@The Mutant You might find some helpful things in the Player's Guide to Faerun? It's 3.5 rather than 3rd, but you might be able to adapt some stuff or use their lore comments?
Can i join the D&D group? I have played a little with my friends, but I always go as the healer no matter what.
Well that is nice to hear, congratulations. When I get a dog, I will call him Senor Bark Bark. Are you doing this D&D online or IRL?
Reading those OSR blogs that @Wiwaxia linked has made me a lot more comfortable/enthusiastic about homebrewing stuff. At least in 5e, which is a more accessible system with fewer moving parts than 3.5 -- my previous favorite. I always liked homebrewing flavor text (settings, lore, NPCs), but I shied away from mechanics because I was afraid of breaking the game. Actively stress-testing the game can also be fun!
http://falsemachine.blogspot.com/2016/03/cities-of-plain.html I love all this, especially the City of Brass Mirrors
i am having my first D&D game. Apparently, my friends really need a healer. Lucky for them, i always play as the healer or Medic. Wish me luck that i can save them all.
Fighter: So what's the penalty for shooting into melee? GMAvi: -2 SeverelyInjured!Magus: If you hit me, I will curse you and all your lineage. Fighter: Well I'll only hit him if I CritFail, right? GMAvi: Yup Fighter: *rolls nat1* Magus: You son of a bitch!
"Making a world-destroying warhammer out of rain" is my new favorite moment in my current Pathfinder game. Waaay back in our first Quest, my ranger found a trident that essentially lets him waterbend. Establish rules that it's only good for large-scale work (that is, has a range of several miles and is functionally useless for anything smaller than a pond), here's how damage scales by water-mass thrown, etc etc. Go on our merry way, mainly use it for plot points instead of combat, go through several more Quests and end up defending a city from... essentially demons with ridiculously high spell resistance and AC. (We're level 17, we need the challenge :P) During an all-seems-lost battle, Druid blows one of her Big Spells on Storm of Vengeance-- basically deals various elemental damage and then makes actually hitting anything a pain in the ass. We win the battle, move on, hit another big battle; DM rules that since we didn't use up all of SoV's rounds in combat, the storm is still going even though it took us roughly 15 minutes to get from one fight to the next. I roll shit initiative, and decide to spend everyone else's turns looking at what spells I have left. Find Heavy Water. Sidetrack the DM into a Science Conversation, eventually decide that the spell somehow increases the water's mass because gravity isn't mentioned at all. Do maths, figure out that because there's no level cap on the radius I can affect roughly three million gallons of water with HW. Definitely more than enough for the Crazy Plan. It's been downpouring for a little more than fifteen minutes (plus a quick hailshower, because of SoV). Trident has more than enough range to grab up all the water that's come down, plus that from fountains and aqueducts and what have you. Heavy Water on... not nearly three million gallons, but definitely more than enough to make a Fun-Sized Mobile Death HammerTM. DM didn't even make me roll damage, it was just "enough to make demons go splat and ruin any loot we might have got off them". And this is the story of why we are probably never getting unique elemental effects ever again :P
My most recent session: 1) Rogue and necromancer go to the local shady arcane society to collect their pay for deciphering a prophecy in an old temple. Rest of the party goes to the town hall to report their findings. 2) Strange wizard at the arcane society is very interested in the findings. Captain of the guard is polite but skeptical, and refers the other PCs to that arcane society. 3) As rogue and necromancer leave with their pay, two thugs attack them in the hallway, one emerging from a secret room. Wizard is knocked down and out. Rogue retreats and scatters ball bearings on the floor to trip one of them. 4) Necromancer rolls 20 on death saving throw, gets back up with 1 hp and helps the rogue scrag them both. 5) Necromancer and rogue hide in secret compartment and shut the door. 6) Rest of party shows up on doorstep, opening door to a corridor full of blood and corpses. Three more guards and the strange wizard emerge at the other end of the room. Tense standoff. 7) Monk identifies self as member of the party exploring the temple the previous day. Wizard interrupts with "KILL THEM ALL." 8) Giant clusterfuck of a boss battle. Wizard and his lackey rapidly take down the rogue and necromancer. Dragonborn monk sets the hall on fire with his breath weapon, and druid's thunderwave spell spreads burning tapestries everywhere. At one point four of six party members are unconscious and it starts looking like a TPK. Warlock carries on telepathic conversation with wizard baddie and nearly turns against cleric before deciding to remain loyal and frying a guard with eldritch blast. 9) The battle finally turns the PCs' way. Two guards die. One flees, but the monk pursues and takes him prisoner. The wizard gets out with a short-range teleport. 10) By now the building is on fire. Everyone risks damage and smoke inhalation to rescue the still-unconscious necromancer and rogue. 11) (The rogue's hood has come off, revealing him as a dark elf.) 12) The warlock tries to run back in to retrieve some arcane books. Fire resistance keeps him alive, and he passes the Constitution save against smoke inhalation on the way in... 13) ...But he fails a Dex save and slips on the ball bearings. Loses consciousness. 14) The monk, being the only other person with fire resistance, runs in to retrieve him and drags him out. 15) Monk, druid, necromancer and cleric flee, badly wounded and spells exhausted, carrying unconscious prisoner, rogue, and warlock. They hole up in an abandoned building to lick their wounds as the guildhall burns to the ground. I fucking love D&D.
Magus got CritFail shot by Fighter again. Still in the same dungeon as last time. The first arrow is still broken off in his hip. We're probably going to take Fighter's bow away.
Low-level 5E game, fighting an animated scarecrow and its shadow minions. Party: Hanni the dragonborn bard, Aidan the half-elf paladin, Varis the elf ranger, Kanero the kitsune warlock. Kanero has used Prestidigitation to set the scarecrow's leg on fire, but it's raining and the fire hasn't really caught. Hanni casts Heroism on Aidan, then tries to throw a bottle of accelerant on the scarecrow to spread the fire. She rolls terribly and the bottle lands harmlessly in the grass behind the scarecrow. The scarecrow swipes at Kanero and Aidan, leaving bloody gashes on Kanero's shoulder, and fixes them both with its Terrifying Gaze. Kanero freezes in fear, but Aidan, being the Hero, doesn't even seem to notice. He charges the scarecrow and in a blaze of holy light, the force of the blow knocks it back and strikes it to the ground. At which point, Varis aims and fires. Thorns burst from the arrow impact site. They smash the bottle into smithereens. The aerosolized accelerant hits the fire on the scarecrow's leg and goes up in an enormous fireball that engulfs the scarecrow, the shadow lurking next to the scarecrow, and Aidan's eyebrows. GM: What's Aidan's action? Aidan's player: I turn around. Heroes don't look at explosions.
Re "killing allies," my own group realized about halfway through our first Quest that if we ever managed to find NPC allies... the DM would kill them. Inventively. In a world where death is permanent. (The first time was, admittedly, our own fault. We didn't expect him to let us keep our small army the sorcerer rallied. But can't we keep one? But Mooooom, it's raiiining, can't we keep him?)
Goddamn, I need all of these on my body. The Neutral Evil one especially made me cackle. True Neutral, too.