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Post by Wizard on Jan 9, 2004 1:56:59 GMT -5
Post here with any questions you may have. This thread is for anyone who is unclear on any part of D&D. This isn't for complex rules debates, but rather a resource for newbs.
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Post by BluSpecs on Jan 9, 2004 10:36:50 GMT -5
whats an elf? ;D
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Post by K Man on Jan 9, 2004 10:41:27 GMT -5
BluSpecs Kiddie-Pool depth question aside... Please feel free to ask any questions you may have here people. This is an open forum and you won't be attacked or ridiculed. You can tell that were pretty light-hearted. Hell I've been playing/DMing since about 2ed's conception and there's still rules I need help with. (Hell, check out some recent game posts for proof of this. )This is a community and we're here to help.
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Post by Wizard on Jan 9, 2004 11:59:15 GMT -5
Article 1: Hit Dice.
Each class has a set hit die, or HD. Whenever a character goes up a level, the player rolls a d--, and adds the number rolled(in addition to their Con modifier) to their maximum hp. Classes with a more combative bent have a higher HD. Fighters, for instance, have a hit die of d10. Wizards, on the other hand, have a hit die of d4. So the average hp/level for fighters(assuming no Con mod) is (1+2+3+4+5+6+7+8+9+10)\10, or (11+11+11+11+11)\10, or 11\2, to 5.5 hp\level. Wizards, on the other hand, receive an average(assuming no Con mod) of (1+2+3+4)\4=2.5 hp\level (approximately).
Also, 1st level characters are considered to have rolled the maximum on their 1st hit die.
HP from Con modifiers is retroactive----that is, if your Con goes up, your hp from each HD goes up, not just future HD you earn as you level.
Finally, the Toughness feat increases your hp by 3.
Examples: Joe, 1st level wizard Joe has a Con of 10, netting him no modifier (an ability score modifier, FYI, = [ability score-10]\2. Round down.) You're counted as having rolled the maximum for your 1st level, so Joe has 4 hp. (maximum of 1d4)
Now say Joe has gained two levels. In addition to his 4 hp from 1st level, Joe also 2d4 hp---1d4 from each level. Assuming average rolls (say a 1 and a 4), Joe now has 9 hp. Too bad about that 1, Joe.
Now say that Joe has bear's endurance cast on him. Joe now has a Con of 14, with a modifier of +2. So Joe adds 2 to each hit die. Since Joe is level 3, he adds 2*3 hp, giving him a net 15 hp (9 from rolls + 6 from his new Con)
When the spell wears off, Joe loses those 6 hp.
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Post by BluSpecs on Jan 9, 2004 13:27:00 GMT -5
I'm an old timer too been playing since 2nd edition was new.
At times I miss 2nd edition but then the Thac0 nightmares return and I wake up!
I'm happy to help out too...
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Post by Merovingian on Jan 9, 2004 13:34:29 GMT -5
Hell I remember when BluSpecs and I played for the first time on a scouts camp out, that was long ago, then we sucked K-man in and look now at the monster we have created. Believe it or not when K-man first started to DM we had to revoke his privilages becouse his story telling was so lacking . So to all we must start some-where, and grow into what we will be.
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Post by BluSpecs on Jan 9, 2004 13:49:50 GMT -5
Hey where did that mero guy go? ;D
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Post by Wizard on Jan 10, 2004 16:41:43 GMT -5
Article II: Point Buy
Point buy is a method of ability score generation. Many methods involve dice---point buy is nice for online games because it's literally impossible to cheat. Each player is on the same power level, and it's easy to quickly generate scores.
A player is given a certain number of points, with which he can buy ability scores. The costs for each are as follows:
8--0 9--1 10--2 11--3 12--4 13--5 14--6 15--8 16--10 17--13 18--16
A 25-point buy wizard might look like this: Str 8 (0 points) Dex 14 (6 points) Con 10 (2 points) Int 15 (8 points) Wis 12 (4 points) Cha 13 (5 points)
Add 'em all up, and you'll find that the above scores require 25 points.
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