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Post by SilentGunner on Aug 3, 2006 17:17:48 GMT -5
Ive done some thinking about how to do character creation in the cauldron game...and seeing as how the adventure was made for 6 characters and we are looking at only having 4, Ive come up with what I think is the best way to do characters.
Can use feats and classes from all books except for psionics.
Grayhawk races.
No oriental classes, Hexblades, or Warlocks.
Action points as the Ebberon setting--> with limited action point feats.
4d6 drop the lowest die, roll an extra set and choose the top 6.
A 1 on a hitdie gets rerolled, and max hit points at first lvl like usual.
There are bonus character traits for those players whos characters are from the cauldron or near by towns.
If you have any questions regarding this let me know.
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Post by Zexsudel on Aug 3, 2006 19:59:00 GMT -5
questions since I always have them.
1) why are hexblades and warlocks ruled out. Given a good story they can be a good or neutral alignment. If you rule them out then you need to also rule out any wizards speccing into Necro and no clerics with the death dominon.
2) With regards to the stats rolling, do we reroll "1"s. If not consider then that the curve will shift down 4 in value resulting in average stats of 9. Some heros that group would be.
3) You are set on the limited uses of action point even though we are out numbered? the amount players get a level can go quick (look at the IK game) so I still seriously question why the Eberron gimp version.
4) Do players start with Max. starting gold for their class?
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Post by SilentGunner on Aug 3, 2006 20:24:31 GMT -5
To answer your questions, yes your character starts with max gold for there class. Yes to re-rolling ones on stats forgot to put that in. I didnt realize that the AP in Ebberon were different...which ever ones are better will be used. The reason that i dont want hexblades and warlocks isnt because of the aligmnet issues, and since your not either one and noether is anyone else so far it doesnt really matter much.
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Post by Zexsudel on Aug 3, 2006 21:32:03 GMT -5
Eberron Action points only allow you to add a d6 to your d20 roll, or an artificer to quicken an infusion. The Unearthed Arcane ones are what you are used to, where you can mantain spell slots, emulate a feat, stabilize, yada yada.
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Post by SilentGunner on Aug 4, 2006 20:11:47 GMT -5
ive been thinking some more...and i have decided that I am going to run this campaign in ebberon setting...instead of trying to mix the 2 settings. Action points will be as in unearthed arcana.
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Post by SilentGunner on Aug 4, 2006 20:25:26 GMT -5
no ebberon...now that i think about it.
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Post by Zexsudel on Aug 5, 2006 21:09:48 GMT -5
just thought I would share this link www.emass-web.com/ If you go to the Dynamic sheets you can make sheets (including spell list) and select the book you wish to use and don't wish to use. Some of the best sheet I have ever seen
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