Game: D&D 5e Group Preferred: Either IRL or More Likely Online Experience: Any Experience Availability: Tuesdays or Wednesdays EST from 1800/1830 to 2000/2200 Game Style: I am working on developing a Campaign in the Eberron setting. I am happy to DM the sessions and am relatively new to DM'ing. My preference in storytelling is probably more in line with Casual Roleplay and more of a Hack n' Slash Combat. Age: Must be 18 years or older. I am actually unaware if this is a normal given or not but figured I should clearly state this.
Chapter 1: Captured and Unaware
Alright, so about the Campaign, The campaign starts on the 12th Rhaan 999 YK. You wake up with your arms chained to a wall, looking around, you can see destroyed bookshelves, chairs and desks. Scattered across the ground are torn papers and books. You can see to the other end of the room a stone staircase that leads to an upper floor. You get the sense that this building wasn't meant for a prison, but was probably converted to be one sometime during the war. The walls seem to be falling in and your a little surprised the building is still standing. As you wait in silence, you see the light of a torch heading down the stairs.
What do I expect from the players?
I am not an experienced DM, I've only DM'ed about 50 sessions or so. Please be patient with me if you are an experienced player.
I don't mind if you want to run around as thieve's or something like that, but I do not want to run a murder hobo campaign. Please avoid using Murder as a solution to every problem. If you take the time to figure out why you have to kill an NPC to get a specific solution, we can discuss it, but this just isn't the type of campaign I want to run.
Have a background story, My campaign is only partially designed, as I am hoping to incorporate the characters into the story as well.
If you are chosen to be a player in this campaign, you will have to work with another player in the campaign to make a bond between you. Every player must have a bond with another player.
You will have no memory of the last week before you just woke up, the last day you remember was 3rd Rhaan 999 YK.
No Variant Human
Homebrew Rules:
Please be aware, if you dislike any of these rules either now or when we start playing, please discuss it with me and the party either before or after a session. I am more than happy to tweak or remove them to make the players experience more fun. These are just some rules I have used in sessions before or rules others have used that I enjoyed playing with.
Character Creation
All players will start off on level 3 and are allowed to multiclass. Multiclass options must be approved by me first with a reason for the multiclass.
Characters Ability Scores will be using a modified standard array of 17, 15, 13, 12, 10 and 8. I prefer this because it allows you to hopefully focus on a feat instead of an ASI for the fourth level when you get there. But still not being overwhelmingly powerful.
Race Ability Score Increase will be more fluid to fit how you grew up instead of what you are. You are allowed to spend one of your race's ASI on another ability that isn't receiving a bonus from your Racial ASI. For example, if you were to choose the race Dragon Born who receives a +2 to Strength and a +1 to Charisma, you can either move the +1 Charisma to Dexterity, Constitution, Intelligence or Wisdom. You could instead choose to take a +1 to Strength and use the remaining +1 on Dexterity, Constitution, Intelligence or Wisdom.
Take Half HP When rolling for health, if you roll less than your average health, you take the average health instead. This is very important for a later rule we use. I find this to just be a wonderful rule for making sure RNG doesn't completely fail a character.
Combat
Better Criticals nothing feels worst as a player than rolling a critical and than rolling snake eyes. Criticals for attacks are replaced with this rule instead. You calculate the maximum damage you could possibly deal before adding additional modifiers and then role damage as if it was a normal attack, adding the calculated result to the end. For example, lets say you are using a magical long sword that deals an additional 1d4 of fire damage with a damage modifier of +3. meaning you would normally roll 1d8 + 1d4 then add 3 damage. The max you could role would be 8 + 4. 8 From the long sword and 4 from the fire damage. For a critical hit, you would still roll a 1d8 and a 1d4 but instead of adding just 3 additional damage, you are now adding +12 (8 for the longsword and 4 for the fire). I do understand if this rule seems complicated, it's actually fairly simple and I am sure you will understand it better in a session.
Consistent Healing Potions instead of rolling for healing potions, you now receive the maximum result of a potion. For example, a normal healing potion restores 2d4 + 2, now instead of rolling you would instead receive 10 hitpoints 4 + 4 + 2
DM Death Saves I will roll Death Saving Throws for players that are downed during combat, the players will have no indication if that player has failed or saved. Since this rule is very harsh, we may remove it if the players are new to the game.
Skill Checks
Skill Check Retries When another player attempts a Skill check roll to gain new information (Perception, History, Arcana, etc.) from the DM and fails, you may attempt the same check only if you have a higher Skill modifier than theirs and have proficiency in that skill.
Helping Others When you use the Help action to aid another character in a task, you must have proficiency in that Skill.
If this sounds like something you are interested in, please let me know below and then send me a private message. Once we have a few people interested we shall continue from there.
Please keep in mind, that I doubt I will find 3-5 in the Erie, PA area so more than likely this will be an online campaign.
Game: D&D 5e
Group Preferred: Either IRL or More Likely Online
Experience: Any Experience
Availability: Tuesdays or Wednesdays EST from 1800/1830 to 2000/2200
Game Style: I am working on developing a Campaign in the Eberron setting. I am happy to DM the sessions and am relatively new to DM'ing. My preference in storytelling is probably more in line with Casual Roleplay and more of a Hack n' Slash Combat.
Age: Must be 18 years or older. I am actually unaware if this is a normal given or not but figured I should clearly state this.
What do I expect from the players?
Homebrew Rules:
Please be aware, if you dislike any of these rules either now or when we start playing, please discuss it with me and the party either before or after a session. I am more than happy to tweak or remove them to make the players experience more fun. These are just some rules I have used in sessions before or rules others have used that I enjoyed playing with.
Character Creation
All players will start off on level 3 and are allowed to multiclass. Multiclass options must be approved by me first with a reason for the multiclass.
Characters Ability Scores will be using a modified standard array of 17, 15, 13, 12, 10 and 8. I prefer this because it allows you to hopefully focus on a feat instead of an ASI for the fourth level when you get there. But still not being overwhelmingly powerful.
Race Ability Score Increase will be more fluid to fit how you grew up instead of what you are. You are allowed to spend one of your race's ASI on another ability that isn't receiving a bonus from your Racial ASI. For example, if you were to choose the race Dragon Born who receives a +2 to Strength and a +1 to Charisma, you can either move the +1 Charisma to Dexterity, Constitution, Intelligence or Wisdom. You could instead choose to take a +1 to Strength and use the remaining +1 on Dexterity, Constitution, Intelligence or Wisdom.
Take Half HP When rolling for health, if you roll less than your average health, you take the average health instead. This is very important for a later rule we use. I find this to just be a wonderful rule for making sure RNG doesn't completely fail a character.
Combat
Better Criticals nothing feels worst as a player than rolling a critical and than rolling snake eyes. Criticals for attacks are replaced with this rule instead. You calculate the maximum damage you could possibly deal before adding additional modifiers and then role damage as if it was a normal attack, adding the calculated result to the end. For example, lets say you are using a magical long sword that deals an additional 1d4 of fire damage with a damage modifier of +3. meaning you would normally roll 1d8 + 1d4 then add 3 damage. The max you could role would be 8 + 4. 8 From the long sword and 4 from the fire damage. For a critical hit, you would still roll a 1d8 and a 1d4 but instead of adding just 3 additional damage, you are now adding +12 (8 for the longsword and 4 for the fire). I do understand if this rule seems complicated, it's actually fairly simple and I am sure you will understand it better in a session.
Consistent Healing Potions instead of rolling for healing potions, you now receive the maximum result of a potion. For example, a normal healing potion restores 2d4 + 2, now instead of rolling you would instead receive 10 hitpoints 4 + 4 + 2
DM Death Saves I will roll Death Saving Throws for players that are downed during combat, the players will have no indication if that player has failed or saved. Since this rule is very harsh, we may remove it if the players are new to the game.
Skill Checks
Skill Check Retries When another player attempts a Skill check roll to gain new information (Perception, History, Arcana, etc.) from the DM and fails, you may attempt the same check only if you have a higher Skill modifier than theirs and have proficiency in that skill.
Helping Others When you use the Help action to aid another character in a task, you must have proficiency in that Skill.
If this sounds like something you are interested in, please let me know below and then send me a private message. Once we have a few people interested we shall continue from there.
Please keep in mind, that I doubt I will find 3-5 in the Erie, PA area so more than likely this will be an online campaign.
I'm definitely interested, I'll send a PM
Also interested. Already sent a PM beforehand.
I am interested, PM'd.
I'm really interested in doing this! PM'D
Interested as well, PM sent.
I'm interested too! PM sent now.
Ive always wanted to play in a ebberon campain if theres any room I would love to join!