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2nd Edition help.

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Aydenfyre

PostPosted: Mon Apr 19, 2010 8:34 pm


Just as the title says, and I hope I placed this in the right section. Anyway I'm going to be DMing my first major game of D&D, and it's going to be a part of possibly 6 or 7 people, plus an NPC that I'd likely end up running some of things with.

Anyway, one of the issues I'm having is simple, I don't exactly have a whole lot of DM experience. In fact, one of the people I'm DMing over, was my DM, for maybe... 6 games, because his family couldn't get real into it. I've some great ideas, but not exactly sure all of the mechanics for 2. Either I'm not seasoned enough to get what they book is talking about, or I just find some of the explanations to be awful.

For example, 10 rounds in a turn. Am I asking everyone what they'd do, they do it, then monsters / npcs / what have you do so as well? Or is the minute not counting as real time?

Players 1-6 are going up against 4 kobolds. The kobolds win initiative, everyone knows what they're going to be doing and we begin rolling. I roll for the kobolds, and then they roll for themselves. Is all 10 rolls one round, and thus that's supposed to be a minute of combat, as opposed to real time?

Secondly, I notice a lot of people use figurines and what have you for a lot of their games. My DM has a few laying around, and surely he'd let me use them for the game. Anyway, would these be used in a battle? For example, the mage of the party runs to the back of the room, and begins casting spells, while a cleric and a fighter guard him as he's casting it, but leaving enough room for say... a fireball to be launched at a larger group.

The way I used to play with my DM, was regardless of where you're at (say you're in a hallway that only fits two people width wise. Despite this, say two elven zombies would roll for who they'd hit, and they'd end up hitting the guy at the far back with an arm, this wouldn't be the case, would it?

Magical items and whatnot. I can make some up, right? I know the book comes with rules on artifacts and what have you, but I am able to do more than this, yes? Say a necklace that improves charisma by +2. I don't recall seeing such a simple item, but I can indeed make it, yes? So long as stats don't jump past 25?

Weapon proficiencies go for each individual weapon allowed, yes? One for dagger, one for club, long sword, short bow, long bow, composite bow, etc...?

Constitution death. Supposedly, when someone's died a number of their constitution off, they die off. Someone rolls an 18 constitution, but they die 18 times, they're dead? It is health, and overall fitness, and what have you. COuldn't adventuring increase this after so long?

And spells, can only be used (by mages, in this part, I'll go over clerics in a moment) once per reading through there spell book. So, they learned say... Magic Missile. They're level one, so does that mean they can only cast Magic Missile essentially, once per battle? Then after battle, they read their book, learn it again, go back? For some, this seems like they'd learn and memorize, a lot more than that. It takes 9 INT to be a mage, what about those with 18 INT at level 1? Surely they'd be smart enough to remember Magic Missile more than one cast?

Priests get all spells of their spell level the moment they get that level. Does this mean they can cast spells nonstop? Continuously casting Cure Light wounds without stopping, because they don't have to remember it? Personally, it seems sort of off. The book doesn't exactly go over that that I've seen.

Lastly, there are a few thigns I'd like to change here and there. Nothing too drastic, I don't think, but more for the ease of the players I'll be having. Is that alright to be changing little things like that?

Anyway, there are a few other little nitpicky things, and sorry for asking so much, and (again) I hope I placed this in the right spot. Perhaps I'm just nervous, which is likely the case. I get stagefright rather easily, and to be acting in front of people, isn't exactly my forte, but perhaps this'll help.

Thanks much
~Noble_Nogitsune
PostPosted: Mon Apr 19, 2010 9:13 pm


Some things are different with different editions, so just to make sure - Are you using 2nd ED AD&D rules, or one of the newer rule sets (3rd, 3.5, or 4th)?

Wizards and other spell casters get a certain number of spells per day based off of their level. This can be found in the player handbook in the sections that deal with that specific class.

Magical items - yes, you can make up your own unless you don't want to ^_^
Just remember, you're the DM, your word is law. It's your world, go nuts 3nodding

Constitution death - Rule of thumb for this is that if they lose over half of their hp in one hit they have to roll for a save vs death. This is a fort save and the rules for it should be in the DM's handbook (I forget what the exact DC is for it).

Priest spells - They get a certain number of spells per day that they can cast. Once they have cast those spells they have to go pray to regain their spells, sort of like wizards having to study their spell books once they've cast all of their spells.

Kishi Bojin
Crew

Friendly Explorer


Aydenfyre

PostPosted: Tue Apr 20, 2010 8:42 am


2nd Edition AD&D.

Umm... I don't think there was anything in there for difficulty checks, nor fortitude saves. I'll look again, but still don't believe I've seen it yet. I've read book to cover on those two books several times, nada.

The spell / day list. I suppose that's the same as their spell progression?

1 level 1 spell at level 1, 2 lvl 1 spells at level 2. 2 level 1 spells, and one level 2 at level 2, so on and so forth?

Other than that, there isn't as far as I saw a specific list for spells per day usage.
PostPosted: Tue Apr 20, 2010 10:39 am


Noble_Nogitsune
2nd Edition AD&D.

Cool, I'm building a thread on character creation for AD&D, it might help some. I should be able to complete it soon now that my work has quieted down some. (I swear, when it rains it pours >.<)
2nd Ed AD&D Character Creation thread
This thread has information on various saves and things, it might help answer some questions.

Quote:
Umm... I don't think there was anything in there for difficulty checks, nor fortitude saves. I'll look again, but still don't believe I've seen it yet. I've read book to cover on those two books several times, nada.

I have the books here, I'll see what I can find and either post the info for you here or let you know what pages that's on ^_^

edit: Looking through the PHB, it looks like the roll you'd be wanting to use for massive damage would be the save vs. paralyzation, poison, and death magic. Per the book the other things covered under that save are situations where an exceptional force of will or fortitude are needed (Which the player would definitely need in order to survive losing 50% of their hp in one hit).

The table for that is #60 and should be on page 134. I also have it typed up on the character creation thread.

Quote:
The spell / day list. I suppose that's the same as their spell progression?

1 level 1 spell at level 1, 2 lvl 1 spells at level 2. 2 level 1 spells, and one level 2 at level 2, so on and so forth?

Other than that, there isn't as far as I saw a specific list for spells per day usage.

Sort of, they can have more than a handful of spells in their spell books (known spells), but they can only cast the number of spells listed on the spell progression table (table 21, p. 43 I believe). So you're right in that at level 1 they can only cast 1 spell, and at 2 they can do 2 spells, and so on.

Kishi Bojin
Crew

Friendly Explorer


Aydenfyre

PostPosted: Tue Apr 20, 2010 7:58 pm


Alright, so that saves a few questions. Which leaves;

Turns and Rounds.
I have my idea on figurines now. Love the Monster Manual.

As for magic and their ability to be cast, someone gave me a splendid idea for that using an MP type system. Whether or not it'll be used, I'm not sure, but it's certainly an idea.
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