Reply to Re: Fifteen Tasks Of Dink
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A D&D Dmod sounds interesting. Some ideas...
Maybe implement a fighter class? Or at least a fallen paladin (an evil version of the paladin).
Make sure the alingment (CE, CG, LE, LG) can change throughout the game. For example, if your good wizard murders a hundred people, he would become evil. And what about neutral?
For the wizard's levelup, let the player choose what spells they want (consult the D&D 3.5 player's guide for how many spells per level)
You can't have an archer without alchemical fire arrows!
Are you including feats? (IE exotic weapons, swimming, craft, etc.)
Will the dice system be followed (D100 for pickpocket, climb walls, move silently, etc, D20 for room search, etc)
Can your rogues get trap and disguise kits?
Perhaps you could do critical hits and critical misses like bow lore is done...?
Anyway...ya. I look forward to it.
Maybe implement a fighter class? Or at least a fallen paladin (an evil version of the paladin).
Make sure the alingment (CE, CG, LE, LG) can change throughout the game. For example, if your good wizard murders a hundred people, he would become evil. And what about neutral?
For the wizard's levelup, let the player choose what spells they want (consult the D&D 3.5 player's guide for how many spells per level)
You can't have an archer without alchemical fire arrows!
Are you including feats? (IE exotic weapons, swimming, craft, etc.)
Will the dice system be followed (D100 for pickpocket, climb walls, move silently, etc, D20 for room search, etc)
Can your rogues get trap and disguise kits?
Perhaps you could do critical hits and critical misses like bow lore is done...?
Anyway...ya. I look forward to it.