Okay. For those of you who wanted to do D&D with Apple Kid, I need you to do a few things for me.
This time we're using some house rules. Because as much as I enjoy rolling dice and looking at numbers between posts and making things tabletop complicated, it made posts long and really gave me a lot of extra work.
SO. If you want to have a character play in his D&D tabletop pretendytime game within an internet pretendytime game CLICK ON THROUGH. If you don't, then you can ignore this. RED TEAM you may be getting a game of your own, I don't know. It depends on how many people we get.
We're going to be playing by flipping coins. Honor system works here. Actions will work depending on succeeding on one or more coin flips, depending on what class you are, and what you are trying to do. Certain classes are better at things than other classes, and that will reflect in what is going on.
Hitpoints is how many hits it takes to kill your character. Attack is how good you are at attacking. Defense is how easy it is for monsters to hit you. Skills is how good you are at non-fighting actions. Magic is if your character can cast magic or not. Special abilities is for random special class things.
Abilities:
Great: Flip a coin. If the first flip fails, flip a second time. If the second flip succeeds, you succeed.
Average: Flip a coin.
Poor: Flip a coin. If the first flip succeeds, flip a second time. If the second flip succeeds, you succeed.
Barbarians:
Hitpoints: 12
Attack: Great at attacks.
Defense: Average at defense.
Skills: Average at skills. Barbarians know Climb, Craft (Something), Handle Animal, Intimidate, Jump, Listen, Ride, Survival, and Swim.
Magic: No magic.
Special abilities: Rage - Twice per day for the length of a battle, a barbarian does 2 damage with each attack.
Bards:
Hitpoints: 6
Attack: Average at attack.
Defense: Average at defense.
Skills: Great at skills. Bards know Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (everything), Listen, Move Silently, Perform, Profession (job), Sense Motive, Sleight of Hand, Spellcraft, Swim, Tumble, and Use Magic Device (Cha).
Magic: Bards know 3 2nd-level, 4 1st-level and 6 0-level spells, and can cast 3 2nd-level, 4 1st-level, and 4 0-level spells, all from the bard-spell list.
Special abilities: Prancing. Bardic Music - Bards can make one other creature lose an action by playing delightful music.
Clerics:
Hitpoints: 8
Attack: Average at attack
Defense: Great at defense.
Skills: Poor at skills. Clerics know Concentration, Craft, Diplomacy, Heal, Knowledge (arcana/history/religion/the planes), Profession (Job), and Spellcraft.
Magic: Clerics memorize spells every day (keep a list) and may cast any spell on the cleric list. Clerics may cast 4 3rd-level, 5 2nd-level, 5 1st-level, and 6 0-level spells.
Special Abilities: Turn Undead - Three times a day, clerics can deal 1 damage to every undead creature in a battle.
Spontaneous Casting - Clerics can turn any spell they have memorized into a cure spell of the appropriate level.
Druids:
Hitpoints: 8
Attack: Average at attack.
Defense: Average at defense.
Skills: Average at skills. Druids know Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, and Swim.
Magic: Druids memorize spells every day (keep a list) and may cast any spell on the druid list. Druids may cast 3 3rd-level, 4 2nd-level, 4 1st-level, and 5 0-level spells.
Special Abilities: Shapeshift - Druids Can turn into an animal two times per day.
Animal Companion - Druids get an animal companion that has average attack, average defense and 8 hitpoints.
Fighters:
Hitpoints: 10
Attack: Great at attack.
Defense: Great at defense.
Skills: Poor at skills. Fighters know Climb, Craft, Handle Animal, Intimidate, Jump, Ride, and Swim.
Magic: No magic.
Special Abilities: Cleave - If a fighter makes a successful attack against one enemy, he or she may make a second attack against another enemy within range.
Monks:
Hitpoints: 8
Attack: Great at attack.
Defense: Average at defense.
Skills: Average at skills. Monks know Balance, Climb, Concentration, Craft (something), Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana/religion), Listen, Move Silently, Perform, Profession (Job), Sense Motive, Spot, Swim, and Tumble.
Magic: No magic.
Special Abilities: Flurry of Blows - Monks may become Average at attack to take TWO attacks per round.
Paladins:
Hitpoints: 10
Attack: Great at attack.
Defense: Great at defense.
Skills: Poor at skills. Paladins know Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty / religion), Profession (Job), Ride, and Sense Motive.
Magic: Paladins may cast 1 1st-level spell per day from the Paladin List.
Special Abilities: Lay on Hands - Twice per day, a paladin can heal a character for up to 5 hitpoints.
Ranger:
Hitpoints: 8
Attack: Great at attack.
Defense: Average at defense.
Skills: Great at skills. Rangers know Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering/geography/nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope.
Magic: Rangers may cast 1 1st-level spell per day from the Ranger List.
Special Abilities: Animal Companion - Rangers get an animal companion that has average attack, average defense and 8 hitpoints.
Rogue:
Hitpoints: 6
Attack: Average at attack.
Defense: Average at defense.
Skills: Great at skills. Rogues know every skill Appraise, Balance, Bluff, Climb, Craft (Something), Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession (Job), Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope.
Magic: No magic.
Special Abilitles: Sneak Attack - If a rogue can deal damage before damage is dealt to the rogue, he or she deals two damage points.
Sorcerer:
Hitpoints: 4
Attack: Poor at attack.
Defense: Poor at defense.
Skills: Poor at most skills. Sorcerers know Bluff, Concentration, Craft, Knowledge (arcana) (GREAT AT ARCANA), Profession (Job), and Spellcraft (Int) (GREAT AT SPELLCRAFT).
Magic: Sorcerers know 1 3rd-level, 2 2nd-level, 4 1st-level, and 7 0-level sorcerer/wizard spells. Sorcerers may cast 4 3rd-level, 6 2nd-level, 7 1st-level, and 7 0-level spells per day.
Special Abilities: Familiar - Sorcerers have a magical creature that does nothing really useful.
Magical Training - Sorcerers can use any magic item.
Wizard:
Hitpoints: 4
Attack: Poor at attack.
Defense: Poor at defense.
Skills: Poor at most skills. Concentration, Craft (something), Decipher Script, Knowledge (ARCANA - GREAT; everything else average), Profession (Job), and Spellcraft (GREAT AT SPELLCRAFT).
Magic: Wizards know every spell on the sorcerer/wizard list. They select their spells at the beginning of each day (keep a list). Wizards may cast 3 3rd-level, 4 2nd-level, 4 1st-level, and 5 0-level spells per day.
Special Abilities: Familiar - Wizards have a magical creature that does nothing really useful.
Magical Training - Wizards can use any magic item.
IF YOUR CHARACTER CAN CAST MAGIC. Give me a list of spells that are interesting to you and I will tell you what they will do in this pared-down version. For the love of God, please keep lists reasonable.
Information on standard 3.5 D&D is available here:
http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/home.html SUGGESTIONS FROM OTHER D&D NERDS ARE OF COURSE APPRECIATED.
What I want from you is what your character plans on playing and, if they can cast spells, what spells they plan on casting. Anything else is just flavor at this point and totally up to you.