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Zeim #752795 Sat 08/11/14 04:34 UTC
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well to me it is a question of how you think about it.

From a 'role' playing standpoint, Bern is the last person you would want trying to 'help' you stay alive ... in the same way you wouldn't want to have the frail wizard as your 'front line'. If things had gotten 'dire', (i.e. no one had been able to help him in a round or two) he would have been willing to give it a try.

From a 'roll' playing standpoint, I had thought that a failed 'medicine' check caused a death save fail. But when I looked in the PHB I couldn't find anything specific either way <shrug>



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MikeD #752819 Sat 08/11/14 15:35 UTC
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Yes, I found no penalty to failed Medicine Skill checks. In which case there's no downside to having the player with the worst number try it if you need to.

Last edited by Zeim; Sat 08/11/14 15:35 UTC.
Zeim #752821 Sat 08/11/14 15:57 UTC
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I will try to remember that <g>



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MikeD #752832 Sat 08/11/14 17:47 UTC
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Of course if anyone does find it buried somewhere in an obscure section please let me know smile

Zeim #757428 Thu 27/11/14 19:34 UTC
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Updated character sheet to library. Also noted Cunning Action

Gypsy #757430 Thu 27/11/14 19:50 UTC
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Updated pc sheet in Gallery.

Zeim #757470 Fri 28/11/14 07:15 UTC
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Updated my pc sheet in gallery, but do not know anything about skill advancement. Do I get another skill to pick from??

Neptune #757538 Fri 28/11/14 15:40 UTC
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No. Other than a specific power based on a PC class, background, or race there is no way to Increase skills. Your Proficiency bonus goes up every few levels, which will increase skills you are proficient in, and there is an optional feat you can take that lets you become proficient in more skills but that is it.

Zeim #758781 Thu 04/12/14 22:10 UTC
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I saw an interesting post in the WOTC forums about the difficulty levels in the Cragmaw Hideout, which the N-group just completed. What do you think?

Quote

DIFFICULTY LEVELS IN CRAGMAW HIDEOUT

Difficulty Thresholds for Party: { EASY=100, MEDIUM=200, HARD=300, DEADLY= 400 }

Goblin Ambush: DEADLY (Adjusted XP = 400)
Goblin Blind: EASY (Adjusted XP = 150)
Kennel: HARD (Adjusted XP = 300)
Overpass: EASY (Adjusted XP = 50)
Goblin Den: DEADLY (Adjusted XP = 600)
Twin Pools Cave: HARD (Adjusted XP = 300)
Klarg's Cave: DEADLY (Adjusted XP = 700)

I find it interesting that the areas where people report a lot of character deaths all have a difficulty level of DEADLY. This would suggest that the system for computing encounter difficulty is in the right ballpark at least. I also find it interesting that there are no encounters with a MEDIUM difficulty. In fact, the last encounter may actually be understated. If (as the text states) the goblin on the Overpass joins the goblins in the Twin Pools Cave, and if one of those goblins, in turn, runs to warn Klarg, then the last encounter becomes even more overwhelming.


By the way, that last sentence is similar to what did happen. In Zeim's game the PC's fought the Goblin Den battle. In my game they did not, choosing to parlay (a smart move considering how depleted the group was).

Neptune #758785 Thu 04/12/14 22:30 UTC
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Hey we needed healing for Sildar who fell because a PC killed the goblin holding him and trying to parlay. wink

Pandemonium #761183 Mon 15/12/14 20:59 UTC
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Just mentioning for both parties that as Neptune alluded to earlier, this section of the Module has a lot of role-playing in it.

Whereas the earlier section was a straightforward dungeon crawl. Fight and kill enemies. This section, in the town of Phandalin, has a lot of potential side-quests.

Many people you talk to have potential quests for the group and/or clues to the larger puzzle, so it might pay to take a breath and talk to a number of people and gather your options before deciding on anything specific to do next.

While I don't want to spend years of real-time in this one place, I'd recommend not rushing through it as you will miss the opportunity not only to learn stuff but also for Exps.

Zeim #761194 Mon 15/12/14 22:13 UTC
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DMG came today!!

Zeim #761195 Mon 15/12/14 22:18 UTC
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I am sure there will be plenty of things for Bern to get interested in <weg>



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MikeD #761207 Mon 15/12/14 23:41 UTC
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Got my DMG on Saturday!

Neptune #761223 Tue 16/12/14 00:18 UTC
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And you kept the news to yourself? For shame! <g>

Zeim #761226 Tue 16/12/14 00:25 UTC
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I'll be getting mine at Winter Fantasy ... for free <weg>



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MikeD #761231 Tue 16/12/14 00:36 UTC
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Zeim, Yeah. I should've shouted. I did my happy dance in front of the wife who doesn't need any more convincing that I'm out of my mind.

MikeD, Get that thing signed!

Neptune #761233 Tue 16/12/14 00:40 UTC
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naw ... not a big fan of that sort of thing.


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MikeD #780478 Mon 23/02/15 21:41 UTC
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I've been away on business this past week, and am away again from tomorrow. Back on Friday! So in the meantime, here are some d20 rolls, courtesy of the official D&D Dice Roller! wink

6, 19, 16, 6, 9

nem #780481 Mon 23/02/15 22:16 UTC
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Sounds good! We'll work with it wink

Neptune #781654 Fri 27/02/15 02:07 UTC
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Cones and spheres don't work well on grids. None of you probably care, but me? I'm too obsessive compulsive to not care. And I know that that my FTF group all cares (when was the last time one of you saw a protractor used in a game?)

I need an example and I'm going to use Kriv's 15' Dragonborn cone breath weapon, because AJ used it in the game smile

The Player Handbook and DM Guide do not describe how to deal with this in a manner I'm comfortable with. In the DMG they have a chapter entitled "Adjudicating Areas of Effect" in which they say to "go with your gut". There you go. That really satisfies Mr. OCD! Fortunately, they do try and an extra step for whack-jobs like me. They say to take the size (15' cone) and divide by 10, rounding up. So, according to them, it would strike 2 creatures. I think that's unfair and arbitrary.

Even before the DMG was published, at GenCon this past August, Zeim and I asked the question and we spoke to one of the lead designers of the game (I think it was Jeremy Crawford) and we discussed a way to play with miniatures. The suggestion was to deal with some targets as getting the full direct attack and some, on the edges, getting advantage to avoid. I liked that idea and graphed it out Here's what I came up with. The greenish shaded squares get advantage. I tried to depict it work for 8 compass points:

Attached Images
shapes.jpg (24.44 KB, 79 downloads)
Neptune #781673 Fri 27/02/15 03:12 UTC
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I am so stealing this.
Thanks

Pandemonium #781740 Fri 27/02/15 13:01 UTC
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My pleasure!

Pandemonium #781741 Fri 27/02/15 13:03 UTC
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It's a gift wink

Neptune #781805 Fri 27/02/15 15:43 UTC
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That looks a lot like the old 'examples' from ... 3rd ... or maybe 4th edition 'templates' for effects.


MikeD
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