I figured that we would start an OOC thread. We're going to have two parties. A better way to look at it is that we have 2 tables playing the same game. Before we move forward, I just want to put it out there for everyone (Zeim and I respect your opinions), mechanically, do you have any advice?
My inclination is that we just have 2 threads going in parallel in this one forum. I don't think we want to do two separate forums. Zeim and I will share artwork and the like. So, the first set of questions: What do you all think? Can it work? Any mechanical ideas?
Next. Do you want to come up with party names? Something easy that we can label threads? We can always just list all the character names in parens, but I only really would do that if a party split. We could go as simple as Team1 + Team2, but hey, that's <ahem> boring
The two teams are:
I will be DMing this group:AJ:
Kriv Norixius Dragonborn Fighter (Eldritch Knight)
Nivek:
Karok Battlehammer Cleric Dwarf
Gypsy:
Jaliera Hassan Rogue Human
Neil:
Chandan Human Monk
Zeim:
Kallista - "Despair" Warlock Tiefling (Devotee of Dispater)
Dugan:
Davroar Human Druid
Zeim will be DMing this group:Pandemonium:
Luminmorn Dragonborn Paladin
Kenseg:
Balthazar Human Wizard
MikeD:
Bern Human Ranger
Exeter:
Ryssa Noman Cleric Human
Neptune:
Lingo Halfling Rogue (Arcane Trickster)
Well, one thought would be for the main forum to contain all shared information while the actual games be played in 2 sub-fora (Group A and Group B or whatever their ultimate names would be).
We can be the A-Team!
Sub-fora. That's a good idea! Do we request that?
I kinda prefer the parallel threads in this forum idea as opposed to splitting off into subforums.
I can take care of it Nep ... Just let me know when you decide.
So far there have only been a few replies and it seems to be a mixed reaction to the idea, so we might want to get a consensus <g> FWIW, I like the idea.
Doesn't matter to me how you handle it. I am easy.
Shut up Nivek!
Sub for a - new posts don't show as new on the front page, so I would go for 2 threads in the main one. Shared info threads can be done as stickies.
Just my preference.
Neptune - your character says arcane trickster.. I thought that choice came later as that was the direction I was intending to take Kaliera.
Gypsy, I indicated it in advance. Truth is that my PC, although playing at 1st level, is the same one I played at GenCon. He had gotten to 3rd level there so I kinda know.
Thanks for the info about the sub-fora. If the new posts don't light up on the main page, I'm kinda wary of using them. Awaiting more votes and looking for those team names ...
Separate threads in a single forum works for me. Shared gallery and game info and maps as stickies.
Separate threads main forum because I like the visual indicator that there are new threads.
I guess I am confused. I see the new posts to sub-fora showing when I look at the main page. Not only do they show in the sub-fora link, they are included in the totals for the main forum. Is that, perhaps, a setting somewhere?
I can go either way - no problem, but I thought it worked the same way MikeD just posited.
Fine by me. I just want to know that I should look. Sub for a then.
Actually, I think it's just easier to do it without the sub-fora.
Here's what we'll do. Until you guys come up with names, I'll call my table, table "N" and Zeim's table "Z". Threads will be named as follows:
Table-Part.Chapter-Chapter title (optional PC list)
As an example:
N-1.1-Goblins vs
Z-1.1-Goblins
There's an intro, so we're going to start with
N-Intro-Driftwood Inn and
Z-Intro-Driftwood Inn
So, AJ, Nivek, Gypsy, Mina and Zeim, look for the "N" threads and Pandemonium, KenSeg, MikeD, Exeter and I will look to play in the "Z" threads.
And yes, no sub-forums. All of it in the game forum.
So is that N for the table you are playing or the table you are running <gd&r lmao>
Ooooo .. here is a question ... at least for the Zeds ... do we know each other or not?
Interesting. All the Js and Ks in one party, all the Bs and Ls in the other.
Just an ooc hint to my illustrious GM ... Bern was referring to the bow ... not the 1/2 orc and his sword ... when he asked to examine her 'weapon' <weg>
AJ ... seems like as reasonable a criteria as any <chuckle>
I am RUNNING the N-game.
I am PLAYING the Z-game.
I was tempted to ask Gypsy to change her name to K-something and get Mina to do likewise
None of the characters knows any of the others. This is the first time you'll all meet.
When you all come up with team names, I'll rename threads.
Well her surname is Kassan.. with a K
<Sigh> Mina dropped from the game. I posted a message looking for another player. Good news is the party is balanced and the game is written for 4 players.
Sorry to hear that. Why not just go on with 4 then. More loot for the rest of us
less people for me to keep alive
Why don't we ask Neil? He is my FTF GM but I rarely get chance to play alongside him.. and both of us have really enjoyed the few times we have done so. Shall I ask him?
Why don't you. Any class will do. The party has balance as-is.
Will do!
Just phoned Neil. He is in and will get started on his character tonight! YAY!
Yippee! That's a gread addition!
Zeim and I had a little debate about money (no, we're not some married couple). He wanted to charge 5 SP for a mug of ale and I referred him back to the Players Handbook where the cost was 4 CP. He argued that the players will have too much money. I countered that there's a cost of living.
Since part of this is about learning the game and, for many of us, evaluating rules, I figure that some of the new rules should be talked about. I'll start with the rewards and then tackle cost of living.
Money and experience points aren't the only things you stand to gain. I suspect that there'll be more in the DM guide but the Adventurer League Player Guide introduces some new concepts in the section about how to fill out your log sheets:
XP. You begin play with 0 experience points (XP).
Gold. You begin play with whatever gold pieces (gp) you had after you purchased your initial gear. You can express silver pieces (sp) and copper pieces (cp) by using decimals.
Downtime. At the end of each adventure, your character will earn days of downtime, which you can spend on different downtime activities. Your Dungeon Master will tell you how much downtime each adventure earns. You begin with 0 downtime days.
Renown. You begin play with 0 renown points in your faction. If you do not have a faction, you do not track renown (just fill all the lines with “0”).
Magic Items. Record the number of permanent magic items your character possess here; record the name of the item in the adventure notes area. You begin with 0 permanent magic items.
Adventure Notes/Downtime Activity. Use this space to record notes from the adventure. At a minimum, you should write down any magic items gained (permanent or consumable). If you’re spending downtime, note what activity you’re engaged in.
Since these are going to be legit AL characters, you might consider creating a personal log sheet if you intend to use them at a convention like Gencon or PAX. I attend a couple of local conventions in New Jersey (Dreamation and Dexcon) every year. I got a sense of satisfaction when I showed up with my 12th level 4e tiefling warlock and his 30 or so certs to a game.
So what about cost of living? That comes from the Player's Handbook page 157:
Wretched ----
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comforable 2 GP
Wealthy 4 gp
Aristocraic 10 GP (min)
Your initial reaction might be to say, I'll just decide to live a wretched lifestyle but there are consequence outline for all lifestyles worse than comfortable and benefits to the better lifestyle. Consequences of being poor might mean disadvantages. For example, if you were to walk into a place smelling of trash, you might get tossed out. If you got into some legal tangle, your judge might want you off the street to better the town. The PHB goes into some of this but it's left to the DM, I think, to make it work. Everyone is expected to start at the
Modest level at least. I'll expect that some of you, for roleplaying purposes, will want to play a level up or down. I'm OK with that but there will be consequences.
So, there's this other stuff called Downtime and Renown points. Downtime is earned and you can use it to learn skills and make improvements to your PC. You can learn a language or a craft and therefore earn some degree of stat adjustments. Renown points are about your faction and how important you are in the hierarchy. In effect it's social experience points. Again, when the DMG comes out I suspect that there'll be stuff in it about gaining followers and building castles and stuff like that.
The GP living standard costs, what is the time period for that. Per week? Per month? Per day?
It is per day Ken
Modest is perfect for Jaliera living with 2 others in a room in her mentor's house.
Why do you think she asked the price of the mutton stew?
Dang, guess we will have to start earning some gold or Balthazar will be selling some charmed woman on the streets to make a living.
Oh wait! Wrong alignment! Drats! Is it too late to be LE?
Actually, as stated before, but worth repeating. You can change anything up until 4th level except for your name
Balthazar the male GL human wizard could become Balthazar the female half-orc LE barbarian
Now that is a character shift!
Neil is pulling together a human monk currently
Ken, as gypsy said, it is per day ... =but= ... you only pay that 'upkeep' when you are 'spending' your down time days outside of actual game play.
So, as far as I know (and I am sure that Nep will correct me if I missed it) your actual play does not require that expense. The GM will 'copper and silver' us to death explicitly ... as with drinks and food in our current situation <g> ... to account for our 'costs of doing business' ... rather than an 'average cost' of existing in the style to which you have become accustomed <g>
Correct. In between adventures, when you are spending your accumulated "Down Days" to learn a language or a tool that is your cost of living expense.
Also note, for those who have taken Backgrounds in order to obtain the extra Skills Training they provide, each background comes with a specific level of COL. That is the level you need to pay during that time.
Welcome aboard Neil. You'll be playing in the "N" game that I will run.
Dugan is also putting a PC together.
Thanks Neptune! Hello all. Great stuff!
(I'll post after I grab some shut-eye.)
Damn, I think Chandan looks like a better character for our group <pout>
Welcome anyway Neil <g>
Damn, so which wrong name did I use? <sigh>
I was wondering if Bern and Hawk were the same person.
<sigh> Gods, I gotta pay more attention when using cut and paste. I had used C&P for a hawk post just before that one. Apparently when I did the same for Bern, the copy part didn't work <grumble> Anyway, thanks <g>
Actually, Ex, they are the same =player=, so that's close to the same thing ... isn't it? <g>
Closer than... well, closer than something that's farther away, I suppose.
All,
Just an FYI, now that we have all of the players assembled (I still need to review Dugan's sheet but it's been supplied), we'll be moving forward. Don't expect a lengthy discussion about your mission. This bar scene is not part of the published adventure and was devised to let you introduce your characters to each other. The adventure, as written, starts with you on the road. We'll get there by Sunday at the latest.
Folks. I'm going to a baseball game tomorrow night and then Zeim's going to try and TPK our party Saturday in our FTF game. If we're absent, that's the excuse.
Just a general question I have for this adventure I didn't want to put in the main topic.
What is the current year, and is it spring, summer, fall, or winter?
It's a great question and there's no clear answer anywhere. The closest I've found is that it's 5-10 years after the Spellplague. I've posted something in the WOTC forums to see if someone can answer.
I have the impression that they are being intentionally vague so that they have more leeway in writing mods than if they were 'tied' to a particular 'date' for everything.
I think you are right. Best I can guess it's sometime after 1485DR.
For the sake of gameplay it's spring.
Here's the answer to my query:
In the forum thread here called "Calendar Date in the Realms" (also linked from the thread "What year does Hoard of the Dragon Queen take place?"), Associate Resource Manager Greg Marks (aka Skerrit) has informed us that the current campaign year is 1489 DR.
I don't think there's any information about what time of year it is. I suspect that's not considered an important consideration to the overall campaign. For example, I don't recall (but could simply have missed) any weather-related issue in that adventure. I'd probably just go with "late spring" as that seems to be the beginning of adventuring season. ;o)
A bit more about surprise. This is something that I wasn't comfortable with when I ran this encounter for my FTF pals the first time. It really confused me. So I took it to GenCon and got my questions answered.
You can handle surprise two ways:
1) a group check
2) individual checks.
I've decided to do individual checks. One goblin might give himself away by stepping on a twig but his friends remain hidden.
If the party is surprised PC's don't get to act in the first round. In the N-Party, everyone is surprised except for Jaliera who with a passive wisdom (perception) of 14 can act on the goblins she sees. The goblins will all get to go. The others can't.
I chose to go with the group check, so we can see how both methods work. No one beats the Goblins stealth check score so they have surprise. All the Goblins get to act in Round 1 and no pcs can act. We then go to normal Initiative rounds.
Eek, thank goodness for the con bonus. Nearly killed the Dragonborn in one shot.
With the way that ambush happened, all I could see Ryssa being able to do was defend herself in that first round at least. If something happens which would bring a serious wound to her attention - even if it was the Dragonborn - she would try to help him.
Ex, the Goblins got a 'surprise' round from their 'ambush'. That was what the damage was so far. Now we are in regular initiative order, so you get a regular round of actions ... move, attack, cast a spell, etc.
Surprise, as I said before, was confusing to me at first. The way that the PHB explains it, if you are surprised, you lose your entire turn during that surprise round. Then you pick up round 2 exactly how initiative states it should be.
Chandan, Karok and Davroar edited their initiatives into their initial posts, 12, 3 and 4 respectively. Do you want us to post our actions in order or concurrently?
Now I do, after the goblins went.
BTW, if anyone wishes to use a "non-lethal" attack (knock unconscious rather than kill) you must specify that in your action. Note that only melee attacks can choose to be non-lethal by the players. Spells and missile attacks cannot choose non-lethal damage. So in the Z-Combat thread only Bern and Ryssa can choose to do so this turn.
Neptune is correct in his "attack w/advantage" comment. I neglected to do so, but I am not going back so we'll press on. Also, if you attack someone who is hidden (which may occur as it is a Goblin ability), and you fail your active Perception check to find him, you attack with disadvantage, which means you roll 2d20 instead of 1d20 and you take the lower of the two rolls.
One item we missed during the surprise round was that since the Goblins were hidden in moderate foliage they were lightly obscured, which should have resulted in the Party having Disadvantage on their Passive Perception checks, which would have translated into a -5 to the Party's PP.
Can you give me an idea of distance to either goblins or Kallista and if Karok could get there in a round considering he has to get out of the wagon.
P.S. You'd have thought all those barrels would have given him excellent cover especially from someone shooting from the front
And once again, I'll state how much I hate this dice roller
That's an amazing number of 19's and 20's
Actually, the ambush is even worse than that Zeim. The partial cover for the goblins would probably mean -2 to hit for the party too. I ignored that.
Nivek, I factored in cover for you. That's pretty much why I wiped out the first set of rolls. The crit was on Karok <weg>.
You would need to climb out of the wagon which would be almost a move in itself, but I'll let you get down and move to the closest goblin for an attack.
Nep - That is =almost= exactly how surprise worked in the past. The only difference is that the surprise round is now a complete round instead of a single action.
And, also in the interest of moving on, we will ignore the fact that =two= of our party mentioned that they would be off the road, moving ahead/behind the wagon looking for ambushes <weg>
Mike,
We could do it in the interest of moving on, or I could site the fact that you were
traveling at "normal" pace (click on this link) because you had a deadline. Normal pace does NOT allow for active perception and slows travel.
Neptune,
When do I have to declare that Bolts of Inspiration action (War domain ability). Can I hit something and if doesn't drop then I can use it. So say in case I drop the Goblin with the first hit, then I wouldn't have done the second attack
Hmmmm .... looking at your reference, under 'effect' for 'Normal' I see, well, 'Normal'. That seemed to imply no 'penalties' (especially since it shows a -5 to perception for 'Fast'. Of course, I could be over generalizing the 'effects' of 'Normal' <shrug>
Weapons
For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.
When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.
• For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.
• For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.
Nivek, I have to look that up at home.
What do you need, I have my book next to me
MikeD,
What is says is no penalties, yes. But you can't be doing active perception rolls either. I didn't penalize your perception rolls. The goblins rolled really good stealth rolls. 14 was their worst adjusted rolls and only Jariella spotted them.
BTW, to copy replies from other threads here, the PHB states that your Prof bonus only adds to your To-Hit roll, not to Damage. Only your Stat Bonus applies to both To-Hit and Damage. See pages 14 and 196. That is also the way it was played at Gencon. My pc had a +5 To Hit with his Dagger but only a +3 to Damage because my +2 Prof bonus did not apply to the Damage roll.
The wording is unclear. It specifies proficiency is added when you make an attack roll, but it does not specify for a damage roll. It specifies adding the strength bonus for attack and damage (or dex for finesse or ranged).
But yeah, it definitely needs to be clearer.
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated.
No worries Nep ... I am not 'faulting' your assessment of the situation. Not saying it would have been any different if we had been dispersed and all. it just felt like we were sort of 'railroaded' into the ambush <g>
I sent you back a PM Nep, I will copy the rules section you quoted here for everyone's benefit. It states you only use Proficiency for Attack rolls, not Damage rolls. Read it carefully:
When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.
• For attacks with melee weapons, use your Strength modifier for attack AND damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.
• For attacks with ranged weapons, use your Dexterity modifier for attack AND damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.
Thanks Zeim. I finally found that section. I was looking at another section that was a lot more vague on all that.
Maybe it is just me, but it seems like these sorts of things are much harder to find in this version of the PHB than it has been in previous versions.
Our FTF group has decided to chuck all of the modern books and going back to our modified 2E rules
I can understand that <g>
Actually thank Nep, Miked. He sent that to me, interestingly to support the position that Proficiency does add to damage. So it is clear how unclear the writing is. But I think the way it is written points to Proficiency not counting to damage, otherwise it would have been mentioned as it was for Strength and Dex.
I agree Zeim. I think that the sections that you were quoted show pretty clearly that Prof bonus is not a part of damage.
I agree too. Just had to get home to see my PHB. It wouldn't be the first time I misunderstood the book...won't be the last
Dodge makes no sense as a tactic.
It forces opponents to attack with disadvantage.
It gives you advantage on dexterity saving throws.
So, let's say you and your goblin foe dance around, him trying to hit you and you never striking him. He has his chances diminish greatly to hit you. But if you never attack, you NEVER hit. Let's say he hits only 20% of the time now. Still, after 10 rounds you got hit twice (probably enough to kill you) but he's at full hit points!
I don't understand using it unless there was some roleplay thingy where you needed to last 10 rounds sparring with the Mountain.
Here's a possible scenario to use it. Say you are a Wizard. You've cast a concentration spell. An enemy tries to attack you. The fighter in your party is two rounds away from coming to your aid. You don't want to stop your spell, which will happen if you take damage. So rather than attack the enemy in front of you and thereby offer him a normal return attack, you Dodge. He has lots of trouble hitting you and you can maintain your spell.
Or another. You are closing with an enemy archer who is 3 rounds of movement away. You move towards him every round but your yourself have no ranged attack. You Dodge, thereby closing while making his missile shots at you harder. (BTW, this is specifically something Chandan could do with his Dodge action if he is more than 1 move action away from the archer and wants to close to HTH range).
And a third scenario. You have entered a castle courtyard and there is a door to get inside across a large open courtyard. Archers are firing down at you from battlements above. You run across the courtyard, using the Dodge action to reduce the archers chances to hit you. (Note: This was one of the encounters at Gencon during the mass finale. Our group didn't do this but the group I assisted did.)
So, I think it does have some use, in specific circumstances. However the circumstances you posited, a single 1-1 physical hth melee, I agree it makes little sense.
Unless, in that 1-1 melee you are a Wizard and you've cast Witch Bolt at the enemy in front of you. You are automatically doing 1d12 of damage to that enemy every round as long as he stays within 30 feet of you and your concentration remains unbroken (so you can't take damage). So you have no need to attack him, you are already doing him damage. You just need to stay near him and not be hit.
Nice examples, Zeim.
Again, in Chandan's example, can he draw fire from the goblin archers? He might not get a chance to attack, but if they all attacked him and missed, for example, that would be a major coup for the party as a whole.
How would you determine whether the goblins chose to attack Chandan? Are there tricks and taunts like there are in Savage Worlds? Or is that a non-mechnical decision?
Btw, Chandan will just move and attack if that's quickest to resolve. I just wanted to learn more about the D&D 5e mechanics.
There is no "Taunt" action I can see. There may be a spell that does that. I think it is DMs discretion whether or not your insults anger the Goblins and draw their fire.
If you are within move range of a physical attack, and you want to attack, you might as well just move up and roll to-hit. If you are not in movement range this turn, and have to close, then you could do what I mentioned above and Move while Dodging to close and then attack next round.
It seems to me that the taunt thing would be under GM fiat.
So for example, telling a goblin that it's mother eats raw meat would likely elicit a 'yeah, doesn't everyone?' sort of response. Telling the same goblin that it's mother bathes regularly might send it into a blind rage <weg>
The goblins are going to target you 1-on-1 as much as possible. I don't think there's a taunt opportunity there. Considering the way the dice roller is working, they might be taunting you <weg>.
Zeim, your examples makes sense but unless there's something else special that a PC is trying to accomplish, it's a negative action.
Gypsy asked about advantage. I figure to answer it for everyone...
For the most part to gain it you need to do something to get it. A rogue will hide to gain advantage (and gain that extra "sneak" attack):
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allow you to gain advantage on an attack before you are seen.
At this level, the rogue must take an regular action to be hidden or come up from behind an enemy. At 2nd level you can use a bonus action to hide (if you have a logical place to do so) and gain that advantage and the sneak dice!
The bard has abilities that give the party advantage and there are various abilities that grant advantage.
Well, certainly you get no attack, true. But there are some cases where that isn't bad, such as the examples I gave. It's not something to do all the time, absolutely agreed.
Interesting info in this about stealth...
My ruling for the Goblins was you know they are there, as you saw them hide. So you get an Active Perception check versus their Stealth to spot them hiding. If you spot them and attack they have 3/4 cover for moderate foliage. If you don't spot them and choose to attack anyway, you have Disadvantage and they have 3/4 cover. Since you know they are there their Hiding gives them no Advantage on their attack as as soon as they pop out from cover you see them without needing any checks.
What some of you chose to do was to "Ready and Action" and wait for them to pop out of cover and shoot.
So my ruling then was that they get to pop out and shoot, your Readied Action occurs right after their attack, but before they can take their Bonus Action to try to Hide again.
In effect, for the first item bolded above my "DM's" call was to eliminate both the Advantage on the attack and the Disadvantage for trying to hide after.
IMO it is a different thing to try to hide once an enemy has seen you and knows you are there, but you step behind a tree, than it is when you are hiding behind the tree before the enemy knows you are present. Once the enemy has seen you, when you step behind the tree the enemy does not think "wow, I guess he's gone. No need to worry about him anymore" and then starts whistling a happy tune and bends over to tie his shoes. Rather the enemy keeps his eye on that tree and waits for you to show up again. It is a different level of hiding.
So for Lingo, I know why you are asking. If he doesn't have advantage he loses his Sneak Attack unless he attacks an enemy who is next to an ally. So because the Advantage/Disadvantage thing is critical to a pc feature I can go with doing it the other way (was trying to save dice rolling). The Goblins and Lingo would have advantage on their attacks but would have disadvantage to hide. (Which means Lingo needs to roll another d20 on his Hide attempt and take the lower of that roll of his prior roll).
The rest of the process is the same. Anyone trying to spot the Goblins or Lingo can make an Active Perception roll versus the Hide Check. If you fail, you can attack with disadvantage. If you succeed you can attack normally.
BTW, that last bolded question is unclear to me. A rogue gets no benefit for "Stealth". He gets a benefit for having Advantage. Stealth has no direct impact on the Sneak Attack as you get it even if you are standing right in the face of an enemy, but you have an ally next to you who is also attacking it.
So above that all the other bolded questions seem to suggest they are recommending a rogue does have Advantage on the attack and disadvantage to re-hide. But in the second bolded question he says the rogue has advantage if he is hidden ONLY until he leaves cover, then in the last one he says the rogue only gets a Stealth benefit if hidden. Taken together that implies as soon as the rogue leaves cover he is no longer hidden and thus gets no stealth benefit?
Nothing in that seems unreasonable to me <g>
I =might= give the player the choice of 'advantage on attack - disadvantage on hide' ... verses ... 'disadvantage on the attack - advantage on the hide' or maybe 'straight up attack and advantage on hide' ... guess it would matter what sort of 'cover' the rogue was working with <g>
Not an unreasonable view of the situation Zein ... IMHO <wink>
Zeim, Let me clear up something. It's easy for you to assume that my post was about Lingo, it wasn't. I was answering Gypsy's question about Jaliera, but that's an easy assumption to make. The characters are pretty similar.
The continues to be much debate, even between the authors of this version, about how it all should work. But I agree with MikeD, your approach is reasonable.
Your approach to the readied action is appropriate. I too would never allow a readied action to equate to a 4e immediate interrupt. Once a combatant starts their actions, nobody can suddenly jump in to stop them.
The last bolded statement is very important. Rogues gain their sneak damage by gaining advantage. The PRIMARY way that they gain advantage is by being stealthy - hiding. When they hide, the opponent doesn't know you are where you are so they don't anticipate the attack coming from where it comes, so the attack comes with advantage.
OK, but does it not seem to you that taking the second and 4th point listed together means they are saying a rogue loses his stealth as soon as he move from cover and therefore cannot sneak unless he attacks FROM cover?
Examples:
- A rogue is hiding behind a tree. He fires his bow at a passing wagon while still behind the tree. He gets his sneak.
- A rogue is hiding behind a tree. An enemy walks past the tree and the rogue stabs him as he passes the tree. He gets his sneak.
- A rogue is hiding behind a tree. An enemy is passing by 15 feet away. He runs out from behind the tree and stabs the enemy. He does NOT get his sneak as he has broken cover.
- A rogue is hiding behind a tree. As a wagon passes by he steps out from behind the tree to fire. He does NOT get his sneak as he has broken cover.
Is that how you interpret 2 and 4?
I don't know how you got that from what I said
Your last two bullets:
- A rogue is hiding behind a tree. An enemy is passing by 15 feet away. He runs out from behind the tree and stabs the enemy. He gets a sneak attack only if the enemy doesn't see him.
(Ex: he approaches quietly from behind)
- A rogue is hiding behind a tree. As a wagon passes by he steps out from behind the tree to fire. He gets his sneak attack only if the enemy doesn't see him
(Ex: he's behind them and the wagon is moving forward and that's where the occupants are looking)
In other words, I am going to be lenient with this rule as long as the player roleplays it properly. A stealthy character is not going to give it up easily. Additionally, I won't take away the one ability that the rogue class offers. It's too prohibitive. Odds are that if the rogue has successfully stealth, he's getting his sneak attack. There's very little that I'll do as a DM to take that away.
Look at point two and four in your link:
They state:
- Could a rogue hidden behind cover run to a target and sneak attack; are the hidden until after attacking or until after leaving cover? Answer: Hidden until leave.
- If a rogue attacks an enemy after emerging from a cover source, does he still gain benefit of stealth in the attack? Answer: Only if still hidden when making the attack.
So, the first point states as soon as they leave cover they are no longer hidden. The next one states that if they are not hidden they do not gain any stealth benefit.
So I would rule that as long as the rogue attacks WHILE hidden he gets to use stealth. If he comes out from cover to attack he loses his stealth benefit. In the example in the Z-Goblin Ambush thread, Lingo would gain stealth benefit when he fires from where he is, hidden under the wagon. But if he started the turn hidden, and then moves out from under the wagon into the open to fire, he loses his stealth benefit.
Also, to answer Gypsy's question about hitting an ally if she fired into melee, I think since the class has a benefit specifically for firing into melee that you have little chance of hitting an ally. Perhaps on a natural 1.
We don't always have to agree.
Rule 1: The GM is free to make what ever 'adjustment' is needed to make the game fun
Truism: No two GMs are the same.
Now in this particular instance ... looking at the last to 'controversial' examples, =I= think the 'sweet spot' in the adjudication is somewhere between the two examples.
Here is the 'deciding factor' IMHO. Can the stealthy rogue's 'stealth' when leaving cover (so taking penalties for moving and the like) 'beat' the target's passive perception? Or if the target is on alert for some reason, the target's active perception? Or if the rogue is having to move a lot ... or move through noisy terrain, perception with advantage (or maybe stealth with disadvantage ... see truism above <g> ) .... and so on.
It all goes back to rule 1 - the whole idea that there is not a separate rule of every conceivable situation (4e concept). There are 'broad' rules that the GM 'adjusts' to each particular situation as (s)he sees fit to support rule 1 <g>
Make sense?
Brilliant discussion you guys are having, and I bet if it was on Reddit we'd be getting a thousand hits a day from gamers wanting an expert opinion.
Still, it's a tad unfortunate that the first encounter of the first adventure of the first publication of 5e is so perturbatory.
I wonder if WotC will clarify this in an errata or second printing.
I think this is more the fact that a bit of this is left open to DM interpretation and since we have two DMs here we have two slightly different interpretations. If Neptune or I were running this game alone we'd make a decision and move on and we'd not be having this in depth analysis.
Brilliant discussion you guys are having, and I bet if it was on Reddit we'd be getting a thousand hits a day from gamers wanting an expert opinion.
Still, it's a tad unfortunate that the first encounter of the first adventure of the first publication of 5e is so perturbatory.
I wonder if WotC will clarify this in an errata or second printing.
The first answer to this is that Zeim and I are rules lawyers to the extreme. Our FTF group LOVED 4e because of all the strict rules. We are debating here because we're going to need to turn around and adjudicate for our pals who once spent 4 hours debating how far into the hall a fireball would extend if cast into a room that is smaller than the volume of the fireball. We have a physicist, an actuary and a bunch of IT sysadmins who snore during non-combat encounters. So, this is a selfish argument for us.
The second point is that the nature of this new version is that they WANT to be somewhat vague. WOTC's answer is "The DM gets to decide". Wait till we get to the discussion about the area affect of a cone! We presented that to them at Gencon and got a few different answers until someone came up with a brilliant idea.
This is probably why the DM Guide will be the last book published. Feedback is going to alter the way things are judged.
Actually Neil, I think it was exactly what we wanted based on the premise that this was to be a game to explore the new version <g>
Not that I want all that to get in the way of the adventure.
I'm a bit like you guys actually. I like to get my teeth into a rule set.
Based on this discussion, I Googled this encounter* and found quite afew players seem to have hit the curb at this point in the adventure.
I was thinking this might give a bad first impression, so they might change or clarify it some how.
*Interesting reading btw, recommend doing likewise. Some DM's interpretations were seriously OTT. TPK in the first encounter!
I saw a lot of the same sort of thing at GenCon. I think that the TPK thing is GMs familiar with previous versions missing the point of the new version ... that the GM is supposed to do what is needed to make the game fun for the players since a TPK is never fun for the players <wink>
Yeah, I started feeling that the game became more adversarial then story telling. I can honestly say that in 28 years of playing with my current FTF group, we have never had a TPK. Got close once in that we dragged our sorry butts out with a total of -7 hit points between us but only lost one player and it was our fault.
In the final battle of "Halls of the High King", a Moonshae module, a single PC, with about 10 hp left, survived the battle. Hundreds of bodies littered the battlefield. That was as close as I ever got to TPKing a party.
Years ago I used to play at conventions in CA with the creator of Arduin, Dave Hargrave. His favorite convention run was the Elimination Dungeon. It was designed to TPK by attrition. The goal as a PC was to be smart enough to survive. Quite the exercise, but not something I relish as a player or a GM other than once or twice a year at a con.
I =hate= killing players as a DM. Sure drop somebody below zero and let them be healed, but permanently killing? Nope. I feel like I failed in running the game when that happens. Now if a player of a 1st level pc decides he is going to charge headlong and attack an ancient red dragon, and after gently reminding him of the reality of the situation he won't change his mind, there is nothing I can do. But I won't do it gratuitously.
I don't mind if a player gets themselves killed by doing something really stupid. But I agree Zeim. In almost 30 years of running at GenCon I can count then number of players I have killed on one hand <g>
We needed you as our DM for the finals of the D&D Championship tournament last year!
Our DM made a bee-line for our cleric (my PC) and focused fire on him to insure we had no healing and then proceeded to TPK us there.
Well there is a reason I only ever judged D&D Championship sorts of games one time. It is designed to a grinder and I was always more about then fun of play for the players rather than the challenge of the players staying alive.
Oh I never run my games that way. Sure a threat of loss is always a nice thing to make it a challenge. But TPK, nah. PC death should be something planned and utilized for story purposes. Not just a waste because of die rolls.
BTW, the reason I am pushing the encounter in the Z-Ambush thread so much faster than the other group is that as of Sunday morning I am heading off to Barcelona for a week and I don't know how much posting I'll be able to get in. I wanted to do my best to wrap up the encounter before I go.
We appreciate that Zeim. Have a safe and fun trip!
Can Ryssa cast any Cure Wounds at the cantrip level? If so, how would it go? 1d4+3?
I was just wondering... she only has one 1st level spell left for the day.
There is no healing cantrip. Only thing close is Spare the Dying which basically stabilizes someone and keeps them from bleeding out and dying.
Pretty much what I thought...
Pande,
But that is the point of the 'campionship' games. They are meant to be grinders. As I said, though, not the style of game I like <g>
Probably the BEST minor healing there is would be the paladin's lay on hands. The paladin can dole it out one hp at a time, if so desired. So if a 1st level paladin in a party of 6 was the only one left conscious after a battle, he or she could heal all 5 other characters, giving them 1 hp per person.
Hey nice new 'icon' Nep <g>
Thanks. It seemed appropriate and he looks just like me
Ex - Yeah, since everyone has the ability to 'self-heal' to a certain extent in this version by using their Healing Hit Dice, the most important feature of a Cleric's healing is during combat. Other pcs can only do their own healing during a short rest. Once combat ends I'd recommend you save your spell and let everyone self-heal.
Nertz. Crossposted with Neil. Will adjust target to any other viable goblin if necessary.
No problem. Without a tactical (which I did make) you guys really were just swinging at numbers. Battle is over. You win!
As a note, since I forgot to write both Divine Sense and Lay on hands on my sheet, I will be adding or editing. Yet I wanted to point out Lay on Hands is 5 x lvl. So 5 points for 1st.
For some reason I had it in my head that he wasn't really a Paladin till a higher level. Must be from reading 13th Age recently. ;P
A couple of questions:
I read about the healing everyone can do in a short rest, so it makes no sense for Karok to heal anyone post battle unless we don't have time for a short rest. Correct?
Secondly, I have Soldier background with the Specialty of Healer. Does that do anything for me? Does the skill medicine do anything? And what does a Healer's kit do for me?
Also, do you care about Gods. I didn't see any of the dwarf Gods listed in what I have like Moradin or Clangedin.
If you mean use a spell, probably correct. I would preserve healing for combat.
The medicine skill lets you stabilize a dying companion or diagnose an illness.
Backgrounds are an attempt to emphasize roleplaying by helping to describe your character. The tactical features are minimal. The soldier background with a healer specialty means that you were a medic.
The healers kit gives you the ability to stabilize PC's with 0 hit points (unconscious) 10 times without needing to roll a wisdom skill check.
Moradin is listed in the PHB under non-human deities. Clangedin doesn't appear. I expect that WOTC will publish a Deities and Demigods book somewhere down the line. Remember that the Monster Manual and DM Guides are not out yet (officially). Do I care? I do if it helps you play your character, give him substance and motivation. I mostly care if you care. Whatever makes you, the player, feel integrated into the game, is a good thing.
Not =exactly= Nivek. The 'self healing' is =very= limited (especially at our level <g> ) We only get one 'hit die' of healing until we take a long rest. So it is quite conceivable that someone might need more healing than that one HD after combat has finished <g>
Yes. Agree with all said. Also, since pcs only get that 1HD/lvl per long rest it is possible, if multiple encounters occur in the same day, that they'll run out.
The background is partly to give you RP flavour (such as giving you an ability to get benefits from other soldiers you run into), but it also gives you training in added skills other don't get (Athletics and Intimidation in this case).
Okay, so it still sounds like everyone should use their own healing first. And rely on us when they're out.
Also, did I read that if you're dying out or below 0, healing just takes you to 0, no higher? If so, was it a waste to heal Kallista? Not because she was dying, but I could have stabilized her to 0 for nothing, then healed her?
Just trying to figure out my exact role.
Okay, so it still sounds like everyone should use their own healing first. And rely on us when they're out.
Most PC's have no way to heal themselves during combat. They can expend hit dice during short rests. Fighters have the second wind ability to self heal 1d10+level.
Also, did I read that if you're dying out or below 0, healing just takes you to 0, no higher? If so, was it a waste to heal Kallista? Not because she was dying, but I could have stabilized her to 0 for nothing, then healed her?
You got that all wrong.
- You never go below 0.
- When you heal, the full healing is added to 0. So when you healed Kallista she regained all those points.
- When a combatant is reduced to zero hit points they have to start making death saves. If you get 3 failures before you get 3 successes, you are dead.
- Stabilizing an unconscious PC means they no longer need to make death saving throws. A stabilized PC remains unconscious.
Most PC's have no way to heal themselves during combat.
They can expend hit dice during short rests.
expend hit dice or
recover hit dice? Not sure I'm following you here.
Every player has "hit dice". It's on your sheet and depends on your class. Ryssa is a cleric so she has 1d8 per level "hit dice".
During a short rest a PC can heal themself. It's a way to self heal.
From the D&D Basic Rules
It is a poorly named ability as it makes it far too easy to confuse with Hit Points. It should have been called "Healing Dice" or some-such.
But basically whatever your Hit Die are (i.e. 1d8 for a 1st level clerics, 2d8 for a second level cleric), can ALSO be used as healing dice during short rests. It doesn't have any impact on your normal Hit Points, all it does it allow you to regain damage that is presumed to have come from Fatigue and small bumps and bruises during battle while you take a breather.
So a Clerics most important job, as far as Healing goes, is to be able to Heal DURING battle. Most pcs can't do that. Once battle is over pcs who can heal themselves should do so so the cleric can save his healing spells for combat.
I understood the concept but wasn't sure about the wording itself.
So basically you can take an hour rest and recover up to all of your hit points. That seems overly generous to me, but again... what the heck.
Thanks...
It is a very pulpy style feel common to many games. Generally most systems involve periodic moments of combat followed by times of rest which this plays to. It would be easy to have a grittier feel with very little adjustment. It is all about the groups preferred flavor.
You take an hour rest and roll your hit dice (healing dice). For Ryssa it is 1d8+1 so 2-9pts.
Note that at 1st level you can do this once per day. At 20th you do it 20 times.
Healing was one of the big debates during play-test. This is a pulling back from the 4e healing surges. You could use any number of them during short rests.
One clarification ... moot at this point since we are all first level and so only have 1 'healing' die <w> Anyway, my understanding is that you can 'expend' (i.e. roll) as many of your (remaining) 'healing' dice as you like during a short rest. It is not one hour per die.
Right. A 20th level pc could expend all 20 Healing Dice during one short rest if he needed to.
I understand and agree, Nep, except that, for Ryssa, it would be 1d8+2 instead of 1d8+1 wouldn't it? Since her CON is 14.
OK, leaving tomorrow for Barcelona. Won't be returning to regular posting until a week from Monday, September 22nd. I am taking my reference materials with me so if I have time to get in a few posts during the week I will, but I expect to be much slower.
Either Nep can post for me and run Lingo as an NPC or we can just slow down a bit until I get back.
Yes, have a good time Zeim!
Can you recoup any HP from a short rest? Hit Points are one thing we do need.
Yes. See the discussion about using hit dice earlier in this thread starting around
here.
Thanks Nep. If Chandan can heal 1d8+2 on a short rest, that's all he'll need. Might vary for everyone else.
Yes, just keep in mind he can only do that once per day.
No sense in waiting, I reckon -- he's 50% down, 5 hp with a 2-10 hp heal -- if he gets hit a next time, he'll be lucky to make it to a short rest.
Slight expansion on Zeim's reply ... at 1st level you only have 1 HD (healing die) which you use, and do not recover until you take a long rest.
You get another HD at each level (2 at 2nd, 5 at 5th, etc.) ... and can use as many as you like at any short rest ... so long as you still have HD left <g>
Make sense?
Sure does.
The real question is "do you need a long rest?" This group took significant damage. You've expended your magical healing. If someone drops, it's over. Dangerous times. Remember, you don't get to memorize spells during short rests.
right, but balanced against that is the fact that we have people to save.
Are they beautiful maidens?
Eh, all you mammals look alike to me. Probably.
I haven't used any spell healing yet.
That's good news. I have a feeling you'll need it.
I used one but the ignorant PC I healed turned right around and got hit again.
Hey now I resemble that remark. And expect me to get hit again. Something about being a large bronze target.
Nice group pic in the gallery!
Thanks! I promised Zeim I would make one for his group too but I never got around to it this weekend. It's high up in my to-do list.
I look forward to seeing our group picture. And thanks for the effort on our behalf.
Am leaving on Monday for another business trip. Won't be back until Friday. Posting will be very light during that time.
Guys, I think while you're all chatting that last goblin is still alive. We both missed (AC15) unless something has changed. So you may all want to edit your posts in order until one of you can finish it off. I know Karok would appreciate it. I'm sure the last thing you want is a surly dwarf healer on your hands.
Yup. Also a miss it seems. Need Jaliera and Chandan to attack.
Nivek, I've moved ahead to the next round. Everyone from the top again.
Also, to address the weapon use and swaps. I will always allow the drop the bow, whip out shield and sword as "free". The goblins all swapped weapons once engaged but I should have been more explicit about it. You can see that they used the scimitars last round.
Also, read pg 70 of the Basic Rules v2 or page 190 the PHB for a list of examples of such actions. Maybe this is more permissive than you want to allow in games that you run, but I want to run it like this. The next time it probably works in your favor.
You probably wanna put that post in your thread Nivek. It might get overlooked here in the OOC thread <chuckle>
OK, I will amend my post
Oops too late and I think it is dead now! She'll continue to cover the entrance to the cave.
lol It does present a great scene though, with the dwarf still laying into the goblin while everyone else stands by and chats.
D&D adventurers really are a scary lot.
But yeah, I think a free drop and swap will work in favour of the PCs overall, since they're the ones most likely to micro their abilities, and also have multiple loadouts.
One thing's for sure, you can draw a sword massively quicker than you can notch an arrow!
http://www.youtube.com/watch?v=udyhpBqENeU
You realize ... that only works if you are wearing sandals and a dress, right? <gd&r lmao>
Flipflops and a sarong count?
Time for the argument
And for the record,
Lingo can attack the wolf because he was not surprised. Had the wolf stayed hidden, he wouldn't but as soon as a critter comes out of hiding, he's an available target. Period. Even Lingo, when he hides.
So let's say Lingo is hiding behind a rock (or Bern - same thing), he steps out and fires at a critter. If they were NOT surprised, they can now target Lingo in the surprise round.
Lingo was surprised. By all enemies except one Goblin.
Otherwise, true enough. You are correct. I edited my post to indicate the Wolf has come out of hiding and is now a viable target.
In which case the only advantage to Surprise is it gives you Advantage on your attack (which I forgot to roll versus Lingo btw. Just added it, and still missed. ;-) ). So, unless you have some special ability to use when you have surprise (Like the Rogue's bonus damage when he has Advantage, which Surprise gives), gaining Advantage on your attack is all you really get. Plus, importantly, the fact that those ahead of you in the initiative order who don't see you can't target you.
BUT - According to the rules: "If you're surprised (meaning your PP is less than your foe's Stealth Check) you cannot move or take an action or reaction on the first turn of combat". It also says "A member of a group can be surprised even if other members aren't."
So, Lingo's PP was less than the Stealth rolls of every enemy in the room except for 1 Goblin. That should mean he is surprised by all the enemies except 1 Goblin and cannot move or take an action against anyone except that one Goblin (or now the Wolf too since it has revealed itself).
So the only ones who would fall under that rule about not being able to move or attack during round 1 would be those whose PP fails against EVERY enemy?
So, in effect we are saying that in order to be able to attack when you have surprise, but not be attacked back (and when others of your allies do not have surprise), you should "Delay" until the whole party has gone without revealing yourself. Then you jump out and attack at the end of the round? That seems silly.
No. You got it wrong.
Surprise means I cannot act during the first round. Period.
There is no "partial" surprise.
So anyone that detected anyone can act and attack anyone that they see. Feel free to ask in the WOTC thread for this:
Ask a simple question.... Oh, and here's a really good write-up of it....
Stealth, hiding and you!
Which is what I posted. You can only attack those you can see. Those who are seen by no foes have Surprise on those foes who can't see them (goes for both the party and the enemy).
If you fail in your PP versus all foe's Stealth you cannot act (no one falls into this category as everyone can see at least 1 foe).
There is no wrong, btw. From the site you sent me to: (where I asked the question btw. We'll see what the responses are.)
"I think the most important thing to note is the devs have stated in videos and on twitter that the DM is supposed to make "rulings" on stealth scenarios, and that the rules are intentionally vague to facilitate such. From memory Mearls gave an example ruling, he said if a lightfoot halfling tries to hide in the same spot twice in one combat (eg behind an ally), then his ruling would be that that could be possible, but to use common sense, and that he would impose disadvantage on the check."
Zeim,
I agree with Nep that there really are =two= benefits for the person with surprise. First, they cannot be targeted by the surprised person, second they have advantage in their attacks against the surprised person.
Now, if you go with group surprise, it is the same for all the characters all are surprised ... vs ... the surprisers. In the case of our group in this situation, it didn't seem like all of our group would have been surprised by all of theirs ... so I agree that individual surprise is reasonable. But I could also envision a similar set up where it =might= be reasonable for group surprise.
As to who can do what ... that is a lot more complicated with individual surprise. Your way is certainly 'better' for our group, but there is a different interpretation. That is: because they were 'set' for an 'ambush' ... the bad guys would all get their actions and we would not. =But= any attacker that attacks someone that did see them would not get advantage on their attack.
The former is, I think a bit more 'realistic' (at least in this situation since we were on the look out for trouble ... unlike the initial ambush on the road) while the latter seems to be more in keeping with the 'letter of the law'. However, one of the tenets of the new version is that the rules are guidelines now and not 'cast in stone', as it were, so you can, =I= think, go with either interpretation and be well within your GM rights =and= still adhering to the spirit of the game.
Does that make sense (whether you agree with it or not <g> )
The rules make it more than your first sentence, MikeD. They say if you are surprised you cannot move or act or react. So that kind of implies it has to be an all or nothing thing. Partial surprise (being surprised by some but not others) seems not to work well with that rule. After all, if you are surprised by some monsters but not others, then how does the rule "If you are surprised you cannot move, act or react" work in that case?
There is another way too, and I might use it, or at least leave it open for discussion.
You make a single "Group" Stealth roll for the monsters. You use whichever monster has the worst Stealth check in order to account for the fact that stealthier monsters would have a penalty for hanging out with less stealthy ones.
Then you compare the pc's =individual= PP against that monster group stealth check to see who is and is not surprised. Any pc whose PP is below the monster's group stealth check is surprised and cannot act. Those whose PP is above the monster group stealth check can see and attack anyone on their turn (with possible adjustments to AC for cover).
That seems to follow the rules.
Problem comes in if pcs are all stealthing too. But then I guess the party makes a group stealth check (again using worst stealth adjustment for the group) and you compare monsters individual PP against pc group stealth check to see which of them are surprised.
It gets messy quickly, though. Some pcs are surprised by some monsters but not others, and some monsters are surprised by some pcs but not others. Who gets to move/act and who doesn't?
Much cleaner to have a single group stealth roll for the side trying to sneak/hide, and individual PPs to see who is surprised. And if both are trying to stealth then you have both sides make a single group stealth roll (with worst adjustment from both sides) and whoever rolls highest has surprise over the other. Tie no one does. Perhaps if you don't win by at least 5 no one does?
Hmm. I am liking that last paragraph so far.
Thoughts?
Zeim,
Yes, that is the situation best illustrated by that initial 'ambush' (as I mentioned above <g> )
The 'group check' idea is certainly a reasonable option and it is certainly much easier to adjudicate <g> But I have to say that I think your version where the monsters that fail are seen and those that did not are still 'unknown' and vice versa.
The 'gets messy' part is why lots of GMs will opt for the group checks ... especially at the time limited setting of a convention, for example.
Lets look at the various options ...
1. Group vs group check and one group is surprised or no group is surprised.
2. Group vs group, but individuals can have advantage or not depending on how the individual perceptions succeeded (that is the option that I described)
3. Individual vs individual ... depending on who sees who ... which is what you initially were going with.
I think all three versions are justifiable. Pick which ever variation you are happy with. I don't have a problem with any of them. They are all reasonable <g>
The most realistic, in some sense, is #3.
A key quote from
Stealth, hiding and you! A mini guide thread is:
I think the most important thing to note is the devs have stated in videos and on twitter that the DM is supposed to make "rulings" on stealth scenarios, and that the rules are intentionally vague to facilitate such. From memory Mearls gave an example ruling, he said if a lightfoot halfling tries to hide in the same spot twice in one combat (eg behind an ally), then his ruling would be that that could be possible, but to use common sense, and that he would impose disadvantage on the check.
In other words, it's really up to the DM to decide what happens no matter what the "rules" say. Vague rules give DM's the leeway to adjust the narration the way that they think it makes sense to them. So, whatever makes sense in DM's mind is how they should rule.
On the one hand it's frustrating when the DM has to explain every decision. On the other hand it's liberating to be able narrate.
Yeah. I think except for the error Neptune pointed out that once the person with Surprise (the Wolf in this case) exposes himself and attacks, he is fair game for whoever is left to go, it is the most realistic (if also the most complicated to adjudicate).
My issue, though, is what it lends itself to is this: The best tactic for the Wolf (presuming it wants to attack with no chance of it opening itself up to attack on Round 1), and presuming it has Stealth/Surprise on everyone, is to "Delay" and let everyone else go first. None can attack it as none can see it. Then, after all have gone, it gets to attack whoever it chooses, w/Advantage, and by that time (when it is finally revealing itself) the round is ending and we go back to the top of the Initiative order for Round 2. Yes, it will go last each round from then on, but that's the only down-side.
But perhaps that also is a realistic result? It stays hidden, watching and waiting to see how the initial battle plays out, then it pounces from hiding?
BTW, Bern is up in the "Z" thread.
First (because it came up earlier) I'm using the same individual stealth/surprise approach for this encounter but the tactical situation in the N-game is very different.
As for the wolf, you could roll a "hidden" DM intelligence check to see if the wolf picks up on that strategy. Otherwise you could determine that it resorts to the raw animal instinct to attack.
Well, I think my problem is that there is a slight difference to what MikeD said were the benefits of Surprise. Yes, you get to attack with Advantage, but the point about not being able to be targeted is the issue.
First that only applies until you act/attack. Once you reveal yourself you can be attacked, that means if you have initiative, and act, you effectively lose that benefit.
However what is not clear is the rule specifically say not only that you can't be targeted, but that a person who is surprised cannot act. That is a bigger thing. If you cannot act then it does not matter if your enemy reveals himself and attacks you. You cannot act, So even if he attacks you you cannot attack him back or even move. But how can you not be able to move/act against one foe yet still be able to move against another? I understand that you might be able to attack one enemy but not another, but moving is moving.
One other thing. All of the rules discussions on this topic have one thing in common, with which I agree. You have to have something to hide behind to get the Stealth advantage in most cases. Yes, if the enemy isn't alert and you make no noise you might be able to sneak up on them, but in the case of the current encounter, with a warned and alert enemy who is hiding and watching the cavern entrance carefully, you cannot walk into the room, thru the cave entrance they are all watching, and stand next to the fire, in the open, and not be seen. No matter what you roll on your stealth check. Lingo is an exception as he has the ability to hide behind Bern, but Bern really should have been seen by all the enemies. We'll leave it be for now as we're in mid-melee but common sense should rule.
Lingo also gets his "sneak" damage when attacking an enemy that is adjacent to an ally of Lingo's.
Yeah, sorry Zeim, I didn't specifically include that part. I agree that, if you are doing 'individual' surprise, the wolf is in trouble once it attacks. The question for me is ... would the wolf have enough intelligence to know that it should wait for best effect. Hell, I am not sure that the bugbear would have =that= much smarts <chuckle>
Yes, agreed. My heartburn comes from the rule that says "If you are surprised you cannot move, attack, or react". It doesn't specify "if you are surprised by ALL foes" then you can't move, act, or react. It almost implies that in order to be surprised you MUST be surprised by ALL foes. So what happens if you are surprised by SOME foes? Or does that rule mean that Surprise is all or nothing?
How many people waiting in ambush need to make their presence obvious before the trap is sprung before people notice the danger from that position?
Ah, but what if there are 3 foes and one remains in hiding while two attack? Sure you see those two, but the third one springs out at you just as your back it turned, and should have surprise, no?
Zeim,
That is the point of that first option ... where it is party vs party ... it is =much= easier to adjudicate <wink>
I came to some conclusions about surprise and hiding that I want to share.
Surprise is a global thing for a PC.
If a PC sees even 1 enemy, he is able to act in the round and is not surprised even if other enemies are stealthy and hidden. The PC cannot attack a hidden creature but he gets to act in the round. If the enemy emerges from hiding and attacks, he can be attacked by PC's that have not yet acted that round.
The bugbear (as an example) has an ability to dole out extra damage if he surprises an enemy. I'm interpreting that the same way as a rogue's sneak dice. It really should be worded differently. So, if the bugbear stays hidden, and the party attacks the goblins it's sees, the bugbear would get that extra damage if it attacked an unsuspecting PC. BTW, that bugbear would also roll with advantage.
Anyway, that's how I'm running it because it makes sense to me.
Agree with that. How do you deal, though with a situation where the pcs see 1 out of 3 enemies, so they are not surprised and can act, but can only see one foe. The first pc kills that foe. The rest can act, but can't see anyone. What do they do? Just delay?
I am still liking this approach I posted earlier:
"Much cleaner to have a single group stealth roll for the side trying to sneak/hide, and individual PPs to see who is surprised and who is not for the other side. And if both are trying to stealth then you have both sides make a single group stealth roll (with worst adjustment from both sides) and whoever rolls highest has surprise over the other. Tie no one does. Perhaps if you don't win by at least 5 no one does?"
In the case where some in a group are being stealthy and others are not I think I am going to rule if the ones trying to be stealthy are not far enough ahead to avoid being exposed by the others with them who are being noisy, they lose their stealthiness. Probably one move distance (30 feet) away. You can always try to hide as long as there are things to hide behind, but for surprise you can't be walking right next to a rattling tank and expect no one to notice.
Yeah, delay. They think they're done. In fact, they probably are letting down their guard so I would roll another stealth for the enemy and if they don't give themselves away, I would grant surprise again.
I would tend to go with Neptune's version of this if I was running, but that is a personal opinion. I think that Zeim's take is =just= as 'valid' an interpretation of the rules and, FWIW, I am quite OK with using that variation here <g>
I think I said the same thing as Nep, MikeD. Other than the situation where both groups are trying to be stealthy at the same time. Otherwise what Nep said and what I said are the same (or at least they are in my mind, though some have said I am not in my right mind <g>).
OK, a few people are making Skill checks incorrectly. All of your Skills are based on one of your stats. See the jpeg below. On the pc sheet it lists which Skill applies to each Skill. Perception and Insight are "Wisdom" based skills. That means you add your Wisdom adjustment to any roll you make for those skills. You also get to add your proficiency bonus if you are Proficient in that Skill. So, for example, with a Wisdom of 16 (+3 adjustment) if you make a Perception roll it is:
1d20+3 or 1d20+5 (if you are Proficient in Perception and your Proficiency modifier is +2).
I have noted that on many of the pc sheets people have only listed the skills they are trained in, and seem to be assuming that they get no adjustment to any other skill. That is incorrect.
You get to add your Stat adjustment to EVERY skill. Certain skills use different Stats. Some use Str, some Dex, some Wis, some Int, and some Cha. Interestingly none use Con.
So, if your Int is 12, you get a +1 to any Skill roll based on Int.
I would really recommend that everyone edit their pc sheet in the Gallery and list every Skill with the appropriate modifier (Stat bonus + Prof bonus if proficient)
Zeim,
OK ... I read it a bit different between you and Nep, but that is ok ... I am OK with either version (as I interpreted the GM rulings) <g>
Also, FWIW, I am pretty sure that the sheet I sent you had all the listed skills showing those I was proficient in. Let me know if that is not the case.
Zeim,
I have added all those skills to my character sheet in the Gallery along with the modifiers.
Now, do you want me to re-roll for perception and insight or just add the modifiers to the results I got using only the 1d20's?
No. We will use your rolls. Just wanted you to be aware you got a +3 modifier to all checks based on Wisdom.
I Think Jaliera's are OK.. but then I did model her sheet on Kallista's
as you suggested Zeim.
Can I use my Guidance cantrip on my own character to help with a climbing roll?
Unless it specifically says you can't I don't see why not.
Dugan> Yes. Of course. It's an action so you could cast it and move (climb) but you would not be able to attack or cast another spell that round.
I decided to bring the Initiative discussion over here to get it out of the game thread.
As much as I like the new D&D, they seem to have gone to exceptional lengths to make it difficult to find/figure stuff out <sigh>
So the question at hand was about initiative and whether it got your 'proficiency' bonus. It seems comes down to whether you are 'proficient' in initiative as a skill. Sadly, even after I read through the stuff in a couple of places a couple of times I could not find a definitive answer.
=But= the seems to =Imply= that you treat it as a simple Dex check, no proficiency bonus.
My 'confusion' on the subject comes from past versions where initiative improved base on level ... hence my assumption that it improved. If you assume it is a straight Dex Check, then a dexy 1st level could have the advantage over a seasoned professional of ... say 10th level ... which seems counter intuitive to me and contrary to past thinking.
Comments encouraged <g>
Well, it can improve as you go up levels IF you spend the points you get every 4 levels to improve your Dex Stat. A 10th level pc has a much better chance of having a higher Dex than a 1st level pc does. A higher Dex means a better Dex bonus which carries to Initiative.
Now naturally a 1st level Rogue who makes Dex his highest starting stat might have a better Initiative than a 10th level cleric who focuses on improving his Wisdom. But I don't necessarily see a problem with that.
I actually understand not using a Prof bonus for Initiative. Initiative does not seem like the kind of thing that can be improved by training, like Stealth, Medicine, Arcana, or any of the other Skills. Initiative is effectively "Reaction Time", which is based mostly on your raw Dexterity.
I agree with Zeim. Even comparing two characters of the same profession, I do not see a problem having a level 1 rogue winning initiative over a level 10 rogue. Sure, it should be uncommon that it will happen, but if a player wanted, for example a smarter rogue than a dexterous one and spent more points on Int than Dex, so be it.
Actually, I don't 'dislike' the idea. It was my confusion based on the 'change' the new version brought to the table that had me confused ... that and the difficulty in 'nailing that down' in the ... IMHO ... poorly organized PHB <g>
Mike, the "Basic Rules" PDF is very clear, IMO, about initiative and has it exactly where I would expect it, as one of the first things discussed, right after surprise.
Some abilities, like a thief reflexes at 17th level, can enhance it ... but there are not many such things. By the way, that's one of the big pluses of 5e over 4e IMO. 4e was all about giving players a way to buff their character. It's a lot harder in 4e.
I hadn't looked at the Basic Rules PDF for a =long= time <g> And I would expect the PHB to be at least as 'clear' as the free PDF <chuckle>
By the way, that's one of the big pluses of 5e over 4e IMO. 4e was all about giving players a way to buff their character. It's a lot harder in 4e.
I don't disagree, as I said. It was the fact that it =is= such a big change and that it wasn't all that 'explicit' in the PHB that had me 'confused' <g>
Oh, and btw, using the Optional "Feats" rule allows you to select a Feat for your pc instead of taking the 2 bonus Statistic points, if you choose to (i.e. you can still take the 2 points if you want to).
One of the Feats is called "Alertness" and it gives you (among other things)a +5 to your Initiative.
Yeah, I remember seeing that feat ... now that you mention it <g>
The Alterness Feat gives:
1) +5 to Initiative
2) You can never be surprised
3) Hidden foes do not get Advantage when attacking you from cover
I am playing a higher level variation of Kallista in the new Horde of the Dragon Queen Game WoTC released at Gencon (actually Neptune and I are "tag-team" DM'ing it, alternating every chapter and playing each other's pc when we are not running) and I just made 4th level. It was a really close call for me whether to take Alertness or to take the 2 points and bump my Charisma stat up to 18.
Since a Warlock's spellcasting is based on Cha, and bumping that up to 18 gives me:
1) +1 to my attack roll
2) +1 to damage on my main attack
3) +1 to my spell DC for foes to save against
4) Various Skills improve by +1
I ended up choosing the Stat bump. But it was really close.
Yeah, that is another change - they have made stats a lot more important than they have been in the past <g>
I have Ryssa's (cleric) proficient skills set as Insight and Medicine. In Ed. 5, however, I don't see much advantage to being proficient in medicine except for possibility being better able to diagnose a particular type disease.
Do you think I'd be better off having her proficiencies set for Insight and Perception rather than Medicine?
I would go with Perception and Medicine for a Cleric. Medicine is a great Skill, especially for low level pcs. You get to add your Proficiency Bonus to the roll and it is the only way (other than a spell or lay-on-hands) to stop someone from making Death Saves without using a Healer's Kit.
If you have used your 2 Healing spells for the day and someone drops to zero and start failing Death Saves you will be very happy to be able to prevent them from dying so they can recover some hit points during a short rest.
I like that alertness!
You just have to balance that against the advantage of not taking the 2 extra points to put to your stats.
Choices, choices..
Okay, thanks for the advice.
A continuation about tactics from the "N" game.
I questioned Karok's (Nivek) cleric healing of himself while Kriv (AJ) was making death saves. Nivek's rational explanation was that if he was dead, the party was doomed. In the conversation there were other tactics questioned, like Chandan (nemarsde) splitting from the party. I also brought up focus-fire as a common standard tactic.
The discussion interests me but it's tangential to the game. So it moves here.
In 4e there was a whole book dedicated to strategy (Players Strategy Guide) where these types of tactics are discussed in great detail. We're now playing 5e so lots of those 4e specific tactics don't apply, but some do.
There's a whole page on common mistakes like this one:
Overextending: When you stray from your teammates, you not only make yourself a target for enemy attacks, you also make it difficult for your allies to support you.
This mistake occurs most often when a melee striker-often a rogue-rolls a high initiative and rushes into battle on his or her first turn before the defender can establish a front line. Even after their characters are dropped time after time, some players attribute the result to a killer DM or lack ofbackup rather than to their own poor tactics.
What are some other tactics you employ? How do you think they'll work in 5e?
An example: Lingo, in Z's game, is using 1/2 his move to come out from full cover, fire an arrow and uses the balance of his move to get back behind cover. That's something he couldn't do in 4e.
As to tactics that still apply ...
1.) "Split the party and Die" still applies <wink>
2.) Keep the cleric alive at all costs is still valid.
3.) Party Balance is still important.
4.) Over extending =can= be a useful tactic, but it can be dangerous too. I miss my 3rd ed Dervish. Talk about a character that ignored 'the line', he was everywhere swatting things all along the way <chuckle>
At GenCon a year and a half ago, Zeim and I participated in the "Championship" tournament with some of our other friends. We were far ahead in 1st place after the first half which was basically all puzzles. In the second half, which was all pure melee, we made a tactical error, extending and separating from the cleric who was slow. The DM focused fire on the cleric, knocking him out first and thereby preventing him from healing the party. We lost.
One item Nep left out was we were encouraged to run ahead as fast as we could because we had to get to specific spots on the map quickly to use certain items to prevent an evil god from returning. But he's right that the Cleric, who was slower, was left behind and when enemies appeared suddenly, and unexpectedly, from behind us the Cleric was suddenly on the front line by himself.
Didn't turn out well for us.
It also didn't help that you decided to not to roll above a 5 for three or four rounds either!
Nice to hear that I am not the only one to have crappy rolls at GenCon <chuckle>
Yeah. In v4 any spell/effect that caused the "Daze" condition was sometimes critically important. We were fighting a demi-god who had multiple actions every turn that were all bad for us. My pc had an "At-Will" spell that caused "Daze", which would have limited the enemy to a single action. I rolled a 5 or lower for at least 4 or 5 consecutive turns.
Mike,
But you were a DM. It's good when DMs roll crappy at GenCon LOL
Yeah, but it often continued when I was playing <sigh>
Yeah, I had AJ and Silk putting a serious hex on my dice when I was running at that GypsyCon recently.
Almost as bad as having Gypsy sat next to me using her warlock powers!
This came up in the "Z" game, and since we've been talking about healing recently I thought perhaps everyone might benefit:
Note that every one of you has a rated Skill in Medicine. You do not need to be Proficient in it to use it. I understand the normal thing to do in a situation where there's a dying pc or npc is to let the Cleric cast a healing spell, but there is no penalty for failing in an attempt to use Medicine. A success stabilizes the subject and no more Death Saves are needed, although they are still unconscious. If you have a Healer's Kit, you can automatically stabilize a dying person without needing to make a Medicine Skill check with one use of the kit, which comes with 10 uses. However because of the way this all works the Healer's Kit should really be an emergency back-up for when everyone fails a Medicine Skill check.
Reason I am re-enforcing this is in my game two pcs just effectively said they couldn't do anything to help a dying NPC so went to do something else. Both of those pcs have the ability to save this dying person's life and just walked past him and let him continue to die. If that's in your pc's personality, no problem. But I didn't want it to be due to misunderstanding of how Healing works.
I was waiting for Ryssa's turn - so the way you're saying, if the dying PC is not stabilized by her turn, she should try a Medicine skill check first instead of using her Healer's Kit?
Yes. Medicine Skill does the same thing as the Healer's Kit, it just requires a successful Skill Check whereas the Healer's Kit works automatically. You should save the Healer's Kit for those times when everyone fails a Medicine Skill check.
Obviously it doesn't bring them back to consciousness. You'd need to use a Healing Spell for that or take a Rest.
Rule says that once a person is stabilized they only have to make more Death Saves if they take more damage. Otherwise, if they are not healed, and don't use a Healing Die, they regain 1hp (i.e. become conscious) after 1d4 hours of rest.
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>
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.
I will try to remember that <g>
Of course if anyone does find it buried somewhere in an obscure section please let me know
Updated character sheet to library. Also noted Cunning Action
Updated pc sheet in Gallery.
Updated my pc sheet in gallery, but do not know anything about skill advancement. Do I get another skill to pick from??
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.
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?
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).
Hey we needed healing for Sildar who fell because a PC killed the goblin holding him and trying to parlay.
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.
I am sure there will be plenty of things for Bern to get interested in <weg>
And you kept the news to yourself? For shame! <g>
I'll be getting mine at Winter Fantasy ... for free <weg>
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!
naw ... not a big fan of that sort of thing.
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!
6, 19, 16, 6, 9
Sounds good! We'll work with it
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
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:
I am so stealing this.
Thanks
It's a gift
That looks a lot like the old 'examples' from ... 3rd ... or maybe 4th edition 'templates' for effects.
Probably. But this is in electronic format...
I know sounds weird but I do most of my gaming in the digital world. Sometimes I want a rule crunchy narrative like 13th Age for example.
It occurs to me that maybe Luminmorn might be better off not using his breath weapon. But I can't imagine a better scenario for it. And as a player exploring the game. I just want to see how it works.
So apologies from Pandemonium if I cause more harm than good.
Oh no ... I think it is great <g> We are here to explore and learn how things work. Nothing like sticking your finger in a light socket to learn the truth that your parents had always told you <chuckle>
OK, need all the "Z" game players to check in and let me know when you've finished leveling up so I can check your sheets. Once everyone is done we can proceed.
Oops, I will try to get that done tomorrow
Unless I've missed something, Ryssa should be ready.
Opps ... got =mine= done ... will get my copy here updated today
I will take care of Lingo. Nep can fix anything I choose incorrectly for him when he gets back.
OK.
Ryssa - Looks good
Lingo - done
Luminmorn - I didn't see the specific Oath listed, but derived you took "Oath of the Ancients" from the Oath Powers listed. Note you have one item listed incorrectly. You wrote: "Turn Fey and their friends", it is actually "Turn Fey and Fiends". (I made those updates) Also note you may choose another 1st level spell for the day since you gained a new one.
Balthazar - Still outstanding
Bern - You gained a new spell for 3rd level so you may pick a new one for your list
Oath of the Ancients, it is there someplace in the writing. Oh cool. Thanks
As far as a new spell. I will take a look. I didn't have the book handy, and frankly he will likely use it as a cure light or as a smite, so it wasn't terribly crucial.
I will add Detect Poison and Disease. That fits with his concept.
Ken - Just a note that neither of the two 2nd level spells you picked are Abjurations. While it is not required for you to pick Abjurations, be aware that your Arcane Ward power can only be used (and only re-powers) when you cast Abjuration spells.
If you want to swap a spell, the only 2nd Level Abjuration listed is Arcane Lock (Which may explain why you didn't pick it. It's not bad, a sort of improved Hold Portal, but I can see why you might not choose it among your top 2).
Yeap, I chose the more useful spells.
Yeah ... still thinking on spells and ... at least in the short term ... the most likely need will be for the cure <weg>
OK. We're ready to go again. New post coming up.
Still away but zeim, you can ghost for me, I'm sure.
BTW Nivek dropped out. He just wasn't into DnD that's not FTF. I posted a notice to see if someone wants to take over Karok. Gypsy also contracted Dugan who's had RL issues and he's reading to catch up,
And in the Z thread, now that you have found the Goblin you partially went here to find, no one remembers why or is asking him the questions you were supposed to be asking him.
I do, but it wouldn't be fair for me to be too overt with my hints
I would, but we still have foes hanging about, clearly that is =way= more important that talking to a damned dirty stinking goblin <weg>
Wait. What? Have no clue eye...
You're right... I've forgotten and I don't see anything in the quests, people, whatever post that reminds me...
If Jaliera notices the sword, she will collect it with the idea of passing it on to her mentor if others are not interested.
Gypsy - actually Kallista has it, once Kriv rejected using it. She's holding it for now, but if someone wants to wield it she'll give it to them.
Don't do it! It is cursed. Missed more with that sword than my regular blade.
OK, we're back to the same problem with the File Manager. The last image I loaded using the File Manager is 214kb and it won't display in the thread. It's the same size as the one I loaded a couple of days ago that did display......
.....so I edited the image down to 188kb and it now does display. Did we reset the File Size Limit back to 200kb?
Just checked and the limit is still 1 meg for attachments. But it may be 200k is a limit for images to display 'in-line' ... or ... it may be a 'width' (in pixels) issue ... I am not sure. Lemme look into it, although Pak is kind-a busy getting the pending site update sorted and done, so not sure how quickly I will get an answer.
Thanks. I am mostly interested in the "in-message" display of file attachments. I have noted a size restriction that is pretty small (200kb is fairly small IMO).
Yeah, will be getting with Pak on this when he has a free moment. Once I know the limits and the details, I will let you know what they are and ... maybe ... why they are what they are ( because this awesome software is written and maintained by others, we =may= not be able to get 'reasons' <shrug> )
OK amigos, I'm preparing for a 20th level adventure to the Jewelled Isle of Ibiza, leaving tomorrow night and back Tuesday 2 June. Dragons will be plundered, treasure will be slain and half-orcs shall be made whole!
Boy, sounds like you have a lot of work ahead of you <g>
I'm back and catching up. Went mostly according to plan, though no-one could prepare me for the Ninja-Hookers of San An!
OOoooo where do I find =those=?!?!!? <giggle>
Photos of them seem obligatory...
Pfff, you don't just whip out your smartphone and snap a Ninja-Hooker of San An! They're too damn fast.
Seriously, we were walking back from the Sunset Strip, down by the seafront, and like school boys we took a shortcut down by the quayside, just outside of the street light.
Next thing we know, we hear, "Want sex!?" and I was like "You mean right now, or in general?", suddenly this hooker comes cartwheeling out of the shadows. Yes. Cartwheeling. And wearing an all black catsuit like the Black Widow or something. She grabs my balls, shamelessly, and asks again, "Want sex?"
Meanwhile, another ninja-hooker in a catsuit drops down off of the roof of the nearby kiosk and I'm suddenly adopting my best Roger Moore karate stance, because shizzle was getting rizzle.
Two vs two seemed like a fair fight, but we didn't know how many more were lurking nearby, so we backed off into the light. They were pretty damned insistent though, calling after us, "Yes? No? Yes? No? Yes? No?"
They must've been high as freaking weather balloons; I wanted to retort, "What do you think, you crazy bitch!?" But instead muttered to my compadre, "Let's get the f*** outta here!"
And so we did.
<heh heh heh> Ahhhh, now that takes me back!
When GenCon was in downtown Milwaukee, we found out the hard way, you had to be careful where you went. If you were just two blocks in the wrong direction you were in the area 'they' ... 'worked'. A friend and I found out when we took what we thought would be a short cut to a fine dining establishment that someone at the convention center told us about <shudder> However these were just plain working girls. They seemed particularly confused that we were not 'cruisin' in a car <chuckle>
It's all part of the experience
Weds & Thurs nights are bridge so it will be Fri earliest before I can update my sheet.. but thanks!
No problem.
1 heart
2 spades (skip bid)
4 clubs (Gerber - asking for aces)
4 hearts (Gerber response - I have 2)
4 NT (Blackwood* as part of the Zeim convention - asking for kings)
5 diamonds (I have 1 king)
*Zeim invented the Gerber to Blackwood shift!
Sorry missed the bridge reply, we play Roman Keycard Blackwood, preferring to use 4 clubs as either natural or for cue bidding.
OK, I have updated Jaliera's sheet. I presume I can cast spells now?
I've updated as well, thanks!
Always used to play "Weak No Trump":
1NT (12-14 points, no convenient bid)
We play that too!
None of my partners ever wanted to do any kind of precision bidding
The argument against it has always been that you give away too much information to the opponents. Most of the bids required "alerts" (when used in bridge clubs), where you have to explain to the opponents exactly what your partner's bid meant. It could help in their defense if they have a better idea of what you hold in your hand.
I found, though, that the opponents who were good didn't really need that help and those that were bad didn't know how to use it. So having a clearer idea of what my partner held gave us a better shot at finding the right contract.
Zeim, I think that you have captured the true essence of bridge <chuckle>
Is that brief moment long enough to cast a spell, Nep?
If you mean "to target" whatever it was, no. If it's personal, yes.
What part of casting a cantrip at the bugbear constituted not attacking it?
Just me blanking on the entire thing. Will correct.
So, jumping in D&D 5E. Ah, I remember what a bowl of trifle it was in 3E!
In 5E, do I have it correct that with a Strength 10, you can running long jump 10 feet? If so, how wide is the chasm? Are those 5 foot squares on the map?
JUMPING
Your Strength determines how far you can jump.
Long Jump. When you make a longjump. you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each fool you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn't matter. such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise. you hit it.
When you land in difficult terrain. you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise. you land prone.
All squares are 5' squares.
It is a doable leap.
I hope you don't need to jump over too many
fools. It cuts your distance it seems......
I only just spotted that! Brilliant!
Gypsy - If you were playing in my thread I'd give you bonus exps. Someone who read the game notes minutia about the missions!
Actually I remembered.. Jaliera cares about the small people!
It's safe to say that Kriv doesn't, making the reminder highly relevant.
I agree with Zeim that credit is due. There actually is something for that ... inspiration points! So Gypsy, the next time you have a roll to make, that you really want to make, roll with advantage (just announce it in advance).
It seemed to me that the foray into this place would seem more like a break-in to a private home and not very hero-like. If you were to find actual proof of wrong-doing, then perspective would change, wouldn't it?
Thanks!
Do any of the less evil party members have any compunctions against Kriv slowly mutilating the wizard? Speak now or live with the consequences.
I've had a comment to make for some time but haven't wanted to interfere with the Party.
Can Kriv roll history to get the significance of the password?
Sure. It's always good to throw the dice when you ask the question. It saves a post
Hey all. I'm away in Majorca until Saturday, so can someone ghost me if need be? I nominate AJ. All you have to do is act drunk and irresponsible. You're the perfect man for the job!
Irresponsible, sure. However, I swear to drunk I am not God.
I don't have a drinking problem...
I drink...I get drunk...I fall down, no problem!
They'll make anything a YouTube video, won't they
On a more serious note (and I've been adjudicating this wrong), there is no "DELAY" action. As per Jeremy Crawford (one of the head honchos of DnD v5):
Can you delay your turn and take it later in the round? Nope. When it’s your turn, either you do something or you don’t. If you don’t want to do anything, consider taking the Dodge action so that you’ll, at least, have some extra protection. If you want to wait to act in response to something, take the Ready action, which lets you take part of your turn later.
For a variety of reasons, we didn’t include the option to delay your turn:
Your turn involves several decisions, including where to move and what action to take. If you could delay your turn, your decision-making would possibly become slower, since you would have to consider whether you wanted to take your turn at all. Multiply that extra analysis by the number of characters and monsters in a combat, and you have the potential for many slowdowns in play.
The ability to delay your turn can make initiative meaningless, as characters and monsters bounce around in the initiative order. If combatants can change their place in the initiative order at will, why use initiative at all? On top of that, changing initiative can easily turn into an unwelcome chore, especially for the DM, who might have to change the initiative list over and over during a fight.
Being able to delay your turn can let you wreak havoc on the durations of spells and other effects, particularly any of them that last until your next turn. Simply by changing when your turn happens, you could change the length of certain spells. The way to guard against such abuse would be to create a set of additional rules that would limit your ability to change durations. The net effect? More complexity would be added to the game, and with more complexity, there is greater potential for slower play.
Two of our goals for combat were for it to be speedy and for initiative to matter. We didn’t want to start every combat by rolling initiative and then undermine turn order with a delay option. Moreover, we felt that toying with initiative wasn’t where the focus should be in battle. Instead, the dramatic actions of the combatants should be the focus, with turns that could happen as quickly as possible. Plus, the faster your turn ends, the sooner you get to take your next turn.
See
WOTC Rules Answers for more info.
Except that the GM has been given the ... power? ... to 'adjust' things in what ever way makes things more fun for the players <wink>
Having said that, I disagree on almost every point that the fellow giving the 'bad' answer raised <chuckle>
So if you take the "Ready" action and say, for example, "when the Ogre steps out the door I shoot him with an arrow", then even though your action is taking place later on in the round your place in the Initiative order doesn't change?
How is the readied action: "After Fred (the last pc in the initiative order) goes I will fire my bow" any different than delaying?
The difference in your example, Zeim, is that (in the previous version of) the 'Delay' action did not require any expression of what would cause or when you wanted to come back into the order. Ready requires a declaration of what you are 'waiting for'.
I am not sure that should make a difference, but that may just be me <g>
I totally understand Crawford. What it eliminates is chaos for inexperienced DMs. It's a pain even for experienced DMs. The only real difference is that you must declare what you are going to do on your turn. You can't say "I'll wait to see how this all unfolds before deciding what to do".
I used the ready action for Lingo in Gencon as a standard operating procedure. Lingo never jumped into a melee first even though he had initiative most of the time. His "readied action" was to fire an arrow at the first enemy that had one of Lingo's allies adjacent to the target. This was to take advantage of his sneak dice. Often times it would be the Amnon's imp Able that was the ally.
Sorry, I don't see 'delay' as a problem for GMs that have had any experience running ... or maybe it is just because I am such an =extraordinary= GM <chuckle>
A great 'solution' to the 'problem' Nep <wink>
Mike,
Most of the games I play in have good to excellent experienced DMs. I played in a game at Gencon with a DM that reminded me how lucky I was with my DMs. He had trouble handling initiative.
Only correction to your post a couple up, Nep, is according to how I read what you wrote you don't "jump back in" to the order anymore. You always go on your initiative roll, even if you "Ready an action" that lets you go later in the round. You never give up your spot.
Not a correction - exactly what I said. You must declare your action on your turn. Your turn in the order doesn't ever change. But you can give up your spot.
If, in my example, no ally moves next to an enemy, Lingo's trigger never occurs and he loses his triggered action for the round.
I can see how it simplifies things mechanically. Honestly I think it isn't that big a,deal. But I get the purity of intention, which they obviously were going for.
Yes, I can see how that might make things easier for folks that write their combat initiative order down on paper or a board. I have seen a lot of 'contraptions' designed to deal with that in the previous versions when readied/delayed changed the order. I just used 3x5 cards which can easily be rearranged to deal with that <shrug>
And I will admit that the way 'readied' actions work in this version ... leaving initiative order unchanged is not 'unreasonable' ... just different from what I have been doing for =many= years. Old farts hate change <wink> So I don't =really= mind that change.
The loss of delay seems ... arbitrary? ... unreasonable? ... maybe 'unexplained' is the best term since there =could= be a reason for it that I have not heard about. In any event, since that is the new reality, I guess I will need to accept it as well <g>
I am away for a vacation with some internet access for the next 9 days. Ghost my character if needed.
Cool, enjoy, Dugan. Going anywhere nice?
Just an FYI for the "N" game folks, I made a mistake by saying Jaliera goes instead of Kallista goes. Because of my mistake I have to delete a bunch of posts and do a complete rewind. Zeim (of course) pulled out the big canons and that happens before Jaliera fires her arrow and calls for help, before the ruffians attack, before Chandan hears anything. It doesn't pay to try and cobble things together and since Jaliera missed on her attack, we'll just rewind.
Sorry. My fault.
OK, so since we're running this as an open test/pilot I have a question for the group.
In earlier versions of D&D once you failed at a roll (like Open Locks) you could not try again until you gained a level.
In 5e I am not sure if you can just try and try and try until you roll the number you need, but it seems to be a bit unbalanced to allow that as what's the point of rolling then? All it is then is not IF you succeed, but how many rolls it takes until you eventually get what you need.
It's not that important whether or not Lingo can open the lock on the door, but I wanted to get a consensus ruling (or someone who can find it in the books).
Personally if there is no pressure, time or something else, just let the PC do it. Not everything needs a roll. But then I am a different sort of a GM as I am sure everyone has noticed from some of my other posts.
I'd take the 13th Age approach. Fail forward.
If the PCs are going to smash down the door anyway, if the lock's not successfully picked, you might as well give the rogue a bit of limelight, have them pick the lock. The failure can effect something else. The monsters on the other side get a first round situational bonus, frex.
I have never thought that 'fail once and you were done' rule made sense for everything. For the lock pick example, it feels like saying that if you missed hitting the orc with the first swing of your axe then you cannot try to hit that orc again ... until you level. <shrug>
Now I think it =does= make sense for other things, though. I can see it applying to knowledge rolls, for example. You just don't have that 'key bit of knowledge' and won't until 'learn more'.
It's a great question but it's addressed clearly in the rules. Page 237 of the DMG:
MULTIPLE ABILITY CHECKS
Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.
In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover agents of the king. If the rogue loses a contest of Charisma (Deception) against the guard's Wisdom (Insight), the same lie told again won't work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off.
Neptune, just to let you know I would have done things differently had I known I could not take the swords away from the skeletons.
An old post led me to believe the skeletons stopped before they laid their hands on swords lying on the ground.
DM
As Kriv spoke, the skeletons froze in place and took their bony hands off of the hilts of the swords they had moved to. It seems the word did what Inaro promised it would do.
But leave things as it is, and we'll play it thru.
Sorry about that. You'll finish them off in no time. This post of mine could have been phrased better. "The skeleton's hands moved towards the hilts of the swords which they wore on their waist." would have been a better way to phrase it.
What is the situation with regard to healing in our group? Thanks!
Davroar has used up 3 of his 6 spells since entering the Redbrand hideout. I remember someone had one or two healing potions we found, but not sure if they were consumed at one point.
Jaliera has two healing potions, Kriv has one. By my count.
Thanks! But we have an ability to heal ourselves once or twice a day. Neptune did explain it earlier but I have read through 20+ pages of OOC without finding it!
Hoping that Neptune can repeat it and also know what we have used today?
You have "Hit Dice" and I'll have to look back to see how many you have used. Every player has as many "hit dice" as levels. So you all have 2. You use them in a short rest and get them back after a long rest. The type of dice varies by class.
Zeim, would you happen to know where Seyja stands at the moment as to healing spells without me having to go back and calculate?
Seyja?
Off the top of my head, say 1 2nd and 1 1st, unless you want to go back and check?
Correct. 3. Isn't Seyja a different game?
Oops... <slaps forehead> I'd just done a Seyja post...
Ryssa, of course.
I have been there ... and I am thinking I may have to make all my characters have the same name from now on <weg>
Oh that will positively be clear.
I'm away on business this week, peeps, but I will try to post!
I was attempting to change the description of my Davroar character in the gallery to update things he has after resupply, but find that there is no edit button for my image. Can anyone help, please?
Hi Dugan,
Your sheet is an image, all the sheets are to go into the Gallery. So you have to change the document you have at home and then reupload it to replace the one that is currently there.
The FAQ for this can be found here
http://www.dreamlyrics.com/forums/ubbthreads.php?ubb=showflat&Number=531107#Post531107
Busy today & tomorrow but should be able to update my sheet on Wednesday
The ability to edit posts expires after about 6 months. But try now Dugan.
Likewise, I've fallen afoul of the 6-month cutoff by 20 days.
OK ... this 'time limit' for gallery posts has come up a couple of times before this.
So it seems like a good time to go over the problem with TPTB and see if it is possible to change the limit ... should we change this in general ... or decide on a case by case basis. If anyone has an opinion, you can PM me or share it here.
Iirc we did a review a few years back, but aye, you can get around it by reposting in the same thread and asking a mod to remove the original content, essentially what I've just done with Chandan and Davroar in the Gallery here.
What is the purpose of having a time limit on editing? I don't see how it helps anything.
It makes little sense unless you consider that this UBB software is used for other types of BBS's.
Thank you Nemarsde, I have updated my pc with some new gear and figured out total weight carried in case we are travelling by foot.
Thanks Neil.
By the way, and this is just me (but I can't imagine Zeim thinks differently), I won't be penalizing you for weight. I don't have the patience to audit every PC for this. This does not mean that you can pick up a large object like a tapestry or a statue, and expect it to not be cumbersome. Similarly, I'm not going to focus on replenishment of arrows. I assume that you pluck them out of your victims and eventually replenish them during "downtime".
Speaking of downtime, if any of you want to take advantage of "downtime", see pages 4-6 of this "official"
Adventurer's League Players Guide and we'll discuss.
I can tell you that the software we use is 'commercial' and in use by a =lot= of other folks ( otherwise the company would have gone out of business <wink> ) So I suspect that these 'features' are in response to requests to other users.
Having said that, I suspect that many of our settings are 'defaults' ... except in those places where we have had issues and have needed to make adjustments. This seems to be one of those times when we need take a look at those defaults and decide if they need to change <g>
Hope that helps
Agreed with Neptune's last post.
Happy that we extend the edit limit. Never set it in the first place!
If we can remove it, great! If not maybe 5 years?
Neil/Mike, want to do the honours?
As to downtime, I think we are all concerned about Gundren and would not want to spend long doing other things. However, Jaliera has a Find familiar spell and that could prove a useful addition. In the book it says an hour casting time. Happy to discuss this in character with the others, particularly Davroar as she wants to leran from him what creature might be her best choice.
I assume I could do this at a camp one evening?
Gypsy,
You're likely to spend the night in town anyway. If you wanted to summon a familiar, I would say go at it as it wouldn't alter the story or outcome.
OK will do!
I will set 'users' for the same limit as admins and moderators. Do we want to do that globally or just when needed Gypsy?
If it is globally, maybe Pac can write a script rather than going into permissions for every forum here.
Pak is away in Australia, so no joy there.
Didn't realise it was a forum setting.
OK, lets change the template forum we use for Galleries so that all future ones will be on the new limit. Then change LMP as they need it. Then over the next few weeks, change the limits on all gallery forums. Will take less time that writing a script and likely to be more accurate!
That sound OK?
Aye, UBB.threads is commercial forum software, but all forums have the same options available.
Iirc, the idea behind retaining the edit limit was to set posts in stone after a period in time. This was prompted by a past user going back and deleting the content out of their old posts, which screwed over everyone else participating in the threads. I can't recall what their motive was, but the result was definitely detrimental.
Neptune. Interesting link! Thanks.
Chandan would spend most downtime in drinking, sleeping and meditating, but yeah, his main objective is rescuing Gundren and he wouldn't voluntarily deviate from this.
OK .. I will change it here and in the gallery templates <g>
OK ... this gallery is fixed. Can someone check and see if the 'change' is retroactive?
Also, Gypsy, do we want to create a 'non-BCD' gallery forum template?
Confirmed, gallery is fully operational.
Character sheet written in a form easier to edit in future, also easier to read!
Looks good. Were you planning to cast the Find Familiar spell?
I can be familiar ... just ask the blonde in the bar last night <chuckle>
Yes, this evening. Going to chat to Davroar once we have finished shopping. Has to be dusk as I am going for an owl. Plan is to use it for longer range scouting when we camp and as my eyes in a dungeon.
Gypsy, Nice work on your sheet. I liked the handwritten one too
I posted the owl's stats for you.
Thanks!
OK peeps, I'm away on business for the week, but should be back and posting at the weekend. Have fun!
Am leaving Saturday morning for a 2 week business trip to Barcelona. I don't expect to have a lot of time to post, so please ghost for me while I'm gone if needed.
For those in the Z game, I need a direction (I think I'm waiting for a Lingo post), but the game may be really slow for a couple of weeks.
Nep - From the description you gave for the human we just met by the Old Owl Well, do we recognize who he might be or where he might come from? Or are none of us familiar?
In the Z game, same comment. Now that the chest has been found and claimed, I need a direction.
Zeim, my answer is in the game thread.
I'm in Sweden until Wednesday, peeps, so might not be caught up until Friday. In the meantime, if evil rears its head and needs whacking, Chandan will whack it.
Nice one!! Hope you get a bit of time to enjoy the location!!
I doubt it very much, but the thought is appreciated, Mike.
Looking forward to getting back actually. Now I'm not GMing (HHE or ftf) I've got
Deus Ex: Human Revolution to finish off, then
Home Front. I've got season 4 of
Ripper Street to finish off... I'm not sure my couch will recognise my backside when I sit on it, it's been so long.
Right, I'm away for the week... more gas training.
Be back online and posting on Saturday, though I might try posting from the smartphone during the week. Apologies for any weird autocorrect anomalies in advance.
Okay, I'm looking forward to some embarrassing auto-corrections.
But is it good gas ... or bad gas?? <g>
Oh it was
bad gas, believe me.
But I'm through, Gas Safe registered. Five solid days of exams and tests, so it took me a while longer than anticipated to get my gaming head back on. But I'm here now!
Welcome back!
Gypsy - A creature caught in a Web spell is considered to be "Restrained". That means all attacks against it have advantage so you get to make a second attack roll and keep the higher of your two rolls. It's attacks have disadvantage and it also has disadvantage on any Dexterity check it needs to make.
Citation for smoking out a cave to kill the occupants:
https://thelibrary.org/lochist/turnbo/V6/ST177.html
Hey peeps, I'm on holiday in
Salcombe in Devon for the week. I know I know, what am I, seventy!? But the quiet and sea air should mean some good sleeps and a recharge of the batteries--- Hoping to get a week in Ibiza shortly
I'll still be posting, but I don't have a desk to sit at.
I love Devon!
Nep - Path indicated for Lingo is impossible. He has no choice but to skirt the edge of the woods along the path. The woods themselves are a tangle of impassable briers. If he chooses to not explore once he sees he cannot sneak through the woods we can assume he chooses not to explore. Just let me know.
Right, sorry about that, I'm back. Would've posted but realised I needed the scans saved on my NAS to work out my next move. I should really setup remote access (or just sync to the cloud).
Free storage like gmail/dropbox etc... is your friend.
Yeah, it's pure laziness that I haven't set it up yet. But hey, gives me something to do this week!
Well keep in mind that there are 'risks' with 'free' storage. It is free for a reason!!!! And the reasons are to =THEIR= benefit, not yours.
For game books and or game maps? I see no risk. I wouldn't make it my sole copy, but for easy of transfer between machines...
For more important stuff... depends.
Yeah, it =is= convenient <g> But they want to get 'info' about you so that they can either sell it ... or use it for targeted ads (depending on whose storage it is). Some folks really worry about that sort of thing. I don't have much to 'hide', so all the 'data collection' isn't something that I am particularly worried about ... although I =do= take steps to protect my passwords, my financial stuff and the like <g>
The key is to be 'informed' enough that you can make the right decision for your needs <wink>
Not to mention it's like the heroin dealer who gives it away to get you hooked and then suddenly, once you're dependent on it, it's no longer free.....
Absolutely, look at the growth in the mini-storage industry. It seems it is almost required to have a storage unit to go with your house and garage and ... We wouldn't want to actually get rid of stuff... would we?
I have been doing =just= that (getting rid of stuff) in association with my latest move ... I got rid of over 1,000 books, loads of other 'crap' I had been holding on to ... partly because this place is smaller, but also because I realized that I was just holding on to it to have it <g> Now I am divesting myself of all my worldly possessions (well a lot of them anyway <g>)
When I moved from CA to OR, I donated 32 cases of books to the library because I couldn't sell them, people just don't buy them at flea markets anymore. Believe me I tried, hard bounds for .25, paper backs for .10. I ended up giving away two books to kids in four flea market days. Gave up.
I also found four boxes in my garage that hadn't been opened in the 15 years I lived in that house. Moved in and set down. I opened them to make sure there wasn't anything valuable in them. When there wasn't and I had lived without them for 15 years, I donated all of them.
I still have way too much stuff. Trying to thin out my own stuff herd, but it is work. It is so much easier to accumulate than it is to discern away the excess.
I have tried. Wife is a pack rat. We still have the boys cribs and baby toys in the attic (they're 25 and 23 respectively). But I did sell about a dozen boxes of books to the local used book store. Got about $100 for them.
Just FYI, Dugan is moving, thought he might be back around now but that depends on connectivity.
Thanks. I was wondering about Dugan.
Re: getting rid of stuff. There's a whole section on Craig's list called "Free stuff". Put it out on the curb and watch it disappear.
The library will get the books I can't sell or give to friends <g> I already took one load of things there <g>
He's gone but I'll never forget him... Posted in honor of George Carlin but without anyone's permission.
Just a Place for My Stuff
Actually, this is just a place for my stuff, ya know? That's all; a little place for my stuff. That's all I want, that's all you need in life, is a little place for your stuff, ya know? I can see it on your table, everybody's got a little place for their stuff. This is my stuff, that's your stuff, that'll be his stuff over there.
That's all you need in life, a little place for your stuff. That's all your house is- a place to keep your stuff. If you didn't have so much stuff, you wouldn't need a house. You could just walk around all the time. A house is just a pile of stuff with a cover on it. You can see that when you're taking off in an airplane. You look down, you see everybody's got a little pile of stuff. All the little piles of stuff. And when you leave your house, you gotta lock it up. Wouldn't want somebody to come by and take some of your stuff. They always take the good stuff. They never bother with that crap you're saving. All they want is the shiny stuff. That's what your house is, a place to keep your stuff while you go out and get...more stuff! Sometimes you gotta move, gotta get a bigger house. Why? No room for your stuff anymore.
Did you ever notice when you go to somebody else's house, you never quite feel a hundred percent at home? You know why? No room for your stuff. Somebody else's stuff is all over the damn place! And if you stay overnight, unexpectedly, they give you a little bedroom to sleep in. Bedroom they haven't used in about eleven years. Someone died in it, eleven years ago. And they haven't moved any of his stuff! Right next to the bed there's usually a dresser or a bureau of some kind, and there's no room for your stuff on it. Somebody else's s*** is on the dresser. Have you noticed that their stuff is s*** and your s*** is stuff? God! And you say, "Get that s*** off of there and let me put my stuff down!"
Sometimes you leave your house to go on vacation. And you gotta take some of your stuff with you. Gotta take about two big suitcases full of stuff, when you go on vacation. You gotta take a smaller version of your house. It's the second version of your stuff. And you're gonna fly all the way to Honolulu. Gonna go across the continent, across half an ocean to Honolulu. You get down to the hotel room in Honolulu and you open up your suitcase and you put away all your stuff. "Here's a place here, put a little bit of stuff there, put some stuff here, put some stuff- you put your stuff there, I'll put some stuff- here's another place for stuff, look at this, I'll put some stuff here." And even though you're far away from home, you start to get used to it, you start to feel okay, because after all, you do have some of your stuff with you.
That's when your friend calls up from Maui, and says, "Hey, why don'tcha come over to Maui for the weekend and spend a couple of nights over here." Oh, no! Now what do I pack? Right, you've gotta pack an even smaller version of your stuff. The third version of your house. Just enough stuff to take to Maui for a coupla days. You get over to Maui- I mean you're really getting extended now, when you think about it. You got stuff all the way back on the mainland, you got stuff on another island, you got stuff on this island. I mean, supply lines are getting longer and harder to maintain.
You get over to your friend's house on Maui and he gives you a little place to sleep, a little bed right next to his windowsill or something. You put some of your stuff up there. You put your stuff up there. You got your Visine, you got your nail clippers, and you put everything up. It takes about an hour and a half, but after a while you finally feel okay, say, "All right, I got my nail clippers, I must be okay." That's when your friend says, "Aaaaay, I think tonight we'll go over the other side of the island, visit a pal of mine and maybe stay over." Aww, no. NOW what do you pack? Right- you gotta pack an even SMALLER version of your stuff. The fourth version of your house. Only the stuff you know you're gonna need. Money, keys, comb, wallet, lighter, hanky, pen, smokes, rubber and change. Well, only the stuff you HOPE you're gonna need.
Gone but not forgotten <g> I have always enjoyed Carlin's sense of humor. This one, in particular, really 'connected'. I remember hearing it many years ago <sigh> Sad to think that we won't hear anything new from him ... till after we join him 'over there'.
Yes a good one. But I use c*** for it, not s***.
Back on-line, but took another day to sort through my own stuff and get my pc put back together. Books and pictures still laying about the floors, but happy my main system came on without a burp.
Welcome back!
You had =much= better luck than I did Dugan!! <g>
Right, away
again this week. Even more gas engineering training!!
They really
really want to make sure you don't blow anyone up or poison anyone. I'll be back at a desk on Friday.
Ummmm ... have they explained why that is important?? <g>
So everyone survived training, and now that I'm qualified to work on any liquid petroleum gas system I never want to see another one as long as I live.
Meanwhile, next week I'm in Dusseldorf, back at the desk and posting on Monday 5 Sep. So as I've written it, Chandan can be side-lined for the Agatha encounter.
I'm away again on 24 Sep, to Portland USA for two weeks. I think I'm staying at the Hilton so if I don't have a desk in my room, I should be able to arrange one, np.
You are =THE= proverbial 'busy boy' ... aren't you. Be sure to find time to relax!!
If need be I'll use Action Surge to deliver that last bit of obsequious flattery. No point keeping anything in reserve at this juncture.
From tomorrow I'm away and unlikely to be posting until 8 Oct. Iirc, Nep is also away over this time, so it shoud work out surprisingly convenient!
You guys are just such slackers!!! <g> Hope you have fun anyway <wink>
I am going to have to withdraw from the game. My new job has me too wrapped up and I need to cut back. Sorry guys, Balthazar had fun
We'll miss you, Ken. Hope the new job is a spectacular success.
Agreed! Good luck with that.
Sad news indeed <sigh> But hope things go well for you anyway <weg>
Best of luck Ken. Thanks for trying to struggle through.
Nep- With Nivek and now Ken dropping, is it time to consider combining groups into 1 party? I am sure you and I could work out how to continue to co-DM.
Best of luck with the job Ken!
And Zeim that sounds like a good idea!
Just been thinking, the two groups, how do we explain that we have both spoken to the banshee, both killed the orcs, both talked to the Red Wizard etc. If indeed we have. Not been reading the other thread.
Well we =could= try to rationalize some reason for us to run into each other and 'join forces'. Another possibility is that we just put the two groups together and move on.
I haven't been reading the other thread, either... I guess the co-GMs would just have to crush the two groups together and file off any of the parts which too obviously do not fit.
Other group has not spoken to the Banshee. They went to Thundertree to find the Druid (which the other group did not do), so actually the two groups each have different pieces of information that they can share.
The beginning stuff (Goblin cave and the Manor in town w/the Redcloaks) would be duplicated, but <shrug> we could just ignore that and move on.
I do need to chat with Nep about it. Best option might be for Lingo and Kallista to leave (there are easy in-game reasons they could do that) and then Nep and I share Balthazar as an npc (otherwise the party has no mage).
We'd have 2 fighters, a ranger, a rogue, a cleric, a druid, a monk, and an npc mage. Alternatively either Kriv or Luminmorn becomes a mage and we let Balthazar go.
Again, I need to chat with Nep, but just out of curiosity, Pande/AJ, are either of you interested in switching class to a mage/warlock/sorceror type?
Although, actually, we might be OK, magic-wise, since Kriv has Mage spells and Luminmorn has Clerical spells, so not having a pure mage is not critical.
I am pretty much OK with what ever works for the group <g>
Not only Kriv but Jaliera have spell access. It will be interesting to see if having two non-casters with their respective caster option can fill the caster space.
Yeah, I'd collide the groups.
In-continuity, both groups are fast forwarded back to Phandelin and overnight at the inn.
The next morning they wake up as the new group. We pretend that the groups have always been working together, the absent characters had planned to leave early to pursue X objective.*
So none of the remaining characters are surprised and we can move on at full speed.
*"X objective" could be to escort Iarno back to Neverwinter, or pursue some urgent quest from
Princes of the Apocalypse, which is basically a sequel to Lost Mine of Phandelver as
illustrated in this flowchart.
Fast, seamless, makes sense in-continuity.
What we COULD do, is have them meet up. All it takes is for the N-Group to switch gears and instead of going to Phandelin, go to Thundertree. They can all meet there.
Thoughts?
Oh, and as far as co-DMing, Zeim and I are also co-DMing for our FTF pals. I think that when he's DMing for them, I'll run and when I'm DMing for them, I'll run.
Preparing for FTF is much more intense because we're playing high level and the module is very sand-boxy. Requires lots of prep.
If we want to start right away, I can cross off this current encounter and get the group to Thundertree.
Having them arrive just in time to help the others fight the dragon would be terrific timing. We could "arrange" for Lingo, Kallista, and Balthazar to not survive the encounter, just for in-game continuity. They could meet and discover Gundren hired two groups without telling anyone and ignore the other discontinuities.
If that works, I'll presume the group in my game agreed to go talk to the dragon with Favric's group and move them there and then I can run the encounter and alert the others when it is time to step on stage. I'll run a brief travelogue for them as they approach to tie things together.
Nep and I will work out the co-DM process after that.
How does that work?
Without Lingo or Kallista, the only magic user we have is Jaliera and being an arcane trickster means she's light on magic. Lingo can certainly go, but I can't see what we'll do otherwise.
One idea would be to kill off Lingo and Kallista but for you and I, Zeim, to share Balthazar.
I'd be inclined to include Phandelin in the fast forward, given the reason for going there was to drop off the quests, get the rewards and restock for the assault, with the healing potions in particular highlighted as a necessity. Thoughts?
Also, I'm quite impressed that both GMs managed to forget one magic user half-class from N-party, but different ones.
I thought I mentioned that Kriv was an Eldritch Knight? That was why, between he and Jaliera, plus a Druid, a Ranger, a Paladin and a Cleric I thought maybe there was enough magic to not need Balthazar or Kallista.
I think Z-group could wrap up Thundertree, N-group could wrap up the hobgoblin encounter, Then the merger take place in Phandelin.
I don't know how much more play-time Z-group have in Thundertree, but based on previous combats, N-group could take around 6 weeks to complete the hobgoblin encounter.
You did indeed mention Kriv as having magic, Z. Nep up there mentioned Jaleira as the only spellcaster. Neither of you remembered both.
Chandan isn't a spellcaster but I guess he can do one spell-like ability per day.
Actually, I was looking at the 5th Ed monk t'other day, and it struck me that the Monastic Traditions are bit uneven, since some are powered mostly by ki points and thus eat into a monk's core abilities, and others aren't, giving them considerably more milage.
Anyone know what the general feedback on the monk class has been like?
AJ. True. My bad. So many characters swimming in that thick cranium of mine. Kriv can cast a spell or two.
Are Jaliera and Kriv enough? Bern has a couple too. And 8 PCs is certainly a large party.
In previous editions, a couple of gishy types should have been plenty to fill that niche. (Less of an issue with 4th ed due to the attempts to eliminate the linear/quadratic split.) in 2nd ed you had dual/multiclass types, in 3rd, prestige classes (such as Eldritch Knight's namesake) and splatbook fighter-mage types such as Swordsages and Psychic Warriors which could definitely step up.
Finding out if this holds true for their 5th edition equivalent is entirely in keeping with the spirit of this game.
Yes, and if we remove Lingo, Kallista, and Balthazar we only have 7 pcs:
Kriv, Luminmorn, Bern, Jaliera, Davroar, Ryssa, and Chandan.
Neal - Here's a link to a thread about 5e Monks.
Nep and I have a friend who is playing a 5e Monk in our FTF game and he is a pretty good pc.
http://www.giantitp.com/forums/showthread.php?430328-The-Good-the-Bad-and-the-Monk-a-5e-Monk-guide
One idea that no one seems to have considered ... go ahead and retire Kriv as well and introduce a new, magic using PC ... perhaps bringing news, new 'instructions' or the like to the two groups <g>
It was mentioned at some point to retire either Kriv or Luminmorn and pull in a pure mage type.
If we are fighter heavy, I can easily swap around and play a mage. I might need some help with the mechanics and or setup, as I haven't done it in the new edition. I have always had a thing for Sorcerers and their ability to swap spells around, though I can't say I have ever played a Warlock. So either one could be interesting.
So I guess I am saying I am open to trying new things if that is the direction we want to go.
I am fine with whatever decision is made on joining the groups. Also even though my character is depending more and more on his shapechanging ways, he does have spells too - Just my 2 cents here.
I think we need a way forward that largely keeps the 'history' of the remaining characters intact. Though I am happy to fast forward to whatever point this meeting is to take place assuming we get our potions on route
We need to need each other for this to work well. If all now surplus characters die in the existing combats, we would be looking to recruit back in Phandelin. Likewise the other group may decide they need others two. So then meeting back in Phandelin, finding out that we are on the same quest, joining forces is the best solution. Maybe then we can go back to the other's combat to resolve it.
And I think ditching NPCs is a good idea, I'm sure we can manage without a mage.. and GMs can tweak encounters if needed.
Well something that occurred to me while I was thinking about this ... it is certainly possible that there were two different 'lairs' ... why would they all be in the same place when they had so much territory to plunder <weg> Since all the other 'events' were unique to each group, that would solve that problem. =IF= the decision is to bring a new PC as our main magic user, that character could have been sent to 'unite' out two groups for the next phase of the operation.
Ah OK, that concurs with my reading of it. Way of the Open Hand is really what distinguishes the monk. The other two Monastic Traditions make them a somewhat gimped version of another class.
I was shocked to read that WotC had changed Water Whip in an errata so it's now a full action.
That would technically render it pointless! Why drag an enemy next to you or trip them, if you can't follow it up with an attack in the same round? Weird.
As it stands, I think a monk is best played a straightforward warrior monk, and for a flashy, anime-style hadoken monk, a player's probably better choosing the sorcerer class.
Everyone keep in mind that in 5e you are allowed to change everything about your pc, other than their name (why not their name I have no idea) up until you reach 4th level.
Everyone is 3rd. You can still move your statistics around, change classes, change backgrounds, change races, change anything you like. So, if Kriv wanted to become a Sorceror he could redo his whole pc to make it happen.
I'd be happy to work with you, Pande, if you're open to it. Otherwise I think there is enough secondary magic in the group to make up for the lack of a pure caster. Every single player can cast some sort of spell other than Chandan.
And Neil, if you want to tweak Chandan to go down the Way of the Open Hand, feel free. That is the path my friend took for his Monk in our FTF game.
IMO, the cleanest way to do this is:
1 - Have the Nep group bypass the current encounter and head towards Thundertree to look for the Druid
2 - Have them arrive just as the first group is involved with a dragon
3 - Have Lingo, Kallista, and Balthazar not survive that battle while the second group arrives just in the nick of time as re-enforcements
4 - Have both group compare notes, realize they are working on the same goal, that they need each other, and join together
The spellcaster issue (or anyone else who wishes to alter their pc) is completely allowed by the rules so if you are thinking such thoughts go right ahead and send Nep and I PMs and we'll work it out.
Well I think the merger will work out for me, because Chandan's shortfalls from
not taking Way of the Open Hand won't be so deterimental to the rest of the party.
As long as we don't use the errata version of Water Whip, I don't mind Chandan as he is, it just means always saving ki points for Water Whips. A bit of a one trick pony, but at least it's a good trick.
Your call, Neal. Just making it clear you can try the other option if you choose.
Cheers Zeim, I appreciate that. Water Whip has proven an effective anti-ogre spray so far and Chandan is more of an all-rounder anyway. I think the other characters mostly forgive him if he's a bit rubbish at any one thing.
I am OK with your plan Zeim.
What makes sense is what you, the players, want to do. I agree with Zeim's plan, but the part that I'll underline in his plan, is to let players adjust their PC, if they so choose. I'll take the next step to redirect the PC's in the game I'm DMing.
I'm fine with Zeim's plan or with anything the other players want to go with.
Well just spent a few of minutes going over my character sheet and did't see anything that =I= think makes sense to change, but if anyone has any suggestions to make Bern more effective, I'd be willing to consider them.
Take your time. Figure that you'll be making any changes that you want to make AFTER you all deal with the dragon.
As long as we are diverted allowing us to collect those healing potions on the way. Happy to fast forward if that is the case.
We can assume that happened, as long as Nep doesn't mind.
BTW, it is good actually Nep and I will be co-DMing a single game shortly as I will be doing some international traveling for work between now and January/February (and maybe more after that) so I will be out of pocket quite a bit. Nep has also been busy at work recently so sharing a single game will be better for us I think.
That's good!
I will send you both a PM so we can talk about my most recent idea regarding a pure class mage of some sort.
Moved things along in the old thread and posted in the new one too!
So a question about 5e and tactics. In the instant of Luminmorn's current situation. How does it work, if he wanted to step to his right and line up the rank and file of cultists and breath a blast of lightning.
My guess, if I understand things. He would take attacks of opportunity as he moved away from 5 and 6 (the two cultists that attacked him and are engaged with him)?
I went ahead and posted a regular attack while I learn about this.
Pande - Yes. If you move away from a creature it gets an opportunity attack on you. However you can maneuver next to a creature for a better position, as long as you stay adjacent, and you don't give up an opportunity attack. So, IOW, you could run in circles around a creature without it getting an OA but as soon as you step back it would.
So in this example, he would take an OA from one of them and not the other. Of course some of them going to sleep may change things.
Thanks.
Depending on how far back he stepped, yes. If he wanted to get away from all adjacent foes, then all adjacent foes would get an OA as soon as he stepped away from them.
Now keep in mind that each person only gets one OA per round, so if they use it on one target they can't use it on another target in the same round.
So, so far it seems that the two changes from prior versions causing the most confusion/issues are the change in combat-movement regarding OAs and the difference in spell casting (i.e. memorization versus spell slots.
In 5e it is no longer possible to move away from a foe, no matter how carefully you try to do so, without granting an OA (i.e. no more 5' step). Although you can maneuver around foes as long as you stay next to them the whole time. This has major effects on combat tactics.
For example, archers, once engaged by swordsmen must drop their bows and fight with hand-held weapons or else attack with disadvantage.
It also means that if your ally, 10+ feet away, is threatened, you can no longer move to help him without potentially exposing yourself to an OA from a foe next to you.
This puts more of a premium on tactical positioning at the beginning of a battle. For example, if your archers want to stay far away, to the rear, they risk being left by themselves and not having anyone else be able to help them IF some foes manage to reach them.
It also means that your Clerics take a risk if they move to the front to fight with hand-held weapons, the risk being they may not be able to cast Cure Wounds on wounded comrades behind them if those comrades are more than 5' away.
Additionally, if the enemy gets to move before you, you need to consider tactical positioning prior to combat beginning. i.e. A specific marching order that you always travel in.
This puts a premium on powers/spells (such as Misty Step and some Class Powers) that allow you to disengage from combat freely.
On the spell front, flexibility has been added. You are no longer completely constrained by specific spell memorizations, but instead can pick a "looser" list of spells and then choose from that list to use your spell slots on the fly. So whereas in the past if you wanted 2 Magic Missile spells as a Wizard you had to memorize 2, now you should never pick the same spell more than once for your list as you can always cast anything on that list if you have spell slots remaining.
Comments/thoughts?
I was worrying about that when Ryssa ended up on the front line here, Zeim. I sorta threw myself on the mercy of the court when I had her give up her attack in order to commit to defense in a round.
I remember that option from earlier editions...
Thanks for the expose' Zeim <g> I will have to try and keep all that in mind <g>
On the elimination of the 5' step, there's an action "disengage" that can be used to step away from a foe. Some classes (thieves) can use that as a bonus action. That's an example of the "class" action you noted.
Just to note another movement difference is that you can move-attack-move. This lets fighters, with multiple attacks, can kill orc#1 and then move to kill orc#2 in the same round.
As for the spellcasters, staying in the back, away from melee, is a strategic imperative that has it's roots in AD&D (1st Ed). To me it seems more natural.
This is a tough encounter (made tougher by the fact that the DM had decided to kill off 3 PC's) but as you go up levels in this version, you'll find that PC's are not as tough as they were in 3.5 or 4. Neither are the foes, really. It makes for shorter, more reasonable combats. When I say that PC's aren't as tough, I really mean that they don't have as many options as high level PC's in the other editions. This is really good because it makes the game easier to learn and it also makes running combats less of a chore.
Another word on spell casters. Although 5e doesn't describe PCs this way, the 4e concepts of striker, controller, leader and defender still apply. A party really needs controllers badly in this edition. That means spell caster that have area of effect spells; either evocations that blast away hordes of minions or other types of spells that limit movement (walls, for example). Controlling the "gameboard" (think chess) is vital.
I thank you for the exposition. I didn't get that nuance from reading the rules. Great to know.
Thanks
Just a bit of additional info on Disengage. It is a single full round action. That is the only thing you get to do ... IIRC.
Correct. You can Disengage to move away, but that becomes your action for the round, so no attacks or spells (except Bonus actions).
Bah-kah-cha Zeim and everyone else as well <g>
Prospero Ano y Felicidad!
Good morning from 2017!
I just wanted to note that I have a truly terrible hang-over and am blaming it on Chandan.
Long as ya got someone else ta blame it on, yer good! <g>
HNY
OK ... leveling up to 4th, HPs go up, two stat points get added ... class stuff ... anything else?
As to he 'loot' from our now 'deceased friends', I don't think anything there would be useful to Bern.
OK ... spent a couple of hours poking around the links in the Resources thread. Sadly, I couldn't anything that talks about Ranger features (specifically at 4th level). Can you point me to the right place ... if there are any new features ... and or choices to be made there? Thanks.
At 4th level you can also choose to take a Feat instead of the 2 stat points. Note that some of the Feats provide 1 stat point as well.
Hmmmm ... I'll take a look at the feats, but I am pretty sure I'm gonna stick with the two stat bumps <g>
So I think I am pretty much done (I hope <g>)
Here is a link to all the Core 5e Feats for everyone to look at. Remember you can choose to give up the 2 point stat bump and take one of these instead, as long as you meet the requirement listed for it.)
D&D 5e Core Rules Feats MikeD - Here is a link to Ranger, but you are correct. At 4th level you get more HPs and the Stat Bump or Feat choice and that's all.
D&D 5e Ranger
OK ... new sheet up for Bern <g>
BTW, am discussing the possibility of someone completely changing class to Wizard/Sorceror/Warlock, in which case that person would likely be the best choice for the Staff. So lets see where things settle.
Have Favric and the cultists been searched?
I believe so. It is just the dragon's lair that we still need to 'ransack'. Where's Lingo when we need reminding about what's important in life <weg>
(OOC - Actually, the Cultists have not been searched yet. They have some normal equipment (Short Swords and Leather armour). Favric has a hand crossbow, a Short Sword, Studded Leather, and a Potion bottle (untested). They have a total of 90 gp among them.)
I think we can move forward with the proposed assignment of the Staff. The Player asking about Class change decided to stick with what they have.
You never got back to me on changing Chandan to a female high elf bard, Zeim?
Neil,
You asked that of me but you told me that Chandan was that only between the time he closes his eyes to sleep and opens them when he awakens.
Ah, now I remember, thanks Nep!
Dugan asked a great question. I don't remember where our characters are from. So I couldn't answer his question well enough, to personalize it with Luminmorn's piece.
You were all recruited in Neverwinter, a city along the Sword Coast in Faerun. You were all there as individuals, told to meet at an inn by Gundren, who you knew for various reasons (that I do not recall) where he laid out the mission.
I do not think we got into back stories so you can make up whatever you like. Use the map in the gallery (or a larger map of Faerun) if you need place names.
FWIW, Bern grew up in the Cormanthor Forrest in The Dale before he started wandering.
As a heads up. I think I will take Shield Master for Luminmorn, and one level of Warlock.
I am wondering about the choice of familiar with the Pact of Chain. Is it random or choice? Could be cool to have a dragon born with a pseudo dragon as a familiar.
The two pacts that seem best are Pact of the Tome for a few extra cantrips, and Pact of the Blade, because of how it fits. But the Pact of the Chain is entertaining in its own way.
Thinking ArchFey as his new patron.
It may not be the most mechanical of choices, but I think it could be very cool.
The question is Warlocks and armor and spells?
Classes work in conjunction with each other. So if you already have Heavy Armour Proficiency from Paladin then you can wear Heavy Armour and still cast Warlock spells.
Archfey is interesting as a Patron. My Warlock took Archfiend, but for Luminmorn that might not be a good option.
I would recommend taking Pact of the Blade, IF your intention is still that Luminmorn is mostly a fighter. However you don't gain any Warlock Pacts or Invocations until you reach 2nd/3rd level in Warlock, so you don't have to pick now.
Cool on all notes. Thanks.
My idea is that his Oath to the Ancients, and Archfey would go hand in hand, to making the more wild dragon, creation that I was imagining. If I were to play this character for a while, I would probably take this level of warlock, then try and get to 5 or 6 for the second attack in Paladin, and then a few more in Warlock.
I think blade pact fits best because yes, he will be melee oriented. Though having Eldritch Blast gives a nice range attack option.
Regarding smite, is it only for melee attacks? Or can it be used in combination with a Warlock spell? I am betting no, because it uses the expenditure of a spell slot, so I doubt it. But I thought I would ask.
Yes, you can only use spell slots for Smites on melee attacks.
Also, based on on-line research:
"Jeremy Crawford, the singular official source for all D&D 5e rules clarifications, has stated unequivocally that Warlock spell slots are usable with the Paladin's Divine Smite.
Also, the Player's Handbook errata states that you can use the spell slots gained from levels in other casting classes with the Paladin's Divine Smite."
Were you keeping him a Dragonborn, or were you looking to change races?
That is the biggest question. The munchkin says Tiefling might be a good choice. Also moving attributes around. Not sure it is necessary, but considering it. We also retain a Dragonborn, which means I could shift.
Are there any tieflings left? How does the race shift work in the fiction? A wavy bunch of lines go across the screen and voila new race? Or?
Kallista was the only Tiefling, and she was a Tiefling because it is one of the best races for Warlock or Sorceror. So no Tiefling's left.
In your case, you still have to balance the Paladin side of the equation. Tiefling makes for a better Warlock, but not sure if it makes for a good Paladin. Do you lose more from your Paladin class (still your main class) by changing to Iiefling than you lose from Warlock by remaining a Dragonborn? Not sure.
As for the fiction, yeah, wavy lines or something like that. The game system allows for you to change race, class, and stats any time you like up to 4th level so it is sort of expected that you just suddenly are different and no one even remembers you the way you used to be.
I think dragonborn stays in line with his goals best. First and foremost a paladin, and secondarily a warlock. So the +2 to Str, and +1 to Cha, fits with that goal, best.
Thanks for putting it in perspective.
You also may want to choose which Pact you take (once you are able to) based on the expectations of play.
It is not likely that you guys will go up more than 1 more level during the game (2 at absolute most), unless Neptune and I decide to roll this playtest into another module to keep going.
That said, if you eliminate the powers that you would never get because they are for level 6+, it might help you decide which Pact to take.
Thanks good way to help narrow down the choice.
The seperation between dragons and demons is a D&D ism though, isn't it. Within European folklore, it seems that dragons, devils, demons became thematically blended as the Middle Ages progressed. Dracul, dracula, etc. Huh, which throws in some undead themes too!
I guess what I'm saying is, a Tiefling with a Pact doesn't have to be thematically different to a Dragonborn with a Pact. Even visually, both could be scaly, horned, inhuman looking.
If I were the player, I'd be more concerned with explaining the loss of an iconic power (like a breath weapon) in-continuity. Not impossible though.
Well for my great concept, that I have been developing for a while now. The wild dragon aspect is an outgrowth of his dragon born aspect. Some dragon born grow wings and become full blow dragons. His evolution is a different tact, growing into something wild and more nature involved.
That is the general theme, which is why I was leaning towards staying as a dragon born. It also numerically makes sense because of Str and Cha as his bonuses.
Just as Pact of the Blade makes more sense than the other two for his evolution aspect. But trying to keep my mind open and listen to the experts about how things work, to try and craft in a direction that not only makes character sense, and mechanical sense.
Does that make sense? (Sorry couldn't resist.
)
Yes, but as a playtest I wouldn't overly worry about the in-game change (were you to choose to change races).
The system allows it to happen and there is no requirement to explain how the Dragonborn Barbarian just turned into a Halfling Rogue. As far as everyone is concerned he has always been a Halfling Rogue and there never was a Dragonborn Barbarian.
Part of your change is to magically alter everyone's memories.
Thumbs up on the level up, by the by.
By the way, Zeim's headed off to China on business so I'll be picking up the DMing later this week. I happen to be on vacation so I have too much time on my hand.
Are all your PC's up to date?
I just need to add Ryssa's share of the dragon spoils to her sheet.
Later... okay now, GP added.
Yup ... just checked mine and fixed a typo <g>
Yes, updating the name of the axe.
Done sheet
A Bulette? Really? FWIW, 7 4th level characters is =NOT= the same as 4 7th levels (which is what the challenge rating is, BTW) ... especially since that thing can do up to 60 points of damage in a round, killing any one of =our= characters every round even if it only does average damage <sigh>
Nice knowin' y'all <wink>
Chandan's gonna make an omelette out of this bulette!
Actually, afaik it's only CR5 in D&D 5e, MikeD, so we should be able to take it. But we can tell ourselves afterwards it was CR7.
It was "THIS BIG!" Always growing every time we tell the tale. I like it. Course with a 0 on my imitative roll, I may be the first to volunteer to take the hit for the team.
Hmmmm ... so an 'ombulette' after combat feature <g>
Ahhh ... if you say so Neil. I don't have a 5 MM here <sigh>
(OOC - MikeD - Bulette is CR5 and does 30 points of damage on a hit. The D&D CR system assumes 4 pcs and the CR rating should be equal to the avg pc level. So a CR4 is a good encounter for 4 4th level pcs. A CR5 should not be overly hard for 7 4th level pcs, especially considering Chandan just did potentially 37 points, if it fails it's save, and missed on his attack! Not to mention you just fought off a Young Green Dragon, which is CR8.
Think positively. I am not here to kill you all, and even though Neptune has the moniker "Evil DM" among my FTF group, he isn't here to kill you either.)
Didn't realize they had nerfed one of the most awesome, fearsome monsters from the older versions so much ... but I =AM= glad in this particular situation <weg>
Yeah, the "Land Shark" is not what it used to be.
<sings> The old Land Shark it ain't what it used to be ... ain't what it used ta be ... </sing>
Yeah, but i'm in a onrey mood. I picked up my laptop by the screen and felt a crack. It was my screen and my laptop is unusable, i'm posting now with my iPad (many backup options) but, as I said, the mood is foul. This might call for a swarm of bullette's to help me let off some steam!
A swarm? Yay, our area effect spells just got better!
(Sympathies, may the repairs be swift and cheap.)
Does the
Law of Inverse Ninjitsu apply to bulettes, Nep? If so, bring on the swarm!
If not...
Nep,
Got an HDMI port on the laptop? What about a TV <g> I have been using that with my laptop for a while so I can have a nice =big= screen <g>
Just a note, I will be leaving tomorrow for China. Nep was supposed to pick up with this encounter and then take over DMing for the Cragmaw Castle piece. If he can't post reliably it might be slow until both of us get back in a week or so.
Have fun in China! Hope you have some time to 'explore'. Oh, and where in China?
Beijing. Will be taking tours of the Forbidden City, Tienanmen Square, the Summer Palace, and the Great Wall while I am here. And, of course, I have to have Peking Duck at least once.
As long as you are there, eating, be sure to try as many things as you can ... not just to duck <wink>
Other than that, it sounds like you will get to see the most notable sites. Hopefully you will a chance to see some of the less well known, but just as interesting sites ... if not this time, maybe the next!!
We are in the Dominican republic which means that there are very few electronic shops around . My buddy has a Macbook and I'm aiting for everyone to get off of our spotty wifi so that I can log in remotely from that. I nrrd to change the mouse pointer because it's invisible rigt now on my iPad. If i do that, i'll be ok. No map making in cripple-mode so it'll morph into theater of the mind for the bullette army encounter.
Zeim,
I'm jealous. Enjoy that trip. I played golf today with a pilot that flies there a bit. From the way he described it, you'll love it! I'm having Chinese food for dinner in your honor.
For China, I'd quite like to visit Zhangjiajie Forest and Hong Kong, but that still sounds like a very special trip Zeim so enjoy and bon voyage!
MikeD, even the D&D 5e SRD is online for free now, monsters included. How do they make any money out of RPGs these days??
http://www.5esrd.com/
You will have to ask the publishers <wink>
i'm sure there are licensing fees and such that are how profits are made. Roll20, for instance, sells a few modules. But for all games, new purchaces are the meat and potatoes. How do you profil off of monopoly and scrabble? Once you have a set, you're typically not buying another.vit's new players that gobble up the merchandise and they probably don't know all the free ways to obtain material.
Think not? I have 3 or 4 monopoly sets ... all different. One is set in the UK ... i.e. the squares have names from England. There is the Millenium edition from 2000, on in a tin box called the '1935 commemorative edition' and so on. plus if you play often, they do wear out and parts get lost ... so sales continue <g>
Yes there is often a 'rapid growth' of a popular new product, but that usually 'settles' into a lower, but fairly consistent sales to new players and to players that have worn out their original volumes <g>
And you see that with things other than games <wink>
To be fair though the publish to make money element in most rpgs is a big motivating factor. That is why we get new editions. Yes sometimes they are better, and they fix things. But most are iterations of a new book so that the company gets a big pop in sales. It is just the way it works. I know I look at new editions and often buy them, so I support my addiction I mean hobby.
That only goes so far. For example, most of the 'D&D' games I see here are =not= 5th ed. There is just this one <g> A new release needs to have some reason for people to switch to it.
Did anyone ever run a 4th Ed game on DreamLyrics? It was current for 7 years, just as long as 3rd Ed. Longer, if you count 3.0 and 3.5 as separate editions.
I seem to recall one game, but can't put a name or GM to it.
Meanwhile, we continue to see new 3rd Ed games.
Oh I agree there are favorites. Doesn't change the premise. Just as some movies are more successful than others.
Absolutely. A lot of players enjoyed 4th Ed, and I think the system had a lot of good points, many of which the author incorporated in 13th Age. As it stands, 13th Age is probably my favourite version of D&D, even if it is unofficial.
I agree. 13th age is absolutely fabulous. I tend towards lighter games as far as mechanics, but I do seriously enjoy it.
I haven't played enough 5e to get a good feel for it. I know I could like it, certainly harkens back to its roots fairly well. Just is almost too vanilla. Yet here I am buying at least a few of the books.
That was the goal of 5th ed Pande, and compared to 3rd and 4th, they did do that. However there are games that are even simpler ... so did they go far enough?? <shrug>
If I get a chance this weekend, I will look at my old characters and see if I can find one that looks like 4th ed. I seem to recall one as well, but likewise can't remember the name.
13th Age! I'm a fan!
I really liked experience with 13th Age. And, in that 4th ed. game played here, I was one of three dwarven brothers... Hawz Stonecutter, I think.
Where is Ryssa standing in regards to Davroar?
Ex, anywhere you want. He's prone but conscious.
Yes, Neptune and somebody else ran two separate 4th ed games here.
Oh, a quick pic of the Forbidden City in Beijing attached,
I have seen that =sooo= many times in =soo= many movies <g> It is almost like it is ... somehow ... 'wrong' to be seeing it like that <wink>
Nice Zeim!
Yes, and that's just one courtyard. The whole thing is pretty big, about 1 mile long and 1 kilometer wide. Numerous gates and courtyards and you had to be higher and higher level of person to pass thru. Commoners were only allowed into the first courtyard. Interestingly once you were accepted to work inside you were never allowed to leave. You spent your whole life there.
And they called =us= barbarians <wink>
Well from a practical point of view, less chance of undue influence, and or slipping something in appropriate into the city if you are never allowed to leave.
Actually I was referring to the caste system, but that too <wink> Not unlike trying to get into the White House <chuckle>
Let's deal with roll20 here. It always takes a bit of setup to get started. It's clear as mud for a bit. We're not playing there so it's a small fraction of the work to set up what we'll use compared to what would be needed in a real time forum. Maybe we'll do that later.
Note that in the image, the party is all the way to the left with the exception of Davroar and Whisper. Davroar is positioned to the north at the rubble and whisper to the south on the arrow slit. The rest of the party is
really further away, up to 40 feet or so. At least Jaliera needs to be within 100 ft of Whisper.
For now, the attached graphic will help you figure out the most important parts. I annotated some of the important parts. If you don't see something like this, please screen-shot what you have so I can see and help you figure it out.
You should all be able to control your token. All we're using this for is to move tokens around the map at this time. As an FYI, I'm using "fog of war" to hide undiscovered areas in the map.
Ahhh ... it was the 'join' button. It seemed more like it was to go somewhere else, a different game <sigh> So now I see that I am beside myself <chuckle>
How do I get rid of the big player icons at the bottom of the page?
You can't eliminate them entirely but you can change the size down to name only. There's an option Under the gear.
I'll see if I can find it <g>
Just a quick apology about this week. I'm going to be very slow. As I said in the *** Members availability *** thread, my big fantasy baseball auction/draft is this weekend. I'm busy crunching all kinds of statistics so I won't be back (mentally) really until Sunday. I asked Zeim to pick up the slack but he's over his head with work too.
It happens ... all too often <sigh> ... but I am sure that you will be back when you can <g>
I am getting a 'not authorised' on the Rolld20 map. Are we still using it?
Mike,
I'll try to inch forward. 3 more days.
Gypsy. Strange. Yes, you are. Maybe you got logged out? Try logging in again.
Can you send me the link again? Thanks!
Thanks, I'm in and have logged the URL
Kick the door down roll edited into post.
Is Chandan and Jaleria's door open? That is where she shot from? IE Luminmorn could enter the room there?
Just moving this dialog out of the IC thread...
MikeD:[[ is there a way to get the character names show up by the pics the way my name showed up by my pic for me?? Unfortunately I am having trouble keeping track just by the pics. ]]
Zeim:Yes. If each player goes to Roll20 and selects their token on the map, a group of 5 different "circles" will pop up.
If you select the one that looks like a "gear" it open an "Edit Token" box with 2 tabs.
Choose the "Advanced" tab and you will see a line of items running vertically on the left side. They each have check boxes labelled "See".
If you check this box it allows other players to "see" that item on the map (otherwise only you can see it for your pc).
Check the See box for "Name" and it should allow everyone else to see your pc name on the map.
BTW, this Edit Token also allows you to use the "Bars" option. These are the three circles across the top of the pc when you select the token. These can be used to display the pcs's AC, Movement, and HPs. Those bars have two boxes for data, one shows the Max value and the other the current value so you can get a graphical view of each pc's current health if you use it (and of course you have to check the "See" box on the advanced tab so others can see it.
Nep's not asking anyone to use it, but I thought I'd point it out.
Miked:[[ Soooo ... nothing that =I= can do <sigh>
FWIW, I tried to do it for my char and ... only one tab ... not two <sigh> But I do have a name option ... and it shows 'Bern' which I see. I am guessing that everyone else will see the same. How do we get that to be visible to the others?? :-/
I can see why this has =not= become 'main stream' <chuckle> ]]
Neptune:
I'll take care of it.I took care of it
MikeDYou =are= the GM <chuckle> Thanks.
Neptune:More like sysadmin
sorry ... I'll try to remember to keep the OOC stuff here.
No problem. It just got cluttered. Some housekeeping is all it took
Not sure if you can take a 20 in this edition, but rolling almost every 10 feet almost guarantees a fail at some point. Is there anything that gives an approximate distance that requires only one roll. This 10 feet at a time is because we are using a map (not realistic) and have to pause to glance around a corner where in reality movement would be more continuous?
I usually ask at an important juncture, which this is. That's why I asked and that's also why you probably said "I'm being quiet"
If I can use passive perception (the equivalent of take-10) I would, but neither Jaliera or Bern have passive perceptions that can achieve a "moderate" difficulty class (15). Note that both Jaliera and Bern have Passive Perceptions of 14.
When looking for hidden things we start with a DC of 15. If what you are looking for has stealth, it becomes an opposed roll. Your Perception must equal or exceed the stealth roll of the opponent. The goblins have +6 stealth so they will roll from 7-26 and average out at about 16.
There is no take-20.
As an FYI, this is how DC is determined:
Task DC
Very easy 5
Easy 10
Moderate 15
Hard 20
Very hard 25
Nearly impossible 30
In this situation, the DC I'm looking for is "Hard". If you get lucky and roll well, you might get a nice benefit
Better you guys than Lumi - he would have to roll a natural 20 to make that 20 DC.
Oh, I neglected to say, Whisper gets to make a perception roll and she gets the best of 2 rolls because she has advantage!
[[ Gypsy, I agree that 'rolling all the time' is a guarantee of failure. Sooner or later you will fail with a low roll. So, then, what is the point of taking a skill? That was why I liked about the 'take 10' and 'take 20' rules in the earlier versions. You could 'take your time' and do well. The slower you went, the better you were able to apply your skill. That makes sense. But that is a debate for another time <g>
Nep, actually ... Bern is +5 stealrh, so on a 'take 10' he is 15 <weg> ]]
OK, understand that better now, thanks! I'll roll for Whisper too.
OOps ... forgot where I was when I posted that <sigh>
OK, so only need Chandan and Luminmorn to move their pcs in Roll20.
As for action, we have two different plans being discussed simultaneously, so need a decision on which one.
1 - Davroar casts Flaming Sphere and rolls it up to the East door. Leaves it there until the door is fully burning and then rolls it over to the West door and sets that on fire as well. The Sphere will then go out and several minutes later the doors will be weakened enough to knock down easily.
2 - Davroar casts his flaming sphere and waits while Bern and a helper use their Strength to bash open the east door. Davroar then sends the sphere into the room beyond the door to try to scare-off/flush-out whoever is in there.
Note that plan 1 could be a backup for plan 2 should the rolls fail.
My vote is for plan 2.. and yes good backup plan 1.
Well ... I was thinking something more along the lines of
3 - Davroar casts the sphere =after= Bern and whomever break down the door =and= get out of the way <chuckle>
As a side issue ... how many 'tries' do we get in a round? One or ... two if that is all we do for the round?
It takes an action to try, so it is all you (and your helper) can do for the round.
Probably best to keep Kriv as artillery ready to react once it goes down, since area effect spells don't care how sneaky the goblins think they are.
Luminmorn is willing to shield bash the door and go in, should it work. Only +3, but works for me. Everything is a die roll at this level.
In addition I need permission to move move Lumi with my account sean.pagliarulo if you would be so kind.
Thanks
I like MikeD idea of bashing the door down and then stepping out of the way for the flame sphere. I think that would startle whoever is behind there, thinking that someone is going to be coming through only to see the flames instead.
Pande - The token showed both Seans <g> as having access to the PC. I changed it to "All Players" so no matter how you log in you should be able to move it. Let me know if not.
Also need Chandan's move.
I like MikeD idea of bashing the door down and then stepping out of the way for the flame sphere. I think that would startle whoever is behind there, thinking that someone is going to be coming through only to see the flames instead.
In theory, yes. I'm mindful of this, however:
It takes an action to try, so it is all you (and your helper) can do for the round.
This precludes getting out of the way. They know we're coming and are likely readied to attack anything that batters the door down. I suspect we'll be sending the flaming sphere past a couple of pincushions.
Well AJ ... if you would like to have the flaming sphere at your back while you bash down the door ... be my guest <wink>
How long can you keep a 'readied action' ... readied? That goes toward my earlier suggestion that waiting only helps us as they get tired of 'being ready' <g>
AJ - Perhaps bad choice of words on my part. Each round a pc gets:
1 Action
1 Move
1 Bonus Action
1 Reaction
So while bashing the door down would take up those 2 pc's Actions, they could still move out of the way as part of their turn.
In many ways I like the 'flexibility' of the older editions <sigh> But I get that they make things a lot more complicated <g>
So can we use an action to bash the door, a bounus action to bash it again if need be followed by a move out of the path of the flaming sphere Move?
Moved Lumi to the front. Since we aren't in combat, didn't see any reason why he could just saunter up and be the shield wall there.
MikeD - No. Bashing the door is a full Action, not a Bonus Action. If you fail, you would need to try again the following round.
I agree Pande. BTW ... do we know about goblin-3 to the north?
You don't actually see him. He is hiding. However you did see him run that way and duck behind some rubble.
OK, still need Chandan to move, unless he's staying in the earlier room?
Next, if Bern and Luminmorn are going to attempt to bash the door down please move your pcs right next to the door.
Finally, a question for Dugan. Are you casting the spell before they try to bash the door down or after? IOW, if you cast it before, then as soon as the door opens you can roll it in (or if they fail you can move it adjacent and try to burn it). If you wait to see if they succeed before casting it, there will be a delay between the door opening and your rolling it inside.
In the meantime, everyone please roll for initiative. Since this is all dependent on Bern, Luminmorn, and Davroar's actions I will adjust your initiative rolls to follow in the order you roll BEHIND those three. Whichever of the three (Bern, Luminmorn, and Davroar) roll the highest I will set those three's initiative to that number and then the next two down, followed by the rest of the party.
Bern, Luminmorn, and Davroar will all go before any enemy. The rest is dependent on the die rolls and the situation (i.e. whether there are targets you can see or not).
Ex - moved your initiative post to the game thread.
I'll have to cast the spell after the attempt to bash the door in. Looking at the map and with the flame sphere's 5' area of effect it would not leave any room for Bern and Luminmorn to move away without getting caught in it.
OK. I will start the action once everyone's Initiative rolls are done. Hopefully today or tomorrow.
I keep a Roll20 tab open on one of my devices. Been using it for a couple of other games until recently.
Picking up the question about why "active perception" is a full action.
Definitions are needed.
The easy one is "passive". It simply means notice and it is a no-action act. In other words, you can do whatever else you want to do within the normal round constraints.
"Active" means that you are doing something to look for the object of your search. The Player's Handbook attempts to describe it clearly. A short blurb on page 178:
you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try lo spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
In combat, I take it to mean that you have to stop what you are doing and carefully scan the room you are in, focusing carefully on every hiding place, hoping for a glimpse of movement that gives your enemy away.
There used to be the distinction between 'searching' (which =did= take an action) and 'perceiving' which did not. <shrug> I hate when they make arbitrary changes but leave the names the same ... so confusing <sigh>
"Search" is the action, the perception check is to determine whether you succeed or not. But they are distinct. See the Search action description. The type of roll depends on what you are looking for (PHB p193):
SEARCH
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
....and actively "looking" for a hidden creature takes a "search" roll. You have to do more than glance at an area, you have to spend at least a few seconds looking intently, and that is all you get for an action, a few seconds, so "searching" (i.e. perception) takes up your chance to attack.
The thought occurs this is a team effort. What stops the spotter going "There it is, right there!" and exposing or at least making teammates aware of its location? Is that represented at all, or is it a case of drop an AOE there and see what falls out?
Well, as the rules are written that would fall under "Helping" another, which is an action. But the thing you'd be helping is the other person's Active Perception check. IOW you'd be helping them look in the right place, but they'd still have to do more than glance. So they'd have Advantage on their Active Perception roll, but it would still be an Active Perception roll, so they'd still not be able to attack.
Really, the only two actions for hidden creatures is to drop an AOE on them or Ready an Action for when they choose to reveal themselves.
Now, as I also said, I would not allow a Goblin to Hide if it was adjacent to a pc. So, you could use your action to do an Active Perception check, and if you find them you could run up next to them, even though you'd not get an attack.
Then on their turn in order for them to try to Hide again they would have to move away from you, giving you an Opportunity Attack reaction. If they didn't want to give you the OA, they'd have to not hide.
AJ, my guess would be that it =might= give you a bonus to your perception check, but you would still need to actually make the check before you could hope to hit with a targeted attack. If it was an 'area effect' attach, however, that should be enough to let the attacker know what 'square' to target ... But ... then again ... I have made a lot of erroneous assumptions with this new version <chuckle>
I think I prefer the AoE solution. "Target that explosion and fire."
https://www.youtube.com/watch?v=txVh2QgRmHs
<heh heh heh> Yeah, if MAD (Mutually Assured Destruction) is the desired end result. For the record, there are days when I =would= 'push =that= button' <weg> But mostly, I hope we are never =quite= that stupid <wink>
You do realise we're capable of generating area of effect damage that
doesn't also impact the party, right?
Davorar has Fairie Fire spell memorized that should help later. Right now I'm wanting to milk the entire duration of the flame sphere spell while I can.
In a moment of inspiration or madness, I just booked a last minute flight to Menorca so will be gone for the weekend, back sometime on Wednesday 26 July.
Hope it is fun madness <g>
I will be gone Mon - Thu next week. Please ghost as needed Zeim, thanks!
Ryssa has a Light cantrip if it is needed.
You can cast it on your turn, if you choose.
I =think= he was asking if it was 'dark enough' that a light spell might help <chuckle>
Apologies for the delay. I've been at a conference the past few days. Should get back to things by Thu or Fri.
Intent is to advance after the doppelganger, amount of movement dependent upon if/when the enemy is sighted and at what distance.
Hi everyone,
I locked the current thread since I think that I would rather you all take your time and level up to 5th level!
This will be the LAST leveling up for the Lost Mines of Phandelver, but Zeim and I will discuss what to do with your PC's after. I have some ideas.
So, let's take care of the leveling up first and in a couple of days there'll be a new thread to post into. Any questions about leveling up your PC should be posted here.
OK ... couldn't find anything to show level 5 ranger stuff <sigh>
Any hints about where to find what I get??
Player's Handbook Pg 90.
For a Ranger, you get: Extra Attack, you know another spell which should be 2nd level since you now get 2nd level spells AND your proficiency bonus goes up to +3.
If you don't have a PHB lying around, go into Roll20, click on the "i" icon and search. See the attached graphic.
Thank you! I've edited Davroar's sheet and spells.
That should be Kriv sorted.
Jaliera is updated. Thanks!
Thanks. Missed the additional spell, I'll get that added.
OK ... looking at the list, I am considering these 3 in the order presented:
Lesser Restore
Darkvision
Silence
Anyone have a suggestion?
The capabilities and limitations of spells are designed to be basically even in value.
If you're the only one in the party that doesn't have the ability to see in the dark, then darkvision makes sense. But I don't think that's true and you're probably going to have someone torch it up no matter where you go.
Lesser restoration heals a condition and you can use it in-melee if a condition arises.
Silence is great if you run into a wizard that uses verbal components for spells. They can't use them.
Lesser Restoration - You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
Silence - For the Duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.
I'll try to get Ryssa advanced to 5th level this evening.
I will leave the spell suggestions to the experts.
For Luminmorn, I have to consider either 1 more level of Warlock to raise to 2, or one level of Paladin, which would get him that extra attribute point.
The warlock level gets one more spell and spell slot, not a ton, but more utility.
I know that the gurus say the paladin level with the attribute point is worth more, and next level he could get an extra attack if I did paladin again.
I am torn. Spell choices don't change if I go paladin, as near as I can tell, but Lay on hands would go up, to 20 right?
As always looking for feedback on my weirdness.
Pande,
2nd + 4th levels are far less important bumps than 3rd or 5th level. You seem to be in purgatory because of that. As a warlock 2 you gain invocations which are so-so for you. I wager that you'll be hacking away with your sword more often than not.
I would go with paladin because the stat bump at 4th could be applied to charisma which benefits both your warlock and paladin spells. Also, the extra 5 points for lay on hands will be nice.
Sounds good to me.
Thanks!
Evil dieroller, gave both AJ and I a 1
Sounds good to me.
Thanks!
Evil dieroller, gave both AJ and I a 1
You may wish to recheck that. Evil die rollers like evil characters, it seems...
So it sounds like I am down to Lesser Restoration and Silence. On the one hand, Ryssa is an awesome healer. Do either of the other casters have access to Silence?
Pande - btw, not sure I read your note right, but it sounds like you did not take your stat bump last level because you thought you had to be a Paladin 4 to get it. That is not the case. Each pc gets a stat bump (or Feat) every 4 levels (except Fighter who gets it more frequently). Those are every 4 TOTAL levels, so you add all your classes together and if they add up to 4, or 8, etc then you get to raise a stat by 2 points or two stats by 1 point or take a feat.
MikeD - Only your Cleric does,at 2nd level. However I think she'd be better off using those spells slots for Healing. Silence has a very specific set of uses (some are more Roll Playing than combat), so it may not be useful every time, but it can come in handy to have in the party.
Zeim,
I disagree. You get your stat bump only based on class - not overall level. Your proficiency bonus goes up regardless of class every 4 levels. See PHB page 163.
Yeah, Nep told me I couldn't. <pouty lip munchkin style> So I am taking it this time. 2 pts into Cha, gets me another +1 on smite and spell DCs and such.
Ryssa has been leveled up now... I think.
Huh? Me? What? What did I say? <G>
I stand corrected. It IS listed in each classes Leveling table. I guess it is a counter-balance to multi-classing.
So ... it sounds like Lesser Restoration is the 'consensus'?
I liked Silence myself. But it is entirely up to you.
Lesser Restoration is I think likely to be of more use. There are a fair number of opportunities (not the right word here
) to gain conditions from cursed items, monsters, spells etc. How often are we likely to come up against an MU? My twopenneth. Oh and Paladin makes most sense to me Pande.
I think that LR is the right choice. Can't have too much healing <g>
Please look over Luminmorn. I think I have leveled properly to 4/1 Paladin/Warlock. Next level will likely be Paladin again, if we were to get that far, for the second attack. Then maybe a warlock.
Did anyone from Zeim's original game join a faction and gain rank?
Ryssa was a member of the Order of the Gauntlet but I am not sure about any gaining of rank.
I read through the threads and I guess, for some reason, Zeim hinted at an opportunity when you visited Daren Ederleaf starting around
this post.
When we merged parties, the Z party had not visited the old owl well while the party in the N party had so Zeim didn't rehash it. But this current party did and it would be unfair to you to "penalize" you for a GM decision. So the mission he asked you to fulfill is fulfilled.
The same goes for Ryssa, who wanted to join the Order of the Guantlet.
Also, the mission for Sister Garaele was fulfilled by the other party so the same applies. She's a Harper agent and the lone "Harper" was Balthazar but Ken's no longer playing. But there is a reward of healing potions.
See this post for the fun you missed out on.
Openings to talk to Daren and Sister Garael are available now in the game thread. The agent of the Emerald Enclave was Reidoth, the druid at Thundertree. There may be other hooks for things people might want to do before heading out.
Mentioning the Emerald Enclave, even though I wished Davroar to join it and having a bit in his background notes on it through his old mentor, would he still have to actually role play the event to join the faction?
Jaliera is already belonging to Zhentarim Faction, same as her mentor.
Away now until Tuesday. Ghost as needed
Speaking of factions ... have we ... the characters ... talked about factions? I have 'sussed' everyone's faction ... except for Chandon's <g>
Lumimorn was looking at joining the Emerald Enclave as well, fyi.
Not sure Lumi has ever been asked nor mentioned it. But he isn't ashamed of it, so there it is..
Yeah, I saw that in the OOC stuff Pande. And since there are at least two other EE members in the group, I cannot imagine why that would not have happened. Faction members =DO= wear 'insignia' ... right?
Faction members do not have to wear insignia if they do not want to? In Davroar's description I never paid any attention to wearing any visible badge or insignia to announce his membership, although being a druid it would be an easy guess for most people to believe he is a member of the Emerald Enclave.
This module was designed to allow you to meet a mentor and join a faction. I think, due to the consolidation of games, there were some short-cuts taken. Anyhow, if you identified your intention to join the Emerald Enclave, assume this happened but didn't get played out in the game:
JOINING THE EMERALD ENCLAVEIf the party helps Reidoth by chasing off Venomfang, the druid privately approaches certain members of the group and urges them to join the Emerald Enclave. He speaks with those who exemplify the ideal of protecting the natural order. If a character agrees, Reidoth gives the individual the title of Springwarden.
As he is not here in town, there's no roleplaying for it at the moment. Realize that this is more of a factor for the in-store games. When we finish this game (not that far off) we'll discuss again
What about those intended for Order of the Gauntlet?
See above. The contact was Daren Edermath and Ryssa has time to visit with him.
See the end of this post for that opening.
So just curious ... anyone =not= belong to a faction?
They haven't made a faction for Chandan yet.
Why not Neil? Is he a slacker? Perhaps he is unworthy of any of the factions <gd&r lmao>
Chandan is sort of an outlier. He is not a Soldier (Order of the Gauntlet), nor a Noble (The Lords Alliance), he is not a naturist (Emerald Enclave), nor a person craving individual power (Zhentarim). Finally, I don't think he is an agent of Good opposed to power hungry people (Harpers), although Harpers might be the only one he could shoehorn into.
But note it is not required to join a Faction. Factions are loosely defined in the new version and are really up to the DM to flesh out. However they can come with benefits, contacts, and responsibilities, if the DM wishes to implement them.
<heh heh heh> yeah ... but those poor 'factionless' ... 'outcasts' <sigh> ... wha-chya gonna do with them when ya get back ta civilization <chuckle>
Don't ask Kriv.
It is absolutely not necessary to be a member of a faction. It's there for flavor. In Adventurer's League play there are tidbits of information that might be passed to a faction member or there could be advantages when dealing with certain people. As an example, someone like Sildar might give Kriv the name of a good contact, there could be specific missions for particular PC's. It's a roleplaying vehicle.
As for Chandan, I don't know. I accept that "They haven't made a faction for Chandan yet" within the ones that are outlined in AL play. It's more likely that he belongs to a monastic order
like one of these .
The Harpers are probably the best fit for Chandan, from the factions presented in 5E. But some characters are going to be apolitical by design, and monks likely more defined by their monastic order, like those Nep posted.
The Old Order is probably as good a fit as any for Chandan. I always imagined Chandan's order had ties to giants and elementals.
Neal - I think you posted your survey in the wrong section.
It's set to global over the weekend, so everyone sees it. It'll be back in its cubby-hole on Monday.
Lumi will be trapped in the corridor for a bit. I can't seem to grab my token.
Luminmorn
He lit his torch from the other Dragonborn.
It's a good thing that Kriv has a cantrip that can ignite a torch, because otherwise trying to set it aflame from a staff with a light spell on it would be tricky.
Try moving your token now.
And what AJ said. He used a light cantrip - no flame.
Kriv will happily use a firebolt cantrip on the torch to ignite it, he's not going to leave a Dragonborn hanging.
You need to roll to hit.........
Fine, flint and tinder work. Bunch of flaming hot whiners!
Yay! I can move Lumi!
Thanks
Hey now, Kriv is not going to be thinking, 'Gee, my employer's brother is dead. Let's steal his boots!' That Lawful is there for a reason...
Gypsy, why did you owl ask "who" was down there before sneaking in?
Q: Why did the owl ask 'who'?
A: Because it could
<snicker>
MikeD asked:
[[ what would Bern need to roll on a jump down?? ]]
I had to think about this one. There is no rule. It falls under DM discretion but there are guidelines. You can either follow my logic or just skip to the bottom line.
Logic: Damage starts at 10 feet. Your basic, relatively safe jump is 5 feet. Therefore, anything other than that requires skill and has risk. A failed jump results in you taking falling damage:
PHB p183: A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
Avoiding that by trying to jump needs skill and it's not easy. A bad 10 foot jump can result in broken bones or a sprain. I can see an argument for saying that either athletics or acrobatics skill check applies so I'll allow either. Since the rope would lower the DC one notch, and it's a strength DC 15 check, jumping this distance will be one degree more difficult and will consume all movement as you try and stick your landing.
Task DC - Depth
Very easy 5
Easy 10 - 10 feet
Moderate 15 - 15 feet
Hard 20 - 20 feet
Very hard 25 - 25 feet
Nearly impossible 30 - 30+ feet
Bottom line:Make either a DC 20 Athletics or Acrobatics check. Take 2d6 damage and are prone on a fail.
OK ... most of that makes sense, but a couple of things. Is it an 'all or nothing' make or fail ... or are there degrees of failures?
Second - with a DC of 20 to make the jump, a DC of 15 for climbing down on a rope ... unless there is a problem with the rope ... seems excessive.
Finally, is there anything like the old 'take 10' rule? I get that when you are in a hurry it is more difficult, but if you take your time and all that <g> (not that I expect to be able to 'take my time' at this point <wink> )
I must admit, from doing obstacle races I've always felt climbing up a rope is high DC but coming back down it is rather natural.
Having said that, last year a team-mate did try braking himself with his hands, without gloves. It was not pretty! (I use a pair of Nomex gloves.)
All valid points. I needed to think through them and since some of us like to debate such things and find them to be part of the fun, we can have at it, here.
The rope is an "aid" to help you get down safely. The jump is easy - the landing not.
If there was a "degree" of failure, it would be applied to the rope use because we might say that you were half way down before you lost grip and the falling distance was less.
As for take-10, no. The reason? There is a class feature that provides that and to give take-10's diminishes the value of the class. BTW, that's Reliable Talent - an 11th level rogue class feature:
RELIABLE TALENT
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
The question is not about climbing up, but rather jumping down.
By the way, so you all know, I've fallen 20 feet (it might have been less) and failed my roll. I crushed the head and neck of the radius bone in my right arm. It required surgery and I have permanent loss of function in that arm. I have no radial movement, like what you need to use when using a screwdriver. That happened when I was 12. Falling is not trivial.
Neil, hence the difference between 'in combat' and 'take ten' modes <wink>
Nep: The 'degree of failure' thing was more along of ... if I do the 20' jump and 'miss' by one or two ... that doesn't seem that it should be as painful as the person that missed it by 10 or more.
Also, the 'reliable talent' is different than what I am talking about. Reliable Talent works when take 10 is not available. Take 10 could not be used in a 'stressful' like combat, while trying to escape ... basically whenever we are in 'initiative order'. Does that make sense? (which is a different question than 'will you allow it' <wink>)
I had a similar 'epic fail' when I was close to that age (as well as many more before and after <sigh>). Luckily, when the 'cover' failed, and I fell into the 'grease trap' (check wikipedia if you don't know <g>) I might have drowned, but the square cover 'rotated' and the corner stopped my fall ... by ripping into my abdomen and only stopping when it caught on my rib <shudder> I was =really= lucky and unlucky at the same time <wink>
If you roll a natural 1, should I break a leg? I really don't play critical fails. Also, mitigating damage is another class benefit which we just saw come into play with Chandan. He did not take damage because of
Monk: SLOW FALL
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
So the ability to reduce damage in any way is a special ability.
What if you dangle off the edge by your hands and then try to drop safely from that reduced height?
Like I said, special ability. I would call it a climb attempt and have you make a strength roll.
So basically ... it is all about 'die rolls' and smart, thoughtful playing no longer has a part to play <sigh> That feels like a step backwards to me <shrug> Oh well. It is what it is.
That's quite a leap (pun intended). I don't consider jumping into the pit to be a "clever" solution to this problem. There's a lots of room for clever play.
Aye, I think how intelligent solutions would play out in 5e is applying advantage, reducing distance or eliminating the roll, as appropriate.
So frex, if the PCs knotted the rope, they might roll with advantage. (Unless there are special rules for knotted rope.)
If they lowered themselves onto a ledge, and then onto the rope, less distance.
Or if they used a belay, possibly eliminate the roll, and it just equates to more time spent climbing down.
That's how I interpret it.
Myself, I probably wouldn't require a roll for descending a rope normally though. I would imagine there was a ladder sat right next to the rope. If I wouldn't require a roll for descending the ladder under the circumstances, nor would I for the rope.
(Descending a rope is a lot easier than descending a ladder imo. Vice versa when ascending.)
Neptune, you're lucky to be alive, falling 20 feet uncontrolled!
Don, my main 'complaint'/'frustration' is that 'jumping' 20' is just one step 'harder' than climbing with a rope. IRL, the jump would be =WAY= more risky than a careful climb down the same distance using a rope. And maybe I =am= being too 'realistic' <shrug>
I learned, a long time ago, that realism has NO place in D&D
The rope climb is handled as it was written in the module and, in many ways, this module was designed to demonstrate various rules as it was the first module published. I agree that knots in the rope might gain advantage. If the rope was slick for some reason, it would be reasonable to have the roll with disadvantage. But, there's no way I could climb down a rope as well as a ladder.
Possibly a smarter way down is for the weakest to have the rope looped, hooked under their armpits and lowered down by the strongest/heaviest in the party. Play the odds better using the strongest/heaviest people in the party. The rope would need to be shortened (cut or clever knotting?) so the length is about five feet short from the bottom in case the person(s) doing the lowering do fail the STR check. This way the person being lowered won't go splat on the ground, but merely have some sore ribs/bruises when the rope stops their fall. Once the person is lowered all the way they just need to slip out of the loop and safely drop the few feet.
Eventually that would obviously leave the strongest person at the top for last. He/she would continue to use the rope looped under their arm pits, and rappel down.
Mind you it is a moot point as speed will now be an issue with upcoming combat, but we might want to keep this in mind if we need to go down more ropes.
Aye, you'd probably tie a second rope to the climber, then hook it over an anchor (probably the same anchor used by the first rope in this case) and finally to the belayer, who'd secure it as Dugan described.
When the last man was ready, he'd leave most of rope 2 hooked over the anchor, tie himself to the short end and throw down the long end. The guys on the ground could then belay him as he climbed down rope 1.
Having the anchor between the climber and the belayer would absorb most of the shock from a fall, to avoid dragging the belayer into the crisis.
Neptune. A good point about skill, and an interesting one from a D&D perspective.
How to descend a ladder is self-explanatory, so it seems easier to the untrained, but to the trained, a rope descent is easier.
So I guess the question becomes, how much training do you need to descend a rope easily? From experience, I'd say hardly any, 10 minutes maybe, but that assumes you're physically able to.
My assumption would be that the PCs live more active lives than us, so are physically able-bodied, and have much more experience in things like climbing/ropework, animal husbandry, sewing, fieldcraft, etc.
So for a lot of that mundane stuff, I wouldn't require a roll unless it was dramatically appropriate.
I think it's as you say, the module writers are demonstrating the new rules to us, and in that respect it's very well placed. Coming to it, most groups will iron out how they want to handle the rule in the future.
In any case, back to the game. Chandan is up.
Going down is easy. It is the sudden stop that makes things more challenging.
I have met people who have fallen from great heights and survived with little more than bruising. So it is completely a luck of the draw element. I know a guy who fell 60 feet off a cliff and broke both ankles. He had to walk out because there was no one around to help him. Again...
None of that matters, as I don't want to try it.
Just had to comment that this is one of the very, very few times I have ever seen the Wind Wall spell actually be useful. Nice.
Thanks, it wasn't what I initially thought I'd use it for down here, but glad it did work out.
I goofed and rolled the d20 - dex mod. Totally biffed it. Thanks for the reminder of how it works. Keep em coming!
Chandan hold on, a lay on hands is coming, we just have to be able to get to you.
Well ... lets see what Bern can do on his turn <g>
I think Chandan's stable or something. Rolled 15 on the death save. But lay on that healing as thick as you can, it's needed!
Neal - In order to be "stable" you have to succeed on 3 death saves before you fail on 3, or someone has to stabilize you using the Medicine Skill or you have to be Healed (magic or potion). So far Chandan has succeeded on 1 death save but he's a long way from stable.
Ryssa will get there as soon as she can.
So far Chandan has saved on none since it isn't his turn yet. His status is "dying".
Neptune, need some clarification on the shillelagh spell as to what my bonus is using my staff. In the description it says:
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon,...
So is spell casting ability the same as my spell level (+5) or is it my spell attack modifier (which is +7)?
Thanks
Dugan, It's your wisdom bonus which is +4.
Thank you, I just wanted to be sure next time I use it.
Just a brief not about the next 2 weeks. I'll try to post but it may be tough. I'll be on vacation and wifi might be spotty. I'm leaving Wednesday.
Just have a good time!
We will be here when you return. Have fun!
Thanks! I intend to
Aye, have fun. But remember, you don't get a Proficiency bonus to Saving Throw vs Chlamydia, so take precautions.
I'm immune to that disease because of fear of death. That's not because of the disease, but because of my wife, who would make sure that I died a slow and painful death.
It worries =me= that you even know how to spell it Neil <chuckle>
Sorry ... if ya gotta go there, you have already lost <weg>
I always thought it sounded more like an ancient Greek sea monster, like Charybdis and Scylla.
Hmm. What actions would it be to grab Davroar and chuck or haul him back down the corridor?.
Let's not try to chuck him, you might break his neck, but you certainly can use your action to grab him and then your move action to haul him back at your move rate.
I am thinking we might have the next new Olympic sport ... Davroar Chucking!! <g>
That's fine until he turns into a bear!
That just ups the challenge rating <weg>
Hey there will be no chucking please!
Hi all,
I'm heading on vacation to the Dominican Republic. That either means I'll be posting like a fiend or searching the sky for a WiFi signal. I'm staying in my pal's apartment (can't argue with free lodging!). I remember that the last time we were there we had all sorts of wifi issues. Granted, that was a long time ago. But since my pal is notoriously cheap, I'm keeping my fingers crossed. He calculates tips to the penny (do you have 3 cents?) and still uses a flip phone because he claims he doesn't need anything more to make calls. Odds are that the labels on his router are yellowing with age. I've got my cell phone set up with unlimited wifi so I've done my best. But, but, but...
He'll be in an early grave worrying about such trifles
but we hear you and know you'll try. The main thing is - have a good holiday!
Yup ... spend your effort to maximize your fun, Nep! That =IS= what vacation is supposed to be about <g>
Some people are just wired a certain way
My next few days will be spend deciding whether to lie out at the pool or the beach.
It's a tough life <chuckle>
Decisions, decisions, decisions...
El Presidente or Cerveza LOL
Hey guys, just a quick note about availability. This Saturday Zeim and I are running a D&D "Battlesystem" session which is the war to prevent Tiamat from being summoned by the cult. The short version of this story is that I have a ton of work to do to get ready. We're running this on Roll20 which means I had to develop a character sheet (HTML & CSS only), put together battle maps and create armies. I'll try to adjust the status for your saves in this game but that's it until Sunday.
If any of you are interested in how we're doing that, let me know and I'll send over the special modified rules after our session. We tweaked a set of rules that I found on the DMs Guild web site.
Gricks crit on an 18? Nasty.
Did I make a boo-boo? let me check my math....
It does seem amusing that most of the magic weapons we've accrued don't match up with how we've built our characters, for reasons ranging from the flavorful (Those fond of nature shunning a dryad-slaying axe) to the mechanical (No love of one handed melee weapons amongst archers, great weapon fighters, monks and those who reserve the right to bear arms.) How much of a problem is this, and should it be?
Considering where you are in this module, I have no concern at all. There were an assortment of magic items found. I'm just not sure that they've been used well. I would assume that Davroar and Bern wouldn't want the dryad-killing axe but there's no reason why others wouldn't use it. similarly, the long sword is, perhaps, the most common weapon used by fighters. It's rare to find less common weapons as magical. Zeim and I decided to run this module by the book.
The fact that we are so close to the end of this module brings up the "what's next" question. I'll need to talk to Zeim about it, but we could continue on with a sequel and keep playing with these characters. I have thoughts, but it would be great to log a completed game
Well ... we can complete this and then start another with the same characters. It has been done before <g>
Yep. I have thoughts on the matter.
I'm off on holiday tomorrow guys, but will have a laptop and Internet access I expect. I shouldn't go missing, but if I do, you know why. I'll be back next weekend anyway.
I am fine with Lumi having the axe Hew. The only trick I was thinking about, is whether or not it can be used one-handed. He did take Shieldmaster, and it seems like a lame feat if he isn't using a shield.
Yeah, iirc it's a battleaxe, to be used one-handed (1d8) or two (1d10).
Ok, refer to rule #2. The GM is right! Rule #1 is my wife is always right...
My wife bought me an oversized coffee cup with, printed on the side:
I don't need
Google.
My husband
knows everything.
My wife's cup says "I'd agree with you, but then we'd both be wrong" <sigh>
Heh, Mike, that one made my wife laugh.
That seems quite the coincidence to me, Mike. My wife bought a plaque and hung it on the wall of my home office which says the same thing verbatim!
Must be making the rounds <g>
I'm overseas on business all Tuesday and Wednesday, guys. Not taking a laptop.
I doubt you'll need to ghost Chandan, but if you do, remember it's spear-spear-kick--- Oh! And he has 1 ki point left.
Away from 24th - 27th inc.
Away 24th - 27th too. My brother rented a house on the Jersey shore so I'm heading to the beach. But I'm bringing my laptop and I would be stunned if my brother didn't have high-speed internet there.
You =slacker=!!!! Have a great time <weg>
Away from Fri to Mon inclusive, please ghost as required. Unless circumstances change, Jaliera will act as rear guard whilst using Whisper to scout slightly ahead of the group. If there are likely to be traps or locked doors, she is happy to move forward to try to deal with these, also to scout if needed. Thanks!
Watch out for sharks, Neptune. Though I guess they're friendly with you, being Neptune and all.
So Jaliera and Whisper can see Chandan behind the pillar. Is there a Chandan body around as well or is this the only Chandan visible?
Her intention is to risk the bugbear and run over to Chandan with a healing potion, hoping he is still alive but she needs to be sure where he is.
The bugbear is dead. No risk. Just a couple of spiders are left.
You don't "see" Chandan yet, just what might be Chandan, but Whisper is telling you that it's him. Let's play this out in the game. We'll do some back-and-forth there since I don't think you're getting an attack in this round.
OK, just clarifying
There is some frustration about how things shaked out in the room with the Black Spider and it's legit. I don't want to belabor it (I will). I'll explain my own frustration.
Did I scale wrong? Based on the math? YES. I do have to scale encounters. They were all designed for 4 4th level PC's. You are 6 5th level PC's. All that I added were 2 spiders. Was that too much? There is math for all this in the DMG pg 82. It's not easy math but if any of you ever want to run a 5e adventure it's good to know how that's done. As designed, this encounter was 500 xpts per PC - a "Deadly" difficulty encounter for 4th level PCs.
Was I too tough? I could have been much tougher. For instance, if I really wanted to be nasty, the enemies would have focused fire. When the spiders first came after the party they climbed the walls to reach folks in the back. I did that to spread the damage around. A vicious DM would have the spiders focus on killing those in the webs immediately. Also, Chandan is alive because the Black Spider cast a suggestion spell on him. His orders were to play dead (he had no choice). A vicious DM would have had him believe that someone in the party was actually evil and needed to die. He would have taken out a party member instead.
After adjusting for size, the actual encounter was 358 xpts per PC. For 5th level PCs 250 is easy 500 is medium. I attached some of the chart. For this to be an equal CR, the average XPts should have been 1100 per PC.
What happened? Here are just a couple of thoughts.
1) I admit that I notched things up. I used the spiders to control the party. Freeing those who were bound was the most critical fail, I think. I was able to cut the party in half quickly. I would have used any method, including the flaming sphere, or even a simple torch to burn off the webs. Even if the bound subject were to take damage. They took more damage from the spiders because they were bound, had disadvantage and were targeted with advantage. The 2d8 damage paled to the 1d8+3 plus 2d8 that the spiders inflicted.
2) When the black spider threatened the dwarf, I would have used the time to maneuver into the room. You could have negotiated something with him but didn't try. I was sure that you would at least try to talk. Sure, he would have likely turned on you but your tactical position would have been stronger.
3) The darkness was tough but not everyone was in darkness. Whisper was reporting what she saw. And kudos to Ryssa for using that mace to fight the darkness! It was a key, legit move.
4) When the Black Spider fled, why didn't anyone chase? Were you afraid of taking opportunity attacks? Foes get 1 opportunity attack between moves. When the other Chandan raced after the Black Spider, he took opportunity attacks from both spiders that were guarding the exit. That left the exit wide open.
5) The problems started outside this room. The enemy was aware of the party and set up an ambush because of how you handled the big cavern with the river running through it. The effort to build a barricade and then to pick off the bugbears there was a mistake. You would have been served better by avoiding them. All you did was kill a few flunkies. Refer back
this post. You didn't act at this time (good). But after you found the Forge of Spells, you went back and tried to pick them off with (mostly) range weapons. The drow and two bugbears escaped. They ended up in this room and were waiting for you. Oh, and you didn't stealth your way forward then either.
There are other tactical acts that surprised me but I think this short list explains a few tactics that you might want to consider in the future.
I want to add that you guys handled a lot of situations perfectly. One exampled is the Forge of Spells, which you dealt with magnificently! Negotiating with the Spectator (the beholder-like monster) was brilliant and the exact right move.
FWIW ... I don't mind that we 'messed up' ... or that we 'got boned'. It is part of what makes this so much fun. If we just 'waltzed' through a mod, where is the fun, the challenge. Some of my favorite times GMing at GenCon were when I had a table of 'newbies' who were doing the most unexpected things <g>
FWIW, one of the main reasons I do not GM any more is because of 5th ed. It felt like it was designed to take all the 'fun' out of 'playing' and make it more of a 'video game' where you have to 'calculate' the next best move ... rather than being a game where you take what you are 'good' at and 'create' 'imaginative' solutions to the problems that you face.
From my perspective, the goal of the GM is to present a 'challenging adventure'. You have certainly done that <g> Of course, the problem is that sometimes what the GM expected to happen is not what the players decide to do <chuckle> Been there and done that more times than you can imagine <wink> And we =did= survive ... and are ready to carry on. The question for you is ... how to 'adjust' the mod to either ... get us back on track ... or present an alternative resolution that feels like a success ... =IF= we can rise to the occasion. Something else I have 'learned' ... sometimes the good guys =don't= win <sigh>
In your defense, I have noticed that ... especially in 5th, the 'calculations' are pretty 'impersonal'. They do not look at party composition compared to their foes. There are times when that 'generic-ness' can cause TPK ... even though the 'stats' say the party should 'cake walk' <shrug>
1.) Nothing wrong with that idea. The trick is to decide when you need to ... have a few bad rolls. But to be honest, I don't think it ever came down to that ... unless you felt the need to follow the 'letter' of the mod <wink>
2.) From the player perspective, I felt that was a bit 'rushed'. I don't see where there was a lot of time for the PCs to deal with that before he ... took off.
3.) That is another example of something that had ... unforeseen consequences. Nothing that can't be 'addressed' going forward. It just made the conflict more difficult and curtailed our chances to 'interact' with the drow.
4.) Well we had two members down to a hand full of hit points, one of which had to be saved from a 'near death experience'. Tends to slow a person down <g> Did we make the 'best' choice?? Hard for =us= to gauge <wink>
5.) Perhaps, but not being able to see the mod, we could not have 'known' that. Sadly no one 'guessed' that would be an issue <shrug> That is where the GM ... with a more complete understanding of =everything= has to 'adjust to circumstances'.
And just to be clear!!! I have been having a blast. And to be honest ... several of my favorite games ended with a TPK. As long as I am having as much fun as I have (so far <g>) I am happy to "keep on keepin' on" <g>
(short answer ... you've been doing great <wink>)
I thought the encounter went OK. Obviously I'd say that, because I was napping for most of it.
I mean, sometimes you roll low, sometimes you roll high, same for the GM.
It's not a disasterous outcome. We still don't know where our dwarf rescuee is, and the Black Spider's on the run, having had his minions properly thwarted. Smells like we're halfway to victory to me!
Besides, we can catch up with the Black Spider in terrain more favourable to us. He must barely be three minutes ahead, that's nothing in a wilderness pursuit. We'll report the mine to the Lord's Alliance anyway, so even if the Black Spider escapes, by the time he returns to the mine, it'll either be out of commission and/or he'll have a formal welcoming committee, I reckon.
The entire reason that I brought this up was to underscore the fact that it's NOT over. While you were on the wrong path, I am trying to underscore the objectives.
However, don't anyone make the assumption that the next encounter, where ever it might be, will be easier. And your assumptions are probably wrong about control of the mines. It'll probably be the opposite.
I never expected you to make things easy for us, Nep... It's been fun.
Hey ... 'objectives' are 'flexible' for people like us <wink>
Yeah. But games on DreamLyrics take years where they might take a few weeks in real life face to face. As time passes, objectives can become foggy.
Hind sight is 20/20 and I'm kicking myself at some of the choices I did for my character, but regardless of the outcome so far this is a fun and challenging game.
Going forward, I am going to remind myself to use OOC and In Character to discuss options that our characters will face instead of just taking my best guess of what would work the best.
And Neptune, I think you have been great at keeping the relevant facts and objectives with your posts in the "News, Quests, Rumors..." thread
For me, my first objective is always to play true to the character, to explore their growth and learning in an adventure setting. I am happy with that. Jaliera has grown.
I'm pretty sure I remember our objective clearly. We have to rescue the dwarf brother, return him to his sibling, and we'll be paid 10,000 gp each.
Yes. I think the goal to capture the Spider and bring him to Slidar in Phandelin was added at the mid-point of the module once you'd identified he existed.
Davroar can't currently talk in his bear form, but I'm wondering did Kriv or anyone else discover anything in the Drow's room that he might want enough to come after us instead? just wondering if we could turn the role of hunter/prey around here.
Good idea, Dugan, but I don't recall anything of importance. The map he left behind is more a clue to his surveying activities and iirc indicates he knows where the forge is, but couldn't get to it because of the undead (now vanquished by us).
You also didn't really study the papers he left behind.
Remember that you've only visited about 1/3 of the complex. I would look at the overall map to see where else the drow might be headed. Talking to the dwarf might not be a bad idea either.
I'm headed away from the sub-arctic weather Saturday morning. If you all decide where to go, let me know in the game thread. I might be sporadic over the next week or, if wifi works well, who knows?
Hell ... I don't have to move for that ... it was -18 tue ... it'll in the 50s tomorrow or Sun. Gotta love the midwest <g>
My pal, who was already in the Dominican Republic, complained to me that the polar vortex hit the island. The temp dropped all the way to 82 the other day!
In my best Dr Smith voice, "Oh! The agoneyyyy" <heh heh heh>
I'm away until Friday PM. Chandan will continue at the front of the column, fighting to protect his companions and suppress evil.
Hope it is for something fun <g>
Work, so not exactly fun, but I try to make the most of the perks.
Bummer! But then, that is the reason I quit working <wink>
I am just thinking that as the party digs its way forward through the blockage we move and stack the rocks to either side of the tunnel making in narrower. It would be tricky to keep the last two feet or so of rocks to hold steady, but if we tied a rope to a 'lynch pin' it might give time for the two characters clearing the rocks to quickly get into cover, pull the rope to collapse the remaining part of the blockage, and allow the archers to strike the ogre as it might move forward to investigate.
That would be something I would allow. The only caveat is that there's an initiative roll once the wall comes down. The completion of the turn would be to pull the rope and then move to cover. Then I have you all roll initiative and we go in turn order. However, cover applies to range attacks, not melee. You could make create "difficult terrain" to slow the ogres down (cut move in half) and tactically move out of reach to prevent them from reaching melee in the first round. Remember that ogres are large and fast. They move 40 (8 squares) to your 30 (6 squares).
Can we use that largeness against them, and just clear out a narrow bottleneck that forces them into single file?
That is what I am hoping it would do, to force the enemy into single file.
Just remember that while they may take up 2 squares, and therefore can't end their turn in the same 2x2 space, all allies can move thru other allies and there is a rule for squeezing thru smaller than normal spaces.
Yep. Using that is true. Here's the squeeze rule:
SQUEEZING INTO A SMALLER SPACE
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.
And now if someone has good taunting skills that should get the ogres to come at us in case they do balk at the narrow confines of the passage...
I am going to wait until Monday to get started. I had intended to move forward but that was before I was destroyed by by various ailments. The doctor said "Congratulations, you've got a combo!" He also called me a "petri dish of bacterial infections". I have, in no particular order conjunctivitis (pink eye), laryngitis (people are cheering - but not me), a massive sinus infection that is moving around (ear, nose, throat). I'm on various antibiotics and other meds. I'm just hoping to feel better by my draft on Saturday.
Take as much rest as you can! Feel better soon
Feeling chipper again! My draft has ended! I'm over the hump and will try to get back into the swing shortly.
Welcome back!
Excellent. Glad you're feeling better, Nep.
Yeah. Doing great. Done with my draft but there's fallout after system issues there. I should be done tonight and then a post!
I have some tactical observations. I'll go by turn order (Davroar, Kriv, Whisper, Jaliera, Luminmorn, Ryssa, Bern)
Chandan, who went, is "stuck". That means he cannot move without provoking an attack of opportunity. Only one ogre can attack him.
Davroar does have room to move and get into melee. Both spots labeled "A" are available to him and allies can move through each other's square as long as they don't stop there. He needs a double move because of the distance (more than 40 feet) to reach but he doesn't have to do a full move. He can stop earlier and do a move/attack next round.
Kriv is pinned completely, surrounded by ogres. He has nowhere to go but my gut feeling says that this is where he wants to be.
I thought that Whisper was going to move? I'll assume that she is where you want her to be. Jaliera doesn't need Whisper to bother the ogres if she targets one of the ones in hand-to-hand combat with Chandan, Lumi or Kriv. Jaliera does need to move to attack. I'll assume that she steps forward up to half her movement, take shots and then step back into darkenss. She can target all of the ogres from the "C" mark but not Ogre-2. She would need to step up 1 square further and the ogre would benefit from partial cover.
Lumi, like Chandan is "stuck" but he can be attacked by 3 ogres with attacks of opportunities.
Bern is free to move about as the ogres only have a reach of 5. It also means he's in a rather ideal archer spot. He can target all but cannot be target except for by missiles. That, of course, did not work out in the first round.
Ryssa also does not have direct line of sight to Ogre-2. And she would also need to get to move to one of those same spots as Jaliera to target him. Otherwise, she can sit back and cast her spells and cantrips.
Neptune, Davroar in his brown bear form has a move of 40 feet. By my square counting he reaches position B in 7 and should be able to attack Ogre 3 ?
The other half of the tactical picture: Ogre 2 (topmost, adjacent to Kriv) is one hit away from death. Ogre 3 (adjacent to Lumi and Kriv) is untouched. Ogre 4 (adjacent to Lumi) has over 40 hitpoints left, ogre 5 (adjacent to Lumi and Chandan) has just been dropped to over 40. Ogre 6 is in reserve, the most likely spot to open up being the one occupied by ogre 2.
I still have my action surge in reserve, this seems a prudent time to use it. If Kriv can dispose of 2 and 3, he can move back to position B, be back in range of the party, and be in position to tank the incoming ogre 6.
Edit: Crosspost. Should be able to reach A instead, and a bear mauling 3 seems good.
Edit edit: double crosspost. That's also cool.
AJ, I'll take your advice then and have Davroar move to position A and attack Ogre 5/
Exactly why I have him there <g> And my plan is to wait and see which foes are closest to death and target them <weg>
Ah OK, so the ogres have a 4x4 base effectively?
Actually ... it would be 2x2 ... or 4 squares <chuckle>
I think Ryssa would move up alongside Jaliera and then decide which ogre to attack.
Dugan,
I'll give that to you. It's really borderline and I don't want to do the math. As a brown bear he moves 40 on flat land and climbs 30. I would have him move in the difficult terrain at 30 and I think the math is close, but I'll foresake the algebra and say sure. That comes with the assumption (that a non-evil DM would use), that Davroar inched closer in the round before where he didn't act, to make sure he was close enough to enter the fray this round.
Yes, Ogres have a 2x2 base.
When Ryssa goes, she can move there and fire.
Sorry, yes, 2x2, thanks MikeD.
I think I've been looking too hard at the 2019 Jeep Wrangler recently!
<heh heh heh> I don't blame you <g>
Edited in the rest of my turn, over to the next.
Thanks for ghosting Nep. Should be able to take over from here.
Thanks for the game, Neptune, Zeim. I enjoyed it thoroughly, and gained---I think---a good insight into D&D 5e.
In fact, if we were rating official D&D versions only, I think it's probably the best yet and takes the game in the right direction. A game of imagination.
Its flaws seem relatively trivial and can be balanced easily by the DM, using short breaks or magic items quotient. The flaws with the monk sub-class I played can be avoided just by picking a different one, and will probably be revised. (Haven't WotC already revised the ranger class?)
I'm not sold on the
Lost Mine of Phandelver module as an introduction to role-playing games. It did a good job of introducing 5e to D&D players, but could probably do with more guided dramatic play for complete newbies. There were obvious social interactions with NPCs, where the object was to obtain a specific thing, but the writers don't seem to have made an important feature of the desires and aims of the PCs. So I'd probably still opt for something like John Harper's Lady Blackbird for introducing complete newbies to RPGs.
It's been fun gaming with this group. You realise we've been playing for around 4.5 years!? LMP will be a worthy entrant in the DreamLyrics Hall of Fame.
Well ... there are things that I like about almost every version of D&D, 5th included. But for me it is more about the GMs. We had two of the best here <g>
Thanks everyone for playing.
I've been thinking about what's next. The number of games over the years has dwindled and there are few D&D games (is this the only one?) So I was thinking of continuing. It would be a new module. PC's could continue on. Current players could make up a new PC. Current players could opt to not play. I could open it up to new players.
Something I've tried (with mixed success) to do with my home group, is the concept of a "Shared Campaign". Until a few weeks ago, I didn't know that this concept was documented, much less that it had been given a name. Then I was leafing through "Xanathar's Guide To Everything" and came upon this:
Shared Campaigns
Coordinating a regular schedule of D&D game sessions, to keep a campaign active and vibrant,
can be a challenge. If the campaign’s only Dungeon Master or enough players aren’t available,
the next session might have to be postponed, and repeated problems of this sort can endanger the
continuation of the campaign.
In short: in a world filled with distractions, it can be hard to keep a campaign going. Enter the
concept of the shared campaign.
In a shared campaign, more than one member of the group can take on the role of DM. A shared
campaign is episodic rather than continuous, with each play session comprising a complete
adventure.
The largest shared campaigns are administered by the D&D Adventurers League and overseen
by Wizards of the Coast. You can also create your own shared campaign for a school D&D club,
at a game store, a library, or anywhere else where D&D players and DMs gather.
A shared campaign establishes a framework that allows a player to take a character from one
DM’s game to another one within the shared campaign. It creates a situation where almost
nothing can prevent a scheduled session from happening. The roster of potential players can be
quite large, virtually ensuring that any session has at least the minimum number of characters
needed to play. If everyone shows up to play at the same time, multiple DMs ensure that
everyone can take part.
In order to be successful, a shared campaign needs a champion — someone who takes on the
responsibility of organizing and maintaining the group. If you’re interested in learning more
about how to run a shared campaign and seeing how the Adventurers League handles certain
issues, then the rest of this appendix is meant for you.
Now all this is about the WOTC Adventurer's League games, but I don't see why it couldn't be extended to here. You're only 5th level, and PC's can go to 20th. It's just that levels 5-10 seem to be the sweetest spot in the game from a capability and enjoyment level. You can finally do stuff and challenges can get slightly more interesting.
What are your thoughts on a shared campaign? Which do you prefer? Do you think you would continue on? If you feel like discussing via PM, go right ahead. You all know how to find me there
====================
As for tidying up LMP, we need to get you back to town. I'm going to assume that you take the path of least resistance and not explore more of the mine at this point. A post will go up shortly to sum things up.
I would be pleased to carry on with Ryssa and the rest of you, Neptune. We've had good players and great GM's in this module and I wouldn't want to back out of it now.
I enjoyed playing my druid character and with everyone here. I would sign up if there is a new adventure to be played, and I have no real preference on if it is a shared campaign or not. To me the shared campaign does offer a stronger case in reaching the end of an adventure.
Some comments on 5e. I agree with Neil in that I think this is the best version. What I particularly liked was the character creation. This is really good for newbies because it gets them to think of their character as a person. Really impressed with that.
And so, because I like my character and because others want to continue (especially Davroar) then I am in if you guys want to go on.
I am not interested in GMing however as I run two games already and a third would be one too many, even if for short periods.
Jaliera has made a pledge to return to her mentor after ensuring his dwarven friend is safe and well. Davroar had said he would go with her. Room for others too!
As her mentor wants her to go adventuring, returning to bring him knowledge and items, no problem with going on another. I do hope this can be worked into the background, no need to play it out. Thanks!
Happy to keep Bern around <g>
Like Gypsy, I would pass on the GMing part ... but wouldn't mind if other players want to take a turn 'behind the wheel' <g>
Neil, you bring up a good point when you say "I'm not sold on the Lost Mine of Phandelver module as an introduction to role-playing games. It did a good job of introducing 5e to D&D players, but could probably do with more guided dramatic play for complete newbies."
Much of that fault lies with the DM. Zeim and I have run and played a certain way for many years. I've watched some other DM's running LMP (recordings on Youtube from Twitch) and can, with all honesty, other DMs do a much better job with that aspect of DMing. Zeim and I frequently talk about how combat/strategy oriented our home players are. Dramatic roleplay is far and away the easiest way to bore our FTF group. I'm sure that other DMs made that entire 1st half of the game much more roleplay friendly.
And to Gypsy's point, when I spin up the new game, the fulfillment of Jaliera's pledge and other such activies will be done on "downtime", a concept introduced with 5e. That and other such things should be worked out as part of the end of LMP and set the stage for the next adventure.
I also have a really tremendous module to run if I'm solo DMing (actually, I have a few but I'm leaning towards one in particular). It may be the last module that I run on Dreamlyrics. LMP was about 50 pages long. This one is 250. By my math, if 50 pages took 4.5 years, 250 pages will take 22.5 years which'll take us well into our octogenarian years <g>.
An experiment that worked well, I think, was the melding of DreamLyrics with Roll20. The graphics help bring things alive, especially during combat. No matter what, I intend to use the character sheets in Roll20. Even if we only do that, it's an enhancement to the game play.
The next logical step to move things along would be to have a periodic "live" sessions. The Dreamlyrics world moves very slow compared to the FTF world. If I were to guess, LMP would take 40-50 hours of FTF game play to complete. The one challenge for us is timezone. It's 8 am here in NY. For Zeim in Tennessee and Mike in Indiana it's 7 am and Pande will be snoring for another two hours as it's 5 am for him now on the US west coast. Those of you across the pond are just about coming back from lunch as it's 1 pm there. If we were to ever do that, a noon start time for me on a Saturday or Sunday would be the logical start time. While Pande will be having breakfast others might be enjoying dinner. If we had 4-6 FTF sessions per year, even if they were only a few hours long, we could make headway.
Pande, Zeim and Exeter experienced that a bit with Out of the Abyss. We had a fun FTF session but there was an initial learning curve to overcome. OOA ended up not being a good game for me to run for a slew of reasons but we finished the first chapter, which was rather interesting, I thought.
Lots to chew on, but let's continue on with LMP for a bit. We'll launch all those "downtime" activities before we move on. I'll add some spice to that. It really means we'll continue here for a bit to satisfy that and prepare for the next step.
Oh, BTW, you'll all be leveling up before the next game starts
The time is not a problem, but Sun is out for me. I have another commitment then.
Otherwise, nothing there would cause me to 'run away' ... yet <weg>
I've been thinking a lot about shared campaigns recently. They make a lot of sense if trying to run a long campaign. Ftf, mine and Gyspy's group have been running mini-campaigns of 12 or so sessions for many years now, but we're all agreed that our latest (Star Wars: Edge of the Empire) is shaping up to be a long one. The GMing burden starts to tire one out in a long campaign though. So far, we're doing more as players to determine what scenes we want to play out in each session, but sharing GMing could be a way forward eventually.
It's much like directors in a TV series. There are usually a pool of regulars and the occasional guest director.
Having said all that, after LMP and NDT I'm planning a break from message gaming, probably until December.
Neptune, you can't be blamed for a module's lack of dramatic role-play guidance. I'm running the 1986 module,
Night's Dark Terror and that has none either. It's just how D&D modules are written. The only reason my message game version has any is because I'm using Dungeon World and Hillfolk, which are narrative/drama focused. (Yet those two systems are so bloody obtuse, I could never recommend them for complete newbies either.)
Ultimately we don't have to worry about that anyway, since we're all RPG Ancients.
That's fine Neil. We'll be on page 12 by December
Zeim and I ran Hoard of the Dragon Queen and The Rise of Tiamat in a tag team format. When I ran, he played Lingo. When he ran, I played Kalista (with a different name). But that's not quite a "shared" campaign. AL (Adventurer League) mods are very short, meant to be played in a single 2-4 hour FTF session. The best way to handle them is in a city setting. There's a mystery or a problem that needs to be solved. Think of the various quests in the middle of LMP, like the visiting Agatha the banshee or taking out the orcs at Wyvern Tor. The Ruins of Thundertree might be a double session.
....and of course a 4 hour ftf session is about 6 months of real time.
I may be the sticking point in real time play. My weekends are often busy. FTF on Saturdays (but not all of them), Sundays I have a number of social activities. Athough we are retired, many of our friends are not!
But arranged with enough notice, we might manage a session on two.
Personally I like the pace of message games but of course do play FTF regularly too!
If I may make a suggest Nep? You may want to consider setting up another forum for the next adventure. We can copy over what is needed. This means that we can move this one to the Hall of Fame and you can use another title more fitting to the next one.
Gypsy,
The FTF thing would be planned way in advance and might be once every 3 months. BTW, my social planner (my wife) has many of my weekends booked 2-3 months in advance. Finding dates for FTF with my buddies is tough enough!.
As for the forum for a new game, I plan on doing that in about a month. I'll likely open it up for recruiting too. But I have some real life constraints for the rest of this month. I'm implementing a huge 5-year project at work at the end of the month so it'll happen after that. We'll finish this game up, and reunite Nundro with Gundren first.
Saturdays are usually very busy for me, but I’d certainly be willing to keep going with Kriv.
I don't want the online portion of the game to be a deterrent to anyone playing.
The next game won't start until June because, as I said, I've got an insane month ahead of me at work.
Zeim will be tag-teaming with me and filling out the party with a shared PC. When I DM, he'll play and visa versa.
FYI, the module that we'll be running is the Storm King's Thunder. It's really set up to continue from LMP. The following quote from the module explains:
Lost Mine of Phandelver is an adventure in the DUNGEONS & DRAGONS Starter Set, designed to take characters from 1st to 5th level. Characters who complete it are at the right level to begin Storm King's Thunder.
We actually raised you to 6th level. I wasn't going to withhold a level after finishing the module. That extra raise mistake was made earlier in LMP. Zeim and I will figure it out. Still, there are built in hooks that will get you where you'll need to go.
Also, there will be reentry points for someone like Chandan, if Neil decides he would like to jump back in in 2020. .
Sounds good! And a short break would not go amiss either!
I believe that I've heard from everyone. Aside from Neil, who's taking a break for a few months, all of you are returning to play.
Zeim and I will "share" a singular PC so that we can both play and run. It'll be a spell caster (wizard or sorcerer). That's something the party was missing. I'm aware that both Kriv, Jaliera and Luminmorn have arcane spell casting abilities but that's a secondary ability for those characters. A full fledged Wizard/Sorcerer will balance the party out nicely.
I'm targeting middle of June for the game start. We'll continue to wrap up here in the mean time.
Sounds good.. and thank you both!
Cool
Yes indeedy, I'll be taking a break. If I do come back in, would it be OK to look at party composition as pick a class on that basis? Might mean rolling a new character.
Yes it would, although we all really love Chandan.
The transition from this game into the next won't be easy. I want to enable you all to tackle "downtime" activities, like visiting with your mentors and seeing your families, etc. We can probably do that, just as long as we can get you all back to Phandelin.
I'm thinking that we'll do that by inviting the party back to town for the grand opening of the mine, which would take a couple of month.
Some of you can stay in town, if you like. There's work to be done, like helping the dwarves clear out the mines further. Maybe some of the items that you missed will be found
We can role play the planning out of these next steps but we can fast forward after that to the gala reopening.
Bern will want to take some time to go back to his home forest. He had been away too long and wants to reconnect to his home. But if he =might= wander into town to visit friends at =some= point <weg>
That works.
BTW, you all should come up with a way to communicate your whereabouts to those that are separating temporarily.
I think monks are rarely the worst addition to a party, but rarely the best either, from a purely mechanical point of view.
Chandan's been a joy to play though.
Good luck with finding a way to yak with Bern ... when ever. But we could have set up a place for him to 'visit' in town from time to time ... probably a tavern <g>
Chandan has been a real character! I've loved him and Jaliera has a soft spot for him. She has not forgotten that he ran into danger to try to save Whisper.
Kriv would never turn down a Rockseeker invitation, nor would any business at Norixius Keep prevent him. That honour debt won't clear itself.
Nep - I'll start working with you on creating our shared Spellcaster so we can find a spot to introduce him/her to the group in the next few weeks.
I am sure Lumi could talk to the Great Dragon and be able to get a hold of Bern.
Well, Ryssa would want to check in with the old cleric who had mentored and trained her, but she would not stay there long and, if she knows something is likely to come up around Phandelver which would involve her friends, she would return as soon as possible.
I will start some transitional threads here so that you all can all jump right in and work through it.
Remember that you're going up a level. Now that you're more familiar with Roll20, I'll make use of the tools there. The primary tool will be making use of the character sheet. First, it'll be easier to find things both for me and you. The sheets would be consistent. Second, the information on your sheets will be comprehensive. The one-time effort will pay off almost immediately. For simplicity sake, we'll use the same roll20 game. If you go there now, you'll see it's already changed, even with a new name! One thing that you'll find there is your new, blank character sheet. Hold off on filling it out. I'll try and put something together to help you do that.
FYI, I'm going to be offline until Monday night at the earliest.
Have a good time!
What ERP are you playing with, Neptune? Planning a reinstall of ours at the mo, so we can add new functionality.
We're shutting down Lawson and moving to Epicor. What ERP are you working with?
At this point of this game I would like you to gear up to take a few months off in "game time". I'll give you options to consider but you can come up with something of your own for this "down time". We'll continue with one more IC post from me followed by a single IC post by you in the 5-Epilogue thread concluding your participation in LMP. I'll need to write mine up. Hopefully I can get to it in the next day or two.
If you want your PC to interact with another PC, discuss it in a PM thread or here in OOC. Most of you opted in for SKT. Neal needs a break and Panda has not popped in to play for a while. Zeim said he would take a PC and, on occasion, give me a couple month break from DMing by running a segment. He'll be creating a new PC for the game.
The "In" characters are Ryssa, Jaliera, Davroar, Kriv, Bern and the PC Zeim creates. I'll provide some game-relevant options but you all agree to be in or return to Phandelin in three months time. You will all have "faction" options. All of your PC's are being recruited by one or have joined one.
And then there's Chandan and Luminmorn. Neal said that he needs a break and I understand that. He said that he might want to play again later, after his "break". His options are to 1) play Chandan again, rejoining the party later or 2) Make a different PC or 3) Not rejoin. As for Pandemonium, I'm a little concerned about starting out with something he can't keep up with. He opted in, but he's been very scarce. I stared the Epilogue thread several weeks ago and he hasn't posted once. We all go through phases and nobody needs to explain themselves and I like playing with him. So I've got a plan for how to put both Chandan and Luminmorn on ice (so to say), ready for thawing if and when either Neal and or Pande are ready to rejoin in the future they can and will be welcome.
You might be curious as to the transition to SKT. As I mentioned a while back, a 5-year project was implemented this week. I've clocked about 80 hours work since Friday morning. We're just approaching the down-slope of effort but we have a number of major waves of work coming up and we've already encountered bumpy roads due to the scope of this implementation. That's going to continue to cause headaches and sap my time and energy. I'm also starting a new FTF campaign and have much work to do for that. That means I won't ready to kick off SKT for a couple of weeks and we will have more slowdowns. Slow doesn't mean dormant.
I'm working with Opera 3, which is borderline abandonware, but it was bought and paid for a long time ago so continues to be an adequate if clunky solution. We've been assessing Sage 200, SAP and Monitor over the past few years but haven't picked a direction yet.
But this current update I'm working on requires a reconfiguration of the server app and dbase, so we effectively have to install a new iteration of the software on the same hardware, configure it as needed, then port the data across from the old iteration. The business will probably be offline for most of a working day, so some planning involved.
LMP-wise, I definitely want to post a last scene for Chandan, whether he returns or not in SKT.
I've thoroughly enjoyed playing him, and taking him from broken, drunken vagabond, to a man with a new sense of inner peace and belonging, all via the therapeutic process of punching bad guys in the face.
I've enjoyed being a player too, which I've not done enough of on DreamLyrics. Thank you, Neptune, for having me on board!
Thanks to the rest of crew also, for not throwing me overboard.
There's just something that inherently works for me with a traditional D&D game. At one time I would've put it down to nostalgia, but actually I think it's the distinct combination and delineation of 'role-playing' and 'gaming'. Playing D&D I feel it's OK---preferable even---to geek out on the combat mechanics, and then when combat's over, you can shift gears for some character role-play. It gives the game a steady change of pace.
There's obviously something about D&D that works for a great many players. It wouldn't still be going so strong if it was just relying on its brand.
I think I'd really enjoy yours, Neptune, and Zeim's regular ftf sessions!
Jaliera still wants to hear from Halia. Might influence her decisions
Well ... Bern is looking forward to some 'quality time' in the Cormanthor Forrest. Beyond that ... well ... he will wait and see what sort of 'offers' he gets.
Ryssa feels she needs to report in with her old cleric - Athelor - who had trained and mentored her in the service of Lathander.
Also, however, she is interested in the Harpers and would like to learn more about them - all of this before she rejoins her compatriots of Phandelver.
She would really miss Chandan, though.
Alrighty, moving to Hall of Fame.