Palace of the Vampire Queen, the 5e version (Inactive)

Game Master Terquem

A Simplified, House Ruled, 5th edition D&D Classic Dungeon Crawl


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I would like to try to run a D&D fifth edition game. What I am thinking of running is Palace of the Vampire Queen, exactly as it is printed, with no modifications.

I have some ideas for incorporating some House Rules, to give this game more of a first edition feel.

If I could get 4 to 6 Players interested in creating characters, I will launch this game.

But,

Here are some things that might turn some players away

Turns:
Time will be tracked in ten minute “Turns”

Combat Maps:
There will be no combat maps. The only dungeon maps that will be available will be ones the players choose to create and share with each other. All combat will be “approximated” and questions or disputes about position will be negotiated

Combat Rounds:
Combat rounds will be One Minute long (not six seconds). Spell durations that will be adversely affected by this changed will be reworked to be compatible with this house rule

Initiative:
When combat occurs I will roll one d10 for the monsters and one d10 for the players. The die that scores lowest will win Initiative, and this will be the “segment” (one of ten, six second periods during a Combat Turn) that the combat begins. When a Character is not “Surprised” (a Reflex Check), and has lost Initiative, that Character can apply their Dexterity Modifier to the Initiative Roll, as a Negative Modifier, bringing that Character’s Initiative down to but not below monster Initiative. Spell Casting times will still be counted in six second periods, called Segments. A more detailed explanation of how this will work will be posted to the Campaign Info tab

Dying:
There will not be Death Saves. Characters reduced to 0 hit points are conscious and stable. Damage that reduces a Character’s Hit Points below 0, render the Character Unconscious, and Dying. Constitution Checks must be made each Combat Round (one minute period) to stabilize. Attending a Dying Character with a healing Skill (a roll will be required if combat is still going on), grants Advantage to the Constitution Check. Death occurs at a Hit Point total equal to your Constitution Score as a negative number

Opportunity Attacks:
There will not be Opportunity Attacks. If your Character has a special Ability that can only be used as part of an Opportunity Attack, that ability can still be used, just remember to ask the DM if a situation (one that would normally trigger the ability) warrants the use of the ability

Resting:
A Party must rest for at least one turn, in every six full Turns of exploring/adventuring. A short Rest is treated as normal. A Long Rest DOES NOT recover all Hit Points, but does recover all Hit Dice (which can be used immediately, or saved for later). A rest of 24 hours, recovers One Hit Dice worth of Hit Points at maximum roll, in addition to the benefits of a Long Rest.

Experience Points:
Experience awarded for monsters defeated will be based upon First Edition Values (a Goblin is worth 5 experience points).

Character Creation Guidelines

Ability Scores – roll 4d6 four times, and 5d6 twice (keep the highest three scoring die from each roll). Arrange the scores as desired.

Races – No Dragonborn, No Drow (ever)

Classes – any from the Player’s Handbook

Alignment – Any (Evil, please play responsibly, Evil Characters are fine, Evil Players will not be tolerated).

Starting Wealth – 3d6 x10 GP for all Characters

Backgrounds – Yes, please choose a background

The adventure will be set on the same world as the Woodbridge Campaign Setting (The Beginning of all things – another game I am running).

However it will be set on the Dwarvish Island of Balor, to the South of the “Beginning of all Things” campaign. The party will set out from the Village of Cippeny, just nine miles to the south of the mountain where the palace of the Vampire Queen can be found.

The Introduction to the adventure:
For three centuries the peasants of the Dwarvish island of Balor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrouded peaks of the island, they range ever farther in their search for blood. And not only blood – the children of Dwarf peasants often disappear if they are so unfortunate as to be out at night. Even cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of Ar Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, defeater of the Ten Orc Tribes is afraid in his heart to face the Vampire Queen


Just started reading the 5th Ed PHB, so this seems like a good way to try it.

Think I'll just go human fighter.

5d6 ⇒ (3, 2, 3, 5, 2) = 15 =11
5d6 ⇒ (2, 3, 1, 5, 6) = 17 =14
4d6 ⇒ (1, 1, 5, 1) = 8= 7
4d6 ⇒ (1, 6, 1, 6) = 14= 13
4d6 ⇒ (1, 6, 6, 6) = 19= 18
4d6 ⇒ (1, 5, 4, 4) = 14= 13

Well that's different. Will need to get back to you on background.

wealth: 3d6 ⇒ (2, 2, 4) = 8 ick

The Exchange

Will we get to meet Marceleen the Vampire Queen or...

Just joking, but I do want in on this. I have the 5E books and I am looking to play the classic Half-Elf Rogue.

Will roll scores in a bit when I get home.


I hope to see more players willing to try a different sort of game


I am thinking a dwarven cleric, let's get a roll.

4d6 ⇒ (3, 1, 6, 2) = 12 = 11
4d6 ⇒ (1, 6, 5, 5) = 17 = 16
4d6 ⇒ (6, 2, 4, 6) = 18 = 16
4d6 ⇒ (6, 4, 1, 6) = 17 = 16
5d6 ⇒ (5, 5, 1, 2, 3) = 16 = 13
5d6 ⇒ (6, 4, 2, 6, 2) = 20 = 16

wealth: 3d6 ⇒ (2, 1, 3) = 6 = 6

hmmm, pretty damn even spread. Okay, time to think about some details.

Liberty's Edge

4d6 ⇒ (3, 1, 6, 1) = 11 = 10
4d6 ⇒ (2, 5, 5, 4) = 16 = 14
4d6 ⇒ (5, 4, 4, 1) = 14 = 13
4d6 ⇒ (2, 6, 3, 4) = 15 = 13
4d6 ⇒ (5, 1, 5, 6) = 17 = 16
4d6 ⇒ (5, 2, 3, 5) = 15 = 13

Wealth: 3d6 ⇒ (6, 1, 6) = 13 = 130gp

No too bad....will have to think this over...can we use the variant rules for Human characters?

The Exchange

4d6 → [6,3,1,2] = (12)
4d6 → [6,3,3,6] = (18)
4d6 → [6,2,1,4] = (13)
4d6 → [1,1,3,4] = (9)

http://invisiblecastle.com/roller/view/4647851/

5d6 → [1,3,4,6,2] = (16)
5d6 → [3,2,5,5,3] = (18)

http://invisiblecastle.com/roller/view/4647853/

So,

11
15
12
8
15
13

3d6*10 → 100

http://invisiblecastle.com/roller/view/4647855/

It's okay, I will think of something a little more original if that's okay. I have a few characters in the back of my mind that should fit in here.


Daniel - if you drop the 10 and the 16, and re-roll those as 5d6, you might have a better set of numbers, or you could try to roll all six again, remember it is 4 rolls of 4d6 and 2 rolls of 5d6


Hey, Terquem, it is me, Dieredon. I am going to go with a Human barbarian. I will complete the build this evening. Thanks for the heads up on recruitment. Also, is the Human Variant Trait avaialable where you only get two ability score increases, but add a feat?

4d6 ⇒ (4, 3, 1, 1) = 9 = 8
4d6 ⇒ (6, 4, 6, 3) = 19 = 16
4d6 ⇒ (2, 5, 1, 3) = 11 = 10
4d6 ⇒ (5, 1, 1, 5) = 12 = 11
5d6 ⇒ (1, 6, 5, 6, 4) = 22 = 17
5d6 ⇒ (3, 2, 6, 3, 1) = 15 = 12

wealth: 3d6 ⇒ (5, 5, 2) = 12X10 = 120GP

Liberty's Edge

Ok, will re-roll the 16 and 10 with 5d6.

5d6 ⇒ (3, 4, 3, 4, 4) = 18
5d6 ⇒ (6, 6, 1, 2, 1) = 16

new stats = 14 14 13 13 13 12

hmmm...well again not too bad...

Was thinking of a human monk....will get something up later today

Sczarni

1: 4d6 ⇒ (1, 3, 5, 4) = 13 12
2: 4d6 ⇒ (1, 2, 3, 1) = 7 6
3: 4d6 ⇒ (6, 6, 6, 4) = 22 18
4: 4d6 ⇒ (2, 1, 2, 2) = 7 6
5: 5d6 ⇒ (5, 3, 5, 4, 6) = 23 16
6: 5d6 ⇒ (2, 1, 6, 5, 2) = 16 13

Sczarni

gold: 3d6 ⇒ (1, 4, 5) = 10x 10 =100


Actually given the setting, I'm likely to go dwarf fighter. Still need to check out the background section in the PHB.


@Generic GM: Just want to confirm that as we are rolling gp, we do not get any of the equipment under class or background - is that correct?


I assumed the same...


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Let's do this

You get Class starting Equipment, and Background Equipment, plus the rolled starting gold - plan for a long stay away from the city (at least two weeks, to start).

The Setting of the Woodbridge Campaign has a decidedly "Hollywood Idealization" of Ireland feel to it, and I was thinking that this island, Baylor, might have a "Hollywood Idealization" of Black Forest Germany kind of feel

How does that sound?

The Mayor of Cipenny will be Otto Grunfragutten

The city is eclectic, as far as population is concerned, with members of all races represented

Elves will be from the continent to the west, a country called Ishea, part of the Alodoan Empire (a human controlled empire) but they have a strong presence on Balor

There are native halflings on Balor (that is they have been on Balor for centuries) and there are also Alodoan Halflings (who are more hot tempered, and fiercely independent having had a history of oppression under the Ishean Elves, but now freed from those bonds by the absorption of Ishea by the Alodoan Empire).

Orcs (called Tafganor by the people on the island to the north) are found on Baylor, both living in villages above ground, and in underground settlements. King Arman defeated a coalition of Ten tribes of Tafganor in a war seventy years ago, and currently the orcs live in a semi-sort of land bondage (a kind of limited feudalism that is not applied to the Dwarven people) under the Dwarven King. Half-orcs are common, and do not arise out of any negative stereotypical “rapey” behavior.

There is a Human girl in Cipenny who runs an all purpose shop for explorers (she also crafts strange inventions of her own) she is considered quite mad by the Dwarven population, but harmless, her name is Abigail

Cipenny has a small Wizarding Association (a sort of prestigious club that has only seven members). This club is controlled by a seventh level Wizard named Hilda VonRotterwuld

There is a large inn that is also part theater/tavern where a strangely not exactly human “person” performs every night. This person’s name is Waglinde Howard Claire (it is not clear if this person is a woman or a man). Some Dwarves think Waglind also rules over a gang of small time thieves who do not practice their trade in Cipenny, but who travel to other towns and villages around the area, collecting protection payments, and harassing travelers.

Any questions so far?

Liberty's Edge

Would a monk fit in this setting, or should I maybe look at a different character class (was thinking going Shadow Monk)


I think we could work in a Human, Elf, or Halfling Way of the Shadow Monk (a foriegn spy, young, untrained, assigned to the Dwarven kingdom). But I don't see a Dwarven Shadow Monk in this setting, could easily see other Dwarven Monks though

In fact, it could even be that a Human, Elf, or Halfling Shadow Monk joins this party because of bad information, suggesting one of the other party members is a Dwarven Noble in disguise and needs to be trailed. I could see that.


We have, what appears to be, 6 interested players only, so all of you are a sure thing to play, if you decide this is what you want to do.

Liberty's Edge

I think I might go with a halfling...I kinda like their background in this world (being slaves to the elves) and gives me some ideas for her background....and if possible I might multi-class with rogue...will get on creating the crunch and fluff now

edit: we are starting at 1st level, right?


I'll dot as well. I enjoy 5th edition.

4d6 ⇒ (3, 5, 2, 1) = 11 10
4d6 ⇒ (6, 2, 3, 3) = 14 12
4d6 ⇒ (2, 5, 6, 6) = 19 17
4d6 ⇒ (6, 2, 6, 4) = 18 16
4d6 ⇒ (1, 4, 1, 1) = 7 6
4d6 ⇒ (3, 2, 5, 6) = 16 14

4d6 ⇒ (6, 5, 2, 6) = 19 17
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (5, 3, 6, 5) = 19 16
4d6 ⇒ (4, 4, 1, 2) = 11 10
4d6 ⇒ (4, 2, 6, 1) = 13 12
4d6 ⇒ (5, 3, 2, 1) = 11 10

4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (6, 3, 6, 1) = 16 15
4d6 ⇒ (2, 4, 6, 2) = 14 12
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (6, 6, 4, 3) = 19 16
4d6 ⇒ (1, 3, 3, 1) = 8 7

4d6 ⇒ (4, 6, 2, 4) = 16 14
4d6 ⇒ (5, 2, 4, 3) = 14 12
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (4, 1, 4, 5) = 14 13
4d6 ⇒ (1, 5, 6, 3) = 15 14
4d6 ⇒ (4, 4, 1, 5) = 14 13

then the 5d6 sets:
5d6 ⇒ (6, 1, 5, 2, 4) = 18 18
5d6 ⇒ (1, 1, 3, 6, 3) = 14 14
5d6 ⇒ (3, 3, 5, 1, 2) = 14 15
5d6 ⇒ (5, 5, 2, 2, 6) = 20 12
5d6 ⇒ (2, 1, 3, 2, 2) = 10 11
5d6 ⇒ (1, 4, 1, 5, 3) = 14 15

5d6 ⇒ (6, 4, 1, 5, 4) = 20 15
5d6 ⇒ (5, 1, 4, 1, 1) = 12 10
5d6 ⇒ (6, 3, 4, 4, 5) = 22 15
5d6 ⇒ (2, 4, 6, 4, 4) = 20 14
5d6 ⇒ (2, 4, 1, 1, 4) = 12 10
5d6 ⇒ (3, 1, 6, 4, 2) = 16 13

18, 14, 15, 12, 11, 15 it is. I'm leaning towards either a wizard or cleric, cause we have no healing and a surprising derth of arcane submissions.


Is the Human Variant Trait avaialable where you only get two ability score increases, but add a feat, instead of +1 to all Ability Scores?


Yes, first level, but expect slower progression that what the new 5th edition rules describe

Vrog, welcome, but seriously, what is going on with all the rolls

Did I say something stupid? it is supposed to be 4 rolls of 4d6, and 2 rolls of 5d6 and only use the highest scoring three dice from each roll. I am confused


Filios - yes

Liberty's Edge

Ok, here is crunch for my submission...will get fluff up later today!!

Alder Tiller:

Male Halfling Criminal Monk 1
True Neutral
Strength 12 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 14 (+2)
Charisma 13 (+1)

Size: Small
Height: 3' 1"
Weight: 32 lb
Skin: Light
Eyes: Green
Hair: Black Curly

Maximum Hit Points: 10
Speed: 25 feet
Armor Class: 15 = 10 + 3 [dex] + 2 [monk wisdom]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [dexterity]
Attack (missile / finesse): + 5 = + 2 [proficiency] + 3 [dexterity]
Unarmed strike [+5 to hit; 1d4+3 bludgeoning]

Strength save: + 3 = + 2 [proficiency] + 1 [strength]
Dexterity save: + 5 = + 2 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 1 = + 1 [charisma]

Insight (passive): 12 (17 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 180 lb or less unencumbered
Languages: Common Halfling

Skills:
Acrobatics Dex 5 = +3 + 2
Animal Handling Wis 2 = +2
Arcana Wis 1 = +1
Athletics Str 1 = +1
Deception Cha 1 = +1
History Int 1 = +1
Insight Wis 2 = +2
Intimidation Cha 1 = +1
Investigation Int 1 = +1
Medicine Wis 2 = +2
Nature Int 1 = +1
Perception Wis 4 = +2 + 2
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 5 = +3 + 2
Stealth Dex 5 = +3 + 2
Survival Wis 2 = +2

Halfling
• + 1 dexterity (already included)
• Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
• Brave: Halflings have advantage on saves against being frightened.
• Halfling Nimbleness: Halflings can move through the space of any larger creature.

Stout Halfling (subrace)
• Stout Halflings receive +1 constitution (already included).
• Stout Halflings have advantage on saves against poison, and resistance to poison damage.

Criminal
• You have underworld contacts.
• You are an accomplished forger.
• Consider bringing thieves tools and gaming set / playing cards.

Monk
• Level 1: Flurry of blows -- spend a ki point to make an additional unarmed attacks as a bonus action
• Level 1: Unarmed strike damage 1d4
• Level 1: Unarmored defense -- if no armor or shield, add wisdom and dexterity bonuses to armor class

Equipment:

Backpack
Bedroll
Mess kit
Rations x10
Rope (50', hempen)
Tinderbox
Waterskin
Flute
Thieves' tools (proficient)


a discussion thread is open, and house rules (so far) are posted in the campaign info tab


you may have already answered this, but are you using the playtest or the finished version? I have access to both.

stats: 5d6 ⇒ (4, 4, 4, 6, 5) = 23 16
stats: 5d6 ⇒ (3, 5, 5, 6, 3) = 22 16
stats: 4d6 ⇒ (2, 5, 5, 4) = 16 14
stats: 4d6 ⇒ (3, 5, 5, 5) = 18 15
stats: 4d6 ⇒ (3, 3, 4, 5) = 15 12
stats: 4d6 ⇒ (6, 1, 3, 1) = 11 10

wealth: 3d6 ⇒ (2, 6, 5) = 13 X10=130


Haarold the Rigid:

Male Dwarf Soldier Fighter 1
Lawful Neutral

Strength 20 (+5)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 11 (+0)
Wisdom 13 (+1)
Charisma 7 (-2)
Size: Medium
Height: 4' 4"
Weight: 220 lb
Skin: Pale
Eyes: Dark Brown
Hair: Light Brown Wavy; Thick Beard / Hirsute
Maximum Hit Points: 13

Speed: 25 feet

Inspiration:

Armor Class: 19 = 10 + 6 [chain mail] + 2 [steel shield] + 1 [defense style]

Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 7 = + 2 [proficiency] + 5 [strength]
Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 7 = + 2 [proficiency] + 5 [strength]
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 5 = + 2 [proficiency] + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: -2 = -2 [charisma]
Insight (passive): 13 (18 with advantage)
Perception (passive): 13 (18 with advantage)

Carry: 300 lb or less unencumbered

Languages: Common Dwarvish

Unarmed strike [+7 to hit; 1+5 bludgeoning]

Crossbow, light [+3 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]

Battleaxe [+7 to hit; 1d8+5 slashing, 5 lb, versatile (1d10 slashing)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]

Steel Shield [+2 AC; 8 lb.]

Feats:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 1 =
+1
Animal Handling Wis 1 =
+1
Arcana Wis 0 =
+0
Athletics Str 7 =
+5
+ 2
Deception Cha -2 =
-2
History Int 0 =
+0
Insight Wis 3 =
+1
+ 2
Intimidation Cha -2 =
-2
Investigation Int 0 =
+0
Medicine Wis 1 =
+1
Nature Int 0 =
+0
Perception Wis 3 =
+1
+ 2
Performance Cha -2 =
-2
Persuasion Cha -2 =
-2
Religion Int 0 =
+0
Sleight of Hand Dex 1 =
+1
Stealth Dex 1 =
+1
Survival Wis 3 =
+1
+ 2
Dwarf

Dwarves receive +2 constitution (already included).

Can move 25 feet even if in heavy armor

Darkvision (see 60 feet black-and-white in pitch-dark)

Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage

Tool proficiency: With the artisan tools of your choice -- smith, brewer, or mason

Stonecunning (advantage on history checks related to stonework; cannot become lost underground)

Mountain Dwarf (subrace)

Mountain Dwarves receive +2 strength (already included).

Armor Mastery: Proficiency with light and medium armor; +1 on armor class while wearing medium or heavy armor.

Soldier

Other military folks will defer to your rank.

Consider bringing a gaming set / playing cards.

You know how to ride a horse.

You are proficient with a gaming set / playing cards, mounts and land vehicles.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the defense style, giving +1 on armor class while wearing armor.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

Level 5: Extra attack on any round that includes an attack.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Champion Fighter (martial archetype)
Level 10: You will choose a second fighting style.
Level 3: Improved critical -- score in 19 or 20.

Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance.

Level 15: Superior critical -- 18-20.

Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.

Class HP rolled
Level 1: Fighter 10

Death Saving Throws:

Successes
Failures
Haarold's Equipment:

74 lb

2 lb

5 lb
1 lb
1 lb

20 lb
10 lb
1 lb
5 lb

1 lb
_____
120 lb Weapons / Armor / Shield (from above)

Crossbow bolts (quiver of 20) x1

Backpack
Gaming set (proficient)
Mess kit
Playing cards (proficient)
Rations (1 day) x10
Rope (50', hempen) x1
Tinderbox
Waterskins x1

Healer kit

Don't much have a big background in mind. Likely just a member of the local army. He strength likely makes him somewhat noteworthy.


drbuzzard - best to avoid a "background" if you know what I mean (I'm not fond of fledgling heroes having extensive tales of their past heroic deeds. I meant, "Background" as one of the mechanical aspects available to characters in the Player's Handbook, you know; select a "Background," (from page 125)

DoubleGold – you cannot have an ability score of 191, no, no, not this time, maybe next time. And I will be using the hard copy of the Player’s handbook, and the PDF DM’s supplemental download (for now, until I can pick up the other books)


yeah, it has been fixed, I was having troubles editing to show my final scores and made typos along the way.


if we take the alert feat, how will you apply that to init?


The other benefits (not being surprised, and not allowing enemies to have advantage against you when they are hidden) are pretty good by themselves.

How does this sound to replace the +5 initiative modifier

If you are leading the party, or at a door when it is opened, all party members, who can see or hear you, will have “Advantage” when rolling to check if they are surprised.


I like that, so if I take alert I'll makes sure to play a melee character.


Daniel – how do you feel about me reworking the “Ki” system so that you have “Ki Slots” And you prepare a certain number of Monk abilities each day, then use the Slots to execute those abilities. I’m thinking of having the Monk’s special abilities work more like the rest of the game’s “magic” system.


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Good I agree about the silliness of people making 1st level characters and writing pages about their backgrounds. At that level the story is ahead of you, not behind you. I did use the soldier background in the build.


sorry I misread the post.


no worries!


Here is Anders! I will build out the character profile this evening.

@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules?

Liberty's Edge

That might work....will it be like spells that you "know" a certain number of spells and can cast any conbiniation upto the total of "slots" you have available?? (So you do not have to pre-decide what skill you want for the slot, but can fill them on the fly, as it were)


4d6 ⇒ (5, 6, 1, 1) = 13 12
4d6 ⇒ (5, 2, 1, 4) = 12 11
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (2, 5, 3, 5) = 15 13
5d6 ⇒ (5, 2, 3, 6, 1) = 17 14
5d6 ⇒ (1, 3, 5, 6, 3) = 18 14


I'm thinking, you "Know" a given number of "Monk Skills" (Level plus Wis modifier?) can Prepare a "few" of them (Fixed) then during the game day, execute a limited number of those Monk Skills by using "KI Slots" (this gives you some versitility, while also keeping the "Got to choose what to prepare" feel of the basic game. Some Monk Skills will "Scale up" when higher level slots are used to execute certain Skills (Dragon Ball "Z" Style).

Edit - we have the Cleric/Druid, Sorcerer, Wizard, and Warlock "Slot" systems to model the "Ki" Slot system on, which do you think fits it the best?


@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules - 100 Minutes?


Just read the new rage rules for the first time, very tricky. A rage can end quickly!

But, the fix is simple, a Rage lasts 10 combat rounds (ten minutes) and ends under the same conditions.


Keep in mind that when I use the word "Turn" I will be talking about a ten minute (in game world time) period, a Round (Combat Round), is One minute long, and a Segment is Six seconds long


Understood - Anders is complete. Please review for approval. I think that I captured the House Rules in the Rage description. Thanks


what level are we starting at? I know that they often recommend 3rd level (as that is the level by which all classes will get their path/source/etc).


Anders - I like the character a lot, and you are definitely in!

Can we say the 10 gp, in the pouch you start with as an Outlander, are foreign currency, and you keep them for reasons you keep secret, not wanting to trade them for their gold value and not able to use them to buy things from Dwarven merchants? They are not Alodoan currency either!?


Vrog - First Level! and note, as I have warned before, progression will not be as fast as you would expect under the current 5e rules, as I will be using first edition experience awards for monsters (plus I will occasionally throw in story awards, role playing awards, and very rarely, treasure awards).


okay, no worries. I just wanted to be sure.


I'm excited to see the rest of the party come together

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