incardine: (Default)
Incardine ([personal profile] incardine) wrote2012-05-03 12:18 pm

D&D Plan Stuff!

The initial planning meeting will be at Noon Pacific/3 Eastern, this Saturday, May 5th. There will be a second session the next day, at the same time. Part of the reason for the two planning sessions is that presence there will influence when actual game it - which will be either noon Saturdays or noon Sundays.
(The timing has been chosen as 'two hours after the DM usually wakes up so he can make sure he has everything together before game starts'.)
EDIT: I've already been made aware of two people who will be Sunday-only - one long term, one this weekend in particular because of a certain Marvel film. This does put some bias on Sunday sessions but does not guarantee it.

Setting considerations will be added later.

The game will take place in a modified version of Cumberland Games' Uresia: Grave of Heaven setting. Things from outside sources will be available for adaptation consideration... Except for Deities. Because they're dead. (almost) All of them. As of over a millenium ago.

Your party will be the owners and almost all of the crew of a general-purpose Caravel. (Optionally, you may have a few DMPCs to fill the crew out, though they usually will not adventure beside you off-ship.) The quests you pursue from there will be your own. It is recommended that your party favor Moral Neutrality or softer good/evil. Law/chaos, of course, can and is encouraged to run the gamut.

The roles you'll want to ensure are filled:
Boatswain (directs ship repairs)
Cargo Master

Optional Roles:
Ship's Maid (keep in mind this probably means a Magic Maid - more on this in setting considerations)
Captain (strictly speaking, a collective operation can work if there is significant harmony within the ship and crew.)

The setting will have its tweaks and twists, but the most important things to be aware of are as follows:
* The setting's tone runs much sillier than most settings. Among other examples, Slimes - think Dragon Quest style - are some of the best craftsmen in any one land, and your party's wizard may also be the ship's maid.
* Lots of anime tropes apply.
* There will be a special rule for when an encounter is meant to be less serious.
* As levels get higher, you may be able to find a way cross the Divides - great expanses of sea that compel civilized races to not pass them. If that happens, things might start getting odd.

* Characters will be at least partially worked out in a group session - players should do absolutely no building before this session. Research is of course okay.
* The DM's tolerance for advanced build manipulations will be proportionate to the difference between a player's build and the weakest build in the party... Unless the weakest build is attempting to troll the optimizers, in which case they can bite the DM. Players should expect to work together, and work with the DM, to find a happy medium. An entertaining and interesting character concept that provides the DM with plot hooks may get more wiggle room.
* If a player wants to run a scheme that is hard to run a good build with normally, custom buff content or adaptations may be brought into consideration.
* UA variants, Pathfinder variants, or other sources will be considered to help bring characters in line with each other, or make things more interesting/funny/etc.
* Bonus Feats may be a thing based on the quests you undergo. Usually, these will be the entire party gaining the same feat.
* Alignments have inertia in this game - that means that it isn't that easy to shift your character's mechanical alignment. In particular, given some of the material, at least some comedic sociopathy should be expected within the party. In particular, a Paladin who analyzes a moral conundrum carefully is more likely to be rewarded than punished, even if they ultimately choose poorly.
* Be warned: Cursed Items and Munchkin d20 are in play. Traps may be in play. Puzzles will be in play. The DM may use tricks and even Interface Screws.
* Specific items may require some work - even some questing - to find.
* The DM will do his best to not be a shit to you. Do not antagonize him if you want him to succeed. Most particularly, don't try to sneak shit past him.
* Expect some opportunities to run roughshod over the setting. Also expect to be run over in turn by bigger fish if you're not at least a little careful.

Mechanics Basics:
* System: 3.5 with some Pathfinder-based modifications.
* Starting Level: 3rd.
* Ending Level: Unknown.
* Ability Score: 28 PB with potential for DM bonuses; these will be particularly awarded for taking efforts to keep the optimization cap down a bit for a DM's first attempt in years at a campaign, and for good fluffworking.
* HP is Maximum at 1st level, then 2/3rds (rounded up to nearest 1) after that.
* Special: Gestalt, limited low level Tristalt (see "Level Adjustment", below), up to Two flaws and up to two 3.5 traits (fluff and following required), choice Pathfinder swap-ins.
* Action Points: Yes - they can turn a Take 10 into a Take 15, or allow you to take one extra Standard, Move, or two extra Swift actions in a turn, or to get a hint from the DM. You may only use one per turn. AP will be earned with exceptional frequency, and you may not have more than 5 stockpiled at a time - so use 'em!
* All content where the 3.5 and Pathfinder versions of that content conflict will be settled on a case by case basis, favoring 3.5.
* Wizards non-core content will be considered on a case by case basis and possibly adjusted to suit the game, setting, or player's wishes.
* Third-party content will be considered on a case by case basis and possibly adjusted to suit the game, setting, or player's wishes.
* Setting-specific material will be considered on a case by case basis, probably with mods to suit the final setting, and possibly adjusted to suit the game, setting, or player's wishes.
* 3.0 and "3.25" content that has no direct 3.5 or Pathfinder analogue will be considered on a case by case basis and possibly adjusted to suit the game, setting, or player's wishes.
* Un-compendium'd Dragon Magazine content will be considered on a case by case basis and possibly adjusted to suit the game, setting, or player's wishes.
* Homebrew will be considered on a case by case basis, with favor brought for your own homebrew and possibly adjusted to suit the game, setting, or player's wishes.

* A high-detail sheet, including both fluff and crunch descriptions for all feats, special abilities, etc. (or at least working links for the crunch), will be required.
- If you haven't noticed, the DM likes his fluff. However, he is not a stickler for any specific fluff, as long as the end results are consistent.
- Sources for all material used should be cited. For the SRD, please provide links on For other content, a Book and page number is acceptable, however a link to one of the toolbox sites like is preferable.

Tristalt/Level Adjustment And You
No matter what, you'll be guaranteed access to Gestalt. However, it'll be possible - at a cost - for you to make your character be Tristalt for a number of levels, subject to a series of restrictions.
* The third side is solely and exclusively for paying Level Adjustments or for a Monster Racial Class. It is also the only way to have Level Adjustment or Monster Racial Classes.
* Your XP gain rate will be cut by a fifth from calculated earnings rates until you have finished out your levels - meaning that when you finish it out, those who took it for fewer levels, or not at all, will likely have multiple levels on you. However, that also means encounters will be CR+X where X is higher for you than them, helping you catch up somewhat.
* Your ability to take high-tier classes may be restricted.
* The standard for "I will accept this" in terms of both fluff and crunch will be MUCH higher.
* If a monster has multiple Hit Dice, it's total level adjustment, including those hit dice, is equal to its CR, subject to DM adjudication.
* You'll have to work with the DM to work out how your abilities will develop over the entire stack of levels subject to this.

Pathfinder Sub-Ins and other House Rules:
* Skill points are allocated using the Pathfinder rules (loosely: same skill points per level, but no times-4 at first level. Cross-class skills cost the same per rank as class skills. The first rank in a class skill grants a +3 untyped bonus).
- This includes the merge-downs from the Pathfinder skill list, and possibly other merge-downs to be determined.
- Exception to the above: Concentration's still a skill.
- All Prestige Prerequisites of the 'X skill ranks' variety have their ranks requirement dropped by 3 - you get them at the same level.
* All players will have 3 'Fluff Points' per level - these are skill points, except that they have to be used in skills that are flavor for your character and are not critical to your build. (Keep in mind, your party's a boat crew. The whole crew. So at least some choosing accordingly would be good.)
- If a skill that wasn't critical to your build becomes critical - say, because it's a prerequisite for a Prestige Class you're taking - you lose those fluff points and have to retrain skills to get the points together. Seriously, don't abuse this privilege.
* Belt of Battle is banned - an Action Points implementation will allow players to gain some of the benefits from it.
* Leadership is banned - you can't fit a large number of followers on your ship.
* (Magic) Item Crafting feats are restricted to Artificer or to being earned as Bonus Feats. (If you want 'em, you'll get a chance to earn 'em - you just won't be simply taking them.)
* Wealth is going to be half-fluff half-crunch, as follows:
- A character's Equipment may value up to 80% of WBL, rounded up to the nearest 100 until 5th level, then the nearest 1000.
- A character's significant consumable items (wands, potions, etc.) will value to 20% of WBL, same rounding.
- A character's less-mechanically-significant displays of wealth will be fluff-based. A rich noble is likely to have a lot of money to blow on the fineries of life, with coincidences keeping them from getting serious item benefits from it.
* Psionic/Magic Transparency is in effect. Know Arcana includes Know Psionics, Spellcraft includes Psicraft, etc.
* The Feral template may be added to Kobolds at no cost, so that (with first class level) they are effectively +1. (Remember, in this setting, Kobolds are dog-men, not draconically-based.)

Modified Feats:
This will also be updated to list unlocked Party-wide Bonus Feats.
* Dodge is a flat +1 to AC.

Comedic Injuries:
When a fight is meant to be less serious for one or another reason, players will be told that "Comedic Injuries" are on. This means that, no matter how impossible it should be, all damage is nonlethal unless you specify otherwise. (Hint: Doing so is a very very bad idea.) Knockback is also likely to be very heavy during this.

Character Links:
Flickerdart's character:
Kaja and notes on the Fey: