Silvestre’s Forgotten Realms PBeM (Play By E-Mail)
General Guidelines 2.0
Player Resources
All players are allowed to use information from the following Forgotten Realms/ AD&D products to create a character:
Advanced Dungeons and Dragons 2nd edition Core Rules CD-Rom 2.0
Advanced Dungeons and Dragons 2nd edition Core Rules CD-Rom 2.0 Expansion
The Complete Psionics Handbook (#2117)
Wizards and Rogues of the Realms (#9492)
Warriors and Priests of the Realms (#9509)
Demihumans of the Realms (#11316)
Faiths and Avatars (#9516)
Powers and Pantheons (#9563)
Demihuman Deities (#9585)
Players who wish to create characters using information from sources not listed above should first obtain prior clearance from the DM(s). Players who wish to combine two or more player kits must also get clearance from the DM(s). Additional materials will be added, as they become available to the DM(s).
Attributes
Although Player’s Option: Skills & Powers was listed previously as available material to players, this PBeM will be using the "core" rules from the Player’s Handbook to create characters. Material will be selectively applied from Player’s Option: Skills & Powers at the discretion of the DM(s).
This being said, each player is given 88 character points to distribute among the six attributes of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. All racial and class minimums must be met and no attribute may exceed 19 or fall under 8.
Exceptional Strength rolls available to certain classes and kits will be rolled for by the DM(s). Three rolls will be made with a 100-sided die and the highest roll will be applied as the character’s exceptional Strength score.
Races
The following races (and subraces) are useable by players when creating a character from the Forgotten Realms:
Other races and subraces are not allowed. Sorry, no exceptions.
Alignment and Religion
Players can choose any non-evil alignment, as long as it does not violate class or kit restrictions. Players wishing to play an evil alignment must first petition the DM(s) but are strongly discouraged from doing so.
Any non-evil religions may also be chosen freely, with evil religions being strongly discouraged by the DM(s). In order to be a follower, active worshipper, or part of the clergy of any evil religion, the player must first petition the DM(s) for approval.
Class and Kits
Characters can be of any class, classes, or kits found in the materials listed under Player Resources.
Level and Experience Points
All characters start out with enough experience points to reach level 2. Multi-classed characters receive enough experience points to reach level 2 in all their classes. Players wishing to dual-class human characters must wait till level 3 to do so.
Hit Points
All characters start out with the maximum possible number of hit points, including Constitution bonuses. Hit points for levels later gained will be rolled and assigned by the DM(s).
Proficiencies: Non-Weapon
This PBeM will be using the proficiency system based on the "core" rules found in the Player’s Handbook. A character starts out with a certain number of non-weapon and weapon proficiency slots dependent upon his or her class and/or kit.
For non-weapon proficiencies, every character is allowed free access to certain class-based groups of NWP (non-weapon proficiency). To learn a NWP from other class groups, an extra NWP slot must be allotted. Some NWP groups and specific NWPs are barred to certain classes and kits. Other classes and kits allow characters to receive bonus NWPs.
The number of languages a character can learn (based on Intelligence) reflects the number of bonus NWP slots that character receives. For example, a character with a Intelligence of 16 is able to learn 5 languages. This means the character has any extra 5 NWP slots in addition to those obtained from a class/kit. These bonus slots may be used for any NWP (languages are counted as either the Modern Languages or Ancient Languages NWP). All characters know their native tongue and this does not count against the bonus NWPs gained from Intelligence. Warrior classes (fighters, rangers, and paladins) and certain other classes may use these bonus Intelligence slots for either NWP or WP (weapon proficiency) slots.
Depending on a character’s race, he or she will receive certain bonus NWPs. This is not an official rule but a "house" rule created by myself during my campaigns. The races (and subraces) and their bonus NWPs are listed below.
These bonus NWPs apply to the average member of each race or subrace. Characters may gain extra or different bonus NWPs depending upon class, kit, and background.
Proficiencies: Weapon
For weapons proficiencies (WP), the rules given in the Player’s Option: Combat & Tactics are canon. Each class is limited in terms of obtaining proficiency, specialization, and mastery of certain weapons, weapon types, and fighting styles. Only the warrior classes and a few others are allowed access to become proficient in weapon groups.
Note that depending upon the setting, location, and time period, certain weapons will be barred due to the factor of role-playing. In other words, don’t try to buy oriental weapons for a character from the desert, it won’t work.
Skills
Certain classes, such as rogues, gain skills in various areas. When needed, players will be asked to assign points to these skills or select certain skills. Other than that, the DM(s) will automatically assign points or skills. Psionics and "natural" powers such as infravision fall under this section.
Spells, Spellcasting, and Spellcasters
All priests spells are divided into groups known as sphere of influence. Priests and those capable of casting priestly spells all have minor (spells between level 1 and 3) and major (spells level 4 and above) access to these spheres of influence. In order to memorize and later relearn spells that have been cast, priestly spells almost always must be prayed for after 8 hours of rest. For each spell level, 10 minutes (not in real life of course) of meditation and prayer is needed to learn a spell. So a first level spell requires only 10 minutes, while a sixth level spell requires a whole hour.
Wizard spells are divided up into groups known as schools. All wizards and wizard spell-casting characters are allowed access to the Universal school of magic. Access to other schools of magic depend upon class and/or kits. Wizard spells are memorized via spellbooks or spell scrolls. After a spell is spent, the wizard or other capable of casting wizard spells must memorize spells after 8 hours of rest. For each spell level, 10 minutes of study is required. So a first level spell would take only 10 minutes while a ninth level spell a whole hour and a half.
Please take note memorization or prayer for spells can take place only after 8 full hours of rest. Also, spell components will be required (if they are needed) to cast spells, so please remember to keep an eye on your spell component supplies. All wizards and wizard spell-casters receive a spellbook provided by the DM with his/her choice of random or selected spells.
Wealth and Gear
All characters start out with the maximum amount of standard gold pieces allotted to them as listed in the Player’s Handbook and also listed below for convenience. These funds are to be used in purchasing supplies and equipment. The player’s character, with exception of those from the priest class, keeps any remaining funds. All priest characters must return the remaining gold (except 3 gold pieces) to their respective superiors (since his equipment is supplied by his organization). Priests cannot lend any of their initial funds to other characters. An additional 1d6 x 10 gp will be added to the remaining funds (for priests this is after returning most of their remaining funds) to reflect the average amount of wealth a character has earned after adventuring between levels 1 and 2.
Class | Initial funds |
Warrior | 5d4 x 10 gp |
Wizard | (1d4+1) x 10 gp |
Rogue | 2d6 x 10 gp |
Priest | 3d6 x 10 gp |
Most characters will not start with any special gear, although there might be exceptions for certain classes and kits and at certain levels. The availability and cost of gear will depend on the setting, location, and time period. In other words, you won’t find full plate mail being sold in a jungle village.
Magical Items
Characters start out with no magical items, with the exception of a few special classes and kits. The rest must earn magical items the old-fashioned way through blood, sweat, and tears.
Character History/Description/Personality
This falls under the domain of the players. All a player needs to do is submit the history, description, and personality of their character to the DM(s) for review. As long as it is more or less reasonable and makes sense, almost any type of background will be allowed. This can range from the "typical" backgrounds (such as a peasant boy seeking adventure) to the more exotic ones (such as an exile half-drow from the lands of the Shining South).
Combat
Currently, combat is the specialty of a co-DM. The co-DM will send players a separate set of guidelines on how he/she deals with combat situations. If the co-DM is unable to preside over combat, then the DM will do so using the co-DM’s guidelines.
Daily Agenda
The PBeM will resemble a forum between interacting players while the DM(s) act as the mediator(s). Every other day (roughly every 48 hours) the DM(s) will send out an e-mail to the players containing pertinent information regarding the plot, setting, NPCs (non-player characters), and other information. Based on this e-mail and the information contained within it, players should role-play the situation as they wish. The DM(s) will attempt not to get involved as much as possible in this player role-playing, although the right to intervene is reserved. All dialogue should be sent to all members of the PbeM. Private dialogue between two characters can be kept secret, but the DM(s) request that they are sent a copy also. Actions requiring rolls or checks are not be posted prior to DM clearance.
After two days of player role-playing, the DM(s) will use the information to write a summary of what occurred in a short story-type fashion. Along with this summary a new e-mail full of information will be sent out, often with DM "suggestions" and ideas on the general story line and current events. Players are expected to participate in the general role-playing sessions while the DM(s) monitor. Failure to participate and reply for any extended period of in the PBeM without reasonable cause will lead to reprimand and possible expulsion. Most reasonable excuses are accepted and prior notice of absence is really appreciated (such as vacations, school, and so on). Absent players will have their characters temporarily placed under the control of the DM(s).
Miscellaneous
The DM(s) will have character data stored on computer, and updates will be send to players whenever possible. Players can keep track themselves, but whatever the DM(s) have stored on their computer will be considered the "official" character data. Materials not in the possession of or unavailable to players can be requested from the DM(s). All efforts will be made to provide this information, but sometimes this will not always be possible.
Any complaints, suggestions, or comments should be directly addressed to the DM(s). Only with feedback can the DM(s) find out what they are doing wrong and what they are doing right. This in turn makes the PBeM better for everyone involved. Lack of feedback will be interpreted by the DM(s) as tacit approval of their decisions and actions in regard to the PbeM.
Last but not least, the PBeM is meant to be a forum for players and DM(s) to gather and role-play in the Forgotten Realms and AD&D world. This is meant to be fun (most of the time at least) for everyone and a chance to do this type of gaming in our busy lives. My guidelines are meant to be a measuring stick to keep the PBeM sane and relatively workable, not to act like some tyrant giving out orders. So relax and let’s try to enjoy ourselves, alright?
"The imagination of the human mind is limitless…"
- From the journals of Silvestre Que’patha, circa 1369 DR, Year of the Gauntlet