"The Call of Saint Cuthbert"
Fezziwig's Table general rules...
This Play by Post game will run once a week - live- in a pre-determined 2-hour window. Once we decide on the days and time, please try your best to be there - in an emergency - when a player is not available, the DM or party leader can take control of your player as an NPC until the next session.
Role up your own character using the 1E system. Roll 4d6 for each ability score and throw out your lowest score. You can roll up all your abilities first then place them in any ability you would like to have them in. Roll your money and use the standard prices in the PHB for gearing up. Max out your HP for all level 1 PC please. You are welcome. Please feel free to create an interesting backstory and perhaps a drawing or crest which will represent your character.
Use an old school paper character or online sheet. Send me your character when first completed. We can update as the game goes on. Be sure to roll age and adjust abilities as noted in DMG. Roll your height and weight as well. Be sure to adjust your abilities base on whatever race you choose.
Magic users study there spellbook to use the spells and need a full 8 hours of sleep to regain their spells. You don't have to roll for your spells; just choose the spells you like.
Clerics must pray the regain spells and need a full 8 hours to regain them.
I have my own fumble and critical hit charts to keep things fresh on a roll of a 1 or 20.
I will be using graph paper for maps and certain areas. You can have a mapper in your group or each map on your own. I will be sending out a lot of pics via my phone.
We will separate in-character (IC) and out of character (OOC) text. We will use quotes for in-character dialogue, example: I draw my sword and say," Stand back you foul beast!"
Out of character comments can go in parentheses, like (I'm not sure if I am able to hide in shadows here...)
Go find your favorite old school dice. Players can use real dice as can the DM, I trust you're rolling as I hope you would trust mine. Add in whatever bonus on your own to your roll please.
Combat for 1E:
As per DMG sort of...
DM checks for surprise...
Party members will Declare Actions:
Spell casters declare their spells at the start of the round, before initiative. They cast after missile but before melee, or the initiative segment, whichever comes later. This means a caster can be disrupted if hit before they finish casting.
:
Roll Initiative:
Each side rolls 1d6 for initiative and the higher roll acts first. One player can roll for the party. Tie means simultaneous actions.
Missile attacks land ranged weapons like bows and slings go before melee combat in the same segment.
Spell casters cast
Movement
Melee combat last...weapon speed factoring in for an early or late strike only matters in a tie.
Second missile weapon attack if appropriate.
You may parry, giving up your attack, improving your AC as per PHB page 104, it subtracts your Strength " to hit" bonus from the opponents "to hit" dice roll.
Encumbrance will be used as per the PHB. I am not going to micromanage and add things up as long as things are logically within reason.
Weapon adjustment verses AC will not be used...but weapon speed and size will be considered. Of Couse, a 2 handed sword is slower to swing than a dagger, etc.
Psionics are not to be used for players.
Levelling up: There will be a cost and training time. You will need 2 weeks of training.
Fezziwig's training table:
lev2 200gp/week
lev3 220gp/week
lev4 250gp/week
lev5 600gp/week
lev6 1200gp/week
lev7 2400gp/week
lev8 4800gp/week
lev9+ 6000gp/week
It goes without saying that I will not tolerate any racist or offensive comments. No half-Orc face shaming please. Let's keep politics out of gameplay and chat. I do not pretend to know everything. I am always open to critiques and would like to be addressed if I make a mistake or misinterpret the rules. You can always direct message me to talk about a game situation in private.
Roll a 20 my friends... :)
PS. Probably forgot something... :o
Want to see more? Sign up or log in to read the full game, post, and play — you'll land right back here.