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Noob Questions

Since I am somewhat new to all this, I hope you don't mind if I create a topic to cover any of the questions that I (or others) may have.
I am very unfamiliar with this Universe (Forgotten Realms, right?). Would someone point to me a wiki to get a quick catch up on some of this stuff, specifically the Empire?
I'm just using the FR pantheon for ease, it is a homebrew world. There isn't much to know. I posted a few more handouts today, but West Marches kind of lends itself to be light on background. Since it is a completely unexplored continent its up to you guys to find out what might be out there. 
Ah ok. Thanks for the answer!
I was reading up on some D&D rules, and I saw that it said that I can either take the +1 to all stats or I can take +1 to two stats and another proficiency skill, and a feat as a Human.So, can I swap out the bonus since I wasn't aware of it or are we not using feats in this campaign?
I told you about that, you said you wanted to keep it simple! But yes feel free to swap if you'd like.
Sweet.
What is the cleave rule? (I don't have the DMG)
If there is damage left over after killing a creature, your strike can carry over to another creature within 5 ft of you if your attack roll was enough to hit the target's AC.
Sean check over My PC. I will start my Bio at lunch. 
Not the DM :)
Oops matt
Looks okay, you need to work on your inventory. Weights and your weapons aren't there.
I was wondering if there were any plans to implement downtime activities. They are in the PHB on pg 187 and the DMG on pgs 128-130. They might be a fun way to bring more sandbox-style action to the game. Thanks and laters!
I have a rudimentary idea for a magic item crafting system that would be done primarily during downtime. If any players have the desire to start building a stronghold or crafting some sort of great work I am open to that as well. At the moment I am assuming adventurers work odd jobs in their downtime to cover room and board.
Matt when you get a chance can you create another character sheet for me. I have one more character I would like to try out.
yes me too
Figured out the character sheet export. My new one is in the game.
Hey, great game yesterday.  The magic item crafting rules look fun. I really like the idea of having to go out and find the special materials. The only downside is that there might be feel bads if Illoa (for example) wants to look for metals, but Evie the warlock would understandably prefer to go hunting for arcane runes. Since it is a rotating cast it is hard for us to make a deal like "okay this week we go mining, but next week we'll go hunting for arcane runes" (or something like that). I'm sure we can negotiate it somehow. I want to make sure that I understand the process correctly. For example, if I wanted to make a +1 long sword (the simplest example), I'd need to: 1) find a recipe for it or be high enough level 2) find one special metal and one gemstone 3) find someone with smith skill & tools and convince them to forge it 4) pay 15 times the base cost (for a long sword that is 15GP x 15 = 225?) for construction. Or is this what #3 is? 5) go on a quest or perform an activity to empower it   Thanks for the games! G
Your only able to craft +0 weapons at level three. So nothing special except that they overcome resistant to normal weapons. And the caster thing is something I've been thinking about, perhaps a focus that gives +1 to hit requiring the same base ingredients so there is no conflict of interest.  You're close: 1) You know the recipe for +0 weapons. You may discover more advanced recipes as you adventure. 2) 3 Ingredients. For a flail I would think 1 rare metal, one rare wood/bone and 1 adornment (gem, giant spider silk ribbon, griffon pinion) 3) At this point I am hoping there is enough skill diversity that all crafting will be done by players. If that's not the case yes you will need to find some master craftsmen. 4) Correct. To combine all the ingredients will cost you gold. 5) Correct again, and this is where the item might get some flavor. If you empower it from a Temple of Light maybe it can cast the light of a torch at will as well as cast Light once a day or something. Totally open to feedback if anyone has thoughts or ideas.
I am very open to "semi" magical objects as well. Like if the fire toad had been skinned (instead of turning to ash) maybe leather or hide armor that gives you fire DR. As long as we keep the mechanical benefits in check I am all for repurposing Udrusians into gear or cool stuff.
Hey Matt I imported a character into the game with the name "Evendur Greycoat".  Please assign it to me when you get a chance. Thanks!
Have people died? What's with all these new characters?
As far as i know, everyone is alive
Technical Question: Would our characters know what's in the session recap? That is, if someone put something in a journal entry, would my character have read that Journal?
Maybe we need a formal procedure for nailing messages to the notice board in game? Illoa would definitely post about the Water Dragon Spirit and the scarecrow menace.
It is assumed that sessions recaps become common knowledge. Even if its in a journal entry the writer would probably gossip in town as well etc. If you want to post on the notice board just post here or in the skype group.
Okay, since Matt asked for more input on crafting, here's my treatise about it. As I mentioned, I've been dealing with it in the game I am DMing myself, so I thought I would share some of my thinking about different options in the hope that it is helpful. There are no right or wrong systems. From a game design perspective each decision has consequences that are worth thinking about carefully. So far the ideas for Udrus seem fun and interesting. General Thoughts An item creation system performs different functions depending on the overall level of treasure and rewards in the game and the way they are distributed. In games with higher levels of gold and magic items, item creation gives players something interesting to do with their excess gold. It also means that players can turn unwanted magic items into something that they will use by selling them off. This is especially useful when the DM uses the random tables for generating magic items. In other games I have been in, there have been many items that the characters have not been interested in, so they can sell those unwanted items off and make something different. The DM has control over what items get crafted by limiting the available formulas. Formulas are the main “gate” that prevents players from getting items that the DM doesn't want them to have. Application to Udrus In Wilds of Udrus, it seems that the situation is very different. The overall level of treasure and magic is low. This is very fun as well, because it makes each item super cool. However, the players do not have excess gold, nor do they have unwanted magic items. In this situation, item creation serves a different purpose. It can be a good motivation for adventuring. As such, the system used cannot be the same as the one in the DMG, because the characters simply won't be able to pay the costs. We earn around 25G per adventure. It would take 20 adventures to earn enough gold to craft a single uncommon item from the DMG for 500G. So, the idea of searching for components or raw materials for items is actually brilliant in this situation. It means that items can be crafted more cheaply than the DMG prices, since we are finding the stuff ourselves, and it also motivates adventuring. Detailed Feedback on the Current Brainstorm The current proposed system as I understand it goes like this. In order to craft an item a character must: 1) Learn the recipe. 2) Gather the components. 3) Craft it or pay someone to do it. 4) Pay 15 times the “base cost.” 5) Empower it. I'll go through each step and analyze it. Learn the recipe. In the DMG system, the recipe was the important gate or valve that gave the DM control over what items could be allowed in the game. In Udrus, the gathering of components serves the same function. For example, if a player wanted to craft a bag of holding, and Matt was violently opposed to bags of holding, then he could simply say that one of the components required to craft a bag of holding is freshly drawn blood of an ancient red dragon. Then the bag of holding is effectively uncraftable (or won't be for a very long, long time anyway!) So, recipes do not have to be a big deal and from a game design perspective we would be best served by something elegant like saying that practicing professionals know the formulas or can find them relatively easily. 2) Gather the raw materials. This is the heart of the system and what makes it fun and unique. In order to make it work though, components probably should not generally be bought and sold. Otherwise we end up with the problem we had yesterday where characters just don't have enough money to pay for them. If they are commodities then they become something like a gold cost, which is like the DMG system that we are trying to avoid in the first place. The raw materials are the safety valve that the DM uses to limit what appears in the game and can be very hard to find. 3) Craft it. This works really well also, since it emphasizes characters being self-sufficient and can create character interaction as non-crafters ask for help from the crafters. Good stuff. 4) Pay costs. Honestly I don't understand this part. If we have gathered the raw materials, have the right tools, and provided the labor, then the work is done. What would an additional cost be for? I'd scrap this step if it were me. 5) Empower it. This is the fun part and also fosters character cooperation. Traditionally only casters can do the actual enchanting. Depending on the item they may need to know very specific spells to do it. So a caster like Evie might ask Illoa to help her forge the metal part of a magic staff, and in return Illoa asks Evie to cast firebolt to enchant Illoa's Flail of Fiery Infernal Doom and Infinite Devastation. This could be fun. Ultimately, the system needs to be relatively straightforward and meet the overall goals of the game. If it takes too much record keeping or rulings or drama then we would probably be better served by just having more magic items placed in the game and save ourselves the trouble of worrying about this whole complicated crafting thing. Maybe we have better things to do with our time, like playing the game itself! And now I've said too much. Great times yesterday and good luck tomorrow!
I don't own a DMG, so I was wondering if there is anything that can give my thief dim vision or dark vision?
Goggles of Night, uncomon. Increases darkvision by 60
Greg for step 4 it represents the extra costs of crafting it. You know coating it with diamond dust, tempering it with rare minerals, etc. It also serves as a gold sink because besides mounts, potions, and poisons I'm not sure what ou guys would spend gold on. And Udrus is a low magic campaign but  isn't necessarily low gold. You guys just haven't made a haul yet. You can also go out of your way to try and make money which no one really has yet. And as much as i would like for all the crafting to be done by characters I don't think it will work you guys just don't have much variety in artisan tools. So i think I'll scrap that
So I have the tentative crafting rules up. Maybe not explained that clearly. But each magical item has 4 components and you can discover a component after researching for 1 week real time, this represents searching libraries, questioning wizards, etc. This gives you a week to search for a component before you know what the next one is. After you have all four you will have to empower the item with a quest same as the generic magic weapons. I think i will scrap generic Magic items besides the +0 ones. That way everyone can get a magic item to overcome damage resistances but we wonlt have to worry about multiple sets of rules besides that. 
So couple of questions: 1) Do I still need 50 gold to research a component for an uncommon? 2) If I do, do I need the gold before I start researching or by the end of the week? Regardless Turki would like to start researching Goggles of Night.
If you have the 50 gold you can start researching it starting your last session otherwise from your next
Oh! I thought you had to be 5th level before you start researching. Well then...hmmm....
Two questions: 1. "To discover 1 ingredient you will have devote one week real time and spend 50/200/1,000g." Does going out adventuring count as lost days towards research, ie. if I play in 2 sessions after I start researching an item, does it take 9 days instead of 7? 2. How do you want us to indicate that we're researching an item? Should a new forum thread be started to keep from cluttering up the other topics?
let me know in game or on skype, I have a spreadsheet ready. Adventuring won't cost additional time.
Hey Matt, So just wanted to give you a quick heads up. The next time Turki plays, he plans to use his chit to the nice Udro Resturaunt that he got from Knight Jericho, and do some pick-pocketing. I really need the gold.
Matt I just want to confirm this: Is multiclassing okay in your campaign?
Yes it is. Also there are a few options in the sword coast adventurer guide that may be suitable to a with hunter
Can anyone point to a *cough PDF cough* of sword coast?
Hi. i'm new to the game just joined. Do not  know much about west marches style but i have always wanted to play! there is some things i'm a bit confused about. But i wanted to ask if Sword coast content was allowed as i want to make a bladesinger wizard :) also my skype user is snixx.7
skype : Almoststeven
Skype is thegreatchip
Luis you are able to use any officially published wotc book, such as elemental evil and sword coast adventurer's guide
Sean is correct
Awesome then ill have my character done in a jiffy.
Can i get another sheet for my familiar. also can i have him summoned when i get to udrus? if not ill summon him quickly. 
Hey Matt, I completely forgot about setting up some research after my last session (11/13). Turki finished researching his goggles, so that should have freed me up for research of my own. Would it be possible to back date some research to then?
Of course, what did you want to research?