Starting Rules
A few things regarding my campaign:
- no alchemical items
- so, if you buy the adventurers kit, subtractthe sunrods and give yourself 4 gp. If you desire, buy a lantern & oil(@ 1 sp a pint, which lasts 6 hours), torches, candles or whatever else with the gp. I would strongly recommend a light source of some sort. Ever lasting torch is fine, if you can afford it.
- even if you have the gp (doubtful), no potions to start.
- I'm undecided on whether Eladrin are fey (rather than natural) or not. The matter is hotly contested by those academics who care (so,you have an opinion, Mark?). I'll decide the matter if/when it becomesrelevant or there is a plot reason to do so. Elfs may/may not be fey as well it is even more hotly debated whether they are more/less so than Eladrin.
-I will screw with other creature types, as needed. For example, thereis debate as to whether goblins are fey (feel free to throw in yourhat on this too, Mark. 8) )
-everyone may choose a background from the character builder. Please choose one based on the name/fluff, not the game effect. I reserve theright to say "uh-uh".
-I will be e-mailing you equipment. It may/may not match what you have actually bought... if it doesn't, we can discuss it by e-mail.
-I will likely be giving each player a "semi-trained" (+2) skill, basedon what holes I see in the party. I'll decide on which skills once I see all of the characters.
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