Post by scottenkainen on Feb 4, 2014 8:02:16 GMT -6
You may know me as Skirvir the Dwarf, Bombor the Hobbit, or that guy who ran Hideouts & Hoodlums here on the boards two years ago. Well, now I'm also that guy who's been talked into running a new D&D Greyhawk campaign.
Verbobonc Lives! will follow some of the campaign arcs of the Living Greyhawk campaign the RPGA ran, but starting with Holmes edition Basic (or Blueholme for retrogamers) as our rule set and slowly phasing into AD&D.
I am looking to start with eight players. I already have three for-sure players and three maybe players. Anyone from these boards is welcome to join us, particularly those of you who have gamed with me already. I hope to start in March and will be posting material to get us ready between now and then.
I am new to this forum but not new to D&D. Starting playing it in the late 70's after reading The Hobbit and Lord of the Rings. This campaign you speak of is it Basic D&D or to include the Rules Cyclopedia information? I would love to play a D&D game. Already have a dwarf in the works...
I have never actually played Holmes (or Blueholme) D&D; though I have the Holmes rule book and am very interested in giving it a go. I also am a big Greyhawk fan (the origianl Gary version thru 1st Edition version and especially the Carl Sargent 2nd Edition version (which makes me a bit of an outcast among many Greyhawk fans) and like much of the Erik Mona stuff though NOT the 3rd Edition stuff.
All that said; I have one quick question: do you have room for a player who can only truly commit to posting 2 or 3 times a week? My work and RL schedule won't allow me to be a Daily poster; so if that's what you're looking for; I'm afraid I'd have to bow out.
However; if that's okay with you; please count me in!
Post by scottenkainen on Feb 4, 2014 23:05:40 GMT -6
I anticipate having multiple plot lines going on in the campaign. If you cannot post daily, I would not recommend being with the main group, but there should always be a slower subplot going on you could be involved in.
We will slowly phase in to AD&D 1st ed. rules as the PCs advance in level. What this means is...
Ability Score Tables will be gradually adopted from AD&D, one column at a time. At 1st level, this means - Strength - add open doors column Intelligence - as-is Wisdom - add bonus spells for clerics Constitution - as-is Dexterity - as-is Charisma - add encounter reaction adjustments
At 2nd level, the added columns from AD&D will be: to hit adjustment (for STR), saving throw adjustment (for WIS), hit point adjustment (for CON), AC modifier (for DEX), loyalty modifier (for CHA).
At 3rd level, the damage adjustment (STR) and to hit with missiles adjustment (DEX) columns are added from AD&D. Exceptional STR up to 18/50 is unlocked.
Ability Scores will possibly advance each time a PC goes up in level. The player may DM will re-roll each ability score once at that time; if the new result is 3 or less greater than the previous score, then the score is increased to the new number. Otherwise, the score remains the same. Addition: This will occur at 2nd and 3rd levels only.
Races - will remain human, dwarf, elf, or halfling, until - Half-Elves - human or elf PCs may discover they are actually half-elves as early as 2nd level. Half-Orcs - human PCs may discover they are actually half-orcs as early as 3rd level. Gnomes - will "unlock" once PCs in the campaign have reached 4th level, but will be available as new PCs only.
Addition: Elves do not always have to be fighter/magic-users. At 1st level, the player will choose from week to week if his elf is a fighter or magic-user. At 2nd level, the elf is "locked" into whichever classes he has used up to that point, though one of the classes can always be retired later (no longer receiving xp). This does not preclude an elf from gaining additional classes later, once they are "unlocked".
Classes - will remain cleric, fighter, magic-user, and thief until - Druids - Clerics can convert to druids (or any PC can dual-class to druid) starting at 3rd level. Rangers - Fighters can convert to rangers (or any PC can dual-class to ranger) starting at 3rd level. Illusionists - Magic-Users can convert to illusionists (or any PC can dual-class to illusionist) starting at 3rd level. Other AD&D classes - will "unlock" at 4th level.
Hit Dice - HD will switch to AD&D starting at 3rd level.
HP and Death - At 1st level, PCs are unconscious at 0 hp and dead at -1 hp or lower, but that will gradually lower to -2 at 2nd level, -3 at 3rd level, etc. Further, starting at 4th level, PCs will "bleed out" at negative levels, losing 1 hp per round until someone in reach of them stabilizes them. Anyone reduced to negative hp and healed will still be weak and need 1 full day (24 hours) of bed rest per negative hp before being at peak capacity. Until then, casting a spell, attacking in melee, or making 3 missile attacks will result in losing 1 hp.
Helmet Rule: Anyone wearing a helmet dies at 1 hp lower than they normally would.
Attacks per Round - Instead of the rule, as-written, in Holmes about two-handed weapons attacking every other round, they will simply go last in the round after the first round of combat. The rule about daggers attacking twice per round will be retained -- but only starting at 4th level.
Weapon Damage - all weapons will begin the game doing 1d6 damage, but - Heavy weapons - listed as doing 1d8 or more damage in AD&D will do 1d8 damage starting at 3rd level. All weapons will do AD&D damage starting at 4th level (unless normally lower than 1d6, and then will remain 1d6).
And some tweaks:
Experience Points - will be awarded normally for kills and gp found/earned, but also at the rate of 1 xp per word 3 words written in IC posts, capped at 125 xp per week.
Equipment - in-game, all items will cost/be worth a variable amount, 50-200% of listed starting costs/values.
Combat Rounds/Time A round of combat lasts 10 seconds per level of the highest lowest level PC/HD monster directly involved in the combat, up to 1 minute (at 6+ levels). A longer combat round allows for more movement and more actions within the round.
Movement The movement rate for an unnarmored, unencumbered man is 300' per turn of exploring/mapping. This amount is doubled to 600' if moving normally, or tripled if running. Combat speed, in a single melee round, is 1/10th these numbers. Further, numbers are halved for fully armored man, or carrying heavy load, and halved again for being fully armored AND heavily loaded. This section tweaks upwards the OD&D movement table 60' higher from its base, plus clarifies movement per combat round (assuming 1st-level combat rounds; see above).
Encounter Reactions The AD&D encounter reaction table will be used instead.
Withdrawing from Melee As per the rules, withdrawing from melee allows anyone who was already attacking you in melee a free attack on you at +2. However, if that attacker is already threatened by someone else in melee, there is only a 50% chance of him gaining the free attack.
Undead Turning - will turn only 1-6 undead at 1st level, 2-9 at 2nd level, and 2-12 from 3rd level on. On the Clerics vs. Undead Table, a category of "5" will exist between "7" and "T". Hence, a 2nd-level cleric will turn skeletons on a 5 or greater, and not automatically turn skeletons until 3rd level.
Magic Missile - while the m-u casting this spell will still have to roll to hit, the missile will come back to the caster's hand after each miss so he can try again each subsequent round.
Sleep - this spell will instead always have a saving throw.
Post by scottenkainen on Feb 6, 2014 9:20:06 GMT -6
I am going to strongly encourage -- but not require -- everyone to play two Player Characters.
In my experience, players will often have to sit out of the campaign for awhile because their PCs are sidelined by injury or being nowhere near where the action is. The primary PC's movements will be tracked closely, but the secondary PC's movements we will only track daily, in a more general way, allowing us more wiggle room to explain how the secondary PC happens to be where he needs to be for the player to do something.
Players also sometimes get stuck waiting for other people to post. In this instance, the player can bring in both his PCs and have them interact with each other.
Character deaths will likely happen in this campaign. You will always have a back-up handy for when that happens.
The secondary PC can be an independent character in his own right. Optionally, the secondary PC can be family, a follower, or even a henchman of the primary PC. Players could even delay on having a secondary PC until they have acquired a follower or henchman in the game and then make that their secondary PC.
Scott with regards to healing, the white box talks about binding wounds healing 1d4 hp. Since clerics can cast spells, is this rule still applicable too and if so how often can you use it, per day, per person?
Post by scottenkainen on Mar 22, 2014 21:24:05 GMT -6
i.e., Sergi has a STR of 9. At 2nd level, he rolls an 8 -- his STR stays at 9. If he rolled a 10, his STR would raise to 10. If he rolled a 12, his STR would raise to 12. But if he rolls a 13, he rolled too high and his STR remains 9.
Under other circumstances, players would get to make their own rolls, but for this campaign, I'll have to roll it for you.
Post by scottenkainen on Jul 2, 2014 10:27:39 GMT -6
Ronny forced me to look this up this morning, and it actually says in Holmes that "He must go back to his study and re-learn the spell. This takes at least 1 day."
Which makes sense if you're only gaming the expeditions into dungeons. Since we're playing through all the downtime, that won't be feasible for our play style. So, we'll pretend that the rule says "1 hour" instead of 1 day, and that rule is cumulative per level of the spell caster. A 1st-level M-U needs 1 hour to get back his 1 spell, a 3rd-level M-U needs 3 hours to get back all 3 of his spells, and so on.
"RECOVERY OF SPELLS" Spell recovery, whether cleric/druid or magic-user/illusionist, requires about the same period of time. In order to pray and meditate for a new spell to replace one used, or in order to study and memorize such a spell, it is necessary that the spell-user rest and revitalize his or her mental faculties. Whether one or more spells are to be regained, the minimum time required for complete rest (usually sleep) is that required for the highest spell to be recovered. Minimum rest periods are shown below: CHARACTER SPELLS (TRIBAL SPELL CASTERS) Because spells tap power from other planes, any improper casting is likely to cause the spell not to function (the heater is turned on, but you haven’t plugged it in, or you’ve plugged it in but not turned it on) or to malfunction (you held onto the prongs of the plug when you tapped the current, or you accidently dropped the heater as you were plugging it in, or perhaps you plugged in some other appliance or device by mistake). Such happenings are covered in the various chances for spell malfunction. If your players inquire as to how spells work, or fail to do so, you can explain, without difficulty, the precepts of the AD&D magic spell systems. (For background reading you can direct campaign participants to Vance’s THE EYES OF THE OVERWORLD and THE DYING EARTH as well as to Bellair’s THE FACE IN THE FROST.)
SPELL LEVEL 1 - 2 3-4 5 - 6 7-8 9 Rest Time 4 hours 6 hours 8 hours 10 hours 12 hours Thus, if a cleric or magic-user needs only memorize first or second level spells, he or she need only sleep for 4 hours and will then be able to memorize or regain as many such spells as he or she is normally entitled to. On the other hand, if the character in question also wished to include a seventh level spell, rest time would be 10 full hours, even though but o single seventh level spell were to be thus regained, while half a dozen second level spells were also to be regained. Once rested, an additional one-quarter hour per level of spell must be spent in study/prayer and meditation in order to memorize/acquire the ability to cast each spell.
Post by scottenkainen on Aug 1, 2014 9:34:57 GMT -6
Special Maneuvers in Combat
All PCs can attempt maneuvers like disarming, tripping, overbearing, etc. They all require a successful hit roll that does damage, but the to hit roll must succeed in excess of the target number by 5 or more.