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AJ #816938 Fri 19/06/15 14:41 UTC
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If you mean "to target" whatever it was, no. If it's personal, yes.

Neptune #816959 Fri 19/06/15 15:17 UTC
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Then no. Thankee.

AJ #817224 Mon 22/06/15 20:47 UTC
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What part of casting a cantrip at the bugbear constituted not attacking it?

AJ #817225 Mon 22/06/15 20:52 UTC
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Just me blanking on the entire thing. Will correct.

Neptune #817432 Wed 24/06/15 21:16 UTC
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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?

nem #817514 Thu 25/06/15 14:54 UTC
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Quote:

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.

Neptune #817519 Thu 25/06/15 15:37 UTC
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Weeeee!!

nem #817532 Thu 25/06/15 18:58 UTC
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I hope you don't need to jump over too many fools. It cuts your distance it seems...... wink

Zeim #817599 Fri 26/06/15 07:25 UTC
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lol I only just spotted that! Brilliant!

nem #819849 Mon 13/07/15 12:40 UTC
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Gypsy - If you were playing in my thread I'd give you bonus exps. Someone who read the game notes minutia about the missions!

Zeim #819853 Mon 13/07/15 12:45 UTC
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Actually I remembered.. Jaliera cares about the small people! grin

Gypsy #819878 Mon 13/07/15 14:06 UTC
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It's safe to say that Kriv doesn't, making the reminder highly relevant. wink

AJ #819904 Mon 13/07/15 17:13 UTC
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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?

Neptune #820052 Tue 14/07/15 16:00 UTC
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Thanks! smile

Gypsy #820253 Wed 15/07/15 16:09 UTC
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Do any of the less evil party members have any compunctions against Kriv slowly mutilating the wizard? Speak now or live with the consequences.

AJ #820256 Wed 15/07/15 16:16 UTC
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I've had a comment to make for some time but haven't wanted to interfere with the Party.

Zeim #821331 Wed 22/07/15 21:26 UTC
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Can Kriv roll history to get the significance of the password?

AJ #821364 Thu 23/07/15 12:16 UTC
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Sure. It's always good to throw the dice when you ask the question. It saves a post wink

Neptune #823672 Mon 17/08/15 18:19 UTC
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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! lol

nem #823673 Mon 17/08/15 18:32 UTC
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Irresponsible, sure. However, I swear to drunk I am not God.

AJ #823674 Mon 17/08/15 18:56 UTC
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I don't have a drinking problem...

I drink...I get drunk...I fall down, no problem!

Neptune #823679 Mon 17/08/15 20:14 UTC
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MikeD
MikeD #823682 Mon 17/08/15 20:49 UTC
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They'll make anything a YouTube video, won't they wink

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):

Quote:
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.

Neptune #823683 Mon 17/08/15 21:07 UTC
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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>

Last edited by MikeD; Mon 17/08/15 21:08 UTC.

MikeD
MikeD #823691 Mon 17/08/15 21:44 UTC
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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?

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