Dolmenwood PbP - New Rules suckas!

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If we have some say in how our stats are distributed - or if the dice are kind - I'm leaning toward playing a human Hunter.
This is a good question. B/X is a roll in order game, but at the same time I do actually want people to be able to play more or less the character they imagined. There are a bunch of options about how to manage this. The first two places I'd look at this are one to allow some level of stat swapping after rolls, and also to allow a set of rolls, rather than just one, during char gen.

The default there, which is just to say what occurred to me when I was thinking about it, is to allow three sets of rolls and to swap one or two stats after you pick a set. I don't really want to go point buy in a B/X game, it offends my OSR sensibilities.
 
Set 1:

STR: 10
INT: 17
WIS: 14
DEX: 13
CON: 10
CHA: 12

Set 2:

Str: 8
Int: 14
Wis: 13
Dex: 13
Con: 9
Cha: 16

Set 3:

Str: 12
Int: 12
Wis: 8
Dex: 11
Con: 12
Cha: 11

Using real dice, if you want to use an online dice roller let me know.

Pick a set and I'll make it work as best I can(if prerequisites allow) or whatever.
 
Are we supposed to be rolling up 3 sets 3d6 in order? If so:

Str 5
Int 14
Wis 12
Dex 11
Con 6
Cha 13

Str 13
Int 13
Wis 14
Dex 17
Con 13
Cha 13

Str 9
Int 10
Wis 5
Dex 7
Con 11
Cha 4

No idea what those might qualify for in this game.
 
I'm not picking shit. I trust my players to roll up a character without cheating. :thumbsup: There's only so far to take char gen until the new PDFs hit, but getting started is fine.

For now let's say pick the set you want and swap any two stats.
 
Adding to the above. Any set of rolls as quantifiably bad as Dumarest Dumarest last set should be discarded and rolled again. I won't be specific about umbers, but if it looks like awful shit it probably is.
 
If the dice gods are merciful, I was thinking of an Enchanter. Human, most likely.

Hell, even if the gods forsake me, I might do it anyway!
 
Str 11
Int 9
Wis 12
Dex 13
Con 7
Cha 10

*snort-bleat" i am soooooo dead!
 
I'll go with these:


STR: 10
INT: 17
WIS: 14
DEX: 13
CON: 10
CHA: 12

That INT is just too good to pass up, though I think one of my other sets had more pluses (I may be wrong, I'd have to get the book out and look.) My PC will probably die quickly (curiosity!) But whatever :grin:
 
Okay here are my sets:

Str 15
Int 9
Wis 11
Dex 11
Con 10
Cha 12

Str 12
Int 9
Wis 12
Dex 10
Con 10
Cha 8

Str 14
Int 13
Wis 10
Dex 13
Con 10
Cha 7

I’m gonna go with the third set. No idea what I’ll make yet, though.
 
So some random thoughts and time and time keeping. We will be using the Dolmenwood calendar (free PDF here) to track days and weeks. Unless a pressing reason to do otherwise pops up we will be starting the game in the month of Symswald, the 4th month of the year (so the onset of spring). I'll be referring to the date and days of the week in my posts as appropriate to help keep us oriented to the passage of time. That calendar also tracks the phases of the moon which can have specific in-game effects, so knowing what day it is in what month actually matters.

I have a slightly idiosyncratic approach to encounters in B/X when it comes to initiative. In order to actually sequence things like attempts to parley and whatnot cleanly I will usually telegraph possible upcoming combat in my scene framing but I won't actually roll initiative until some one (players or monsters) actually declares a combat action. This leaves a clean space for non-combat approaches to a possible combat encounter to be tried first should the party wish to (and should the enemy allow them to).

On a related note we will be using the optional individual initiative rules but with a PbP twist. I'll roll all the initiatives at the appropriate moment and post the whole turn sequence before we start actions. This just saves a lot of time where we aren't waiting for 6 players to post their initiative rolls. There's a small chance this will change based on the new Dolmenwood books of course.

In terms of exploration level time and actions (so upon entering a room for example) I'll take action declarations from everyone and then adjudicate them all at once and with whatever sidebars or additional input is necessary. Again, this saves egregious post count. This same general approach will apply to social encounters. In both cases the primary goal is 'feeling right' so I'll jimmy things around as needed for specific situations.
 
In terms of exploration level time and actions (so upon entering a room for example) I'll take action declarations from everyone and then adjudicate them all at once and with whatever sidebars or additional input is necessary. Again, this saves egregious post count. This same general approach will apply to social encounters. In both cases the primary goal is 'feeling right' so I'll jimmy things around as needed for specific situations.

Sounds great to me!
 
If this is how we're rolling, this was the best set from the three I rolled up above (3d6 in order), which I assume qualifies for a grimalkin thief:

Str 13
Int 13
Wis 14
Dex 17
Con 13
Cha 13

Obligatory character portrait:
IMG_1409.jpg
 
Everything sounds cool :-) I haven't done any dice throwing yet, so holler when that becomes imperative, or I'll probably throw some numbers this weekend.
 
I think we are going to use the convenience of a patron to start the game off. This is a sandbox game so the party is under no pressure to actually make the person in question an ongoing part of the game, but it's an easy entry point.
 
Have no fear! I will do what I always seem to do: Push The Plot! :-)
 
So character ideas so far:

I call dibs on being a wily grimalkin thief unless we're rolling up random characters.

I think I'd like to play an Elf Enchanter, I'm looking at those rules and like the idea. I wish there was more accessable so I could be sure!

If you need another player I'd love a shot at playing a breggle knight.
We have a Breggle Knight, a Grimalkin Thief, and an Elf Enchanter so far. A good mix. We probably need another couple of fighty-stabby types and perhaps some healing.
 
I don't really have a preference, so I can go the Cleric route, or Fighter if needed. The Cleric isn't going to be any good at healing until level 2, though...
 
Set 1:

STR: 15
INT: 8
WIS: 8
DEX: 5
CON: 10
CHA: 6

Set 2:

Str: 11
Int: 10
Wis: 11
Dex: 6
Con: 6
Cha: 8

Set 3:

Str: 12
Int: 9
Wis: 13
Dex: 12
Con: 14
Cha: 9

Dice rolls, if anyone cares

Will go with my third set of rolls, swapping WIS and DEX.

Str: 12
Int: 9
Wis: 12
Dex: 13
Con: 14
Cha: 9

Human, hunter.
 
I don't really have a preference, so I can go the Cleric route, or Fighter if needed. The Cleric isn't going to be any good at healing until level 2, though...
We have a knight, a hunter, a thief and an enchanter. Cleric would be a good fit. The whole Cleric class is in the preview PDF but to give you food for thought there are three holy orders to choose from at 2nd level, however that may influence your char gen thoughts...

1695059984106.png
 
I’ve been away for the past week, so I haven’t really had a chance to look it over a lot. I’m pretty flexible when it comes to characters, so I’ll plug any shortfall we may have as a group.
 
I’ve been away for the past week, so I haven’t really had a chance to look it over a lot. I’m pretty flexible when it comes to characters, so I’ll plug any shortfall we may have as a group.
I can do the same too if someone else wants to be the Enhanter, of course, we could have TWO of something as well as long as we've several varied sorts
 
We have a knight, a hunter, a thief and an enchanter. Cleric would be a good fit. The whole Cleric class is in the preview PDF but to give you food for thought there are three holy orders to choose from at 2nd level, however that may influence your char gen thoughts...

View attachment 68155

I did read through the players part of the preview. I'm thinking I'll be the Cleric, human naturally. As for the Orders, my initial thought was St Signis, but gotta get there first!
 
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