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Player Schedule

PostPosted: Fri Nov 10, 2006 12:13 am
by DmDrow
Alright guys since I am new here and have yet to get used to all the funky schedules I am reposting my net schedule...

Weekday- ANYTIME before 5:00pm and anytime AFTER 9:30pm.

Friday: anytime as long as there is actual RP going on.
Saturday: (I really can't be trusted to be on but...) Anytime after 7:00pm
Sunday: Anytime after 10:00pm

My aim screename: Dm_Drow (incase any of you guys wish to get in contact with me about game schedules or just wanna chat OOC.)

PostPosted: Fri Nov 10, 2006 3:20 am
by Jiriki
Best time to catch people seems to be approx 7pm onwards UK time, that's when the OOC rooms fill up, and if you shove hard enough, a couple of people are NORMALLY happy to atleast RP.

For plot? Ya just have to take ya chances and hope for the best... LOL


PostPosted: Fri Nov 10, 2006 6:06 am
by DmDrow
I am aware, but before the site was changed we had a post with everyone's schedule. I think this makes it easier for players and Dms.

PostPosted: Fri Nov 10, 2006 6:58 am
by Xairren
Normally able to get play time after 8 pm central.

PostPosted: Fri Nov 10, 2006 7:47 am
by Jiriki
From 8pm (but usually on before this) Uk time. Which is about five hours ahead of Ilanian and June.

PostPosted: Fri Nov 10, 2006 7:51 am
by Stam
Usually from 2:30 PM Chat Time onwards, but on-and-off once my wife gets home.

PostPosted: Fri Nov 10, 2006 10:00 am
by Jeremy
Ok folks. This thread is a really useful one. However it would be a much better tool if you would all please post in Chat Time (Pacific Standard Time). This gives everyone a common time so that it is easier to compare schedules without trying to figure out 5 different time zones.


PostPosted: Fri Nov 10, 2006 11:04 am
by JuneBarcarolle
I'm available most nights after midnight EST, which I believe translates into 9:00pm chat time.

My schedule is very uncooperative with most people's.

PostPosted: Fri Nov 10, 2006 11:24 am
by ilanian
I'm pretty much here from about 11:30am Chat time, until about 7pm Chat time, Sunday through Thursday.

Friday and Saturdays it all depends on what June wants to do, but we're ususally here about the same time as above, but can be on until about 10 or 11pm Chat time.

PostPosted: Mon Nov 13, 2006 10:12 am
by Alex_Knight
Unfortunately, my schedule is screwy these days.
Sometimes I'll be on OOCly at work, but I usually can be involved in casual RP, though nothing adventure-wise.

Other than that it's on an as-needed basis.

Taking a break.

PostPosted: Wed Nov 15, 2006 7:43 pm
by Carl
Please do not delete Aerlyn Moonglow or Kyanus. I am going to be taking a break from playing for awhile. I do not know if I will be back but I would like that option.

Thank you,


Edit to Turn Undead House Rule

PostPosted: Fri Nov 17, 2006 1:59 am
by IanB
When I originally implemented the new house rules for Turn Undead, they were based largely on game theory, my math, and some simulated usage (since I couldn't find any suckers to playtest with me). Since then, I've kinda kept my eye on its use in-play, to see how our guinea pigs--er, players handled it.

At this point, I believe my edits are pretty much seen as making Turning useless at low levels; while my intent was in part to nerf its uber-effectiveness at low-levels (while increasing it at high), I appear to have gone too far. I still lack any in-play evidence to see how it balances at high-levels (where I believe easy access to DC-boosting items will level it out for those that care about using it), but meanwhile, it looks like Turning desparately needs a boost for low-level clerics.

Therefore, I'm editing the House Rule to reinstate the benefit from Knowledge (religion) synergy--5 ranks in Knowledge (religion) grants your save DC to turn or rebuke undead a +2 bonus.

I started to go through and edit sheets accordingly, but the search function in SCORES is wonky at the moment; therefore, if you've got 5 ranks in K-Religion and your sheet doesn't look right, track me down for an edit.


PostPosted: Fri Nov 17, 2006 2:42 pm
by Talinor
Alright, now Tal might be one of the original reasons for the orginial rule change. So my cheer, may not be unexpected.

That Sun domain greater turning, just runs havok with will designed plans involving undead.

granted it was once per day, but it seemed like I had the lucky roller. Tal never failed to uber nuke something with his greater turning early on.

Recently, it seemed like it was a waste of an action (which I would repeat from sheer disbelief). I could watch while their single cell amoeba undead bodies shook with laghter at my attempts to turn the undead. I think the biggest thing I didn't like about the change. Was that it no longer felt "in my control". I know this sounds stupid. A priest is calling upon the power of his god and hoping to get heard. But before, it was up to me to make the lucky high roll. Like making an attack roll. If I rolled low, well it was "my fault". (again I realize how stupid this sounds), if I rolled high.. ah ha!! the sacrifice of soda to the rolling gods once again paid off.

With the new system... well. I watch the teeming masses of undead roll. And hope for that they roll poorly. I understand why it was done. It's now more treated like a cast spell with resistance then an attack by god power funneled through a priest. (which makes sense in a pure game design way) But it hurt to have a fairly defining characteristic (of a priest of a sun god) nerfed down to being fairly unuseful.

So, to see any sort of adjustment back. Su-weet! look out undead, the holy battle priest of the Sun is looking for you.. although honestly not too hard. (I mean have you seen what some of them look like?)

Thanks again,
-Joe aka Talinor

Rod Symbol

PostPosted: Tue Nov 21, 2006 5:01 pm
by Kerry
As a totally random aside, what -is- the Black Rod symbol? Since I am paying Raina for a picture I better get my facts straight.

Also, do they have badges? If so, I told Jeremy we should have moon shaped badges instead of star shaped ones.

Just some flavor things.