Single player DnD5e RP interest check.

Started by LuckyLukin, April 05, 2017, 10:15:48 PM

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LuckyLukin

Hi,  my name is Lukin. I've been wanting to create a DnD 5e campaign land for a while. I've got the beginnings of one, but I would love to start it as a single person RP and then expand it to more people as the story progresses.

For now this is an interest check and if someone wants to explore this, I'll be glad to start.

LuckyLukin

#1
I just realised that I should put up a few of the restrictions that ill be looking at for this game, and my play style.

First things first: I am still working on getting a handle on the new mechanics in 5e so I'm limiting it to the core books, especially since those are what I have available to me now.

Secondly: I LOVE good story. That is what I will be looking to craft here. So please, so give me your best and let's get something good going.

Third: A little about the world.
I have been wanting to run a game that has wizards be few and far between. So if you choose to be a wizard, tell me why your master has decided to teach you the about the forces that shape the universe. If you are a sorcerer, I want to know how you discovered your ability. Maybe a story about the discovery of your first spell.

    On races:

  • Humans, halflings, dwarves, and gnomes are the predominant races.
  • Elves and half-elves are less common as they predominantly live in the Fey-Wilds which rarely have an entrance in the mortal realm, though some have been known to crop up from time to time.
  • Half-Orcs are slightly more common than their Elven counterparts though theirs is usually a life of detestment due to rape and enslavement being the most common way for a Half-Orc to be spawned.
  • Dragonborn, and Tieflings are rarest of all and almost unheard of outside of myth and legend.

Dragonborn and Tieflings will require the most work on how/why you are here and adventuring. Also what personal struggles have you faced as you've grown up in the world. The same can be said for Half-Orcs.

    On Backgrounds: PLEASE DO use and include the backgrounds from the Player's Handbook, as that can serve as a spectacular way to deepen the story for the character.

    On Rule Variants:

  • As this setting is going to be geared towards a more Asiatic background, please make sure your sheet does include an Honor score. Your background will determine that and I'll make sure the points get assigned properly.
  • Healer's kit dependency. I want to have this be more realistic so before you can spend Hit Dice to recover from heavy wounds.
  • I am on the fence about this one, but Slow Natural Healing. Characters spend Hit Dice to heal after
    a long rest instead of just regaining hit points.
  • As I am wanting a more story driven game rather than battle driven. I am also considering the Gritty Realism Rest Variant: short rest = 8 hours; long rest = 7 days

I realize that with that last variant play will rely less on combat. I actually would like to focus more on the character growth, using intrigue and stealth over brute-force. Not that there is anything wrong with the head-on approach. It could even give a more realistic realization of consequences. :)

    On sheets: I've found that is good for sheets, but whichever you're more comfortable with is fine so long as you get a "hardcopy" backup posted to either my PM box or a place in this thread. That way no worries if the site crashes for whatever reason, you're not lost.

    On stats: Please use one of the array options or the 27 point - buy option foot character creation.

Robyn Hood

What is the tone/theme of the game as you imagine and what level of sexiness are you looking at?

LuckyLukin

The levels of sexiness are entirely dependent on the player so if you want a mix of smut and adventure, by all means create it. Though I dio want at least a bit of adventure as I do wish to explore this world.

As for tone/ theme, a somewhat realistic fantasy adventure. Hence thinking on the Gritty Realism rest variant. :)

Kathyan

Um, the gritty realism variant really discourages me as lots of classes recover their features in long rests and I would feel my choice thus limited

Snake

I'm interested and the gritty realism bit negates really using any ability other than "swing/stab sword" because most of the really good abilities are used after rests.

LuckyLukin

@Kathyan, Snake: That's why I haven't put it as a hard set rule,  just something I'm looking to try out. Though it does depends on what you're looking to play and how you go about it.

Drowdeviant

Quote from: LuckyLukin on April 07, 2017, 02:52:55 PM
@Kathyan, Snake: That's why I haven't put it as a hard set rule,  just something I'm looking to try out. Though it does depends on what you're looking to play and how you go about it.

Very true Lucky. I just think people typically looking for a 5E aren't looking that strict of a rule set when it cames to recovery time. Mind you you are volunteering to GM and therefore should have the freedom to arrange your sandbox however you like it. :P
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

Snake

Basically. I could understand the longer rests for perhaps higher level magic and all (that shit takes alot out of you afterall)

but stuff that's meant to be relied on  would be crippled

LuckyLukin

#9
Quote from: Drowdeviant on April 07, 2017, 02:56:38 PM
Very true Lucky. I just think people typically looking for a 5E aren't looking that strict of a rule set when it cames to recovery time. Mind you you are volunteering to GM and therefore should have the freedom to arrange your sandbox however you like it. :P

Quote from: Snake on April 07, 2017, 03:10:53 PM
Basically. I could understand the longer rests for perhaps higher level magic and all (that shit takes alot out of you afterall)

but stuff that's meant to be relied on  would be crippled

I'll take a look at the rules again, but I know the cantrips don't require any rest to reuse. So depending on how you pick your spells, casters aren't powerless. Especially Warlocks who get to spam Eldrich Blast non-stop.

Edit: Cantrips do not require the use of a spell slot so are uanaffected by rest requirements because of how often you've cast the spell. If any wizard is worried about combat, learn acid splash. One hell of a cantrip. 1d6 damage to an enemy and if someone is standing within 5 feet, they get the same.  I know ous basic dagger damage, bit you don't deal with strength or anything like that for a thrown weapon. Other casting classes have similar.
So the longer tests will just name you focus more on what you CAN do with the tools and skills you've got instead of what you can't.
Or at least that's how you should be looking at this 

Edit2:
Quote from: PHB Pg201Cantrips
A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0.

Also, some of the bigger spells can be cast as rituals which take longer (plus 10 minutes) but don't take up a spell slot. However they must have been prepared beforehand unless a special feature of the ritual says otherwise.
So even the larger spells don't necessarily limit you with how much spell-slinging you can do.

LuckyLukin

#10
    Features of each class that require resting:
    • Barbarian:
    • Rage: After ALL rages are used a long rest is required.
    • Relentless Rage: DC resets to 10 after short OR long rest.
    • Bard:
    • Regain all expended spell slots after a long rest.
    • Regain all uses of Bardic Inspiration after a long rest.
    • Font of Inspiration: Regain ALL expended uses of Bardic Inspiration when finishing short or long rest. (Lvl 5)
    • Cleric:
    • Change list of prepared spells after long rest
    • Regain Channel Divinity after a short or long rest.
    • Regain Divine Intervention after 7 days (if Deity intervened) or long rest (if Deity did not intervene.)
    • Regain use of Read Thoughts (knowledge domain) after a long rest IF creature succeeds Wisdom Saving throw. (lvl 6)
    • Warding Flame: (Light domain) Regain all expended uses after a long rest.
    • Wrath of the storm: (Nature domain) Regain all expended uses after long rest.
    • War Priest battle inspiration regain all expended uses after long rest.
    • Druid:
    • Regain all expended spell slots after long rest.
    • Change prepared spell list after long rest.
    • Wild Shape: Regain all expended uses after short or long rest.
    • Natural Recovery: Regain chosen spell slots during short rest. Slot must be under 6th lvl.
    • Natural Recovery: Can be used again after long rest
    • Fighter:
    • Second Wind: regain use after short or long rest.
    • Action Surge: Regain use after short or long rest.
    • Indomitable: Regain use after long rest.
    • Superiority Dice: (Battle Master) Regain all expended uses after short or long rest.
    • Spell Slots: (Eldritch Knight) Regain all spell slots after long rest.
    • Weapon Bond: must be done during short rest.
    • Monk:
    • Regain all Ki during short or long rest.
    • Wholeness of body: Regain after long rest.
    • Tranquility: Aura of peace surrounds your body after long rest. Give Sanctuary until start of your next long rest.
    • Paladin
    • Divine Sense: regain all expended uses after long rest.
    • Lay on Hands: regain all healing power after long rest.
    • Regain all expended spell slots after long rest.
    • Change list of prepared spells after long rest.
    • Channel Divinity: regain all Channel Divinity uses after short or long rest.
    • Cleansing Touch: regain uses after long rest. (14th lvl)
    • Holy Nimbus: Regain use after long rest. (20th lvl)
    • Undying Sentinel: Regain use after long rest. (15th lvl)
    • Elder Champion: Regain use after long rest. (20th lvl)
    • Avenging Angel: Regain use after long rest. (20th lvl)
    • Ranger:
    • Regain all spell slots after long rest.
    • Rogue
    • Stroke of Luck: Regain after short or long rest. (20th lvl)
    • Arcane Trickster: Regain all expended spell slots after long rest.
    • Spell Thief: Regain spell-stealing after long rest. (17th lvl)
    • Sorceror
    • Regain all spell slots after long rest.
    • Sorcery Points: Regain all spent points after long rest.
    • Sorcerous Restoration: Regain 4 sorcery points after short rest. (20th lvl)
    • Tide of Chaos: Long rest to restore manipulation of chaos/chance.
    • Warlock:
    • Regain all expended spell slots after short or long rest.
    • Pact of the Blade: Ritual over course of 1 hour during short rest enchant weapon.
    • Pact of the Tome: 1 hr ceremony receive replacement Book of Shadows performed during short or long rest.
    • Mystic Arcanum: cast arcanum spell without spell slot. Finish long rest between casting again. (11th lvl)
    • Regain all uses of Mystic Arcanum after long rest. (13th lvl, 15th lvl, 17th lvl)
    • Eldritch Master: ask patron for aid in regaining all spell slots. Finish long rest to do again.
    • Fey Presence: Patron bestows ability to project fey presence. Short or long rest regains use.
    • Misty Escape: Long rest to regain. (6th lvl)
    • Dark Delirium: Short or long rest to regain. (14th lvl)
    • Dark One's Own Luck: regain feature after short or long rest. (6th lvl)
    • Fiendish Resilience: choose damage type after short or long rest to gain resistance. (10th lvl)
    • Hurl Through Hell: Long rest to regain use. (14th lvl)
    • Entropic Ward: regain use after short or long rest. (6th lvl)
    • Bewitching Whispers: Long rest refreshes. (7th lvl)
    • Chains of Carceri: Long rest refreshes invocation on same creature. (15th lvl, Pact of Chain feature)
    • Dreadful Word: Long rest refreshes. (7th lvl)
    • Minions of Chaos: Conjure Elemental, regain with long rest. (9th lvl)
    • Mire of the Mind: Slow using spell slot, long rest refreshes. (5th lvl)
    • Sculptor of Flesh: Polymorph, long rest refreshes. (7th lvl)
    • Sign of Ill Omen: Bestow Curse, long rest refreshes (5th lvl)
    • Thief of Five Fates: Bane, long rest refreshes.
    • Wizard:
    • Preparing and Casting Spells: Regain all spell slots after long rest.
    • Change prepared spells after long rest.
    • Arcane Recovery: Short rest regains some magical energy by studying spellbook.
    • Signature Spells: always have 2 3rd lvl spells prepared. Long rest refreshes. (20th lvl)
    • Arcane Ward: long rest refreshes. Cast again after long rest.
    • Benign Transposition: refresh after long rest or casting conjuration spell.
    • Portent: After finishing long rest, 2d20s allow to replace any attack rll, saving throw, or ability check by you or creature in sight.
    • The Third Eye: Increase powers of perception until long rest or incapacitation. Long rest refreshes. (10th lvl)
    • Hypnotic Gaze: long rest to use gaze on same creature. (2nd lvl, enchantment school)
    • Overchannel: Long rest avoids 2d12 necrotic damage after 1st attempt. (14th lvl, Evocation)
    • Illusory Self: refresh uses after short or long rest. (Illusion)
    • Shapechanger: polymorph, refreshes with short or long rest. (10th lvl, Transmutation)
    • Master Transmuter: Long rest refreshes. (14th lvl)

    So there is the list of EVERYTHING that requires rests, which means no one will really be affected by having Gritty Realism in effect when you think at the "Bread and Butter" of the classes.
    Cantrips do not use spell slots, so no rest needed, same with rituals.

Snake

da fucks wrong' with teh formatting of that post?

LuckyLukin

Just fixed it. The List tags are a bit touchy.