The job sounds promising. Gold for carrying books back to a shop. Easy money. And travel expenses covered. You know how to be discreet. You can work with others. Sure. No problem…
This is the official thread for the Average Joe campaign. Herein are the rules and guiding documents for the campaign, subject to change as needed.
The objective of this campaign is to engage in a low-magic, small-group roleplaying experience spanning all levels of play.
Magic trivializes entire categories of monsters and problems which would otherwise be terrifying or thought-provoking. It is the goal of this campaign to re-examine those monsters and problems without the benefit of excessive magical might. Sharp steel and quick wit will be relied on, rather than fireballs and divinations.
This campaign will meet weekly, on Wednesday nights, at 5 PM EST, and will conclude between 7-7:30 PM EST. From time to time, it may be necessary to push back start times to accommodate asset development by the dungeon master. It is estimated that the campaign will run from 3-4 months.
Players should create characters at level 2, with starting gear +200 gp worth of equipment. Additional gold should be surrendered. After initial purchases, all gold gained by players should be treated as copper in value. For example, if killing an orc yields 326 gold, it should be treated as 326 copper. All future transactions by players characters must be handled through the DM as an intermediary.
Players are restricted to the following classes to start:
Players may only have a single base class and a single prestige class. No ECL-adjusted races may be used.
Players are limited to non-consumable items by tier. Tier 1 (Levels 2-10) are limited to +1 or non-magical gear. Tier 2 (levels 11-20) are limited to +2 gear. Tier 3 (levels 21-30) are limited to +3 items.
Players may purchase consumable magic items from NPCs for listed prices after conversion. For example, if Krister lists a Cure Light Wounds potion at 50 gp, the player must pay 5000 of their (gold) copper pieces for the potion.
Additionally, a list of non-magical gear has been made, and additional gear may be crafted by player intent by using the craft skills and paying a fee. A list of non-magic gear will be listed at the end of this post, and is not all-inclusive – additional ideas can be proposed.
1. “The One-down Rule” – once per session per character, a character death is treated as an incapacitation. The player may be revived by having another player forfeit a healing kit or healing potion of any quality. Any future deaths are treated as legitimate character deaths. Players may make new characters at party level -2, or the party may pay for a Raise Dead if they have earned the favor of a powerful priest and can afford the reagents.
2. “The Healing Kit Rule” – healing kits may only be used out of combat. Healing potions may be used freely during combat.
3. “The Perspective Rule” – if the PCs are faced with a puzzling situation or story turn they cannot manage, they may call for PERSPECTIVE once per session. The DM will then rapidly disclose all information pertaining to the situation. If the DM has nothing to disclose, he will come up with a clue/prompt to aid the players.
4. “The Tactical Combat Rule” – some fights deserve to be turn-based. Once per session, the PCs may call for TACTICS, triggering a tactical combat. The DM may call for a tactical combat whenever required. When tactical combat is declared, the game is paused and all hostiles are set to passive. The game will then be unpaused, and initiative will be manually rolled for all combatants. The video game will be used as a virtual tabletop for purposes of positioning and movement, and the combat actions will be resolved using the in-game dice roller and stats on character sheets. This rule is being put in place to allow for interesting fight mechanics by both the PCs and NPCs like taunting, picking pockets, mind control, and for perhaps the most important reason…VILLAIN MONOLOGUING!
5. No pets or hirelings.
6. Additional rules will probably pop up. Be flexible, and remember: story first.
Advancement and Reward
Players can expect an average of 1 character level per session, awarded at milestones, capping at level 30. For example, if the players spend four full sessions engaged in a long dungeon delve with many traps, monsters, and NPCs, they will not level mid-dungeon, but will probably be awarded 4 levels upon completion of the dungeon when safely back in town.
For their participation, players will be awarded 50,000xp per hour for the main character of their choosing. Additional awards might be issued, depending on where the story takes us.
Last edited by Cervantes
on Tue Dec 12, 2017 3:55 pm, edited 3 times in total.
Grevaine the Blackbird, recruiter for the Arcane Society
Hank Stone, tinkerer and supporter of the down-trodden
Rembrask Alhavisk, not-so-pleasant mercenary