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LIVE Pen and Paper Old School D&D... Any interest in playing?

I fixed your grammer.
I dunno what you're talking about >_>[DOUBLEPOST=1364597404,1364596455][/DOUBLEPOST]Also, if anyone wants to discuss their characters prior to the day of, I can assist in character development. I really want to get this thing off the ground, so I want to assist in any way possible to make it happen. I'm not an expert, but this may help get the game rolling from the get-go and not need a long first session in order to finalize characters.
 
(Forgive my constant double posts)
So... Have we decided on an online tabletop format? Grid + tokens + dice? We might want to make ourselves familiar with any programs that we'd need to download or sites that require memberships. A system that the DM would feel comfortable using. <3 Suggestions? And who's the DM gonna be?
 
Not sure on the DM yet. Dire said he would maybe in the thread. Red Omen has scheduling conflict on Saturdays and can maybe do it at another time/day. Zakis suggested Corvus Rex as a possibility, but I don't know if he has even seen the thread. I figure once we get someone to commit to the DM spot for the first campaign we can move forward on all the more specific stuff.

As far as characters go I am def going rogue, probably halfling, probably chaotic neutral. The pathfinder site RO linked has a sub class type called the filcher that I like and may specialize in, but I need to read lots more before I nail it down.

As for my grammar nazi-ing you should have used the word found so I was making fun of you.
 
Then I am rolling a ranger who is named ash and uses his backpack to summon and put away squirtle. I will only pull him out when I need some soup to be made or to wash my hands after I piss.
 
Not sure on the DM yet. Dire said he would maybe in the thread. Red Omen has scheduling conflict on Saturdays and can maybe do it at another time/day. Zakis suggested Corvus Rex as a possibility, but I don't know if he has even seen the thread. I figure once we get someone to commit to the DM spot for the first campaign we can move forward on all the more specific stuff.

As far as characters go I am def going rogue, probably halfling, probably chaotic neutral. The pathfinder site RO linked has a sub class type called the filcher that I like and may specialize in, but I need to read lots more before I nail it down.

As for my grammar nazi-ing you should have used the word found so I was making fun of you.


Ill see if I can catch Corvus this weekend, he has been busy at work lately, as have I.
 
For those that are still looking for the rulebook - http://paizo.com/pathfinderRPG/prd/gettingStarted.html

An html version of the pdf core rulebook. Over the past two days I think I ended up reading the book cover to cover, but I haven't retained all of it. If anything, it'll be handy to have an easier to navigate than a pdf. There are also advanced rulebooks, but the core is the only necessary one to be relatively familiar with the mechanics.
 
It's worth mentioning that the Pathfinder Core Rulebook is over 500 pages.
Yes, but a lot of it isn't necessary for everyone to know. After you read the race/class profiles, decide on what you'd prefer to play, then focus primarily on that. Battle procedure can be taught on the way. I mean, if you plan on playing a barbarian, there's no great reason to learn every single wizard spell (especially since the barbarian wouldn't know jack shit about it anyways). So first timers should read all of the races and classes in the core, decide upon that what seems fun, then read further on those specifically. Develop the story for your character as you read these, that typically helps. Brush up on combat basics, but you don't need every tidbit of information prior to playing. Skills and Feats are easy to understand after a brief synopsis. And equipment is pretty basic as well, since we won't have any "super cool" items right off the bat.

Class/Race
Background story
Skills
Feats
Equipment
Battle Basics

Once these are learned, you're pretty much set to go. At level 1, you'll only have the basics of any class you choose so you shouldn't be overwhelmed. As I said, I'll help anyone develop their characters in the technical standpoint if they want.
 
Brief tutorial post incoming.

Ability Scores

The first thing to think about before you start playing D&D is what sort of character you'd like to have. Do you want to be fast or tough? Smart or wise? Would you rather talk your way out of trouble or fight? These traits are quantified as ability scores, of which there are six.

Strength: How physically strong you are. It helps you swing melee weapons harder, carry more stuff, and jump, climb, or swim.

Dexterity: How nimble you are. You act sooner in combat, you're more accurate with ranged attacks, and you're acrobatic and stealthy.

Constitution: How physically tough you are. Determines how much health you have and how good you are at shrugging off things like poison.

Intelligence: How logical and adaptable your mind is. Intelligent characters are better at learning skills, speaking languages, and casting certain kinds of arcane magic.

Wisdom: How perceptive and insightful you are. More intuitive than the sort of mental abilities governed by intelligence, wisdom gives you keener senses, deeper understanding and common sense, and a closer connection to nature and the gods.

Charisma: How strong-willed you are. You're charming, influential, and passionate, and you channel arcane magic in a more intuitive way than people who use intelligence.

Pick two or three of these that appeal to you, then find a class that aligns with those. I'll post summaries of the classes later today.
 
Unfortunately I'd better decline a DM role for the next 3 months, as I can be called to fieldwork at short notice, and that ruins the schedule of my other work, leaving me with little free time.

The next problem is that I'm at the opposite end of the RPG combat 'spectrum' to Gyoin. I like to make combat rare and massively lethal. Unless you've planned a one-sided fight, on or more of you and the other guys are going home on a stretcher or in a body bag, not fantasy superheroes who can take 50 arrows. I also have reservations about the game choice in this medium, though, others have made it work with the right tools. Paranoia would be a good choice IMO
 
The next problem is that I'm at the opposite end of the RPG combat 'spectrum' to Gyoin.
Meta-gaming doesn't always necessarily mean combat though >_> In fact the character I have built is not very combatic at all and is much more built into the conversation and role-playing side with all of my skills. I'm much more entertained by the loot spoils and the division of said loot than the combat itself when it comes to pointless battles.
 
That's fine Dire. Maybe when things slow down for you we can do a campaign like the ones you describe. I bet Tristan would be more into that type too.

Meta-gaming doesn't always necessarily mean combat though >_> In fact the character I have built is not very combatic at all and is much more built into the conversation and role-playing side with all of my skills. I'm much more entertained by the loot spoils and the division of said loot than the combat itself.
You know its creepy how much our brains work in parallel Bruce. My character only sees combat as a way to gain loot and stuff to sell. He prefers to let others take the brunt and only go in with opportunistic attacks. I would love to be able to have situations where my guy could manipulate things to his advantage. Your character takes a different path and seems to be less self centered than mine though.
 
I definitely want to play. I've never had the chance before, no I'm a total noob.

I'd definitely be a player

I know nothing about rules, so please don't take advantage of me. Unless you are Kismet. We can talk.
 
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