Quickstart Guide

Introduction
 

Greyhawk is a challenging, high risk, low reward setting. Party balance is essential. Planning and strategy is advised as frontal assaults can be disasterous. Retreat is sometimes the best option.

 

Pacing: We will try to keep the game moving quickly and check in regularly to adjust as needed and make sure everyone is having fun! Adventures will be somewhat self-contained and episodic to account for player availability. Downtime, inventory management, decision making, travel, most RP will be handled via our forum's Play By Post feature and will continue right up to the start of the next encounter. TBD: evening games will last 3 hours twice a month, possibly Thr or Fri 7pm to 10pm.

 
 
Character Creation
 

System: Core 3.5e found here, play tested house rules outlined below. Core classes, feats, spells, etc. Similar to 5e, less streamlined, more crunchy.

 

3.5e Epic Sixth: variant caps character advancement at level 6; thereafter characters gain a feat per level. The level cap fixes the "Linear Warriors Quadratic Wizards" problem as well as exploration and domain level play for long running campaigns.

  Old School Rules: We are using a few variants to provide an old school 1e/2e feel appropriate to Greyhawk.  

Method: 25 point buy. Calculator here... No unadjusted scores above 16. Every level, including 1st, roll d6 to determine which ability score is increase.

 

Race: Choose Human, Half-elf, Half-orc, Dwarf, Gnome, Halfling, Elf. Bloodlines, detailed below, may manifest later.

 

Class: Core classes. Prestige feats at level 6 unlock a 7th level capstone ability.  

Equipment:  

Homeland: choose or roll from the table to the right. The black and white shields on the map are clickable.

 

Meta: World of Greyhawk is a sparsely populated setting with vast swathes of outlands: outdoor encounters will be common. Prepare accordingly.

 

House Rules: 3.5e Core rules. + playtested variants. Combat feats may not be taken successively, they must be alternated with noncombat feats. Builds are less important. Class, abilities, race, build, in order of importance.

 
Faction (Optional)
 

Factions are an important way of connecting your character to the game world and introduce a story-based element that allows players to take the campaign in exciting new directions.

 

At 1st level, each character gets 1 relationship point. Each point represents one d6 to be used when trying to leverage your connection to the faction. All players roll their relationship dice at the start of each session, and everybody sees the results. By the end of the session, each 6 or 5 should contribute to the story somehow, either at the GM’s or player’s initiative.

 
A Dark Age of Superstition
 
 

The Dark One, Tharizdun, The Great Shadow, rises, and The Mortal World has grown more closely aligned with Shadowfell. There are no known Divination spells above 0 level, although there are a few incantations and rituals that may provide uncertain answers. There are no known spells that affect travel or movement. Some Transmuters have unlocked secrets that blur the line between alchemy and magic. Those who practice the Dark Arts of Necromancy have seen their powers grow as they command hordes of undead and strive to unlock secrets previously unattainable by mortals.

  See our d20e6 wiki page more information.
Flanaess
Flanaess

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