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DM looking for First Time Players.

Hey everyone, I'm a DM new to the Roll20 experience, but not new to DMing. I'm looking for a small party of Three to Four players for my new rendition of an old campaign of mine, "Storm Watch." I am hoping to get mostly new players, but will not exclude an experienced candidate. This will be a one time game that should last a few hours, and I would prefer to do my portion through text, although if the group wishes to use mics they can. My rules are generally relaxed and I'm looking for players who just want to have a good time. The general rule of thumb is, if you want to do something you can go for it, but I am as cruel as the ocean, so beware. If you want to rip a dragons jaw off, feel free. But if you fail the roll, expect to lose an arm. I learned to DM on the computer, so my rules differ from the rulebooks you may know. My rules are flexable, and i will often add rules on the fly if it fits our purposes. If you come to my game expecting to exploit obscure rules in an ancient rule book, you'd best be off. The campaign itself follows the PC's who have taken up work as "Storm Watchers," a small group that warns people of the Buzan marsh lands to seek refuge from the coming storm and flood. They are on their last legs and the storm is catching up with them. -------------------------------------------------------- Some major differences you might see in my campaign compared to others is the modifications on rolls. In my games, you don't add score onto your roll, but rather add that number to your dice. A plus 5 would mean you roll 1d25, not a 1d20+5. Secondly, the battle is divided into "Moments." Characters roll several initiative dice depending on their agility. This means that a fast character will have several turns during a given battle. A slower character will have fewer, and would have to take more risks to deal the same damage. Lastly, I don't do checks based of charisma, intellect, or wisdom. Those are all you. If you are trying to convince an NPC to help you, you have to convince me to have him help you. And if I give you a puzzle or riddle, you have to actually know the answer. Others are smaller and can be explained in the situation. ------------------------------------------------------ So if you're interested, send me an IM or post here. I just need to know some stuff about your character. Name, race, background, motivation, a portrait and model. Their level of strength, agility, magic ability (just low, medium or high). A couple of abilities, offensive, defensive, support and passive. Best to tell me what they do and let me work out the numbers, rather than saying it gives plus # to #. Don't bother with basic things like "swing" or "shoot arrow," you can generally do anything you could do in the situation you're in. Once we get a group together we can start off, should be fun.
Was there a date and time you had in mind?
Preferably sooner than later. If we can get something together fast, than 5pm tomorrow at the soonest. Mountain time.
compared to GMT what is "mountain time" (Australian here so im at GMT+10) and if it is a one off then ill be fine any day at any time, except thursday between 1:30-7:00, before noon on saturday and sunday between 12 and 4 (all in my time) Second off just for general information what external programs (if any) will we use (e.g. skype, google+, ect.) what system are we using (just so that we know race modifiers, weapon stats, classes, ect.) what are the rules for character generation (stat rolls, starting cash, ect.) ill join in just so long as it dosnt fall under any of the times stated above
MST (GMT-7) or MDT (GMT-6)?
For my portion i would prefer not to use Skype or Voice chat, having to do the voices with my crappy mic would be detrimental to the project. Although if you want to use skype to connect to one another that would be fine. I'd join in as well, obviously, but you wouldn't see my face or hear my voice. Were using no specific system or rules for character generation. If you're char is too powerful compared to the others or the world, i'l just nerf him down. And likewise, power up if too weak. Don't worry about items, just state what kind of weapon you use, and any smaller items. Remember, things like Grappling Hooks are both SUPER useful in my world, as well as being useful in combat. I would use a 6 point system, and put them into the three categories (Strength, Agility, Magic). Note, You will need at least one in agility to have a turn in combat, and one in strength to do anything physical. As well, I don't like to use specific universes, so be any race or class you would like. Preferably not a pony love mage. A Drow and a Tauren though, go for it. Daylight savings time hasn't began yet, so MST until further notice. We can worry about what time we'll play when we have more applicants.
so just to clarify, if i went as a human using the pathfinder system (example this is not what im going as) and i wanted to be wizard. would i be able to put 6 points into magic, 2 of my racial points (thanks to being human) into agility and then would i be able to get 2 feats from the pathfinder books (ie metamagics) and be able to use only spells from those books. (sorry i just need clarification)
I would just stick to the 6 points system, without any racial points. I was thinking about making it 5 point and having humans get an additional point, but I didn't want to punish people for not being human, so I thought i would just give humans a different racial. (probably an affinity for magic(warcraft lore)) I would suggest 4 points magic and 2 points agility for a character like that. Metamagics sounds great, assuming you're not using metamagic as your only magic (ei, pyro, cryo) because it wouldn't be useful by itself. I'l post an example character so you can see what i expect, or want.
I'm disappointed there's such little interest, because the map is looking sweet. With alternate routes, mini bosses, illusions, gonna be sweet.
I'm a first time PnP player and I'd be interested
Good, I'l post an example of what I'm looking in for, character sheet wise, using a character I'm playing in a different campaign. Name: Akt'Tor Race: Orc (red variant) Backround: Former warlord of an Orcish army, he became lost at sea and has arrived here on a floating barrel. Motivation: Return Home. Fun Fact: Dangerously addicted to magic. (Consumes Demon Flesh) Strength: Medium (3) Agility: Medium (3) Magic: None (0) Items on hand: Demon Platter (Axe), Flag (aesthetic). Abilities include: Cannibalism: Will eat any flesh (Preferably to gain health). Magic Addict: Becomes temporarily stronger after consuming a magic potion (Or magic flesh). Steel Nerves: Resistant to intimidation and fear. Portrait seen below, no model as of yet.
I'm disappointed there's such little interest, because the map is looking sweet. With alternate routes, mini bosses, illusions, gonna be sweet. I think the reason their so little interest is cos you rules are so out their. most people are looking for a normal game like D&D 3.5, pathfinder, D&D 4e, call of Cthulhu. Some type of game with rules that every 1 knows. Maybe with one or two house rules if u like.
I'm interested, but pretty new to this and unfamiliar with the system. If I could get a quick rundown, I'd be down for this.
Is this good Name: Klovni Race: Clockwork Construct (does not sleep but does need to eat oil and have someone wind her daily) Background: Built by a court jester, Pelle, who had no family, Klovni was created to replace him but he decided against it after he discovered that she had emotions. During the early years of her life she saw her father die at the hands of an assassin that he refused to work for, this drove her into a rage that made her attack and kill the assassin with the bladed playing cards that he tried to make her father use. Now insane from this experience she gained a split personality to cope one that believes her father survived and another that is a sociopath that will attack anything it sees and only surfaces when he sees the assassin’s symbol (see below) the two personalities can be told apart by the colour of her eyes blue for normal, when she goes psychotic her eyes make a spinning Apollonian shape filled with various colours. Motivation: To find her father Fun fact: Thinks anyone in a green hat and overalls is her father and will quickly attach to them and then kill them if she discovers that they are not her father Strength: Low (2) Agility: High (4) Magic: None (0) Items on hand: 52 Bladed playing cards (small throwing daggers), 2 Joker bladed playing cards (switch blades that look like joker cards), 1 ‘Jack in the Bomb’ (Jack in the box that’s filled with gunpowder and 1cm thick iron balls, ignites when lid opens and head comes), leather deck box, backpack, juggling balls, Manacles, Mirror, Jester makeup, fishing net, chalk, earplugs, rope (50ft), Smoked goggles, 2 weapon cords, 5 smoke pellets, grappling hook, flint and steel. Abilities: Tick: Every time she takes an action Klovni moves at lightning fast speed Tock: Klovni can spin incredibly fast allowing her to hit all people within her reach Card trick: Klovni can throw several cards at once Winding: Is healed whenever someone winds her Psychopath: Whenever she goes psychotic Klovni loses her rational and first attacks the source of the meltdown until they die and then attacks the closest live creature.
I'm interested, but pretty new to this and unfamiliar with the system. If I could get a quick rundown, I'd be down for this. He isn't really using a published system (at least not one that I know of) but all the rules you should need can be found in his opening comment
I'm GMT+0 time zone and free from 5-11PM any Friday and Wednesday(next Wednesday only busy with another game after that) free from 10AM-6PM Sunday. Name: Nocte Race: Kitsune(9 tailed demon fox) with human face and body but fox tails and ears Background: My race live for 10 of thousands of years and every now and again will come into the world to see what has changed. Nocte has lived for over 3000years and has gotten bored with the demon world and has decided to come see what is happening in the human world and maybe have a bit of fun with the humans. Items on person: Thick magic robes that help protect him from physical attacks. Strength:1 Low Agile:1 Low Magic:4 High Abilitys: Iron Tail: spent hundreds of years training his tail to be a strong as iron all 9 of my tails are as strong as iron while fighting but fluffy and colorful when out of combat. Tail Caster: Can use his tails to cast different spells Bloody Tails: Kitsune are very proud of their tails and if one gets cut off they go into a rampage. If someone cuts off his tail he must focus all his attacks on that person and drink his blood doing so will give him back his tail. From the past: Because Nocte has stayed in the demon world for the last 100years he does not know any current knowledge. Can not do knowledge checks or use items proficiently that have been made in the past 100years. Items can be used once show how to use them
I think the reason their so little interest is cos you rules are so out their. most people are looking for a normal game like D&D 3.5, pathfinder, D&D 4e, call of Cthulhu. Some type of game with rules that every 1 knows. Maybe with one or two house rules if u like. After reading the char sheets, I'm going the say that the above probably holds. That being said, after you choose a time, if you don't have enough players, I'll make one up and play.
Cool cool, i'm liking both these, I have some concerns but I'l take those up with each individual through IM. You're both in, Sunday sounds great, most people seem able to do sunday... hopefully, if not, friday.
Anyway, might as well go over some basic rules. Lets start with... combat. First off, the health system works as such. Each player has a number of "wounds" representing the damage they can take, as well as a number of "scratches," which represent minor damage that eventual turns to a wound (after which, scratches reset to full). Standard human NPC's have 2 wounds and 2 scratches, PCs have a standard 3 and 3, with an additional wound/scratch for each strength. Players first roll for initiative. Each character rolls as many dice (d20s) as they have agility and take turns based on their numerical value. Obviously, 20's go first and 1's go last. (In addition, if a player wishes to interrupt or catch an enemy by surprise, they may go first as though they rolled a 20 for their first die) Now characters attack. The standard melee two hander attacks with a d20, critically hitting (double damage) at or over, 20. And naturally causes one scratch if they fail the roll. In addition, for strength based weapons (such as swords, bows, throwing weapons) you gain an additional point to the dice for each strength. For example, Akt'Tor, who has three strength, would roll a 23 sided dice when attacking. Meaning he has a 15% higher chance of winning, and a 17% chance to crit instead of the regular 5%. Of course, you are often affected by the battlefield and your enemies, and a curse may reduce your rolls below the chance of crit. At this point, the target rolls to defend. This includes blocks, dodges, parries. Generally, combat strength is the same as defensive strength, save for things like shields which provide significantly more defence than offence. So if Akt'Tor were to defend, he would once again roll a 23 (There are no critical blocks). If the attacker can beat the defender's roll, the defender takes a wound. If they tie, defender wins. Of course, not all weapons are based around critically hitting. Using dual weapons with bonus scratch damage could easily cause four scratch damage a turn, doing damage regardless if they hit or not. Movement per turn is based on agility. One tile per agility. Now, ranged attacks work very similarly. The difference generally being that they take a point penalty per yard (tiles go by 5) unless the player uses a turn to "Take a stance." Once the stance is taken, they hit accurately regardless of range. Movement or damage will take a player out of his stance. Magic ranged attacks work similarly. Magic works differently. Magic spells each have a magic cost that must be met before you can cast it. Characters roll a d5 for every magic point they have in order to conjure magic and fill this cost. Once the cost is filled, the spell can be used instantly (regardless of actions made that turn). You can queue up multiple spells. If you are using several smaller spells, you can use multiple spells in one turn (with a lucky roll, of course). If you cannot reach the cost in one roll, you can save the magic collected to apply to your next roll. You can not have more mana stored than double your max roll. (four points in magic could hold forty points of mana). So if there was a character that had 2 magic points, and wanted to cast a healing spell that costs 10 points, you would roll 2d5. If that character rolled a 7, and not a 10, they may save that mana for their next turn. If they rolled another 7, they would then immediately be able to cast their heal, while having four magic points remaining for the next spell. When it comes to applying offensive spells, the same rules apply as for regular attacks. Offender rolls the attack power of the spell against the defenders power. Most spells are custom, and balancing can be discussed. So that's most of fighting, i'l cover things like scavenging later.
There seems to be some questions about character generation, so i'l explain as best i can. The main focus of balancing is around the three major stats. Strength, Agility and Magic. Each player is given six points to divide among these stats. 1-2 in a stat is considered low, 3-4 medium, and 5-6 high. Strength is your character's physical power as well as health. Each point in strength will: -Give your physical rolls an additional side on their die. -Allow you to lift an additional 50 lbs. -Each point gives you an additional wound and scratch. -Allow the player to hold 1 additional big item or 3-4 small. Agility is your character's speed as well as his ability to think and act quickly. Each point in agility will: -Gives an additional d20 during initiative phase. (additional turn) -Increases run distance by one tile. (per turn) Magic is your character's prowess in the arcane. Each point in magic will: -Add an additional d5 during conjuring. -Increase known spell book by one ability. -Give your magic rolls an additional side on their die. -Increases mana storage capacity by 10. Your character is more than his stat points. A character's Race, Class, and background all provide additional abilities. This includes a Half-ling's increased eye sight, an elf's increased movement speed, a wizard's magic proficiency or an zombie's immunity to psychology. These provide your character with unique benefits to aid him in whatever situation he finds himself in. Items and weapons size is generally determined by it's usability. An item that is reusable like an axe or bow and quiver is usually a big item. A one use item, such as a bomb or potion, would be considered small.
Hi there, I'm new to Roll20 and I'm very interested in joining, or even just spectating, your RPG. I like that you've simplified the character stats, putting more emphasis on their qualitative characteristics rather than quantitative. Am I to understand this will be a very story-focused game? I just have one question: since the character's mental abilities are essentially based on our own, how do we determine our character's knowledge of the world? Intelligence is usually used to determine whether the character has any prior knowledge of a thing or situation, but we obviously know nothing of your world. I wonder, if I wanted to create a character who wasn't particularly physical or magical, but rather had enough information about the world to get an edge, would you provide me with background info in exchange for stat points?
That's not only possible, but a super awesome idea. Send me a PM and we'll develop a character. For this sort of situation, your characters have never done this job before. So your knowledge of the land is poor, as well you don't know what to expect. But I could certainly exchange stats for info. Although, if you go 2/2/2 you would be a jack of all trades (master of none), and probably be the best at exploiting enemy's weakness. An item could easily be an encyclopaedia of the land, as well as various maps. Either way, PM me. If we can get you a char we can have a game on sunday.
Just need one player who can make Sunday's 10am (GMT) game. Rules are simple and easy to learn on the fly. Character creation is easy and customizable. Post or send me a message if you're interested.
What time is that in PST?
Its been changed to 9:00am and PST is -7, so about 2:00am. (about 18 hours from when i made this post) I'm mountain time, which is -6. Current players live in wildly different time zones.
Looks like its been cancelled
Hey there, I'm still interested. It wouldn't let me sign in for a couple days, but I'm still interested. I'll PM you with some ideas.
I`ve studied 3.5 and can now simply make it a normal 3.5 DnD game. If you want to play in my style we can, but i think most people will want to do it in the familiar 3.5 system. Either way, the map is already finished and its gorgeous. Here's the link to the new discussion. <a href="http://community.roll20.net/discussion/2737/3-5dd-storm-watch-one-shot-challenge-campaign-3-5-players#Item_1" rel="nofollow">http://community.roll20.net/discussion/2737/3-5dd-storm-watch-one-shot-challenge-campaign-3-5-players#Item_1</a> Oh, and i'm still willing to take on new players, or players who have never played 3.5 before.
*falls to knees* Dood....I joined this site (Literally an hour or so ago) for the sole reason of actually being able to play DnD, M&M, Wot, etc. There are no Gameshops in my city, no meetups, and none of my friends want to give tabletop a chance. I saw a small book stand at a flea market that had DnD 3.5 Players handbook and M&M 2nd edition Core Rulebook. With which I have read several times and made characters, scenarios, half-developed campaign ideas, etc. But never been able to implament any of it. If you are willing to have me. I am willing to roll. (Timezone is +2).