7/16/09

Interesting Old Magic News

http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/arcana/187

7/14/09

In case you are so inclined...

http://newbiedm.com/2008/11/22/newbiedm-tutorial-counters-tokens-or-pogs/

Stuff you know

These are the things your characters might know about the World they live in. Alternatively, these are things you think you character does not know but might be important for you as a player to know.

(Edit: I forgot the campaign's generalized theme: Legends)

Pelarth:
This is the large landmass that you came from. It's east, across the ocean. There are a number of different nations to visit here. They were all once part of the Nerath Empire. Large portions of this land are unexplored, separated from civilization by the Borderlands. The Borderlands are full of all sorts of mean and nasties, including giants. Goblins have a significant nation in the Borderlands called Umblathy.
Delraan: The place you're all from (I think). Delraan is the most powerful known civilization and it has a strong tradition of noblemen and knights. Delraan is ruled by king Hernando de Juan Basilio and the chief adviser Noemi Aurelio, leader of the powerful political organization the Wizards of Delraan. Delraan has a large standing army which has increased in size in recent memory. They have also sent an expedition or two across the sea.
Balmoria: A democratic republic with a history of selflessness in war. They guard the Borderlands and are Delraan's biggest military competitor. Balmoria has an equestrian tradition and their elite sentries are known as the Riders of the Green Fields.
Kimpon: A larger island nation. They are ruled by a religious order of Melora, controlled by the Divine Navigator. Currently that position is vacant. Kimpon is a fishing nation with a fairly impressive naval tradition. Kimpon is allied with the Dwarven League.
Dwarven League: Set on a volcanic archipelago and coastal mountain range, the Dwarven League is a loose confederation of city states. They have no single ruler, each city has a thane in a council. League Dwarves are master sailors with ironclad ships which float just beneath the surface, powered by an unknown source. They are known for their ingenuity and sense of duty.
Bloodreaver Pirates: These pirates harass all ships along the Eastern and Southern Pelarthian coasts.
Fewery: This is a wild, forested land where Elves etc. live. Nobody really knows much about it except that faerie folk wander out of it every once and awhile.
Gontorra: This is the large continent you are currently on. It is in habited by native races, one of which you've met, the Six Nations Wyandiot. Also involved are the Knights of New Nerath (from Delraan, the first to set up a colony) and explorers from Balmoria. The history of Gontorra is up to you to uncover (if you choose).
The Ondas Nefastos: This is the ocean between Pelarth and Gontorra.

7/13/09

Rolls and Rolls and Rolls

In order to clear up confusion between New/Old Editions and arguments as to what rolls do what (ie. we're a bunch of dopes and can't get the basics straight):

Taking 10: Only available outside of encounters or threatening situations. This really shouldn't come up often but is available (PHB 179) and only applies to skill checks. You can't take 10 on a strength check or attack roll.

Automatic Hit/Miss: On an attack roll, a "1" misses. A "20" hits and could be a critical if your total attack roll would hit the required defense (PHB 276, 278). A "1" on a skill check is just a crap roll. A "20" is just a good roll.

You choose the order you make saving throws at the end of your turn. A number lower than 10 (ie. 1-9) is a fail. Higher than 9 (ie. 10-20) is success (PHB 279).

6/23/09

Stuff from yesterday.

You can't add bonuses of the same type to an attack or value. For example, you can't use both Bastion of Defense and Shield of Faith to get +3 to AC as they both grant a power bonus (+1 and +2 respectively). You can stack untyped bonuses.

Invisible creatures have combat advantage unless you can see them. They don't need cover to stay invisible or gain this advantage.

That's all I can think of for now.

6/14/09

So-and-So can play my character!

I'm sick and tired of it. We don't know how to play your character and trying to do so crushes what little immersion we have left and slows us down even more in fights.

If you cannot attend the game session your character isn't going to be played. If you have to leave early, that's ok, you'll get the XP.

Scheduling changes are forthcoming for those with those issues.

Additionally, those of you who are treating your character like a pile of numbers and gold should really get with the program. Characters are people with likes, dislikes, interests, hobbies, goals, family, desires, foibles, history, homelands, etc. There's a bunch of stuff in PHB and PHB2 that can help make your character feel more alive. Read it. Make some notes. Do something to make you interested in the persona you are supposed to be playing. There is so much more to an RPG than combat. Let's start working towards that goal.

6/13/09

Holy Symbols

It's come to my attention that you can't actually gain an implement bonus from a magic holy symbol unless it's of your patron. So if you happen to have a non-aligned holy symbol we'll just say that it's of the appropriate God and follow the rule properly from now on.