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Interest check! looking to start a "Fantasy/Nation-building" RPG!

You guys are definitely in the right spirit.


To save labor, I'll post the "Form" here, you can quote it or C&P and fill it in. Try not to include much that hasn't already been established -- embellishing is great just don't throw a lot on top that hasn't already been reconciled. It's fine if we keep things, especially gear, ambiguous at this point. This is basically so everyone knows who's who and what's what.


1) Your character: Name, class/archetype, preferred weapons and talents, perks and drawbacks as you perceive them. A lot of this has been related in either PM or in the posts above, but having it central and properly elucidated will be great here. What you look like, what you do, basically whatever is pertinent about the leader.


2) Include whatever pertinent info about your faction... what is your culture like, anything the GM and other players may or may not know about your beliefs, religion, habits, biases (especially how you feel towards the old world empire) In as much detail as you care to. If you leave things ambiguous I will just have your settlers bring their own habits and beliefs with them which will present themselves through wants and NPC interaction.


3) Goals and Ambitions -- what does your leader hope to accomplish in the new world? What plans or ideas do they have so far relating to the colony?


4) Faction Demographics -- This is where you spent your points establishing how many and of what type of people you are bringing.


(If anybody thinks that I've left any key elements out or thinks they can build a better mousetrap, let me know)
 
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I think you should probably put that last long paragraph in the actualy RP itself, not the interest check. That way once everybody has posted their form we can get started.
 
Tell me if I have 'stepped out of line' or anything is wrong or needs editing, hell edit it yourself if you want


1)


Name: Maerdr Dratic


Class: Brawler


Weapon: Axe and Shield


Talents: Inpirational, Skilled fighter and tactical commander (Shock and Ambush Tactics, with some defensive mastery too)


Drawbacks: Politics and ranged shtuff.


Other: He is highly religious and loyal to his creed.


2)


Politically Maerdr's group is full of exiles and criminals. The primary faith of those involved is that Of Dracos and many are fairly strong in that belief but non are actual servants of the church. All in the faction despise the old world empire for some reason or other but generally for very different reasons, the majority having no reason to respect their leader other then folk tales and the fact that he, technically, owns them.


3)


Maerdr hopes to create a new nation, a new land, free from the underlords and their tyranny and create a world where any man or woman of any race can make something for themselves. A world where those strong in spirit can defeat those strong in coin.


4)


160 convicts


15 Country men


25 Skilled Labourers


25 unskilled Labourers
 
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I have placed the first post in the actual RP thread, where (while we wait for all players to make their final decisions and post their forms here) players can interact with each other and ask questions or make final arrangements with the Muurdaanian delegate overseeing the launch of the expedition. When all forms are posted, the expedition will actually begin, you may need to navigate a new dilemmas during the voyage, but soon after the settlers will make landfall and the game will begin in earnest.


If any other players are thinking of jumping in (have been watching the thread or stated interest before) get in touch with me soon and you can be on the first boats as well. Otherwise new players will arrive later, as more immigrant boats arrive...
 

Belanor Gorwin






Class: Ranger, to put it simply, he is the same as any other Hunt elf but far more skilled when it comes to the skills that includes. As well as his survival and combat skills he is a satisfactory diplomat, able to make promising deals with other factions for the benefit of his people. However Belanor often has to be pushed into these situations, as if there is any way out of accepting help from others he will take the route of solitude for his people.


Preferred weapons: Longbow, short sword, Dol-grithor (Elvish weapon similar to the real life guan dao, the name meaning "Head Reaper")



Talents: Hundreds of years of combat have taught Belanor a great many martial skills, many of which far surpass the abilities of even the most skilled shorter lived races. Among these skills is his most potent, archery. Belanor is capable of loosing an arrow into a knights helmet slit from 100 yards away, making armor within his bows range completely useless. As well as this his nimble and agile body allows for him to be exceptionally skilled with a short sword and his races very own polearm, the Dol-grithor. Other than his martial prowess Belanor also has expert level survival skills, vastly greater than even those of the Hunt elves. The only ones greater than he in survival are his two Winterborn warriors, the most elite warriors of his colony, though even they are slightly weaker in direct combat than Belanor.



Drawbacks: Despite Belanor being a very skilled warrior and leader he has little trust for other races, even the other sub species of his people, the high elves. This of course will likely force his colony into some sort of solitude and either destroy or help his colony thrive. However, if another colony is able to prove themsleves in his eyes, it is possible for him to allow relations between the factions.





Wood Elves




Culture: The wood elves to put it simply, respect nature in all of its glory, wishing not to dominate it, but thrive within it. Regardless of if their geographical location be woods, desert, or tundra they do their best to remain respectful to the nature around them. This has given rise to the belief that the wood elves must protect they nature they live within, making them very defensive of their lands, especially to those who wish to take the resources nature has gifted the elves. Often the wood elves live in the trees themselves, using the magic they have mastered to twist nature into suitable settlements where they can defend themselves.


Religion: The wood elves believe that there is one single entity that guides everything in the world in the way that it sees fit. This entity is known as Abnoba, a genderless being that rules nature in its entirety. Often the elves will thank Abnoba for any food or resources they come across and see it as gifts from their god. However, the elves also believe that the other races are causing their god to grow weak due to the harm they are inflicting on nature to build their vast empires of wood and stone. This gives the elves the belief that they must protect the land which belongs to them, and will do so with valor unseen by other races, often fighting down to the last child if need be.


Relations: To put it simply, the wood elves don't like any race other than their own, that is of course unless they prove themselves to be true friends. This puts them in a difficult situation with nearly every other faction, though they would never openly commit acts of agression unless pushed to do so.


Plans






Belanor intends to do one thing, create a powerful kingdom within this new land so that his people from the old empire can journey to them and leave their opressed lives. This of course means Belanor will do anything necessary for this cause, even if that would mean slaughtering another colony that was a serious threat to his goals.


70 Springborn



35 Hunt Elves (Gonna refer to these as Glade Guard)



15 Hearth Elves (Gonna refer to these as Forest Kin)



6 Winterborn
 
Im gunna be the evil Druegar Dwarves. Because being evil is fun.
 
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Here's me putting in my interest flag.


1)I've got a few ideas for what kind of race I'd like to play so I'll just give the basics of each one and go with the one that gets the best feedback/fills an unclaimed niche among those that have been put forward so far.


A- Classic High Elves. Long lived and adept in the arcane arts this group hail from one of the mighty elven kingdoms back home that was full of glittering white spires and great fonts of knowledge. Their culture works in a feudal system ruled over by a king and under them are the nobility. Each noble house carefully monitors their bloodlines to safeguard their magical ability. Firstborn children are tutored from birth in courtly manners and the art of sorcery as they are destined to become lords of their houses. Other children or those of lower houses tend to look for personal glory and gain in the military, serving as mage knights that act as captains and honour guards. A commoner may be able to raise through the ranks if they show magical talent or serve with distinction in the military. Other than that their options in life are much the same as any other regular citizen in most other empires. This faction would have strong starting ties to the old world.


B- A race of Beastfolk. I'm torn as to which beast they would be based off of but right now it's a tie between bulls (Minotaurs) and cats (Think the Charr from guild wars 2, complete with horns because I think horns are cool) either way the average member of this race would be physically large and strong. They would be a nomadic tribe that has suffered as the empires of the old world have continued to grow and force them off their ancestral grazing and hunting grounds. The tribe's numbers have dwindled as time has gone on and they have suffered more persecution by the settled factions. Seeing that their tribe is slowly dying their leaders have decreed that the caravans will gather and try to make a new life for themselves in this new land where they can become stronger than they were before. The time of the caravans is at an end, once they cross the great blue the time of hammers and building shall begin. As you can guess this faction will have poor ties to the old world and will be initially wary towards other factions.


2) A- A young (by elven standards) lady of a respected but relatively small noble house. Her working name is Galaren. Publicly she supports her home kingdom and brought the venture of forming this colony as well as volunteering to lead the expedition herself. Of course everyone knows she's doing it for her own gain but no one actually says it, courtly manners and all. No one needed much convincing back home as the nobles have long eyed the secret spoils of the ancient mage kings and queens with great jealousy and all are curious to see what treasures may lie in the wild continent.


Galaren herself is a dedicated sorceress, skilled in the magical arts as well as raised in a courtly atmosphere. She conducts herself like a lady of proper breeding and expects great formality from others in public settings. In private she is a lot more wild and unrepentantly self serving. Of course she wants to find the lost secrets of the mage kings and if she can get away with it, keep them for herself.


B- Until the specifics are decided this character is open to the most change. However the current basics are that they are an mature chieftain and would most likely fall under the barbarian class, using a simple fighting style that focuses on using great strength and entering into a bestial battle state. They would have been chosen for this role, not just for being a strong warrior but for having a calm mind. They may not be what others would call civilized as they have little experience of 'proper' manners but are usually forthright. They are respectful of their tribe's shaman and often seek the council of those who their decisions would effect so they can hear as many voices in a matter as possible.


Despite their imposing appearance this chief is a tired individual. They have grown up in a time where their people are constantly suffering and have watched as their way of life is slowly smothered. They are looking to build and survive rather than fight but know that their people will not easily accept this great change of ways easily. Yet they believe it is necessary if they are to thrive in this new land.


3) I would be interested in both forms of RPing and have had some experience with collabing over skype.


4) More than anything what drew me to it was the opportunity to make your own lore with a fresh, open, world to explore. My favorite part of any nation building game is the feeling that you're really building something and working with other players' lore to make interesting characters and situations. Especially since this RP will be starting on a smaller scale so you can really feel like your nation is growing and changing over time.


I'll be honest though, the chance for some hack and slashy dungeon crawling looting fun times is a good draw too.


5) So I'm Spiral. I'm in my twenties and I RP for a hobby! I also work full time, something which has occasionally conspired against me in order to make me fall behind in some past nation building games *holds hands up to that one* but things are getting quieter on the workplace front this time of year and I'm hoping that using skype or other systems could help to keep me up to speed with things. There's my big honestly sharing if people are still willing to have me.


Any opinions on the possible race ideas would be greatly appreciated.
 
Marcus Trajan





Class: Tactician


Weapons of choice: Short-sword, wall-shield, throwing spears.


Talents: A leader of men first and foremost, Marcus is a skilled strategist and tactician. He is an accomplished diplomat and public speaker, able to sway the crowd to his way of thinking with only a few well-placed words. He is also fairly competent with martial arms, being able to defend himself and lead his men from the front if need be.


Faction: The Corvus are a proud people, tracing their lineage back to the very beginnings of the Empire. Made up of a core of solid heavy-infantry, the Corvus legionaries, the Corvus rely on levy's of local auxiliaries to supply them with cavalry and ranged support. They have the advantage of enjoying a steady stream of support and supplies from the Empire, being only a step removed from the actual Imperial forces. This in turn my lead to hostilities with the other factions, but it is something that Trajan will do his best to mitigate. Most of the Corvus believe in a variety of gods, Agandour, the Lord of War, being the most popular amongst the soldiers themselves. Most speak the common tongue, with a few learned among them knowing the Corvus' old language, besides the few phrases and prayers that the common folk remember, Marcus being one of them.


Goals: Marcus' first priority is to establish a friendly link with as many rival factions as he can, offering the protection of his professional soldiers in exchange for support from the common folk. He intends to forge a mighty colony of the Empire, sending back a large portion of any wealth he finds on the new continent. The pull of conquest and glory, combined with the relative distance from the Empire, may cause Marcus to pursue more, ambitious, goals for himself, certainly bringing him in conflict with the Underlords themselves.


Population:


100 Legionaries



25 skilled laborers



50 unskilled laborers



 
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Just waiting on the okay from @Beckoncall to start rping since my faction is done. Only saying this because I assume he would like to have everybody else ready before we start.
 
Bobisdead123 said:
Im gunna be the evil Druegar Dwarves. Because being evil is fun.
Bob, while your interest is appreciated, and dwarves are welcome -- throwing evil dwarves in just to see how a watermelon might splash in the proverbial cereal bowl is probably not what we need at this point. Racial TENSION, yes -- outright racial hatreds or diametrically opposed alignments, at least at the start of the colony, would be a disaster, and the underlords would prevent it. You could be dwarves, we can even discuss in PM what you believe a Dauregar to be and come up with a mollified version (or perhaps just a way or reason to make them fit) -- but as I said, lets discuss it... and remember, the primary goal is at least on some level co-operation and collusion. The tension and bigotry of races and religions can be a key element in this story -- heck, i'm counting on it. But I am also hoping all players realize that if they turn on their fellow settlers, chances are things aren't going to go well. If the colony falters and perishes I just might be cool with starting again from scratch, just realize that I won't pull punches if people don't get along.
 
Leusis said:
Just waiting on the okay from @Beckoncall to start rping since my faction is done. Only saying this because I assume he would like to have everybody else ready before we start.
I've put the first post in the RP thread so until we have everyone ready there is a way to make final preparations, get intel, and just settle into the world. We'll be starting shortly. I have one note, however -- and that is one of the reasons the Muurdaan are not sending badasses themselves is because the new continent has some kind of magic that keeps fantastic heroes and magic at bay, at least mostly. Because of this, I'll ask you to turn the volume down on Belanor's badassery -- at least until he gets some quests under his belt in the new world. Has he shot a knight through the eye-slit at 100 yards? Yes he has, and probably more than once. Is he a badass with ages of martial skills? Sure thing. Every one of the heroes at the start of the game should be more than a match for several regular opponents at this point, but we can't have a starting character that already renders armor completely useless. You can expect certain high levels of badassery from your winterborn military advisors, but the new world is for upstarts... and start ups.


I apologize for getting in the way of your vision -- but I'd say an EXPLICIT reason Belanor was chosen to lead was because he was not one of the Winterborn.


Autumnborn, Surely -- but when I see you face the foes this world has to offer, there needs to be some caution, and uncertainty. All leader characters are badasses, and one could argue you've got more practice -- just want to make sure we're on the same page that if you throw caution to the wind, your character may die. :D
 
I'm fine with him not being the badass as stated, I was kind of trying to make his skills come across as tales other younger elves would tell rather than the full truth. And of course the younger elves that look up to him would stretch the truth of his abilities quite a bit. I apologize if that didn't come off nearly in the way I had hoped, and I admit it could have been worded much better.
 
SpiralErrant said:
Here's me putting in my interest flag.
Spirit, you will be the fourth player, and the last of the initial wave of immigrants -- if we get bob on board perhaps his faction can arrive later, but we should find our stride and not get out of our depth. Some people will post more than others -- but this is OKAY in this kind of campaign... time will go on without you, but your people will still evolve, and even taking time to make key decisions may be enough to keep your colony afloat -- at least I hope.


At this point I see this game having fights on a tactical as well as dungeon-crawl scale, and great forum for political intrigue. I'm excited.


That said, I am approving your request for a nomadic race of beast-folk. Minotaurs I can do already, but if your vision is of a race of cat people from guild wars 2, you will either need to post here or PM me enough about this culture so I can RP an NPC effectively, and pursue and present the needs of those people in a way that will NOT disappoint you. It would probably be easier to just go with Minotaur Nomads and flesh out their strange ways as we go, but I am not entirely unenamored with the idea of hulking horned cat people trying to fit in. So let me know how you want to proceed. I hope we can iron out the creases soon as others are eager to play, if it takes a while with your commitments your ship will merely be delayed by storms and miss the very start of the game. I'm leaving your beast data below for my reference. I love the backstory and the idea of a calm and tired berserker. Very cool dichotomy going there. Also the idea of having shamans fills a critical niche in the colony, as it seems the colony is light in starting magic. Your point parameters are thus:


you have 200 manpower, but you cannot bring more than 75 settlers initially. More settlers will arrive as immigrants, much like the wood elves expect.


Unskilled workers are 2 points. Skilled workers are 4 -- any skilled worker of yours should be a capable fighter in a pinch, but you may designate a number of skilled workers as specifically warriors. They will be of limited use in other regards -- you could get them to lend physical might to a project, but they stand around and guard, or they stomp people (they won't be happy or effective farmers) -- For 5 points you may bring up to 5 shamans along -- they will have their particular magic talents determined randomly, and each one you pick will be more powerful than the last -- don't burn all your points on shamans unless you want them begging for food the first winter. :D


This may make you want to pick a small but specialized faction to begin with, and barter your talents or prove your worth to get a share of what your lack of hands (strong as they may be) cannot get for you -- and hope for more unskilled workers to arrive on later ships. You may decide to maximize your population in unskilled workers, which will give you greater representation in the critical infancy of the colony. Your race's cultural proclivities might also be a key element in getting the wood elves, already seeming precariously on the edge of the group, to find greater purchase into the colony. As an exotic race, you will be a MINORITY, strange even in comparison to the elves. Expect bigotry, old grudges, and similar fare to be issues to be navigated in the days ahead.


As a Nomad people, you also have the perk of producing particularly exotic (potentially valuable) ethnic crafts -- valuable for their stylization, and perhaps to some degree quality. You may decide (with GM approval) what these are. This may be weapons, boxes, locks, jewelry, even perfume or spices. The point is, your cultural distinction has particular flair for 1-3 types of things with potential as commodities. The more you pick, the less profound the difference, think of it as one "Exquisite" commodity, two "very special" commodities, or 3 "Special" commodities.


_____


B- A race of Beastfolk. I'm torn as to which beast they would be based off of but right now it's a tie between bulls (Minotaurs) and cats (Think the Charr from guild wars 2, complete with horns because I think horns are cool) either way the average member of this race would be physically large and strong. They would be a nomadic tribe that has suffered as the empires of the old world have continued to grow and force them off their ancestral grazing and hunting grounds. The tribe's numbers have dwindled as time has gone on and they have suffered more persecution by the settled factions. Seeing that their tribe is slowly dying their leaders have decreed that the caravans will gather and try to make a new life for themselves in this new land where they can become stronger than they were before. The time of the caravans is at an end, once they cross the great blue the time of hammers and building shall begin. As you can guess this faction will have poor ties to the old world and will be initially wary towards other factions.


B- Until the specifics are decided this character is open to the most change. However the current basics are that they are an mature chieftain and would most likely fall under the barbarian class, using a simple fighting style that focuses on using great strength and entering into a bestial battle state. They would have been chosen for this role, not just for being a strong warrior but for having a calm mind. They may not be what others would call civilized as they have little experience of 'proper' manners but are usually forthright. They are respectful of their tribe's shaman and often seek the council of those who their decisions would effect so they can hear as many voices in a matter as possible.


Despite their imposing appearance this chief is a tired individual. They have grown up in a time where their people are constantly suffering and have watched as their way of life is slowly smothered. They are looking to build and survive rather than fight but know that their people will not easily accept this great change of ways easily. Yet they believe it is necessary if they are to thrive in this new land.
 
Leusis said:
I'm fine with him not being the badass as stated, I was kind of trying to make his skills come across as tales other younger elves would tell rather than the full truth. And of course the younger elves that look up to him would stretch the truth of his abilities quite a bit. I apologize if that didn't come off nearly in the way I had hoped, and I admit it could have been worded much better.
Your words are as true as the arrows your people can darken the skies with -- it's just my role as a good GM to make sure everyone is on the same page, and getting clarification and communication as necessary. It's always best to check then wind up in trouble down the road, and nothing disappoints a PC like them THINKING they've got something in the bag and then lawyering why they should be disappointed. As you can tell the game is starting out very free-form, but as time goes on we'll establish a dice culture and things will get more empirical. I just wanted a mutual understanding that we both know that the age of elves means a certain level of expertise, but at the same time the elves are not necessarily starting on any stronger footing than anyone else. It also does not need mentioning that despite excellence, battles outnumbered (that are not on your terms) could be of catastrophic cost. The loss of a single elf represents decades or more of vanished practice. The morale cost of casualties among elves is also likely a VERY IMPORTANT factor in how you will be viewed as a leader.
 
Spirit, just making sure you saw I put an elaborate welcome and approval in a quote above -- I am still getting a perfect handle on how quotes are handled in the forum. Check out my parameters and give me the allocation of your manpower/faction in the same format the other players have.
 
ANNOUNCEMENT! -- Because somebody asked, the answer is YES -- in the main forums, under Nation Building, is "BeckonCall's Fantasy Nation Building Thread" -- the game has officially started as a PREFACE, with all players in "Fort Cestus" -- a Naval base that squats corpulently over a festering port town that has grown around it. Supplies are arriving and being loaded onto boats, and the last of the settlers are arriving and are being well-treated, but contained, within the Muurdaan Naval base (likely because the colony endeavor is a secret.) The ships set sail in a matter of days, but you have the ability to meet with other players before setting sail, and there is already an opportunity for intrigue posted. Good luck. After a short period of time the ships will set sail, hopefully with Spirit's Beastman Nomads in tow, or not far behind!
 
Beckoncall said:
Spirit, just making sure you saw I put an elaborate welcome and approval in a quote above -- I am still getting a perfect handle on how quotes are handled in the forum. Check out my parameters and give me the allocation of your manpower/faction in the same format the other players have.
I saw it, thank you! I was just going over the possibilities you set out and am set on going for a beast race path, now it's just a matter of picking one and laying out points.


Just to clarify if I went with the cats they wouldn't be like the charr in culture, I was just using them as a quick physical reference. Depending on which way it goes they would either be a clan of hunter gatherer cats or shepherd/rancher bulls. Other than the necessary changes to their culture that would cause it would alter the leader as well but I think they could still work the same way mechanics wise.


Now comes the hours of umming and aahing over which would be cooler! Should have their details up tomorrow. (Hmm those Minotaurs are claiming an early lead so far...)
 
SpiralErrant said:
I saw it, thank you! I was just going over the possibilities you set out and am set on going for a beast race path, now it's just a matter of picking one and laying out points.
Just to clarify if I went with the cats they wouldn't be like the charr in culture, I was just using them as a quick physical reference. Depending on which way it goes they would either be a clan of hunter gatherer cats or shepherd/rancher bulls. Other than the necessary changes to their culture that would cause it would alter the leader as well but I think they could still work the same way mechanics wise.


Now comes the hours of umming and aahing over which would be cooler! Should have their details up tomorrow. (Hmm those Minotaurs are claiming an early lead so far...)
I'll say that hunting/gathering is a niche that is already well filled by the presence of wood elves -- and in fact picking hunting may force your communities to compete, (but could also potentially be an opportunity for cooperation.) Herding however could be a massive boon for the colony by way of labor animals, domesticated meats (if your culture would allow such a thing), The availability of dairy (which can be GREAT for food stores, and variety of diet) as well as chattel being a spectacular instrument of trade. As you'd expect, so many choices have much more complicated implications. If Cats got along with elves, they would be impressive hunting buddies. If they didn't get along the wood elves might be able to edge the cats out of getting game, in the forest for sure and likely in other environments as well. The choices are all yours, but choose wisely! The entire colony could teeter, or falter, on a rash decision. :D
 
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Now, questions for people out there on the forums with more familiarity than I -- is there a quick place (like on the FAQ, which is the next place I'm looking) to learn about the dice mechanic? I am most concerned about people being able to roll dice in their posts, then if they don't like the result erasing and posting new rolls. How do people in other games keep things fair? *I* could do rolling for people, but I don't think that is as much fun, and takes agency away from players. So if you have any advice or resources, share!
 
Beckoncall said:
Now, questions for people out there on the forums with more familiarity than I -- is there a quick place (like on the FAQ, which is the next place I'm looking) to learn about the dice mechanic? I am most concerned about people being able to roll dice in their posts, then if they don't like the result erasing and posting new rolls. How do people in other games keep things fair? *I* could do rolling for people, but I don't think that is as much fun, and takes agency away from players. So if you have any advice or resources, share!
we can roll in our own posts. Make a in character post and then after posting it you can click roll dice
 
Bobisdead123 said:
we can roll in our own posts. Make a in character post and then after posting it you can click roll dice
Yes bob, but does anything stop you from looking at your roll, deleting it, and re-rolling when you edit the post?
 
That, is a little disconcerting. I'll read up on the FAQ and hopefully somebody who knows will educate me so I don't have to "reinvent the wheel" -- if necessary I can use a secure dice server outside of the forum, that players can use to roll dice and I can check the rolls (which will be timestamped) -- Nobody should have their rolls be suspect, but nobody should be given carte-blanche to flub their rolls either!
 
Beckoncall said:
That, is a little disconcerting. I'll read up on the FAQ and hopefully somebody who knows will educate me so I don't have to "reinvent the wheel" -- if necessary I can use a secure dice server outside of the forum, that players can use to roll dice and I can check the rolls (which will be timestamped) -- Nobody should have their rolls be suspect, but nobody should be given carte-blanche to flub their rolls either!
agreed, gm should be able to "lock" dice changing.
 

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