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LFP Noob Game 3.5 Homebrew Sundays/Wednesday Nights MT

I'm going to launch a new drop-in campaign for players who are new to D&D or who are interested in learning how to play 3.5. The plan is to run a series of one-off adventures which follow a linear progression but allow players to jump in and out as their schedule permits. I will have pre-fabbed character sheets for players to pick from with the option for players to make new character int he future, once they are familiar and comfortable with the game. Sessions will run every Wednesday night 6-10 pm MT and Sundays (depending on other gaming schedules) from 10 am MT onward. The Sunday session may be broken into two separate sessions allowing for nice four hour blocks of game time. All sessions will be optional but the more sessions you attend, the more items (mundane, masterwork, exceptional and magical) you will accumulate. The launch date will be Sunday, December 10, with follow up sessions every Wednesday after that and on Sundays when I'm not running any of my other games. If you are interested, email me at <a href="mailto:taibhsear71@gmail.com" rel="nofollow">taibhsear71@gmail.com</a>, PM me on here or leave a comment. If you have any questions, feel free to post them here so everyone can see them and the answers.
YA I am interested, I can do Wednesdays, but not Sundays. cuse I have work on weekends. R the dates and times flexible?
You can come to the wed session if you want. It's a drop in game so we will play with whoever makes it to each session. The times are my openings so wednesday is pretty tight but if you can make it for at least 3 hours that would work.
I use this to determine what type of game my players will enjoy. Don't worry if you're new and don't understand it. It's just to help me tailor my game. You can figure out the types of things you enjoy as we go. 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 tarrasque, 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: Level 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?” Time Management To help me best use my time, let me know which of these are most important to you (1st-7th). I don't mind doing any of the options, but I would like to know which things my time would be most appreciated. Detailed maps and dungeons (lavishly decorated versus walls and squares) Interesting stories and plots (meaningful hooks and stories versus monsters let's go kill them) Detailed and interesting NPCs (fleshed out and interactive versus guy who buys our loot) Fleshed out locations (Inns, towns, counties maps versus descriptions or theater of the mind) Unique or custom monsters (never the same thing versus cookie cutter MM versions) Customized treasure (unique items, detailed loot, instead of cash value) Detailed magic Items (history, description, unique abilities versus stats and page number in DMG)
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Interested with the following caveats: Not a newbie to 3.5.&nbsp;&nbsp; I'm interested in seeing other DM's running styles and I'm forming a group of GM's where everyone runs and everyone gets to play.&nbsp; I'm good with starting dirt poor to Monty Haul deluxes.&nbsp; I play high-narrative and also Diablo style (kill-reward-repeat).&nbsp; Granted I prefer a bit more rp but am open to any.&nbsp; Prefer more murder-hobo style after a long work week :) As a DM I'm used to high tactical...but don't mind playing more loose with the rules if it helps the game flow. (e.g. I do not like the 3.5 grapple rules). And of course just because I like to think my way through an encounter, if everyone else is going for the FMJ approach I'm adaptable.&nbsp; I prefer high magic, whether that means items or not.&nbsp; Low or no magic is about as interesting as two guys with sticks beat the crap out of each other...not really my thing. :) I love background and story detail...but I realize what a burden that is, especially if the rest of the group just wants to know that the item is 1.0743% more DPS so I leave it to the DM's discretion. I DO prefer rapid advancement.&nbsp; A level per session would be nice.&nbsp; Yeah I like the 'ding' of a new level, sue me :) :) Of course everything subject to whims or change. cept 1 thing. I follow the rule of Fun.&nbsp; If it isn't fun I don't do it.&nbsp; That include griefing or being a jerk because "oh it's my character alignment/class/background/etc."
Yeah, that's fine. if you don't mind playing with a bunch of noobs working their way through the game. I run other games as well so if you work out and want to jump over to a more advanced game that would be possible.
I am intrested. I can go from 6 to 9 wednesday. Question: what is comunication method?
ALSO, i have never touched or seen a d and d set/game.
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No worries man, I'll explain everything. We have couple of pure virgins to bust up. I use Discord.
These are the primary gods of my world. Good Gods 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 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 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
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;
Still looking for a couple more players.
One spot left.