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From Drinking and Dragons
- [[TOEE:Rules/Classes|Character Classes]]<br> [[Rules/Skills|Skills]]<br> ...276 bytes (35 words) - 16:22, 24 December 2009
- ...ge lists the types of magic that have been encountered or mentioned in the campaign. Note that this is a starting point not a definitive list. If you have an i == Used in the campaign == ...2 KB (252 words) - 17:49, 23 February 2014
- * This campaign will be built collaboratively. Actors help to sculpt the world with their a ...l always maintain a solid consistency. As an example, in my Lone Rock City campaign an NPC named JarJar started as a joke (I wanted the NPC killed) but eventua ...2 KB (339 words) - 03:13, 20 February 2012
- First, review the [[Rise:Rules|Rules]] and [[Rise:Rules/Alterations and Access|Alterations]] pages. : PFS removes MIC feats, however that does not have to happen in this campaign. Each player may elect to take the MIC feat or its PFS replacement. ...2 KB (244 words) - 11:37, 16 July 2013
- This is a list of the Sillage encountered in the campaign. [[Category:RPM:Rules]] ...587 bytes (92 words) - 02:13, 2 August 2024
- Here is a list of available classes in the campaign. Other classes may be opened in the future if a trainer is sought out or th For this campaign, the 11 classes from the Players Handbook are allowed to be played. They ar ...4 KB (619 words) - 21:39, 7 January 2010
- <big>This page catalogs clarifications to the True20 system. Where House rules are needed, they are indicated.</big> For rules that apply only to The New World campaign, see [[NW:Rules]]. ...3 KB (431 words) - 01:13, 17 March 2011
- ...:Rules|Rules]] and [[Wild:Alterations|Alterations]] for more general house rules and changes to existing things, respectively. #[[Wild:Custom|Custom]] written things for this campaign. ...5 KB (761 words) - 20:13, 28 April 2009
- * The campaign will be built collaboratively. Players help to sculpt the world with their * Rules will be used to enhance the game, not to detract, and will be applied consi ...3 KB (568 words) - 02:11, 2 August 2024
- {{Template:Brewed No Longer Using These Rules}} ...the magic types. Look to the campaign documents for further details on the rules.</big> ...5 KB (718 words) - 00:48, 19 January 2014
- |campaign=[[:Category:Chthonic Cold War|The American-Russian-Vatican Chthonic Cold Wa |campaign=[[:Category:Disposable:Weird West|Weird West]] ...6 KB (774 words) - 17:55, 2 August 2024
- {{Template:Brewed No Longer Using These Rules}} == Campaign Docs == ...6 KB (984 words) - 00:48, 19 January 2014
- *'''Race:''' Any race listed as playable in the Forgotten Realms Campaign Setting, except for Underdark races. Thus no deep dwarves, drow, or half-dr ...''' Please take a moment to read some of the [[:Category:House rules|House Rules]] ...2 KB (308 words) - 19:39, 7 February 2009
- == Gestalt Rules == * Eberron Campaign Setting (Artificer) - people have played it a lot lately ...4 KB (637 words) - 01:29, 17 January 2010
- {{Template:Brewed No Longer Using These Rules}} ''Brewed Awakening'' is a cinematic campaign of magic in the modern world and is heavily influenced by the book series ' ...4 KB (666 words) - 00:47, 19 January 2014
- One of the important aspects of the campaign is that there are people, creatures, and whatnot that are operating at a le [[Category:Brew:Rules]] ...1 KB (239 words) - 16:32, 22 February 2015
- ...iki separately. This page lists rules that apply directly to The New World campaign. ...w the campaign plays out. Expect (and contribute) revisions to improve the campaign.''' ...6 KB (836 words) - 01:08, 17 March 2011
- ...From where are Sun and Moon? Avariel's game stats are where? The Comp. Rules list doesn't have it listed. --[[User:Robhim|Robhim]] 21:32, 5 December 200 ::I've decided to not use campaign-specific elves, except the Avariel, due to campaign-specific ones being more powerful than the core versions. --[[User:Wizardoe ...3 KB (407 words) - 18:33, 1 January 2009
- ...the other pages in this category! ([[Wild:Sources|Sources]], [[Wild:Rules|Rules]], [[Wild:Alterations|Alterations]]) **'''Campaign-specific races (including Eberron, Forgotten Realms) ''are'' available.''' ...5 KB (807 words) - 13:21, 27 October 2009
- .... I think the hour cool-down actually works really well, even in a regular campaign. The powers available aren't quite as flashy as standard D&D spells, for st ::: Good suggestion. In a campaign I would start out using it without modification, but with a keen eye toward ...6 KB (998 words) - 23:35, 24 October 2010