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Paladin
Administrator
Posts: 507

As you all know, I asked everyone to come up with a single settlement for the pug area.


Expectation:  Include some artwork, a mention of the races present, a mention of major NPC's (Class is ok, but leave out level for now).  Also include a list of stores, and some fun facts about the place.  This will speed up discussion when we get together on SUnday.


Here is my list of what people want to create thus far:

Ren - Pirate Haven
Pally - Dwarven Logging Town
Sev - Tundra Native
Zal -
Oni -
Keyes -
Opal - Human/Elven Timber Camp
JoeD - Elven Tree Village
Dylan -
Rob -

October 15, 2013 at 7:04 PM Flag Quote & Reply

Opalshine
Administrator
Posts: 124

Definitions:

Majority Race - A race that is a world power, shapes world events, and has a capitol that functions as this race's seat of power.

Minority Race - A race that has sufficient numbers to be known and not exotic.  May or may not have a seat of power.

Exotic Race - A race that is not commonly known and does not have a known seat of power. 

Subexotic Race - A race that is very few in number.  Could be mythical.  No seat of power.


Gods and the Pantheon:

The pantheon is not necessarily balanced on either axis.  This means that there may be more, or fewer, good gods than evil gods and more, or fewer, lawful gods than chaotic gods.  We initially voted on 3 scales of power:  Greater, Lesser, or Demigod, but nobody cared enough to define the difference between Greater and Lesser.  To save time, a two-tier system was adopted:

Major Diety - An ascended god that is powerful enough to have many followers and grand divine powers to his/her clerics.  These beings will be estabilished by a vote during world building. DMs shall not kill these gods or remove their powers without a vote.

Demigod - a "floating" god that may be created or killed by individual DMs.

 

Player Characters - Rules and Restrictions:

Players shall not be chaotic evil.  All other alignments are allowed, however...

Please avoid stalling the campaign via party in-fighting.  This is a general guideline because some RP arguments are inevitable.  But long arguments are boring for everyone who's not involved in the argument.  (The perverse incentive in that situation is obvious.)

All classes from Core Rulebook, Advanced Players, Ultimate Combat, and Ultimate Magic are allowed.  Therefore, oriental classes are allowed;  however, these classes need to be from an off-island culture.  The culture of our main continent will be European.

Player Characters will be created via point buy from Table 1-2, using the Epic Fantasy allotment (25 points.) 

Player Characters can take Traits in accordance with the rules in Ultimate Campaign.

Player Characters will start at level 1.  Therefore PCs shall not be races or templates with a CR of "base character + 1" or greater.

Player Character progression will be as follows:
* PCs start at level 1.
* PCs will reach lvl 2 by the end of the first adventure.  The first adventure will be 1-2 sessions (shorter than most adventures.)
* PCs will reach lvl 3 by the end of the 2nd adventure.  The 2nd adventure will be approximately 4 sessions (standard PUG length).
* After the 2nd adventure, 1 level will be earned approximately every 2 adventures (8 sessions).

Player Characters may take the Leadership feat if they meet the pre-requisites.  Restrictions on Leadership are as follows:
* Cohorts shall not take crafting feats.
* The number of cohorts and animal companions combined shall not exceed the number of players in any PUG session.  If this number is exceeded then some cohorts or companions will need to stay behind and not take part in the session.
* Followers shall not adventure with the party.  (Followers are the big masses of lvl 1 characters.)  Followers may fight to defend their fort/abbey/base if that base is attacked, but we'll deal with that when it happens.

Player Characters whose players are absent from the session will earn equivalent XP and loot from their alternate adventures.  The "fairness" of this plan was briefly discussed, but we agreed that it would avoid the problems of the last PUG group, in which the low-availability players fell way behind in gear and stopped showing up. 

That the rest of the group will make memories without you is enough incentive to show up - Joe's opinion.

 

 

DMs - Rules and Restrictions

If anyone chooses to DM then that person's presence at Sunday PUGs is mandatory until the adventure is completed. 

DMPCs shall not adventure with the party.  If necessary, DMs will create a story reason for why their PC is not available. 

DMs are not allowed to include time travel in their adventures, change the timeline, or have an adventure take place in the past or future.  The chronological order of all adventures shall be the order in which they were played.

DMs shall create a story reason why the players would have moved from the end location of their last adventure to the start location of the current adventure.

 

Rules Clarifications

Druids may use Handle Animal on their animal companion as a free action if the companion has Int 3 or greater.  If the check succeeds then the animal does what the druid wants.  (Advanced tactics are allowed.)

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October 17, 2013 at 10:38 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

A small rule set on cohorts.


1) A cohort shall only be awarded for RP reasons.  Just taking the leadership feat doesn't mean a player gets to make an automatic cohort.  To claim a cohort, a PC must first recruit that person.  This should involve some serious RP (suggested for between session down time withthe DM who made the NPC)


2) A cohort cannot take the leadership feat.  A cohort should not take class options that result in an extra combat companion type.


3) When a character takes the leadership feat, it shall be up to a group vote to decide on the Leader's reputation.


4) For story purposes, DMs -CAN- control a cohort.



A rule set on followers:


Followers should only begin to gather when a leader establishes a stronghold, or base of operations.  Followers are good for two things:  Defense of the fort, or going on small missions.  For small missions, we should create a system to ensure a quick way of resolving these types of actions.

October 18, 2013 at 11:24 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

Couple quick changes, if the posters want to change their posts or not, so be it.


My understanding was the the first 'adventure' was going to be full length, and we would just be leveling at the end of the first session (correct me if im wrong). and then, at the end of that full length adventure, we would level again (and then speed would be slowed down).


Also, on a side note, many of my roommates were thinking that the DM should control the rate of leveling in their session, which we can discuss next time if they every bother to show up ^.^


2nd, about cohorts, we also determined that Cohorts are unable to take Magic Item crafting feats, as a way to balance out magical crafting. If you wish to craft magical equipment, you must sink the feats into your own character, not your cohort.



Only things I noticed.

--

...imaninja...

October 19, 2013 at 4:55 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

"Also, on a side note, many of my roommates were thinking that the DM should control the rate of leveling in their session"


I still think this one would be better as a set rule.  One of my Main Points when proposing this is that we would agree to slow leveling such that we learn to better enjoy the world, and enjoy each level.  If a DM can power level a group to 20 b/c they want to, that would seem to defeat the purpose of this. 

October 19, 2013 at 7:23 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

I will be later then expected. I forgot about a family dinner tomorrow at 5pm, and will show up after

--

...imaninja...

October 20, 2013 at 3:02 AM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

I do not disagree with you. Simply stating that some people seem to disagree, and whatnot. They can voice their own opinions if they show up :P

--

...imaninja...

October 20, 2013 at 2:59 PM Flag Quote & Reply

Opalshine
Administrator
Posts: 124

* PCs can take Traits in accordance with the Traits rules in Ultimate Campaign.  (Added to Player Characters - Rules and Restrictions above.)

* If everyone is a lone-wolf then nothing gets done.  PCs should try to come to agreement with the other players.  PCs should try to be from the main continent.  Try to find reasons to work together.   

* The paladin's code will be revised to allow the paladin to adventure with evil-aligned PCs.  We want paladins and evil PCs to establish some agreement as part of a constructive relationship that helps those PCs achieve common goals.

* We agreed that faster combat is better.  For example, players should state their action within 5-15 seconds, and then resolve that action quickly.  Summoner characters shall keep printed tables of the monsters they can summon. Flipping through the Beastiary looking for ideas is not acceptable.  Similarly, DMs should have their monster abilities printed out so they don't get bogged down in the rules either.

* Joe and David suggested that advanced firearms could be allowed in game if they are sub-exotic weapons that are only known and used by gunsligners.  (Brian agreed, citing the Gunslinger class description in which non-gunslingers think the gunslinger is crazy for discharging hand-held explosives.)  This compromise avoids the high-tech society that would evolve if firearms were widely known.  A vote on the gun issue will be held later.

 

* Mike brought to our attention that some people disagree with some of these decision.  While everyone is a full and equal partner in this world-building, we intend to actually build the world on Sunday afternoons, so people who want to influence world building need to show up.  If we have to assemble the full Quorum of Ten in order to make progress and move forward then the world will never get built.  We do care about your opinions, but if you want to influence this project then you need to register for the site and show up.  Let's do this. :)

 

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October 24, 2013 at 11:24 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

Minor correction:  What is allowed for firearms are simple firearms with alchemical charges.


Gunsmithing is allowed as a feat for Gunslingers only.  The practitioners of this art are an extremely rare cadre.  Most learn from an existing master, and the arts and secrets are not passed down lightly.



One further note about player conduct:

1) It is expected that you will play your character as part of a team.  If your character's choices mean that he doesn't play well with a team, then s/he should be retired to NPC status (as in usable by DMs).

2) Your PC is not a primary antagonist for party members.  Period.  This behaviour is trolling, and it will not be tolerated.

October 25, 2013 at 3:24 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

In the next session, we will start to get into the cultures of the world.  If you want a say in this, you should show up.

October 25, 2013 at 4:26 PM Flag Quote & Reply

Opalshine
Administrator
Posts: 124

Notes from Oct 27, 2013:

 

World:

* Each hexagon is 12 miles, not 5 miles.

* The capital city on the coast is named Orlean.  Orlean is a large city with surrounding farmland.  Wood is scarce on the coast, so buildings are made of sod, brick, or stone.

* The big city at the head of the river is named Pembria.

* The elven capital, on the large island north of the main continent, is named Lyssonost.

* Drow and Duergar are rumored to exist on Rianardu.

History:

* The elves were the sole, predominant power in Rianardu until a cataclysm destroyed their old capital.  This led to a period of decline relative to the other races.  Now the elves on Rianardu are 'only' as powerful as the other world powers.

* During this decline, the human barbarians immigated to Rianardu.  They mostly live in the mountains and the northern lands.

* Then the dwarves immigrated to Rianardu.  The dwarves have a powerful presence in the mountains.

Culture:

* Human society is generally neutral.  Evil religions are not prominently visible, but evil gods wield influence through hidden cults.  (There are no prominently, publicly evil churches or temples.)  Slavery exists, but the good churches preach against it.  There is no official state religon.

* Elven society is generally chaotic.  Elven society is upheld more by tradition and custom, and less by laws and regulations, than other societies.

* Dwarven society is generally lawful.  Dwarven society is industrious, and is well served by laws. 

Game Rules:

* If a dead PC is not rez'ed, or is retired by the player, then that PC's loot exists the campaign.  This prevents a Monty Haul campaign where the party can loot the dead PC will his/her player is rolling a new, fully geared PC.  Can we buy or trade equivalent value for the dead PC's loot? (No; bidding is crass.  It is common custom for a hero to be buried in his armor.)

* DM's can introduce plot items, but these plot items need to have a printed handout that designates them as such. The players agree not to enchant or modify plot items.

* We will use the downtime rules in Ultimage Campaign.

* The technology level will be a modified version of Very Rare Guns from Ultimate Combat.  In the World of Rianardu: Gunslingers exist, basic firearms exist, the Amateur Gunslinging feat does not exist, and class archetypes that require Amateur gunslinging require 1 level of gunslinger.  Also, grenades do not exist (black powder is for guns only).  Gunslingers are the only people in the world with the knowledge of guns, and guard this knowledge closely. 

* If players want to use the called shot rules then those players need to have the rules printed out so they can tell the DM how to resolve them.  Flipping through Ultimate Combat looking for ideas stalls the game. 

* Rich Parents trait will be used as written.

Meta Rules:

We agreed on a players' code, as follows:

* Story goals govern.  This means that the objective of the adventure is more important than party infighting.  Some arguing is inevitable, but players agree not to argue so hard that the story goal doesn't happen.

* PC's shall not attack other PC's.  Players will find some other means of resolving disagreements.

* PC's shall not steal from the party or hide party loot.  "Party loot" is loot that the PC would not have obtained without the party's help.  There is a big grey area between party loot and personal loot, and we'll have to resolve this on a case-by-case basis.

* Players shall not use their skills against players.  PC's may only use Bluff against other PC's in order to transmit secret messages.

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November 2, 2013 at 11:03 PM Flag Quote & Reply

Smurf
Member
Posts: 52

I will be working on the Human Hold of Khal (Where my character is from). 

General idea right now: 

Its a small settlement on the edge of a former conflict zone. It doesn't yet have walls but is nearing the size where that could become necessary. Geographically I'd like it to be in a highlands-ish area. The hold is centered around a primary building which was once used as a temporary Barracks for traveling Human troops. The main building still holds some of the same style bunk and mess halls. Over time some small shops popped up and some residentual housing has been becoming more and more evident. It is relatively close to transitioning from a Hold to a Town. 


Again, just what I have right now. Trying to narrow down my character before I delve to much futher into this. 

--

Never sorrow, only glory. 

November 9, 2013 at 9:52 PM Flag Quote & Reply

Keyes
Administrator
Posts: 41
What happened with the above mentioned suggestio of including advanced firearms? I can't remember how that went what was agreed on.
November 10, 2013 at 11:18 AM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

It was decided that we will allow basic (simple?) firearms, but advanced would not be allowed

--

...imaninja...

November 10, 2013 at 12:28 PM Flag Quote & Reply

Keyes
Administrator
Posts: 41
Thank you, I could not remember.
November 10, 2013 at 3:24 PM Flag Quote & Reply

Opalshine
Administrator
Posts: 124

Notes from Nov 17, 2013:

 

World

Countries:

Rianardu - Overall "continent"--the name of the region shown on the map.

Svalgard - An island nation of Rianardu.  Human-ruled, but home to citizens of many races.

Lyssonesti - An island nation of Rianardu - Elven-ruled, mostly elven population.

Kaerda's Tail - The four small islands between Svalgard and Lyssonesti.

Shakti - An island nation of Rianardu - Vishkanya-ruled.

 

Cities and Towns:

Orlean - Capital of Svalgard.  A "metropolis" (largest size category) with population 30,000.  A human seat of power.

Pembria - Major city of Svalgard.  "Large city", population 15,000.  Ruled by Arch-duke Sokar, a Vishkanya.

Goldbar - Logging town in the communal forest.  "Small town", population 1,000.

Hinterland Harbor - Shipping and fishing village west of the communal forest.  "Village", population 190.

Ryn-aeryn - Ruined elven capitol.  Destroyed by a comet centuries ago.

Haroloth - Old underdark fortress, now occupied by Nordic barbarians.  "small town", population 1,000.

Hold of Kahl - A human fortress on the King's Highway in the Ironspine Mountains.

Lok-Mut's Triumph - An undead-invested quarantine zone in Orlean.  10 square miles.  Entering this zone is forbidden.

 

Geography:

Lake Selu - Large lake northest of Pembria.

Keskin Falls - Large waterfall northeast of Lake Selu.

Ironspine Mountains - The prominent mountain range in Svalgard.  Home to barbarians, dwarves, and possibly others...

 

Races and Critters:

Svirfneblin are OK as written.  It was noted that this race has 24 race points, but they can be played as written.

Plains cats are a common predator in the plains.

Wyvern drakes are a common predator along the coast.

 

 

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November 23, 2013 at 10:45 AM Flag Quote & Reply

Opalshine
Administrator
Posts: 124

Opal's pending questions:

 

* We need a name for the forest on Svalgard in which Goldbar is located.  I suggest "Greenweald Forest" or just "The Greenweald".

* What are the names of all the PCs? 

* Do the players know which other players will be playing which classes?  I think so.  This is not a big deal unless multiple PCs have builds that are too similar. 

* I want my human PC to take the "Adopted" trait, which is a Social trait that replaces itself with a Race trait from another race.  PC's may take only one trait from each trait list, so am I prevented from taking other social traits or other race traits?  I want to take Adopted (social trait)-->Warrior of Old (elven race trait; I was adopted by elves) and then take Well Traveled (human race trait).  Is this legal?

 

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November 26, 2013 at 12:31 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

The Greenwaeld is fine for me.

My Character:  Adeon Sandoval, Paladin of (Either Zumzalla or Kura, still mulling it over).  Focus is on team support.  Can tank a little.  Can damage a little.  Can heal a little.


This one has a ridiculous loophole, Rules as Written (RAW).  Rules as intended, I see no issue with it.

--

But I, being poor, have only my dreams; I have spread my dreams under your feet; Tread softly because you tread on my dreams.  - Yeats


November 27, 2013 at 8:08 PM Flag Quote & Reply

Opalshine
Administrator
Posts: 124

My character: Nathan Opalshine.  Human Male.  Cleric of Kura. Can heal a lot; limited otherwise.  Lightly armored, mobile, battlefield medic.

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November 28, 2013 at 12:28 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

See Ivy character description. im about 95% sure I will be using her for this campaign.

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...imaninja...

November 29, 2013 at 12:01 PM Flag Quote & Reply

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