AD&D 2nd Edition: Which extra dice to buy for a mage?
AD&D 2nd Edition: Which extra dice to buy for a mage?
I'm playing as a newbie in several AD&D 2nd edition games, all very low level, very low-cheese. It's all with the same DM but with different groups of players. So far I've been using my own set of dice (one of every type, from d4 up to d20), and this seems to be enough for fighters and thieves, but I'd like to try a mage sometime.
My question is: which dice should I buy if I want to have my own dice for every spell I can cast (up to about level 10)? I know I'll need more d6's for fireballs, and some extra d4's for magic missile, but do I need anything else?
My question is: which dice should I buy if I want to have my own dice for every spell I can cast (up to about level 10)? I know I'll need more d6's for fireballs, and some extra d4's for magic missile, but do I need anything else?
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.
I know I'll need more d6's for fireballs, and some extra d4's for magic missile, but do I need anything else?
No, you only need more D6's and D4's for convenience of course.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
Thanks, okay, I will buy those then.
I am also wondering, do you have any good tips for surviving oldschool D&D? I mean, I've survived around 10 sessions now, but spread over different characters, and have lost one character to a poison trap*. None of my characters are over level 4 so far. Are there any clear do's and don'ts if I want to make it to level 20+?
So far, I've learned a few things:
- To always have our thief check for traps before going down a hallway or opening a door
- To never pick up treasure without having someone detect magic on it
But is there a guide somewhere with more sage advice like this?
* Ironically, he was a rogue with all points in find/remove traps, he just failed all his rolls.
I am also wondering, do you have any good tips for surviving oldschool D&D? I mean, I've survived around 10 sessions now, but spread over different characters, and have lost one character to a poison trap*. None of my characters are over level 4 so far. Are there any clear do's and don'ts if I want to make it to level 20+?
So far, I've learned a few things:
- To always have our thief check for traps before going down a hallway or opening a door
- To never pick up treasure without having someone detect magic on it
But is there a guide somewhere with more sage advice like this?
* Ironically, he was a rogue with all points in find/remove traps, he just failed all his rolls.
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.
Races with resistance to poison? My rogue was a halfling which at that time got like +4 to the poison roll with a con of 16. I think dwarves still get a bonus.
Another idea is to 'mixin' a level of fighter or ranger to get the dose of level one (2 units at 1) fortitude saving throws.
A high reflex save is also nice for elemental traps.
I'm also a newb because our games were all newbs including the DM (not talking about Siberius game rather talking about my first group)..
Are you playing an online bulletin game or a home game, Revi? The reason I ask is I'd like to find a game with people who stick to the game and don't bail out.
Another idea is to 'mixin' a level of fighter or ranger to get the dose of level one (2 units at 1) fortitude saving throws.
A high reflex save is also nice for elemental traps.
I'm also a newb because our games were all newbs including the DM (not talking about Siberius game rather talking about my first group)..
Are you playing an online bulletin game or a home game, Revi? The reason I ask is I'd like to find a game with people who stick to the game and don't bail out.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
Claudius wrote:Races with resistance to poison? My rogue was a halfling which at that time got like +4 to the poison roll with a con of 16. I think dwarves still get a bonus.
Another idea is to 'mixin' a level of fighter or ranger to get the dose of level one (2 units at 1) fortitude saving throws.
A high reflex save is also nice for elemental traps.
I'm also a newb because our games were all newbs including the DM (not talking about Siberius game rather talking about my first group)..
Are you playing an online bulletin game or a home game, Revi? The reason I ask is I'd like to find a game with people who stick to the game and don't bail out.
I'm playing AD&D 2nd edition (so I cannot mix classes except when human). And yes, next time I roll a thief, you bet I will make a halfling!
It's a home game* with a very experienced DM. At first I thought he was very strict, but I've gotten used to it, and now I actually really like his style. We play in a campaign setting he has crafted himself over all his years of playing. He doesn't allow any powergaming, only allows kits if they make sense for a character's background story and forces us to roleplay every NPC encounter... things like that.
* Actually I should say multiple concurrent games, the adventure we play depends on the players that can make it to our weekly meeting
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.
That sounds like a lot of fun!
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
It is really fun. Still, I would also be interested in finding a good group that plays AD&D 2nd edition over email or forum. Once a week is not really enough for me. The problem is, I don't know where to start looking for people. I don't want to DM, don't want to play another edition, and don't want a group of powergamers... I think a group that meets those requirements will be hard to find.
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.
I haven't played 'real' AD&D for years, decades even. Still remember one key mantra though, basically players going through the game chanting 'Looking ahead, looking behind, checking for traps and searching for secret doors' until the DM got so fed up with it I finally got the message and took basic survival behaviour as read.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
PS Sorry got distracted. Anyway, in my experience basic stuff, like checking for traps/secret doors should be assumed by the DM. Two ways of approaching this, either the DM can roll the dice for the party when relevant. Or alternatively get the thief/elf whatever character to roll a lot of D20's prior to the game starting and use these rolls as appropriate. Not keen on the latter, but some players actually preferre4d it.
Of course the DM suddenly rolling D20 for no apparent reason, muttering to him/herself and maybe tut-tutting certainly raises the player's paranoia level! Which can actually be a good thing, as long as you trust your DM, and if you can 't, find another DM.
Of course the DM suddenly rolling D20 for no apparent reason, muttering to him/herself and maybe tut-tutting certainly raises the player's paranoia level! Which can actually be a good thing, as long as you trust your DM, and if you can 't, find another DM.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
Hehe yes, checking for traps and secret doors is something we do constantly. I'm glad my DM doesn't automatically assume we do it, except when we state at the beginning of a hallway that we want to check for traps every few meters. But on doors and chests I think it's actually fun when a DM requires you to state it, because it forces you not to give in to your first instinct of grabbing the loot.
I've found a nice list with many more great survival tips [url='http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=36087']here[/url]. Many of them are quite humorous, others very useful. It's worth a read
I've found a nice list with many more great survival tips [url='http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=36087']here[/url]. Many of them are quite humorous, others very useful. It's worth a read
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.
But on doors and chests I think it's actually fun when a DM requires you to state it
Sorry if I misuderstood, but I was only referring to general 'on the move' situations. When it c omes to specifics like doors and chests etc., then darn tootin' the player had better stipulate exactly how they're going about it!
Had one player once decide his elf fighter/mage was going to polymorph into an ooze then slide under a door and search the area beyond. Checked his side of the door, slid under, changed back, kept going down the passage the other side all blazé. Rolld D20 I said, he did, 1 .... um (to the rest of the party) You hear a series of loud thunk's. They kcikc the door down to find one dead elf with several very large balista bolts stuck in him! Fortunately for him he hadn't gone beyond -10 hit points, so they managed to revive him. The biggest difference I guess between real AD&D and CRPGs is no game save! Also of course no raise dead for Elves, it's rod of resurrection (they didn't have one) or roll a new character!
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
Amanthor wrote:I'm currently DMing two AD&D 2nd ed games! One for a group of people around a table and one solo game for my friend over Skype/Google+. Both are set in Greyhawk. It always strikes me when people think that just because it's an old edition it's no longer a viable game. AD&D all the way!
I'm happy you feel the same way about it. Sometimes it seems to me like the whole world is playing either 3.5 or later editions. For me, the simplicity and classic feel of 2nd edition is just lost when you get the option to mix classes in 3rd, combined with the fact that it pushes you to metagame to pick up the feats you need to enter a prestige class. If I am ever going to play 3.5 I will probably play a pure class, regardless of the great options provided by this system.
That was a nice story, Galrean
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.
My favorite memory of ADnD is being in a tower in a castle we assaulted and we were all at the top of a tower with enemies trying to bash through the door which we had closed. We had a bag of holding with some metal armor and my druid, Thranduil, cast heat metal which sent burning hot armor down the stair as the door caught fire That had to be a fun spell to cast on armored knights sent to kill us. I think it was actually greyhawk module but we played all different modules just as the DM purchased them.
I'd definitely be up for an ADnD game. I would like to be a human cleric.
I'd definitely be up for an ADnD game. I would like to be a human cleric.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
Epic memories... I'd love to set up an ADnD 2nd ed. game with you, Claudius. Maybe Galrean doesn't object to DMing a game of ADnD 2nd over forum or email for us? Or I could try it (though it will be messy, I promise... never DM'ed anything before).
Seems like the OP of that other thread who was looking for players to play over internet never responded to any of the players who showed interest.
Clerics are amazing in 2nd ed, as far as I understand. I'd like to play halfling thief, burglar kit. Very bad in melee (-1 to hit) but +5% thief skills per level (which could be a lifesaver if spent on Find/Remove Traps) and still good with a sling (halfling +1 to hit bonus).
Seems like the OP of that other thread who was looking for players to play over internet never responded to any of the players who showed interest.
Clerics are amazing in 2nd ed, as far as I understand. I'd like to play halfling thief, burglar kit. Very bad in melee (-1 to hit) but +5% thief skills per level (which could be a lifesaver if spent on Find/Remove Traps) and still good with a sling (halfling +1 to hit bonus).
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.
I really can't see how it could work to be honest, the great thing about live AD&D is the buzz and interaction between the players, I don't see how that could be replicated.
Doing it in a chat room maybe, but even then I can't really see it working; so I guess you'll all have to move to Cornwall!
Doing it in a chat room maybe, but even then I can't really see it working; so I guess you'll all have to move to Cornwall!
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
galraen wrote:I really can't see how it could work to be honest, the great thing about live AD&D is the buzz and interaction between the players, I don't see how that could be replicated.
Doing it in a chat room maybe, but even then I can't really see it working; so I guess you'll all have to move to Cornwall!
It's a shame, but I understand. I agree it could never be as fun as a live session.
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.