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Alright, so I'm probably in, but Aden, could you define "core" sourcebooks for those of us with a somewhat limited familiarity of D&D? Because I was interested in a Warlock from the Player's Handbook 2, but I don't want to waste my time throwing together a character sheet for one if that's not one that we're gonna use.
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Core rulebooks are:
- All of the Player Handbooks. You need this.
- The Monster Manuals, you'll need this if you want to bother reading up on the monsters so that you can get strategies on monsters we may or may not fight. I suggest you get this regardless.
- The Dungeon Master's Guide, you need this if you want to take over as GM on the chance that I can't be there or am tired of GMing for a bit.
I'm pretty sure the archive I linked in the OP had everything.
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You may also want to pre-emptively ban anything in Unearthed Arcana, since you brought up Psionics which are hugely expanded in the core supplements. Unless you think you can balance around gestalt rogue/wizards, who effectively have the key skills of both classes and are practically invincible past level 5 or so.
Not trying to tell you how to run your shit, but you don't even need a shred of knowledge or creativity to make a totally fucking broken character with UA. At least Pun-Pun showed an impressive understanding of the rules.
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I forgot about that.
Attention: No Unearthed Arcana either. Let's just stick to the core rulebooks.
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Oh man, just in time, i've been getting together with my besties lately to play d&d but i'm pretty new to this dungeon master thing and none of us have played before, maybe I can practice with this. I've only played one legit round with those dudes but goddamn that game is awesome.
Any idea when we're gonna start?
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When people have character sheets and when we have people who say they're going to play.
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I think I still have the 3.5 player handbook. Won't have access to it until after Thanksgiving, but I'd be willing to fill a thief/rogue roll.
You could consider using IRC and loading up a dicebot or something if you're cool with being bare bones about it.
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Structurally pretty much everything is inferior to Fantasy Grounds honestly, the program is not even that hard to "obtain" either. It does maps, dice, character sheets in game, the works. Downsides are being crashy as fuck but not so much as to be a huge problem.
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If you want to buy Fantasy Grounds for everyone then I'll use it. Until then we're going to have to use maptools, which is actually fairly okay as it can be updated on the spot and it's pretty simple.
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Okay since apparently I wasn't explicit enough I was saying that fantasy grounds is ultra easy to pirate and it's on pretty much every torrent site on the planet.
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If those who want to play want to do that then sure.
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NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERDS
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