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LFP 3.5 Homebrew Sundays

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Edited 1508347331
I'm looking for players to start a new game. I have a few ideas for themes and I'm willing to entertain ideas from new players. My world borrows from the Forgotten&nbsp;Realms but is uniquely my own. I use mostly core book material but I have borrowed rules from everything (2nd edition to 5th). I'm open to alternatives but don't I want to be overwhelmed with new material so I will adjudicate each option in turn. Game Ideas: One of my&nbsp;players&nbsp;is interested in playing a Paladin of Tyranny (Unearthed Arcana). He wants to play a classic good guy villain who tries to bring order to the world but isn't quite so picky about the means in which he does it (example: killing anyone who isn't lawful good while ignoring that he would be on that list). I haven't DMed an evil game in over 6 years so the idea intrigues. None of my other players seem interested, thus the ad. I've been working on a country which is a magical theocracy. I like the idea of delving into the day to day life of people living in an area where is everyone (who is capable) is trying to ascend via magical&nbsp;power. I'd assume most people would also pursue this goal but the players can decide what kind of character they wish to play. This will be a game I play around my other games so probably only once or twice a month. If you are interested in&nbsp;joining this new campaign or have any questions, just email me at <a href="mailto:taibhsear71@gmail.com" rel="nofollow">taibhsear71@gmail.com</a> . You can post here as well but I may not check back as often (maybe once per day) whereas my email is always open. Canadian Mountain Time just in case you were wondering. If I've discussed the game with you on another medium (email or discord) please give me your name on there when communicating so I know which players I'm responding to each time. It's confusing to think I have 9 people responding but it's only 3 with different names on each site.
I use this to assess types of players and to tailor games to the players in them: Player Preferences Combat Frequency Limited: Minimal combat encounters, just what’s needed to resolve the conflicts involved in the story. No unrelated or random combat encounter. Casual: Story based combat encounters, with logical side encounters, and minimal random encounters. Adventurer: Combat driven story encounters, with logical side encounters, and common random encounters. Radical: Combat driven story encounters, with many side encounters, and frequent random encounters. Monty Hall: “Why is there a dragon’s lair 150 feet from the main trade route?” No answer provided. “I roll initiative.” Combat Style Tactical: Encounters are designed to test your knowledge of game mechanics, strategy, and movement. Failure to excel in these things means death for your character. Advanced: Encounters are designed to exploit mechanics, strategy, movement. Failure to overcome these challenges results in losses for your character. Adventure: Encounters designed to challenge mechanics, strategy, and movement. Failure to overcome these challenges results in tougher encounters and diminished rewards. Radical: Encounters designed to challenge your ability to give and receive damage. Failure to maximize armour class, hit points and damage potential results in the party laughing at how useless you were in that last fight. Monty Hall: “89 points from one hit? Ouch! I power attack for 20.” Story Significance Story Driven: Encounters are designed around detailed plots and conflicts. Key details could mean the difference between life or death. Important Plot: Encounters are designed with plot details in mind. Key details could mean the difference between winning and losing. Adventurer: Encounters are designed with some plot detail in mind. Key details could provide shortcuts and tricks to defeating foes. Unimportant: Encounters are designed with minor plot details in mind. Key details could provide an advantage in defeating foes. Irrelevant: “I’m sorry, did you say 400 ogres come over the hill?” Bingo chips slip onto the game map. “I cast divine power and righteous might before they close the distance.” Story Type Steeped in Intrigue: Encounters are designed around trying to figure out who is the enemy in a tangled web of lies. Scandalous: Encounters are designed around shifting political loyalties and uncertain motives. Enemies in these encounters may not show their faces or may not be obvious. Adventurer: Encounters are designed around mysteries and strange events. Untangling these stories will provide much-needed information. Limited Mystery: Encounters are designed around odd occurrence and unlikely events. Discovering the cause of these events may help resolve them. Monty Hall: “Does it have loot and/or large bags of xp?” Treasure Importance Unimportant: Loot is minimal. Magic items are sparse. Surviving as an adventurer is a tough life forced on you by circumstance. Casual: Loot is reasonable. Magic items are rare. Surviving as an adventurer is an easy life albeit a dangerous one. It’s probably the best paying occupation for the individual’s skills. Adventurer: Loot is free-flowing. Magic items are uncommon. The lifestyle of an adventurer is luxurious and envied by most although skill dangerous. It’s the best paying occupation for the individual’s skills. Extravagant: Loot is abundant. Magic items are common. The lifestyle of an adventurer is luxurious almost from day one. Adventurers are everywhere, vying for quests and treasure maps. It’s such a great occupation that anyone with armour and a weapon claims to be an adventurer. Unfortunately, the danger level remains, leading to many unskilled adventurers being dinner for trolls. Monty Hall: “I start opening the portable holes then I get out the shovels.” Game Pace Relaxed: Unless the plot demands it, the game moves slowly from one event to the next. Emphasis is placed on resolving conflicts and moving the story forward. Adventures and quests are spaced out with plenty of downtimes for research and training in between. Combat encounters rarely (1%) happen between adventures. Easy Going: The game is always moving forward but events are still spaced out. There may be time for training and research but you never know what might come up next week. If an opportunity comes up, you might not want to turn it down as it may be a while before the next knock on the door comes. Combat encounter can happen at any time but seldom (10%) do. Adventurer: The game moves forward quickly with overlapping events, adventures, or quests. Even during down times, adventure is never far off. Combat encounters are uncommon (30%) but present a much more significant risk. Radical: The game moves forward at a dizzying pace. There is constantly something that needs to be dealt with and never enough time to get to it all. Lackeys are sent to deal with lesser issues while the party prioritizes their conflicts. Monty Hall: “FIRST we deal with the tarasque, then we’ll go after the dragons, and we can send our cohorts to deal with the hobgoblin army closing to the east.” Advancement Relaxed: Leveling is a moderately rare occurrence. Most significant NPCs will level once per year depending on the events of the game. In game time, you can expect about this rate of advancement through levels. Easy Going: Leveling is more common. Players can expect to level several times in a year of the game depending on the events of the game. Adventurer: Leveling is common. Players can expect to level each month of game time depending on the events of the game. Radical: Leveling is very common. Players can expect to level each week of game time depending on the events of the game. Monty Hall: “YES! I killed it! Did we level?” Game Play Tone Serious: We play the game and only the game. No dick jokes. No puns. No out of character comments. This is D&D not kindergarten. Easy Going: We play the game with a serious tone but no one complains if someone drops out of character to mention the score of the last hockey game or to make a perfectly timed pun. Entertainment: We play the game for the fun of playing. Our enjoyment takes president over the tone of the game. Radical: We play the game as a backdrop for hanging out and having a good time. Some sessions may be dominated by old stories or current events depending on how everyone feels each time we get together. Monty Hall: “I chuck my greataxe at a pregnant Gnoll. SO MUCH PLACENTA!” Meta-Gaming Tone Serious: Nothing about the game world is known beyond what you have experienced in the game. The party is formed organically and comes together without consulting each other about races, classes, skills, or feats. Easy Going: Everyone tries to remember not to use real-world knowledge or make decisions based on what page the Monster Manual is open to currently. The party comes together semi organically with an overriding theme. Entertainment: Everyone tries to keep it out of the game but we don’t care that much unless it spoils someone’s enjoyment. The party comes together with a theme to provide player cohesion and make the game move forward in a logical sense. Radical: No one really tries to keep metagaming out and no one really cares. The party is manufactured to be as cohesive as possible and fill all the roles they can. Monty Hall: “I’m not sure. Can I roll a knowledge (meta-gaming) check?”
Hey There As you saw in my post before, I'm still a noob but would love to be apart of the game your suggesting. I will need a helping hand though, if that's ok. What time and day are you looking to host?
I run my games on Sundays between 12-8pm EST We don't always last the whole window, although sometimes we go longer, but that's what i aim for.
Posting here too to let you know I'm also still interested. As I've said, I'm not all too familiar with 3.5 so I hope you don't mind me asking questions now and then.
Awesome, now all I have to do is match roll20 names to email names to discord to figure out who each person is, lol. Am I the only person that uses the same screen name for everything? I always forget about that when I try to recruit new players. I should add in a line about email, roll20, and discord names so i can't tell which player from roll20 email me.
Sent an email reply. Let me know what you think.
Hello my name is Robert I would love to play I like games that have are plot driven with puzzles and mystery I like a lot of rp from players im down to play and would love to be a part of this group!
Shoot me an email robert and we can discuss it.
Hi there! I was curious about the length of your sessions. Is it really for 8+ hours?&nbsp;
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A great deal of my preferences is based on group dynamics. But basically for me having fun is rule#1, 2, and 3. I avoid intense tactical combat if for example everyone wants to charge in. But I don't mind the intellectual exercise from 'solving' a fight. I don't play a social character if I'm the only social character. ======== Example:&nbsp; I was in a group that was non-stop combat. Like level 1 was 13 EL+5 combat encounters over 1 week with no sleep. So my wizard did not have a good time. Low magic (no potions, scrolls, magic items). No time for item crafting. Low wealth (300gp total net worth at level 6 and that's including his starting gold). No city was safe.&nbsp; Even a few dozen skeletons and zombies succeeded in overrunning and destroying the capital city.&nbsp; I'd prefer to not have that kind of campaign again. But if we do, I want to know at the onset so I can roll a character more appropriate to the setting. ======== Combat Frequency (Open to any) I lean towards a bit less combat but won't object to it out of hand. Say go by a typical module. Combat Style (open to any) Story Significance (Usually prefer story driven...but that's why I play dungeon world...if I've had a bad week though, I want to play diablo) Story Type (Light adventurer. I find if the story is deep...most players cannot or do not follow it) Treasure Importance (Uh, wealth by level?) Game Pace (This one really depends on the group) Advancement (I prefer fast 1 level/wk) UNLESS we are at the sweet spot (levels 7-11) :) Game Play Tone (Beer and pretzels) Meta-Gaming Tone (Easy going)-this goes both ways...this also means that if a player says "I walk in the dark room" his character, a super-paranoid rogue who's hit several traps and ambushes would probably make several perception checks first. ========= Requesting one custom rules change for consideration: Search, Spot, Listen. Please make it ONE skill Perception.&nbsp;