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Forum: The Port Harbor Sagas
 Topic: Starting Character Level
Starting Character Level [message #2477] Sat, 30 December 2017 16:45
like_a_god is currently offline like_a_god
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Registered: May 2009
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As of 12/30/17 Minimal Character Level Is:

4th Level


"Live in your world. Die in Mine!"
 Topic: Crafting Rules
Crafting Rules [message #2206] Fri, 15 January 2016 18:06
like_a_god is currently offline like_a_god
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Registered: May 2009
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I'm posting the crafting rules -- first from the PHB, then from the DMG -- per Matt's request:

C r a f t i n g - M u n d a n e

You can craft nonmagical objects, including adventuring equipment. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself. (The Player's Guide for WOTC's current Organized Play campaign allows a common Potion of Healing to be crafted as a mundane item, taking 10 days and 50gp...)

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost o f 750 gp.
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CRAFTING A MAGIC ITEM

The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table.

Common magic item: 100 gp, minimum level: 3rd
Uncommon magic item: 500 gp, minimum level: 3rd
Rare magic item: 5,000 gp, minimum level: 6th

For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots and can cast magic missile. That same character could make a +1 weapon (another uncommon item), no particular spell required.

An item has a creation cost specified in the Crafting Magic Items table. A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. (A common Potion of Healing would take 4 days and 100gp to craft as a magic item...)

If a spell will be produced by the item being created, the creator must expend one spell slot of the spell's level for each day of the creation process. The spell's material components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. if the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item's creation. Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots, and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.

GENERALLY SPEAKING, CRAFTING MUNDANE ITEMS IS CHEAPER -- BUT TAKES LONGER PER UNIT COST THAN CRAFTING MAGIC ITEMS (5gp progress per day vs 25gp progress per day)...



"Live in your world. Die in Mine!"
 Topic: Regional Map Updated 1.14.2016
Regional Map Updated 1.14.2016 [message #2203] Thu, 14 January 2016 20:13
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
Location: Boulder CO
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Greetings all!

So, in order to provide a more useful regional map I've updated it a bit and removed the 'fog of war'. Hopefully the coloration will also be easier to write on!

index.php?t=getfile&id=92&private=0


"Live in your world. Die in Mine!"

[Updated on: Thu, 14 January 2016 20:14]

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 Topic: Great Session!!
Great Session!! [message #2179] Sun, 06 December 2015 04:22
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
Location: Boulder CO
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Hey guys,

Just wanted to say thanks for the great session. 19 room dungeon crawl in 4 hours! Whew... Sadly, I didn't perma kill anyone but it was a joy trying!

like_a_god


"Live in your world. Die in Mine!"
 Topic: XP Tracking Per Character
XP Tracking Per Character [message #2153] Sat, 17 October 2015 09:44
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
Location: Boulder CO
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These are total accumulations:

Beorge--> 25xp
IO--> 470xp
Sterling--> 470xp
Virgil--> 310xp

Please note: XP is not rewarded to character's whose players are absent from the session.


"Live in your world. Die in Mine!"

[Updated on: Sat, 17 October 2015 10:35]

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 Topic: Regional Map for Port Harbor!
Regional Map for Port Harbor! [message #2113] Tue, 18 August 2015 20:58
like_a_god is currently offline like_a_god
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Registered: May 2009
Location: Boulder CO
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Heya guys! I finally finished (hopefully) the region around Port Harbor...

Please Note: The unknown regions (gray swirls) may expand or contract depending upon the age of Port Harbor...

index.php?t=getfile&id=80&private=0


"Live in your world. Die in Mine!"

[Updated on: Tue, 18 August 2015 21:00]

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 Topic: Kingdom of Ambrosum
Kingdom of Ambrosum [message #2106] Sun, 16 August 2015 18:30
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
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Insomnia Struck this morning... So, I took advantage of it. Here is a map of the Kingdom of Ambrosum.

Port Harbor is a colony of Ambrosum and the origin of your characters...

index.php?t=getfile&id=72&private=0


"Live in your world. Die in Mine!"
 Topic: Welcome to the Port Harbor Sagas!
Welcome to the Port Harbor Sagas! [message #2103] Sat, 15 August 2015 17:55
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
Location: Boulder CO
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Greetings!

First, let me say I am totally stoked to be able to grab the helm and DM again. I've learned a lot from you guys and I hope to put much of it into action. Smile

Okay, let's get down to the basics first...

We'll be using the DND 5E rules and tweak them as needed for our style of play and to make things 'work' in the campaign setting. Feel free to offer suggestions and whatnot. I'll try to be reasonable but reserve my power to use Rule O.

As promised, the campaign will center around the character's motivations, actions and the consequences of their choices. Player's should be prepared to roleplay their characters and are expected to come up with a backstory for each that helps us all understand how they fit into their world. (A write up after the August 29th is helpful.... a bulleted list of important stuff is just fine.)

Port Harbor Campaign Sagas Setting Guide - This guide will help fill out the campaign setting of the game. I'll be making additions to this as I have time and I'll put it in a different post and notate the sections I've added. The 'final' version will be made after September 19th.

Since I've already been asked this.. Players can choose from any of the classes and races provided in the Player's Handbook. I am NOT limiting alignment. Due to the nature of the homebrew some flavor of things will need to be tweaked. I'll make note of this in the settings guide.

Things to think on for the August 29th session...but we can discuss on forums too...

Type of Game:

- What type of game do you want? Dungeon crawls, political intrigue, heavy combat, exploration, mix?

Character Issues:
- How do you want to generate stats?
- Want to start as 0-level characters or 1st level?
- Running multiple characters... swapping in and out as time is needed for 'downtime activities' or multiples in the party at the same time?
- Want to use the 'renown' system?

Port Harbor:
- How old/large is Port Harbpor? I can run Port Harbor from a relatively recent settlement with the wilds basically at the door, where the local power structure hasn't been firmed up yet and there is general lawlessness to a 10 year-old town where the wilds are pushed back quite a bit and government is firmly entrenched. Or, anywhere in between...


Looking forward to hearing from you guys!!

like_a_god





"Live in your world. Die in Mine!"

[Updated on: Sat, 26 September 2015 09:36]

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 Topic: Determining Ability Scores - A Possible Option
Determining Ability Scores - A Possible Option [message #2060] Thu, 11 June 2015 18:08
like_a_god is currently offline like_a_god
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Registered: May 2009
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** Please Note ** This is an option we'll discuss at the initial session on August 29th.

Determining Character Abilities Scores

Players will select their character's ability scores from one of the sets in the Ability Score Pool. The scores in the set may be assigned as the player sees fit.

This Ability Score Pool is generated AT THE BEGINNING OF THE CAMPAIGN in the following manner:

Each player generates three sets of ability scores. An ability score is determined by rolling 4d6, dropping the lowest number and adding up the remaining dice. If the resulting set doesn't provide a positive overall ability bonus, it must be discarded and a new set rolled. Once a player has generated three viable sets he or she chooses one to enter into the Ability Score Pool.

*** It is hoped that this procedure gives some of the benefits of generating ability scores when using both the rolling and point buy methods. It allows for the randomness of rolling without the need to get stuck with an 'unusable' result. As with a point buy system, it helps players know what their options are in regards to later characters and no DM input is needed when determining ability scores. Likewise it helps the DM know the relative 'power' of current and future characters relative to one another.


"Live in your world. Die in Mine!"

[Updated on: Sun, 16 August 2015 13:00]

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