mathias0077 / Stee Jans

May 11, 2024 9:21 pm
Welcome @mathias0077

This thread is for your character creation. Take a look at welcome and character creation.

If you have any questions you can post them here or if you think they are general on the Q&A
May 12, 2024 1:52 pm
I thought I created a character. Did I not do it right? I couldn't figure out what weapons are available or armour. I could surely use some help.
May 12, 2024 2:38 pm
Hi! I am Daryen and I help out here. Lemme answer a couple of your questions.

You have created a character. Duplicate, in fact. Psybermagi will clean that up, I am sure. But the base looks like a good start.

For weapons, just state them. There are three weapons groups: ranged, light melee, and heavy melee. Looks like you chose ranged. For your weapon, just pick it. The granularity of Tiny Dungeons is very low. All weapons in a group pretty much work the same. So which ranged weapon you use is descriptive, not mechanical.

Armor, unless you take specific traits, is purely descriptive. Not having any will work against you, but that is a house rule. Since you are a Ranger, just say you have leather armor and call it a day. You can also have a secondary melee weapon, even if you aren't any good with it yet.

Also, you are human. That means your heritage trait is yours to choose. Please pick another trait for your player.

Please post any other questions. I'll be happy to help.
May 12, 2024 2:47 pm
Your charger was submitted and I just accepted it.
As a human you have another trait rather than a heritage specific one.

You also start with a single minor magic item. Something useful but no mechanical benefit. Ex Magic bow does not require arrows (ammo is not tracked othet than you have some or not), or color changing cloak (interesting looks but roll to hide is the same). There are samples in the charter creation thread or come up with one and let me know.

If you want to focus on ranged attacks I suggest Quick Shot. By default this system requires 1 action to load a ramrod weapon and another to fire. Rapid shot maker loading automatic so it no longer takes an action. Not everyone takes this bit those that focus on ranged Wyckoff usually do.

There is no set weapon list. Pick any weapon. Mechanically they are so the same. Weapons oni vary by type. light, heavy, ranged. The setting is high fantasy so anything pre-industrial is ok.

Just so you know, a chargers trade refers to their basic skill set but is more knowledge and minor abilities with little system mechanical benefit atheist others export at knowledge. Ex a character with a Thief trade knows all about the criminal life but can not nessisarily pick pockets or move quietly out pick locks. So a rangedrs would know about animals, nature, weather, poachers, etc. But mechanically you roll the same to hide or detect things in the wild. However as you do know what to look for I will give you additional details.
May 12, 2024 3:09 pm
If you focus on ranged weapons, yes, you need Quick Shot. If you don't take it now, you will the first chance you get.
May 12, 2024 4:49 pm
The ~Tiny Info~ also has a bunch of information for quick reference and can be accessed by tapping the grey button below the Rolls section
https://i.imgur.com/t8yLGy8.png or opening it from the Characters menus at the bottom of the page. Additional information can be added here upon request.
May 12, 2024 9:29 pm
So I can edit my character or I type it here you do it for me?
May 12, 2024 9:54 pm
If I put changes here for you I would like to change tracker to quick shot and add preceptive as my third. I would also like retracting rope as my magic item and I wear leather armour.
May 12, 2024 10:12 pm
I updated your sheet for you, but you can do it yourself later if you want. I even added in the descriptions for the three traits.

After your first introductory adventure, you will become a Novice. At that point you can pick either your Weapon Mastery or a new Trait. After your next adventure, you will become a Veteran. At that point you get whichever of the above two you didn't already pick. After that you gain XP normally and spend it on more Traits or Proficiencies or HP.

For Weapon Mastery, I am assuming you will take Long Bow. At that point you will roll three dice when using it, instead of the two you will use at the start. For the Trait, you will be able to pick any of the standard Traits you had to select from.

Let me know if the Retracting Rope in the "Gear" section correctly describes how it works.
May 12, 2024 10:59 pm
Yep it looks good and yes long bow would be my weapon mastery. Thank you. So now what? Am I ready to start?
May 12, 2024 11:56 pm
Introduce your character in the Who's Who what what others might see or easily learn about them.

If you want then, in that post or here, you can add a bit about why you go adventuring and I will use it to start your story.

I'll get you going tomorrow

Posting Rate Pool
May 13, 2024 1:23 am
The years of wandering the forests with his father has created a adventure lust in Stee so he strikes out to see what is the world.
May 13, 2024 4:09 am
You story begins here
Jun 7, 2024 4:37 pm
@mathias0077 Looks like we never had you level up from a Rookie to Novice

Characters advance after the introductory session to become a "Novice" gaining weapon mastery (attack with advantage, 3d6) or a trait. After another short time they will advance to "Veterans" and gain whichever of mastery or trait they did not pick.

As Veterans begin gaining experience points that can be used to enhance their character as follows.
Exp Cost
6 +1 permanent HP
8 +1 Proficient or Mastered Weapon.
10 +1 Trait

Experience is generally awarded for the group as a whole as follows:
+1 for good roleplay.
+1 for defeating enemies (encounters, not per enemy).
+1 for overcoming challenges
+1 for advancing the plot and their goals.
Advanced Rules for Veterans

Critical Success :
Any time two or more 6's are roll rolled on any test the results exceed basic results. Damage is increased or another beneficial effect will be added by the GM.

Holding :
If a character wants to wait and respond to changes in the situation they may declare this at the beginning of their turn. Holding takes one action allowing them to use their other action at any point afterwards.
Jun 7, 2024 10:00 pm
If you're going to be forced to use your sword a lot, then your first 8XP probably ought to be Light Melee Weapons. :-)
Jun 7, 2024 10:26 pm
daryen says:
If you're going to be forced to use your sword a lot, then your first 8XP probably ought to be Light Melee Weapons. :-)
Agreed
Jun 13, 2024 12:54 am
I have a question about my self retracing rope. First is using a rope as a lasso a ranged attack? Second if so could I lasso something with my retractable rope and pull it to me. Kinda like Scorpion from Mortal Combat. Third if yes on one and two how big of object could I pull to me? Could I pull an enemy to the group if in it to far for melee.
Jun 14, 2024 11:47 am
Two totally independent answers ...

1) I have no idea on a lasso. I'm not sure if something like that should be a ranged attack or something different. I'll have to consult with Psybermagi on that one.

2) The retractable rope is a minor magic item. It has no combat function. Its description is pretty specific that its magic action causes it to untie itself, then retract. Basically it's a way to make sure you don't lose your rope, and that's about it. It can't draw anything to you (lasso or not) as it's first action is to unfasten/untie itself from where it is anchored.
Jun 14, 2024 12:32 pm
It could be used to triger traps and such. Untie itself to drop rocks, release pulled branches, etc.

I do like to encurage craetive use of minor magic but the few that have any mechanical effect, changes rolls or equal to a trait, on the game are limited to singel use or daily use items.
Jun 14, 2024 12:50 pm
Okay, it was just a thought. Thanks
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