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Author Topic: RPG Play online anybody interested? (Pen and Paper)  (Read 12747 times)
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Liera
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« Reply #15 on: October 23, 2007, 05:59:06 AM »

 mhm this sounds interesting... i got no experience on this as well but learning never ends  *wink*  so count me in  *Smiley*
   Meleager...mhm i think he is Oeneus son who stabbed the Calydonian boar in the heart but gave the honor to Atalanta... and his life depends on a log of wood.
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Amaterasu
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« Reply #16 on: October 23, 2007, 20:18:23 PM »

Its not an easy way to cut down more than 40 years of evolution to the rules, so i have to give a synopsis of the basic D&D rules if it is tiresome or otherwise too much we can switch to a simpler system, but personally i believe it will be lacking the variety of D&D. If it is too much tell me to remove it then. So here is a direct copy in many many parts of the core rule book "Players Handbook" If anyone wants i can give it in pdf format 3rd edition is out of print so they are giving it away as well as the D20 is an open license game that can be used by anyone with the only obligation to mention Wizard of the Coast in the title. So It is property of wizard of the Coast under the open license agreement  *Smiley*

Character Creation:
The character creation is divided to nine large groups
1.Ability scores (What is your character measurements)
2.Races (What race is he/she)
3.Alignment (What is his Ethos)
4.Class (What class is he/she, fighter, wizard, rogue etc)
5.Skills (What are his/her field of expertise)
6.Feats (What techniques had he/she mastered)
7.Spells (What spells Can he/she cast or memorize)
8.Equipment (What does he/she carries and what does he/she fights)
9.Aesthetics (Portrait, gender, height, weight, eye color etc)

1. Ability Scores
Strength: Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. And its uses are:
• Melee attack rolls (So to determine if you actually hit someone).
• Damage rolls when using a melee weapon or a thrown weapon (The amount of damage you are dealing). 
• Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
• Strength checks (for breaking down doors and the like).
Dexterity: Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important ability for rogues, but it’s also high on the list for characters, who typically wear light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer. And its uses are:
• Ranged attack rolls, including attacks made with bows, crossbows, throwing axes, and other ranged weapons.
• Armor Class (AC), provided the character can react to the attack.
• Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
• Balance, Escape Artist, Hide, Move Silently, Open Lock, Pick Pocket, Ride, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.
Constitution: Constitution represents your character’s health and stamina. Constitution increases a character’s hit points, so it’s important for everyone. And its uses are:
• Each Hit Die (though a penalty can never drop a Hit Die roll below 1-that is, a character always gains at least 1 hp each time he or she goes up a level).
• Fortitude saving throws, for resisting poison and similar threats.
• Concentration checks. This is a skill, important to spell casters, that has Constitution as its key ability.
Note: If a character’s Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly.
Intelligence: Intelligence determines how well your character learns and reasons. Intelligence is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a strong assortment of skills. And its uses are:
• The number of languages your character knows at the start of the game.
• The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
• Alchemy, Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Read Lips, Scry, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability.
Note: Wizards gain bonus spells based on their Intelligence scores. The minimum Intelligence needed to cast a wizard spell is 10 + the spell’s level.
Wisdom: Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom is more related to being in tune with and aware of one’s surroundings. An “absentminded professor” has low Wisdom and high Intelligence. A simpleton (low Intelligence) might still have great insight (high Wisdom). Wisdom is the most important ability for clerics and druids, and is also important for paladins and rangers. If you want your character to have keen senses, put a high score in Wisdom. And its uses are:
• Will saving throws (for negating charm person and other spells).
• Heal, Innuendo, Intuit Direction, Listen, Profession, Sense Motive, Spot, and Wilderness Lore checks. These are the skills that have Wisdom as their key ability.
Note: Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.
Charisma: Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. And its uses are:
• Animal Empathy, Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma as their key ability.
• Checks that represent an attempt to influence others.
• Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.
Note: Sorcerers and bards get bonus spells based on their Charisma scores. The minimum
Charisma needed to cast a sorcerer or bard spell is 10 + the spell’s level.
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2. Races
Humans
• Medium-size: As Medium-size creatures, humans have no special bonuses or penalties due to their size.
• Human base speed is 30 feet.
• 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at first level are added on as a bonus, not multiplied in; see Chapter 4: Skills.)
Dwarves
• +2 Constitution, -2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.
• Medium-size: As Medium-size creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarven base speed is 20 feet.
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
• +2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus to attack rolls against orcs and goblinoids (goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
• +4 dodge bonus against giants: This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he’s caught flat-footed, he loses his dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to rare or exotic items: Dwarves are familiar with valuable items of all kinds (especially those made of stone or metal).
• +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
Elves
• +2 Dexterity, -2 Constitution: Elves are graceful but frail. An elf’s grace makes her naturally better at stealth and archery.
• Medium-size: As Medium-size creatures, elves have no special bonuses or penalties due to their size.
• Elven base speed is 30 feet.
• Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against Enchantment spells or effects.
• Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow. Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
• +2 racial bonus on Listen, Search, and Spot checks. An elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. An elf’s senses are so keen that she practically has a sixth sense about hidden portals.
Gnomes
• +2 Constitution, -2 Strength: Like dwarves, gnomes are tough, but they are small and therefore not as strong as larger humanoids.
• Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Mediumsize characters.
• Gnome base speed is 20 feet.
• Low-light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• +2 racial bonus on saving throws against illusions, because gnomes are innately familiar with illusions of all kinds.
• +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears): Gnomes battle these creatures frequently and practice special techniques for fighting them.
• +4 dodge bonus against giants: This bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he’s caught flat-footed, he loses his dodge bonus, too.
• +2 racial bonus on Listen checks: Gnomes have keen ears.
• +2 racial bonus on Alchemy checks: A gnome’s sensitive nose allows him to monitor alchemical processes by smell.
Half-Elves
• Medium-size: As Medium-size creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elven base speed is 30 feet.
• Immunity to sleep spells and similar magical effects and a +2 racial saving throw bonus against Enchantment spells or effects.
• Low-light Vision: Half-elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks: Half-elves do not have the elf’s ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.
• Elven Blood: For all special abilities and effects, a half-elf is considered an elf. Halfelves, for example, can use elven weapons and magic items with racially specific elven powers as if they were elves.
Half-Orc
• +2 Strength, -2 Intelligence, -2 Charisma: Half-orcs are strong, but their orc lineage makes them dull and crude.
• Medium-size: As Medium-size creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base speed is 30 feet.
• Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Orc Blood: For all special abilities and effects, a half-orc is considered an orc. Half-orcs, for example, can use special orc weapons or magic items with racially specific orc powers as if they were orcs.
Haflings
• +2 Dexterity, -2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
• Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
• Halfling base speed is 20 feet.
• +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.
• +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
• +2 morale bonus on saving throws against fear. (This bonus stacks with the halfling’s +1 bonus on saving throws in general.)
• +1 racial attack bonus with a thrown weapon: Throwing stones is a universal sport among halflings, and they develop especially good aim.
• +2 racial bonus on Listen checks: Halflings have keen ears.
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3. Alignment
There is nine Alignment or perhaps ways that a character view and react to the world around him. Those are:
Lawful Good: “Crusader”: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in needs, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Neutral Good: “Benefactor”: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.
Chaotic Good: “Rebel”: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Lawful Neutral: “Judge”: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Neutral: “Undecided”: A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutrality is a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil. After all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.
Chaotic Neutral: “Free Spirit”: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. The chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer).
Lawful Evil: “Dominator”: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard to whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules, but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but he is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance is partly because of his nature and partly because he depends on orders to protect him from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.
Neutral Evil: “Malefactor”: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following law, traditions, or codes would make her any better or nobler. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.
Chaotic Evil: “Destroyer”: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
« Last Edit: October 23, 2007, 20:29:22 PM by Amaterasu » Logged

isolde
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Η ευτυχία ανήκει στους αυτάρκης


« Reply #17 on: October 23, 2007, 21:24:37 PM »

More, more, more  *bravo* *bravo* *bravo* *bravo* *bravo* *bravo*

I think I am a chaotic good character but there are so many options to choose from  *Smiley*
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k_mihai
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« Reply #18 on: October 23, 2007, 22:05:22 PM »

me a chaotic neutral elf
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Amaterasu
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« Reply #19 on: October 23, 2007, 23:09:18 PM »

   Although it is irrelevant, here is my personal favorite world and story that surpass Tolkien. Drangonlance has published uncounted books has been explored for over 2.5 decades and it does not stop to be explored, played and discovered times and times again. A world in turmoil, a world been destroyed and rebuild, a world that had been ravaged by wars and the gods, but never do they mortals stop to hope and shape its destiny. So here is the first rough cut of the trailer to the movie dedicated to Krynn unfortunately it is to be an animated movie  *cry* but lets hope that some day will find the way to the big screen and shows its magic and valor.

http://www.youtube.com/watch?v=UHrOfJ8_D0o&eurl=http://www.dragonlance-movie.com/news/show_news.asp?id=20

To the pearl of the Role Playing World. To Ansalon continent we shall ride atop the wings of the mighty dragons with the silver dragonlances so to fight once more against the tides of darkness. Est Sularus oth Mithas (My honor is my life)
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« Reply #20 on: October 24, 2007, 07:35:18 AM »

I thought you wanted to use Imperia as a basis for the campaign... Now we're doing Krynn?   Huh?
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Respect GW, or we'll see how good your AA is.
Amaterasu
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« Reply #21 on: October 24, 2007, 07:37:52 AM »

No it will be IO as the gaming world just to give it a hind of what D&D is, and because i found it looking at the last gen con events. That is why i say it is irrelevant to the posts here. It is just for fun.  *bear*
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« Reply #22 on: November 04, 2007, 22:50:41 PM »

im not interested man sorry..
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« Reply #23 on: November 15, 2007, 11:09:54 AM »

 *bravo* Dragonlance!! YES YES YES!! count me in mate!! could be difficult to have half-orc in team so i can play dwarf or some mage  *evil* coming back to sweet krynn  *heart*
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« Reply #24 on: December 06, 2007, 20:55:50 PM »

http://giveupalready.com/
this site got a big and very good RPG online forum game *Smiley*
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Naylrod
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« Reply #25 on: February 07, 2008, 22:26:33 PM »

What happened with this?
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Amaterasu
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« Reply #26 on: February 12, 2008, 12:00:11 PM »

Two things happened first and the most pressing one, life happens as much as i try to outrun the hag she keeps up on catching me and drag me to her profane embrace to feed me her bitter milk of duties and responsibilities.
And secondly the new 4th edition is on the design board and we wait how much more can a company rape one of our favorite games with heroic paths and paragon races like it is a mindless online rpg for mass consumption. So i cannot say if we can be able to play chances are that maybe i ll delete this topic in the days to come or maybe just maybe we can play, time will tell, sorry to all about that  *sad*
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« Reply #27 on: February 15, 2008, 23:48:35 PM »

haha i played d&D before so i have some exp in that

the best part was the swag you got at the end of a quest
made me feel so special

only prob would be keeping up with peoples stats....
some would change them to benifit....
damn cheaters....
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« Reply #28 on: February 18, 2008, 02:20:53 AM »

And secondly the new 4th edition is on the design board and we wait how much more can a company rape one of our favorite games with heroic paths and paragon races like it is a mindless online rpg for mass consumption. So i cannot say if we can be able to play chances are that maybe i ll delete this topic in the days to come or maybe just maybe we can play, time will tell, sorry to all about that  *sad*

the 4th edition... I heard it's pretty laim... the new idea of playing is way different than the previous one... is it true? I searched the web a bit but my web time as usual is short... I've only played until the 3.5, which was very cool if my memory serves the've upgraded the Ranger on that edition, making him stronger (on my opinion)... can someone tell me if it's true the rumors?
I shouldn't have read this topic... I miss playing d&D :'(
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« Reply #29 on: February 29, 2008, 00:42:09 AM »

Hey, ide like to play, i love stuff like this.
Notice - i would play as Human - Neutral Evil  evil4  ftw  hooray
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Does the walker choose the path? Or the path the walker?
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