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LFP To explore the medieval world of Ardhondeith

1413808431

Edited 1413810536
I wish to create a group of either 3 or 4 player that meets for around 4 hours to play a AD&D 2e campaign with heavily home-brewed rules in a home-made world. Firstly, I should mention that the game is going to be held one one of the following days and played weekly via skype and roll20: - Thursday starting 2:00PM GMT - Friday starting anytime from 7:00AM GMT to 1:00PM GMT - Saturday starting from 7:00AM to 3:00PM GMT The first thing you should consider, if you are interested in the game, is on which of these days and starting with what time you could play(keeping in mind that the games will generally last 4 hours, possibly less or more by 1 hour depending on what the players want). Ok, if any of those dates(or all) work for you than feel free to read further. The world of Ardhondeith is a spare-time project that I put together mainly from previous experiences DM-ing OD&D/Retro D&D clones and AD&D. It consists of lands and seas spanning 2000km East to West and roughly the same North to South, what is beyond it very few know and even fewer would ever talk about it. It is similar in broad strokes to a medieval world, there exist small kingdoms consisting for a few cities, towns and many villages and strategically positioned castle. Obviously due to the danger and innovation that exist in a "magic sensitive" world the population isn't quite as dense nor are little villages quite as numerous as in Medieval Europe. Most of my inspiration for the world and its race/people come from Tolkein, Medieval Europe and bits and pieces that I read/heard/played and saw of classic D&D material. This is a poly-theistic world whereby few of the worshipers of these gods can even use magic. While the gods are few and pretty much "set in stone" the cults that worship them are many and some have very different doctrines even thought they may worship the same deity. In a world where there is evidence that godly powers walk the earth there is little question of "believing" in the gods but the question of whom to worship and how to worship him often arises. Wizards, are even fewer and generally frowned upon. They do not heal the wounded nor do they help the poor and sick, the average common folk knows wizards to be a tool of war, a pagan, someone who uses power for personal gain and corrupts the often good men that rule them. Yet, magic is a powerful tool and wizards do exist, although most of them chose to practice their art in isolation and secret. The few diviners and magicians that actually help the common folk and don't involve themselves too much in politics often end up preserved in the tales and hearts of the people. Ok ok, so you might have gotten a very vague feel for the world. But what are these home-brews that I use in my "version" of AD&D 2e. Well, if you are new to AD&D 2e or have a lot of time on your hands I encourage you to read: <a href="http://www.docdroid.net/jpsd/homebrew-add-2e-phb.p" rel="nofollow">http://www.docdroid.net/jpsd/homebrew-add-2e-phb.p</a>... These are the rules that I used, I "created" them by re-writing the AD&D PHB, cutting out this and that to make it smaller, changing this and that to suit my style and even adding a thing or two. The "main" changes are as follows: 0 Health doesn't mean instant death all the time, once a character reaches "negative" health he still stands a chance to live. Starting health for characters and NPCs is doubled, meaning that most if not all creatures and players start with 2 hit dices instead of one. There is a cirtical hit and critical fumble system, inspired from Combat&Tactics. While I do not use crit charts(takes up too much time) I do use a system that double/triples or even quadruples the damage on good rolls (both the die and the attack bonus come into play). I have done this in an attempt to make warrior and rogue character more viable in a world with few magic items. Mostly all things have been changed to increasing, ranging from skill checks to AC. I find that new player catch on more easily this way and it is a much simpler way to do stuff even for people that are used to AD&D after they get a hang of it, at least in my humble opinion. I do not use charisma as an ability score, I replaced it with Perception and assigned to it a few of the "benefits" that would have otherwise come from strength/dexterity/wisdom and intellect . Some of the benefits from the original 5 ability scores have been slightly modifed. I use a custom made weapon/armor list as the original ones were, to put it nicely, created by a 5 year old. I do not want to aim for perfect historical realism when it comes to combat, not even close, but I want the weapons and armor to be at least somewhat close to what combatants in the medieval world used and somewhat decently "balanced". I am rather restrictive with the starting spells when it comes to wizard and clerics. I give them out on a case by case basis. But you shouldn't expect to gain dozens of spells as a first level cleric or hundreds of spells as a 10th level cleric, magic is rare and valuable otherwise it losses its "magic". I ask each player to write down three "beliefs" at the start of the game (these can and will be changed as the game goes), if these beliefs show up in your play in funny, dramatic and interesting ways this will be rewarded with re-roll card. This is a means to encourage role-play and help characters in a rather deadly setting. The races/classes have been modified by a little bit to better suit the world, they should still be close enough to the original not to create much confusion. There are fewer race-class combination restrictions. Level caps for non-humans and dual-classing are gone. The number of combat proficiencies each class starts with is higher, however, heavier armor requires points to be spent in order to train in using it properly, thus, armor restrictions are not longer class-based. Wizard spells can also be cast while glad in armor, but with a chance of miss-fire depending on the armor. Ok, if you haven't been turned off yet this is where the game will start and how you should inform me that you wish to join: <a href="https://app.roll20.net/lfg/listing/18136/the-world" rel="nofollow">https://app.roll20.net/lfg/listing/18136/the-world</a>...
bump
bumpidy
Got a few applications, but I won't be selecting all the players until Thursday, so I wouldn't mind a few more. Here's the, most likely last, friendly bump