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- [[TOEE:Rules/Classes|Character Classes]]<br> [[Rules/Skills|Skills]]<br>276 bytes (35 words) - 08:22, 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) - 09:49, 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 eventua2 KB (339 words) - 19:13, 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) - 03:37, 16 July 2013
- This is a list of the Sillage encountered in the campaign. [[Category:RPM:Rules]]587 bytes (92 words) - 18:13, 1 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 ar4 KB (619 words) - 13:39, 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) - 17:13, 16 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) - 12:13, 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 consi3 KB (568 words) - 18:11, 1 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) - 16:48, 18 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) - 09:55, 2 August 2024
- {{Template:Brewed No Longer Using These Rules}} == Campaign Docs ==6 KB (984 words) - 16:48, 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) - 11:39, 7 February 2009
- == Gestalt Rules == * Eberron Campaign Setting (Artificer) - people have played it a lot lately4 KB (637 words) - 17:29, 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) - 16:47, 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) - 08:32, 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) - 17:08, 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:Wizardoe3 KB (407 words) - 10:33, 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) - 05:21, 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 toward6 KB (998 words) - 15:35, 24 October 2010