Dungeons & Dragons
Dungeons & Dragons
The Bard's Tale, and virtually any/all computer role-playing epics, are descended from the classic tabletop game Dungeons & Dragons.
I've decided to resurrect my hobby from 15+ years ago and start up a local D&D campaign.
I'm going to be running version 3.5 of the game, because apparently version 4 is horrible.
I went to the local stationary depot and stocked up on graph paper, pencils, erasers, lined paper, a few binders, etc.
I have a copy of the Player's Handbook. I need to get the Dungeon Master's Guide and the Monster Manual, then I need to start designing a game world and populate it with towns, dungeons, towers, monasteries, oceans, mountains, deserts, subzero climates, and so on.
Wish me luck.
I've decided to resurrect my hobby from 15+ years ago and start up a local D&D campaign.
I'm going to be running version 3.5 of the game, because apparently version 4 is horrible.
I went to the local stationary depot and stocked up on graph paper, pencils, erasers, lined paper, a few binders, etc.
I have a copy of the Player's Handbook. I need to get the Dungeon Master's Guide and the Monster Manual, then I need to start designing a game world and populate it with towns, dungeons, towers, monasteries, oceans, mountains, deserts, subzero climates, and so on.
Wish me luck.
4th edition is different not horrible. Every edition has good things and bad. I run 4E because I find it easier to DM.
The DM who ran a 3.5 game before mine never bought the DMG or MM. We just made due with the SRD. Good luck.
I started writing about my 4E world on my site but only have a handful of blogs about it.
The DM who ran a 3.5 game before mine never bought the DMG or MM. We just made due with the SRD. Good luck.
I started writing about my 4E world on my site but only have a handful of blogs about it.
dulsi wrote:4th edition is different not horrible. Every edition has good things and bad. I run 4E because I find it easier to DM.
The DM who ran a 3.5 game before mine never bought the DMG or MM. We just made due with the SRD. Good luck.
I started writing about my 4E world on my site but only have a handful of blogs about it.
You wouldn't happen to know where the rules for water (i.e. naval) adventuring are located for 3.5?
I plan to have an abandoned island outpost used by pirates as part of a storyline involving the PCs and they will need to travel to this island from the city (and visit submerged shipwrecks).
Here is the Aquatic Environments. Stormwreck probably has the most complete rules. I don't have it so I can't say how good it is.Darendor wrote:You wouldn't happen to know where the rules for water (i.e. naval) adventuring are located for 3.5?
I don't think they have any in the SRD or the main rulebooks. They have the movement rates for some ships but I think that is it. Either you need to make it up or use rules from another book. There are some 3rd party books or Stormwreck which cover that. I don't see any info on the Grand OGL Wiki but you might be able to find suggestions on other sites.Darendor wrote:That doesn't cover being on board a ship and using it to traverse a lake, it just skims over characters themselves being in/under water.
So I'm going to be starting the game on February 1.
I'm a little daunted by the combat aspect. It looks horribly complicated.
Envision the following scenario, if you will:
A party of five first level characters has managed to hitch a ride on a fishing boat near a group of four small islands. The characters are a fighter, a cleric, a wizard, a ranger, and a druid.
The party decides to rowboat ashore to the island from about 110 feet away. The island is inhabited by a small tribe of ogres and one ogre mage.
I imagine I'll need to make spot checks for both the monsters that are near the shoreline and the party as it rows closer to the island. Supposing that a couple of ogres or their sentinels (say, a harpy) spots the party rowing ashore, they might decide to wait until the party lands and then surprise them, catching them flat-footed.
What would the order of combat be, exactly?
I'm a little daunted by the combat aspect. It looks horribly complicated.
Envision the following scenario, if you will:
A party of five first level characters has managed to hitch a ride on a fishing boat near a group of four small islands. The characters are a fighter, a cleric, a wizard, a ranger, and a druid.
The party decides to rowboat ashore to the island from about 110 feet away. The island is inhabited by a small tribe of ogres and one ogre mage.
I imagine I'll need to make spot checks for both the monsters that are near the shoreline and the party as it rows closer to the island. Supposing that a couple of ogres or their sentinels (say, a harpy) spots the party rowing ashore, they might decide to wait until the party lands and then surprise them, catching them flat-footed.
What would the order of combat be, exactly?