Living Dungeon v2.0 Player’s Handbook

This forum is dedicated to the Living Dungeon Campaign.
MacPhail
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Joined: 07 Jun 2002, 02:43

07 Jun 2008, 00:46 #1

[Please do not post directly to this thread; questions may
be posted in the Living Dungeon 2.0 Announcements and Queries thread, and
additions or alterations to the Living Dungeon v2.0 Player’s Handbook may be
emailed to dragonmajesty (dragonmajesty(at)hotmail(dot)com) or MacPhail
(macphail(at)darkloch(dot)com).]




What is the Living
Dungeon v2.0 Player’s Handbook?





This thread is intended to be a repository of all rules and
regulations of the Living Dungeon campaign, both the general rules and those
specific to individual Dungeon Masters and parties. It is the ‘crunch,’ while
the Living Dungeon v2.0 Gazetteer and Index thread is the ‘fluff.’ It includes
the following sections:




1. Play-by-Post Etiquette

2. Universal Rules & Books Allowed

3. House Rules & Books Allowed

4. Character Creation & Advancement

5. Character Sheet Template

6. Glossary and Reference Links
7. FAQ




This thread updates
and replaces the original Living Dungeon Handbook: Rules, Glossary, Roster,
& More thread



 
Last edited by MacPhail on 07 Jun 2008, 01:45, edited 5 times in total.
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MacPhail
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Joined: 07 Jun 2002, 02:43

07 Jun 2008, 00:47 #2

As suggested by dragonmajesty


Rules of Commitment




A curious fact about play-by-post; while the time it takes to actually post could probably be measured in terms of no longer than an hour
per week (for players), the extended nature of the format nearly requires checking up with the game on a daily basis. For this reason, do not join a game if
you are unable to regularly attend. Also, due to the long-term nature of play-by-post, do not join or start up a game if you expect to have other commitments a
few months down the line.




As a DM, you should expect to commit more time to the game than your players, since you must both maintain the campaign as well as respond to all character
actions when appropriate. Thus, do not take on the responsibility of DMing if you do not have the time and energy to dedicate to running the game.




For the players, there are often times when their characters are not active; perhaps they are asleep in another room while some of the party is being burgled,
or perhaps they have fallen in combat and are unconscious but not dead. Or perhaps you were out of town for several weeks (which you had already informed your
group about, I trust?) No matter the reason, even if your character is not active, read all posts for your game and keep up to speed with what's going on.
It is unfair to the other players and DM to expect them to summarize for you what you missed because you blew off the game until your character gets involved
again.




Thus, the RULES OF COMMITMENT:




1. Do not commit to a game if you don't have the time to spare to maintain regular attendance.


2. Do not commit to a game if you suspect you will be unable to maintain the commitment several months down the line.


3. Do not DM if you cannot afford the extra time and effort the role requires.


4. Keep up to speed on the progress of your game, even if your PC is not actively participating.





Rules of Attendance




Play-by-post games by their nature run slowly. For example, if during a battle a single exchange between a player and a DM takes one day for posting, and there
are five players in the game, then a single battle could easily take an entire month to complete and this is assuming everyone shows up regularly. For this
reason, it is important that you maintain regular attendance for your campaign, to avoid unnecessary slowing down of the game.




Of course, circumstances sometimes arise which prevent you from showing up. For example, you might have a vacation planned for the following two weeks. In this
case, please keep your group informed of scheduled absences, and have an alternate player ready to control your character if need be.




Occasions also arise when, through no fault of your own, you are unable to make the session, usually due to computer problems. In this case, use a friend's
computer, or a public computer, or any means you can to alert your group of your problems, and the time you think it will take to resolve the issue.




Thus, the RULES OF ATTENDANCE:




1. Maintain regular attendance.


2. Keep your group informed of when you will be away from the game, and have an alternate player appointed to control your character.


3. If you are unable to get to the game through no fault of your own, find a way to get online and alert your group.






Rules of Involvement




As noted by the last point above, it is tempting for players of non-active characters to lose interest in a game if enough time passes. For that reason, DMs
are encouraged to avoid situations where only some of the characters are actively involved in the game. Obviously if someone drops in battle, there's not
much you as the DM can do to get the character involved, but you should avoid cases such as the example mentioned above, where half the party is asleep while
two members in another room awaken and capture a burglar in their room. If the course of your adventure demands such an occurrence, find some other way to keep
the other players interested.




The DM has a heavy burden on his shoulders, since he has to run the game, prepare the adventure, and flesh out his campaign world. For that reason, anything
the players can do to help him ease this burden is generally appreciated. This does not necessarily mean writing city descriptions for him, but things like
coming up with an interesting character background that he can work from, or proposing goals your character hopes to fulfill, make his job easier. For example,
rather than simply state you are hanging out at the inn, you could inform the DM that you want to get involved in a competitive storytelling contest with other
patrons. This gives you, the player, a moment to shine as you spin your yarn, and gives the DM more of a structure to base his adventure around. Just be sure
that you get his approval before introducing anything like this!




Another difficulty play-by-post play presents is that, as things develop so slowly, it is easy to lose touch with what your character is capable of. You should
be familiar with what your character can do, and review the PC from time to time to refresh your memory.




Thus, the RULES OF INVOLVEMENT:




1. Avoid situations where some players will be unable to directly participate for weeks at a time.


2. Help the DM in his task to bring the world to life around the PCs.


3. Know what your PC is capable of, and check the character over from time to time to remind yourself.
Last edited by MacPhail on 07 Jun 2008, 01:37, edited 1 time in total.
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MacPhail
Necromancer
Joined: 07 Jun 2002, 02:43

07 Jun 2008, 00:49 #3

Universal Rules

1. One PC per Player: A player may only play one player character in the Living Dungeon campaign at any given time. A player may not play
two different characters simultaneously, even if they are in two different cities.


Books Allowed




1. All games use the following books:

  • 3.5 Core Rulebooks: Player's Handbook, Dungeon Master's Guide, Monster Manual]
  • Player's Handbook II
  • The 'Complete' Series: Complete Adventurer, Complete Arcane, Complete Divine, Complete Mage, Complete Scoundrel, Complete Warrior
  • The 'Races' Series: Races of Destiny, Races of the Dragon, Races of Stone, Races of the Wild
  • Spell Compendium
  • Magic Item Compendium
  • Sandstorm
2. All games use the Necromancer Games Ranger. This is a variant ranger class available as a free download (see Section 6: Glossary and
Reference Links).


3. Additional books may be allowed by individual Dungeon Masters, as noted in Section 3.
Last edited by MacPhail on 17 Jun 2008, 14:54, edited 4 times in total.
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MacPhail
Necromancer
Joined: 07 Jun 2002, 02:43

07 Jun 2008, 00:51 #4

To be provided by individual Dungeon Masters

Shadows of the Dead House Rules





1. Post Format: Make any dialogue and actions to be in bold, so it stands out from the rest of your text. For example: "I'm not sure what happened to the pie, Flail, but I'm willing to bet one of them damn Dwarves ate it!" and (OOC
- Listen Check +2 at Northwest door)





2. Luck: Luck is a new 7th ability that I use in my game, which generates a modifier
just as the other ability scores do. The purpose of the Luck modifier to twofold - it represents the characters Luck Points and Fate Points. First, the Luck
Points can be utilized once per day to modify an otherwise bad roll (for instance to avoid a Fumble, a missed skill check or a missed Save, or any non-lethal
situation, etc.). Once expended, Luck points return to the player the following day. Fate Points represent the favour of the
gods, the fickle hand of Fate, sheer blind luck, or perhaps something else altogether. Whenever something catastrophic happens to you (meaning a "certain
death" situation), you can spend a Fate Point to overcome or avoid it (for instance, if you die horribly from a dragon's fiery breath, if you fail a
saving throw against a spider's lethal poison, if you fall into a bottomless pit, or if you die when teleported to the plane of unknowingly sufferable pain
and death, etc.). That's what you should spend a Fate Point to do - avoid the death of your heroic character. I will decide what the game-result is should
you need to spend a Fate Point. Be forewarned, once you spend a Fate Point, it's gone forever - it cannot be recovered by any means short of a
Wish. When you have spent all your Fate Points, you have exhausted your heroic ability to avert terrible danger and cheat fate. Fate Points are
powerful things, so use them wisely and only when necessary.




3. Critical Hit and Fumble Charts: TBD


Shadows of the Dead Books Allowed


In addition to the general books allowed, Shadows of the Dead allows the following books;

  • Tome of Horrors
  • Tome of Horrors II
  • Tome of Horrors III
  • Frostburn
  • Stormwrack
  • Liber Mortis
  • Unearthed Arcana



Live Evil House Rules




TBD




Live Evil Books Allowed




In addition to the general books allowed, Live Evil also allows the following:


  • Book of Vile Darkness
  • Fiendish Codex I & II
  • Most Necromancer Games books, subject to approval



Pyr Grythen "New Party" House Rules




TBD




Pyr Grytthen "New Party" Books Allowed




TBD
Last edited by MacPhail on 17 Jun 2008, 15:07, edited 5 times in total.
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MacPhail
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Joined: 07 Jun 2002, 02:43

07 Jun 2008, 00:52 #5

1. Starting XP: 1,250 (2nd level character if no item creation feats are used). Note: some DMs may choose to start their characters at 1st level, as one
current startup group is doing, or at some higher level. Contact potential DMs by private message or in their current OoC thread for clarification.



2. 32 point buy for stats, using the point buy rules in the DMG.




3. Starting gold: 900; no more than 400 gp can be spent on one item. You must pay for all of your own equipment; you do NOT also start out with the general 1st
level character starting package described elsewhere in this forum.




4. Starting races: standard PHB races only to begin; DMs may allow additional races as the Living Dungeon campaigns continue.




5. Alignment: no restrictions set at this time.




6. Hit points: Characters have max hit points at first level, as per the standard rules. For every subsequent level, PCs receive 75% of the base number of hit
points possible. For the d6 and d10 this will result in a fraction. The first level a PC receives such a fraction round down. For the second level where the hp
number contains a fraction simply round up. For subsequent "fraction levels" continue to alternate, rounding down one level and up the next.




Hit point chart:


Die Type........L1.....L2....L3.....L4.....L5


d4 (+3)..............4......7......10....13.....16


d6 (+4/+5).........6......10.....15....19.....24


d8 (+6)..............8......14.....20....26.....32


d10 (+7/+8 )......10.....17.....25....32.....40


d12 (+9)............12.....21.....30....39.....48




Note this chart is not exact if the character has added levels with hit dice of a different size than those of earlier class levels (e.g. a wizard/rogue or
fighter/rogue). Just use it as an example of the progression.




7. All PCs MUST BE POSTED in the Living Dungeon
Characters Forum prior to commencement of play. A copy of the standard template I use is posted in Section 5; just copy it, paste it into your post, and
fill in the details.
Last edited by MacPhail on 07 Jun 2008, 13:51, edited 3 times in total.
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MacPhail
Necromancer
Joined: 07 Jun 2002, 02:43

07 Jun 2008, 00:54 #6

Joe, Male Human Ftr6/NGRgr1


played by: Your Login Name


Size:


HD:


hp:


Init:


Spd: ft.


AC:


(AC Flat-footed: ; AC Touch: )


Base Attack: melee, ranged


Weapons:


+ melee weapon, damage (crit)


+ ranged, damage (crit), range


AL:


Save: Fort +, Ref +, Will +


Attrib.: Str , Dex , Con , Int , Wis , Cha . (+1 point at 4th level = __, etc.)


Skills: Climb (rank) +total, etc. for all skills.


Feats: Name (source), etc.


Languages:




(Special Class ability summary where needed)






Equipment: magic item #1, item #2, etc


Treasure:




Description:




XP:




Campaign Log:


Session #1, 01/01/02--Brief description (loot/xp garnered).


Session #2, 01/04/02--etc.


Last edited by MacPhail on 07 Jun 2008, 01:37, edited 1 time in total.
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MacPhail
Necromancer
Joined: 07 Jun 2002, 02:43

07 Jun 2008, 00:55 #7

Things unique to the Living Dungeon setting are as follows:



Alchemy Tools, travel set: A travel set of alchemy tools allows a character with Alchemy skill to attempt a
variety of actions (mixing, heating, decanting) without taking things back to the lab. Traveling tools do not offer bonuses on skill rolls, as a full lab does,
but may reduce or negate penalties normally imposed on skill checks in the field, as alchemists are no longer forced to scrounge their tools ad hoc from the
materials surrounding them.




Items in this kit include a set of vials made of wood, metal, glass, and clay, a decanter for mixing, a pestle and mortar, a stand, tongs for the vials, and a
collection of powders and other dried components required for chemical analysis. These items are stored in a reinforced box, with padding and straps to reduce
the risk of breakage. The contents of the kit are still fragile, and must be handled with care. Falls and crushing damage may necessitate an object save, at
DMs discretion. Cost: 50 gp, Weight: 7 lbs. (accepted per tsar riga for Modros; other DMs may or may not allow this)




Arcanthus Lorune: The neutral good deity of magic, knowledge, and time itself. He is the patron god of Ursaphous, City of the
Learned, where his following is most fervent, but he has temples in other parts of the realm as well. The inhabitants of Ursaphous often refer to the Sorcerer
Sage simply as Lorune. More details can be found in the Living Dungeon Gazetteer: Maladium thread, in the Ursaphous section.




Chroniker: The priests of Arcanthus Lorune, the patron deity of Ursaphous, use this device mainly to enter a meditative state. Often
various candles, concoctions, and spells are used in tandem with the Chroniker to hasten the onset of visions from the Sorcerer Sage. Chronikers are also used
in religious music or services with chanting and vocal praises.




The device consists of four rods, usually made of metal, each rising from the corner of a square base and meeting at the point of a pyramid. From this point
swings a pendulum that clicks with a periodic rhythm. Prices and weight vary depending on the materials used in construction.




The Necromancer Games Ranger: All DMs are allowing the Necromancer Games Ranger variant as an allowable class.
The following link will take you to an MSN group where you should be able to download this handout: Bloodfeaster's Crypt
Last edited by MacPhail on 07 Jun 2008, 13:47, edited 2 times in total.
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MacPhail
Necromancer
Joined: 07 Jun 2002, 02:43

07 Jun 2008, 00:56 #8

Q1. Can we buy prorated wands at less than full charges? For example, a wand of magic missiles with 25 charges at half the cost of the
same wand at 50 charges?




A1. No.




Q2. Can we use the DMG item creation rules to create magic items to start with? For example, according to the DMG rules, an item that gives a +4 skill bonus to
a single skill would be 4 x 4 = 16 x 20 = 320 gp, assuming it takes up an item slot, so for instance a headband of concentration +4 would cost 320 gp using the
standard DMG rules.




A2. Yes. That's why PCs have some extra XPs to start. That way wizards can make some items to keep themselves and their friends alive.




Q3. Can players develop custom feats and custom prestige classes for PCs that then become available to everyone in the campaign?




A3. No. The Living Dungeon Campaign will not allow custom feats and custom prestige classes for PCs at this time. All such material must come from the SRD, or
a quality d20 book approved by your Dungeon Master.
Last edited by MacPhail on 07 Jun 2008, 01:38, edited 1 time in total.
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