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Monday, January 28, 2013

Starting game soon.

We'll be drawing up characters on February 3rd. So far, one of players wants to run a human psychokineticist/ fire cleric (I allow multi-classed humans and dual classed demi-humans), and another wants to run a Mul Psychometablist. I think it will be inetersting having 2 psionicists in the party.
I thought this would be a good time to explain what I allow for race choice.
Right now, I'm allowing all the Dark Sun revised races, with the exception of Pterrans. It's not that I dislike Pterrans at all, it's just that I'm too early into the setting to have them very common. I am allowing Tari and Tareks, however. I do not allow Skills and Powers to be used for these two races. Their write ups are below:

Racial Ability Requirements:
                          Tari         Tarek
Strength              5/20        15/20
Dexterity            12/20        5/20
Constitution         5/20        15/20
Intelligence          5/20          8/20
Wisdom               5/20         5/20
Charisma             5/20         5/20

Racial Ability Adjustments:
Tari       +2 Dexterity, +1 Constituion, -1 Intelligence, -1 Wisdom, -1 Charisma
Tarek    +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma

Racial Class and Level Limits:
Tari       Fighter 12, Gladiator 12, Ranger 14
             Defiler Not Available, Preserver Not Available
             Cleric 10, Druid Not Available
             Bard Not Available, Thief 16, Trader Not Available
             Psionicist Unlimited
Tarek    Fighter 18, Gladiator 20, Ranger 16
             Defiler Not Available, Preserver Not Available
             Cleric 6 (Earth Only), Druid Not Available
             Bard Not Available, Thief Not Available, Trader Not Available
             Psionicist Unlimited

Special Racial Abilities:
Tari       Bite Attack 1d3 + disease (5% chance). Disease is incapacitating for 1d6 hours in save vs. poison is not made. In addition, if the save is not made, the victim loses 1d3 hit points per day, unless a cure disease spell is cast upon the victim. This hit point loss is permanent. Natural Armor Class 9.
Tarek    Fists do 1d4 hit points of damage. Is able to fight until -10 hit points. Natural Armor Class 7.

Friday, January 25, 2013

Starting a new AD&D Dark Sun Game

Soon, I will be starting a new AD&D 2nd Edition Dark Sun game. The last characters died in an unfortunate accident, when they started a riot in Raam and attacked Abalach-Re. There will be 4 players, with a NPC to round out the group.
I use the split stats from Skills and Powers, as well as the proficiency system from that book. I use spell points from Spells and Magic and am toying with the idea of making the priests in the group channelers. I use various combat techniques from Combat and Tactics. I used the phase initiative system in my last game, but I think I will be doing away with it this time.