Re: OOC and stuff
The good news is, pages that yesterday were generating in 400 to 4000 ms are now generated in 42-96 ms. The bad news is, not sure how many people are around to take advantage of that :P
Updated the crafting house rule so that wizards and alchemists can no longer make 20 to 40 items per day. It was a bit much.
Edit: Well, here's hoping RPoL is back to full functionality. Most pages are now generating at less than 0.1 seconds for me, so whatever the problem was it seems to be gone for now.
If you can find the time to complete your charsheet, please drop me a line afterwards so I can have a look at it, and ideally and mark it as done.
The important bits for this month (i.e., the ones needed so that we can start the game) are:
- Ability Scores (and levelup)
Ideally you already figured out your stat level-ups while assigning your ability scores, so saying "DEX DEX DEX CON CHA" or something of that sort that shouldn't be *too* hard.
- HP (and levelup)
Here the question you want to answer is: "where am I you putting my favored class bonuses"? Everything else is a fixed value, so it should be fairly simple to write down your hp advancement, even if just in the form of (+x/lvl); even if they change, it should be fairly easy to figue out. Say you pick up toughness at L3, and raise your CON to 14 at L4, and get a belt of +2 CON at level 6: you can write:
HP 10 (+7/lvl) [27 +8/lvl @L3; 39 +9/lvl @L4; 63 +10/lvl @L6]
That is fairly reasonable, and it covers you all the way up to at least level 12, even if for some reason you focus your ability score increases and magic items purchases on CON. Since nobody is playing a scarred witch doctor, I'm not sure why they would, but there you have it :P
- Feats (and levelup)
Ideally, you would know where your character is going. Figuring out what you want to spend your first 3 or 4 feats on shouldn't be too hard. Remember you get two free traits, and can get an extra one if you pick a drawback. Incidentally, if you have a caster level, consider picking up craft arms and armor at level 5, and/or craft rings at level 7, so that the entire group can benefit from some additional discounts. I will remind you that your local blacksmith cannot craft magic weapons, only magic armor, so you don't get a discount there unless somebody in the group picks up the feat.
Example time again: a melee-type non-fighter might do something like
L1 Power Attack
L3 Furious Focus
L5 Cleave
L7 Great Cleave
It doesn't seem that bad, does it? It should be fairly simple for you to figure out something like this for your own character, since you probably know what you want to do with them.
- Skills at level 1
- Class Features at level 1 (including spells)
- Equipment as level 1
This is the bare minimum to start the game, should be pretty self-explanatory.
The scary stuff, explained:
- Skill levelup
This only *looks* bad, and that's because you probably don't realize that, by and large, you've already done it.
Here's how it works:
* Some skills you will want to keep maxed. Just put (full) at the end of the skill line.
* Some skills need to keep leveling up, but one rank every two levels is enough. Put (half) at the end of the skill line.
* Some skills are important because they are a prereq for something. For instance, you may want to pick up Dervish Dance at some point, and you need two points in Perform. For those skills, put a short reminder at the end, e.g. (L1, L2).
* Some skills you want a single rank in (e.g., swim and climb, or maybe a Profession skill for flavor). You don't have to do anything there, put in the line as normal and don't add anything at the end.
Do note that, if you have skills that you want only a single rank in, you will be left with some unused ranks after the first few levels. If you want to add one "flavor" skill per level with a single rank, maybe put the level you are going to pick it up at after the skill line, as a reminder for yourself as much as anything else.
That's is. It's nothing new, and you probably have a fairly clear idea of what you want to do here, I'm just asking you to formalize it a little :)
- Class Features level-up (including spells)
This is a bit more complex, but again, by and large you've already figured it out: your character needs to make certain choices as they advance in level, but presumably you know what those choices are going to be, at least for the first five to ten levels. Note that five levels of class features, for most classes, amounts to three, maybe four choices, one of which you've already made at level 1.
- Big Six Wishlist by level
This is probably the most complicated and easiest list of all - because you're not really used to it, but the Automatic Bonus Progression table pretty much spells it all out for you.
For instance, it says "3rd Resistance +1", and then the next time it says "resistance" it's at level 8, and then at level 10, so you can list:
Cloak: L3, L8, L10
And you are copying the table. Since you get a discount, you will usually be able to afford objects one level earlier, so you would write
Cloak: L2, L7, L9
And since it's a Big Six item, we know that the cloak is actually a cloak of resistance.
So, why am I asking for it? Mostly because the list says "physical prowess", and maybe you want DEX, maybe you wnt ST, maybe you want CON. The list says "mental prowess", maybe you want INT, maybe you want WIS, maybe you want CHA. The list says "+2/+2 or +3" (btw, if you have a +x shield, you get to keep it when you level up and get a +y armor: you don't have to trade it in for the additional +1) and I need to know what exactly you would like that +x to be.
Also, some armors and weapons are special (e.g., Celestial armors, or weapons with a special, non-+x bonus), and we will have to discuss those: not springing them on the GM will result in you actually getting the closest reasonable thing to what you want (which may be the exact thing you wanted, or maybe even something stronger).
You may have noticed that, if I cannot give you what you want, I try to give you something better - if in a different way.
So, tell me what you want, and see if I end up giving you something better ;)
- Other wishlists
This should be the fun part. You get to kit out your character with magic items that aren't in the big six list. Some of them will be consumables (scrolls/potions/wands/other), some of them will be useful items, some of them will be things that you looked at and said "hey, this sounds fun!"
As an example of useful stuff... Would you like some Muleback Cords*? A Handy Haversack? Maybe a Circlet of Persuasion?
Your WBL at levels 2/3/4/5 is 1000/3000/6000/10500; you need to spend half of it for non-big-six stuff, so you have 500/1500/3000/5250 gp to put here.
You get a 40% discount too, so Muleback Cords only cost you 600, a Handy Haversack 1200, and a Circlet of Persuasion is a steal at 2700 gp.
If you add them to your list at levels 3, 4, and 5 respectively, you will also have some money left over for consumables.
And here comes the other funny part: you can choose your consumables using whatever money you have left over from buying other cool items, and you get to 1) keep them as you level up and 2) refill them after each adventure for free. Yep, starbucks-style potions, you get free refills :P
At level 2, you pretty much have 500 gp worth of consumables, and it only gets better from there.
Good times.
Now, you might be thinking: wait, didn't I spend 600 for that cloak of resistance?
Well, I already mentioned I don't want you to count pennies, so, to keep things simple, half of your WBL goes to consumables and fancy items, even if technically you spent a little more than half on the big six bonuses.
If you get a little more WBL than you strictly should, the Sun will still rise in the morning.
Just try to be sensible: if something is supereffective, you should probably try to limit its use to big encounters, otherwise I'll have to make every encounter big enough to warrant its use.
A good rule of thumb is "try not to start an arms race with your GM, because the GM always has more arms than you do" ;P
* Muleback cords aren't necessarily useful for our game, given the special rules for carry weight that I apply, but 1) I will actually try to find a way to make them useful if you do in fact want them, and 2) it's a good example of a relatively low-level item that is normally both useful and just expensive enough that they make you think "I have to save up for my cloack/belt/headband/whatever, I can't afford those".
This message was last edited by the GM at 20:30, Sat 19 Nov 2016.