Read the opening post or something
Thanks for no help RR
Fine, here:
welcome to the dnd that is my one!
-there are very few rules in comparison to the real kind, everything is gonna be qualitative instead of quantitative (e.g. that goblin looks super almost dead and has a bunch of gashes on her face, rather than that goblin has 2 hp left or whatever)
-anything goes, which is to say, you can have your character attempt to do anything and the success is determined by a dice roll, put in the context of how likely it would have been to begin with (i.e. something like 'become a god' has, like, no chance of success even with like 3 consecutive 20s).
-dice rolls won't be "this will work with a roll of
n or higher," rather, i decide some outcome that is somewhere between catastrophically clumsy (1) and immaculately executed (20).
-there will be a somewhat loosely observed map, inventory, and increasing skillset.
-i will use random.org 1-20 for dice rolls, and attempt to use dice rolls for as many things as possible
expect it to be low commitment, fairly long-term, and super dumb and maybe lightly offensive
current players:1. roadrunner
2. lalight
3. adk
in the near future, you can send me an application to fall from the sky and join the fray. if you want to interact but don't feel the need to join, you can apply to be a force of nature (e.g. make there suddenly be a bunch of wind flowing west)
to join, choose a race, gender, specialization, blessing, curse, and other thing:races:
*everiman: no distinguishing characteristics, really, tends to be somewhat physically strong and socially competent
*dork'm: really scrunched-up orc face, brutish, good at hand-to-hand combat and stuff, super racist
*dank elf: affinity for drugs
*nerd'm: generally seem to have an aloof and pretentious expression, good at magic and arithmetic, often get punched in the face
*joht: have a very wide assortment of random skills, fun at parties, emotionally repressed
*sneak'm: sneaky, good at archery and stuff, tend to notice when people's flies are unzipped but don't say anything
*mahst: a weird ghosty sorta thing that have an affinity for any weird mystical type stuff. they usually avoid eye contact
*glihb: universally attractive and personable. i heard they have a girlfriend that goes to a different school
genders:
*male
*female
*frensnark
*unspecified
specialization/area of study: choose major and minor
*sword combat, hand weaponry of all shapes and sizes except for the really weird ones that were elective courses
*archery, crossbows, that that go shooty-shooty
*sneakin around
*magic - the friendly ones like healing and armor and stuff
*magic - the eeeeevil ones like fire and being able to yell really loud
*music, bardsmanship, generally strong manual dexterity and some affinity for drugs also
*speechcraft, smooth-talking, politics, shoehorning yourself as the party leader and stuff
*art history, which should, uh, occasionally be useful
(note: this and also sorta the race are non-binding, and if you are for some reason captivated by the desire to learn a new skill you can expect to pick it up eventually)
blessing (often given the opportunity to change, diegetically)
*of smackatosh: original rolls of 20 on a combat thing result in a
suuuuuper crit *of snatura: whenever you help a person, this deity summons for you a friendlus dop for some amount of minutes
*of beliespor: you can do a really fast sprint thing but it makes you nauseous
curses (ibid.)
*of plaggadon: original rolls of 10 or 12 on speech replace one of the nouns that you use with '
robot underpantsssss' *of dabbadoo: original rolls of 10 or 12 on magic spells that hit you will be disastrous
*of xastron: original rolls of 10 or 12 for worldgen (!) will make the place smell really bad
other things: you can choose up to two affinities for something, but here's the catch: i roll a d20 that determines how good it is. 10 doesn't change anything, more makes you better at the thing and less makes you oh so worse