Primordial Ooze...


Moderators: ehiker133, waysoftheearth

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Post Mon Aug 17, 2015 10:36 am

Primordial Ooze...

I will be using Krusader74's superb Palamedes tool for online dice rolling. It is probably fairer (and is certainly quicker!) than rolling physical dice and then transcribing the results onto the screen, so it seems perfectly suited to the play-by-post environment.

So then, here are seven throws of 3d6, for each of our eight players:

8 # (7 # (3 # (d6))) →
[ ...
[
coffee
[ 5, 6, 5 ], ...
[ 3, 5, 4 ], ...
[ 1, 4, 3 ], ...
[ 2, 4, 6 ], ...
[ 2, 3, 5 ], ...
[ 2, 1, 3 ], ...
[ 5, 2, 1 ]], ...

[
doctorx
[ 4, 4, 1 ], ...
[ 1, 2, 5 ], ...
[ 5, 2, 6 ], ...
[ 2, 5, 1 ], ...
[ 3, 1, 4 ], ...
[ 3, 2, 5 ], ...
[ 4, 6, 6 ]], ...

[
flightcommander
[ 2, 6, 6 ], ...
[ 6, 4, 1 ], ...
[ 3, 2, 6 ], ...
[ 5, 4, 3 ], ...
[ 3, 3, 2 ], ...
[ 5, 6, 6 ], ...
[ 1, 2, 6 ]], ...

[
Tonneau
[ 1, 3, 1 ], ...
[ 1, 1, 6 ], ...
[ 5, 6, 6 ], ...
[ 1, 6, 4 ], ...
[ 4, 2, 3 ], ...
[ 5, 3, 4 ], ...
[ 2, 2, 4 ]], ...

[
mushgnome
[ 4, 3, 2 ], ...
[ 4, 6, 6 ], ...
[ 1, 3, 1 ], ...
[ 6, 1, 1 ], ...
[ 2, 6, 5 ], ...
[ 1, 3, 2 ], ...
[ 3, 4, 2 ]], ...

[
Eris
[ 4, 4, 4 ], ...
[ 4, 4, 4 ], ...
[ 3, 5, 2 ], ...
[ 2, 3, 1 ], ...
[ 2, 3, 2 ], ...
[ 2, 4, 1 ], ...
[ 1, 2, 1 ]], ...

[
mgtremaine
[ 4, 3, 5 ], ...
[ 2, 4, 5 ], ...
[ 1, 4, 4 ], ...
[ 6, 5, 1 ], ...
[ 5, 5, 1 ], ...
[ 6, 5, 2 ], ...
[ 4, 4, 6 ]], ...

[
ehiker133
[ 1, 2, 3 ], ...
[ 4, 3, 4 ], ...
[ 6, 2, 4 ], ...
[ 3, 2, 5 ], ...
[ 6, 1, 3 ], ...
[ 1, 2, 3 ], ...
[ 2, 4, 6 ]] ...
]
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Mon Aug 17, 2015 10:49 am

Re: Primordial Ooze...

Please review the frequently adjusted character generation guidelines, and post any questions and/or speculations here in this thread.

In a nutshell:
Any one of your seven rolls is your starting purse.
Remaining scores are: Str, Int, Wis, Con, Dex, Cha.
The Evil Twin option is allowable where scores are entirely below average.

Men, Elves, Dwarfs, Hobbets.
Fighters, M-Us, Clerics. Rat-Catchers, Rangers.

Men are presumed to be of The Kingdom (Germanic), unless specified otherwise.
Men can replace any one of their seven scores with a 12.
Non-Humans have to do a bit of fiddly ability manipulation instead.

* Languages known are largely randomised.
* Spells known are largely randomised (not quite ready yet, but let's get started...).
* Hirelings cost 10-60 sp to attract.
* You begin with: ordinary clothing, a backpack, a bedroll, normal food (not pack rations) for one week, a water skin, and a coin purse.
* Other equipment costs/weights are listed here.

Go!
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Mon Aug 17, 2015 1:43 pm

Re: Primordial Ooze...

Here is a sample of Ways' fiddly-ness with the Scores I was given. (I can get even more fiddle by picking the Gold stat differently)

Human Elf Dwarf Hobbet
St: 12 11 12 11
In: 11 12 11 11
Wi: 12 14 12 12
Cn: 12 11 14 11
Dx: 13 14 13 14
Ch: 14 14 11 14

Gold: 9 9 9 9


Questions:

The Combined NON-Human XP charts you made are out correct? You now divide xp evenly and keep 2/3 running totals, 1 for each class.

Ranger class details?....I might have one by stats.

Cleric/Magic-user starting spells are based on Languages Known Chart still? (Int for M-U, Wis for Cleric)
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow
Zem the Dwarf Veteran (MV 7", AC 3/5, HD 2+1, hp 9/9, FC 2 Men1, L) mail+sh+helm, waraxe[/f]

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Location: Pace, FL

Post Mon Aug 17, 2015 6:17 pm

Re: Primordial Ooze...

Eris' Rolls Modified for the Races

..Human.....Elf....Dwarf...Hobbit
.....12.........9......12........9......Strength
.....12........12......12.......12.....Intelligence
.....10........12......10.......10.....Wisdom
.....12.........4........8........5......Constitution
......7.........8........7........8......Dexterity
......7.........7........5........7......Charisma
......4.........4........4........4......Gold

All in all, pretty mediocre all around. Any advice on what I should play?

I'm thinking, Human Fighter or maybe Human MU?
[f=4]Manfreid the Fighter (MV 9", AC 3/5, HD 1+2, hp 10/10, FC Man+1, N) silver mail+helm, sword+shield[/f]
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Post Mon Aug 17, 2015 8:19 pm

Re: Primordial Ooze...

Eris wrote:Eris' Rolls Modified for the Races

..Human.....Elf....Dwarf...Hobbit
.....12.........9......12........9......Strength
.....12........12......12.......12.....Intelligence
.....10........12......10.......10.....Wisdom
.....12.........4........8........5......Constitution
......7.........8........7........8......Dexterity
......7.........7........5........7......Charisma
......4.........4........4........4......Gold

All in all, pretty mediocre all around. Any advice on what I should play?

I'm thinking, Human Fighter or maybe Human MU?


Minor change, but I think your Elf CON should be 5 (2 3 1 changed to 1 3 1)

If you went Human MU, and if WOTE does a 50sp/scroll buy in at start of game, you might consider:

12 STR
12 INT
100sp
12 WIS
7 CON
7 DEX
4 CHA

The WIS (at 2 points over 10) would push your INT to 13 for purposes of Primary Requisite XP determination (i.e. it would give you a 5% XP bonus). You'd be the opposite of charismatic (looks are overrated, man), but you'd have at least 50sp spare for buying a scroll and you'd manage an XP bonus out of the deal. As we all know, scrolls can be incredibly useful (a la Gazeback vs. the laser cyclops)
Dougal Blackfoot (MV 9", AC 6, HD 1, HP 5/5, FC 1 Man) leather, short sword+main gauche
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Post Mon Aug 17, 2015 8:32 pm

Re: Primordial Ooze...

Mushgnome's Rolls Modified for the Races

..Human.....Elf....Dwarf...Hobbit
......9.........7......9........7......Strength
.....16........16......16.......16.....Intelligence
.....12.........8......5........5.....Wisdom
......8.........7.......10........7......Constitution
.....13........14.......13.......14......Dexterity
......6.........6........5........6......Charisma
......9.........9........9........9......Gold

Reminds me of Highbough!

If I understand the rules correctly, I could also use the 9 for my starting coin, and then the other scores move up one line, so 16 becomes Strength, etc. ?

ps How does the "evil twin" option work exactly? Do 1s become 6s, 2s become 5s, etc. and then racial adjustments are applied?
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Post Mon Aug 17, 2015 9:00 pm

Re: Primordial Ooze...

mushgnome wrote:Mushgnome's Rolls Modified for the Races

..Human.....Elf....Dwarf...Hobbit
......9.........7......9........7......Strength
.....16........16......16.......16.....Intelligence
.....12.........8......5........5.....Wisdom
......8.........7.......10........7......Constitution
.....13........14.......13.......14......Dexterity
......6.........6........5........6......Charisma
......9.........9........9........9......Gold

Reminds me of Highbough!

If I understand the rules correctly, I could also use the 9 for my starting coin, and then 16 becomes Strength?

ps How does the "evil twin" option work exactly? Do 1s become 6s, 2s become 5s, etc. and then racial adjustments are applied?


The first thing you do is pull out one of the sets of rolls to be your starting coin. Then all of the other rolls are considered for your stats, in order. So, for example, say you wanted to start out with the MOST starting coin possible. You pull that second set of rolls out and start with 160sp. Then the next set would be your INT, then WIS, CON, DEX, CHA. THEN you apply your racial bonuses/penalties.

This is how it is "fiddly", because your stats could vary greatly, depending on what set you pull for your starting coin. You can use the +1 to odd die bonuses to take an average score and push it to a bonus. In your case, Mush, I don't think you'd be able to benefit from that; you don't have any sets that equal 12 or 13, with two odd rolls.

If you go Evil Twin, you first pull your starting coin set, then apply racial bonuses/penalties to remaining sets, in order, then total each set and take that number from 21 to get the new score for that stat.

You would lose a really good natural 16 roll if you went ET. In return, of course, you could end up with a 16 [131 = 5, 21-5=16] and a 15 [132 = 6, 21-6=15] for two of your stats, depending on what you pull for coin.

The problem with ET on a demihuman is that your racial stats will reverse the bonuses/detriments before you reverse the scores, which isn't really to your benefit. I think it probably works best if you stay human.
Dougal Blackfoot (MV 9", AC 6, HD 1, HP 5/5, FC 1 Man) leather, short sword+main gauche
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Post Mon Aug 17, 2015 9:30 pm

Re: Primordial Ooze...

To illustrate "fiddly", here is how I could adjust stats for an elf with my rolls...

Original Rolls:
[ 1, 2, 3 ]
[ 4, 3, 4 ]
[ 6, 2, 4 ]
[ 3, 2, 5 ]
[ 6, 1, 3 ]
[ 1, 2, 3 ]
[ 2, 4, 6 ]

Elf 1....Elf 2....Elf 3
60sp....5str....5str
9str....12int....12int
12int....12wis....12wis
12wis....9con....9con
9con....12dex....12dex
8dex....60sp....6cha
12cha....12cha....120sp

Obviously, none of the fiddling does much good to get me a bonus stat. But at least going with an elf, I always end up with a 12 Wis and a 12 Int, so I'd always get a little XP bonus of 5% for having a PR at 13 if I went MU.

I'm not sure how the rule works if your PR is WIS, though. In the rules, it states:
Each 2 points of wisdom beyond 10 will add 1 point to the character’s prime requisite for the purpose of calculating experience points earned. Wisdom is the prime requisite for clerics and functions as does intelligence in determining what course of action a non-player character should take.


So if a Ratcatcher (PR = WIS) has a Wisdom of 12, does he have a Wisdom of 13 for the purposes of determining XP Bonuses for PR? (Wis 12 = +1 bonus to PR for XP determination, Wis = 13 for PR)

If I had an elf MU/RC with a INT of 12 and a WIS of 12, does he get a 5% PR bonus for MU XP (PRINT=13) and a 5% PR bonus for RC XP (PRWIS=13)? Or does the WIS not get the bonus point? I don't know. Probably a good question for WOTE...
Dougal Blackfoot (MV 9", AC 6, HD 1, HP 5/5, FC 1 Man) leather, short sword+main gauche
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Post Mon Aug 17, 2015 9:50 pm

Re: Primordial Ooze...

My human Evil Twin options:
(Remember, you take out the starting coin set first, then apply racial adjustments, then reverse the stat score.)

Base....ET1.....ET2
6........15str....15str
11.......10int....10int
12.......(120sp)..9wis
10.......11wis....11con
10.......11con....11dex
6........15dex....15cha
12.......9cha.....(120sp)

The first one is viable for a chaotic fighter with +1 damage for melee and +1 to hit with ranged attacks. But then I'd have to figure out how to play a full-on chaotic character in a party that is probably a mixture of Lawful and Neutral. Not easy... Might be better to push the party dynamics in a different way. :D
Dougal Blackfoot (MV 9", AC 6, HD 1, HP 5/5, FC 1 Man) leather, short sword+main gauche
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Post Mon Aug 17, 2015 10:05 pm

Re: Primordial Ooze...

mgtremaine wrote:The Combined NON-Human XP charts you made are out correct? You now divide xp evenly and keep 2/3 running totals, 1 for each class.
The dual/treble-classed XP tables I posted here are slightly out of date, because the XP for M-Us and Clerics to reach 2nd level will be off by 100 XP. Also, note that Rat-Catchers require cleric XP rather than thief XP. However, it's pretty straight forward to simply divide your current XP total by two and rank yourself on each class with half your total XP.

mgtremaine wrote:Ranger class details?....I might have one by stats.
It's a feature of (3LBB) OD&D that there are no ability score "requirements" for any class. I've decided to stick with that for the Ranger. However, the ranger will get an XP penalty for low str, wis, or con (but no XP bonus for high scores). Yes, your scores look good for a ranger.

mgtremaine wrote:Cleric/Magic-user starting spells are based on Languages Known Chart still? (Int for M-U, Wis for Cleric)
Yes.


Eris wrote:All in all, pretty mediocre all around. Any advice on what I should play?
Yes, a challenging result, for sure. Looks like you could make a respectable elf M-U or gruff Dwarf fighter? Or you could invoke the Evil Twin rule, in which case your scores (as a chaotic Man) would be something like 9, 9, 11, 15, 14, 14, 16 :twisted:


mushgnome wrote:If I understand the rules correctly, I could also use the 9 for my starting coin, and then the other scores move up one line, so 16 becomes Strength, etc. ?
Yes.

mushgnome wrote:How does the "evil twin" option work exactly? Do 1s become 6s, 2s become 5s, etc. and then racial adjustments are applied?
The EVIL TWIN:
1. Remove one score for your purse,
2. Invert each individual die (inverted die=7-real die). For Men, just invert the summed score (inverted score=21-real score).
3. Apply racial adjustments (for men, elves, dwarfs, hobbets).
4. Alignment = chaotic.
5. Men= men, elves = drow, dwarfs = guore, hobbets = goblins.


ehiker133 wrote:So if a Ratcatcher (PR = WIS) has a Wisdom of 12, does he have a Wisdom of 13 for the purposes of determining XP Bonuses for PR? (Wis 12 = +1 bonus to PR for XP determination, Wis = 13 for PR)
Yes.

ehiker133 wrote:If I had an elf MU/RC with a INT of 12 and a WIS of 12, does he get a 5% PR bonus for MU XP (PRINT=13) and a 5% PR bonus for RC XP (PRWIS=13)?
Yes. His total XP bonus would be +10%.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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