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11:07, 18th April 2024 (GMT+0)

READ ME before RTJ.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 1 post
Mon 4 May 2020
at 10:07
  • msg #1

READ ME before RTJ

Greetings!

Posting Guidelines
I want this to be a relaxed game, but I also want to keep things going. Let's aim for 2-3 posts per week. After I update the threads, players will have about 3 days to reply with actions. If a player doesn't reply past that, I will either assume they do nothing or help another player's character do something (or failing those, choose at random). If the choice is particularly crucial for some reason I will allow another 3 days.
If you don't show up for a week or so, I will NPC your character, and another week after that I will likely be removing them from the game at some point (do not count out the character's death). If you're going away for some time, or simply have grown tired of the game and want out, tell me and I shall protect your character in temporal stasis.

Posts do not have to be extremely elaborate; honestly, I prefer not having to wait for someone rather than three paragraphs of flowery descriptions. I will handle all rolls (except where character creation is concerned).

Character Creation & Rules System
I don't have the will to wrestle with AD&D's fiddle minutiae, so I'm going to go back to basics with Original D&D instead. Since those rules are not free, I'll be using the Delving Deeper retroclone, which you can find for free on the Immersive Ink webpage. Even if you're a veteran to OD&D, be sure to check them out since they make a few changes such as tweaking the HD per level or adding a few more spells.

Ability scores are generated by rolling 3d6 in order. You may "flip" them (subtract all of them from 21 and use that as your score; i.e. a character with 9 STR and 3 INT would have 12 STR and 18 INT instead if he flips his ability scores).
Newly created characters will begin with 10,000 experience points and 200 gold pieces. Roll your hit dice twice and keep the best roll for hit points.

You can choose from any of the classes in the Delving Deeper rules, and I might also be persuaded to add in classes from AD&D or the OD&D supplements (perhaps even The Strategic Review's bard) - just run it by me and we'll figure it out. I will not be enforcing armor and weapon restrictions, but armor will impose a 10% spell failure chance per point of AC improvement for Magic-Users.

Combat
I've seen many games grind to a halt when combat comes into play. I'm not going to run it round-by-round; instead I'll try to run as much of it as I can on "auto-pilot", stopping whenever something significant happens to let the players influence the fight. That means we get to go through entire combats in just a few posts. Just tell me your general strategy during the fight, which spells you'll be casting, etc (i.e. "Bob will cast Hold Person on the evil wizard and attack the goblins, unless the wizard saves in which case he'll charge him").

Characters reduced to 0HP should expect death and be grateful when it doesn't come.
Add "Blibdoolpoolp" to your RTJ.
This message was last edited by the GM at 08:22, Tue 05 May 2020.
Dungeon Master
GM, 104 posts
Thu 6 Aug 2020
at 12:06
  • msg #2

READ ME before RTJ

A clarification about known spells: Per the Delving Deeper rules a magic-user knows (that is: has a spellbook with) all the spells for a given level. I assume those are the "common" spells that every MU knows or is taught. I will also allow newly created characters to start with one or two additional spells that the player can devise or adapt from other editions.
Clerics may have additional powers depending on the religion they follow.
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