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Post by Rojito on Jun 13, 2008 19:01:14 GMT -5
Hey guys i'd play if ya'll would help me make a guy and everything. Something real simple, since i have never played 2E
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Post by at on Jun 13, 2008 19:56:45 GMT -5
Hey guys i'd play if ya'll would help me make a guy and everything. Fighter/Ranger/Paladin/Barbarian are pretty no nonsense. Roll your stats (4d6 6 times, drop the lowest dice each time), pick 7 weapons, and your half-way done. You need minimum stats for all classes : Fighter - str 9 Ranger - str 13, dex 13, con 14, wis 14, human or half elf, good alignment Paladin - str 12, con 9, wis 13, cha 17, human, lawful good Barbarian - str 12, dex 9, con 12, human, non-chaotic Warrior classes get extra bonuses for a str of 18 (exceptional strength roll) and con scores of 17+ (other classes cap out here).
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Post by Rojito on Jun 13, 2008 21:06:01 GMT -5
Fighter/Ranger/Paladin/Barbarian are pretty no nonsense. Roll your stats (4d6 6 times, drop the lowest dice each time), pick 7 weapons, and your half-way done. You need minimum stats for all classes : Fighter - str 9 Ranger - str 13, dex 13, con 14, wis 14, human or half elf, good alignment Paladin - str 12, con 9, wis 13, cha 17, human, lawful good Barbarian - str 12, dex 9, con 12, human, non-chaotic Warrior classes get extra bonuses for a str of 18 (exceptional strength roll) and con scores of 17+ (other classes cap out here). KK so lets go straight Fighter, since i dont qualify for Paladin or Ranger.... 1st [dice=6][dice=6][dice=6][dice=6]=12 2nd [dice=6][dice=6][dice=6][dice=6]=16 3rd [dice=6][dice=6][dice=6][dice=6]=13 4th [dice=6][dice=6][dice=6][dice=6]=11 5th [dice=6][dice=6][dice=6][dice=6]=12 6th [dice=6][dice=6][dice=6][dice=6]=13 .... wow i roll like shit 16,13,13,12,12,11 Weapons? Hmm lets go: Longsword, Battle Axe, Mace, Longbow, Dagger, Halberd, and Fists? that work?[rand=43858379764656311494681510557904297932343060495874845703960325401]
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Post by TheZebraShakes™ on Jun 13, 2008 21:30:26 GMT -5
Wicksy, I'm going to play a rogue thief
And yes, I know what Thac0 means. I still call it my "to hit" sometimes on these boards when I'm rolling my attacks.
I'm probably not going to be dragging along any followers, but maybe I'll have some sort of crime syndicate back home that I can refer to from time to time.
I'm going to need help with my saving throws and gear and proficiencies once I get something together. What were the stat bonuses for elves +2 dex -2 con -1cha something like that.
Guess it doesn't matter just yet, I'll work on the placement of numbers in stats and the distribution of points in thief skills over the weekend.
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Post by spiral on Jun 14, 2008 4:23:02 GMT -5
Shakes, I will arrange for your followers to me members of the nearest guild, of which you are no doubt a high ranking member yourself.
Nice to see lots of character creation going on. Next time somebody with the right powers passes by, please create us some boards so we can start getting things in the right place? It looks like we have five players now (a second friend from work is yet to join us).
Also, Shakes, a Dragon Mountain *poster*! Aww, and I thought my boxed set from eBay was complete.. no poster here! =)
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Post by Wicksy on Jun 14, 2008 7:08:12 GMT -5
Elves get +1 Dex -1 Con Rojito, those stats are ok Tell us where you want them arranged. Also, what weapons do you want to use? In 2nd ed. you have a number of proficency slots that are assigned to weapons. The same with non-weapon proficiencies. I'll try and up some stuff this weekend. Since 2nd ed isnt used widely anymore hopefully K Man wont mind me posting some links to the PHB. That should help those who dont have access to the books. spiral, how many spells am i going to be allowed? I get a certain number at first level plus whatever i've obtained during my adventuring times. A 10th level wizard should be able to cast 5th level spells. Also, we need to sought out how you want xp to work....there are considerable differences between the xp levels....Probably best to do away with it all together and bump us up a level everytime you think we need it. Also, what magic gear are we allowed? I know you're tight as a duck's arse when it comes to treasure so i wont be gunning for rings of regeneration and robes of the arch magi ;D
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Post by at on Jun 14, 2008 7:46:52 GMT -5
I'm going to need help with my saving throws and gear and proficiencies once I get something together. What were the stat bonuses for elves +2 dex -2 con -1cha something like that. Elves are +1 dex, -1 con. As a rogue you saves are : Paralysation, Posion, Death = 11 Rod, Staff, Wand = 10 Petrification or Polymorph = 10 Breath weapon = 14 Spell = 11 All core non-weapon proficiencies are now up at : www.hyperfictions.com/stuff/nonweap.txtThe number after the skill name is how many skill slots you need to use all. The last number is how hard it is to use (- is hard, + is easy). If you want to buy a skill that isn't in general or your class type then it requires an extra slot to buy 16,13,13,12,12,11 Weapons? Hmm lets go: Longsword, Battle Axe, Mace, Longbow, Dagger, Halberd, and Fists? that work? As a fighter you can specialise - it costs you a slot to do so (i.e. spec-longsword is two slots total). You get +1 to hit, +2 to damage, and more attacks, 2/rnd at 10th level. As a fighter that 16 can get you +1 damage (str), +2 armour (dex, +3 as an elf with dex 17), or +2hp per level (con, +3/lvl as a dwarf with con 17). 10th level Fighter saves are : Paralysation, Posion, Death = 8 Rod, Staff, Wand = 10 Petrification or Polymorph = 9 Breath weapon = 9 Spell = 11 A dwarf would get bonuses on top of these, but has magical item failure with non-fighter items (i.e. a ring may fail to work, a sword would be fine) Should your character build a keep and settle as a lord or some type he also attracts the services of : A 6th level fighter with a few magical items xx DM's option 0th level followers 10 elite mounted knights (1st level fighters) Your hitdice are 10+8D10+3. If you go con 16 you get an extra 18, con 17 gives you an extra 27 Ability scores aside, magical items in 2nd ed tend to have a pretty significant effect on a character - one belt or potion and the weakest mage could overshadow the greatest barbarian, one rod and the snivelling rogue could outshine the noble paladin. If your stats are getting you down then you could grab up a ring of wishes or a stat-improving tome, but i'd suggest there are better ways to spend your wealth. In particular a weapon of at least +3 if you want to harm the big nasties. 2nd is odd in that magical swords cost more, but are also the only weapons that range above +3 in normal power.
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Post by Rojito on Jun 14, 2008 8:24:36 GMT -5
Hmm ok what are racial stats, and what races are there? I am thinking Dwarf, with high Con to make me hard to hurt, and some followers. But what are some of the other Races? Elf Dwarf Human...
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Post by at on Jun 14, 2008 8:44:20 GMT -5
Hmm ok what are racial stats, and what races are there? I am thinking Dwarf, with high Con to make me hard to hurt, and some followers. But what are some of the other Races? Elf Dwarf Human... Dwarf +1 con, -1 cha Elf +1 dex, -1 con Halfling +1 dex, -1 str Gnome +1 int, -1 wis Halflings, gnomes, and dwarves get save bonuses against spells of +4 (con 14-17), or +3 (con 11-13) Humans and half-elves are no change A solid armour/shield/1 handed weapon wouldn't make a bad complement to my big 2-hander. I wouldn't skimp on a ranged weapon though as dwarves arn't fast (and IIRC bow and arrow bonuses stack in 2nd ed, +10 to hit FTW)
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Post by spiral on Jun 14, 2008 9:19:10 GMT -5
Concering XP; you'll start with the XP you should have at level 10 and assume you've paid any XP costs on gear up to that point.
What gear you all start with is harder, even for people with the rulebooks. If I say you all have 30*starting gold to spend, it doesn't really simplify matters because many of you don't have the 2nd ed books to peruse. Maybe some common item costs could be listed?
I think a straight Fighter should have a +2 weapon, some +2 armour, and 1 extra special item that doesn't seem too powerful for a lvl-10 (i.e. a fighter might have some bracers of ogre strength +2). Other classes should have the "equivalent". Let's just get it roughly right and not lose too much time over it.
If anybody has any better suggestions for choosing gear, please post and enlighten us.
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Post by at on Jun 14, 2008 10:55:24 GMT -5
Concering XP; you'll start with the XP you should have at level 10 and assume you've paid any XP costs on gear up to that point. The issue with xp is that a 10th level fighter needs 500000, a 10th level wizard needs 250000, and a 10th level thief needs just 160000. Rather than 10th level, if each player has say ... 300,000xp then you get : All warrior classes = 9th level Wizards = 10th level Clerics = 9th level Druids = 12th level (druid progression is fruity) Rogues = 11th level What gear you all start with is harder, even for people with the rulebooks. If anybody has any better suggestions for choosing gear, please post and enlighten us. Even those of us with the rulebooks don't know - there are no rules for cash by level, and no costs that I know of for magical items at all... There are however relative xp costs for their creation (i.e. +2 armour is 1000, a flying broom is 2000, cloak of displacement 3000, and a wand of lightning 4000, etc). I can post up a complete list of all prices if you'd like - I sent you a PM about it. As for non-magical items, at that level anything from the PHB should be pocket change, the PCs should be able to afford whatever non-magical arms and armour they want (and can carry). Magic is where the real power lies. The (underequipped) 7th level npc follower has 3800 'xp' as a point of reference (magical weapons and armour are dirt cheap when compared to the more versatile and devastating stuff). Rings are also quite cheap (1k for swim, jump, protect, etc up to 5k for regen), Wands are mid-price (4k-6k), rods, staves, and tomes are expensive, and the misc stuff runs the full range, though a lot is around the 1k-2k area. 5k of gear will buy you a special weapon (i.e. frost sword), a half-way decent suit of armour, a shield, and a backup. 10k of gear will get you the same plus a couple of utility items or will kit you out in shiny shiny +5 (9k total for a +5 sword, +5 armour, and +5 shield). For wizards 5k will buy you a wand and magical weapon, 10k will let you upgrade to a stave or buy you protective robes. (yes I know caster's gear seems expensive - but they have their own magic while fighters are limited by the capabilities of their equipment) Edit - additional, there is no such thing as ogre strength +2 items. In 2nd ed if it says ogre strength then you get the strength of an ogre
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Post by Wicksy on Jun 14, 2008 11:11:00 GMT -5
Well, pretty much everything in 3.5 ed has a grounding in 2nd ed. Rings of protection, wands, armour and weapons are fairly self explanatory though the process a wizard or priest goes through to make the items is somewhat lengthy and difficult meaning that you're damned extatic when you find a +1 broadsword or +2 chainmaille.
As a fighter type class, you'll probably have access to +2 weapons and maybe better armour....wizards should be able to have a few wands and rings and what not.
Just remember, magic armour and rin gs of protection dont stack in 2nd ed.
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Post by Wicksy on Jun 14, 2008 11:13:35 GMT -5
Yeah, ogre gloves are 18/00 strength i believe....awesome to have if you're a wizard ;D
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Post by at on Jun 14, 2008 12:21:29 GMT -5
you're damned extatic when you find a +1 broadsword or +2 chainmaille. At lower levels (5-6 ish) perhaps. The fighter gets a free +2 sword with his redshirt at lv9... Don't forget how 2nd ed was balanced - magic rules all. A 7th level mage could give a giant the finger from behind stoneskin, while a single harm spell could blow a dragon's hitpoints clean off. All a fighter or a thief had was his strength and wits which is why magical armour/weapons and minor utility items had such relatively low 'pricing' (and were common in most tsr games). Case in point - the 2nd edition paladin's handbook outright states that ghosthunter paladins should have the opportunity to aquire a +3 holy weapon before 6th level, and that any paladin straying into high levels (9-10 and upwards) without a (+5) holy sword (or equivalent) should be given at least one chance to quest for one.wizards should be able to have a few wands and rings and what not. A mentioned - a single run of the mill 2nd ed wand is considered more 'valuable' than all but the most powerful weapons. There is no evasion in 2nd ed, no feats to boost saves, no big stat bonuses - magic can rock your world in a hurry. For the cost of a 'few wands and rings' a 2nd ed fighter would be eyeballing the high-end item charts. Yeah, ogre gloves are 18/00 strength i believe....awesome to have if you're a wizard ;D Totally useless for wizards actually - they can't use them (class restricted item)
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Post by Deekin on Jun 14, 2008 14:15:33 GMT -5
This thread has reminded me of why my hat of 2e knows no limit.
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Post by Wicksy on Jun 14, 2008 15:05:17 GMT -5
you're damned extatic when you find a +1 broadsword or +2 chainmaille. At lower levels (5-6 ish) perhaps. The fighter gets a free +2 sword with his redshirt at lv9... Don't forget how 2nd ed was balanced - magic rules all. A 7th level mage could give a giant the finger from behind stoneskin, while a single harm spell could blow a dragon's hitpoints clean off. All a fighter or a thief had was his strength and wits which is why magical armour/weapons and minor utility items had such relatively low 'pricing' (and were common in most tsr games). Case in point - the 2nd edition paladin's handbook outright states that ghosthunter paladins should have the opportunity to aquire a +3 holy weapon before 6th level, and that any paladin straying into high levels (9-10 and upwards) without a (+5) holy sword (or equivalent) should be given at least one chance to quest for one.A mentioned - a single run of the mill 2nd ed wand is considered more 'valuable' than all but the most powerful weapons. There is no evasion in 2nd ed, no feats to boost saves, no big stat bonuses - magic can rock your world in a hurry. For the cost of a 'few wands and rings' a 2nd ed fighter would be eyeballing the high-end item charts. Yeah, ogre gloves are 18/00 strength i believe....awesome to have if you're a wizard ;D Totally useless for wizards actually - they can't use them (class restricted item) I didnt realise wizards couldnt use gloves of ogre power....i had a wizard who used to borrow the fighter's set sometimes in drawn out fights. Guess we got that wrong.... Wizards are damn poweful though, i nearly took out an iron golem in single combat with a 9th level wizard armed with a +4 quarter staff and stoneskin ;D Just remember, spiral is the DM which means treasure will be tight! Unless his purse strings have got slacker in his old age I do agree though that fighters should be able to get decent weapons. They rely on them as their primary damage source. We're playing Night Below back home and we're all 5th level. The wizard is now the most powerful member of the group. He went from being pretty average to uber powerful in one level. He can take out a room full of orc warriors that would take us rounds and rounds of combat to kill.
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Post by at on Jun 14, 2008 15:48:18 GMT -5
i nearly took out an iron golem in single combat with a 9th level wizard armed with a +4 quarter staff and stoneskin ;D Nearly? Last wizard I played was a 10th level gnome in the tomb of horrors. Didn't take a single point of damage start to finish and managed to eat the last boss while polymorphed. But back on topic, even your 9th level mage had managed to dig up a +4 weapon... amusing consider that this too does not exist in the 2nd ed DMG (non-swords on the item table were only rated up to +3, though a number of special staves counted as +4) About 1000 points per character, nothing of +4 or higher, no more than half on any one item. It's enough for about half a dozen low-end items. Throw in healing potions and non-magical items for free (within reason).
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Post by Wicksy on Jun 14, 2008 16:12:20 GMT -5
Yeah, it was one of those staff mace things...could either be a quarter staff or a mace or something else.
I expect we'll gain whatever is needed adventuring anyway. I bet there will be plenty of good stuff in the first few encounters. My guy will have Identify learnt plus he's going to carry a few pearls. Anything more will require legend lore but we can handle that a different way i think.
My wizard would of beaten the golem but i took too many hits so my stone skin ran out plus the DM didnt want me to win so i didnt press the matter. We were trying to nerf a twinked character...the story being that the stuff the character should never of had was left with the golems. We attacked anyway but DM didnt want us to get the items back.
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Post by at on Jun 14, 2008 16:28:31 GMT -5
Yeah, it was one of those staff mace things...could either be a quarter staff or a mace or something else. Actually I think I was mistaken. Quaterstaff appears to be an exception to the sword/other item rule.
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Post by Rojito on Jun 14, 2008 18:22:20 GMT -5
At i sent you a pm so we can talk 1v1
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