"Session 0" thread

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Apr 5, 2021 4:24 pm
True... but low level ACKS hex-crawling? Not likely to survive long enough to merit being a class that is social. I like the Venturer v3 from Axioms but they're just toilet paper in combat.

Besides, that CHA isn't wasted when I train a Saber-Tooth Tiger!! Woo-hoo!
Apr 5, 2021 4:25 pm
Okay for me it looks like -- #1 Elven Ranger and #2 Elven Courtier or Elven Enchanter

I say that mostly because #1 seems to pretty much be best aligned with Elven Ranger which would mean the second character ought to be Elven as well.
Apr 5, 2021 4:27 pm
Yeah, I'm looking at the Courtier right now... just thought of that as well. I'll look over it some more over lunch. Back to work!
Apr 5, 2021 5:10 pm
So, since both De Joker and Kilgs have brought it up, and Kilgs, sounds like you have more experience actually playing the system than I do, I'm mulling over jumping you guys to 3k experience. That would put most classes at level 2 and some at level 3, giving Clerics (if any) some access to their spells and everyone roughly twice the hit points. That should help strike a balance between the desire of Aegis (and myself) to have a 0 to Hero campaign, and the preference for not insta-dying. Although, DeJoker might WANT his characters to Insta-Die I suppose.

If we do increased gold, I will give you guys the option to trade it in for chances at magic items, as per ACKS Core/SRD Ch. 10. I don't want to start out at 5th level right off the bat though, as I am also still learning how to DM this system and would like to ease into it.

Just to take into account when picking classes.
Apr 5, 2021 5:38 pm
Well again it kind of depends on what you plan to do for those early levels -- we can start at level 1 it just means the adventures have to be more suitable -- I have done old-school DnD and 1st level adventures are quite doable but you kind of have to control the environment to some degree. If you are not experienced with creating suitable adventures and/or do not have something planned I can help with that if you like -- I am really good at separating what I know versus what my character knows and eventually I am sure you will be off on your own before we get into the really meaty stuff.

That said I would suggest the following adjustment to hit points something I did way back in 1st Ed DnD instead of rolling the full Hit Die everyone gets a 1d4+? where the question mark is what would get them to their allotted hit die, which for Wizards would be 1d4+2 and for Fighters would be 1d4+4. This does 3 things creates a little be higher survivability, does not penalize those with higher Hit Die just because they rolled bad, and maintains a bit of randomness. Keep in mind in 1st Ed DnD the fighter rolled a 1d10 for hit points and I remember the fighter that had to go out with only 1 hit point -- I thought that was just cruel.

If you want to add in a bit more flavor and allow for a bit more survivability instead of dying at HP 0 you have to roll for consciousness making a Con Save with a DC = 10+-1 HP each time you take damage. Further if you go negative and have not been stabilized you are losing 1 HP per round (or 2 if your being active). This makes that Healing or Medicine skill much more useful. Now I let players go all the way to -Con x 2 before they are dead and at -Con x 4 there is nothing left to raise from the dead. This means that Con score becomes a bit more important to everyone.

Again if you want help brainstorming up some basic 1st level adventures let me know I have done this many times -- further when designing that very first adventure one should be seeding it with additional adventure options and I can talk to you about how to do that fairly easily as well.
Last edited April 5, 2021 5:45 pm
Apr 5, 2021 6:02 pm
Thanks DeJoker! I may take you up on the offer. I have quite a few low-level adventures on hand and plenty of adventure hooks as well, so we should be able to do a low-starting level just fine. I'll continue to mull it over as we build out the characters and see what shakes out. I'm basing the campaign on an adventure module designed as a starter module that links into higher level dungeons and conflicts, but I also have some other low-level mini-adventures ready too, in case the party wants to go a different direction than the module is designed for. I don't plan to railroad you guys any more than absolutely necessary to make the game function. This will be YOUR adventure.

As for the Hit-Dice that's not a bad idea. I'll mull that over as well. The dying vs unconscious thing is already dealt with in ACKs core rules. There's a "mortal wounds" table that varies the survivability based on various factors and die rolls. We'll just use that RAW until and unless it becomes too harsh or not harsh enough (unlikely).

By the way, everyone else's input is welcome as well!
Apr 5, 2021 6:25 pm
Yeah. I can gladly try the Paladin route. I actually got some good rolls in, lol
Apr 5, 2021 6:48 pm
DeJoker sent a note to JabBurrwalky
Apr 5, 2021 6:55 pm
Do remember that while I have read the ACK rules, a long time ago, and am familiar with D&D 2e and up, I haven't actually played ACK.

I'll make a mage for my main, but I'm probably going to need some help. Also, I MIGHT have some starting contribution issues, since ACK casters don't have cantrips, so at level 1 I have 1 spell per day. I also only know three spells, once chosen by Jab, two more by random die rolls.

Actually, one thing I don't see immediately, are Mages Spontaneous (With a spellbook) or Prepared casters?
Apr 5, 2021 6:58 pm
DeJoker says:
JabBurrwalky sent a note to JabBurrwalky
Oh absolutely! There will be several event chains happening behind the scenes independent of the Party until and unless the party comes across it. I'll let you know if I need any help tracking or managing such things though, as it will be sort of my first foray into such a dynamic campaign style.
Apr 5, 2021 7:07 pm
Well if I had room in one of my games I would invite you in to experience it ;) first hand but I am not sure I currently have room in one of the exiting instances.
Apr 5, 2021 7:27 pm
Thanks for the consideration nonetheless. If you have anyone drop out, I'd be happy to take their place.

To Recap where we're at though:

Aegis#1 sounds like a Paladin. That will be handy.
Dejoker#1 going Elven Ranger or similar dex-fighter.
ToDream#1 I presume an Arcane Caster?
Kilgs#1 What are you thinking? Bard, Rogue, Courtier? Venturer might be tricky to keep alive but wouldn't go amiss when it comes time to sell off the loot.
WonderWaffle#1: Looking like a Nightblade, maybe? Or Dwarven Machinist? What are you thinking?
Apr 5, 2021 8:33 pm
Yes, Character 1 would be a Mage. Character 2 I am undecided on.
Apr 5, 2021 8:39 pm
We have one last player, Dfsearles, joining in. I'll update the roster when they get their rolls in.
Apr 5, 2021 8:57 pm
Hopefully a cleric ;)
Apr 5, 2021 9:04 pm
DeJoker says:
Hopefully a cleric ;)
Maybe they'll even want to play a super-squishy super-cleric and go the Priestess route :P
Apr 6, 2021 12:56 am
Beep boop. Update-a-rooni.

Nearing completion with my first character, an Elven Nightblade -- very "the doctor should often be feared more than the cure" sorta magical assassin. They're no Cleric, but they do have maxed out Healing Proficiency, for whatever that's worth; chiefly because they're the actual equivalent of an elven doctor, but also because anatomy seems like it'd be super-useful for someone who does their best work from the shadows. Second character is undecided, but I'm debating on a few concepts.
Apr 6, 2021 3:22 am
A basic house rule that most people do with ACKS... 1st level-everyone gets their full hit die plus CON. For each level after that, you roll as usual. That ensures that folks don't go belly-up the first few session.
Do we have a healer yet? I can make a crappy cleric if needed... Hmmm... let me look and see what I can do with my available stats.
Last edited April 6, 2021 3:22 am
Apr 6, 2021 3:14 pm
DeJoker says:
Hopefully a cleric ;)
Yeah, not with these rolls, even with trading point around my attributes still suck for a cleric. I was going to go for a Spellsword, but I see thats taken. The Venturer look appealing, though I dont know if he'd come in handy. looking into other options for healing though, give me time
Apr 6, 2021 3:24 pm
Do we have a rogue? My set 5 would be great for a dwarven mechanist whom has a bonus to his open lock ability, plus with enough time and gold he can build a transport or watchful guardian while we all sleep?
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