Tag Info

Hot answers tagged

23

Communicate. Let the players know what kind of campaign you're running. How relevant is combat? Will there be social encounters at all? Will they be frequent? Even better, listen to the players to find out what kind of game they would like to play. They want a game of brutal dungeons and challenging combat to gain ever more powerful items? Then they ...


20

The traditional way of handling PC death in AD&D is for the player to roll up a new, 1st-level character. The bite of death is strong in AD&D, and the intention is that players treat the risks of adventuring very seriously. However, what is traditional isn't universal—plenty of groups made up their own table rules for how to make a character after ...


18

Siloing "Siloing" is a design term for sectioning off powers or points to be used for a subset of things - thereby limiting how much min-maxing can happen. Usually in point build games, the problem is that people pour ALL of their points into combat and ignore everything else. The simple house rule is to silo the points: "You can spend 100 pts on ...


12

OK, so the artificer is the most complicated class in the game and you probably don’t want to play it. The wizard is definitely complicated, and with the right tack can do the things you’re interested in, but it’s possibly overpowered plus doesn’t really seem to have the imagery you want out of the box. Enter the Beguiler The ...


11

The AD&D Dungeon Master's Guide provides alternate methods of generating ability scores on page 11 under the heading Creating the Player Character. Some of these produce much higher average results than others. But it sounds like ability scores have already been generated. AD&D Is Fair as Written Ignoring the possibility of favoritism and loaded ...


9

Half-elves have the other racial trait multitalented which reads Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. The d20PFSRD says this about favored classes: Each character begins play with a single favored class of his choosing—typically, this ...


8

There are different ways to handle this, but if he starts at level 1, he won't be far behind for long. Give him a full share of the XP, and the progressive cost of leveling will make sure that pretty soon, he's only one level behind. And eventually he'll be the same level as the others, just leveling up a few sessions later. But if you prefer to have him at ...


7

Play a wizard. They can be incredibly powerful, but only if you play them with smarts. I like sneaking Ok, play a wizard, they generally do not wear armor = no penalties to stealth. When you do not want to be seen, use invisibility. I like traps/poisons/buffing/debuffing Ok. Wizard can do that with magic. I like micro-managing my strategy and execution ...


7

Confirm Characters Can Perform Tasks Beyond Murder The primary issue in a point-based game is not that players make characters that are combat monsters but that players can't make characters that are anything but combat monsters. Champions is a great, highly detailed cinematic combat system. GURPS is a great, highly detailed mostly realistic combat system. ...


7

Not according to the rules as written. Characters starting with Experience Points is an optional rule, called Advanced Characters. This rule states that: For more experienced characters, the Storyteller might choose to award Experience Points that may be spent before play begins. Therefore, while a starting character normally would only apply the ...


7

Your question revolves around the mechanical quality of various options, and I will therefore give an optimizer’s perspective to the issues. I will use words like “should” or even “must” without qualification, so I am stating up front that this entire answer is qualified as applying if you want to optimize your character. ...


6

Going single-classed Thug or Sneak Attack Fighter (or both) is not a good option. This has relatively little to do with the variants, but more to do with the fact that there's very rarely a reason to take more than 2 Fighter levels to begin with. The variants just fail to remove the shortcomings of the class. Now, to analyze the variants themselves. The ...


6

Mechanics-wise On the mechanics side, fair depends on what the group wants out of the game. The hardcore method is start over at 1st level. This worked better in very old D&D when groups often gave players several characters. This is pretty painful when you've spent months or years building up a character. Most groups I played with typically put you ...


5

The most complicated base class, bar none, is the artificer (Eberron Campaign Setting). I like to say that the first step to playing an optimal artificer is to become a Certified Public Accountant... The artificer is all about making magic items. That means that he has to manage his money, his time, and his XP (which is part of the cost of making magic ...


5

The AD&D Dungeon Master's Guide (1979) contains information on acquiring spells on pages 38-40. It's... complicated, but, in short, clerics and druids get any low-level spells they want, and initial magic-user and illusionist spells are acquired randomly. Clerics & Druids Clerics and druids cast any spells they want of up to 2nd-level spells, but ...


4

Based on the accepted answer of that Q, that XP is regular XP that you may spend whenever you wish (though your ST may require you to spend it at character creation, obviously.) Witness the use of "may" instead of "may only/must/should/can only/etc": For more experienced characters, the Storyteller might choose to award Experience Points that may be ...


4

No Once you enter Berserker Fury your Defender Aura disappears and you cannot reactivate it (minor action) until you are no longer in Berserker Fury. BERSERKER FURY When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter ...


4

This winds up getting away from the idea of the hulking thug rogue/barbarian; the solitary barbarian level is used to grant mobility and agility rather than strength and endurance. That said, this is a very vicious combat build with lots of dirty tricks, very capable of pouncing on opponents unawares and tearing into them in an unholy frenzy. The Assassin ...


3

The best answer will eventually be what you and the rest of the players find the most fun, so this is my take on how I deal with characters that die. There has to be a penalty, for balance's sake First off, I always let them roll a character that's below the least experienced PC in play, rounded down. If the rest of the party was level 5 but halfway to 6th ...


3

Is it really a problem if there are only a few builds in common use? I always assumed that part of the idea was that action type heroes tend to cluster around a few archetypes, and the optimal builds are more or less meant to represent that. So you might find an intellectual brawler, if that interests someone to be, but the vast majority of them are going to ...


3

It's a Storyteller call. The "Advanced Characters" optional rule is what gives you the additional starting XP. Although the rules-as-written place the "add XP" step in a weird limbo between character creation and "before play begins"--which would imply "no"--an ST willing to let you start with extra experience points probably has an opinion as to whether ...


3

I've never suggested anyone play one, yet it it fits, so... Play an Incarnate or Totemist Magic of Incarnum introduces a magic system called meldshaping, wherein the users--incarnates and totemists (even Incarnum's fans admit the soulborn's lame)--channel the souls of the unborn into themselves to create blue weapons and blue armor give themselves blue ...


3

As others have noted, the default assumption of AD&D 1E is everyone is going to play based on what they roll. It's worth noting though, that very old D&D/Chainmail assumed each player had multiple characters, so odds were you probably had 1 special type out of the bunch. That said, one alternative rule you could do is let the players bring their ...


3

I don't know in which edition they introduced alternative dice-rolling methods but it sounds like this is what you're looking for. In ADND-2E the main method is to roll 3d6 and assign it to the first ability. Then the second 3d6 go to the second ability; and so on. The alternative methods listed in ADND-2E are: Roll 3d6 twice; choose one for the first ...


2

Presuming your goal is to run a balanced game and make it so that social NPCs can actually buy one or two ranks of combat skills and use them as more than a story thing. If you're really afraid of players min/maxing, there is one method I like to prescribe with a healthy dose of scaling: Step 1: Survey Have your players actually fill out the ...


2

Yes you get to learn all those spells you mentioned, but magic always comes at a price. In this case while you "know" a bunch of spells you can still only cast a specific number of them each day. So at level 2 you can cast your at-wills 1 encounter, 1 utility and 1 daily spell (not including cantrips and rituals). You just get to choose which one you will, ...


2

Creating an good enough party can be a bottom-up process, but a great party is allways top-dow. Pick two players, one should know the system intimately, let us call him the Strategist, the other should know the fellow players, he is the Nurse. The Strategist must know not only the rules, but also most of the class guides: ...


2

The intent of the advanced characters option is to allow players to have characters that have some measure of experience under their belts before the chronicle starts. Although it's possible to save some of the XP for later -- 10 being a popular limit -- it's considered something of a breach of etiquette in practice. The goal is to produce more developed ...


2

As mcv intimated, remember that in AD&D the experience cost to rise basically doubles every level for name levels. This means that by the time the fifth level characters rise to sixth level, the first level characters will have risen to fourth or fifth level (there might be some loss due to delays in getting to new levels after acquiring the necessary ...


2

From the standpoint of how to make it work story-wise, you might also consider borrowing a concept from another RPG (HackMaster): proteges. Simply put, a protege is someone that the current character has "in training" in the event of their retirement (voluntary or otherwise) from adventuring. It would not be unreasonable for the characters to be aware of ...



Only top voted, non community-wiki answers of a minimum length are eligible