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D&D: Wolan Adventure [Introduction and Signup]
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Old 11 Jan 2006, 17:32   #1 (permalink)
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Default D&D: Wolan Adventure [Introduction and Signup]

"Greetings, adventurers! My name is Klaus, just Klaus. I am here to instruct you on the basics of becoming an online RPG hero.

The first thing you need is a character sheet. In order to produce this, you will need to note down some stats, such as your Hit Points, Abilities, and Ability Modifiers.

We will look at each Ability now:

STRENGTH (STR): This is how strong you are. A high Strength is important for players who want to fight in hand to hand combat. Fighters, this is a must for you, as a high strength increases your chances of hitting, and the damage you inflict when you do!
DEXTERITY (DEX): This is how nimble and agile you are, and your skill at ranged attacks. Skills such as Move Silently, Hide and Open Lock require Dexterity, so it's a must for sneaky characters. Fighters, don't switch off here, as Dexterity improves your Armour Class as well.
CONSTITUTION (CON): This is how tough you are. The higher this stat, the more Hit Points you have. It also helps you resist poison, and focus when casting spells.
INTELLIGENCE (INT): This skill is your ability to learn, and think problems through. Wizards need this skill, as it determines how many spells you will receive. Skills such as Disable Device, Appraise, Search and those all-important Knowledge checks all use Intelligence as well. As it isn't a great boon in combat, Fighters and the like tend to be somewhat lacking in the brains department... their loss; Adventuring is as much about thinking as it is hacking.
WISDOM (WIS): Wisdom is your willpower, common sense, perception and intuition. It helps you resist magical attacks, and is valuable for skills such as Listen, Sense Motive, Spot and Survival. Once again, Fighters tend to be as intuitive as a two by four... a trait that could easily get them killed. Swords won't solve everything. Clerics and the like need Wisdom for spells.
CHARISMA (CHA): This is your character's personality and persuasiveness. Sorcerors and Bards need Charisma for spellcasting, but it's valuable for other characters too. Skills like Bluff and Intimidate mean the combat-nuts are interested, whilst Gather Information, Diplomacy and Disguise can help keep the rest of the group hooked on this skill. Always try to make friends... you'll never know when you'll need them.

All of these Abilities has a score, and each score has a Modifier. For example, a Fighter with Str 15 has a +2 Modifier. This means whenever he uses his Strength, such as when climbing, or fighting, he adds +2 to his score. On the other hand, when a Str 8 Mage uses Strength, they get a -1 Modifier. As you can see, it's important to be good at skills you'll use often!

So we have our six skills:

STR:
DEX:
CON:
INT:
WIS:
CHA:

Now we need the scores... and here are your choices:
15 (+2); 14 (+2); 13 (+1); 12 (+1); 10; 8 (-1).

You can put these into any stat you like, but you can only use each score once. The number in brackets is your ability modifier.

For example, a Fighter may choose to have stats like this:

STR: 15 (+2).
DEX: 14 (+2).
CON: 13 (+1).
INT: 8 (-1).
WIS: 10.
CHA: 12 (+1).

On the other hand, a Rogue may prefer something like this:

STR: 13 (+1).
DEX: 15 (+2).
CON: 12 (+1).
INT: 14 (+2).
WIS: 10.
CHA: 8 (-8).

Decide what you want your character to be like, then put those numbers in. However, you may want to decide what Class you are going to use first. After all, your stats will need to compliment your skills!

Not all the available classes are listed here... but that's for simplicity. There are many other Classes... and some special ones called Prestige Classes, but you don't need to know about them yet. Let me give you the run down on the Classes you can choose from:

BARBARIAN: Barbarians are feral warriors. They are amazingly tough, getting lots of HP, but aren't exactly bright. Barbarians are excellent in close combat, and their Rage ability can turn them into a whirlwind of death. The Barbarian is perfect for characters who think through their fists.

Unfortunately, Barbarians don't have much in the way of armour. This means they are more likely to get hurt, so high Dexterity and Constitution will be needed to keep them alive and well.

FIGHTER: Like Barbarians, Fighters favour combat. However, they are much more versitile. They can use any armour, and virtually any weapon. A Fighter has access to a huge array of Feats, meaning you can do whatever you want with your character. From becoming an expert Marksman to a hammer-wielding knight... you can be whatever you like.

The downside to the Fighter is a lack of skills. Fighters really struggle outside the battlefield. They also do not have access to some of the specialist skills other classes do.

ROGUE: The ultimate sneak, the Rogue is an average fighter... but his true skills lie elsewhere. Rogues can disarm traps, pick locks, and bypass hazards that would otherwise hamper the party. Rogues also have advantages in combat; Sneak Attack lets them creep up on unsuspecting enemies and stab them in the back. They also get more Skill Points than anyone else.

Unfortunately, Rogues lack Hit Points, and as they cannot use the better weapons and armour available to others, they won't last long in a fair fight.

MONK: Monks are a mid-range character, able to fill the gaps left by others. They excell at no particular task, but nor are they inhibited as other classes are.

A Monks greatest strength comes from their Unarmed Combat ability. Monks cannot wear armour, but they may add their Wisdom bonus to their AC. They are very fast, and resistant to spells, traps and poisons. They are a good all-round class.

There are, of course, more Characters available... but that is beyond my scope to train you. Players who have access to the official manuals are free to use the Classes, and Races, listed therein.


Alright, we have some adventurers! Now it's time to polish off your characters...

We'll start with Hit Points. Barbarians get 12, Fighters get 10, Monks get 8 and Rogues get 6. If you have a Constitution Bonus, add it. For example, Saygmar gets +1 to his CON, so starts with 11 HP.

Next up is your Skills. You have a series of Skill Points to chose from. The amount you start with is fairly simple to work out, shown using the tables below:

Barbarian: (4 + INT modifier) x 4.
Fighter: (2 + INT modifier) x 4.
Monk: (4 + INT modifier) x 4.
Rogue: (8 + INT modifier) x 4.

Human Characters gain an addition 4 Skill Points in addition to the above. All characters are Human unless stated otherwise (in other words, you need the Player's Handbook).

The skills available to each class are as shown below. If you have any questions about what these skills do, feel free to ask. You may spend up to four Skill Points on each skill. Each point you spend gives you one level in that skill. You may have a maximum of 10 skills. Rogues are strongly recommended to have both Open Lock and Disable Device. These are your bread-and-butter skills.

The Key Ability listed in brackets is the Ability used for that skill. For example, Saygmar gets a -1 modifer whenever he uses a Skill requiring INT.

Barbarian: Climb (STR); Craft (INT); Handle Animal (CHA)*; Intimidate (CHA); Jump (STR); Listen (WIS); Ride (DEX); Survival (WIS); Swim (STR).
Fighter: Climb (STR); Craft (INT); Handle Animal (CHA)*; Intimidate (CHA); Jump (STR); Ride (DEX); Swim (STR).
Monk: Balance (DEX); Climb (STR); Concentration (CON); Craft (INT); Diplomacy (CHA); Escape Artist (DEX); Hide (DEX); Jump (STR); Knowledge [Arcana] (INT)*; Knowledge [Religion] (INT)*; Listen (WIS); Move Silently (DEX); Perform (CHA); Profession (WIS)*; Sense Motive (WIS); Spot (WIS); Swim (STR); Tumble (DEX)*.
Rogue: Appraise (INT); Balance (DEX); Bluff (CHA); Climb (STR); Concentration (CON); Craft (INT); Decypher Script (INT)*; Diplomacy (CHA); Disable Device (INT)*; Disguise (CHA); Escape Artist (DEX); Forgery (INT); Gather Information (CHA); Hide (DEX); Intimidate (CHA); Jump (STR); Knowledge [Local] (INT)*; Listen (INT); Move Silently (DEX); Open Lock (DEX)*; Perform (CHA); Profession (WIS)*; Search (INT); Sense Motive (WIS); Slight of Hand (DEX)*; Spot (WIS); Swim (STR); Tumble (DEX)*; Use Magic Device (CHA)*; Use Rope (DEX).

Skills marked with a (*) can only be done by a character with ranks in that skill, as you must be specially trained to use the skill.


Finally, we have Feats and Equipment. With these, the simplest method is to give me an idea of what you want your character to be. For example, not all Rogues are alike. You may want a Rogue who is very, very good at disarming traps... or you may prefer a Rogue who makes a good sniper. You can even make a Rogue who is a brutal close-combat fighter! This applies to all classes, although some are naturally better than others... choose what you want your character to be good at, and I will provide your abilities to match.


By now, you should have a fully functional character. All that remains is the little details; your character's name, his background... little things to flesh him out.

You will also need to know how to post in a game thread. As a rule, you should keep your posts flowing. Remember, you are there to tell a story as much as anything. Don't do anything too concrete... after all, this isn't Persona Roleplay!

Let's take some examples of an action, and how to do it...
[Searching the room]: Angmar shielded his eyes from the torch-flames, peering into the gloomy corners of the chamber, searching for some clue as to where the Orks had been...
[Climbing]: Angmar examined the loose brick. It might be climable...
[Fighting]: Angmar swung his Greatsword around, seeking to hack off the Ork's head.

Remember, the DM determines your success or failure, not you. If in doubt, use OOC to clarify what you are doing. For example:

Angmar lunges, hoping to get under his foe's guard.
[I'm going to use my Short Sword and Sheild instead of the Greatsword this time, so I get a better AC]

Do not decide the outcome for yourself. You cannot choose to kill the enemy you are fighting, only to attack them. You cannot choose to disarm a trap, only to attempt to disarm it. As a rule, the better and more characterful your posts, the more likely you are to succeed...

Well, that's all I can teach you. When you are ready, I will find you some adventure! I'll be guarding the caravan for you, so if you ever need me, seek me out. Good luck!"
__________________
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Old 11 Jan 2006, 18:12   #2 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

Kalar Usagi rogue
STR: 10
DEX:12 9(+1)
CON:8 (-1)
INT:13 (+1)
WIS:14 (+2)
CHA:15 (+2)
is this good character?
also no archers?
p.s. i am gettin the handbook from my friend +rulebook
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Old 11 Jan 2006, 18:39   #3 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

Do You have the wizard class? Well, I guess not...
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Old 11 Jan 2006, 18:40   #4 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

he does but i think its too complicated,
if you ask nicley though im sure he will let you
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Old 11 Jan 2006, 18:48   #5 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

Blatan Frag Rogue

STR: 8
DEX: 15
CON: 10
INT: 13
WIS: 12
CHA: 14

I dont know much about D&D, so can someone PM me? I could of sworn Ive played before, but I dont remember much.
Also if this character sucks, tell me.
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Old 11 Jan 2006, 18:53   #6 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

Oh well, I'll become the 1st one to become a fighter then.....

Saygmar

Class: Fighter


Str:15(+2)

Dex:14(+2)

Con:13(+1)

Int:8(-1)

Wis:10

Chas:12

Maybe too powerful......It is also my 1st time.:P

*Modified already, I followed wargamer's example.*
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Quote:
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Quote:
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They're an insane bunch of reptiles...
I wasn't asking about the moderating staff.
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Old 11 Jan 2006, 18:55   #7 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

you can olny use each stat once
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Old 11 Jan 2006, 18:57   #8 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

Aw krut.........I'll go and modify now..
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Quote:
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Quote:
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They're an insane bunch of reptiles...
I wasn't asking about the moderating staff.
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Old 11 Jan 2006, 19:01   #9 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

whoa... I fighter with decent intelligence. Wtf, mate?
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Old 11 Jan 2006, 19:03   #10 (permalink)
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Default Re: D&D: Wolan Adventure [Introduction and Signup]

Toast, I actually intended for him to have 12 intelligence, but now I have to change it to Wargamer's default fighter cos I have no idea.
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