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  #1  
Unread 30th of July, 2014, 22:29
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Talking Jabberwocking (OOC)

So when thinking about what might work, the first thing that came to my (admittedly sober) mind was something episodic in nature where we could change GMs, styles, locations, and characters without much preamble. To that end (and influenced somewhat by my thinking with the Inn) I came up with the Crossroads.

Basically, people end up here somehow and don't necessarily feel the need to leave the Lusty Vulture - the tavern that sits near the Crossroads. It's a misty, moor-like place and strange things happen as a matter of course and nobody bats an eyelash - someone calls for help in the distance, some folks inside pick up their gear and go to investigate and then come back a year later. Or a notice appears on the board by the door offering a reward. Or a few folks go out to get water and are swallowed in the mists only to emerge in some other world in the midst of a pitched battle. Or you walk out the front door and turn around to go back in only to find you are now on a wharf near an endless sea, pressed into service by the ship that is there. Anything, really.

But yeah, just ideas.
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  #2  
Unread 1st of August, 2014, 03:11
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That sounds like a neat way to handle things. We can switch around as we see fit and there's no need for extensive explanations - other than those we come up with and whatever silliness comes to our minds.

I just had a quick look at the pre-generated characters but have yet to check out the basic rules.

As I posted in A Wicked Heart, I won't be online from about Monday/Tuesday until the 10th of August. But I might take a closer look at the rules during that time. Mayhap we can start a little testing around mid-August?
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Unread 1st of August, 2014, 03:21
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Hmmm, I'm away the last week of August and I have a ton of crap to do at work before I go away. I suspect we may not be able to get started until September, the good news being the PHB is available in like 2 weeks.
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Unread 1st of August, 2014, 17:28
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You are way over thinking this
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Unread 1st of August, 2014, 20:27
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I am who I am. Now we need some origin stories.
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Unread 1st of August, 2014, 23:14
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I'm not sure you really understand the "playtest" concept
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Unread 1st of August, 2014, 23:25
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I have a real problem half-assing things. Full ass, all the way!
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Unread 2nd of August, 2014, 01:00
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So anyway, I'll go through my first impression of character creation - pick a race, pick a class, pick a background and that's all there is to it. Most of the options aren't really options at this point - for most class options, the Basic Rules only detail one of the possible choices. Presumably the PHB will have the full suite of choices.

A few things deserve mentioning:
  • Abilities: Same 6 as usual with the same bonus values as in 3.5, but scores are capped at 20 - no way to raise them above that. Given the math of the game, it seems like having super high scores early in the game isn't that important.
  • Advantage / Disadvantage: You see this nifty mechanic in a number of places. It basically means instead of taking a single d20 roll, you roll twice. If you have advantage you use the better roll, if you have disadvantage you take the worse. Other people who have done the math say it equates to essentially a +5/-5 to your roll.
  • Proficiency: Every character has a proficiency bonus which indicates how good they are at, well, the things they are good at. It is level based, going from +2 at 1st level up to +6 at 20th level. This bonus applies to anything you are proficient in and is the default mechanic for level based competence. So for example, you can be proficient in Skills, Tools (basically skills but they require some sort of prop), Weapons, Saves, Spell Attacks (for spells you cast), Spell DCs (for spells you cast)
  • Hit Dice: Similar the 4e's healing surges, you can spend hit dice to recover hit points during a Short Rest (1 hour of inactivity). Half of your Hit Dice are recovered during a Long Rest (eight hours of inactivity), at which time apparently you also regain all of your lost hit points.
  • Background: Much like race and class, you are supposed to select a background. Each background gives you proficiency in two skills and most give two other proficiencies (tools and / or languages). In addition, each background grants you some equipment and a feature which is some sort of minor boon related to your upbringing (free lodging, contacts, research facilities etc). Personally, I think the best thing is the little blurb on the bottom of page 36 where it says you can swap skills and other proficiencies out to customize a background. Because honestly I'd rather just have guidelines for what a background should grant you mechanically and let everyone make up their own fluff.
  • Personality (or traits / ideals / bonds / flaws): There is some time dedicated to these things, and you are supposed to detail each of them, but mostly they amount to "tell me about personality / background things that are important to your character". As far as I can tell, the only real impact they have is to allow the GM to grant you Inspiration points. In other words, it's safe to ignore this stuff.
  • Inspiration Points: Your GM can give you inspiration points at his discretion - generally for when you play your traits / ideals / bonds / flaws in an interesting fashion, but also whenever he feels like it. Which is why I think it's just easier to get rid of the personality stuff altogether and just let the GM hand them out when it seems right. At any rate, assuming you manage to get some Inspiration, you can spend it when you make an attack, save, or ability check and get Advantage on the roll.

Anyway, that's what jumped out at me. I haven't looked a whole lot at equipment or the spell system so I don't have any comments there yet. Spells are still Vancian and some spells can be cast as rituals but apart from that I don't know too much.
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  #9  
Unread 4th of August, 2014, 21:36
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Personality (or traits / ideals / bonds / flaws)
Creating a basic system with light mechanical effects for roleplaying isn't a bad thing. It gives people who are new to the concept a way to make it work, with a simple reward attached to it that is clearly explained.

And if the experienced folk are going to ignore it, it's not tied into the rest of the mechanics too deeply, so it can be cut out cleanly.
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  #10  
Unread 4th of August, 2014, 21:55
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True - I mention it in a negative light more because on my first read through it seemed like I had to do a lot of different things for character creation when in fact it was much simpler than that.
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Unread 7th of April, 2016, 15:23
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Jabberwocking - yay!
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Unread 7th of April, 2016, 18:39
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I disagree
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  #13  
Unread 7th of April, 2016, 22:32
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Right, but we've already established that you are doing this whether you like it or not. I suppose it's about time to establish rule number 2 - you'll like it or I will be forced to dispatch my ninjas. And nobody wants that, least of all my wombat-harried ninjas.
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Unread 8th of April, 2016, 06:07
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Those poor ninja. Honestly wombats aren't that bad! They'll leave you alone if you leave them alone.
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Unread 8th of April, 2016, 13:24
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I wrote words during my lunch break to keep my thoughts ordered. Does that count?

Nobility, the sons and daughters of landed gentry with the time for training and money for the equipment were heavy Calvary, heavily armed and armoured. Lances were rare, mostly swords, maces, and plate with occasional spears.

The Guard were the only real standing forces. The rich nobility would hire a small number of guard, infantry who would be heavily armed and armoured to support their right to rule. Heavily trained, and experienced veterans They would use heavy mail, shields, axes and swords.

Conscripts were light troops recruited from the country side and towns. No training, no armour and expected to provide their own equipment. They often were equipped with nothing more than axes, large knives, sometimes only clubs. Only real use is en-mass.

Light Infintary. Usually from towns or drawn on by nobility with the money and time to prepare. Typically they would be provided with shields, spears, knives and have a minimum of training. Sometimes they would be townsmen who were recruited by had enough wealth to provide their own equipment. Rarely they would have access to heavy cloth clothing for armour.

Archers. Skirmishers and scouts, either eqpierenced hunters, shepherds or other woodsmen folk who came with simple selfbows (short bows), slings and the ability to use them. Used as scouts normally, or massed as a skirmishing line of archers. Not good in the mass formation role.

SPECIALISED TROOPS. These are all very rare, representing less than the total amount of mounted nobles. Most are limited due to being the result of odd cultural traits from limited regions.

Longbowmen. Cultural phenomena from one particular region. Very powerful archers, great range speed an accuracy. They are not widely used as it takes a lifetime to train. Usually peasants and farmers - not woodsy.

Crossbowmen. People from big towns and cities, with the money time and inclination to own and practice "recreational shooting." Come with their own weapons, and able to maintain them. Sometimes recruited individually, but often coming in as part of shooting clubs. Rare for armour to be used, but would work in teams with a shield bearer as a loader (swapping the role).

Composite Bow Archers. Guard from nobility that equip them with high quality bows. Almost as powerful as longbows, but require less training to use. Will often swap from archery to medium infantry once they close into melee. Well trained and veterans

Pikemen. Professional mercenaries who are loyal only to their employer. They work as a team. Extremely mobile, they often only lightly armed and equipped with pikes and halberds. Regional thing, but travel for jobs.

Engineers. People with the experience and knowledge to work siege equipment. Building and using catapults and such. They rarely directly fight themselves, and only being useful in sieges makes them very rare. Either mercenaries who travel from battle to battle selling their services, or the odd Guard who picked up the knowledge somewhere.

Skirmish Horsemen. Coming from Travellers, populations who spend their life moving from place to place as nomads. Experienced horsemen and arriving already mounted, they lack the remounts or specialised horses of true cavalry Experienced fighters but inexperienced at real warfare.

Beserkers. Melee warriors who know to me large, powerful and ignore wounds that will fell other men. Either through just their own natural insanity, or as a result of a drugs, will fall into rage and charge any foe no matter the odds. Used to break defensive lines, experienced ones are very valued in war and shunned in peace. Giant two handed axes, swords, fists, the skulls of their defeated enemies.

Phalanx Heavy Infantry: The purview of organised nations. Soldiers, not warriors. Each individual solider costs as much to maintain as a nobility knight. Heavily armoured, each typically using small javelins, shields and short swords. Fight as a unit and flexible enough to change gear and tactics. Very rare in this setting, can all but win any battle on their own.

Horse archers: Nomads who come from unsettled plains. All but born in the saddle, each with have multiple horses that are extremely well trained. Very rare in this setting, can all but win any battle on their own.
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Unread 8th of April, 2016, 22:16
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I approve except we all know that heavy cavalry wins all the battles. Horse archers are nice tools but they crumble under the onslaught of a cavalry charge.
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Unread 10th of April, 2016, 20:24
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Sure, one day Heavy Cavalry might actually catch Horse Archers and we'll see.
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Unread 10th of April, 2016, 23:43
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But I recently got told I should be writing this stuff down
Sooo... you're actually doing what you're being told to do? Now I'm confused. But happily confused!

So what about the ninja wombats? I want to see one. And: What exactly are we doing here and how can I contribute?
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Unread 11th of April, 2016, 16:11
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Less "doing what I'm told" and more "posting 4000 words of near gibberish to convince people they don't want me writing things"

And I think we're trying to create character concepts for a game Gral was making noises about.
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Unread 11th of April, 2016, 22:15
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Yes, character concepts. I need one. The other thing I suppose we need to figure out it whether we are taking turns GMing or if we are winging it freeform a la Eidolon. My personal preference would be to take turns GMing and to continue playing your character while you GM (since we don't have so many people).
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Unread 12th of April, 2016, 03:28
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Sounds good to me. Posting gibberish works as DM and player alike, so that's a go.

As far as character concepts goes... um... huh. Yes, I need one as well.

... we are aiming for 5th edition, right? So. Hm. Let's do it concept first and then someone tells me what fits rules-wise.
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Unread 12th of April, 2016, 05:07
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That works - itches kind of asked me to do the same for him. I am unsure where I want to go at this point - there are lots of things that look like they are fun to play, so I'm sort of thinking I'll pick based on what the two of you come up with.
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Unread 12th of April, 2016, 05:54
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Let's all play monks!
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Unread 12th of April, 2016, 07:53
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Wait, didn't we do that once?
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Unread 12th of April, 2016, 08:10
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I don't remember the details, I assume it all went super well.
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