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LFP 3.5 Homebrew Sundays

1511159979

Edited 1511220458
I'm looking for players to fill out my party. We currently require a warrior type of character to shore up our melee hole. Unfortunately, our fighter had to drop out due to work schedule. My world borrows from the Forgotten 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. If you are interested in joining this 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. We play from 10am&nbsp;MT until about 6pm MT. Priority will be given to those can be available and are willing to play the whole session length. If I've discussed the game with you, in 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.
This is my checklist for determining what each player enjoys in the game. Please put your preferences in your response. 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 downtime 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?”
These are the skills I use in my game: Acrobatics (Dex) Appraise (Int) Athletics (Str) Bluff (Cha) Craft (Int) Diplomacy (Cha) Disable Device (Int) Disguise (Cha) Escape Artist (Dex) Handle Animal (Cha) Heal (Wis) Intimidate (Cha) Knowledge (arcana) (Int) Knowledge (dungeoneering) Knowledge (engineering) Knowledge (geography) (Int) Knowledge (history) (Int) Knowledge (local) (Int) Knowledge (nature) (Int) Knowledge (nobility) (Int) Knowledge (planes) (Int) Knowledge (religion) (Int) Linguistics (Int) Perception (Wis) Perform (Cha) Profession (Wis) Ride (Dex) Rope Use (Dex) Sense Motive (Wis) Sleight of Hand (Dex) Spellcraft (Int) Stealth (Dex) Survival (Wis) Use Magic Device (Cha) Wild Empathy (Cha)&nbsp;
Primary gods&nbsp;I use in my game: Good Gods God/Title/Portfolio/Element Septimus Mover of the Planets God of Strength Earth power (5) Tyr Even Handed God of Justice Helm Unsleeping Eyes God of Protection Torm The True God of Honour Calhoun Hand of Septimus God of Nobility Chauntea Great Mother God of Agriculture Earth power (5) Lathander Morning Lord God of Light Fire power (4) Deneir Scribe to Ao God of Language Mielikki Lady of the Forest God of Forests Greyvein Hand of Chauntea God of Harvests Earth power (1) Sune Firehair God of Beauty Fire power (5) Tymora Lady Luck God of Good Luck Selune Our Lady of Silver God of Moonlight Air power (3) Shaundakul Rider of the Winds God of Travel Air power (2) Saxon Hand of Sune God of Romance Fire power (1) Neutral Gods God/Title/Portfolio/Element Mystra Lady of Mysteries God of Magic Nytros Master of Combat God of Order Thoth Lord of Science God of Knowledge Newon Master of the Mind God of Psionics Azuth Hand of Mystra God of Arcana Silvanus Oak Father God of Nature Water Power (5) Eldath Maiden of Serenity God of Peace Water power (4) Waukeen Merchants’ Friend God of Trade Gond Wonder Bringer God of Crafting Englewood Hand of Silvanus God of Weather Air power (1) Umberlee Queen of Chaos God of Chaos Water power (5) Tempus Lord of Battles God of War Malar Beastlord God of Hunting Dynus Pleasure Child God of Freedom Air power (2) Crowus Hand of Umberlee God of Strife Evil Gods God/Title/Portfolio/Element Set Serpentlord God of Evil Bane Blacklord God of Hate Bhaal Lord of Murder God of Murder Loviatar Maiden of Pain God of Suffering Yatu Hand of Set God of Vengeance Shar Mistress of the Night God of Darkness Air power (5) Rangore Plague Bringer God of Disease Mask Lord of the Shadows God of Thieving Auril Frostmaiden God of Winter Water power (2) Talona Hand of Shar God of Poison Myrkul Lord of the Bones God of Death Talos Destroyer God of Destruction Air Power (4) Beshaba Maiden of Misfortune God of Bad Luck Loki Prince of Amusement God of Mischief Vecna Hand of Myrkul God of Undeath
Still looking for one more player.