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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 9th, 2010, 4:59 pm 
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Let's put it this way. I've never played in my entire lifetime, and thought this would be interesting. Give me the tools and information for a complete nooby.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 9th, 2010, 5:17 pm 
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The character generator demo is a good place to start. I'm already looking at a swordmage (assuming we're allowing Forgotten Realms).

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 9th, 2010, 5:24 pm 
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We're not sure what we're allowing and it's all on what the DM chooses.


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 2:20 am 
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A few things to try:
1) If too many people are joining, we can probably try doing two to three groups initially, then combine them as people drop out. There are going to be people who lose interest, so the starting 15 or whatever it is we're at isn't a true number. I reckon it'll end around 4 or 5 active people. This would be a lot of work for the DM the first few weeks, though. If people really like their groups, multiple campaigns could be neat.

2) Depending on situations, I can probably learn how to DM from a friend. I was wanting to anyway, and he was showing me the ropes at one point in a D20 Modern campaign. I can at the least temporarily DM.

3) It might be a good idea to have the people who have played before DM in shifts, so it doesn't all fall on one person's shoulders. Might make it easier to get a DM too. It could be neat to have multiple takes of one campaign anyway.

4) We could have one thread in which people list their starting characters, then as campaigns are put together, people can drop in and out editting their character stats on that page. This last option could be a problem for DMs that don't allow certain classes or whatever, or for people who play more and have higher level characters.

Just a few options that came to mind.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 4:57 am 
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bluecoat wrote:
A few things to try:
1) If too many people are joining, we can probably try doing two to three groups initially, then combine them as people drop out. There are going to be people who lose interest, so the starting 15 or whatever it is we're at isn't a true number. I reckon it'll end around 4 or 5 active people. This would be a lot of work for the DM the first few weeks, though. If people really like their groups, multiple campaigns could be neat.

2) Depending on situations, I can probably learn how to DM from a friend. I was wanting to anyway, and he was showing me the ropes at one point in a D20 Modern campaign. I can at the least temporarily DM.

3) It might be a good idea to have the people who have played before DM in shifts, so it doesn't all fall on one person's shoulders. Might make it easier to get a DM too. It could be neat to have multiple takes of one campaign anyway.

4) We could have one thread in which people list their starting characters, then as campaigns are put together, people can drop in and out editting their character stats on that page. This last option could be a problem for DMs that don't allow certain classes or whatever, or for people who play more and have higher level characters.

Just a few options that came to mind.



Yeah, as it is, we're going to need to split the players into about 3 campaigns, unless the DM feels like altering encounters to house at least 7 players.
---
Now, as promised, I'm going to throw together a post for tools/general information.

Tools: These are what will absolutely be needed for one to participate in the campaigns that will be played.
- Gametable -- This program is what we will be using to play the game, it has the ability to save your character's dice macros, making it easy for one to roll whatever power they feel during the encounter, as well as serve as some visual aid for the campaign.
- Skype -- This is what we will be using to talk with other players in the campaign, as well as with the DM. The DM hosting the campaign through gametable will also be able to post the information about the hosted game through it so our adventurers will be able to connect to a private session. (Note to DMs: The information required for giving to the players is fairly standard, IP hosting on, password, and port(if necessary).)
- A Microphone - Crucial to have along side Skype, makes everything easier in the long run, enables the adventurer/DM to speak freely without their text being lost in a sea of rolls during the campaign.
- The Wizards.com Character Builder - A very handy tool for creating characters. Walks you through different steps, allows for a lot of customization for one's Character. Easy to use, demo allows characters to level up to level 3. (after that something will be worked out.) Note: Be sure to save your character sheet somewhere you will remember it -- as you will need it for a lot of other things.
- iPlay4e - This is a website where you can upload your finished character sheet and have it there for easy access. It will tell you your character's basic information (armor class, stats, combat powers, and the like.)

General Stuff: Stuff you need to know.

Medibot, on a different forum wrote:
There are four basic roles to be filled in a 4ed party: leader, striker, defender, and controller.

Leaders focus on increasing their allies' survivability and options. Clerics do this primarily by healing their allies, Warlords do this primarily by giving allies additional attacks or bonuses to their attacks. Essentially, Leaders give the other party members more options.

Strikers focus on doing as much damage as they can to a single target, as fast as they can. Warlocks generally do this from range, and can also weaken their foes with their magic. Avengers generally do this from melee, and have powers that keep them close to their target. Essentially, Strikers are the ones moving around the battlefield, felling enemies.

Defenders focus on keeping the enemies away from more vulnerable party members, and are able to withstand the attacks of many enemies at once. Paladins do this by challenging a specific enemy, which compels that enemy to do battle with the Paladin or suffer dire consequences. Paladins can also heal their allies, although not quite as effectively as a Cleric can. Essentially, Defenders help keep enemies from attacking the most attractive targets.

Controllers focus on doing damage to groups of enemies and altering the overall flow of battle to benefit their party. Wizards can attack an area with a power that makes the affected area a poor option to attempt to move through. Essentially, Controllers limit the enemy party's options during battle.

Although the traits listed for the classes and roles are good general strategies, characters are by no means limited to these options. For example, you can build a Paladin that's much more focused on dealing damage than on defending allies, and an Avenger may opt to use powers that deal less damage, but can heal himself or move himself and his enemies around. Pick a power set that appeals to you, and try to work together with your party to survive.


This would be your general overview for a typical party make-up. The classes, overall, are pretty simply explained in the Wizard's character builder.
-- However, that does not mean that we are limited to just four people per campaign - the campaigns will just need to be adjusted to accommodate more adventurers.

As far as general rule stuff goes, that is easier to explain what to do at a certain time when actually playing, rather than explaining everything at once. For a simple starting overview: It's a game where you roll dice.

For additional info, you can search many of the D&D wikis lurking around on the internet.

That's enough from me for now... I can explain a bit more later if needed.

~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 9:19 am 
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Topsummoner wrote:
PenguinGuy wrote:
Never played D&D before in my life, but I'd like to take part.


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 9:41 am 
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Thanks for the info DC, sounds like it should be fun. I have been wanting to try this ever since the guys at Penny Arcade started doing write-ups of their games, it seems really fun.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 12:14 pm 
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Nice summary of the roles. I usually find that certain other, minor roles should be filled. Keep in mind that these are from 3.5E for the most part.

Scout: Usually a striker or controller (rouge is the most popular option, but less offensive-minded casters can also do this), the scout is responsible for making sure that the party doesn't turn the corner and run into a dragon without any warning. Also, rouges are used to detect and clear traps, while most casters that know invisibility spells can turn most light characters (anyone wearing lighter armor and with high Dex, usually) into a scout.

Melee: Usually a defender, most of whom can dish fairly significant amounts of physical damage out, but might also be a melee-focused striker. There are many monsters who can just laugh off spells, but have a hard time dealing with a barbarian with a giant axe (golems, for the most part). Common classes for this are fighters, barbarians, melee rangers, and paladins. Rouges can work so long as whatever you're fighting isn't immune to crits.

Mage: The opposite of the melee. Mages (wizards, sorcerers, warlocks, clerics, druids...) usually have plenty of utility from their spells, and are always useful. Additionally, there are plenty of monsters that are daunting physically, but fall to spells quickly. Mages are almost always controllers, but might also be strikers.

Ranger: Not the class, but someone capable of shooting enemies from afar, because sometimes that dragon won't come down within reach of your melee. A lot of overlap with mage, and most offensive spells are ranged.

Face: While the party has a leader, they also need someone to do the talking. While Clerics and Warlords tend to use Wisdom and Intelligence, you almost always need someone with high charisma. Usually a mage that casts spells based off Cha.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 1:42 pm 
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I suppose I might be interested in this. What times would be running this?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 1:52 pm 
Is and idiot.
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Topsummoner wrote:
PenguinGuy wrote:
Never played D&D before in my life, but I'd like to take part.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 3:03 pm 
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turntechGodhead wrote:
I suppose I might be interested in this. What times would be running this?


Another thing that we need to know. Everyone who is interested post times for which you'd be available for several hours. Keep in mind that campaigns usually go for very long and if you are still a student we have a 99% chance that it will run into your school year.


I am available pretty much every night except Tuesdays and Thursdays.


And now we have

Thyker's Guide to Playing D&D the first time

* Create a character and personality for them to follow. For a lot of characters it's just making a class, and having them have one goal and relentlessly try to achieve that goal

* Talk to the DM constantly. If you are asked to do something, ask how you do it if you don't know.

* This is a game about your imagination. Think about something you want to do, and ask the DM if you can do it. Don't be annoying about this (i.e. "I WANT TO GET DRUNK AT THE BAR!")


That is seriously all you need to know. You have a person right next to you (metaphorically) who knows everything there is, and is supposed to be prepared to allow a lot of things your crazy mind comes up with.


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 3:24 pm 
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Nights work the best for me as well.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 4:07 pm 
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In the fall I won't be available Monday and Wednesday nights until 9-ish EST, possibly the same for Thursdays.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 6:25 pm 
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In the summer, I'm available at night (after 8 EST or so) weekdays and Saturdays, and basically all day Sunday. I need to check my availability for the fall, but I know I won't be able to play Tuesday or Thursday nights.
As for characters, I've also made up a dragonborn paladin (full core-rules legal). I'll upload him and my swordmage to iPlay.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 6:38 pm 
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As far as Characters go, I've made and uploaded my Dragonborn fighter to iPlay4e.

~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 9:03 pm 
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I can only really play Monday, and Wednesday nights. If that is too limiting of time, I'll step aside until the fall.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 10th, 2010, 9:27 pm 
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I'm available Monday and Friday nights, as well as weekend nights for the time being. I may be available Tuesday nights in a couple weeks, but I don't know for how long. As for fall, I don't register for classes until 28th-29th, so I won't know until then.

Also, my Cleric Deva is uploaded.

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Last edited by bluecoat on July 12th, 2010, 2:14 am, edited 1 time in total.
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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 11th, 2010, 10:28 pm 
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I haven't been on here in a while, but I noticed this, and I'll play. I'm used to DMing for 3.5edition games, but I want to be a pc for this campaign.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 11th, 2010, 10:54 pm 
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As for when school starts, I'm not sure. With rehearsals and homework at night, I doubt I could really make this work unless it was one night a week or maybe in the mornings.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 11th, 2010, 11:10 pm 
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If we have a surplus of players all with limited availability, would it be possible for two or more people to share a character (or DMing) to increase the speed of games, while keeping a text version here so the sitting players/other people can follow what they missed?

I know I'd only be able to play weekdays after 7:00 this next two weeks and the first two full weeks in August, missing days sporadically along the way.

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