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If a Mouse buys Swords and Wizardry...(OOC)

Started by Narf the Mouse, July 29, 2009, 09:16:45 PM

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Narf the Mouse

@Halrun: First, seems a bit of a mix-up in HP - S&W characters gain 1 Hit Dice per level up to 9th level; Your Hit Dice is 1d6+2. After ninth level, you stop gaining Hit Dice and just gain +3 HP per level.

So that's 1d6 = 6+2 = 8 HP. :) Gold roll is fine.

You should mark down your weapons known - Halberd, Longsword and Dagger?

Ring and Chain would both be Medium armour; as a level 1 Footman, you're restricted to Light armour - Basically, Leather.
Where did you get the Halberd from? If a supplement, I could probably pick up the .pdf. If you made it yourself, it looks ok to me - Just need a price tag on it.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Halrun

Quote from: Narf the Mouse;316782@Halrun: First, seems a bit of a mix-up in HP - S&W characters gain 1 Hit Dice per level up to 9th level; Your Hit Dice is 1d6+2. After ninth level, you stop gaining Hit Dice and just gain +3 HP per level.

So that's 1d6 = 6+2 = 8 HP. :) Gold roll is fine.

You should mark down your weapons known - Halberd, Longsword and Dagger?

Ring and Chain would both be Medium armour; as a level 1 Footman, you're restricted to Light armour - Basically, Leather.
Where did you get the Halberd from? If a supplement, I could probably pick up the .pdf. If you made it yourself, it looks ok to me - Just need a price tag on it.

My HP actually is a 9, due to the fact that my constitution modifier adds a bonus +1 to my hit dice, and the Halberd is simply a named variant of using the two-handed polearms from the core listings. But I will change my armor type and refund my coin, as the core rules do not actually list the classes of armor, only armor types like plate, ring etc. Will copy my Character sheet over here

Halrun

#2
HP Roll 1d6+3=9
Gold Roll 3d6*10=

Halrun Kaiser, Human Male, 20 years old, 5'11'', 200lbs
lvl 1 Footman, Neutral

Str: 16   HP: 9
Dex: 13  AC: 14=10+2(Leather)+1(Dex)+1(Shield)
Con: 13  Save: 16
Int: 14   Money: 40g, 8s, 9c
Wis: 13
Cha: 16  Max Followers: 6

XP: 82

Weapon: Halberd (2h Polearm) +1 melee, 1d8+2 dmg
Weapon: Longsword, +1 Melee, 1d8+1 dmg

Equipment: Leather Armor, shield, Halberd, Longsword, Dagger, Backpack, Tent, Waterskin, 10 Torches, 10 Days Dried Rations, Riding Horse, 50 ft Hemp Rope

Loot: Fine Brass ring in wooden box

Weapons Known: Longsword, Polearms (Halberd), Dagger

Bio: Halrun grew up as most young men might've, helping to tend the family farm during the harvests, playing with sticks and pretending to slay orcs with his friends using sticks, and getting into trouble every so often, if only to hear the old crone from down the lane scream once more in futility. He would also follow a similar path such as those of whom he grew up when the first mention of war would be heard. He enlisted promptly, being issued little more than a leather tunic,  a kettle helm and Halberd and sent straight into the fight. At sixteen he had enlisted, by eighteen he had witnessed the demise of every last one of his friends at the hands of many different creatures, whether they be orc, goblin, bugbear or gnoll and had lived to survive the war unscathed. By War's end, he would hold onto what he had been issued, and taking what earnings he had received as right of conquest as well as his pay to purchase himself a horse and a few other accoutrement before he would set out upon his own to find his place in the world, and by age twenty was still out on those same dusty roads.

Narf the Mouse

Right, Constitution. *Slaps forehead*
They must have updated the core rules - My S&W .pdf doesn't include pole-arms. I'll re-download when the site download comes off of 'Off for maintenance'.
Sorry about that; I probably assumed they did list light, medium and heavy when I wrote it.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Halrun

Man, it's no problem at all i promise, I even took the liberty of posting my max followers too! But I jsut wanna get to starting to play.. My guy's got an army to form after all :P

Narf the Mouse

...Actually...Seriously...This adventure can work with others joining up.

Sure, let's go.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Halrun

As a question because out supposed 2nd player just shot us down in regards to playing the game with only one or two people, I have a friend of mine who wants to join in with us, but she doesn't quite like playing as the more traditional PC races like humans, elves Dwarves and halflings... If possible, would it be acceptable for her to play as something such as an Orc or as a Gnoll? If so it would be greatly appreciated by both her and myself... and if so, how would this affect her statline/class allotment?

Please answer back.

Narf the Mouse

Orcs can be Fighters (Re: Footman substitute rules). Orcs can shift 1 point to Strength by shifting one point each from other stats (Remember which stats can't be lowered), up to twice.
Orc AC is -2 lower than indicated. Orc Hit Points per level gains a +1 bonus.

Gnolls progress as both Fighters and Rogues. They divide their experience evenly between them and gain the greater of each benefit from both classes. However, Gnolls take a -25% Experience penalty.
A Gnoll may only operate as either a Fighter or a Rogue (Not both) until second level and must make this choice upon character creation.

That good?

Updates resuming tomorrow - Got nothing else to do all day, so should be able to get far.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Halrun

Sure thing, she can't quite get online actually as of yet due to a problem with her wireless card, but I'll let her know when her computer's fixed to make a character, but correct me if I'm wrong but, the core rules don't actually have any listings for Rogues... And I don't think she's able to shell out any money for any online supplements to a free game.

Halrun

i posted by the way, hoping this message reaches your email to alert you.

Narf the Mouse

Right, just a second...I'll transcribe sufficient detail here.

Theif: Theives are specializations of the fighting class. In return for restrictions, they gain some different abilities.
Prime Attribute: Dexterity 13+ (+5% experience)
Hit Die: 1d6+1 (Gains +2 HP/level after ninth)
Saving Throw: As Fighter normally, as Cleric for thief abilities.
Races: Thieves may be of any race, but non-human thieves gain only 1d6 hp, then +1 hp/level after ninth.

Thieves may only use their special abilities when wearing leather or no armour, not using a shield and not wielding two-handed weapons (Except shortbows) Otherwise, they may function as a fighter.

Abilities: In brief, Thieves may roll against their Saving Throw to succeed in climbing, sleight-of-hand, opening locks, perception, stealth, disarming and arming traps and reading ancient and unknown languages, even when the task would otherwise be impossible.
For example, climbing a sheer surface, concealing a theft while a crowd watches, opening a lock in the driving rain with a sliver of metal, 'sense' the presence of various things: hidden treasure, or enemies, or traps (So long as it's relevant to being a thief - You couldn't, for example, 'sense' battle-plans, bad ideas or a roadside ambush of the entire party by orcs).
Crossing a balcony above a party in full swing without being noticed, disarm a boulder trap while hanging upside down; arm a trap by pushing one single gear or gain a sense of what the ancient text above the door is warning of.
Note, however, that bonuses *And* penalties will be applied to the roll for difficulty and circumstances. Not all of those feats can be accomplished by a first-level thief.

In addition, at sixth level, the thief may attempt to cast Magic-User scrolls as a Magic-User of five levels lower. However, failure means the spell is mis-cast, potentially dangerously.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Halrun

Oh cool! Well i'll have to let her know then, though something tells me that she might end up playing as a big orc woman instead.

Narf the Mouse

Sorry for the delay; my brain desires downtime and isn't taking 'no' for an answer.

Too much coding.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Halrun

it's alright man, whenever you can get around to it is cool.

Halrun

Sorry I hadn't posted, got in a car accident a few days back. Will post in the game ASAP