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  • [[TOEE:Rules/Classes|Character Classes]]<br> [[Rules/Skills|Skills]]<br>
    276 bytes (35 words) - 09:22, 24 December 2009
  • This is a list of the Sillage encountered in the campaign. |rules=Rules}}
    546 bytes (87 words) - 19:59, 1 November 2016
  • ...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) - 10:49, 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) - 20:13, 19 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) - 04:37, 16 July 2013
  • 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) - 14:39, 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) - 18:13, 16 March 2011
  • * 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 (563 words) - 08:49, 9 May 2019
  • ...: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) - 13:13, 28 April 2009
  • |campaign=[[:Category:Chthonic Cold War|The American-Russian-Vatican Chthonic Cold Wa |campaign=[[:Category:Disposable:Weird West|Weird West]]
    6 KB (773 words) - 12:08, 16 April 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) - 17:48, 18 January 2014
  • {{Template:Brewed No Longer Using These Rules}} == Campaign Docs ==
    6 KB (984 words) - 17:48, 18 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) - 12:39, 7 February 2009
  • == Gestalt Rules == * Eberron Campaign Setting (Artificer) - people have played it a lot lately
    4 KB (637 words) - 18:29, 16 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) - 17:47, 18 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) - 09:32, 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) - 18:08, 16 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) - 11:33, 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) - 06:21, 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) - 16:35, 24 October 2010
  • [[Vat:CharGen|Character generation]], aspect selection and general rules overview. == Campaign Themes ==
    6 KB (921 words) - 06:41, 20 May 2013
  • * All of the rules are available at https://fate-srd.com/. (Fun fact, I am the owner of that s To start the campaign we'll be doing some world-building by playing the game [http://www.lamemage
    7 KB (1,230 words) - 12:16, 27 September 2016
  • == Character-related Rules == Rules that relate directly to creating or updating characters is on the [[RPM:Rules/Character Creation and Advancement|Character Creation]] page.
    8 KB (1,310 words) - 05:01, 21 September 2017
  • Here is [[RPM:Rules/Character Creation/Examples/Aspects|an example of the aspect writing proces Each character begins the campaign with +4, +3, +3, +2, +2, +2, +1, +1, +1, +1 that can be assigned to skills.
    5 KB (788 words) - 08:17, 30 June 2022
  • {{Template:Brewed No Longer Using These Rules}} This page is for qualities and drawbacks that are not in the campaign docs.
    4 KB (610 words) - 17:48, 18 January 2014
  • * The "Trait" rules will be used. Your character will start with '''one''' reasonable backgroun * Trait rules come from Advanced Player's Guide.
    12 KB (1,796 words) - 12:04, 4 February 2016
  • The New World campaign uses the True20 rules which allows a great deal of customization when it comes to building a char ...make your reason for this journey a little darker than you would a typical campaign.
    10 KB (1,639 words) - 09:32, 16 March 2011
  • __TOC__ [[Category:Campaign]][[Category:Campaign:Rules]]{{13A}} : As a d20 derivative, 13th Age rules are entirely open source. It can take them a while (if ever) to add it to t
    18 KB (2,967 words) - 13:29, 14 October 2016
  • # A short, quick writeup (from the Witchcraft demo kit) of the Unisystem rules. ...om D&D): the rules serve the character; the character should not serve the rules.
    15 KB (2,442 words) - 12:25, 14 May 2012
  • Here is [[RPM:Rules/Character Creation/Examples/Aspects|an example of the aspect writing proces Each character began the campaign with a +4, +3, +3, +2, +2, +2, +1, +1, +1, +1 for skills. (You'll note that
    11 KB (1,830 words) - 11:13, 8 April 2018
  • .... The reason is that we have 3 seasons of 6 episodes each remaining in the campaign, which would be a grand total of +18 to approaches. This would result in so [[Category:Brew:Rules]]
    4 KB (580 words) - 13:37, 3 April 2014
  • {{Template:Brewed No Longer Using These Rules}} ...traditions. [[Brew:Rules/Unisystem/Magic (Mechanics)|Look here for how the rules work]].
    9 KB (1,518 words) - 17:47, 18 January 2014
  • ...d I have wanted to do this for some time, and we though that with the next campaign starting it would be a good time. If this majorly fucks things up, I will ...cial bonus to Stealth (for a total of +6 which was just a little too much; rules as written in SRD: +4 size bonus to hide, +2 racial bonus to move silently)
    11 KB (1,719 words) - 17:11, 14 November 2017
  • ...deities. Basically, any deities from this document or from any of the non-campaign-specific WotC books (such as these added in "Libris Mortis"). ...a common tactic for islands waging war with one another. See [[Wild:Rules|Rules]].
    8 KB (1,361 words) - 13:13, 28 April 2009
  • ...iate action to counter a spell or spell-like effect. Follows counter spell rules on PHB170 otherwise. ...ipped in rebuke spirit instead. Prob came when I looked up counterspelling rules. Then ran across Reactive Casting. Does the same w/out being divine. Which
    13 KB (2,073 words) - 13:48, 23 February 2011
  • * There are magic places where the normal rules break down. * Rules lawyering at the table.
    16 KB (2,399 words) - 10:12, 15 March 2019
  • : See: [[RPM:Rules/Animal Transformation]]. ...e bit of rock from the fire drake's nest.") This is slightly "magic" (see: campaign's "magic is in the soil" trait)
    14 KB (2,134 words) - 18:35, 29 May 2019
  • ...ed.</strike> {{DM}} ''We have decided in play to remove this aspect of the campaign world.'' |rules=Rules}}
    10 KB (1,619 words) - 13:26, 21 July 2017
  • ...for 1 hour per point of Constitution (after that, refer to the suffocation rules). * No campaign specific elven races (Forgotten Realms, Eberron, etc.) with the exception o
    12 KB (1,864 words) - 07:46, 7 September 2011
  • ;Scholar of the Ancients (Campaign, Rise of the Runelords) ...anent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
    26 KB (3,982 words) - 11:40, 25 February 2016
  • ;Student of Faith (Campaign, Rise of the Runelords) ...se price. A newly created wand has 50 charges. See the magic item creation rules in Magic Items for more information.
    24 KB (3,674 words) - 11:41, 25 February 2016