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A disorganized mess - for now. == Game Time == To be determined. Interested players, please list available times here. Games will run, at the earliest, after 6:30 PST on any non-weekend day, to account for the DM being able to get home and prepare before game starts. == Known Basics == * System: 3.5 * Starting level: 10th * Ending level: Unknown * Ability score generation: TBD, but any rolls will be performed ''by the DM''. * Special: Gestalt, a few Pathfinder swapins (see below). * UA rules: Gestalt, two flaws two traits (but relevant-ish flavor elements must be applied), LA Buyoff (but see bewlow). * Action points: Yes (to be modified, see below) * The vastest majority of Wizards 3.5 and Paizo Pathfinder content, including web supplements, can be considered acceptable (but ''all items must have a book and page number listed''). ** All content where the 3.5 and Pathfinder versions of that content conflict will be settled on a case by case basis, favoring 3.5. ** Third-party content will be considered on a case by case basis. ** Setting-specific material will be considered on a case by case basis, probably with mods to suit the final setting. ** 3.0 and "3.25" content that has no direct 3.5 or Pathfinder analogue will be considered on a case by case basis. ** Un-compendium'd Dragon Magazine content will be considered on a case by case basis. * A high-detail sheet, such as NekoIncardine's 3.5 Gestalt Google Docs template, will be required. === Level Adjustment === Level Adjustment for templates takes up ''both'' sides of your Gestalt, but at half the cost - so if you have an LA of 2, you lose one level on both sides. If the total LA (before the halving) is an odd number, you ''must'' buy off one point of LA at the standard XP cost to make it an even number. (LAs high enough to prevent you from buying a point off before 10th level must be even. Just add another +1 or something.) Buyoff after the campaign starts will always be in pairs - buying off both sides of one level. The exact math of this will be worked out later. Also, LA modifications ''can'' be discussed for cases where multiple templates have significant overlap. == Critical Rules == * The DM's tolerance for advanced build manipulations will be proportionate to the difference between a player's build and the ''weakest'' build in the party... Unless the weakest build is attempting to troll the optimizers. Players should expect to work together, and work with the DM, to find a happy medium. An entertaining and interesting character concept that provides the DM with plot hooks may get more wiggle room. ** If a player wants to run a scheme that is hard to run a good build with normally, custom buff content may be brought into consideration. ** UA variants, Pathfinder variants, or other sources will be considered to help bring characters in line with each other, or make things more interesting. * Characters will be at least partially worked out ''in a group session'' - players should do absolutely '''no''' building or serious discussion before this session. Research is of course okay. * The Rule Of Funny will actively, but not entirely, be in effect. Among other things to expect: ** The Munchkin d20 sourcebooks ** Custom monsters of a strange nature ** Cursed Item plots ** Completely flimsy use of alignment * Alignments have inertia in this game - that means that it isn't that easy to shift your character's mechanical alignment. In particular, given some of the material, at least some comedic sociopathy should be expected within the party. ''In particular'', a Paladin who analyzes a moral conundrum carefully is more likely to be rewarded than punished, even if they ultimately choose poorly. == Special Rules == List to be extended. Massively. * Monsters as races mechanics use the ''Pathfinder'' rules (level adjustment starts at equal to CR, dropping by one level every 3 levels after that), not 3.5. * Level Adjustment buyoff is ''only'' for races/templates that do not have racial hit dice. * Skill points are allocated using the ''Pathfinder'' rules (loosely: same skill points per level, but no times-4 at first level. Cross-class skills cost the same per rank as class skills. The first rank in a class skill counts as 4 ranks for all points and purposes, with further points being 1-to-1 as normal.) * Action Points are run similar to 4th edition - whenever your characters take a break (DM's discretion, but more or less you need to declare one for it to count), they gain one action point, which allows them to: ** Turn a Take 10 into a Take 15 ** Take one extra Standard or Move Action in the same turn ** Take two extra Swift Actions in the same turn ** Get a hint from the DM * The Belt of Battle is banned (see the Action Point rules). * Leadership is banned (but see below). == Wealth == For magic items and other sources of significant mechanical benefit, 80% of standard Wealth by Level. For more flavory things like property, you may negotiate with the DM to get up to an additional 80%. Keep in mind that selling property for more magic items or the like will usually be met with the purchased items working very, very poorly. == Known Setting Considerations == === Mordio Society === (Name To Be Changed Later) The Mordio Society represents a group of patrons for your cast. An across-the-alignment-spectrum organization, the Mordio Society's primary focus is the advancement of civilization and society - by all manner of means. The Society provides several significant services to your heroes, including: * Safe, reliable basic magic items * Assistants to help with various potential Leadership-style tasks, though they will not adventure with you. * Bases to work out of in various cities
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