to match. Very brave and agile, she is also intelligent and charismatic. She is a refugee from a clandestine Cannith Manufactory that utilized slave labor. The fact that she has Rogue skills is just a result of the habits of trying to survive in the hostile and physically dangerous environment of the Manufactory. She participated in the rebellion at the Manufactory along with a youth known as Cogoiler. After they escaped from it they went their separate ways. After some time drifting the outskirts of civilization as a rogue, she decided to find her old friend Cogoiler in Stormreach. During the trip there, the airship she was on came under attack by a White Dragon and she barely managed to escape the wreckage. During her sojourn on Korthos island she determines that she is not yet strong enough nor experienced enough to do serious battle hand to hand. Stealth and ambush would be her method, just as it had been during the rebellion. She then remembers that her friend Cogoiler, during the Manufactory rebellion, had made for himself a Great Crossbow and had used it to devastating effect. She determines to find herself a Great Crossbow and set about learning to use it.

    STATS: (base)
    STR - 12
    DEX - 15
    CON - 12
    INT - 14
    WIS - 11
    CHR - 15

    Specializing in sniper tactics, utilizing a Great Crossbow, Quarrel blends into the scenery picking off the enemy with devastating effect. Although she has rogue skills, she struggles to keep them honed while concentrating on making herself a better guerrilla fighter for both ranged and melee killing.

  14. #14
    Community Member zefjoe's Avatar
    Join Date
    Sep 2010
    Location
    far, far away...
    Posts
    222

    Default

    I guess I'll join team 2.
    What should I do about my rolls?
    The teams are not static. They will change game night to game night depending on the class loadout. Our first night, we had 2 rogue's, 2 paladins, 2 casters [1 divine, 1 arcane], a barbarian and a ranger. So the group split to have a balance of classes.

    Team A had -
    rogue
    paladin
    ranger
    wizard

    Team B had -
    rogue
    paladin
    barbarian
    cleric

    As for your rolls, did you roll up Sat. night? Can't remember. Go ahead and roll up using Postumus's method. Sparrowvine also needs to run the Village so you two might want to team up. With the exception of Lurch [VIP] everyone is lvl 2.

    Wow. Team 1 is now officially "Team Zerg". Please remember that disabling traps is not always a necessity. Sometimes ignoring or bypassing or otherwise "using" it is much better for our playstyle. Team 2 bypassed that trap that caused Team 1's death.
    The trap was Quarrel's fault. I truly thought she would be able to disable it. I she rolled a 1. Since it was a closed room, we all got hit, and being drow cleric she dinged. As for zerging, it was all I could do to pull the reins in on LURCH. You should'a seen him. Like a 20 year old on viagra and meth. LOL! We're going to have our hands full with that one. . We pushed on pretty late into the evening to get the wilderness quests out of the way. I take the blame for running through so quick, I hate Korthos. We definitely should slow down. It will be beneficial for everyone to stay close to the same quests completed. In the future we should agree before splitting off on which quests to do and at what difficulty level so we are all on the same page.

    Those that haven't finished the wilderness quests can do so at their leisure, teaming up if possible. By next Sun. if would be good if we were all ready to finish Korthos and move to the Harbor.

    I'm still thinking that doing quests 1 level higher on Hard might be more balanced. The requirements for trapping would not be so stringent and the traps won't kill for a blown box [except for the rogue!]. What does every one else think?

    Questions:
    1. What is our policy on tomes? One of us had the fortune to pull a tome last night.
    2. How did the death consequence get managed by team 1? Magic item loss I suppose, as the quest needed to be done?
    1. What's the consensus of the group? I personally feel tomes are too easy to come by now, it's the DDO way. Perhaps limit tomes to later character levels - say level 5+ when they would truly make a difference. Maybe 1 tome per character if you are fortunate enough - so you should wait and see what drops. Need to think on it.

    2. Death consequence was dropping before the end, missing out on XP. And I'm glad she's got a good head on her shoulders because Quarrel completely forgot about it, concentrating on trying to survive traps and ZERCH.;P

    Vie also did an outstanding job watching out for us.
    Last edited by zefjoe; 10-14-2013 at 12:39 PM.

  15. #15
    Community Member Book_O_Dragons's Avatar
    Join Date
    Jul 2010
    Posts
    622

    Default

    I mean do I need some sort of proof for the rolls?
    The worst problem on the DDO forums right now

    Primary Server: Khyber ~~~ Officer in Knights of Kern

  16. #16
    Community Member zefjoe's Avatar
    Join Date
    Sep 2010
    Location
    far, far away...
    Posts
    222

    Default Agents of STORM

    As it stands now the roster consists of :

    Quarrel - halfling female, rogue-ranger
    Braxyn - dwarf male, wizard
    Dallog - halfling male, barbarian-fighter
    Evonrogeus - h/elf female, rogue
    Fynwyn - elf male, ranger
    Lurch - human male, paladin
    Plumbic - dwarf male, paladin
    Sparrowvine - halfling female, rogue
    Vierriia - drow female, cleric
    Sherokee - human female, cleric
    Shuvall - for some reason only the name shows up nothing else

    still 1 spot open for teams of 6. Another arcane and a bard would be handy.

    Another thought. If 2 teams seems too easy, perhaps 3 teams? Thoughts?
    Last edited by zefjoe; 10-15-2013 at 03:14 PM. Reason: Updated player info

  17. #17
    Community Member zefjoe's Avatar
    Join Date
    Sep 2010
    Location
    far, far away...
    Posts
    222

    Default

    [qoute]
    I mean do I need some sort of proof for the rolls?
    [/quote]

    I can meet you in game on thelanis or wayfinder whenever you want to witness, and answer any questions.

  18. #18
    Community Member LeadHero5's Avatar
    Join Date
    Oct 2009
    Location
    Real World... drat
    Posts
    308

    Default Teap Plumbic...

    Start in the Storehouse, kill the spiders, open door, kill rats go up the ramp. Voice from behind, "Why are you running?"

    Heyton's Rest, our rogue Evon could spot the trap but couldn't search the box. I had a sinking feeling that the great trap debate was not over.

    Colab, lucked out and 'found' the small chest behind the bar. Dispatch Jacoby but are pretty beat up. I, the pali and ranger had less then half a blue bar each; "the rest are optional" I say. "I can see a chest". /roll 1d6 > 1 !!! Now it seems worth the risk. Our rogue and wizard are going to have to start the fight then run around me, keeping the sahuagin close. Success!!

    We get out the gate and talk to Gunnar. More close battles and we reach the ice jets barely alive. We stand back while Evon searches successfully for the boxes but explodes the first one. Luckily, she evades; it's at that point, I find out that my LOH doesn't work. The second box is disabled and we can finish.

    Redemption, we had to stop before attempting this one. From past experience, I have not been able to complete this one on hard or elite without being able to heal Heyton. If this group can't cast any healing; discuss how best to do this one.

    Mixing the groups: I really want to mix and match the groups from 1 week to the next, so I get to know everyone. I would also like to suggest (again) that the team captain rotate among the players from week to week. That person would dictate the pace of advance, organize the attacks, and assign the loot rolls. A tactical party playing close to it's limit should have an 'officer in charge'. I also like to use the 'shift' animation to signal that I'm ready at the door or acknowledge a command. Paladins don't sneak, I'm trying to get walk assigned to a key.


    Originally posted by Aeryyn "I don't play this game for xp/min, I play for fun/hour. "

  19. #19
    Community Member DrowsworD's Avatar
    Join Date
    Oct 2009
    Location
    the other side of No Where
    Posts
    190

    Default Braxyn Krulwein T’hal - Agent of STORM - Dwarf Wizard

    I am Braxyn Krulwein T’hal, clan member of the Krulwein Mountain dwarves, retainer of the T’hal merchant family, and, now, I am stuck in this strange land. After using a coin trick to entertain the patrons of this lonely little tavern, the barkeep gave me an ale, quill and paper; I believe this is actually an old shipping label from somewhere called StormReach. Oh well, it will do for now.

    The T'hal family are not just merchants. They are explorers, makers, procurers of rare, exotic and unusual things from all over the world. This was my first trip as a representative for the T'hal merchants; the Krulwein clan having been retainers for generations.

    After an accident lost me the left eye, my position in the family and Clan was uncertain. After I recovered, I began studies with one of the house mages, another retainer of the T’hal family.

    I struggled with studies, and longed to be out in the open, not in a dusty workroom or library. I wanted to see the world, not read about it. But I learned my Art and mastered what few thought I was capable of. Finally, a spot on this expedition was open and I was accepted to join.

    So here I am, joined with others which Fate has thrown to this small village for various reasons. We have already discerned that there is a dragon about, and a more sinister plot involving some fish-like creatures I have never seen.

    My new friends have helped me gain a better weapon, some coin in my pocket, and a purpose to fill my days. Someday I may get a message to my Clan or my family. We shall see what Fate has in store tomorrow. Now it is time for another ale!
    Last edited by DrowsworD; 10-14-2013 at 01:56 PM.

  20. #20
    Community Member DrowsworD's Avatar
    Join Date
    Oct 2009
    Location
    the other side of No Where
    Posts
    190

    Default

    Quote Originally Posted by LeadHero5 View Post
    Mixing the groups: I really want to mix and match the groups from 1 week to the next, so I get to know everyone. I would also like to suggest (again) that the team captain rotate among the players from week to week. That person would dictate the pace of advance, organize the attacks, and assign the loot rolls. A tactical party playing close to it's limit should have an 'officer in charge'. I also like to use the 'shift' animation to signal that I'm ready at the door or acknowledge a command. Paladins don't sneak, I'm trying to get walk assigned to a key.
    I agree, I would like to mix the groups so we all get to know each other and the method each uses for different obstacles. I would suggest each person take the leader role also, if they wish, to gain that experience in case it is needed.

    There were a few discussions on taking end rewards, buying mundane items, buying healing potions as first-aid. Some of these were not resolved, or my memory is fuzzy as there was much debate and conversation about many issues.

    Does the starter equipment, ring of water breather, armor/robe, count toward the magic items allowed; they do not have a ML value assigned? This will not be a problem if I need to do away with something.

Page 1 of 15 1234511 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload