User:Zekage

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   Zekage
   Male Human Player 13 (Since 2000)/Dungeon Master 9 (Since 2004)                                         &                       ECL 22

   Hit Dice: I always give players maximum hit points, but reserve the right to do the same for my monsters and NPC's

   Initiative: If two characters tie, the one with the highest Dexterity modifier goes first. Barring that, I either have them
   play rock-paper-scissors for it or choose the one I feel has shown the most initiative to join battle in-character.

   Speed: It really depends on the players but I tend to prefer a game that takes time to goof off, roleplay, and generally
   smell the roses without losing sight of actually progressing the characters and their goals.

   Armor Class: I'm pretty much willing to go as far as the players are, but since I have to take into account the sensibilities
   of all the players at my table, I try to make mature content a happy medium that satisfies everyone.

   Special Attacks: Hoo-boy, do I use a lot of homebrew content! In fact, the main reason I'm here is to look up more and
   get my own rated for balance so I can make it the best it can be.

   Special Qualities: I tend to employ (and allow) a lot of character flaws in my games because it's a fun way to encourage
   good roleplaying. I also typically give characters access to a "DM Freebie" ability, such as a feat, low-LA template, or
   supernatural ability that fits their character; not only does this make PC's truly unique, it allows me to fudge a little bit as
   needbe on my NPC's without anyone crying foul, which leads to some pretty epic battles even at low levels!

   Environment: My present base of operations is a pizza place in southwestern Missouri of the U-S-of-A, where I run a
   Sunday evening game twice a month, but I have run online games in the past and would consider doing so again if enough
   players were interested and we could work it out in our schedules.

   Organization: I tend to prepare only what I'm sure I'll need ahead of time and the rest I improvise as I go. It's worked out
   pretty well compared to my harried early days of trial-and-error module preparation.

   Challenge Rating: Recognizing that a party level is generally considered four characters of the same level, and that adding
   or subtracting characters adjusts the party level on a 1-for-1 basis from there, I tend to make most challenges at or near the
   party level and never go higher than four levels above for boss battles. If I'm dealing with particularly resourceful players, I will
   heighten these stakes accordingly.

   Treasure: Players start off with max gold for their level and class as defined in the PHB and DMG. I tend to dole out magic
   items and other nifties as the players go in-story as they either search for them or happen upon them. If a player shows
   interest in improving weapons, armor, and the like, I allow them to pursue this as normal. I just feel that it's more realistic
   for players to loot the body of a 5th level fighter of a +1 shocking longsword and +2 bracers of armor than 9,000 gp.

   Alignment: Neutral Good (if a heroic campaign), Lawful Evil (if villainous)

   Advancement: I've learned that, if players are being particularly active in-game and I'm doing my job at challenging them,
   they will advance a level roughly once every two or three sessions. This is a lot easier than keeping track of XP, but if I see
   some players clearly towing more than their fair share of the line, I will arbitrarily assign everyone the minimum xp for their
   current level and work it out from there. Simiarly, I may hold back players who don't show, though I'm more likely to write them out.

   Level Adjustment: In a complete break from the standard rules which I feel is more balanced, I give characters with level adjustments
   a number of hit dice of the appropriate type equal to their level adjustment and treat their ECL as LA + class levels.