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[Age of Worms] New Character / Replacement Character Rules

 
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duck



Joined: 19 Jan 2006
Posts: 338
Location: Hamilton

PostPosted: Fri Mar 14, 2008 4:41 pm    Post subject: [Age of Worms] New Character / Replacement Character Rules Reply with quote

New Character / Replacement Character House Rules

New Characters
For new characters for new players, new adventures or a new campaign, the player(s) will be supplied with an XP Total for the new character by the GM.

Replacement characters
Players should consult with the GM over XP Totals for replacement characters where their character has died, or they desire to swap their character out.

Ability Score generation : Organic Method / Point Buy
Ability scores should be determined either by the Organic method:
Quote:

Roll 4d6, drop lowest.
Place in order - Str, Dex, Con, Int, Wis, Chr as rolled.
Reroll one ability of your choice, taking the new roll if higher.
Swap any two stats (if desired).
[Dice are to be rolled in front of the GM/group]

or bought via the nonstandard pointbuy system in the DMG (no GM required):
Quote:

Start with all stats at 8.
Take 32 points to spread out among all abilities.
Cost as per the following table:
Code:
Score:  9  10  11  12  13  14  15  16  17  18
Cost :  1   2   3   4   5   6   8  10  13  16


Players can combine the two if they desire - use the organic method, and then, if the point buy value of their character is less than 36 points, top their character up with the difference.
_________________
Currently not playing: 3.5D&D (Age of Worms)
Current considering: Mongoose Traveller.


Last edited by duck on Thu Jul 24, 2008 11:02 am; edited 3 times in total
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duck



Joined: 19 Jan 2006
Posts: 338
Location: Hamilton

PostPosted: Fri Mar 14, 2008 4:44 pm    Post subject: Races / Classes / Prestige Classes / Skills / Feats Reply with quote

(this has updated to make things a little clearer and record other decisions)

Races and Classes in the campaign
There are no restrictions on PHB race/class combinations in this campaign.

Races from other core books may be allowed that fit the Greyhawk campaign setting - ask in advance.

New base classes from the PHB2, Complete and Races series, or the variant classes from Unearthed Arcana are on a GM approval basis. The Unearthed Arcana variant classes can be viewed online at:
http://www.d20srd.org/indexes/variantClasses.htm

Multiclassing Restrictions House Rules
In this campaign monks can freely multiclass (no restrictions). Paladins can multiclass to a limited array of classes, players should talk with the GM.

Prestige Classes
Prestige classes from the core rules (PHB/DMG) and Complete series will be open to characters as they progress in level. If you want to use something in particular, discuss it with the GM beforehand.

The GM reserves the right to decide which prestige classes are available within the campaign.

Character Generation House Rules
All players are encouraged to have their characters start with skill points spent in profession, craft or knowledge skills to reflect background of character - because of this, profession is house ruled a class skill for all classes.

Background Skills
At first level, each PC has 10 skill points to spend on profession or craft skills to reflect past activities.

Feats and Skills
Feats and Skills from the core rules (PHB,DMG,MM1) except Leadership are allowed with no questions asked. If you want to use a feat or skill from elsewhere, check with the GM first - the feat may be tweaked, or may not fit the campaign/game world.

If you want to take Leadership, discuss it with the GM first.

Edit: Adding in the background skills blurb (found in email archives).
Edit2: Clarification on what books other races can be sourced from.
_________________
Currently not playing: 3.5D&D (Age of Worms)
Current considering: Mongoose Traveller.


Last edited by duck on Mon Jun 16, 2008 6:23 pm; edited 1 time in total
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duck



Joined: 19 Jan 2006
Posts: 338
Location: Hamilton

PostPosted: Fri Mar 14, 2008 4:45 pm    Post subject: Equipment Reply with quote

Equipment
With characters of 1st level, players can take the maximum amount if they don't wish to roll.

Characters of 2nd level or above, will recieve a GP total in addition to the XP total for replacement characters of above 1st level from the GM.

In 3.0/3.5 the system assumes that characters of higher levels will have a certain amount of magical items and equipment. There's even a nice table in the DMG (table 5-1, p135/3.5E) which looks something like:

Code:
Level  --Wealth--
 2nd        900gp
 3rd      2,700gp
 4th      5,400gp
 5th      9,000gp
 6th     13,000gp


Purchasing Guidelines
In this campaign setting, players will get to choose how the equipment for a replacement character gets determined - by the GM, by the player or by both. The GM may adjust the wealth per character.

Where the player wants the GM to determine the equipment, the GM will consult with the player to get some rough ideas, and then provide details on major items, leaving minor items (clothing, transportation, etc) to the player.

Should a player want to determine their character's equipment, then they should select items from relevant sources as per the following limitations:

No single item can be worth more than 50% of the total.

No more than three items can have a value worth more than 10% of the total, and the total value of those items can not be more than 90% of the total.

If the player wants to share the determination of equipment with the GM, then the player should specify how much the GM has to play with, and the GM gets to pick one item before the player does.

Character created items cost whatever they'd cost the character to create the item (XP expenditure here must be kept track of).

If the character has left over wealth, any quantity over 100gp should include gems or other valuables.

Any items from the Core Rules are allowed with no questions asked. If you want to use an item from elsewhere, check with the GM first.

Example Character Equipping

Example 1: Silve Artanis, Elven Bard, is a replacement character of 9th level, and the player decides to determine their equipment. The GM communicates that the player has 36,000gp to play with, which means:

No item can be worth more than 18,000 gp.
Only three items can be worth more than 3,600gp, and their combined value cannot be more than 32,400gp.

Silve's player decides to equip Silve with:

A Cloak of Charisma +4 - 16,000gp
A Keen Rapier +1 - 8320gp
A Harp of Charming - 7500gp

the three items total less than 31,820 (~88% of 36,000) and leaves 4,180 for lesser items (with a item value less than 3600gp). The player decides on the following lesser items:

A Horn of Fog - 2000gp
A Mithral shirt - 1,100gp
A Wand of Cure Light Wounds - 750gp

leaving 330 gp for mundane equipment, and coinage etc.

Example 2: Mood Yiref, Human Sorceror, is a replacement character of 10th level, the player decides to determine their equipment, so the GM communicates that the player has 49,000 gp to play with, meaning:

No item can be worth more than 24,500gp.
Only three items can be worth more than 4,900gp, and their combined
value cannot be more than 44,100gp.

Mood's player decides to equip Mood with:

A Minor Cloak of Displacement - 24,000gp
A Staff of Fire - 17,750gp

the two items total 41,750gp, only 2,350gp less than 44,100 so Mood's player decides that's all the major items Mood has - leaving 8,250 to spend on minor items (of 4,900 or lesser value).

Example 3: Llew Dednuor, Dwarven Cleric, is a replacement character of 5th level, the player wants to determine their equipment, and the GM indicates Llew can start with 9000 gp of wealth. This breaks into:

No item can be worth more than 4,500gp.
Only three items can be worth more than 900 gp, and their combined value cannot be more than 8,100gp.

Llew's player wants the following major items

A Warhammer +1 - 2312gp
A Set of Full Plate +1 - 2650gp
A Heavy Steel Shield +1 - 1170gp

the three items totalling 6132, leaving 2868 gp for minor items -

A Wand of Cure Light Wounds - 750gp
A Wand of Detect Magic - 375gp
3 Potions of Cure Moderate Wounds - 900gp
An everburning Lantern -
etc.
---
_________________
Currently not playing: 3.5D&D (Age of Worms)
Current considering: Mongoose Traveller.
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duck



Joined: 19 Jan 2006
Posts: 338
Location: Hamilton

PostPosted: Fri Mar 14, 2008 4:45 pm    Post subject: Fixed Hit Points Reply with quote

Fixed Hit Points

For levels beyond first level, new & replacement characters can roll for hit points or take fixed hit points per the variant rule from the DMG (p198). This essentially gives an average result, constitution modifiers still apply.

Even level: HD/2 e.g. d4 HD = 2 hp.
Odd level: HD/2+1 e.g. d4 HD = 3hp.

So a third level wizard would have 9hp (4+2+3) assuming no constitution modifier.
_________________
Currently not playing: 3.5D&D (Age of Worms)
Current considering: Mongoose Traveller.
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