A Few Questions: Player Races, Group Make-up and Travel Time [Archive] - Wizards Community

Post/Author/DateTimePost
Soichiro Arima

09-28-05, 09:06 PM
Introduction of Campaign and World

I just got a new group together after a few months without one and I've made enouph of the campaign world for now sicne the PCs will not be going that far for a while.

The 4 PCs will be level 7 (in this world that makes them well know in their own areas but there are still bigger fish out there but not much past level 10 which is a cut of for people who are not super excptional like the PCs).
They will not have worked to gether before but their various organizations are colaberating in the discovery and research a magical means by which to other worlds.

Like Eberron this world has evolved logically with magic and technology being mixed together. Depending on the country everyone past a certian age will have a "High School" level of education in Arcane magic giving them 2+int mod lv.0 spells know cast 1+int mod/day. However becomeing a casting class is like being a docter you'll spend alot of time and money in school, PC casting classes even more so.

Technology like guns will exist but not do away with melee weapons entirly becuase they are powerful they dont scale in power with PCs. By level 7 they will be much more powerful then a farmer with a manapulse rifle and he will not be much of a threat to them (doing 1d8+3 damage per round with crap to hit).

Player Races

The PCs have not chosen any races yet just thought about classes. I have not given them this list yet bucause I would like some input on my homebrew races. PS: Dex is always used to hit, not Str which is important enouph without doing this, I actually play with the carring capasity rules unlike some DMs I know, its also makes larger creatures more powerful without having sniper aim with a sword and easier to fight a lower levels)

Human
Elf (changed)
Dwarf
Gnome
Halfling
Goblin
Hobgoblin (changed)
Glann (homebrew)
Animal Spirit (home brew)

Elf (changed info only):
+4 Dex, -2 Con, -2 Wis: Though physically nimble and quick Elves have low stamina and poor immunity due to inbreeding (small population when it takes 120 years to reach breeding age) and their distorted perseption of time makes them slow to react to the world around them.

Hogoblins:
+2 Dex, +2 Con
Bonus Feat As Human
+4 Bonus of Hide and Move Silently Checks
+2 racial bonus on saves vs. Fear
LA: +1

Glann (Meaning Chosen of the Gods in their language):
Medium Monstrous Humanoid (Reptilian)
30ft Base Land Speed
+6 Str, +6 Con, -2 Dex
+5 Natural Armor
Harty Folk: Needs 50% less Water and Food and Treated as under Endure Elements for high heats.
Invulnerable: If a Glann fails a Saving throw or Takes damage they roll a d20, on a roll of 16+ they are treated as if they passed or take 50% less damage rounded down.
LA: +5

Animal Spirit:
Stats mods depend on animal:
Rat = +2 Dex, -2 Wis
Hare = +2 Cha, -2 Int
Fox = +2 Int, +2 Cha
Cat = +2 Dex, -2 Wis
Dog = +2 Str, -2 Wis
Deer = +2 Con, -2 Int
Raccon = +2 Con, -2 Wis
Animal Spirits can change between animal and anthropmarphic animal form at will with equipment melding into them in animal form.
LA: Depends on animal

Group Make-up

As it stands with races aside it looks like I and going to have an aquardly balenced group. This is the classes the PCs are currently thinking of taking:

Wizard 5/ Unknown PrC 2
Cleric 7
Sage 7 (cross between Wizard and Druid, not as strong as either)
Wizard 5/ Elementalist 2 or Wizard 5/ Alienist 2

I dont want to push them into being anything they dont want but their lack of melee disturbes me. They will be rather strong and with the right summons and any Mercs they might employ it could be very good but a few good hits will kill any of them but the cleric.

Travel Time
This is an easy one. Should it gloss it over or should crossing the country on foot take a few sessions at least?
Argon_Asimov

09-28-05, 11:57 PM
You've jammed alot of disperate questions together, so I'm just going to take the last one, as it seems to be where you are having the most trouble.

The RaW explain that you should roll a d% for every hour that the party spends outdoors to determine if they have a random encounter. This gets a little tedious and can be a tad unbelievable if you follow the charts they give you to the letter (You encounter two lamassu... and then a pack of direwolfs... and then a zombie, just one zombie mind you...). I prefer to work out my own tables for a region ahead of time, and include not just random encounters that actually mean something. Let me break this down for you:

In a relatively peaceful area that the players are starting in, I have worked up a "random" encounter list that looks something like this:

-2d4 Bugbears. Hunters, armed with longbows and spears. They have a large, study wagon pulled by oxen and several barrels of cured meat. They are pursuing a large herd of bison. They will not pursue or attack anyone who seems to leave them alone.

-1d4 + 1 Goblins. Scouts for the small band of goblins that inhabits the ruins of a failed trading town to the west (this settlement is fleshed out elsewhere). Will attack any travellers they believe they can kill on sight.

-Herd of Bison

-Shepherds

-Displacer beast, weak. Forced out of its prefered hunting grounds by younger, stronger displacers. Desperate and will attack anything on sight.

This is in addition to some other non-violent encounters, and a chance to encounter certain NPC's in the area. I keep different d% charts for these encounters for day and night times.

Before the party even sets out, I roll up what they will encounter each day, along with any changes in the weather, or other important events. It seems a bit out of place to simply wave your hand and say "nothing happens today, you get to the town". Instead, I describe changes in the landscape or climate. I try to describe what the characters see each day on thier journey, and of course, if an encouter comes up, I resolve it as normal.

Try to give at least a breif description for each day, or if you are pressed for time or the party is impatient, a general summary of the journey. Remember that unless they are following a geographic feature (ocean coast, river) or major road, there is a chance for the party to get lost every day. Be sure to roll this up; it can be quite humbling for the players, and a unique opportunity for you.
Lord Ian Stark

09-29-05, 06:23 AM
Group Make-up

As it stands with races aside it looks like I and going to have an aquardly balenced group. This is the classes the PCs are currently thinking of taking:

Wizard 5/ Unknown PrC 2
Cleric 7
Sage 7 (cross between Wizard and Druid, not as strong as either)
Wizard 5/ Elementalist 2 or Wizard 5/ Alienist 2

I dont want to push them into being anything they dont want but their lack of melee disturbes me. They will be rather strong and with the right summons and any Mercs they might employ it could be very good but a few good hits will kill any of them but the cleric.

I'll address this one. I personally don't worry about what the group of PC's pick as classes when I DM. I don't change the module or my adventure much depending on what they all pick. If they don't want to make a rounded out party then so be it.

Having many casters IMO is better than having all fighter types. And at party level 7 they will be just fine. You'll be surprised how fast they will walk over your battles. All they have to do is have 2 peeps do the summoning and the rest pound spells in there and viola.

Just run your campagn as you were. They will learn to fill the cracks if they have some. That's part of the game IMO is learning to play together and figure out the parties strength and weaknesses.

Oh and if anyone takes that Glann race they will be killed within the first battle or two as a +5 LA for a ECL 7 character is suicide IMO.
Soichiro Arima

09-29-05, 07:10 AM
Oh and if anyone takes that Glann race they will be killed within the first battle or two as a +5 LA for a ECL 7 character is suicide IMO.

I actually dont belive in LA and if someone chose Glann they would still be level 7. I just posted like that to avoid flames but I dont realy care now.
Lord Ian Stark

09-29-05, 09:02 AM
I actually dont belive in LA and if someone chose Glann they would still be level 7. I just posted like that to avoid flames but I dont realy care now.

Oh the flames of saying the race starts out with those abilities with no LA. Then I retract my earlier statement of the Glann and assume most peeps would chose it. :P