I’ve been watching the other D&D games, and really really enjoying reading them.
But I have no idea how to Really play these sorts of things/Rules or such, yet I’ve always wanted to join a game with other people and learn. But I do read OotS, Goblins, and a few other similar Web comics (“I declare my dodge on You!”)
Do you think you can take a total newbie on, who just really wants to learn to Play? I’m a pretty quick learner.
I know I’m also just a guest for now, but I’ll probably become a full dude before then. If not, I could always have a fitting Viking’s Death at Sea or something. -_-
Sure, if you’ve read OotS then you know pretty much what goes on. You may, however, be unable to read my profile for my email without subscribing, and you’ll need that for getting your character set up. As to playing, all you really need to do is declare what you want to do, and I’ll interpret that in terms of any capabilities you have. If you play as a fighter, that’ll leave you with the least to pick up and let you concentrate on just the role-playing.
Can a Fighter specialise twice (or more) in the same weapon?
Do Rune Priests get Wisdom spell bonuses?
I only have the 1st Edition Bard (not very balanced :eek: ) - what are the main differences in your Skald? Does the Skald player have to have poetical* ability?
In general, will a Thief have regular opportunities to Hide in Shadows (i.e. what are the likely chances on a longboat / in a meeting hall / marching along / in a town?
*my limit is:
The Skald stood on the burning deck,
Whence all but he had fled.
His Jarl had told him what to do,
But he’d forgotten what he’d said.
Fighters can’t double-specialise. They should have no real need to.
Rune-Priests in general have standard clerical abilities as far as spells go.
The Skald is based on the 2e bard with a hint of 3e - sort of like a Thief with a reduced set of skills but some spell ability to compensate. The player need know no more of poetry than the Wizard needs to know real magic
In my enthusiasm for Vikings, it completely slipped my mind that I’m going to be out of computer contact for a couple of weeks at the beginning of the month.
So I probably shouldn’t be signing on for this particular adventure.
A shame, it sounds like it’s going to be a lot of fun.
OK. You need to pick yourself an As (a god) as the powers will vary a bit from one to another. Popular choices include Thor, Odin and Tyr.
glee, a thief will have little chance to practise any of the classical skills aboard ship, but a respectable amount of the campaign will take place on dry land and not necessarily in full loot/pillage/burn mode.
Skalds have no stealth skills or ability with locks or traps, but they do get to choose which of their remaining skills to favour just as thieves do.
I’m sure you can see my cautious thinking on the Thief class - a 4th / 5th level Thief will struggle to get his Move Silently and Hide in Shadows high enough to risk scouting ahead (and he’d have to neglect all other skills as well).
So Skalds focus their thief skills on just Climbing / Hear Noise / Pick Pockets / Read Language?
Obviously that’s a secondary part of the character though…
Will one Cleric type provide enough healing, considering those unarmoured enthusiastic Beserkers?!
Of course it is enormously tempting for a calm, polite teacher to play a Berserker (all that repressed rage! :eek: ) - can you give hints about their mystic powers?
I hope you don’t mind me echoing Malacandra’s advice - playing a Fighter-type is by far the easiest for a newcomer. (In my school roleplaying club, Fighters can start straightaway. Spell casters need an hour or two of instruction and guidance before they play.)
Fighters are tough to hit, can take the most damage and have a clear role at all times.
Wizards are easiest to be hit, go down quickest and have tricky decisions (which become clearer if you watch them being played first).
Necromancy doesn’t mean a Wizard will regularly control Undead (Evil Clerics specialise in that). There are just a handful of Wizard necromantic spells (like Feign Death, Animate Dead and Reincarnation) and most of these are not available to players of levels 4-5 (where this game is set).
I’d actually expect a Viking Wizard to give up Necromancy completely (to earn his weapon skill).
Thieves: Actually, with a small starting percentage, plus 60 points to share out at 1st level, plus 30 points per level for the next four, and any Dexterity bonuses that may be going, a 5th level Thief is well into the 90% bracket in both skills and thinking about diversifying. True, you have to neglect all other skills, but then there would be nothing to look forward to if you were really good at everything by 5th level. You need to decide whether you’re going to be a sneak or a trapspringer, really.
Skalds: Yes. They have some unique bard powers too (inspirational poetry and song, influencing NPC reactions, legend lore) plus spellcasting (which I’ll be restricting to illusions, enchantments and perhaps another school such as alteration) so they’ll have plenty to occupy themselves.
Berserkers: They are famous for flying into a battle rage in which they strike mighty blows and no weapon seems to harm them. Lesser men flee in fear before berserkers. Anecdotally, some berserkers even appear monstrous in battle! Only the berserkers themselves know the whole truth, of course. When not in a rage they can be the most amenable of men.
Quite true, although if Mera’s dead (!) set on playing a Necro I’ll see what I can do to accomodate him. Still, Evocation or Transmutation is more fun (blowing things up, or changing them).
I’d rather not be a fighter, but i’m open to other suggestions. I have a feeling I’m not exactly going to be the bravest of sorts. And I’ve been reading the D&D 1 thread actually, and I like the Woses fellow (if he’s the peaceful one that doesn’t like killing things). I could go for that. Set out to see the world, learn some new things, meet beautiful women, write about fantastic pillaging adventures, but really not get hurt in the process if at all possible.
I had to dig up a few earthy comments about how animated this stuff makes me. However the office gave me no suggestions (there’s just a skeleton staff in today). But I don’t want to turn it into a zombie thread.
[Channeling my pupils] Yo Roosh … wicked … what’s 'appening, dude? :eek:
This is a Viking thread - even the Wizards learn to use a weapon!
The Wose is huge fun to play.
It’s true he prefers healing to killing, but just wait till he catches up to tree-vandalising orcs.
Even at 3rd level, I’ve got 13 spells to cast per day - it really helps to have experience knowing which to choose and which to cast.
I’d rather not play a fighter as I’m playing one in the other game, though it’s funny – generally I get relegated to cleric-ish positions because nobody else wants to play healerbutt. A skald for preference or a thief for slightly lesser preference, then, if we already have a rune-priest and a wizard. I do in fact have a skald concept in mind, so I’d prefer to go for that!