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4e D&D
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mighty_manrock



Joined: 01 Nov 2006
Posts: 401
Location: Beijing

Post 4e D&D Reply with quote
It needs to happen; and since DM planning looks so much easier this time around, I'd like to give it a go. I always wanted to DM but got tripped up in designing encounters and CR, treasure and XP rewards, all the random crap you have to do to make settlements, etc. Plus since I've already familiarized myself a lot with the new rules and I'm not on the fence about liking them, things would probably go smoother and be more positive.

I'll put some more details up here later. I won't go too in depth about the setting or get too avant-garde. I'd like to give regular ol' D&D a chance, especially since the flavor of 4e D&D is a lot less offensive to me. Any first level characters you build with the PHB will be perfect (use the standard array or point-buy on page 17 for ability scores); but keep in mind that having a cohesive, versatile party is a lot more important now, so look to be filling those different roles.
Mon Jun 09, 2008 1:38 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address
mighty_manrock



Joined: 01 Nov 2006
Posts: 401
Location: Beijing

Post Basic Setting Stuff Reply with quote
Your character should be from the city of Fastormel (detailed below) or from one of the towns or villages within its reach. If you pick the latter, you can either be from the towns of Fallcrest, Harkenwold, Winterhaven, Hammerfast, Nenlast or a settlement that you will name and describe briefly.

Fastormel
Fastormel is a city that straddles the river Nentir as it empties into Lake Nen. It was once a humble trade post under the empire of Nerath. In time it began to flourish and found itself forced into a leadership position over Nentir Vale, the surrounding region, when the empire fractured and collapsed.

For many years it shared this responsibility with the nearby Fallcrest; ninety years ago, however, a fierce horde of orcs known as the Bloodspears entered Nentir Vale from the northwestern mountains and wreaked havoc, burning and pillaging Fallcrest and several other settlements.

It was finally Fastormel whose army drove the Bloodspears out of the region. The city itself was untouched; indeed, its population had ballooned from the influx of refugees. While the surrounding settlements struggled to rebuild over the decades, Fastormel became the economic, cultural and political center of Nentir Vale in little time.

Population: approx. 22,000; this refers only to Fastormel urban residents and not to the inhabitants of other towns or surrounding farmers.
Demographics: Humans are the majority race, followed by halflings and dwarves in more-or-less equal number. Elves are uncommon, but the ones who live in Fastormel are bound to have half-elven relatives. Eladrin, dragonborn and tieflings are rare among permanent residents. Travelers of many races come through Fastormel.
Government: Nathan Armal is the Lord Mayor of Fastormel; equal in power is the Council of the Wards, which includes representatives (Lord Wardens) from the various areas of Fastormel itself as well as the political leaders of other settlements in Nentir Vale and the general of Fastormel's army.
Defense: Fastormel has a professional army of approximately 700 individuals, but that counts only those troops drawn from the city itself. The actual number, which includes recruits from across Nentir Vale, is generally not known by citizens. The standing army in Fastormel doubles as the city guard. There are also several mercenary companies in Fastormel, the most notable of which being the Southern Lions.
Inns: Ostland Inn, Sorn's Room & Board, others; the latter is cheaper and does not offer any food/drink service.
Taverns: The Ornery Monkey, The Leaking Casket Alehouse, others.
Supplies: A great many goods can be found in the Trade Ward's open market. You can also find privately owned stores that do basic provisioning.
Temples: Several temples of Erathis and Avandra are present in Fastormel; Pelor, Ioun, Kord, Moradin and the Raven Queen also have a considerable presence. Other deities do not have individual temples.

This is all information that would either be very basic to a local or easy to find out. When I have a better idea about your characters, I'll be able to give you more information.


Last edited by mighty_manrock on Wed Jun 11, 2008 7:44 pm; edited 2 times in total
Tue Jun 10, 2008 2:46 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address
mighty_manrock



Joined: 01 Nov 2006
Posts: 401
Location: Beijing

Post Table Rules, etc. Reply with quote
- Players must roll in full view of the DM. The DM does not have to roll in view of the players.
- Only dice that land flat on the table (or a book on the table, in a dice box, etc.) count; anything else (dice that fall off the table, cocked dice, etc.) must be rerolled. This goes for the DM as well.
- Use anything in the PHB and only the PHB to make characters. No MM races yet.
- Your alignment can be Lawful Good, Good or Unaligned. No Evil or Chaotic Evil characters.
- Note errata.


Last edited by mighty_manrock on Thu Jun 12, 2008 12:03 pm; edited 1 time in total
Wed Jun 11, 2008 7:55 am View user's profile Send private message Send e-mail Visit poster's website AIM Address
mighty_manrock



Joined: 01 Nov 2006
Posts: 401
Location: Beijing

Post Making a Character Reply with quote
Since it's a new edition, I'll outline some steps and page numbers for character creation, noting new rules to consider.

1. Generate ability scores (pg. 17). For this game, use method 1 or method 2.

2. Choose race:

Dragonborn (pgs. 34-35): choose the type of damage your Dragon Breath power does
Dwarf (pgs. 36-37)
Eladrin (pgs. 38-39): choose an extra trained skill independent of your class skill list
Elf (pgs. 40-41)
Half-elf (pgs. 42-43): choose an extra language (pg. 25) and your Dilettante power
Halfling (pgs. 44-45)
Human (pgs. 46-47): choose an ability score to raise by 2; choose an extra at-will power from your class; choose an extra trained skill from your class skill list

Apply racial bonuses to ability scores.

3. Choose class; choose 2 at-will powers, 1 encounter power and 1 daily power from your class' list of 1st-level powers:

Cleric (pgs. 60-64): unless your deity (pgs. 20-23) is Unaligned, your alignment must match his/hers; choose a second 1st-level ritual in addition to Gentle Repose (pg. 301)
Fighter (pgs. 75-78): choose one-handed or two-handed weapons under Fighter Weapon Talent
Paladin (pgs. 89-93): your alignment must match your deity's (pgs. 20-23)
Ranger (pgs. 103-106): choose either Archer or Two-Blade Fighting Style
Rogue (pgs. 116-119): choose either Artful Dodger or Brutal Scoundrel under Rogue Tactics
Warlock (pgs. 129-133): choose either the Fey Pact, the Infernal Pact or the Star Pact
Warlord (pgs. 143-146): choose either Inspiring Presence or Tactical Presence
Wizard (pgs. 156-160): choose either Orb of Imposition or Staff of Defense under Arcane Implement Mastery; choose two daily powers instead of one (and choose which one you have prepared); choose three 1st-level rituals (pg. 301)

4. Choose alignment (Lawful Good, Good or Unaligned - pgs. 18-20); choose a patron deity if you desire (pgs. 20-23); describe your character physically and personality-wise however you want.

5. Choose trained skills. Refer to the first page of each class section for the class' list of class skills. Skills are detailed in chapter 5 (pgs. 176-189).

6. Choose a feat (two if human) from the heroic-tier or multiclass feats. The list of heroic-tier feats is on pgs. 196-197; they are detailed on pgs. 193-195 and 198-201. Multiclass feats are listed and described on pgs. 208-209.

7. Calculate hit-points and number of healing surges. Note also your bloodied value (half your total hit points) and how many hit points you regain from an individual healing surge (one-quarter your total hit points - if you are a Dragonborn, add your CON modifier to this value).

Cleric: 12 + CON score HP; 7 + CON modifier # of healing surges
Fighter: 15 + CON score HP; 9 + CON modifier # of healing surges
Paladin: 15 + CON score HP; 10 + CON modifier # of healing surges
Ranger: 12 + CON score HP; 6 + CON modifier # of healing surges
Rogue: 12 + CON score HP; 6 + CON modifier # of healing surges
Warlock: 12 + CON score HP; 6 + CON modifier # of healing surges
Warlord: 12 + CON score HP; 7 + CON modifier # of healing surges
Wizard: 10 + CON score HP; 6 + CON modifier # of healing surges

If you take Toughness as a feat, add 5 HP to your total; if you take Durable as a feat, add two extra healing surges.

8. Calculate your nomal, heavy and maximum drag loads (pg. 222). Unless for some reason you buy an ungodly amount of cheap, heavy things, you do not have to calculate how much you are carrying.

9. You have 100gp to spend on equipment. Armor and shields are on pgs. 212-214; weapons are on pgs. 215-220; misc. adventuring gear is on pgs. 221-222.

10. Calculate AC: 10 + DEX or INT modifier + Armor bonus + Shield bonus + half of your level rounded down (here 0). If you are wearing heavy armor, do not add your DEX or INT modifier.

11. Calculate attack bonus with your weapons: half of your level rounded down (here 0) + STR (melee or heavy thrown ranged) or DEX (ranged) modifier + proficiency bonus (pg. 218-219) + class feature bonuses, etc.

12. Calculate damage with weapons: weapon damage (pgs. 218-219) + STR (melee or heavy thrown ranged) or DEX (ranged) modifier + any other bonuses (using a versatile weapon two-handed, etc.)

13. Calculate defenses. Humans add 1 to all of these values; Eladrin add 1 to Will defense.

Fortitude: 10 + CON or STR modifier + class bonus + half of your level rounded down (here 0)
Reflex: 10 + DEX or INT modifier + class bonus + half of your level rounded down (here 0)
Will: 10 + WIS or CHA modifier + class bonus + half of your level rounded down (here 0)

Cleric: +2 Will
Fighter: +2 Fortitude
Paladin: +1 to all
Ranger: +1 Fortitude, +1 Reflex
Rogue: +2 Reflex
Warlock: +1 Reflex, +1 Will
Warlord: +1 Fortitude, +1 Will
Wizard: +2 Will

14. Read the basic setting info. and tell me what interests you. Work with me to create a backstory or at least a logical place for your character in the setting.
Wed Jun 11, 2008 9:10 am View user's profile Send private message Send e-mail Visit poster's website AIM Address
mighty_manrock



Joined: 01 Nov 2006
Posts: 401
Location: Beijing

Post Reply with quote
I think I'm going to have the characters all work for the Southern Lions mercenary company unless someone has a brilliant backstory idea. You could still be from anywhere in Nentir Vale or outside regions.
Thu Jun 12, 2008 12:02 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address
mighty_manrock



Joined: 01 Nov 2006
Posts: 401
Location: Beijing

Post DMPC Reply with quote
This is the third character I'll have with you guys. He covers a leader type and a ritual caster; if either of you actually make a character who does either of those, I'll make something different. If a third person plays, I'll drop him entirely. I purposely did not train him in any social skills or give him very high Charisma, so he won't take part in any social encounters.

Oramis
Race
Eladrin
Alignment Unaligned
Deity Corellon
Age 23
Height, Weight 5'9", 153 lbs.
Eye, Hair Color (Style) solid cyan, platinum blonde (very long and left down)
Skin Color very light

Warlord 1
hp 24; bloodied 12; healing surges 8 (6)
Initiative +2
Speed 6 squares
AC 18 (+0 level, +3 Armor (hide), +4 INT, +1 shield), Fort 13 (STR), Ref 14 (INT), Will 14 (WIS)
Attack str +2, dex +0; longsword +5 (1d8+2)
Abilities STR 14 (+2), CON 12 (+1), DEX 10 (+0), INT 18 (+4), WIS 14 (+2), CHA 11 (+0)
Skills Arcana +11, Athletics +7, Endurance +6, Heal +7, History +11
Feats Ritual Caster
Racial/Class Features eladrin Eladrin Education (Arcana), Eladrin Weapon Proficiency, Eldarin Will, Fey Origin, Fey Step, Trance; warlord Combat Leader, Inspiring Word, Tactical Presence
Powers 2/1/1/0: at-will Commander's Strike (1), Viper's Strike (1); per encounter Fey Step, Inspiring Word x2, Warlord's Favor (1); per day Lead the Attack (1)
Rituals 1 Make Whole, Silence
Possessions longsword, hide armor, light shield; standard adventurer's kit, ritual book, ritual components (20 gp); 5 gp
Thu Jun 12, 2008 2:18 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address
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