Dark Sun Campaign Setting....,.Character Planner???

Post/Author/DateTimePost
#1

Failedlegend

Aug 11, 2010 22:53:11
Hey guys I hope this isn't too dumb of a question or if I miised something but in Twitter (saw while checking twitter buffs) it says that we can make our own toons for the D&D encounters campaign next week but when I got home I noticed that the Character Planner doesn't have the ability to update for the new book...is it gonna happen soon.

Also if we make a new toon do we get to keep the items our current toon had if we make a new one because while it would be fun to make a toon myself our party has some pretty useful loot thats saved our skins a few times and losing it probably isn't worth it.
#2

big_goon

Aug 12, 2010 1:01:43
In chapter 3 of DD:Encounters, you will be allowed to bring your own character built from the books. The Character Builder won't be updated until next month. You can have a single magic item.

Check the encounters website for updates.
#3

night_falcon_02

Aug 12, 2010 7:48:45
Here's the exact rules from the email sent out to the Organizers.
  • No divine character classes or options

  • No material from the Forgotten Realms® Player's Guide or the Eberron® Player's Guide

  • Allowed character races are dragonborn, dwarf, eladrin, elf, half-elf, halfling, human, tiefling (PH1); goliath (PH2); minotaur (PH3); mul, thri-kreen (DSCS)

  • Pick a character theme from the Dark Sun Campaign Setting

  • Characters start at 3rd level with 620 gold to purchase equipment and receive their choice of a +1 magic weapon, +1 magic implement, +1 magic armor, or a +1 amulet of protection

#4

Wick

Aug 12, 2010 8:54:12
So I guess a Shaman of Gulg is out? Darn I had that all planned and was about ready to go with it.
#5

mouthymerc

Aug 12, 2010 10:54:01
So I guess a Shaman of Gulg is out? Darn I had that all planned and was about ready to go with it.


Why would a shaman be out?
#6

Wick

Aug 12, 2010 11:00:24
Had a brain cramp and was thinking Shamans were divine... LOL
#7

kungfujoe

Aug 12, 2010 13:19:36
Does the 620 gp limit include the +1 magic item, or is that an extra bonus?
Here's the exact rules from the email sent out to the Organizers.

  • No divine character classes or options

  • No material from the Forgotten Realms® Player's Guide or the Eberron® Player's Guide

  • Allowed character races are dragonborn, dwarf, eladrin, elf, half-elf, halfling, human, tiefling (PH1); goliath (PH2); minotaur (PH3); mul, thri-kreen (DSCS)

  • Pick a character theme from the Dark Sun Campaign Setting

  • Characters start at 3rd level with 620 gold to purchase equipment and receive their choice of a +1 magic weapon, +1 magic implement, +1 magic armor, or a +1 amulet of protection




#8

Tectuktitlay

Aug 12, 2010 14:06:50
Does the 620 gp limit include the +1 magic item, or is that an extra bonus?
Here's the exact rules from the email sent out to the Organizers.

  • No divine character classes or options

  • No material from the Forgotten Realms® Player's Guide or the Eberron® Player's Guide

  • Allowed character races are dragonborn, dwarf, eladrin, elf, half-elf, halfling, human, tiefling (PH1); goliath (PH2); minotaur (PH3); mul, thri-kreen (DSCS)

  • Pick a character theme from the Dark Sun Campaign Setting

  • Characters start at 3rd level with 620 gold to purchase equipment and receive their choice of a +1 magic weapon, +1 magic implement, +1 magic armor, or a +1 amulet of protection







My read is that you get a +1 magic item AND 620gp to play with. 

This is in lieu of the normal such character, according to the DMG.  Normally, a level 3 character built like this would possess more.  They'd have a 2nd, 3rd and 4th level magic item, and gold equal to a level 2 magic item's value.

#9

masato

Aug 12, 2010 14:10:05
Uhm, isn't 620g a little bit to much for DS?
#10

phoffman

Aug 12, 2010 14:32:13
In the campaign guide they handle currency different.  When they say 620gp they don't actually mean its metal gold pieces.

They mean Gold Ceramic Bits which technically have the same value as a Gold Piece.  But money isn't like standard campaigns where the gold standard rules.

In Dark Sun the Sorcerer kings use Fiat Money.   The money is backed by the city state governments.
#11

kungfujoe

Aug 12, 2010 14:34:20
The DSCS says that for the sake of ease for player's and DM's, the standard D&D currency mechanics are used, but fluff-wise, the coins are struck from ceramics. That lets us all play the game without any need for arbitrary price conversions, while maintaining the fluff of the setting.
Uhm, isn't 620g a little bit to much for DS?



#12

Failedlegend

Aug 12, 2010 16:23:08
Does the 620 gp limit include the +1 magic item, or is that an extra bonus?
Here's the exact rules from the email sent out to the Organizers.

  • No divine character classes or options

  • No material from the Forgotten Realms® Player's Guide or the Eberron® Player's Guide

  • Allowed character races are dragonborn, dwarf, eladrin, elf, half-elf, halfling, human, tiefling (PH1); goliath (PH2); minotaur (PH3); mul, thri-kreen (DSCS)

  • Pick a character theme from the Dark Sun Campaign Setting

  • Characters start at 3rd level with 620 gold to purchase equipment and receive their choice of a +1 magic weapon, +1 magic implement, +1 magic armor, or a +1 amulet of protection







My read is that you get a +1 magic item AND 620gp to play with. 

This is in lieu of the normal such character, according to the DMG.  Normally, a level 3 character built like this would possess more.  They'd have a 2nd, 3rd and 4th level magic item, and gold equal to a level 2 magic item's value.






So does that mean generic +1 Magic staff or could i add a +1 staff of Ruin or something...and should it be a lvl 3 item?

Also after getting that "free" item can I can purchase more magical items using the 620gp or is it just regular gear after that

Can I pass on my stuff that the pregen toon has onto my create character

How can we create a toon from a book that isn't even released yet...except for the "Core" Stores
#13

Tectuktitlay

Aug 12, 2010 17:27:11
So does that mean generic +1 Magic staff or could i add a +1 staff of Ruin or something...and should it be a lvl 3 item? Also after getting that "free" item can I can purchase more magical items using the 620gp or is it just regular gear after that Can I pass on my stuff that the pregen toon has onto my create character How can we create a toon from a book that isn't even released yet...except for the "Core" Stores



The former.  It actually explicitly lists +1 magic armor, +1 magic weapon, +1 magic implement or +1 amulet of protection by name.  So yes, it is JUST the generic such item.

The 620 gp can be spent on whatever equipment you want.  It just says "equipment", not "mundane equipment", not "adventuring gear", just "equipment".
#14

FlashbackJon

Aug 13, 2010 9:41:47
Uhm, isn't 620g a little bit to much for DS?


Not at all.  A standard 3rd level character would have 2560g in items, total, and free adventuring gear.  These characters have 980g and still have to pay for adventuring gear.

Also, does D&DE not use inherent bonuses or something? 
#15

masato

Aug 13, 2010 10:01:52
Back then in the 2nd ED days I let my Player buy their starter gear and gave them the money they rolled, however their first adventure was from the DS boxet set (thogh modified, no magic items and no steel weapons), so they were enslaved and lost everything icon_evil_laugh.gif
#16

sigfile

Aug 13, 2010 11:49:55
Yeah, Encounters is using Inherent Bonuses.  The +1 magic weapon is a waste.
#17

FlashbackJon

Aug 13, 2010 12:09:48
Yeah, Encounters is using Inherent Bonuses.  The +1 magic weapon is a waste.


That's what I thought.  Weird.
#18

JabbaVonHutt

Aug 13, 2010 12:27:19
Yeah, Encounters is using Inherent Bonuses.  The +1 magic weapon is a waste.



Reckless Breakage?

#19

sigfile

Aug 13, 2010 12:40:11
I may be misremembering, but I believe the Reckless Breakage rules are only different for metal items.  I don't believe the generic +1 items would be considered metal.
#20

FlashbackJon

Aug 13, 2010 13:36:00
As I understand it, metal weapons only come with +3 or higher enhancement bonus, similar to the way masterwork armor functions.  

Although, technically, you could gain the benefit of the armor or the neckpiece for exactly 1 level.  The weapon and implement appear to be completely useless. 

I don't see how Reckless Breakage factors into it at all, except that you can use this free weapon instead of paying for a nonmagical variant.

(All the above assumes that D&DE does, in fact, use inherent bonuses.) 
#21

Shebanator

Aug 13, 2010 16:55:42
I'm confused by the suggestion that the +1 magic items are useless because of inherent bonuses. DMG2 says the inherent bonuses are untyped, which means that the benefits of the magic item should stack just fine. Character Builder seems to work this way as well. Am I missing something?
#22

Tectuktitlay

Aug 13, 2010 16:59:50
Inherent bonuses explicitly state they do not stack with magical enhancement bonuses.  That is why they do not stack.

The primary advantages of a +1 magic weapon (and implement for the second advantage below) are:

1) If ranged thrown, it returns automatically.
2) Critical hit bonuses (<---this is the real reason you'd want a magical weapon/implement).



 
#23

Shebanator

Aug 13, 2010 17:12:21
Where does it say they don't stack? I'm not trying to be argumentative - I'm new to 4e and I'm happy to be proven wrong. But what I see in DMG2 on page 138 is [my emphasis added]:

AC, Defense, Attack, and Damage Bonuses: Without magic items, the PCs' attacks, defenses, and damage lag behind. You can solve this problem by giving the PCs flat bonuses as they advance in level. These bonuses stack.
Attack and Damage: All characters gain a +1 bonus to attack rolls and damage rolls at 2nd, 7th, 12th, 17th, 22nd, and 27th level.
Defenses: All PCs gain a +1 bonus to AC, Fortitude, Reflex, and Will at 4th, 9th, 14th, 19th, 24th, and 29th level.

EDIT: OK, never mind, I see it. The Dark Sun book says they don't stack. But the tables are the same. I hadn't looked carefully at the info in the Dark Sun book because I read somewhere online that it was the same as in DMG2.
#24

diggles

Aug 14, 2010 0:01:03
Where does it say they don't stack? I'm not trying to be argumentative - I'm new to 4e and I'm happy to be proven wrong. But what I see in DMG2 on page 138 is [my emphasis added]:

AC, Defense, Attack, and Damage Bonuses: Without magic items, the PCs' attacks, defenses, and damage lag behind. You can solve this problem by giving the PCs flat bonuses as they advance in level. These bonuses stack.
Attack and Damage: All characters gain a +1 bonus to attack rolls and damage rolls at 2nd, 7th, 12th, 17th, 22nd, and 27th level.
Defenses: All PCs gain a +1 bonus to AC, Fortitude, Reflex, and Will at 4th, 9th, 14th, 19th, 24th, and 29th level.

EDIT: OK, never mind, I see it. The Dark Sun book says they don't stack. But the tables are the same. I hadn't looked carefully at the info in the Dark Sun book because I read somewhere online that it was the same as in DMG2.



Those inherent bonuses stack with each other, so they're cumulative.  The higher lvl you are the more bonus you get (obviously)
#25

theamnesiac

Aug 14, 2010 1:11:52
Another variaton of the Dark Sun inherent bonuses is that you get the +1d6 per plus bonus for critting.
#26

boondocker

Aug 14, 2010 1:21:29
Where does it say they don't stack? I'm not trying to be argumentative - I'm new to 4e and I'm happy to be proven wrong. But what I see in DMG2 on page 138 is [my emphasis added]:



The character builder lists them as enhancement bonuses if you look at the individual powers. It makes sense for them not to stack; they're supposed to be taking the place of magic item bonuses.
#27

diggles

Aug 14, 2010 2:48:42
If we dont have the books yet or before the game, how do we select our theme and the powers associated with it?
#28

theamnesiac

Aug 14, 2010 3:54:20
If we dont have the books yet or before the game, how do we select our theme and the powers associated with it?



You don't. Buy the books. That's what monies are for.