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D&D Subforum / Pen & Paper RPG Discussion Thread

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  • Registered Users Posts: 4,263 ✭✭✭robyntmorton


    That's enough poorly rephrased Tolkien for one night. If anyone wants me I'll be asleep propped up against a wall with a dagger in my hand.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Fourier wrote: »
    OOC: I think this is a great time to introduce your thief special abilities.
    Like anybody you can move quietly, and Whispy has a chance to hear you (I roll for him). However you uniquely can move silently as well. It's a percentile skill given on p.23, if successful there is no chance to hear you. Similarly you have a higher chance to hear noises behind doors higher than anybody else.

    After looking for page 23 in LLRB and LLACC, i eventually found said table is on page 13 of the LL rule book.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    sKeith wrote: »
    After looking for page 23 in LLRB and LLACC, i eventually found said table is on page 13 of the LL rule book.
    Thanks sKeith


  • Registered Users Posts: 6,617 ✭✭✭Mollyb60


    rollz is down for me. :(
    So I'm rolling a d20 for the 'move silently' task? According to that table on pg13 (thanks Keith) the difficulty is 23. Uh.........do I put that with my dex modifier or something? How am I ever gonna get a roll of 23?


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    23 is a percentile. so ~ 1 in 4 chance. i'm interested in how this is done too, as it didn't explain much in the rule book, maybe 2d10, with one being tens, one being single.

    Edit: or just roll a 100 sided dice!


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  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Mollyb60 wrote: »
    rollz is down for me. :(
    So I'm rolling a d20 for the 'move silently' task? According to that table on pg13 (thanks Keith) the difficulty is 23. Uh.........do I put that with my dex modifier or something? How am I ever gonna get a roll of 23?
    Oh, it's precentile. So on Rolz use #d100, if you roll under or equal you get it.

    Rolz is up for me. If not for you, I can roll.


  • Registered Users Posts: 6,617 ✭✭✭Mollyb60


    It's giving me 'WEbsite Temporarily Unavailable' so yeah can you roll for me please?


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Mollyb60 wrote: »
    rollz is down for me. :(


    its one L
    https://rolz.org/dr?room=Boards.ie%20D%26D


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    sKeith wrote: »
    23 is a percentile. so ~ 1 in 4 chance. i'm interested in how this is done too, as it didn't explain much in the rule book, maybe 2d10, with one being tens, one being single.
    Yeah, that'd be how you'd do it at the table.


  • Registered Users Posts: 6,617 ✭✭✭Mollyb60


    Ha, rollz.org sells wheelchairs for elderly people. :D


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  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    BandyLegs gets 1,400 XP for the game's first dungeon.


  • Moderators, Sports Moderators Posts: 51,530 Mod ✭✭✭✭Necro


    Fourier wrote: »
    BandyLegs gets 1,400 XP for the game's first dungeon.

    With the 800 gained from the fight earlier does that put me at level 2?

    Think I need 2187 to get to level 2 and that's 2200XP total..


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Oh, yes actually. Bump up your health with a d8 roll.


  • Moderators, Sports Moderators Posts: 51,530 Mod ✭✭✭✭Necro


    Fourier wrote: »
    Oh, yes actually. Bump up your health with a d8 roll.

    Done. I gots a 7 which gives me a healthy hearty 9HP in total.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    I'm definitely going to start taking stuff in from other books. Some of the classes just get more health as they level, not too exciting. I'll post here some stuff for the next three levels soon enough.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    dont forget to level up your location there level 2 dwarf ;)


  • Moderators, Sports Moderators Posts: 51,530 Mod ✭✭✭✭Necro


    sKeith wrote:
    dont forget to level up your location there level 2 dwarf


    On the mobile at panto practice at the moment. It shall be done when I get home


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    oh no it won't!


  • Closed Accounts Posts: 16,705 ✭✭✭✭Tigger


    wheres my tickets


  • Registered Users Posts: 12,637 ✭✭✭✭OldGoat


    They're behind you!

    I'm older than Minecraft goats.



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  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    I've decided I'll add Skills and Weapon Mastery to the game. More shortly.


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Here is the list of skills, rules about their use following soon.

    Strength:
    Intimidation
    Jumping
    Swimming

    Intelligence:
    Arcane Lore
    Engineering
    Geography
    History
    Laws (Culture)
    Magical Engineering
    Nature Lore
    Religious Lore

    Wisdom:
    Cooking
    First Aid
    Lip Reading
    Navigating
    Tracking
    Sense Motive

    Dexterity:
    Balance
    Craft (Art)
    Escape Artist
    Performance
    Riding (Animal)

    Charisma:
    Bluff
    Diplomacy
    Disguise
    Etiquette (Culture)
    Gambling
    Intimidation
    Performance (Medium)

    Not related to any Attribute:
    Language (Choose)


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Can multiple characters check the same room for traps?
    So, if first character finds no traps, the next trys again, and so on until all characters have checked the room and found nothing, or one of the characters has found a trap..
    If there was a party of 6, would they then have 6 chances to find traps in a room?


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    sKeith wrote: »
    Can multiple characters check the same room for traps?
    So, if first character finds no traps, the next trys again, and so on until all characters have checked the room and found nothing, or one of the characters has found a trap..
    If there was a party of 6, would they then have 6 chances to find traps in a room?
    Yes six chances. Some DMs do not allow this, just to let you know, but I don't see logically how it wouldn't be possible.

    It'll just take an hour, so usually this is prevented with time pressure in harder dungeons.

    In later editions of AD&D it results in a "Group Check", so only the Thief actually rolls, but everybody else looking adds a +2 or something to the Thief's roll.


  • Moderators, Sports Moderators Posts: 51,530 Mod ✭✭✭✭Necro


    Tigger wrote: »
    wheres my tickets

    Hehe... I don't even get a free one. Had to buy them for the wife and kids :mad:


  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    Currently Ability Checks work like this:

    Roll d20, add difficulty modifier. If less than Attribute then you succeed.

    So if I want you to swim against a light current, I might go:

    Strength Check, -2.

    i.e. you roll a d20, subtract 2 and if it is less than your strength you succeed.

    Skills basically just add a bit more to this, so that we don't just have Strength tests for everything involving Strength, e.g. Jumping and Swimming.

    This is how they work:
    Let's say you have Swimming at 2, then to check if you swim I'd say:
    Strength(Swimming), -4.

    Same deal as before, you'd roll a d20, subtract 4. However rather than comparing against your strength, you compare it against Strength + 2, this being added due to your special talent in swimming.

    If you didn't have the Swimming skill, it would be just against your strength as normal.

    Note: If any of you have played 5th Edition, despite the name it's AD&D 5th Edition (D&D was cancelled in 2000 and AD&D renamed to D&D, they have quite different rules). In it, and other editions of AD&D, skills work differently.

    How many:
    I've arranged the Skills above based on which attribute they use.

    Xanthea, Alexander, Saeros and Ilberic start with 5 points of skills, the rest with 4 points.

    It's a point per level of the skill. So with four points you could do:
    Swimming 2
    Balance 1
    Disguise 1

    Special Skills:
    Some skills are qualified like: Riding (Animal)

    Basically they're a family of skills so you could have:
    Riding (Oxen) 1
    Riding (Horse) 2

    Same with Etiquette, there'd be an Etiquette skill for each culture (I'm going simple and the cultures are racial, except Humans who have Urban and Rural cultures)

    Language is a special skill in that it isn't rolled. 1 in a language means you can speak it, 2 means you sound like a native. Everybody already has the Common Language at 2.

    Skill Rewards:
    Some of you already have some skills.
    The elf, dwarf and halflings have those races languages, as well as the languages mentioned in their class descriptions.
    Xanthea, Alexander, Saeros and Ilberic have 1 extra language.

    For story reasons Ekbard has:
    Riding (Devil) 1

    Moy effectively has Religious Lore at max for the cult of Nír.


  • Registered Users Posts: 11,397 ✭✭✭✭Digital Solitude


    Necrominus wrote: »
    Bandylegs laughs at the fool who entered the room stark naked and with no character to speak of. The 'wand' he holds in his hand appears to be a purple dildo.

    'Ye fool, ye should have put some clothes on. Although, judging from what's in ye're hand, maybe ye'd prefer to stay that way.'

    Bandylegs draws his axe and cuts the naked troll into twenty pieces.


    Roll for arousal.

    Ignoring trolls is probably the most solid course


  • Registered Users Posts: 6,617 ✭✭✭Mollyb60


    Fourier wrote: »
    Here is the list of skills, rules about their use following soon.

    Strength:
    Intimidation
    Jumping
    Swimming

    Intelligence:
    Arcane Lore
    Engineering
    Geography
    History
    Laws (Culture)
    Magical Engineering
    Nature Lore
    Religious Lore

    Wisdom:
    Cooking
    First Aid
    Lip Reading
    Navigating
    Tracking
    Sense Motive

    Dexterity:
    Balance
    Craft (Art)
    Escape Artist
    Performance
    Riding (Animal)

    Charisma:
    Bluff
    Diplomacy
    Disguise
    Etiquette (Culture)
    Gambling
    Intimidation
    Performance (Medium)

    Not related to any Attribute:
    Language (Choose)

    I'm always bad at picking skills. They seem like they make sense when I choose them and then they turn out to be useless in reality.

    If I have 4 points I'll put one each into disguise, balance, escape artist and navigating.


  • Closed Accounts Posts: 13,404 ✭✭✭✭sKeith


    Okay, back to encumbrance. As i've questions that go beyond the character sheets info.

    First, back packs and heavy sacks etc. Do we still count up pounds for these items?

    Second, The character sheets do not include pounds for our characters.
    This comes from.... horse, can take 200lbs unencumbered. and 400lbs encumbered.
    I need to know the weight of our elves and halflings etc to figure out who can double up with who best and what equipment goes where etc on the horsies
    or, is there extra rules to the encumbrance at the start of the character sheet that was not mentioned yet.


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  • Registered Users Posts: 10,558 ✭✭✭✭Fourier


    sKeith wrote: »
    Okay, back to encumbrance. As i've questions that go beyond the character sheets info.

    First, back packs and heavy sacks etc. Do we still count up pounds for these items?
    No, they just permit certain items to be carried, i.e. a backpack is a prerequisite for certain objects to be on you. The rules don't go beyond that in this system.
    I need to know the weight of our elves and halflings etc to figure out who can double up with who best and what equipment goes where etc on the horsies
    or, is there extra rules to the encumbrance at the start of the character sheet that was not mentioned yet.
    Yes, actually, there are. Apologies as these are very relevant for your decision.

    Mounts:
    0-10: 48 miles per day travelling, 240 feet in ten minutes
    11-15: 36 miles per day travelling, 180 feet in ten minutes
    16-20: 24 miles per day travelling, 120 feet in ten minutes
    21-25: 12 miles per day travelling, 60 feet in ten minutes
    26 or more: Can't move

    Calculating Encumbrance:
    Add encumbrance points of all riders
    +5 for each Human or Dwarf riding
    +4 for each Elf
    +3 for each Halfling
    +1 if animal has leather armour
    +2 if animal has chain armour
    +3 if animal has plate armour
    +1 for each 5 items animal is carrying
    -10 if animal is pulling cart
    -5 if animal was loaded by a Teamster (expert in loading animals)


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