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D&D Forum Game: Signup Thread and Intro
And the party's complete. Signups are closed.
Sorry, Max, but you missed it by a little. Maybe next time.
The rest of you, expect a PM from me soon.
EDIT: A six person party? I'm reluctant to do it, but I'll give it some consideration.
Sorry, Max, but you missed it by a little. Maybe next time.
The rest of you, expect a PM from me soon.
EDIT: A six person party? I'm reluctant to do it, but I'll give it some consideration.
D&D Forum Game: Signup Thread and Intro
27 point buy. Not a fan of rolling unless it's for a no commitment short. I don't want anyone to just overpower the rest of the party, or be useless next to them, and that's a risk I run when I have stats be rolled.
D&D Forum Game: Signup Thread and Intro
D&D Forum Game: Signup Thread and Intro
D&D Forum Game: Signup Thread and Intro
author=pianotm
Are there any limitations on races we can use? Oh, and character classes. Some DMs like to limit character classes.
If it's in the Player's Handbook, it's allowed. Material from other sources may be approved on a case by case basis.
D&D Forum Game: Signup Thread and Intro
Like I said, I am planning to run Dungeons & Dragons here. You guys seem to enjoy forum RPGs, so why not try running the granddaddy of them all? (In its 5th edition, though.)
I'm forming a party of five. Any more than that, and I'm afraid things can get out of hand. This is going to go first come, first served. If you don't make it in, don't worry too much. If this first experiment goes well, I'm planning to do more in the future.
Now, here's the party's roster, updated as I see posts:
1. Liberty
2. pianotm
3. Seiromem
4. Zeigfried_McBacon
5. Ratty524
----------------------------------------
Now, then. Let me explain the basics of this:
----------------------------------------
That was a decent enough intro, but that's not enough to start playing yet, I know. I'll provide more info once I have the signups, I'll even walk you through creating a character for maximum ease. Or, if you want to see how things work right now, you can go check out the rules here. In terms of character creation, it only has four races and four classes, but the rules you use to play after creating a character are all there.
Here is an example of a completed character sheet. Some of you may remember this character, considering I played him in a forum RPG here. The second page is entirely optional, by the way, and the third page is relevant only to characters who know spells. Most of the important stuff is in the first page. Also, I won't be requiring you to actually submit a character sheet in PDF form. We're doing this on a forum, so we have better ways to do it, that work better in this medium. But I thought I'd show you a character sheet anyway.
Even with this not having started yet, I'll be glad to answer any questions you may have, so please, ask away.
I'm forming a party of five. Any more than that, and I'm afraid things can get out of hand. This is going to go first come, first served. If you don't make it in, don't worry too much. If this first experiment goes well, I'm planning to do more in the future.
Now, here's the party's roster, updated as I see posts:
1. Liberty
2. pianotm
3. Seiromem
4. Zeigfried_McBacon
5. Ratty524
----------------------------------------
Now, then. Let me explain the basics of this:
Dungeons & Dragons' Core Mechanic

See this motherfucker here? This is a twenty-sided die, d20 to its friends. You better start getting acquainted.
Every action in D&D is determined by the roll of a d20, with relevant modifiers added. That value is compared to a specific value to see if you succeed or fail. If it's equal or higher, you succeed. If it's lower, you fail.
The most common action in D&D, the attack? You want to attack someone, you roll a d20 and add your attack bonus to the roll. If you get equal or higher than your target's armor class, you hit with your attack, and roll for damage. If you get lower, you missed. There are two special cases when it comes to attacks, though. If you roll a 1, your attack always misses. Likewise, if you roll a 20, not only do you hit, regardless of your target's armor class, but your attack is also a critical hit.
With other actions, it's similar. If you want to jump over a chasm, you roll a d20, add your Athletics skill modifier to it, and then compare the result to a difficulty class set by the dungeon master. If someone throws a magical fireball at you, you roll a Dexterity saving throw to see if you can evade it. If you want to trick an NPC, you roll a d20 and add your Deception skill modifier, then the NPC does the same with Insight, and then you compare the results.
Also, there's advantage and disadvantage. There are situational modifiers you may acquire. When you have advantage when performing an action, you roll twice and keep the highest roll. Likewise, with disadvantage, you roll twice and keep the lowest.
There are dice other than the d20, but they're only used when rolling for damage. A dagger shouldn't deal the same damage as a large two-handed axe, after all.
Since we're doing this on an online forum, no actual dice will be involved. I'll be using an RNG on my end to determine the success of your actions.
The Six Attributes
Each character in D&D has six attributes, or stats if you wish to call them that. Their score determines the character's competence at certain kinds of actions. These attributes are:
Strength
Strength is a measure of the power of your muscles, your ability to exert raw physical force. It determines your ability to push or lift objects, break things, or other applications of brute force. Strength is important when attacking with most melee or thrown weapons. Strength is important for Fighters that focus on heavy weapons, Paladins, Barbarians, melee-focused Rangers, and combat-focused Clerics.
Dexterity
Dexterity is a measure of your agility, reflexes, and balance. Actions such as balancing on a tightrope, or picking a lock are influenced by your Dexterity score. Dexterity also helps with your attacks with finesse or ranged weapons. Dexterity also helps you dodge attacks, if you're not wearing heavy armor. Dexterity is important for Rogues, most Rangers, Bards, Fighters focused on light or ranged weapons, and Monks.
Constitution
Constitution relates to your stamina, pain tolerance, and general health. Things like long marches and holding your breath involve Constitution. Constitution is important for all classes, as it is used to calculate your HP total, but Barbarians make especially good use of it, as it also adds to their armor class.
Intelligence
Intelligence measures your capability for logical reasoning, your recall, and your deductive skills. Intelligence is important for Wizards, and those Fighters and Rogues that choose to dabble in magic.
Wisdom
Wisdom is about how in tune you are with the world. It has to do with your perceptiveness and intuition. Wisdom is important for Clerics, Druids, Rangers, and Monks.
Charisma
Charisma measures your capability to navigate social situations, your eloquence, and your raw presence. Charisma is important for Bards, Sorcerers, Paladins, and Warlocks.
Races and You
As with most fantasy games, there are several races in the world. The races available to you are human (of course), dwarf (mountain or hill), elf (high, wood, or dark (also known as drow)), halfling (lightfoot or stout), dragonborn, gnome (forest or rock), half-elf, half-orc, and tiefling.
Your character's race is not a purely aesthetic choice, and it determines some of its abilities, as well as some bonuses to the attributes.
On To Classes
Oh, yes, classes. Probably the most defining part of a character. You probably want to know about those. Here they are:
Fighter
Possibly the most straightforward class in D&D, though not necessarily lacking depth. The Fighter is the man-at-arms, the master of martial combat. He combines raw strength, agility, and tactical awareness to become a lord of the battlefield. Capable of using any weapon to its maximum potential, and an effective warrior in any kind of armor.
Barbarian
If you're imagining a shirtless man with a huge axe slaughtering countless numbers of his enemies while ignoring their blows, the Barbarian is the class for you. A primal and animalistic warrior, the Barbarian relies almost entirely on instinct when fighting, in contrast with the Fighter's structured form. The Barbarian is also capable of tapping into a primal rage, improving his physical capabilities even beyond those normally achievable by a man.
Rogue
Cunning and agile, the Rogue uses stealth and trickery to achieve his goals, whatever they may be. Capable of sneak attacking foes occupied with someone else or otherwise unaware of his presence for massive damage.
Monk
A master of martial arts, able to take the body to peaks of perfection. Is able to match the power of the most devastating weapons with only his body.
Cleric
The chosen champion of the gods, the Cleric wields divine power of his patron deity against the enemies of the faith.
Paladin
A holy warrior bound to an oath, and an exterminator of the foulest of evils. Even though many paladins are linked to a deity, the convictions of some of them are sometimes enough to awaken a divine spark in them.
Druid
A follower of ancient traditions, who channels the power of nature, calling on the power of the elements, life, and even being able to take the form of nature's fiercest beasts.
Ranger
An expert tracker and survivalist, the Ranger uses a combination of martial prowess and nature magic to eliminate any threats to the territory he protects.
Wizard
A scholarly wielder of magic who, through careful study and application of the principles of magic, can bend reality to his will.
Sorcerer
Unlike the Wizard, who studies magic from texts and teachers, the Sorcerer was born with the ability to wield magic. His power is innate, and wild, and their magic is more chaotic. Some Sorcerers go as far as claiming to be descendants of dragons.
Bard
Not just any performer, the Bard managed to discover the magic in music. He commands a subtle, yet powerful kind of magic, and has an inspiring presence that propels his allies to new heights.
Warlock
The Warlock's power is not his own. Though he wields magical power, it does not come from an innate capability or study, but it is granted to him by an entity he made a pact with. Entities that offer these pacts with mortals include powerful fey creatures, fiends, or perhaps far stranger beings, beyond reality as we know it.
In The Background
New to 5th edition, backgrounds are the part about what your character did before they turned to adventuring. With the background comes a set of extra proficiencies, sometimes languages, a few extra items to start out with, and a non-combat feature, all related to that past.
Backgrounds included in the Player's Handbook are the acolyte, charlatan, criminal, entertainer, folk hero, guild artisan, hermit, noble, outlander, sage, sailor, soldier, and urchin, but if none of those match the characters you have in mind, I'm okay with helping you create a custom background.

See this motherfucker here? This is a twenty-sided die, d20 to its friends. You better start getting acquainted.
Every action in D&D is determined by the roll of a d20, with relevant modifiers added. That value is compared to a specific value to see if you succeed or fail. If it's equal or higher, you succeed. If it's lower, you fail.
The most common action in D&D, the attack? You want to attack someone, you roll a d20 and add your attack bonus to the roll. If you get equal or higher than your target's armor class, you hit with your attack, and roll for damage. If you get lower, you missed. There are two special cases when it comes to attacks, though. If you roll a 1, your attack always misses. Likewise, if you roll a 20, not only do you hit, regardless of your target's armor class, but your attack is also a critical hit.
With other actions, it's similar. If you want to jump over a chasm, you roll a d20, add your Athletics skill modifier to it, and then compare the result to a difficulty class set by the dungeon master. If someone throws a magical fireball at you, you roll a Dexterity saving throw to see if you can evade it. If you want to trick an NPC, you roll a d20 and add your Deception skill modifier, then the NPC does the same with Insight, and then you compare the results.
Also, there's advantage and disadvantage. There are situational modifiers you may acquire. When you have advantage when performing an action, you roll twice and keep the highest roll. Likewise, with disadvantage, you roll twice and keep the lowest.
There are dice other than the d20, but they're only used when rolling for damage. A dagger shouldn't deal the same damage as a large two-handed axe, after all.
Since we're doing this on an online forum, no actual dice will be involved. I'll be using an RNG on my end to determine the success of your actions.
The Six Attributes
Each character in D&D has six attributes, or stats if you wish to call them that. Their score determines the character's competence at certain kinds of actions. These attributes are:
Strength
Strength is a measure of the power of your muscles, your ability to exert raw physical force. It determines your ability to push or lift objects, break things, or other applications of brute force. Strength is important when attacking with most melee or thrown weapons. Strength is important for Fighters that focus on heavy weapons, Paladins, Barbarians, melee-focused Rangers, and combat-focused Clerics.
Dexterity
Dexterity is a measure of your agility, reflexes, and balance. Actions such as balancing on a tightrope, or picking a lock are influenced by your Dexterity score. Dexterity also helps with your attacks with finesse or ranged weapons. Dexterity also helps you dodge attacks, if you're not wearing heavy armor. Dexterity is important for Rogues, most Rangers, Bards, Fighters focused on light or ranged weapons, and Monks.
Constitution
Constitution relates to your stamina, pain tolerance, and general health. Things like long marches and holding your breath involve Constitution. Constitution is important for all classes, as it is used to calculate your HP total, but Barbarians make especially good use of it, as it also adds to their armor class.
Intelligence
Intelligence measures your capability for logical reasoning, your recall, and your deductive skills. Intelligence is important for Wizards, and those Fighters and Rogues that choose to dabble in magic.
Wisdom
Wisdom is about how in tune you are with the world. It has to do with your perceptiveness and intuition. Wisdom is important for Clerics, Druids, Rangers, and Monks.
Charisma
Charisma measures your capability to navigate social situations, your eloquence, and your raw presence. Charisma is important for Bards, Sorcerers, Paladins, and Warlocks.
Races and You
As with most fantasy games, there are several races in the world. The races available to you are human (of course), dwarf (mountain or hill), elf (high, wood, or dark (also known as drow)), halfling (lightfoot or stout), dragonborn, gnome (forest or rock), half-elf, half-orc, and tiefling.
Your character's race is not a purely aesthetic choice, and it determines some of its abilities, as well as some bonuses to the attributes.
On To Classes
Oh, yes, classes. Probably the most defining part of a character. You probably want to know about those. Here they are:
Fighter
Possibly the most straightforward class in D&D, though not necessarily lacking depth. The Fighter is the man-at-arms, the master of martial combat. He combines raw strength, agility, and tactical awareness to become a lord of the battlefield. Capable of using any weapon to its maximum potential, and an effective warrior in any kind of armor.
Barbarian
If you're imagining a shirtless man with a huge axe slaughtering countless numbers of his enemies while ignoring their blows, the Barbarian is the class for you. A primal and animalistic warrior, the Barbarian relies almost entirely on instinct when fighting, in contrast with the Fighter's structured form. The Barbarian is also capable of tapping into a primal rage, improving his physical capabilities even beyond those normally achievable by a man.
Rogue
Cunning and agile, the Rogue uses stealth and trickery to achieve his goals, whatever they may be. Capable of sneak attacking foes occupied with someone else or otherwise unaware of his presence for massive damage.
Monk
A master of martial arts, able to take the body to peaks of perfection. Is able to match the power of the most devastating weapons with only his body.
Cleric
The chosen champion of the gods, the Cleric wields divine power of his patron deity against the enemies of the faith.
Paladin
A holy warrior bound to an oath, and an exterminator of the foulest of evils. Even though many paladins are linked to a deity, the convictions of some of them are sometimes enough to awaken a divine spark in them.
Druid
A follower of ancient traditions, who channels the power of nature, calling on the power of the elements, life, and even being able to take the form of nature's fiercest beasts.
Ranger
An expert tracker and survivalist, the Ranger uses a combination of martial prowess and nature magic to eliminate any threats to the territory he protects.
Wizard
A scholarly wielder of magic who, through careful study and application of the principles of magic, can bend reality to his will.
Sorcerer
Unlike the Wizard, who studies magic from texts and teachers, the Sorcerer was born with the ability to wield magic. His power is innate, and wild, and their magic is more chaotic. Some Sorcerers go as far as claiming to be descendants of dragons.
Bard
Not just any performer, the Bard managed to discover the magic in music. He commands a subtle, yet powerful kind of magic, and has an inspiring presence that propels his allies to new heights.
Warlock
The Warlock's power is not his own. Though he wields magical power, it does not come from an innate capability or study, but it is granted to him by an entity he made a pact with. Entities that offer these pacts with mortals include powerful fey creatures, fiends, or perhaps far stranger beings, beyond reality as we know it.
In The Background
New to 5th edition, backgrounds are the part about what your character did before they turned to adventuring. With the background comes a set of extra proficiencies, sometimes languages, a few extra items to start out with, and a non-combat feature, all related to that past.
Backgrounds included in the Player's Handbook are the acolyte, charlatan, criminal, entertainer, folk hero, guild artisan, hermit, noble, outlander, sage, sailor, soldier, and urchin, but if none of those match the characters you have in mind, I'm okay with helping you create a custom background.
----------------------------------------
That was a decent enough intro, but that's not enough to start playing yet, I know. I'll provide more info once I have the signups, I'll even walk you through creating a character for maximum ease. Or, if you want to see how things work right now, you can go check out the rules here. In terms of character creation, it only has four races and four classes, but the rules you use to play after creating a character are all there.
Here is an example of a completed character sheet. Some of you may remember this character, considering I played him in a forum RPG here. The second page is entirely optional, by the way, and the third page is relevant only to characters who know spells. Most of the important stuff is in the first page. Also, I won't be requiring you to actually submit a character sheet in PDF form. We're doing this on a forum, so we have better ways to do it, that work better in this medium. But I thought I'd show you a character sheet anyway.
Even with this not having started yet, I'll be glad to answer any questions you may have, so please, ask away.
What are you thinking about right now?
author=Porkate42
3. Another swordsman (Which is honestly my least favorite argument).
That's a bullshit argument. Ike plays nothing like Marth plays nothing like Link. Having a sword doesn't really have that much influence over the moveset that characters will play similarly just because they have one.
author=Ratty524
As an example, in my childhood, I always envisioned Sigma from the Megaman X series having this affable, James Bond villain-type of voice and persona, or maybe even Jafar from Aladdin. When I first played X4, and heard his... crack smoker-sounding voice, it felt my entire soul was stomped into the ground.
I think Megaman games having dreadful voice acting is the norm, unfortunately. Only exception being when they got the G Gundam cast to to the English voices.
What are you thinking about right now?
Currently thinking about how to best adapt Dungeons & Dragons (5th edition) to play-by-post so that it runs smoothly. I really enjoy DMing, and I was thinking of starting up a campaign here. Would anyone be interested in playing if I set it up?
Let's Draw! Galactic Super Police Characters! -Event Over!-
Re-Introduction
This isn't my first time here. I've been here before. I asked some questions, played with RPG Maker, occasionally stopped by the IRC, even participated in one of Dudesoft's forum RPG things. (At least I think it was Dudesoft running it.) Then I vanished.
It's been so long since I last set foot here that I might as well introduce myself again.
Hi. Portuguese game design enthusiast here, currently studying animation in London. I'm a fighting game enthusiast, and also, of course, I enjoy my RPGs. I have always been a huge Pokémon fan in, particularly the competitive side, and I'd say it's my greatest inspiration among RPGs. If I could make something that engages the player in a similar way to playing Pokémon against another human, that would be great, but I'm aware of the limitations of AI, of course.
Why did I come back? I've been playing Dungeons & Dragons, both as a player and as a (somewhat inexperienced) dungeon master. Lately, I felt like taking the adventures of the campaigns I'm in, and adapt them as a video game. There is one campaign in particular, in which I'm playing a human warblade named Frederick, that has fantastic chemistry between the party members. That would be a good one to adapt after I get enough content to make a game out of.
And of course,just because I'm taking inspiration from my D&D campaigns, it doesn't mean I can't make anything wholly original. That option's still open.
Anyway, here I am. Hello again.
Oh, and by the way... Speaking of D&D. If anyone's interested in a play-by-post campaign here, I'm totally up for running it.
It's been so long since I last set foot here that I might as well introduce myself again.
Hi. Portuguese game design enthusiast here, currently studying animation in London. I'm a fighting game enthusiast, and also, of course, I enjoy my RPGs. I have always been a huge Pokémon fan in, particularly the competitive side, and I'd say it's my greatest inspiration among RPGs. If I could make something that engages the player in a similar way to playing Pokémon against another human, that would be great, but I'm aware of the limitations of AI, of course.
Why did I come back? I've been playing Dungeons & Dragons, both as a player and as a (somewhat inexperienced) dungeon master. Lately, I felt like taking the adventures of the campaigns I'm in, and adapt them as a video game. There is one campaign in particular, in which I'm playing a human warblade named Frederick, that has fantastic chemistry between the party members. That would be a good one to adapt after I get enough content to make a game out of.
And of course,just because I'm taking inspiration from my D&D campaigns, it doesn't mean I can't make anything wholly original. That option's still open.
Anyway, here I am. Hello again.
Oh, and by the way... Speaking of D&D. If anyone's interested in a play-by-post campaign here, I'm totally up for running it.













