About this game
Welcome to the world of Faerûn, a place of great heroes and stark evil, encompassing lands of magic, mystery, and high peril.
Bold knights dare the crypts of dead monarchs, seeking glory and treasure. Insolent rogues prowl the dank alleyways of ancient cities, plotting their next exploit. Devout clerics wield mace and spell, questing against the terrifying powers that threaten the land. Cunning wizards plunder the ruins of fallen empires, delving fearlessly into secrets too dark for the light of day. Dragons, giants, black-hearted villains, demons, savage hordes, and unimaginable abominations lurk in horrible dungeons, endless caverns, ruined cities, and the vast wild places of the world, thirsting for the blood of heroes.
This is the land of Faerûn, a continent of heart-stopping beauty and ages-old evil. It is your land to shape, to guide, to defend, to conquer, or to rule. It is a land trod by noble heroes and unredeemable villains, a great and terrible company to which you and your fellows now belong.
http://www.d20rpgwizards.info/forgotten_realms.html. Our forum has all the details regarding character creation, system requirements, and etc... We hope to welcome you to our campaign, make your acquaintance, and enjoy many hours of gaming pleasure.
5 of my 6 free slots are for players, and the other 1 is taken by my wife. The 5 player slots have a 3 game tryout period in which the players and I will decide who will continue playing in the campaign. Once 3 slots are filled, majority rules in the vote, and a tie leaves the decision to me.
Once all the slots are filled, the removal of a player from their slot can only occur if a vote occurs. A vote for removal can occur for several reasons such as excessive no-shows, etc… The players and I will vote to remove a player if it is deemed necessary to do so. If that vote is equal to 4 or more, the player is removed, and the slot becomes available to the next awaiting player. Once that player starts playing, he is on a trial basis for a 3 game period. After the 3 game tryout period, the player is voted on by the other players as stated before. If the vote is 4 or more, the player stays.
Here are a few things that will help me decide if a player will continue after the 3 game trial period, besides the player’s creativeness, role-playing ability, and etc… I expect players to have the ability to create their character sheets in their entirety, which means it will include a creative and well written background, and that the character stands out from the status quo with its uniqueness. Another thing I will be watching out for is how well each player interacts with the other players, and I. Last, I guess, will be how well your computer system works with the D20 Pro system.
Character Generation Rules:
Use the high-powered point-buy system described in the DMG and that is included with a variety of software tools—scores start at 8 and there are 32 points to apply. If it’s a higher level character, then adjust points accordingly. The point buy system is a means of keeping every player on a level playing board, instead of allowing chance to favor one player over another. It also allows a player to build their character how they want.
9-14 each costs one point
15 and 16 each costs 2 points
17 and 18 each costs 3 points
To simplify the point buying system even more, here is a list of common ability scores by using different point buys:
Ability scores above 18 are possible, but only by racial bonuses. You may not purchase a starting ability score over 18.
Characters generated at higher levels will still start with the point-buy for attribute scores, and then go through a leveling process where I review your gains. Wealth will be according to the table in the DMG for a character of the specified level. Magic items will be reviewed and agreed upon by me.
Experience Points may be awarded at the end of the gaming session or at my discretion depending on the situation.
House Rules – These have been compiled from various resources
Character Leveling - A roll of ‘1’ for new hit points (after 1st level when HP are max) may be re-rolled once each level
Combat - The first round of combat (as with surprise rounds) allows only partial actions; this simulates combatants getting moving, and also mitigates (immediate advantages) of ranged combatants. I use a special table that deals with critical hits and critical fumbles. A natural “1” on an attack roll is a critical miss, and may be a critical fumble or an accidental critical hit. A natural “20” on an attack roll results in a critical hit. We use my chart to determine the outcome. A living creature struck for 1/2 or more damage of its initial hit points on the first single attack is considered “Clobbered” allowing for only a partial action on its next turn.
I thought it is time to mention some things that I, as a DM, want to express concerning how I DM. There are many game supplements, books, errata’s, and core books out there for the game. I don’t pretend for a minute to claim that I know everything that is out there. These tools for play to me are guidelines, not set in stone rules. This being said, I want to mention some of my personal quirks where the rules are concerned. I am not going to go into detail or a lengthy discussion as to why I won’t use or go by the book concerning the things I am going to mention. It is my ruling concerning these things, and I know there are those who will want to argue with some of these decisions. I am a fair DM, and am always open to hearing a rebuttal to my decisions as long as they are presented in a manner that is not argumentative and has facts to back up their rebuttal.
1) I do not like nor allow psionic’s in my games.
2) I do not just allow secret doors in my game to be found by just merely passing within 5’ of them, nor will I ask the player to roll a check that will definitely clue them in that something is amiss in that area. Doors are secret for a reason, and if you are going to find them, you will actively search for them. If anyone should get a bonus where this is concerned, I always thought that it should be a dwarf, definitely not an elf.
3) I rarely allow players to play monster races, although there are a few times, depending on the adventure, or my campaign, where it was encouraged and accepted.
4) I do not argue “rules”, which as stated earlier are merely guidelines to me. I also do not know every one of the guidelines, nor pretend to. I may interpret a guideline differently than another, or may just outright say I need to research it. If there is a disagreement, then I usually ask the other gamers before making a decision.
5) I allow parties of mixed alignment. I feel a player can be whatever they want to be. It is up to the party how to handle a player who they may feel is out of synch with their goals or beliefs.
6) I want characters that have flaws, which means players will need to add some personal traits that will fully round out their character and make them unique. I also desire a good background. This I leave up to you, and as long as it makes sense and ties in with my campaign, the options are pretty limitless.
7) I use critical hit, critical fumble and wild magic tables in my game. The critical hit tables are optional to players. I allow the player to choose which critical hit table they want to use, mine, or the guidelines in the core books. I do not allow a player an option regarding the use of my critical fumble table and wild magic table. A natural “1” on an attack roll is a critical miss, and may be a critical fumble or an accidental critical hit. A natural “20” on an attack roll results in a critical hit.
8) I will give experience points to players on the following day after a gaming session. This will give the players a week to decide how to level up. This will also give the players the chance to run things by me and to ask questions before the next session. However, there may be times when I know a player has advanced, and I feel that it may be of help to advance them on the fly. In these cases, I may give the player just some of their new abilities, hit point gain, and etc…
9) I require of my players to submit to me an updated equipment list before each session that reflects what has been used, lost, or gained. I will compare that list with the one that I am keeping on the player to make sure that there are not any discrepancies. If you do not have an item listed in your inventory, then you do not have it once the game begins.
10) Character Leveling - A roll of ‘1’ for new hit points (after 1st level when HP are max) may be re-rolled once each level
11) Combat - The first round of combat (as with surprise rounds) allows only partial actions; this simulates combatants getting moving, and also mitigates (immediate advantages) of ranged combatants. A living creature struck for 1/2 or more damage of its initial hit points on the first single attack is considered “Clobbered” allowing for only a partial action on its next turn.
12) I create a game world that is unique and befitting the area in which it was created. I do not create the world around you specifically to fit your level, so there will be times when you will find yourself where you may not want to be. If you are one who expects to overcome everything you encounter, then you will find yourself dying a lot in my campaign. Every action you take in my campaign will have a reaction that may help or hinder you as your character progresses in the campaign.
Style of play
I'm a GM who wants the player to feel like she or he is a definite part of the world they are adventuring in. I generally have several plots going at one time, and I let the players choose which path they will take. My game is designed where the world is full of creatures that inhabit the world, and have places where they belong. If you go into an adult dragon's lair as a first level character, knowingly or unknowingly, then whatever happens... happens. You will not be able to win every fight in my game, and if you don't like the idea of running, then the concept of dying becomes very realistic to your character in one of my games.
You can expect a wide variety of adventuring scenarios that will include plots that embrace humor, or immerse one in intrigue. Expect to place the outcome of a serious situation upon your abilities to solve a puzzle or a stumping riddle. Yet, sometimes you just might go toe to toe in an outright and blatant hack-n-slash brawl. One never knows what to expect from me. The realms are a dangerous place, and I can assure you of this.