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OOC discussion.

Posted by MittensFor group 0
Mittens
GM, 1 post
Sat 20 Sep 2008
at 18:12
  • msg #1

OOC discussion

Gee... I wonder what this thread is for.
Prathen
player, 1 post
Sat 20 Sep 2008
at 18:24
  • msg #2

Re: OOC discussion

In reply to Mittens (msg #1):

For us to be fools on most likely. Either that or for eating chips and drinking rootbeer.
Mittens
GM, 3 posts
Sat 20 Sep 2008
at 18:30
  • msg #3

Re: OOC discussion

i found 2 templates for character sheets.  i like the first one (as indicated in the char sheet thread), but i'm open to opinions.  one thing i'm thinking is to improve the sheets to be VERY bare-bones with all non-essential info hidden with a feature called "spoiler" i've heard rpol has now.


(looks to see if i'm imagining things)
Prathen
player, 2 posts
Sat 20 Sep 2008
at 23:45
  • msg #4

Re: OOC discussion

Out of curiosity, what will the other adventures be playing?  I was looking the classes over a bit, and with the removal of my favourite classes, I figured I would see what the others will be.
Mittens
GM, 4 posts
Sun 21 Sep 2008
at 01:21
  • msg #5

Re: OOC discussion

I want to make Mittens a Wizard with a touch of swordplay.  Paragon path Spiral Tower.  Tim could be almost anything.  Only character I know Rick making is a Dwarven fighter.
Mittens
GM, 5 posts
Sun 21 Sep 2008
at 01:40
  • msg #6

Re: OOC discussion

I FOUND IT!!!  Took forever, but I found a great way we can keep track of our maps!
http://www.wizards.com/default.asp?x=dnd/dnd/20061121t

download it!  (won't be able to use the online version for our purposes as i'll explain...)

Takes a little getting used to... for example you cant place more than 1 copy of a tile on a map until you've changed the settings.  (Settings > Set/Extension Counts > Cnt)

This program was designed for making maps without player characters on 'em, so in order to have player characters, we'll have to change some of the tile graphics. (hence the need for the downloaded version.)  For example, I may wind up changing the "circle of mushrooms" graphic to represent my character.

once you've moved your character, you click on export current and post the data string for the rest of us to import!

(it's a very long string.  will likely have to make a separate thread to post 'em in so the rp thread is readable.) :p

i suppose with some tweaking i could get tables to emulate a map if for some reason we can't use the tiles mapper...

12345
A
B
C
D
E




for giggles, here's what others put up with without this handy dandy tool:


here's an example of how a group of experienced players run 3.5 on rpol:
link to a message in another game

here's another example of how to run DnD (this time 4.0) on rpol:
link to a message in another game
This message was last edited by the GM at 03:27, Sun 21 Sept 2008.
Timothius
player, 1 post
Mon 22 Sep 2008
at 12:28
  • msg #7

Re: OOC discussion

Before I reply to the "FOUND IT!!" post, I'll give some added info.

Rick has the following:

Dwarf Fighter
Halfling Rogue
Elf Wizard
Human Cleric (I think)

As DM at the gamestore, he is currently using none of these. But he used his Dwarf Fighter primarily when we were learning the game.

Personally, if Rick uses his Dwarf, I might be using my Halfling Paladin. Otherwise, chances are high that I will use either Maverick (a rogue) or Eli (a Wizard). And since Mittens is going Wizard, it makes more sense for the universe if I used Maverick instead of Eli.

But in the end, you go with whatever looks fun. Personally, they ALL look fun to me. And there is a class I haven't looked at as much called "Sword Mage" that came out with a recent book I don't own (Hence the lack of looking at it).

Finally, for home-brew stuffs, I'm tempted to create classes of my own. Even as much work as that is, it presents much fun (for me anyway). A good example of a class that's missing other than Monk and Druid would be Enchanter or Bard. But we'll see. Rick and I both liked the idea of specialist wizards from version 2.

Oh... and hi there, Prathen.
Prathen
player, 3 posts
Mon 22 Sep 2008
at 13:33
  • msg #8

Re: OOC discussion

Heya Tim, good to see you.

I've looked over a bit of the 4th Ed rules, they are a bit confusing to me,

As for what to play, a party always needs a dedicated healer, or else there is always trouble, and dead bodies littered everywhere. ^.^

None of the jobs really interest me in all honesty, with the lack of druid, so I can pretty much just play what ever I feel is needed once I know what the others are playing.  :)
Mittens
GM, 6 posts
Mon 22 Sep 2008
at 23:16
  • msg #9

Re: OOC discussion

Tim suggested something that I'm liking: create your own class.  Obviously, balance issues abound, but I think it feasible, especially if we keep the custom characters "quarantined."  Here's what I'm thinking... create two threads, "By The Book" and "Free Form."  In the first thread we'd play by the official rulebooks with only the classes available in them.  In the second thread, we bend the rules to allow for classes we invent such as Druid, Monk, (Thunder-monk in Raichel's case), Red Mage, etc...  We agree on the abilities of each then we play them out to see how we like 'em.

Example:
Furious Fists (Monk Attack level 1)
"You unleash a barrage of punches that force your foe to be on the defensive."
Encounter ✦ Martial, Unarmed
Standard Action Melee
Target: One creature
Attack: Strength vs. AC
Hit: 2d8 + Strength modifier damage.  The target cannot attack or take a standard action on it's next turn, but gains a +2 to all defenses until the start of it's next turn.

The above example is a rehash of basic attacks from other classes, turning the optional battle action "Total Defense" into one that's forced on your foe.  It's just different enough to be unique to the Monk class, and seems reasonable enough for a lvl 1 encounter attack.

Whether we choose to try the "Free Form" idea or not, I plan to get the "By The Book" thread started by the end of the week - just as soon as I finish reading the DM guide. :p  I already have a story arc in mind.
This message was last edited by the GM at 23:18, Mon 22 Sept 2008.
Mittens
GM, 7 posts
Tue 23 Sep 2008
at 16:19
  • msg #10

Re: OOC discussion

It has come to my attention that Rick and Prathen will most likely not be joining on a regular basis (if at all).

That leaves room for those players remaining to have a cast of more than 1 character (if they want) and drops the need for a "by the books" thread.  In the interest of moving things forward, I suggest all who plan to be posing frequently list the characters and classes they'd like to play so I can begin working on a campaign.

Myself, all I care to play are Mittens the red mage and/or her human counterpart Gale the wizard.

Joe I'm guessing will be happy to play just one character.

This leaves alt-itis Tim with the option of playing as many as 4 characters.  Heaven!  If you want to play more than 4, we should plan on a main cast and a few cameo appearances for the extra characters.

Also, the storyline will likely include your character's beliefs.  You don't have to choose a diety, of course, but it'll help me if you chose one who might show interest in your character and why.  Mittens for example doesn't pay homage to any diety in a signifigant way but would would sooner raise a toast to Avandra than to Corellon.
Timothius
player, 2 posts
Tue 23 Sep 2008
at 18:27
  • msg #11

Re: OOC discussion

Here are my DnD characters complete with my head-scratchings over their futures via Paragon Paths and Epic Destinies. While that is getting WAY ahead of myself, it shows a general feel for what I want out of these characters. Also, I don't wanna play Callie here since I'm playing her Thursdays.


** Alexis
Race: Half-Elf (Half Elf, Half Dwarf)
Class: Wizard (Possible future multiclassing)

Paragon: Battle Mage
Epic: Archmage


*** Angel
Race: Human
Class: Wizard (Possible future multiclassing)

Paragon: (Battlefield Archer, Blood Mage?, Spellstorm Mage?)
Epic: ????


**** Butterfly
Race: Half-Elf (Half Elf, Half Human)
Class: Ranger (Archer)

Paragon: Battlefield Archer
Epic:


* Callie (playing Thursdays, so no need to be here)
Race: Halfling
Class: Priest

Paragon: Angelic Avenger (Radiant)
Epic: Demigod or Eternal Seeker?


** Dedo
Race: Halfling
Class: Paladin

Paragon: Justiciar
Epic: N/A


*** Eli
Race: Human
Class: Wizard

Paragon: Spellstorm Mage
Epic: Archmage or Eternal Seeker


***** Emerald
Race: Custom (Fox anthro)
Class: Rogue (Possible future multiclassing)

Paragon: Cat Burglar
Epic: Eternal Seeker


*** Maverick
Race: Human
Class: Rogue

Paragon: Master Infiltrator
Epic: Deadly Trickster


**** Raichel
Race: Custom?
Class: Monk (Multiclass Wizard)

Paragon:
Epic: Demigod


*** Shadowsong
Race: Drow
Class: Enchanter

Paragon: ???
Epic: ???


**** Starlight
Race: Warforged
Class: Fighter

Paragon: Swordmaster
Epic:


***** Timothius (Cleric)
Race: Shifter (Or Custom)
Class: Cleric

Paragon: Radiant Servant
Epic:


***** Timothius (Paladin)
Race: Shifter (Or Custom)
Class: Paladin

Paragon: Hospitaler
Epic:


**** T'shock
Race: Tiefling
Class: Fighter

Paragon: Iron Vanguard
Epic:
This message was last edited by the GM at 18:33, Tue 23 Sept 2008.
Mittens
GM, 8 posts
Wed 24 Sep 2008
at 00:44
  • msg #12

Re: OOC discussion

Narrowing it down some, Butterfly, Emerald, Raichel, Timothius (Cleric) or (Paladin), T'shock were your top picks.  Of those I'd pick Butterfly because she was designed for DnD and you've never RP'd her that I know of, and Raichel because you're not playing her on any other RPOL forum that I can think of.  If Timothius then GOTO Paladin because SFH merv may as well be a cleric.  Emerald you're playing on SFH, but playing her with stats should be fun.  T'shock you're playing on Faction, but she's the only other aggressive character on your list besides Rai.  If you go with 4 characters, drop T'shock.  If 3 then drop Emerald.

Support Characters:
Eli over Maverick because you're not using him elsewhere on RPOL and you can get away with an insane INT score and it not tip the balance of the universe for long.
Timothius
player, 3 posts
Wed 24 Sep 2008
at 01:10
  • msg #13

Re: OOC discussion

Works for me.
Mittens
GM, 12 posts
Sat 27 Sep 2008
at 02:24
  • msg #14

Re: OOC discussion

Let's start with just 1 char per person using the core books and go with a chapter zero.

Joe: rogue
Timothius: paladin
Gale: wizard

If we like how chapter zero is going we can introduce characters along the way.  If we can we can scrap chapter zero's storyline once we decide we've gotten the hang of things.
This message was last edited by the GM at 02:32, Sat 27 Sept 2008.
Joe Darkthorne
player, 2 posts
Sat 27 Sep 2008
at 02:35
  • msg #15

Re: OOC discussion

  Works for... Wait, someone's said that already.
  I'll go with it anyways.  Works for me.
Joe Darkthorne
player, 3 posts
Sat 27 Sep 2008
at 18:46
  • msg #16

Re: OOC discussion

  Cool, Gale's is a Wizard with the same stats, skills, and equipment as Joe ;D
Mittens
GM, 14 posts
Sun 28 Sep 2008
at 02:53
  • msg #17

Re: OOC discussion

as i'm sure u guessed, i started making a sheet for gale and ran out of time.  been a very busy weekend.
Joe Darkthorne
player, 4 posts
Mon 29 Sep 2008
at 02:56
  • msg #18

Re: OOC discussion

  I am both filled with glee and absolute TERROR.
Mittens
GM, 16 posts
Mon 29 Sep 2008
at 02:57
  • msg #19

Re: OOC discussion

In reply to Joe Darkthorne (msg #18):

hehe.  happy for the glee part.  ^.^
Joe Darkthorne
player, 6 posts
Lv 1 Human Rogue
+0 Sword of Short
Mon 29 Sep 2008
at 03:32
  • msg #20

Re: OOC discussion

  I'll get around to editin the Joe sheet so his powers and such are more conveniently listed like with Tim's and yours later.  And yes, not only can leather armor look good on a wiz, but it can give them better AC than Rogues with it <.<

 Edit: Shall continue poking at my sheet with a stick to further the 'lets find out what I listed wrong' cause and the 'make my powers easier for others to reference beyond them pullin out the rules and lookin for the name' ease of reading for powers tomorrow.
This message was last edited by the player at 06:31, Mon 29 Sept 2008.
Prathen
player, 4 posts
Mon 29 Sep 2008
at 07:28
  • msg #21

Re: OOC discussion

Looks like you guys jumped right in. :)

I still can't get the PH in a digestable format, living in such a small town where I can't even find a copy of the book to look at, never mind buy, is a extream pain in the rear.  Ah well, not much I can do about it though.
Mittens
GM, 18 posts
Mon 29 Sep 2008
at 12:05
  • msg #22

Re: OOC discussion

Hey theres!  Thought you had a digital copy.  I didn't know you were looking for the published book.  You can get a new copy for $24 at http://www.amazon.com/Dungeons...p;pf_rd_i=0786950633

or a used copy for $18 at http://www.amazon.com/gp/offer...6948671/ref=dp_olp_2
Prathen
player, 5 posts
Mon 29 Sep 2008
at 16:45
  • msg #23

Re: OOC discussion

Yeah, I have the PDF, but I have trouble reading those for some reason, expecally when its filled with stuff I do not understand. If I've read the real thing the PDF tends to be readable, since I already have a idea where things are, odd huh.

Maybe I will try to catch you and get you to help me make a character, I do not think I do so on my own, too much new stuff that I won't understand without a guide and translator.  =^.^=
Joe Darkthorne
player, 8 posts
Lv 1 Human Rogue
+0 Sword of Short
Tue 30 Sep 2008
at 18:45
  • msg #24

Re: OOC discussion

  Elric will kill us all!  Provided you can die of giggles and 'that was awesome' moments.
Mittens
GM, 19 posts
Wed 1 Oct 2008
at 01:12
  • msg #25

Re: OOC discussion

^.^

Speaking of whom, he's inspired me to steer this forum in the direction of playing by the book.  Still going to allow custom classes if anyone goes to the trouble of building one balanced enough for us all to agree it's playable, but not going to allow 3x paragon paths and other craziness I was considering.
Joe Darkthorne
player, 9 posts
Lv 1 Human Rogue
+0 Sword of Short
Wed 1 Oct 2008
at 01:39
  • msg #26

Re: OOC discussion

  Works for me.  I should at least figure out how things normally work before I start playing around with twisting it around anyways.
Elric
player, 1 post
Wed 1 Oct 2008
at 01:58
  • msg #27

Re: OOC discussion

Well Elric will be quite fond of using the Magic Mouth ritual in pranks. (For example, practically undetectable whoopie cushions if it makes a long fart sound.)
Mittens
GM, 20 posts
Wed 1 Oct 2008
at 03:45
  • msg #28

Re: OOC discussion

For giggles, I'll post the house rules I came up with for Tuesday night's power leveling games.  As you can see, some are related to the storyline.  May keep a few of these ideas for the forum, but only if everyone likes 'em.

-------------------------------------------------------

House Rules for Tuesday night's "Age of Chaos" game.

XP is awarded at the end of each encounter to every *player* that participated.  Players entering combat late (after the first round is over) will have to wait till the encounter is over.  Then they appear in a bolt of lightning.  If more than 6 players show up, the lightning will strike again sending 1/2 the characters to an alternate, seemingly identical realm.  Those players who play leader classes get to pick their teams.  (If only one player has a leader class, he chooses his team as he likes.  If 3+ leaders, they roll for picking rights.  If 0 leaders then defenders choose teams.)

You can substitute characters in between encounters.  ZAP!  Your new character will have the same status: current XP, damage taken, used healing surges, used daily powers, magic items, action surges used, etc.

If anyone goofs on a turn (for example, forgetting to add your feat bonus to your damage roll) you can correct your goof before the start of the next player's (or monster's) turn.  After that, no take-backs.

Leveling up:  Gaining new powers happens the moment you're ready.  If at the end of an encounter you level up, you get zapped with lightning and mysteriously have new powers.  Plan ahead for what powers you'll take next level or game play could grind to a halt.

Action points:

You can spend action points to re-roll failed rolls until you have 0 action points.  (Great for making that daily power hit.)

Everyone gains an action point after gaining enough XP to classify as a difficult encounter without resting.
(At lvl 1 with 5 members, 688 xp or more.  6 members, 825 xp or more.)


Multiclassing:
It is permitted for a cleric to take the paladin's "Lay on Hands" ability as an encounter power instead of the "Divine Challenge" ability as described in the PHB pg 208.  (Want to swap something else?  Ask the DM.)

If you meet the requirements for a racial paragon path, you can take any feature(s) or power your level allows from your racial paragon path instead of taking one from your class, but this does not prevent you from taking a feature or power from your chosen class paragon path in the future.

If you meet the requirements for paragon multiclassing, (PHB 209) you can also choose to take paragon features and powers from either your primary or secondary class as described above with the racial paragon path options.  You may ignore the last 3 paragraphs of page 209.

At level 11 you can choose to multiclass into a 3rd class.  At level 21 you can multiclass into a 4th.  You can also choose to take paragon path features or powers instead of epics using the same rules as above.

You can potentially have paragon features from 5 different sources: racial, primary class, secondary class, tertiary class, and epic destiny, but will still have a total of 5 at lvl 30 like everyone else.

Misc:
Sustainable powers require the player to have line of sight to the power's origin square unless spelled out by the power's description.  (For example, a wizard's fireball will fizzle if it leaves the wizard's line of sight.)
Joe Darkthorne
player, 10 posts
Lv 1 Human Rogue
+0 Sword of Short
Wed 1 Oct 2008
at 04:26
  • msg #29

Re: OOC discussion

  I suppose it’s fortunate the small player count here means that flashbacks to vicious kickball team picking shenanigans won’t turn up so often.  At least depending on how many multialts Tim and Mittens want to run.
  Team one will consist of Tim, Tim, Tim, and Mittens.  Team two will consist of, Joe, elric, Mittens, and Prathen.

  Just to get it out of the way in case Joe survives to Lv 2, Utility pick be ‘Fleeting Ghost’, and my at the moment assumption for Feat is 'Backstabber'.

  I’m most interested in that ‘qualifying for racial paragon bits’ thing.  Because along with it still sticking with single class, I have NO idea about the details for racial paragon bits.  Either I keep missing that part or it’s not in there.

  Also, can you option out of the lightning?  That both sounds painful and attention getting.  You got more stealth feats!... But that bolt of lightning drew the attention of everyone in the room you were hiding from, have fun!
This message was last edited by the player at 04:33, Fri 03 Oct 2008.
Mittens
GM, 22 posts
Wed 1 Oct 2008
at 04:57
  • msg #30

Re: OOC discussion

Heh.  The above are not to be confused with anything official for this forum, hence being posted OOC.  Just posted for a taste of the shenanigans taking place here in PA over pizza and soda.

I plan to stick to Gale, and Tim isn't likely to bring in his army of alts till after the new year.  1 team onry.

May as well ask here.  Anyone heard about WotC posting something about fighters getting dual wield powers?  I couldn't find it.
This message was last edited by the GM at 04:59, Wed 01 Oct 2008.
Elric
player, 2 posts
Wed 1 Oct 2008
at 05:06
  • msg #31

Re: OOC discussion

The dual wielding fighter stuff is in the Mithrendain section in Dragon 366.
Timothius
player, 7 posts
Wed 1 Oct 2008
at 20:30
  • msg #32

Re: OOC discussion

BTW, Elric, welcome to the forum! Pic of the Timothius I'm playing, in case you haven't seen it:

http://timothius.deviantart.co...the-Paladin-97369076
This message was last edited by the player at 20:30, Wed 01 Oct 2008.
Mittens
GM, 23 posts
Wed 1 Oct 2008
at 23:54
  • msg #33

Re: OOC discussion

Elric:
The dual wielding fighter stuff is in the Mithrendain section in Dragon 366.


Thanks for pointing that section out, but it's not dual wield.  Just some nice powers for taking advantage of a high dex score.  I'm beginning to think the person who told me about fighters having dual wield powers was mistaken.
Elric
player, 5 posts
Warforged Cleric
Lvl 1
Thu 2 Oct 2008
at 00:18
  • msg #34

Re: OOC discussion

Look at the at will power on this web-page
http://www.wizards.com/default...x=dnd/dramp/20080905
Mittens
GM, 24 posts
Fri 3 Oct 2008
at 01:48
  • msg #35

Re: OOC discussion

In reply to Elric (msg #34):

That's what I was looking for!  Thanks!  Tried it out tonight and I'm loving it!  :D
Mittens
GM, 27 posts
Sat 4 Oct 2008
at 18:06
  • msg #36

Re: OOC discussion

I think the character sheets are overly complicated and hard to read, and that's just the crisply formatted one in the back of the PHB.  The forum translation is even worse IMO.  I simplified it for last thursday's game and the new format worked amazingly well.  My turns took about 10 seconds.

"Dual strike against guard drake 2"
*Rolls dice* d20=8 d6=2, d20=12 d6=3
"Kitau plunges both blades into the neck of the guard drake.  My lowest attack roll is 18 thanks to Callie's lance of faith, so both should hit.  11 damage total."

So here's the new simplified version.  I do not expect those who have already posted their characters in the text only version to convert their existing characters to the new format.  Once it's finalized, any new character must be on the new format. (Suggestions welcome)

Kitau, level 1 Gnome tempest fighter

Initiative +2, Perception 11, Insight 11, low light vision
HP 29; Bloodied 14; Surges 11; value: 7
AC 16; Fortitude 15, Reflex 13; Will 11
Speed 5

[M] Short Sword (standard; at will) * Basic Melee
+8 vs. AC; 1d6+3 damage

[M] Cleave (standard; at will) * Martial Weapon
+8 vs. AC; 1d6+3 damage, 3 damage to second adjacent target.

[M] Dual Strike (standard; at will) * Martial Weapon
1 target, two attacks.  +8 vs. AC; 1d6+3 damage.

[M] Funneling Flurry (standard; encounter) * Martial Weapon
2 targets, 1 attack each.  +8 vs. AC; Hit: 1d6+3 damage, slide target 1 square.

[M] Cleave (standard; at will) * Martial Weapon
+8 vs. AC; 1d6+3 damage, 3 damage to second adjacent target.

[M] Villain's Menace (standard; daily) * Martial Weapon
+8 vs. AC;
Hit: 2d6+3 damage, and you gain a +2 to attack rolls bonus and a +4
to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 to attack rolls bonus and a +2 to damage rolls
against the target until the end of the encounter.

Gnomish Reactive Stealth * racial trait
If Kitau has cover or concealment when she makes an initiative check,
she can make a stealth check to escape notice.

Gnomish Fade Away (immediate reaction; encounter) * racial ability
Trigger: Kitau takes damage
Effect: Kitau is invisible until she attacks or until the end of her next turn.

Alignment: good;  Languages: Common, Elven
1 Acrobatics, 2 Arcana, 7 Athletics, 1 Bluff, 1 Diplomacy, 1 Dungeoneering,
6 Endurance, 1 Heal, 0 Hist, 1 Insight, 6 Intimidate, 1 Nature, 1 Percep,
0 Religion, 3 Stealth, 1 Streetwise, 1 Thievery
Str 16(3)  Dex 14(2)  Wis 10(0)
Con 14(2)  Int 12(1)  Cha 12(1)
Equipment: hide armor, two short swords, sling, S.A.K., Climbing kit, tent


Racial attributes: Gnome (Monster manual, page 277). +2 Int, Cha, arcana, stealth.  5 square speed.  Low light vision.  2nd language Elven.  Reactive Stealth.  Fade Away.

Class attributes: fighter's weapon specialization, +1 to 1 hand weapon attack rolls.  Tempest fighter: When dual wielding off-hand light weapons in chain or light armor, Kitau gains +1 to attack rolls, AC and Reflex; and a +2 to damage rolls.  (Source: http://www.wizards.com/default...x=dnd/dramp/20080905)

Feats: Two weapon attack +1 to damage rolls when dual wielding.

Character description/personality:
Cute female gnome with a dwarf's personality.  Nervous around magic.  Height, weight, diety, eye color, etc., etc.

Character background:
Parents murdered in her childhood by bad-guys.  Out for vengeance.  How original.



the [M] stands for "melee,"
[R] would represent ranged single target,
[C] would represent close,
[A] would represent ranged area attack.

This isn't grade school, so it's silly to have to show your work.  Feats, armor bonuses and penalties, racial stat bonuses, etc, shouldn't clutter up how you arrived at your oh-so-simple "+4 vs reflex; 1d6+4 damage," but I included the ones that aren't obvious at the bottom to specify which of the optional lvl 1 class traits I took.  I didn't spell out fighter's mark or fighter's fortitude or any of the mundane stuff that comes automatically with Kitau's class.  You should site your sources if you're doing something particularly out of the ordinary like I did with "gnomish tempest fighter."
This message was last edited by the GM at 00:14, Mon 06 Oct 2008.
Elric
player, 6 posts
Warforged Cleric
Lvl 1
Sat 4 Oct 2008
at 18:11
  • msg #37

Re: OOC discussion

I agree that the character sheets are rather large and bulky.
Joe Darkthorne
player, 12 posts
Lv 1 Human Rogue
+0 Sword of Short
Sun 5 Oct 2008
at 03:53
  • msg #38

Re: OOC discussion

  I’ll get on reworking my sheet because it will save my own eyeballs a hassle as I look my stuff up too.

  As for the house rules, Yay!  Sane sensible rules as opposed to things like ‘players aren’t allowed to use this power combo’ followed up with enemies  constantly using said combo to maim players’
Mittens
GM, 31 posts
Sun 5 Oct 2008
at 04:07
  • msg #39

Re: OOC discussion

^.^!  I aim to please.  Feel free to offer additions / alterations to anything.  Only rule I won't budge on is the "no profanity" one, but current company is such that I don't think I even need to post it.
Joe Darkthorne
player, 13 posts
Lv 1 Human Rogue
+0 Sword of Short
Sun 5 Oct 2008
at 05:01
  • msg #40

Re: OOC discussion

  No prob about the delay, it happens.  On top of the distractions that are still finishing building the place, such as it were.

  I'm assuming for the new sheet style, while race and class skills of the simple stat +'s end up on the bottom text pile,  the lack of Class traits and skills on the example would be filled in by more combat noteworthy things like Sneak attack and 'by the way, I have Hunters quarry' on the Joe sheet in place of Joe's lack of table worthy racial bits.

  As for the big pile o equipment, I'm gonna list the main things 'like preferred stabber and ranged + armor' in the table, while leaving the rest of the pile in the Bottom Pile.

  You may also want to link to the RPOL infobits on HOW to make the tables in case we people forget where thost wacky details are listed.
  /help/content.cgi?t=faqs&page=rubbcode  The 'Tables' section.  I had some time starin blankly, and it seems you may have to make sure the TR bit is always on the most outer part of a line?

  And just cause ive been starin at BBcode faqs...
↑ ↑ ↓ ↓ ← → ← → B A START
This message was last edited by the player at 07:59, Sun 05 Oct 2008.
Prathen
player, 7 posts
Sun 5 Oct 2008
at 18:43
  • msg #41

Re: OOC discussion

I'm curious if I'm missing anything I should have for my sheet, if I wanted to jump into the play. I know nothing about 4e so I have no clue if I missed something vital. :)
Mittens
GM, 32 posts
Sun 5 Oct 2008
at 23:49
  • msg #42

Re: OOC discussion

In reply to Joe Darkthorne (msg #40):

Simplest way to build a character sheet using the new format is to click on [ quote ] and replace Kitau's name etc. with yours.  Then remove the [ quote ][ /quote ] tags.  Much easier than trying to rebuild the table.

Take another look.  You should find class traits and such and an explanation for why I didn't fill the page with stuff already spelled out in the PHB.  Maybe I should put that in my house rules.  "It is assumed that the player is marking the target of their attack with their class' mark unless stated otherwise."


In reply to Prathen (msg #41):

Feel free to jump into the RP.  If we find any kinks in anyone's character sheet we'll deal with them as they crop up.  This is one of the reasons you were invited.  I know the players here will be more than willing to fix mistakes rather than pitch a fit and say "but you approved of my 4 at-will powers it's not my fault!"
This message was last edited by the GM at 04:03, Mon 06 Oct 2008.
Joe Darkthorne
player, 14 posts
Lv 1 Human Rogue
+0 Sword of Short
Mon 6 Oct 2008
at 00:09
  • msg #43

Re: OOC discussion

  True, my maturity of a 12 year old situation is more in regards to my world outlook and sense of humor.

  My figuring to list the Hunters Quarry with Joe was because it's a Multiclass  perk ENC power you don't generally figure when looking at a 'rogue' sheet.
  Besides, even without that my sheet will end up be larger than others due to the fact that instead of only one damage reference being needed like most others, Joe will be shifting between 87 different weapons (okay, only 4 so far) on the fly <.<  and a few extra lines per power stack up for reading length.

  I'm also wondering if I mistook the purpose of the in parentheses numbers for the stat listing, as the example sheet has numbers of both 16(3) sort and 14(3) listed with 12(2) as well.  If the (#)'s aren't the ability bonus, what are they for?
This message was last edited by the player at 00:10, Mon 06 Oct 2008.
Mittens
GM, 33 posts
Mon 6 Oct 2008
at 00:13
  • msg #44

Re: OOC discussion

In reply to Joe Darkthorne (msg #43):

OOPS!  Will fix that number right away.  14 does translates to a 2 bonus.  Sorry for the confusion.  Good call on mentioning the hunter's quarry quirk of your rogue too.
Joe Darkthorne
player, 16 posts
Lv 1 Human Rogue
+0 Sword of Short
Mon 6 Oct 2008
at 00:21
  • msg #45

Re: OOC discussion

  Ah, so I wasn't wrong there, heh.  And yeah, I figure listing the Human racial traits in the table would be a waste of space for the same reason your example listed their class bits only in the text pile.  A big pile of +'s to a few skills or stats don't need to be invidiously known for the at-a-glance 'Combat helper' table.  Especially if those +'s are already factored in.

  And know how you feel Prathen, as this is my first go at playin DnD period.
This message was last edited by the player at 05:57, Mon 06 Oct 2008.
Elric
player, 8 posts
Warforged Cleric
Lvl 1
Mon 6 Oct 2008
at 01:13
  • msg #46

Re: OOC discussion

The only way I know of to get 4 at will powers at once is to go human warlock (starts with 3 at wills) and then at paragon tier pick up twofold pack to get a fourth at will and a 2nd pack boon effect you can choose from.
Timothius
player, 9 posts
Mon 6 Oct 2008
at 03:20
  • msg #47

Re: OOC discussion

Well... that or go with Wizard of any race. They start with all those cantrips that count as at-wills and I've already seen someone use Mage-hand in battle to hold a sword to someone's throat, so I think they count.
Elric
player, 9 posts
Warforged Cleric
Lvl 1
Mon 6 Oct 2008
at 03:44
  • msg #48

Re: OOC discussion

Actually I was referring to 'at-will' attacks as at the time I forgot that I needed to make such a distinction. But ya there are ways to get lots of more at-will stuff but most of those are utilities and non-attack stuff.
Elric
player, 10 posts
Warforged Cleric
Lvl 1
Mon 6 Oct 2008
at 13:53
  • msg #49

Re: OOC discussion

Hmm, the new Barbarian Playtest is up
 http://www.wizards.com/default.asp?x=dnd/drfe/20081006

I definitely won't mind play testing one of these guys although I can already see where a few things might need to be adjusted on them, unless the developers at WoTC really want to encourage noobs to nova and burn through all their dailies in one encounter and then go back to the one fight extended rest that 4th edition has moved away from.
Mittens
GM, 34 posts
Mon 6 Oct 2008
at 21:57
  • msg #50

Re: OOC discussion

Wow that looks FUN!  (and overpowered.  5+Con temp HP for every successful attack?!  Sheesh!)  I almost regret making Kitau a dual wield fighter... almost.  She was always one to favor fighting smart, though multiclassing into barbarian could prove interesting.  :)
Elric
player, 11 posts
Warforged Cleric
Lvl 1
Mon 6 Oct 2008
at 22:34
  • msg #51

Re: OOC discussion

One of the fun combos is Warforged and that deathless frenzy once per day you don't drop till someone takes you to your negative bloodied hit point value since the warforged can't fail a death saving throw. But if you can get healed every round, say from the regen rage, or some other power that offers regeneration (Regen 1 is all that is needed)...anyone could do that with a Soulfourged armor... and the soulforged armor isn't limited to once per day like deathless frenzy.

Another is using a glaive to combo heavy Blade Opportunity + Polearm Gamble + Pressing Strike... Anyone that moves in on you gets pushed back one square if you hit them. More if you pile on items to further your push distance. However the Glaive's 2d4 is sucky damage compared to other two handers, which can do 2d6, Brutal one + hammer Rythem, or 1d12 and High Crit or Brutal 2.

The biggest problem people are seeing with Barbarian is that to do good damage they have to burn a daily each encounter which leads to 'short days'...

Also Warforged with the Reperation Aparatus (A low level item) from the artificer playtest document turns that 5+Con Temp HP into 5+Con+2d6 Temp HP. (But given how low their AC, Reflex, and Will defenses will be they need all the HP and temp HP they can get to not get squashed flat rather fast as they are the ONLY light armor default class that does not have Int OR Dex as either a Primary or Secondary stat.)

Really tempted to make a Warforged Barbarian named 'Numbskull' or 'Moron' just for laughs.
Joe Darkthorne
player, 17 posts
Lv 1 Human Rogue
+0 Sword of Short
Mon 6 Oct 2008
at 22:54
  • msg #52

Re: OOC discussion

  I'm sure 'Thick head' could be just as literal for a Warforged Barbarian as Numbskull (provided Warforged don't feel pain.
Mittens
GM, 36 posts
Thu 9 Oct 2008
at 14:18
  • msg #53

Re: OOC discussion

Thought it'd share a tool I'm developing for streamlining making new characters / updating existing characters.

http://spreadsheets.google.com...3bxPD0pRRy7-px7zNWGw

Work in progress, but I'm very pleased with what I've accomplished so far.  Part of the reason I'm making this is because Tuesday nights have become such an XP glut that I'm going to lose track of all the changes needed to be made to my character on a weekly basis.  I plan to make an editable public version once it's perfected.
This message was last edited by the GM at 17:28, Thu 09 Oct 2008.
Timothius
player, 12 posts
Fri 10 Oct 2008
at 12:08
  • msg #54

Re: OOC discussion

I have a post written and ready. 2 actually. One based on if I need to make a religion check. The other based on if I don't need to. The question is this: Would someone with training in Religion know off-hand who Ao is? Or is that something so uncommonly known that I would have to do a religion check?
Mittens
GM, 38 posts
Fri 10 Oct 2008
at 13:11
  • msg #55

Re: OOC discussion

Quick google of wizard's site and I find this tiny tidbit:
"Ao created the first gods," http://www.wizards.com/default...20071203a&page=4

From what I've heard, Ao is the D&D version of the Big Bang; an impersonal mysterious thing that set the universe in motion.  Was creation an event rooted in the laws of nature?  Is Ao a sentient person like the other gods?  If so, why is Ao so different from the other gods?  Why is Ao indifferent to the worship of mortals?

IMO the name Ao is probably common knowledge to anyone who worships a deity, especially to those trained in religion.
Elric
player, 13 posts
Warforged Cleric
Lvl 1
Fri 10 Oct 2008
at 13:21
  • msg #56

Re: OOC discussion

I agree with Mittens, in fact most of the names of deities and what they are best known for should be common knowledge, it's stuff like how those deities are worshiped or what do their holy symbols look like, etc... that would require religion checks of varying DCs.
Mittens
GM, 40 posts
Sat 11 Oct 2008
at 03:59
  • msg #57

Re: OOC discussion

Timothius tested the google spreadsheet map, and he was able to edit it.  There's no overt save option, but when he closed his window and I opened the document, his changes were still there.  At last an easy way we can share the same map!  If you want to double check if your changes are being saved, change the text color of your letter, close the window, then follow the link again to see if the change is still there.  :)





Also, added the following to the House Rules thread.  The idea is to keep things moving without being bogged down by RL schedule conflicts and what not.  If your turn is approaching at the same time a RL event is approaching, please let us know so this rule won't be needed.

Example: "OOC: Delgar delays indefinitely.  Family visiting tomorrow for who knows how long.  Back in a week I hope."

quote:
Initiative:  Initiative is rolled when a character becomes aware of a clear and present danger.  Once initiative is rolled, players do not have to pose in order relative to each other's initiative, only relative to the enemy's initiative.  For example:  Gale rolls a initiative score of 12, the 3 goblins a score of 14, Timothius 15, and Kitau 17.  In this case, if on Monday Timothius is online and Kitau hasn't posted, he can post his turn before Kitau even though Kitau got the higher initiative score.  However, Gale cannot post her turn because the goblins got a higher score than Gale and have yet to act.  The GM will post the goblin's turn before Kitau if she doesn't post within a capriciously decided upon reasonable amount of time, and Kitau's initiative score drops to 13.  If Kitau still hasn't posted by the end of the round, the GM will strike her down with great vengeance and furious ang...  ahem... the GM will find a way to temporarily remove her from combat until such time as RL allows her to return to RPOL.

This message was last edited by the GM at 04:32, Sat 11 Oct 2008.
Mittens
GM, 42 posts
Sat 11 Oct 2008
at 15:37
  • msg #58

Re: OOC discussion

Please forgive me if it sounds like I'm being overly technical or restrictive.  DM rulings are always up for common-sense discussion.  My priorities are as follows:

1) Everyone has as much fun as possible.  (I'm having crazy fun already!)
...
10) Keeping to common sense.  (This is low because it's just a game after all.)
...
9,351) Sticking to a plot point.  (This is very low to prove a point.)

Also, I'll strive to create challenges that have at least 2 solutions that I can think of.  Example: 1) break down the door with big hammer, 2) use the key on the lock instead.  Over time, clues will become apparent, but not everything assumed to be a clue is in fact a clue to overcoming a challenge.  If a challenge takes too long to overcome, I'll simply make a way to skip it rather than give away the solution.  The players only lose out on whatever rewards would have resulted in solving the problem.
This message was last edited by the GM at 15:49, Sat 11 Oct 2008.
Elric
player, 15 posts
Warforged Cleric
Lvl 1
Sat 11 Oct 2008
at 16:04
  • msg #59

Re: OOC discussion

That makes sense, especially when trying to avoid Total Party kills, especially due to situations resulting from screwy dice rolls.

But please don't pull traps like from http://www.dndgamer.com/traps.htm
as most of those traps are just DMs being a jerk... although a few are funny to read about, but still quite cruel.

This is an example from that site and is one that I found funny, but only because of what the Players did afterwards to the DM. I'd never approve of a trap like this being pulled on someone though

COUNTDOWN TO FREEDOM
"Party enters a 10x10 room, and stone doors seal the room at all entrances. Looking about, there is a button on the wall, beside a number dial (like on a gas pump) that counts down 10-9-8... Some bright soul presses the button, and the dial resets to 10. In my campaign, the party spent fully 45 minutes of real time searching the room for an escape, while one PC stayed near the button to continue resetting the dial. Finally, they said forget it, and let the dial count down to 0, at which point the doors slid open, and the DM was chased from the room."
This message was last edited by the player at 16:13, Sat 11 Oct 2008.
Joe Darkthorne
player, 20 posts
Lv 1 Human Rogue
+0 Sword of Short
Sun 12 Oct 2008
at 01:54
  • msg #60

Re: OOC discussion

  Oh no, Mittens is making reasonable rules and priorities again! We're doomed!  But yeah, thanks for the heads up on the various House rules updates so far.  It's always nice to be told when rules are tweaked.

  And do get how a PC doesn't know things like 'there are exactly 8 cells' just via the map, but was too amused by the coincidental matching 50' distances not to mention it.
  The vague details from non-check looking told me what I wanted to know anyways.  Yes, the fires are taller than convenient jumping over height.  No, there isn't anything to conveniently catch a grappling hook onto the walls/ceiling with.

 Edit: Well, with the current Steep slope showcasing of the side view, seems Joe still doesn't know that no, there isn't anything useful on the ceiling yet due to Mr. Line of sight -.o
This message was last edited by the player at 07:26, Sun 12 Oct 2008.
Mittens
GM, 44 posts
Sun 12 Oct 2008
at 14:26
  • msg #61

Re: OOC discussion

The dice roller:
Located at the top of the screen near the logo.  Please remember to add your modifiers and type in the reason for the roll.  Then copy-paste the resulting log entry into your post.



Nature checks:
I can't find anywhere in the official rules that says players automatically know the name of the monster they're looking at.  I'll rule that common knowledge is the TYPE of monster, i.e. Beetle.  (Some monsters this isn't so obvious, but I'll make this the rule for all monsters.)  To know that it's a FIRE beetle, you have to succeed a D.C. 15 nature check.  Otherwise you only know it's a red beetle and can only guess that red has anything to do with fire.

Also, the details given for succeeding even a difficult nature check in the monster manual tend to be near useless.  I'm going to add a general rule that if you succeed a D.C. that's 5 higher than the highest listed in the M.M., you'll also know the monster's typical fighting tactics.  In the case of a fire beetle, that would be a D.C. 20.



Clarifying your turn:
If your turn is complicated, it could raise questions of whether you can do all that in one turn.  (Example: Gale's magic hand & mirror trick)  In such cases, please spell out what you're doing in terms of free, minor, standard, and move actions.  If you're taking an unusual action that may not be clear what game mechanic you're using, it would help to spell that out too.  (Example: Elric readies a move action triggered by Timothius' move action.)

No additional detail is needed when taking an ordinary turn such as, "Gale steps back 5' and blasts the zombie with a ray of frost!"  If you want to get colorful and add "The zombie fails to evade the attack and ice forms all over it's body," for flavor, feel free.



Fire is very hot
Attended a bonfire last night.  The flames were about 5' tall when it was at it's hottest.  Getting within 20' of it on a chilly evening made me take my jacket off.  10' away from the fire and I felt like I was getting sunburned.  5' or closer was literally painful and I couldn't stand it for more than a few seconds.  Even when the fire died down to 2' flames, the coals were still way too hot to approach.  We roasted hot-dogs using long metal forks while squatting behind a small wall of stacked concrete blocks.  :9

D&D characters are supposed to be superhuman to a degree.  Even though the fire in the dungeon is much hotter than the bonfire I was at last night, I'll use the same distances for taking damage from the fire.  Don't end your turn adjacent to the fire.  6 seconds standing next to 15' flames will hurt.
This message was last edited by the GM at 14:57, Sun 12 Oct 2008.
Elric
player, 18 posts
Warforged Cleric
Lvl 1
Sun 12 Oct 2008
at 14:30
  • msg #62

Re: OOC discussion

Mittens:
No additional detail is needed when taking an ordinary turn such as, "Gale steps back 5' and blasts the zombie with a ray of frost!"  If you want to get colorful and add "The zombie fails to evade the attack and ice forms all over it's body," for flavor, feel free.


I do suggest however waiting till the DM tells you if you hit or miss before stating if the target fails to avoid an attack... otherwise you would have to reedit your post if the dice roll ends up as a miss.
Mittens
GM, 45 posts
Sun 12 Oct 2008
at 14:40
  • msg #63

Re: OOC discussion

Elric:
I do suggest however waiting till the DM tells you if you hit or miss before stating if the target fails to avoid an attack... otherwise you would have to reedit your post if the dice roll ends up as a miss.


Oops.  Yeah.  Got used to my Tuesday night players insisting on peeking at a monster's defenses.  From now on I will post the monster's defenses so you know if you hit or miss.  This will ease up some work on my part.  Player's discretion when it comes to using this knowledge to your character's advantage.  Just because I know that a fire beetle's reflex isn't as good as it's fortitude doesn't mean Gale knows to target reflex instead of fort.

Fire Beetle defenses:
HP: 32; Bloodied: 16
AC 13; Fort 13, Reflex 12, Will 11
Joe Darkthorne
player, 21 posts
Lv 1 Human Rogue
+0 Sword of Short
Sun 12 Oct 2008
at 15:56
  • msg #64

Re: OOC discussion

  Just tossing this up inthe OOC before I run off to get at least initiative out of the way.

11:55, Today: Joe Darkthorne rolled 25 using 1d20+5. Joe Initiative.
Well, seems that if its something I'd likely win anyways, the dice love me -.o

  And this is also why I want to (if I live that long) pick up Nature for Joe.  I somehow doubt dungeoneering will be useful for half as many monsters that are still found in, you know, dungeons.
This message was last edited by the player at 22:52, Sun 12 Oct 2008.
Mittens
GM, 47 posts
Mon 13 Oct 2008
at 02:29
  • msg #65

Re: OOC discussion

Joe Darkthorne:
I somehow doubt dungeoneering will be useful for half as many monsters that are still found in, you know, dungeons.


Monster manual lists the following skill checks for beetles:
Nature DC 15: (Somewhat useful Fire beetle factoid.)
Nature DC 15: (Useful Tangler beetle factoid.)
Arcana DC 15: (Extremely useless Rot scarab factoid.)

Where's the dungeoneering checks?!  I'm going to say that anyone who studied dungeons will also have studied beasts that commonly live in dark places.  Feel free to ask "Should I bother with a dungeoneering roll?" any time.  In the case of beetles I'd answer, "Um yeah.  If you get 15 your character knows what's listed in the book.  If you get a 20 Joe knows how they behave in battle.)



Correcting player mistakes.

I realized I'd goofed once I started spelling out Gale's turn in terms of combat actions.  (See PHB page 268 for what you can manage in the 6 seconds of game time on your turn.)  Embarrassing though it may be to admit that I goofed, I decided to keep the goof and rule against myself instead of sweep it under the rug.  In the future, if a player breaks the rules, I will post the correction after the player's post and give the player a chance to correct the mistake.  Though I crossed out the mistake in my own post, I'd feel I was being rude if I did the same to someone else.  Also, I hate to see a successful roll be wasted, so I'll generally allow it to be used in some way such as allowing Gale the successful bluff roll on her next turn if she chooses.

House rules updated.
This message was last edited by the GM at 02:32, Mon 13 Oct 2008.
Elric
player, 19 posts
Warforged Cleric
Lvl 1
Mon 13 Oct 2008
at 02:33
  • msg #66

Re: OOC discussion

I am curious what sort of useage of Bluff is Gale going to want to use against the Beetle? going for combat advantage for the +2 hit or the hide? Also what sort of ability is being used to make an illusion of a person as that is beyond the cantrip's ability if I'm not mistaken.
Joe Darkthorne
player, 22 posts
Lv 1 Human Rogue
+0 Sword of Short
Mon 13 Oct 2008
at 03:06
  • msg #67

Re: OOC discussion

  Just did a quick skim of all the LV 1-3 monsters.  Yeah, no Dungeoneering.  Even Gel monsters, you know, those things that include 'cube shaped dungeon hallway sized gel that lives only in dungeons' is a nature check.  As Elric pointed out to me, only 'Aberrant' monsters seem to count for Dungeoneering.

  The upshot from a hard rules standpoint being you need to look to the guy with Dungeoneering to know about Beholders instead of people with Arcana.  Yes, the thing with MAGICAL DEATH FOR EYEBALLS isn't known to Arcana.

  And as the laws of the universe demand, I roll a 1 with my newfound house rules perk.
  But at least my pair of rolls for needless acrobatics to move my 6 without stepping on known hassle tiles worked out, yay.
This message was last edited by the player at 03:26, Mon 13 Oct 2008.
Gale
player, 7 posts
Mon 13 Oct 2008
at 03:30
  • msg #68

Re: OOC discussion

Elric:
I am curious what sort of useage of Bluff is Gale going to want to use against the Beetle? going for combat advantage for the +2 hit or the hide? Also what sort of ability is being used to make an illusion of a person as that is beyond the cantrip's ability if I'm not mistaken.


Quite right.  Prestidigitation can't make a full-body sized illusion, only small ones.  I was aiming at fooling the beetle into attacking the mirror instead of Timothius using a (scary?) reflection of Gale preparing a watery Kamehameha in the mirror.  Or if it turns out fire beetles are afraid of water, maybe the reflection of Gale would fool it into running away.  The PHB doesn't list "fool enemy into attacking a mirror and/or running away from mirror" as an option for bluff, but it seemed the logical skill check.  I don't think it fair to say either "mirrors always fool foes" or "mirrors never fool foes" hence the need for a skill check at all.

I suppose I could have made the beetle roll a DC 15 insight roll, implying that it's always just as easy to see through a mirror trick regardless of the circumstances.  But in this case I'm adding in Gale's acting skills into the equation, so I think it fair to say her paltry +1 bluff skill could be used against the bug's (surprisingly equal to the average human's) wisdom.

Wizards can keep up to 3 prestidigitations active at a time (PHB 159).  Mage hand is a separate power, so it would be one presto for the mirror and a second presto for the swirling ball of water between her hands for a total of 2 active prestos.

Thanks to the DM's ruling out bluff this turn, I doubt the beetle will be fooled into attacking a mirror with an nonthreatening reflection of Gale...  come to think of it maybe I can sort of pull this off after all!  I'll use my last presto to add watery sounds to the mirror!  Maybe that way the beetle will have to succeed an insight check!  *checks*  Nuts.  Adding a presto is a standard action too.  I can't even add the second presto much less a third this turn.  ;.;  Oh well.

DM interjection:
Even if Gale had managed to pull off all the needed magic tricks to make a believable reflection in the mirror, it wouldn't convince the bug to attack the mirror for several reasons.  Timothius was the first enemy in the bug's view.  Even if he were the last in view, Timothius would appear to be twice as close to the bug as Gale.  On top of that, the mirror is only the size of a typical bathroom mirror, so it would become increasingly unlikely to fool even the dumbest of monsters as it approached.  Finally, unless the mirror was placed eye-level to the bug, the angle of the mirror would have to be adjusted as the bug approached to keep the reflection of Gale in view.  I think it safe to assume the mirror would have been eye-level to Gale and that it is too much to juggle to angle the mirror just right while tracking a moving target and keeping 3 prestos going.


Gale: "Killjoy."



LOL, Joe!
This message was last edited by the player at 04:00, Mon 13 Oct 2008.
Mittens
GM, 49 posts
Mon 13 Oct 2008
at 05:18
  • msg #69

Re: OOC discussion

Look what I found!

Monster Knowledge Checks:  PHB Page 180.
Regardless of the knowledge skill you're using, refer to the rules here when making a check to identify a monster.

Monster Knowledge: No action required -- either you know the answer or you don't.
Monster KnowledgeDC
Name, type, and keyword15
Powers20
Resistances and vulnerabilities25


This tells me that a player makes a "look at monster" roll, a d20 with no modifiers, then makes a short list.
*Rolls an 11*
My arcana result was: 20,
My dungeoneering result was: 18,
My history result was: 15,
My nature result was: 18,
My religion result was: 15.

The DM then checks the results against the table on page 180 AND the monster's listed DC tidbits in the monster manual and reveals the following.
DC anything over 15 (could have used the history result to know this) tells you: "The foe you face is an angel of valor, a medium sized, immortal, humanoid (angel).  Angels of valor are courageous and fierce."
DC anything over 20 (in this case, arcana) tells you: "The only attack it has is it's flaming great sword, (standard; at-will) Fire, Weapon
+16 vs. AC; 6 fire damage"
DC religion over 15 tells you: "Angels of valor are the soldiers of the gods... etc."
This message was last edited by the GM at 05:40, Mon 13 Oct 2008.
Elric
player, 20 posts
Warforged Cleric
Lvl 1
Mon 13 Oct 2008
at 21:30
  • msg #70

Re: OOC discussion

The DDI 'free trial period ends tonight/tomorrow morning (and subscriptions will be required from midday tomorrow onwards) although the online Dragon/Dungeon magazines prior to this month's will remain online.

http://www.wizards.com/default...x=dnd/4dnd/20081013a
Elric
player, 21 posts
Warforged Cleric
Lvl 1
Tue 14 Oct 2008
at 15:01
  • msg #71

Re: OOC discussion

Quick question since I noticed both Prathen and I have an intiative of 4, so who goes next?
Mittens
GM, 51 posts
Tue 14 Oct 2008
at 15:18
  • msg #72

Re: OOC discussion

Elric:
Quick question since I noticed both Prathen and I have an intiative of 4, so who goes next?


House rule: so long as you post your turn in order with respect to the enemy you're fine.  So Prathen kinda jumped the gun posting before the beetle, but that's no big deal in this case.
Joe Darkthorne
player, 24 posts
Lv 1 Human Rogue
+0 Sword of Short
Tue 14 Oct 2008
at 18:20
  • msg #73

Re: OOC discussion

  Mild less hassle for me,  Don't need to try and cram the 'attack second the beetle attacks someone' readied result into the correct moment of space and time, as why bother when the roll missed anyways ;D

  Also, while I grasp the 'people can go in their turn order as long as there aren't enemy turns in the way' thing, I think I'll wait until Elric gets to go at least once before makin my second move.

  Buterfly and Emerald look good, though I wonder what different class At-Will=encounter attack the former will pick up once they remember they get to, heh.  Emerald meanwhile seems a lot better at her job than Joe <.<

  Even further edits! Were this a console RPG (or we didn't have to deal with pesky things like eating and mind numbing boredom ), that tile would probably be reset about 87 times before the party continued on.
This message was last edited by the player at 00:01, Wed 15 Oct 2008.
Elric
player, 23 posts
Warforged Cleric
Lvl 1
Wed 15 Oct 2008
at 03:08
  • msg #74

Re: OOC discussion

Okay since in another RPOL game that still uses 3.5edition rules... I just made these three rolls...

23:01, Today: Secret Roll: Wurgoth rolled 18 using 1d20+4. move silently roll, will suck.
23:01, Today: Secret Roll: Wurgoth rolled 21 using 1d20+4. Hide Roll, will suck.
23:01, Today: Secret Roll: Wurgoth rolled 18 using 1d20+2. Survival roll, will suck.

From now on I will be adding the ',will suck.' to all my dice rolls as I am tired of rolling 4 and under on my d20s.
Joe Darkthorne
player, 26 posts
Lv 1 Human Rogue
+0 Sword of Short
Wed 15 Oct 2008
at 03:15
  • msg #75

Re: OOC discussion

  For future reference, How did Gale go twice before the beetles did anything?
  As the sequence of events just for the Bugs and Gale since initiative was made has gone Gale, Bug, Gale, Gale.

  Then again, Gale is the only one hitting anything so far.  So maybe this is a bad thing to ask about? <.<
This message was last edited by the player at 03:15, Wed 15 Oct 2008.
Mittens
GM, 54 posts
Wed 15 Oct 2008
at 03:25
  • msg #76

Re: OOC discussion

LOL, Elric!




Good call, Joe.  My own system is confusing me.  To save time I posted immediately after the bug.  Lil bit later Timo posts.  Me thought I was supposed 2 post after him.  In my defense, I'm very sick with some kind of stomach bug.  Gale post deleted.

Also noticed I posted before Elric.  I guess that's permissible under the house rules, but I'm gunna majorly confuse myself that way.
This message was last edited by the GM at 03:34, Wed 15 Oct 2008.
Elric
player, 24 posts
Warforged Cleric
Lvl 1
Wed 15 Oct 2008
at 03:32
  • msg #77

Re: OOC discussion

You took out gale's move after I had already rolled for the AoO... guess I'll just use it for my attack next round as the to hit roll and damage would be the same anyways..


23:27, Today: Elric rolled 14 using 1d10+4. Dmg to FB1, will suck!.
23:27, Today: Elric rolled 25 using 1d20+7. AoO on FB 1 due to move, will suck!.

Adding the ',will suck!' makes a WORLD of difference for me, goes from whiff... to Bug-ka-bob!
Elric
player, 25 posts
Warforged Cleric
Lvl 1
Wed 15 Oct 2008
at 04:03
  • msg #78

Re: OOC discussion

Actually Joe hit on his AoO... he forgot to add the +3 from his short sword's prof bonus to his AoO attack roll

23:52, Yesterday: Joe Darkthorne rolled 11 using 1d20+2. Joe AoO To-hit.
since he just rolled d20+str bonus  as melee basic attacks use str not dex, and Joe omitted his +weapon prof. bonus which is +3 which changes his 12 into a 15 which hits FB1. (On mitten's roll btw, mittens forgot to use str mod instead of dex mod as it is a melee basic not a rogue at-will)
This message was last edited by the player at 04:05, Wed 15 Oct 2008.
Joe Darkthorne
player, 27 posts
Lv 1 Human Rogue
+0 Sword of Short
Wed 15 Oct 2008
at 04:14
  • msg #79

Re: OOC discussion

  I was more upset over the fact it was a roll for a Knife instead of a Short sword, heh.  I mock that little +1 to hit!  Mock it as the dice mock me most of the time!  Well, that and had my hands full of Short Sword and Sling at the time anyway.

  Granted, having the GM run the AoO attacks in general would keep things runnin smoother, as opposed to having to wait for certain players even when enemies so much as move.  But in this case, I did finally make a hit roll <.<

  But of course, there are worse things.  As mentioned, we're getting the hang of this.  And Oh no!  The GM gave me a statistically better chance to hit than my own methods of choice would have, on top of an extra +1!  How could they? ;D

  And now, to get to detonating bugs while the bug detonating is good, unless I roll a 1.
This message was last edited by the player at 04:52, Wed 15 Oct 2008.
Elric
player, 27 posts
Warforged Cleric
Lvl 1
Wed 15 Oct 2008
at 05:00
  • msg #80

Re: OOC discussion

Well since Prathen can make a running up to skip that one known 'trap square' and since he does have training in acrobatics he can't fail to make the jump (as he only needs to roll a 5 to jump over 1 square with a running longjump (as he has two 2 squares prior movement he needs) and even a min roll of 1d10+8 with a 1->=9 gets him 9/5=1.8 squares distance which is .8 squares more than he needs. Thus odds are we aren't going to get a 3rd fire beetle unless someone steps on that square again.
Mittens
GM, 55 posts
Wed 15 Oct 2008
at 14:52
  • msg #81

Re: OOC discussion

Assumed it was a knife in your hand because I saw +6 on your last attack, which when I look at his melee basic attack = knife.  Goes to show my ignorance of rogue/Joe.  Yes I forgot to add in the righteous brand for the AoO.  I'll blame that on being sick and my general ignorance of battle cleric.  At least this time it's no big deal 'cause the bug was defeated the very next turn.

I'd rather be the one rolling AoO for foes that provoke from players for streamlining's sake.  If I screw up the roll in your favor just don't say anything.  Does the dice roller allow players to roll on behalf of another character?  I would like players to handle taking AoO from enemies on their turns should they chose to take an action that provokes.  Shouldn't be too hard to figure the foe's basic To-Hit and damage from previous rolls.
Joe Darkthorne
player, 29 posts
Lv 1 Human Rogue
+0 Sword of Short
Wed 15 Oct 2008
at 19:00
  • msg #82

Re: OOC discussion

  There is no 'on behalf of' option that I see from the player side.  But can always indicate what it's for in the reason.  And if you screw up in the 'missed, that's it' sense, got no problems with letting it go in future.
  Though I'd think having someone use a weapon they're not even holding or some other beyond dice miss screw up would need pointing out.
Elric
player, 28 posts
Warforged Cleric
Lvl 1
Fri 17 Oct 2008
at 22:12
  • msg #83

Re: OOC discussion

Right now in combat Tim has spent 2 Healing surges one when Elric healed him, and another when Tim healed Gale, and Gale has spent no healing surges. Good thing Defenders tend to get a lot of healing surges per day (which are replenished with extended rests.)
Mittens
GM, 56 posts
Fri 17 Oct 2008
at 23:01
  • msg #84

Re: OOC discussion

Timothius and I discussed the extremely restrictive rules regarding intimidation in combat.  (PHB pg 186)

To convince an enemy to surrender in combat, it
- must be bloodied
- gets a +10 to it's will defense against the check just for being mad at you.
- gets a +5 to it's will defense against the check if you don't speak it's language.

That puts the DC of the check against a fire beetle at 25 - literally impossible for Timothius - even if the bloodied condition was met.

This ties into his frustration that the successful nature check didn't prevent the first beetle from attacking Gale.  A little familiarization with the monster manual uncovers that certain monsters, such as minions of intelligent races, will flee if they feel they're in a loosing battle.  Far as I can tell, beetles will attack anything labeled "player character" to it's dying breath, hence my decision to have it attack Gale.  I realize this is just a game after all, but why are language-speaking minions the only ones allowed the instinct of self-preservation?  (I excused it's attacking a healthy creature more than twice it's size (something that even a pride of lions is reluctant to do) by telling myself it was very, very hungry.)

A DM's job is difficult when it comes to trying to maximize the player's enjoyment while balancing it all against common sense and the rules of the game.  These three conflict very very often, but it's especially difficult when the rules say stuff like, "you can use a nature check to tame a beast as part of a skill challenge" and I can't find anywhere that says "taming a fire beetle takes the following: DC 15 nature to calm it.  if successful, and if there's no other threats it can attack, a DC9,000 nature check makes it your pet till the day it dies.  Otherwise you have to fight it, lawlz!"  Give me restrictive rules so I can laugh at them and replace them with reasonable house rules!  -.-

I want to encourage players to try alternative solutions to encounters and play around with their abilities like I've been doing with Gale, but I feel my hands are tied.  I don't want to change the rules every time they don't make sense or I may as well re-write the entire game.  I don't want to create new rules every time the rulebooks are vague for the same reason.  I guess in the future I'll let the dice decide, common sense or no.  Lack of flee option in monster manual or no.

"Does the fire beetle understand that biting at the armored cat means certain icy-stabby-arrowy-slashy doom and that running is a better idea?"  *Flip coin*
"Can a hungry fire beetle be convinced that your allies aren't lunch with one successful nature check?"  *Flip coin*
This message was last edited by the GM at 23:05, Fri 17 Oct 2008.
Elric
player, 29 posts
Warforged Cleric
Lvl 1
Fri 17 Oct 2008
at 23:11
  • msg #85

Re: OOC discussion

That is why Rule zero has always been to the effect that the DM can change any rule the DM feels needs to be changed for the situation.

I agree that intimidation is a bit silly still since there should be a penalty for the target for witnessing its allies being killed. Also there is a new heroic feat in the Dragon article that came up today about gladiators that gives a person +5 untyped bonus to intimidate checks for the rest of the encounter each time you score a critical hit. Not yet sure if it stacks with itself if you crit 2x in a fight... but with how it is worded it looks like it is possible... after all the more I see someone crit in a fight... the more I'd be worried that they'd be critting me next.

And yes I have the digital subscription to Dragon/Dungeon... the articles seem rather good, not perfect but well worth the subscription.

However regarding insects, most insects don't have enough of a developed brain to realize they are loosing a battle...which is why vermin were considered mindless in 3.5, anything with true animal level intelligence will however consider tactics and a tactical retreat when it is appropriate. (However if there is no where to run to, they will fight to the death.)
Elric
player, 31 posts
Warforged Cleric
Lvl 1
Sat 18 Oct 2008
at 00:19
  • msg #86

Re: OOC discussion

I think I noticed a typo in Timothius' character sheet, sinc Paladin's have a base of 10+con bonus healing surges per day Tim should have 11 healing surges, and have spent two so he's down to 9 healing surges. (But tim's character sheet only lists 8 healing surges.)
Timothius
player, 18 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 18 Oct 2008
at 16:18
  • msg #87

Re: OOC discussion

Thanks, Elric. I'll fix that to show 11 and put my current number of healing surges in my posts.
Gale
player, 12 posts
Sun 19 Oct 2008
at 01:30
  • msg #88

Re: OOC discussion

Critical failure on knowledge check for fire beetles!

Gale fails so badly at knowing about beetles, she falls off her stool and takes 1d4 psychic damage from the magnitude of her ignorance resonating in her skull.

This is why I think that critical failure events that some DM's like to employ are absolutely silly...  however, players are allowed to inflict whatever penalties upon themselves their heart desires.
Joe Darkthorne
player, 31 posts
Lv 1 Human Rogue
+0 Sword of Short
Sun 19 Oct 2008
at 02:01
  • msg #89

Re: OOC discussion

  Oh man.  I had someone want to have my a char of mine have a seizure because I crit failed a perception check.  Bad enough it was also time number 97 they had a cloaked sniper trying to sneak attack with a beam cannon capable of one hitting the toughest char in the group, from the top of a skyscraper, through game mechanics declared Illegal for PC's to use by the House Rules.

  That and Joe totally rolled a 1 on his nature check first, heh.  Maybe that's why I was failing so hard at knowing where to stab? (the answer, being 'anywhere').

  Also, just occurred to me.  While the Map feature the GM has access to making a menu option here wont be of use directly,  you could put a link to the spreadsheet map in it.
This message was last edited by the player at 02:57, Sun 19 Oct 2008.
Mittens
GM, 58 posts
Sun 19 Oct 2008
at 14:21
  • msg #90

Re: OOC discussion

Sheesh.  I'm glad I stick to MMOs where the mechanics are broken for everyone.  :S

Good idea on the map suggestion.  Will do.  *returns disseminated*  It's an image upload only.  Can't post a link there.  -.-

About the spreadsheet map:  Ctrl-Shift-F cycles through different levels of clutter on the page.  I recommend trying it.  :)
This message was last edited by the GM at 14:23, Sun 19 Oct 2008.
Mittens
GM, 62 posts
Tue 21 Oct 2008
at 04:41
  • msg #91

Re: OOC discussion

Can't-trip

PHB pg 159 describes the wizard cantrip "prestidigitation."  The idea is to have any small, harmless magic trick you can imagine at your fingertips.  The trick is defining "small" and "harmless."  They try to narrow it down by giving examples and then finishing with the general rule "Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions.  This cantrip cannot duplicate the effect of any other power."

Let's go down the list of examples to see how they can break that rule.
-"Move 1 pound of material." 1 pound stone pushed off a shelf onto someone's head would deal damage.  Drop it onto a nail and it's a tool.  Place it in orc's path for him to trip?  Hinder creature's actions.
-"Instantly light... a campfire."  Can deal damage, be a tool, and hinder creature's actions.
-"Produce a small item that exists till the end of your next turn."  yeah...
-"Make a small item disappear till end of next turn."

You get the picture.  Judging from the name "prestidigitation," I'm guessing the developers wanted to make wizards able to emulate magician illusions, only the magic is real and the rabbit you pull out of your hat can't be used as a projectile weapon.  But you can't have it both ways, Wizards of the Coast.

Given the examples given by Elric and Joe after this post, this power has the potential to be very unbalanced depending on how the DM treats it.  I'm tempted to gimp it up one side and down the other.  On the other hand, prestidigitation has been a large part of the fun I've been having with wizard.  I'll share what I've been using as a rule of thumb for filling in the blanks.

"Small" = 1'x1' total volume.  5 pounds or less.
This message was last edited by the GM at 05:30, Tue 21 Oct 2008.
Joe Darkthorne
player, 33 posts
Lv 1 Human Rogue
+0 Sword of Short
Tue 21 Oct 2008
at 04:51
  • msg #92

Re: OOC discussion

  Not to mention the various weapons, ammo, and clothes that weigh 1 lb.  Daggers, arrows, two sets of shuriken, someones pants.
Elric
player, 35 posts
Warforged Cleric
Lvl 1
Tue 21 Oct 2008
at 04:57
  • msg #93

Re: OOC discussion

In these cases the cantrip itself isn't doing the damage but whatever is being manipulated can, but it could also pull a level that causes something to occur to kill someone (say flooding a room and someone cant' get out.)

Can also use a cantrip to move a 1 lb alchemical 'bomb' that then goes off. the cantrip does no damage, the alchemical explosive consumable item does.

On another note... any clue how we get past this room? I don't think wearing one of those glowing organ things as a hat is really going to inspire Elric to find the solution.
Joe Darkthorne
player, 34 posts
Lv 1 Human Rogue
+0 Sword of Short
Tue 21 Oct 2008
at 05:08
  • msg #94

Re: OOC discussion

  Well, the obvious exit has been finally 'seen'.  Shall get to acting on Elric's earlier suggestion about good trigger tiles if nobody else does.
Mittens
GM, 63 posts
Tue 21 Oct 2008
at 05:48
  • msg #95

Re: OOC discussion

Timothius has an idea and plans to post it first thing tomorrow morning.  :)
Mittens
GM, 64 posts
Tue 21 Oct 2008
at 12:27
  • msg #96

Re: OOC discussion

I think this video makes Timothius' OOC point:

http://www.youtube.com/watch?v=t2a-N6nJZPQ

Surviving an encounter like that would bring you to level two at least.
Joe Darkthorne
player, 35 posts
Lv 1 Human Rogue
+0 Sword of Short
Tue 21 Oct 2008
at 21:12
  • msg #97

Re: OOC discussion

  It's probably that same quirky way that Elves who have spent nearly a century studying magic in their dramatic backstory have the same oomph as some guy who just happened to do some arcane research over the weekend.

  Or why all that irate wildlife a trained Ranger has offed during his life doesn't do anything more for him than the guy who works at the slaughterhouse.

  You're backstory doesn't count unless there are game mechanics involved.  Of course, I've also run into plenty of times where people felt it didn't count because it wasn't as fancy as cannon comic book characters when there were no game mechanics.
Mittens
GM, 66 posts
DM of much tolerance
(pets banhammer) >;)
Thu 23 Oct 2008
at 04:01
  • msg #98

Re: OOC discussion

As I mentioned earlier, I want to design encounters to have at least 2 solutions.  So far for this one, I've planned for 4.5 solutions.  (I'm only counting Gale's running through fire idea as 1/2 a solution 'cause Timothius had the better version of the same idea.)  I'll break down the rewards I plan to dole out depending on the team's success to whet the appetite and for future reference.

Gale's fire walk:  300xp total / 60xp per player. (And a charred team.)
Timothius' beetle stack:  300 total (plus 100 for each additional beetle slain) / 60xp per player (and far less painful than Gale's idea.)
Solution #3 I originally planned for: 500xp total / 100xp per player and the DM has to think of a different plotline.
Solution #2 I originally planned for: 2,100xp total / 420xp per player
Solution #1 I originally planned for: 2,500xp total / 500xp per player
Genius solution that the DM didn't think of but is too clever for words: same as solution 1 plus bragging rights.

Also, I plan to have a nice non-xp reward, but it's the same regardless of how much xp you earned.
This message was last edited by the GM at 04:24, Thu 23 Oct 2008.
Elric
player, 37 posts
Warforged Cleric
Lvl 1
Thu 23 Oct 2008
at 04:07
  • msg #99

Re: OOC discussion

Well if Elric was smarter he'd realize that there has to be a 'correct square' so a slow sweep of the room square by square avoiding the ones already known to be dangerous should reveal which square that is, without needing to use bug parts as it's a one pass sweep. Also... what happens if you case Ray of Frost at a fire repeatedly? Would it put the fire out?
Joe Darkthorne
player, 37 posts
Lv 1 Human Rogue
+0 Sword of Short
Thu 23 Oct 2008
at 04:13
  • msg #100

Re: OOC discussion

  My original plan was to detach the door into the room, and quickly use that as a platform over the fires (yes, its wood.  But it'd probably last a tiny bit).  But events have revealed that the door probably isn't long enough to do so.  On top of the fact said door is next to the bug trigger, so that'd be a hassle.

  Second plan was to see if you could hang off the ceiling to drop down from grapple/rope, but that's a no go and Mage hand cant handle that kind of weight.

  The sweep plan was the next which I'd be getting to if nobody else did, now that nothing is trying to directly kill us.
This message was last edited by the player at 04:17, Thu 23 Oct 2008.
Mittens
GM, 67 posts
DM of much tolerance
(pets banhammer) >;)
Thu 23 Oct 2008
at 04:35
  • msg #101

Re: OOC discussion

My guess is that repeated ray of frost directed at a camp fire would put it out the same way a garden hose would.  But this fire isn't fueled by wood, (obvious enough to the team from the lack of crackling and popping) and it's large enough and hot enough that a garden hose would have little hope of having much effect much less putting it out.

Hadn't thought of using the door the same way as the beetles.  Yay!  Now that you mention it, the door could have been laid across the trigger square to prevent it being stepped on again.  But who has time for that, right?

I'm no McGuiver, but I bet there's a way to make the rope-swing idea work somehow...
This message was last edited by the GM at 04:36, Thu 23 Oct 2008.
Elric
player, 38 posts
Warforged Cleric
Lvl 1
Fri 24 Oct 2008
at 22:14
  • msg #102

Re: OOC discussion

Now, we just have to wait for Prathen to tell us about the tile that has been discovered.. after all none of us read minds.

Edit: Good thing it wasn't a long wait..
This message was last edited by the player at 22:16, Fri 24 Oct 2008.
Joe Darkthorne
player, 40 posts
Lv 1 Human Rogue
+0 Sword of Short
Sat 25 Oct 2008
at 08:33
  • msg #103

Re: OOC discussion

  Unless you have something like Quick Draw feat (Which Joe has), or something specifically mentions, drawing or putting away a weapon or most anything is a Minor Action, while dropping things is a free one.
  So FB 1 currently has 9 as opposed to 2 HP I believe.
This message was last edited by the player at 08:37, Sat 25 Oct 2008.
Elric
player, 41 posts
Warforged Cleric
Lvl 1
Sat 25 Oct 2008
at 14:54
  • msg #104

Re: OOC discussion

Yep, also switching grips on stuff from one to two hands or two to one hands is a free action as well. This is most often pointed out when dealing with versatile weapons, but it is also comes into play when switching something from the left hand to the right hand or vice versa.
Mittens
GM, 70 posts
DM of much tolerance
(pets banhammer) >;)
Sat 25 Oct 2008
at 15:44
  • msg #105

Re: OOC discussion

Elric:
Yep, also switching grips on stuff from one to two hands or two to one hands is a free action as well. This is most often pointed out when dealing with versatile weapons, but it is also comes into play when switching something from the left hand to the right hand or vice versa.


*searches PHB*  Looked under versatile weapons, free actions, shield properties...  couldn't find this rule.  Tim and I both agree that paladins ought to be able to use a light shield and still grip a versatile weapon with two hands for the added damage, but I have yet to see an indication that this is allowed.  This would also be nice to know for sword mages.  It'd be grand to use a versatile as a 2-hander then use a free action to let go with your off hand to get the added AC bonus for having a free hand.

It could be argued that even 2-handers can be used this way given enough strength to hold something "that heavy" in one hand for 6 seconds between attacks.  Given that even the heaviest 2-hander in the PHB is only 12 lbs, and someone with a Str of 8 can lift 80 lbs no prob (40 with one hand), it's not a big stretch to say anyone can use a 2-hander as a versatile.  I happen to own a bastard sword that's close to being a 2-hander (thanks to Timothius giving it to me as a gift) and a large shield.  Even with my unheroic strength I could easily swing the sword around with one or two hands even with the shield strapped to my arm.

But this brings me back to the conversation I had with Elric about "shouldn't heavy weapons like a 12 pound maul automatically knock foes prone at least on a crit?"  I had to conclude, "oh well.  common sense be darned.  if the power doesn't say you can knock 'em prone, you can't knock 'em prone."
Elric
player, 42 posts
Warforged Cleric
Lvl 1
Sat 25 Oct 2008
at 16:06
  • msg #106

Re: OOC discussion

It's mentioned on the WoTC 'Ask Wizards' Q&A.

http://www.wizards.com/default.asp?x=dnd/4ask/20081008
Mittens
GM, 71 posts
DM of much tolerance
(pets banhammer) >;)
Sat 25 Oct 2008
at 19:35
  • msg #107

Re: OOC discussion

Thanks, Elric.




Introducing: Support Characters!

I think we've gotten the hang of this well enough that if you want to bring in more characters (not more players) feel free to introduce them here.  You will have until midnight Thursday to decide and post if you'll be adding a char or more.  If by then we only want to add a few characters, they'll appear in one of the dungeon cells, asleep.  Nah.  I'll just plan on all the new characters to be part of a separate storyline as their own unique team.  For now I plan to add an unaligned orc warlord.  Nah.  What I'll do is make a way for players to swap out jobs / characters after each dungeon and make that part of the storyline.  As for specific house rules for the new storyline, I don't expect much use of the following, but here goes:

"Replace the word 'Race' in the PHB with the word 'personality.'"

What this means is if you want a character who looks like a dragonborn but has the all the attributes listed for the dwarf race you only have to explain it away with "Dragor is a dwarf under a permanent illusion spell that makes him look like a Dragonborn," or "Fluffy is a dog who was raised on a steady diet of uranium ore.  Over time he developed dwarf-like attributes," or whatever.  To make a custom 'personality,' such as Timothius, PM me with the idea.  I've made up my mind I reeally hate that if you want to 1-hand a great axe, you have to be some butt-ugly race.  Now aesthetics won't be a limiting factor when choosing "race."

Same applies to weapons and gear.  If you don't like how a weapon you can use is named, change the name and keep the properties.  For example, the whip is the only 1 handed reach weapon.  If you would rather it described as a "magical attack hamster on a leash" go right ahead.  Just be prepared to get some funny looks if you're running around in blue spandex insisting your skin is as tough as full plate armor.




Being on the same page

Does everyone have the Adventurer's Vault and the Forgotten Realms PHB?  I'd like for us to all share the same options.  However, I'll assume you don't care if you have all the options the other players do.  (Stuff like sword mage, or dark pact, or background bonuses, etc.)

Forbidden classes:  for now, anything with the keyword "playtest" (such as barbarian)  On second thought, does anyone have a problem with the other players using incomplete classes that have been intentionally leaked by WotC for playtesting?  Even as broken as they are, I'm willing to let the players here fool around with them if they want to.  (Personally I think it's practically a waste of time.  You get attached to your barbarian powers then they pull the rug out from under you when they finally get around to publishing the official barbarian rules.)
This message was last edited by the GM at 02:59, Sun 26 Oct 2008.
Joe Darkthorne
player, 41 posts
Lv 1 Human Rogue
+0 Sword of Short
Sun 26 Oct 2008
at 01:43
  • msg #108

Re: OOC discussion

  While the 'don't want to look like a dragon to have dragon powers' thing seems in mind, I foresee about the only reasons most people would pick Human, as tradition apparently demands, killed execution style with the body dropped off a bridge.

  Even before this turned up, as Butterfly didn't used to have quite so pointy ears.  http://timothius.deviantart.com/art/Butterfly-12321218

  As for playtest stuff, those seem less good idea also due to the hassle of easy reference for most everyone.  Ranger?  Everything clearly listed.  Sword Mage?  Again, everything clearly listed.  Even though that's a different book, it's still a whole book.

  Sifting through a magazine or Q&A thread # whatever to find particular bits of information, not so handy.

  Do hope the alt adventures turn out for the alt inclined players though ;D
This message was last edited by the player at 01:47, Sun 26 Oct 2008.
Mittens
GM, 72 posts
DM of much tolerance
(pets banhammer) >;)
Sun 26 Oct 2008
at 03:15
  • msg #109

Re: OOC discussion

Heh I don't see humans becoming extinct by allowing them to pick from other races' abilities.  I may not be inclined to play a human looking character in a fantasy setting, but I'm the exception to the rule.  The human look is apparently extremely popular given race choice statistics in the MMOs I'm familiar with.  The idea was kinda inspired by my love of the freedom found in City of Heroes where your appearance has no bearing whatsoever on what you can do.  In any case we'll see how it goes and how much everyone likes/dislikes it in practice.  I for one would much rather look human and carry a big axe than look like a cow with a big axe.
This message was last edited by the GM at 03:16, Sun 26 Oct 2008.
Joe Darkthorne
player, 43 posts
Lv 1 Human Rogue
+0 Sword of Short
Sun 26 Oct 2008
at 03:26
  • msg #110

Re: OOC discussion

  I will admit that being able to pick up whatever racial bits, while still technical human would be something I'd use myself at times.  Though it was convenient that the 4'th ED Human traits were stuff I liked anyways, heh.

  I am the bestest distraction ever.  And the nice thing about Mortal enemies, is that they are Mortal.  Nice Map tidbit there.

  If I could get a char slot named 'Blake', that'd be awesome.  Infernal Pact with a certain arcade owner.
This message was last edited by the player at 01:02, Mon 27 Oct 2008.
Mittens
GM, 74 posts
DM of much tolerance
(pets banhammer) >;)
Mon 27 Oct 2008
at 04:33
  • msg #111

Re: OOC discussion

Having second thoughts about dropping race aesthetics now that I've had some feedback (and in practice it makes character creation even harder for me 'cause I can't make up my mind.)  So for now I'll drop the whole idea and keep the "custom races upon request" deal.

However...  Expect me to bring in an "LOL I can do this because I'm the DM" character.  Namely Mittens being able to have a moogle with the ffxi "change job kupopopo!" magic.  So there.
Timothius
player, 26 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 27 Oct 2008
at 12:07
  • msg #112

Re: OOC discussion

Fine. But every time you change jobs with Mittens, God kills a kitten.
Joe Darkthorne
player, 45 posts
Lv 1 Human Rogue
+0 Sword of Short
Mon 27 Oct 2008
at 20:17
  • msg #113

Re: OOC discussion

  While there is the facedesking aspect to the concept, I'm admittedly curious about some of the humorous implications...

  Any given me Char: So, earlier you were a Wizard, now you're switching from Paladin to Ranger?
  Moogle: Yup.
  Me:  Mid combat?
  Moogle: Yup.
  Me:  You're still wearing your plate mail.
  Moogle: eeer, yup.
  Me: But your stats are min/maxed for a Wizard.
  Moogle: Yup ;.;
  Me: I see no flaws with this ability at all.

  But yeah.  Every magical GM PC power use, Kitten Sniper kills God (Because the Kittens think it's time for payback).  http://www.jokerhut.com/wp-con...02/kitten_sniper.jpg
This message was last edited by the player at 20:31, Mon 27 Oct 2008.
Blake
player, 3 posts
Human Arcane Guy
Nonexistent Implement
Tue 28 Oct 2008
at 04:15
  • msg #114

Re: OOC discussion

  Double post, but whatever.

 So I'm editing my post to try and fix it up for how Blake would have realistically done things, regarding how reality suddenly altered itself regarding paperwork with Grall's half done post in a Tab.  I'm all set to put up the new stuff, when I hit refresh to check...

  And now I need to make a shorter starting post on how Blake passes the city by, because required community service to enter a place is for morons.
This message was last edited by the player at 04:21, Tue 28 Oct 2008.
Mittens
GM, 77 posts
DM of much tolerance
(pets banhammer) >;)
Tue 28 Oct 2008
at 04:40
  • msg #115

Re: OOC discussion

Required for extended residency, I.E. your mailing address is in Unity, not in Detroit.  (needed an excuse for total strangers to go out and attack things together)  Merchants, tourists, etc. do not have said requirement for temporary residency.  Grall assumed the leather armor wearing people in the immigration office were applying for extended residency.

Mandatory community service is one of my pet peeves.  You pay taxes to support prison populations.  Let them pick up litter.  Don't force highschoolers to start their prison careers early by requiring community service for graduation!
This message was last edited by the GM at 04:45, Tue 28 Oct 2008.
Blake
player, 4 posts
Human Arcane Guy
Nonexistent Implement
Tue 28 Oct 2008
at 04:45
  • msg #116

Re: OOC discussion

  It's more the fact it exists, period.  Blake would probably 'eh, why not?' gone along with random shenanigans for the hell of it if just normal asked or hired.

  But the 'oh by the way you need too...' stuff that's significant, should be known stuff that is tossed in your face too late after the fact, on top of 'required services' being part of that for anyone is not exactly funtimes.

  It's not a good sign when the space zombies that decapitation doesn't kill you've been fighting through the night don't feel as big an issue in comparison.
This message was last edited by the player at 04:45, Tue 28 Oct 2008.
Gilant
player, 2 posts
Githyanki Swordmage
Level 1
Tue 28 Oct 2008
at 04:51
  • msg #117

Re: OOC discussion

After meeting Grall... I can see why most Githyanki are Xenophobic.
Mittens
GM, 78 posts
DM of much tolerance
(pets banhammer) >;)
Tue 28 Oct 2008
at 04:53
  • msg #118

Re: OOC discussion

I could just remove the whole thing if it bothers you that much.

Or the permanent residency application includes the very likely option of opting to pay a processing fee.  Or to word in a more likely way, if you opt for the community service option, required application fee is waived.  Even minus plane ticket, Tim had to pay hefty fees to travel overseas.

Heh... yeah.  He's not a subtle one.  :)
This message was last edited by the GM at 04:56, Tue 28 Oct 2008.
Gilant
player, 3 posts
Githyanki Swordmage
Level 1
Tue 28 Oct 2008
at 05:01
  • msg #119

Re: OOC discussion

Grall's lack of subtlety and his comments about the Githyanki are what I was referring to. Plus his attitude isn't somethign Gilant is going to approve of.
Blake
player, 5 posts
Human Arcane Guy
Nonexistent Implement
Tue 28 Oct 2008
at 05:07
  • msg #120

Re: OOC discussion

  Time for my brain to play catchup with the latest revealed details again.  You holdin up alright Blake?

  “This looked more fun in Bill and Ted!”

  Good man.  I’ll go with the current situation to save time and hassle, and spring for the ‘service = free’ thing.  Which can be a tempting prospect when you only have two Gp, and knew about ahead of time from the wacky shenaniganngs of IC timeline.

  That and I’ve reminded myself you’re sane (well, so far as we go around here), and trying to do things interesting style as opposed to ‘lets play havoc with the PC’s’ style that seems to turn up elsewhere.
This message was last edited by the player at 05:13, Tue 28 Oct 2008.
Mittens
GM, 79 posts
DM of much tolerance
(pets banhammer) >;)
Tue 28 Oct 2008
at 05:22
  • msg #121

Re: OOC discussion

Yays!  ^.^  (Grall's post tweaked to reflect change from "required" to "optional.")

For Grall's personality, it was inspired by the orc song "where there's a whip, there's a will."  I'm aiming for a drill-sergeant personality.  He's got training in intimidation and diplomacy.  The one for subordinates, the other for superior officers, but both rooted in "charisma."  I figured him to be a metaphor for a minority frustrated with lingering inequality in a society that a few generations ago would kill his kind on sight.
This message was last edited by the GM at 05:26, Tue 28 Oct 2008.
Gilant
player, 5 posts
Githyanki Swordmage
Level 1
Tue 28 Oct 2008
at 05:43
  • msg #122

Re: OOC discussion

Oh and if your wondering, Gilant isn't threatening grall at all, just warning him that he doesn't know half as much about Githyanki as he thinks he knows from the myths.

That and saying in a less than obvious way, 'work on improving your sales pitch in a tactful manner'.
Mittens
GM, 80 posts
DM of much tolerance
(pets banhammer) >;)
Tue 28 Oct 2008
at 05:53
  • msg #123

Re: OOC discussion

Methinks Gilant's point was well made.  :)

BTW apologies to Joe for double post...  Was taking liberties with my new NPC in an attempt to get the ball rolling.  In any case, done posting for 2night.  Lookin forward to this new team's dynamic.  ^.^
Blake
player, 6 posts
Human Arcane Guy
Nonexistent Implement
Tue 28 Oct 2008
at 06:00
  • msg #124

Re: OOC discussion

  Well when you're using multiple characters, you're gonna double post in a technicality inevitably.  Or in Tim's case... uh... I'm to lazy to count posting.
Mittens
GM, 82 posts
DM of much tolerance
(pets banhammer) >;)
Wed 29 Oct 2008
at 17:27
  • msg #125

Re: OOC discussion

Added more flavor to Unity's description, including a regional benefit (that Tim created and I like) and law-enforcement info.  I realize this is ex-post-facto, so any character is welcome to take advantage of the new stuff as part of the storyline, which I had planned on making available eventually anyway.  So far, only Bridget has taken advantage of these options.  Grall didn't grow up in Unity, so no regional benefit for him.  However, he's fulfilled the requirements for citizenship and is in the process of becoming an official deputy.  Mittens isn't a full citizen of Unity yet, though she's fulfilled her residency requirements.  She works under the authority of the church of Tempus, and has loose ties with law enforcement.
This message was last edited by the GM at 17:38, Wed 29 Oct 2008.
Joe Darkthorne
player, 47 posts
Lv 1 Human Rogue
+0 Sword of Short
Wed 29 Oct 2008
at 21:05
  • msg #126

Re: OOC discussion

  *Eyes the official RG's Joe, Blake, and Elric have for comparison examples* Man Unity RG gets a crapload of stuff.  Considering that just about anything sentient can be a 'PC Race' in Unity (and the only skill +5 in the big list is vs thirst checks, not very common) that's enough to qualify for a crazy good RG all on it's own.

  But what I was mainly wondering about, is how Bridget got 1440 Gp worth of Magic gear, when even one of those costs more than starting cash, on top of them still having their starting cash.
This message was last edited by the player at 21:13, Wed 29 Oct 2008.
Mittens
GM, 84 posts
DM of much tolerance
(pets banhammer) >;)
Wed 29 Oct 2008
at 21:18
  • msg #127

Re: OOC discussion

In reply to Joe Darkthorne (msg #126):

Yeah the RG seemed on the excessive side, but I decided to run with it so you'd have a chance to take pot-shots at the original version before I edit it.

As for the magic items:

quote:
Some citizens choose a career in law enforcement.  Once their application is accepted they are issued valuable gear from the king's armory.  (Four level 1 magic items.)  The gear still belongs to the king, and the deputy is responsible for it's upkeep.


quote:
any character is welcome to take advantage of the new stuff as part of the storyline, which I had planned on making available eventually anyway.


To put it in modern terms:  The SWAT officer is issued the body armor, side arm, machine gun, helmet, etc valued in the thousands while the rest of the posse gets to bring what they already own.  If the raid is successful, members of the posse will have a good chance at being hired and having access to the armory.
Timothius
player, 29 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 29 Oct 2008
at 21:20
  • msg #128

Re: OOC discussion

I asked several times if Mittens was sure about that, but it was OKed, complete with something about intending to give you and Gilant opportunities to get plenty of magic items quickly. But I only threw in the +5 to checks on PC lore since that doesn't come up often. Though in retrospect, I forgot that includes Goblins and stuff. So I guess for purposes of specification, the races listed in the players handbook? Honestly... I have yet to see such a check occur at all and I've been playing DnD for a while now (Outside of the forum).

The +2 / add to skill list +add a language of choice is actually pretty normal RG, though. I saw three or so like that and one at least that had still more than that. If you think the +5 to learning about a Dwarf is too much when a dwarf will probably brag to you about his race anyway if you ask, then that can easily be cut out.

The money thing though, believe me... I was uneasy about it. But if the GM says "Go for it", then...? Anyway. You guys have fun chatting about it.
Mittens
GM, 85 posts
DM of much tolerance
(pets banhammer) >;)
Wed 29 Oct 2008
at 21:26
  • msg #129

Re: OOC discussion

I allowed Bridget to have the gear as a plot device as described above.  I don't expect the players objecting to having the option to have the same either now or in the near future.  I don't want to give away too much, but yeah as Timo says, I can easily axe the magic items and hack the RG if need be.
Joe Darkthorne
player, 48 posts
Lv 1 Human Rogue
+0 Sword of Short
Wed 29 Oct 2008
at 21:28
  • msg #130

Re: OOC discussion

  This is more one of the few times I don't try to go with IC logic over OOC mechanics.

  Rogues would have a crapload more cash.
  Wizards / Warlocks would have likely found a nice magical item or method more.
  Clerics would probably have been given something better than gift shop quality Holy symbol, considering their basically God's (take your pick) law enforcement.
  Rangers would probably have a much better version of or much better practice with their methods of choice.
  Warlords would, oh I don't know.  Have actual people to order that obey and follow them?

  Ect.  Everyone's starting characters, so they don't end up with all those significant benefits whatever methods or connections they've made, or crapload of levels due to it.  Joe would probably have been level 15 by now from how many zombies there are in Luskan and Re-killing em since he was 4 (lots of fire and no respect for the local scenery helps).
  And admittedly, 'Wheee!  I get things no Lv 1 starter char would be reasonably given the rest of the P-base doesn't get because of the plot!' stuff has never been a fun time subject for me.
This message was last edited by the player at 21:34, Wed 29 Oct 2008.
Mittens
GM, 86 posts
DM of much tolerance
(pets banhammer) >;)
Wed 29 Oct 2008
at 21:44
  • msg #131

Re: OOC discussion

Agreed.  The PHB says to start with 100 gold.  Way too little.  The DMG says if you want to start at lvl 2, start with a lvl 3 magic item, a level 2, a level 1, and 320 gold.  This is the equivalent of 1,920 gold.  Using the same rule of thumb, you'd get 1,280 worth in gear and gold at lvl 1.  (Yes, I did the math.)  I plan to get every member of the team 1,920 gp worth of gear by level 2 or thereabouts, the difference is Bridget starts out with negative gp (thanks to posessing gear that doesn't belong to her) so she'll have to trade in her current magic items before she can upgrade.  By lvl 2 she'll be on the same playing field money-wise.
Joe Darkthorne
player, 49 posts
Lv 1 Human Rogue
+0 Sword of Short
Wed 29 Oct 2008
at 21:56
  • msg #132

Re: OOC discussion

   Curse you math, why must you constantly befuddle me!  Let's just hope we can survive to level 2.  Shame Pact Blades start out at Lv 3 though... wait, Lv 2 person starting with lv 3 item?  My grasp of item logic, it is flattened like a coyote falling victim to ACME products!
Blake
player, 9 posts
Human Arcane Guy
Nonexistent Implement
Fri 31 Oct 2008
at 23:42
  • msg #133

Re: OOC discussion

  Commenting on the bloodthirsty methods of others while explaining you've never done so before yourself, yet people think you're the violent one?

  Seems I still got it.  Or rather Blake's caught it.  Poor bastard.

  "It doesn't mean it's not true though."

  Quiet you.
This message was last edited by the player at 23:46, Fri 31 Oct 2008.
Elric
player, 47 posts
Warforged Cleric
Level 1
Sat 1 Nov 2008
at 00:02
  • msg #134

Re: OOC discussion

Heh.

Some things just defy description, just like this picture...
http://ihasahotdog.files.wordp...ome-with-dignity.jpg
Mittens
GM, 87 posts
DM of much tolerance
(pets banhammer) >;)
Sat 1 Nov 2008
at 01:02
  • msg #135

Re: OOC discussion

LOL!  Good thing I wasn't drinking milk or it'd be comin out my nose right now!
Mittens
GM, 89 posts
DM of much tolerance
(pets banhammer) >;)
Sat 1 Nov 2008
at 02:21
  • msg #136

Re: OOC discussion

Old woman modeled after Roz from Monsters, Inc.

http://www.imdb.com/character/ch0004385/

Here's a vid they made to give the feeling of a back-stage tour of the movie.
http://www.youtube.com/watch?v=kdRSqJolznk





Spoiler text: (Highlight or hover over the text to view)

Just kidding!  Found out that's a real animatronic in Disneyland!
Here's another:
http://www.youtube.com/watch?v=tMQsx-WRum8&NR=1
Singing Happy Birthday:
http://www.youtube.com/watch?v=-6apNU04dG8&NR=1


This message was last edited by the GM at 02:23, Sat 01 Nov 2008.
Mittens
GM, 90 posts
DM of much tolerance
(pets banhammer) >;)
Sat 1 Nov 2008
at 14:47
  • msg #137

Re: OOC discussion

A thought on rogue+paladin tactics:
A paladin uses divine challenge on an enemy it's adjacent to.  The rogue then moves into a flanking position and with a sly flourish fires a bolt from it's superior crossbow, provoking an attack of opportunity from the marked enemy.  If the rogue hits, foe would take 1d10+dex+cha+2d6 from the rogue, AND 3+cha from the paladin's divine challenge.  The opportunity attack would suffer a -2 from the divine challenge.

I think this could be a very good tactic given that the target could very possibly end up dead before it can even complete it's attack on the rogue, and divine challenge is intentionally being used as a weapon.  It would be a guaranteed kill against a minion.  Also, for attacks that do 2[W] damage or more, the superior crossbow is the most powerful weapon at a rogue's disposal that still counts for sneak attack.  Another benefit is that allies can now move freely past the enemy because it already used it's AoO this round.

Divine Challenge:
The wording isn't terribly clear on what it means to fail to engage the target.  Suppose a paladin were to kill a minion then challenge a second foe that's not within melee reach at the end of his turn.  I'd say that that wouldn't negate the challenge even though he didn't end adjacent to or attack the foe because it says "or challenge a different target."  Now suppose the marked foe decides not to engage the paladin on it's turn.  Again, the paladin must either engage the marked foe on his turn or challenge another foe.  The way it's worded, a paladin could bounce around a room like Daffy Duck, never attacking his marked targets, so long as he marked a new one every turn.  Somehow I don't think that's what the developers had in mind.  Nevertheless, for now it seems the only way a Paladin could lose his divine challenge for a turn is if he challenged the last foe in the room then ran away.
Elric
player, 48 posts
Warforged Cleric
Level 1
Sat 1 Nov 2008
at 15:23
  • msg #138

Re: OOC discussion

The trigger an AoO to trigger attacks and damage from marks is a viable but possibly risky tactic. Can't remember if those are immediate interrupts or immediate reactions, if they are interrupts then yes they could kill a creature prior to it getting off the AoO if it was already damaged enough.

If they are immediate reactions they would not negate the damage the creature does but still end up doing extra damage to the creature.

As far as defenders go, Paladins can do sick amounts of punishment to a mob, just look at certain justice for champions of order, they can weaken AND daze a single mob for the duration of an encounter, EVERY encounter (all they have to do is hit with an attack that is Str+4 which is easy to land if you have a good str score and continue to pump it) if they focus on it by keeping their mark on it as long as it is alive, which isn't hard and is utterly devastating on solo monsters, and no other defender can hose a mob like that.

As far how divine challenge works, if you mark a foe at the end of your turn the 'mark ends if you don't do 'this or that'', doesn't come into play till the actions during the next turn. However, if you mark a mob at the beginning of your turn and then ignore it, the mark will fade that turn. But the game doesn't penalize a paladin for defeating its marked foe with its standard action by denying them the chance to use their minor action that round to mark the next foe they intend to challenge.
This message was last edited by the player at 15:29, Sat 01 Nov 2008.
Timothius
player, 31 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 1 Nov 2008
at 16:24
  • msg #139

Re: OOC discussion

Heh... finally looked over Artificer. Stat-wise, it seems Gilant woulda been a nice choice for using as an Artificer since he's a Githyanki. In fact, of the currently playable races, they are the only ones with +2 to Con and Int. That +2 to innitiative helps them out there too since Artificers are a leader class. The +1 to Will goes along nicely with the +1 to Will that Artificer gives. And lastly, it's interesting how Githyanki have that telekinetic leap and Artificers have that "Jump" Artifice ability... coincidences? :)

While admittedly, Artificer isn't an official class yet and Swordmage fits a Githyanki just as much, I just thought I'd point out my observation. :)

Personally, I'd love to make an Artificer and a Barbarian here, but since those don't count as "official classes", I will have to do that for Tuesdays instead of here. At least until the Player's Handbook 2 and the Eberon Player's Handbook come out.

That said, I might even hold out playing Eli on this Forum since Artificer seems to fit him well too... though the abilities of Wizard are by far too cool to miss out on and still fit him. But with no sign of another Controller class yet, I suspect Wizard really is best for him for now. Either way, it's nice to finally have a way to play Eli without saying he's some demigod of smarts and yet still have him clearly way above the average guy in that department.

Finally, I wanted to run this by as a custom race and see what you guys think. Admittedly, it's directly based off of the pokemon Umbreon, but look past your distaste for pokemon and check out what I've got here:

+2 Con, +2 Cha. Size: Medium. Speed 6. Darkvision. Languages: Common, Primordial. +2 Insight, +2 Intimidate. Shadow Origin: Your ancestors were native to the Shadowfell, so you are considered a Shadow creature for purpose of effects that relate to creature origin. Poison Blood: +5 racial bonus to saving throws against poison. Spiteful Blood: You can use Spiteful Blood as an encounter power.

[M] Spiteful Blood (Immediate Reaction; Encounter) * Melee 1
Special: You must be bloodied to use this power.
Trigger: Enemy hits you with a melee attack
Target: The triggering enemy
Con +2 vs. Ref; Enemy takes ongoing 5 poison dmg (Save ends).


The RP idea behind the encounter power is that this is a race who has poisonous blood (Or in the case of the actual Umbreon, poisonous sweat). To show what I used as a template:

Most races have +2 to 2 different stats (Though Hobgoblin happens to have the Con and Cha that I'm applying here), speed 6 and two languages. I chose Primordial because of the Shadow origin; I figured Primordial was probably the closest thing to a common tongue in the Shadowfell due to it's origin (While Elven makes sense for someone of Fey origin, they don't give a Shadow origin alternative). Most races also have the +2 to two different skills. Drow have Darkvision. Elves have Fey origin, so I'm just changing the origin to be Shadow instead (Shadar-Kai technically have Shadow origin, but the race info in the BACK of the monster manual doesn't say so. Just like Gnomes technically have Fey origin). Dwarves have +5 bonus to save vs poison, so I just gave this race the same with a different name. Genasi Firesoul has a similar racial encounter power to the custom one I just made. Difference is mine's ongoing damage instead of normal damage. As an alternative to the encounter power, I was thinking this race could have the ability to make a poison to put in drinks / food using their blood (Or their sweat). Still thinking of a name for the race other than Umbreon, though I'd be fine using that name too. Any suggestions welcome. This is my first real attempt at making a custom race (Since Timothius is technically still a shifter).

Finally, I have a question... why buy an non-magic implement for a warlock? According to the rules, I can do anything my class allows me to do without an implement. So why are there even non-magic implements? They don't add anything and are not required, making them entirely cosmetic. Is it like the "Fine Clothing" in that it is purely for aesthetics?
Elric
player, 49 posts
Warforged Cleric
Level 1
Sat 1 Nov 2008
at 16:45
  • msg #140

Re: OOC discussion

Nonmagical implements only serve cosmetic uses, and yes githyanki make good shielding swordmages and good artificers that rely on con, they also make good infernal warlocks as again that is an int/com combo although since we don't know what the 3rd stat artificers could use when going for the other build can't guarantee that githyanki make good artificers of all times, but they do make good battle ones.

The racial encounter power seems plausible idea although I'd change it to be more like the drow or gensai damaging ones (The gensai fire reaction one would be a great base for this power) and just use the poison damage type, plus have the bonus to Con on the attack go up to +4 at lvl 11 and +6 at level 21, otherwise the ability would never hit at higher levels.
Joe Darkthorne
player, 51 posts
Human Rogue
+0 Sword of Short
Sun 2 Nov 2008
at 03:54
  • msg #141

Re: OOC discussion

  I think the only reason for No-Magic implements (that I recall offhand anyways) is the perk they give wizards depending on what kind you choose.  Yay for +1 AC and incidental encounter bonus with Staff.  But yes, useless for Warlock without a +.

  As for the ENC power example, beyond wondering why a poison attack is reflex instead of fort(maybe its one of those game mechanics over style things), I can’t see how doing ongoing damage instead of straight damage is an even trade.  It’s first damage is 5, a decent damage automatically for a random race ENC attack, on top of however many more times the target fails their roll.

  Also, are there any cannon PC races that have Darkvision (That didn't start off as an enemy, as it seems they tossed out fancy sight to enemy races like candy, so of COURSE Drow get Dark to kill PC's better)?  Cause if so, I think I may be tempted to play one.  Everything else has lowlight or normal, and being able to see when nobody else is allowed to is a nice perk.

 In unrelated news, I think Doppelgangers are more badass than Drow.  Sure, they shapeshift.  But they don't need fancy poisons, vision,  magical gear, and a half dozen special abilities to get the job done.
This message was last edited by the player at 04:07, Sun 02 Nov 2008.
Timothius
player, 32 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 2 Nov 2008
at 12:51
  • msg #142

Re: OOC discussion

I agree ongoing 5 is way too much. I was thinking 1 or 2 ongoing damage to compensate. After all... in a 1d6 roll, you can do 1-6 damage and it's over. With ongoing, you do a max of 2 damage and if the guy saves the next turn, it's over. And even if he doesn't, he has another chance to save next turn, in which case, you've only done 4 damage. The guy would have to fail 3 saving throws (Which isn't too rare, but it is uncommon) and by then, the guy is likely dead anyway via other people's attacks.

As for not only why it's vs reflex, but also why I want ongoing so much is because the idea is the enemy has to dodge the poisonous blood that splashes on him. poisonous. You know... that thing that poisons you? I personally can not wrap my mind around a "poison" that does damage once. When you are poisoned, you continue to get worsened effects until you can cure it (Hence the saving throws) or until the effects die down from your immune system or some such. Both in real life an in every game I've seen besides DnD. Ever. Hence my saying I would even take a 1 ongoing dmg thing if need be. And for that one, most anyone with sanity and an obsession for plusses would sooner take the one time 1d6 than a 1 ongoing since it would literally take 6 failed saving throws in a row before it even begins exceeding the max damage of the 1d6. Of course, 2 seems balanced, but you guys tell me what you think.
Mittens
GM, 91 posts
DM of much tolerance
(pets banhammer) >;)
Sun 2 Nov 2008
at 14:04
  • msg #143

Re: OOC discussion

Best I can figure, the average damage done by ongoing damage does about 2x the base damage given a foe lasts about 10 rounds after it's hit with ongoing damage.  5 ongoing damage does an average of 9.99 damage in 10 rounds, 4 ongoing damage does 7.99, and so on.  The average fire pulse damage at level one is about 7.5 given a Str mod of 4.  Very few target will last 10 rounds, and even if they did, 2.5 more average damage than firepulse once a blue moon is nothing to get excited about.

Drow gets dark vision, +2 to intimidate and stealth, a nice trance ability, and...  *Reads Drow encounter powers and falls over.*  O...K... After reading how incredibly awesome Drow is, I'll make the following ruling about this custom race:

Change it from "vs. reflex" to "vs. fort," add the plusses per tier that Elric suggested, and it's fine as written.  (I agree with Joe that it'd be less a factor of dodging the blood and more a factor of resisting it.)  Go ahead and throw in that you can use your blood as a poison component if you want.

Better idea IMO:  Take out the saving throw bit and add resist 5 poison and +1 to fort defense to take after the Gensai.  I'd remove the "only if you're bloodied" bit from the encounter power, and drop it from 5 ongoing to 4 ongoing.  I think you'll have more fun with it in the long run that way.

Sheesh.  Now I want to roll a Drow rogue.
This message was last edited by the GM at 14:13, Sun 02 Nov 2008.
Elric
player, 50 posts
Warforged Cleric
Level 1
Sun 2 Nov 2008
at 15:05
  • msg #144

Re: OOC discussion

There are also drow racial paragon and epic classes (The epic drow one is for a drow that is trying to seperate him/herself from the taint of her species) in Dragon 367 (One of the free issues of the magazine)

Ya Drow are popular, in part because of a character from a book series, Drizzt, who made rebellious (in that he was good and not evil) dark elf dual wielding scimitar rangers overdone as there has been tons of knockoffs.

I strongly suggest reading the article (Children of Darkness) as it gives a good understanding of drow society an stuch within 4th edition. Plus the Horizon Syndicate is a good way to deal with one or more Drow PC characters (as the party could be made of (junior or normal) members of the group.
This message was last edited by the player at 15:25, Sun 02 Nov 2008.
Blake
player, 11 posts
Arcane Guy
Nonexistent Implement
Tue 4 Nov 2008
at 00:08
  • msg #145

Re: OOC discussion

  So, does Blake have an opposites curse or something?  Cause most of what he attempts to say and do seems to he taken the opposite way.

  Comment on how killing purely for profit is for crazies, obviously he's a crazy who kills for profit.
  Comment on how he's not sure how well he'd do at such, obviously he's incredibly confident he can.
  Ask if he can ignore Grall, obviously this means he's ignoring someone else.

  Is there a pattern?  And if so, then use said pattern to determine what Blake actually did regarding the office lady's request.
This message was last edited by the player at 00:09, Tue 04 Nov 2008.
Mittens
GM, 92 posts
DM of much tolerance
(pets banhammer) >;)
Tue 4 Nov 2008
at 00:38
  • msg #146

Re: OOC discussion

I was under the impression that Blake's not handing over his residency application (the two times he was invited to) was deliberate on his part.  Grall was easily distracted and assumed Blake would heed his warning that he'd be sent back to the immigration office for failing to present his papers.  Roz on the other hand, is filling that beurocratic "buck stops here" roll as my attempt to poke fun of the personality.

"You can't ignore me" Immediate Interrupt, Encounter:  Trigger - Adjacent creature makes a comment that provokes an authoritative reply of opportunity.  Effect:  Whether or not Roz was the target of the question, she can assert herself as being the one you should concern yourself with.

You needn't worry about this storyline quirk anymore I'm pushing to get to combat.
Blake
player, 13 posts
Arcane Guy
Nonexistent Implement
Tue 4 Nov 2008
at 19:49
  • msg #147

Re: OOC discussion

  I'd answer Grall's question, but there's a whole pile of legalities that are remaining in off screen limbo, so Blake can't exactly give them an accurate answer yet.

  He'll get to Grall's Q last.
Mittens
GM, 95 posts
DM of much tolerance
(pets banhammer) >;)
Wed 5 Nov 2008
at 19:09
  • msg #148

Re: OOC discussion

I can't wait to get to the encounter!  Tim drew up a great map for us, and I'm thinking of applying a new idea that I'm hoping will spice things up:  "fog of war."  Idea is that you will only be able to see that part of the map you've explored.  This is a feature that's hard to implement in the tabletop games, but I think it's do-able here.

If I'm not the only one who'd rather skip to the action I will post the following IC asap:

Narrator:
Once all the formalities are out of the way, Bridgett leads the group to the woods outside the city walls.  On the way, she methodically familiarizes herself with each members offensive and defensive capabilities.  She follows the directions she was given in her intelligence report to the place suspected to be the lair of the bandits.  The occupants didn't do a very good job covering their tracks, and clues point to an outcropping of rock as the entrance.  There are several felled bushes (indicated in dark green on the map) blocking the entrance to a cave.

Addition to the contract: Deputies and their hired help are under strict orders to apprehend criminals without killing them.  They are expected to use the minimum necessary force when enforcing law.

(We've got team members who have the same first initial, so I indicated Grall with a red Gr and Mittens with a blue M.)
http://spreadsheets.google.com...GO9l1BM0Og&hl=en
This message was last edited by the GM at 03:29, Thu 06 Nov 2008.
Narrator
player, 10 posts
Thu 6 Nov 2008
at 02:57
  • msg #149

Re: OOC discussion

[21:53] Mittens 8D: shall we assert that joe worked on the north corner's trigger while timothius and gale oblivious to his activation did the edge?
[21:54] Mittens 8D: (all i'd have 2 fix is what i've already fixed)
[21:54] Section Z tm aka Joe Darkthorne: works for me. Gets the job both done, and with less effort from Joe

[21:58] Section Z tm aka Joe Darkthorne: Yeah.  For the lighting order Joe has no inclinations.  He just wanted to make sure all availble torches were around.
[22:00] Mittens 8D: ok so "joe pulls all unpulled levers first?"
[22:01] Section Z tm aka Joe Darkthorne: That aren't being dealt with by others, yeah.  My post was 'pull all untrigged torch levels' deal.  Tim and Gale are making that easier for him to accomplish

all 6 torches (indicated in yellow on the map) are now visible and unlit.  also darkened the trigger squares for a little more clarity.
This message was last edited by the player at 03:07, Thu 06 Nov 2008.
Mittens
GM, 98 posts
DM of much tolerance
(pets banhammer) >;)
Fri 7 Nov 2008
at 16:34
  • msg #150

Re: OOC discussion

Chapter Zero, Mysterious Dungeon:
Elric suggested activating all 3 torches on the edges of the room at the same time, but Joe is standing near a corner.  Rather than double post Gale, I'll let Elric or Timothius point that out.



Chapter One, Unity:
I realize that from where they're standing, some members of the team can't see as much of the room as Mittens does.  Telepathic shared vision is a slight improvement in game play over omniscience?  Again, will have to rely on players refraining from meta gaming.  The room is larger than what Mittens can see, but I'm leaving those areas black that the forward member doesn't have line of sight to.
This message was last edited by the GM at 16:42, Fri 07 Nov 2008.
Joe Darkthorne
player, 54 posts
Not So Dashing Rogue
+0 Sword of Short
Fri 7 Nov 2008
at 19:52
  • msg #151

Re: OOC discussion

  With Joe, That'd be more my forgetting to edit the map for the n'th time <.< Fixed.

  As for Blake, I'm not regretting his +0 initiative bonus considering it wouldn't have made a damn difference if he had even a +5, heh.

  Think you could toss a link to the Unity map in the link thread for future reference?  As for the map vision, it's either the way you have it, or you have to make separate maps for everyone to represent 'their' vision...

  And I find myself wondering at the near uselessness of an Everlasting Torch, considering it still has crap light range and you can't even burn things with it.  Toootaly worth 50 Gp instead of occasionally spending Sp's -.-  Why did I buy it again?  Even a Lantern is a ridiculous step up.
This message was last edited by the player at 20:03, Fri 07 Nov 2008.
Mittens
GM, 100 posts
DM of much tolerance
(pets banhammer) >;)
Sat 8 Nov 2008
at 12:55
  • msg #152

Re: OOC discussion

Chapter Zero:
Since we're not in combat, we can continue the story without waiting for Timothius to post...  He's working a 12 hour shift followed by another 8 hour today, he probably won't post for a long while.  And considering that there's 3 other players in the team and 3 edges we could make some progress.




Chapter One:
Bridget's character sheet updated to reflect the removing of magic items.
This message was last edited by the GM at 13:11, Sat 08 Nov 2008.
Mittens
GM, 101 posts
DM of much tolerance
(pets banhammer) >;)
Sat 8 Nov 2008
at 17:08
  • msg #153

Re: OOC discussion

Added the following to house rules.

DO NOT RE-ROLL
If you use the wrong name, wrong description, wrong modifier or w/e for your roll, do not re-roll.  Just point out what you did wrong in your post and correct it there.  Only exception is if you used the wrong dice.  Re-rolling is a relatively rare power that I'm not going to grant if you said "wolf 2" instead of "wolf 1."  (If you re-roll by mistake use the first roll.  The second roll will be stricken from all of Egypts monuments as if it never happened.)
Gilant
player, 13 posts
Githyanki Swordmage
Level 1
Sat 8 Nov 2008
at 18:50
  • msg #154

Re: OOC discussion

2 rounds 2 crits...the odds are 400 to 1. I'm starting to wonder if your fudging the dice in the mobs favor.
Timothius
player, 34 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 8 Nov 2008
at 19:31
  • msg #155

Re: OOC discussion

Not only is that much more effort than it's worth complete with no incentive to do so, but this sort of thing happens in real rolls. We have a guy who for a full month straight, rolling real dice, didn't hit but one time out of all those encounters. And in one encounter, the DM happened to roll two crits in a roll. Being a storyteller and completionist, that DM would be devastated if the RP came to an end, especially that early. It happens.
Gilant
player, 14 posts
Githyanki Swordmage
Level 1
Sat 8 Nov 2008
at 20:05
  • msg #156

Re: OOC discussion

Still, in real life you can always use different dice if you feel one set isn't working right.

But it is known that rpol's dice roller is very streaky and is a rather sucky dice roller due to that streakiness.

On EVERY Rpol game I've been on that uses dice, the dicebot is rather bad about being streaky and having long strings of high numbers or low numbers, especially when multiple roles are made close to each other.
Timothius
player, 35 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 8 Nov 2008
at 20:15
  • msg #157

Re: OOC discussion

Well that's annoying. Here's hoping our problems will be solved shortly.
Gilant
player, 15 posts
Githyanki Swordmage
Level 1
Sat 8 Nov 2008
at 20:17
  • msg #158

Re: OOC discussion

This is why I've always hated using the dice roller in RPoL.
Mittens
GM, 102 posts
DM of much tolerance
(pets banhammer) >;)
Sat 8 Nov 2008
at 20:23
  • msg #159

Re: OOC discussion

I fudged the dice once.  A peek at the DM's dice log:
13:35, Today: Gray Wolf rolled 16 using 1d20+2. wolf 3 grab vs. Gilant.
13:27, Today: Gray Wolf rolled 27 using 1d20+7. wolf 2 bite vs. Gilant.
13:16, Today: Gray Wolf rolled 16 using 1d20+7. wolf 1 bite attack vs. Mittens.
11:56, Today: Bridget rolled 13 using 1d20+7.
11:55, Today: Emerald rolled 21 using 1d20+7. Furious Smash - Attack.
11:49, Today: Emerald rolled 8 using 2d4+5. King's Castle - Damage.
11:47, Today: Emerald rolled 23 using 1d20+9. King's Castle.
22:59, Yesterday: Blake rolled 7 using 1d20+4. Blake To Hit.
22:07, Yesterday: Gilant rolled 9 using 1d20+7. Lit. C. 2nd Att vs Ref. Wolf 2 Will Suck.
22:06, Yesterday: Gilant rolled 8 using 1d10+7. Lightning Clash dmg to Wolf1. Will Suck.
22:04, Yesterday: Gilant rolled 26 using 1d20+10. Lightning Clash vs Wolf 1. Will Suck.
21:54, Yesterday: Grall rolled 25 using 1d20+7. furious smash vs. Wolf 1 Fort defense.
21:38, Yesterday: Grall rolled 4 using 1d6. inspiring word.
21:17, Yesterday: Mittens rolled 10 using 1d20+7. holy strike vs. Wolf 1.
20:48, Yesterday: Gray Wolf rolled 4 using 1d6+2. damage from bite attack.
20:46, Yesterday: Gray Wolf rolled 28 using 1d20+8. charge attack vs. Gilant.
20:46, Yesterday: Gray Wolf rolled 19 using 1d20+8. charge attack vs. Gilant.
20:40, Yesterday: Mittens, on behalf of Emerald, rolled 10 using 1d6+7. sly flourish damage.
20:35, Yesterday: Mittens, on behalf of Emerald, rolled 16 using 1d20+8. readied sly flourish vs. Wolf 1.
11:16, Yesterday: Mittens, on behalf of Bridget, rolled 13 using 1d20+8. Initiative (includes warlord bonuses).
11:14, Yesterday: Mittens, on behalf of Blake, rolled 5 using 1d20+4. Initiative (includes warlord bonuses).
11:12, Yesterday: Mittens, on behalf of Emerald, rolled 22 using 1d20+9. Initiative (includes warlord bonuses).
11:10, Yesterday: Grall rolled 11 using 1d20+5. Initiative (includes warlord bonuses).
11:08, Yesterday: Mittens rolled 13 using 1d20+4. Initiative (includes warlord bonuses).
11:05, Yesterday: Mittens, on behalf of Gilant, rolled 15 using 1d20+4. Initiative.  Will suck.
11:03, Yesterday: Secret Roll: Gray Wolf rolled 16 using 1d20+5. wolf pack initiative.
22:40, Wed 05 Nov: Mittens rolled 8 using 1d20+2. looking for bush traps.  :p.
21:08, Mon 27 Oct: Secret Roll: (Fudged 1 roll) Grall rolled 15 using 1d20.

I forgot what that fudged roll was so I re-read his Mon 27 Oct post.  It was a knowledge check to see if he even knew what the heck a Githyanki was.  As DM, I don't need to fudge dice, but I fudged it that one time to see how the fudge option works, and because I wanted Gillant to have a little more RP material to play with.

I can understand frustration with with a broken dice roller, my Tuesday night players hate their store-bought dice and that's knowing it's pure bad luck not poor programming.  However, I don't believe that an excuse to accuse me of fudging the rolls against the players.  This after I bent over backwards to try and make the players have every advantage within the rules and then some.  That said, I'm only slightly offended.  (If someone accused Tim I'd be furious.)

I still plan to do everything in my power to make the game as enjoyable as possible for all the players.  As it is, the encounter is rated "below average difficulty" for a team of 4.  If I continue to get such strong negative feedback every time something goes less than ideal for the players, I'll take that to mean that I should make the enemies roll a 1 every time.  That or the boss fight will be a single lvl 1 rat who has cerebral palsy.
Timothius
player, 36 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 8 Nov 2008
at 20:29
  • msg #160

Re: OOC discussion

In DnD, until someone is KOed, I don't even start worrying. Even then, I only worry for the KOed individual. It's been my experience that a team as a whole can survive much worse even with two guys KOed and the main tank (Paladin) glued in place when up against ranged enemies.
Mittens
GM, 103 posts
DM of much tolerance
(pets banhammer) >;)
Sat 8 Nov 2008
at 20:30
  • msg #161

Re: OOC discussion

Elric found an alternate dice roller:
http://rollr.appspot.com/

Anyone is welcome to use this alternate roller instead of the RPOL roller.  You can send the roll to c_fewell@hotmail.com as proof you're not making up rolls.
This message was last edited by the GM at 01:25, Sun 09 Nov 2008.
Elric
player, 53 posts
Warforged Cleric
Level 1
Sat 8 Nov 2008
at 21:33
  • msg #162

Re: OOC discussion

I've seen bad dice and dicebots/rollers cause all sorts of havoc... the problem with dice is that if they get worn they aren't truly random anymore as I've seen a pair of dice that were rigged to always roll a combined total of 7 due to having edges and corners rounded off. (it was in a class a few years ago as part of a demonstration.)

Actually, I was being sarcastic about the die fudging...I had just figured it was a result of RPoL's streakiness as it has a pretty lousy random number generator.
This message was last edited by the player at 21:36, Sat 08 Nov 2008.
Mittens
GM, 104 posts
DM of much tolerance
(pets banhammer) >;)
Sat 8 Nov 2008
at 22:49
  • msg #163

Re: OOC discussion

The speed of progress

It took a month to make it out of the first room of Chapter Zero.  I plan to award the team for a month's worth of effort, but my idea of an appropriate reward might not be the same as the players.  Before I make up my mind how much XP and gear to hand out, I'd like some feedback from the players how they'd like to progress.

1) How quickly would you like your character to become lvl 30?
2) At what rate would you like your character to gain gear/wealth?
3) Would you rather be awarded items of your own choosing or would you rather not know what you'll get?

Here's my answers:
1) I'd like my characters to advance about 1 level a week with some variation.  So I'd like to get to level 30 in about 30 weeks give or take a month.
2) I'd like my characters to gain enough gear/wealth to be able to afford a magic item equal to my level for every equipment slot - from head to feet.
3) I want to choose my weapon and armor.  The rest the DM can choose.  :P

Any other options you'd like to see?  For example, "So long as I can buy the items I'd like, just award my character with gold," or "All I care about is having a weapon that's at least 6 levels above my current level."
This message was last edited by the GM at 22:58, Sat 08 Nov 2008.
Elric
player, 54 posts
Warforged Cleric
Level 1
Sun 9 Nov 2008
at 00:53
  • msg #164

Re: OOC discussion

Hmm, interesting three questions

for the first one) I'd like to gain levels at a reasonable rate, but I don't want to shoot up so fast that it becomes absurd given what is accomplished

for the second and third question, definitely need enough gear/wealth to be appropriate for the level, and ya weapon/armor/neck would be things I'd like to pick, the rest as long as it is reasonable I don't mind (by reasonable, stuff that could be useful to the character, giving a warlock stuff that only a paladin can use is a bad idea).
This message was last edited by the player at 06:11, Sat 15 Nov 2008.
Blake
player, 17 posts
Arcane Guy
Nonexistent Implement
Sun 9 Nov 2008
at 02:59
  • msg #165

Re: OOC discussion

  Well, so much for me using anything but At-Will powers on my own.  Relying on ridiculous happenstance bonuses to have a chance in hell of not wasting things isn’t really a good outlook for me.  Listing the ‘To Hit’ default was pretty much the only thing that kept me from completely giving up on trying (and yet I've not used anything but At-Wills on my same to hit wins thus far anyway.  So much for taking advantage <.<).  Doesn’t matter what virtual or real dice are used.

 As for the progression Q’s.
1) Don’t really care.

2) Considering the universe seems to be based on your +’s, not your skill, having every single bit possible seems to be what’s expected to even live by default.  At least so far as being told along the lines of 'your AC is really 20 because you have something you can sometimes use and a day power' suggests.  I’d prefer to be able to manage with normal (As in, Normal, generic, no +'s off the shelf default gear and built in skills, shields don't count if you needed a feat for em) stuff, but I don’t see that happening -.- . +'s don't seem to be a bonus at all.  Like how CoX says Slots aren't needed to manage in the loading screen blurbs, but you'd be called insane and fail hard if you went along with it.
  A 'fine +3 sword' and a 'magical +3 sword' are still the same 'you are your gear, not your skill' end result.

3) Considering Blake pretty much NEEDS a Pact Blade (And Joe prefers Short swords, screw the dagger +1), would kinda want those.  The rest is mostly don’t care either way as Amulets still have their saving throw bonus regardless of what kind they are.  Though Blake is eyeing those 'Bracers of the Perfect Shot' <.<
  Though, if that 'Level Two character with a lv 3 and lv 1 item' comment from earlier is accurate,  Whee Pact Blade +1 (Lv 3) and Magic Amulet +1 (lv 1).
This message was last edited by the player at 09:03, Sun 09 Nov 2008.
Mittens
GM, 108 posts
DM of much tolerance
(pets banhammer) >;)
Sun 9 Nov 2008
at 03:29
  • msg #166

Re: OOC discussion

When I compared the DMG's recommendations for making custom mundane monsters to the To-Hit progression of a min/max player, I noticed a gradual change in favor of monster's survival from level 1 to level 30.  And that's if you factor in the best possible magic gear within reason.  I don't know if I'd rather a game grant the feeling of more power over time than grant greater challenge.  What I do know is that I don't like how often whiffing happens at level 1 and to hear it only gets worse even after min-maxing made me hit the roof.

Timo pointed out that advanced powers and skills make up the difference, and we put it to the test.  He was right.  A team of 3 walked all over a lvl 30 encounter so badly it looked like we could have each soloed it without breaking a sweat.

I completely agree that one should be able to contribute well enough without magic gear.  Suppose a rouge stole all the paladin's gear while he was bathing?  He'd be effectively knocked down several levels even if he managed to scrounge up 100 gold to buy basic gear.  This is part of the reason why I offered that house rule of changing descriptions.  I'd love to allow players to call a generic "+3 magic short sword" a "finely crafted short sword" with the same properties.

I would rather there not be a To-Hit at all and just have double HP for PCs and monsters and roll damage.  But that's a job for a WotC competitor not me.  In the mean time, I'll try to work within the system to make the game as fun as possible.  Any ideas toward that end are more than welcome.
Joe Darkthorne
player, 56 posts
Not So Dashing Rogue
+0 Sword of Short
Sun 9 Nov 2008
at 09:07
  • msg #167

Re: OOC discussion

  I can see it now if for some crazy reason auto-hit became the standard.

  Mittens:  Okay guys, we made it to level 30 somehow.  Now, lets bring Orcus Dow*Dies*
  Blake:  I suppose this stuff happens when 'instant kill' attacks are auto-hit.
Timothius
player, 37 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 9 Nov 2008
at 10:51
  • msg #168

Re: OOC discussion

Heh. Joe, you read my mind.

Heh... Rick strongly disagrees with the getting rid of To-Hit, saying that would just turn the game into Rock'em Sock'em Robots and it'd only be a test of who does the most damage, with nobody testing actual skill. I don't disagree with you as strongly as Rick does, but I still think To Hit needs to be part of the game. That said, I agree about the "shouldn't have to rely on magic items so badly" thing. So I offer this advice...

Instead of saying you have a magic item, you could say you used the same amount of money to get a really nice sword like you suggested. Or you could say you used the same amount of money to get special training and you wield ANY sword with that special training's bonus (Obviously, you'd have to find the magic item equivalent, such as a magic sword that could be any sword). For example: Say I still want Sparky to be the bare-chested cherub with a vest that I always draw. I use the money that would otherwise buy armor, but as a tithe to Kord. In return, Kord gives me a +6 to my AC until the next time I pay my respects. I'm still bare-chested, but now am as tough as wearing armor. In other words, one could treat Magic Items as though they were Enhancements from CoX. Nothing says that RP-wise, your character is forced to rely on blessed objects.

On a side note, Rick suggested something that I think would relieve a lot of Seth and Will's stress: Save points. If you die, you "respawn" or revert back in time to the point you saved. Of course, you can't just save anywhere or that would essentially be a reroll every time you missed. But put a save point in towns and vualla! Now dying only means you start the dungeon over.

Now to answer the earlier questions...

1) How quickly would you like your character to become lvl 30?

I want to reach level 11 within 11 or so encounters. Maybe after that, we can slow things down and say we reach level 21 in the next 22 encounters (Totaling 33 encounters). But what else might work decently is to say "OK, you are now level 5. So there. It's a couple months later." The main thing I'm afraid of missing out on by skipping levels is posing something like "Hey Gilant. Remember that time in the Beholder Dungeon when we made that one Beholder poke his main eye? We can use the same trap on this Aboleth!" and while we employ old tactics with new spins, we get a small laugh out of old memories. Our higher levels just won't feel as high if we don't earn 'em, but I'm with you that I'd like to see it happen before I have grandkids (And I don't have kids yet).

2) At what rate would you like your character to gain gear/wealth?

Personally, I'd like to become rich as a lord by level 11 and rich as a king by level 21. Back in second edition, that was entirely possible (Though level 21 and any level higher were only available through a special expansion and such). That said, I think finding Magic Items should be a reward for completing a task such as a full dungeon. Bandits wouldn't just leave magic items laying around in every encounter room there is. More like, they would have a hoard and part of that hoard would be a magic item or three.

In short, the way the DM's guide says. +1, =1, and two -1's. But with additional wealth. Our pocket change should reflect our status as well-known individuals as we earn said title.

3) Would you rather be awarded items of your own choosing or would you rather not know what you'll get?

I'd like to see the rewards be random. But you can pull your DM weight and say "Avandra knows you bunch are meant for greatness, so she blessed you with finding magic items suited for you at an early level so you got a nice boost to your beginnings." or some such. What would be even nicer is if you gave us magic items that would be especially useful for an upcoming encounter. What would make me die a slow, painful, agonizing death is if we got awarded magic items that are only useful for the encounter we just earned them from.
Elric
player, 56 posts
Warforged Cleric
Level 1
Sun 9 Nov 2008
at 17:12
  • msg #169

Re: OOC discussion

I heavily disagree with the idea of getting rid of to-hit rolls, but I also have already suggested to Mittens about the concepts/alternate rules used in a 'low-magic' situation/setting which I've heard of from WotC's webpage and forums, although I can't remember where it came from on WotC's website as whether it was a suggestion in a post by a staff member or just a consensus of players wanting that type of system that the staff members thought was a good idea.

In that 'system' weapons/armors/neck slot items don't have an enchantment bonus, instead the players get them as 'innate enchantment' bonuses that always apply no matter what equipment they are using. (The bonuses would be +1 at lvl 2, +2 at lvl 6,+3 at level 11, +4 at lvl 16, +5 at lvl 21, and +6 at level 26. And these bonuses apply to defenses, attack rolls, damage rolls, and apply a standard 1d6/plus crit property, although 'magical weapons' can change the crit property to that of the 'magical weapon'.) As far as magical items they still exist, but with the lack of enchantment differences if two forms of an item are now identical, only the cheaper version exists, for armors with varying types of masterwork armor, those masterwork armor versions still exist and have their standard 'costs', as they are rare and expensive.
Frankly I'm rather surprised they also don't have masterwork weapons that have similar bonuses to how masterwork armors have as well. Some of which could be useful if their bonus was an increased proficiency bonus, or equivalent extra bonus for implements, to help cancel out the higher bonuses to defenses higher level mobs have to keep the hit/miss ratios the same.

With this system, if a person looses their 'super weapon/armor/neck-piece', they loose a bit of power, but aren't effectively knocked down several levels or more, as a +6 to hit bonus is the same as a difference in 12 levels when it comes to the level bonus to hit/defenses. Which is just way to huge a penalty for loosing a weapon/implement in my opinion.

And for rollr, yes you need to have a google account, but all you need to get one is any valid email address and to accepts browser cookies from www.google.com in order to have an account and login. it only takes a few seconds to get one not counting screen loading time.
Blake
player, 20 posts
Arcane Guy
Nonexistent Implement
Mon 10 Nov 2008
at 13:51
  • msg #170

Re: OOC discussion

  We are the beeeest party ever.
  Why?
  Because lesser parties would have died from all this by now.
Mittens
GM, 112 posts
DM of much tolerance
(pets banhammer) >;)
Mon 10 Nov 2008
at 15:57
  • msg #171

Re: OOC discussion

Frustrated with rolr.  Can't figure out how to include the purpose of the roll in the log.  Also, the lack of 1d20+7 functionality is annoying.

So I tried https://hamete.org/dserver/joinlogdice  After setting my browser to accept it's lousy security certificate, it worked fine.  If you want to use this one, the email to use is c_fewell@hotmail.com and the password is dice.  Please include the character and purpose of the roll in either the subject of the message.  For example, grall fork attack vs dinner.  This is the one I'll be using from now on.  It allows you to enter the purpose of your roll, 1d20+7 and WORKS!
This message was last edited by the GM at 16:07, Mon 10 Nov 2008.
Blake
player, 21 posts
Arcane Guy
Nonexistent Implement
Mon 10 Nov 2008
at 20:50
  • msg #172

Re: OOC discussion

  I'm about to use Rollr for the first time... I'm lookin at the little window, and I see an 'advanced' button next to the 'simple' one on the top of the screen with all the little pictures of dice.  So I click it...

  Oh, I can do stuff like 1d20+7, etc still.  How nice :D... Dohs.

Edit time!: I are silly, as triple digits cant be possible.  I'll get this right -.o, as while the 'is this your roll?' confirm screen shows the + sign, the end results seem to be removing it, heh.  Turning 20+7 into 207, and (1d20)+7 into 'error'.  I'll just use basic math.

  Some people hate not being able to add in the +'s, others hate having to use security updated and password required methods.

  Further Edits, Whee. 14.  My attempts to copy paste the wrong link made it roll a fresh new 19 after that (Not gonna be using that for anything though).  It's treating me nice on accident -.o  Though will be usin RPOL for Damage, in order to use the 'different kinds of dice' for when I use Curse, sneak attack, whatever damage without having to give an even MORE links or emails or other insanity.

  Also, Reverie looks nice :D  But if Initiative was Int based instead of Dex based, Blake would be having a better outlook on life ;D And especially if you could 'curse until every enemy is cursed'.

  So Seth pointed out to me curses aren't single serving only like marks... I ARE SUPER INTELLIGENT!
This message was last edited by the player at 23:07, Mon 10 Nov 2008.
Elric
player, 58 posts
Warforged Cleric
Level 1
Mon 10 Nov 2008
at 22:25
  • msg #173

Re: OOC discussion

So you were able to get hamete.org to work... heh nice, so that is another option.
Mittens
GM, 116 posts
Paladin of Tempus
(at least for now.)
Tue 11 Nov 2008
at 13:38
  • msg #174

Re: OOC discussion

Emerald updated the skipped-over post.  Please be sure to read it.  :)
Gilant
player, 21 posts
Githyanki Swordmage
Level 1
Wed 12 Nov 2008
at 15:42
  • msg #175

Re: OOC discussion

So a wolf gets an inspiring word, and Gilant doesn't? You'd think that allies would be healed before foes.
Timothius
player, 41 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 12 Nov 2008
at 15:46
  • msg #176

Re: OOC discussion

Huh? When did a wolf get inspiring word? I'm confused. Grall inspiring worded Mittens and Bridget inspiring worded Grall. Heal is a skill that I think Mittens used on a wolf, but I don't recall anyone using Inspiring Word on one.
Timothius
player, 42 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 12 Nov 2008
at 16:26
  • msg #177

Re: OOC discussion

Apparently, between Grall and Gilant having such similar names and such, I misposed giving Grall the heal that Gilant needed. I give up. Just tell me who to heal by race until I can keep those two apart.

Fixed the post.
This message was last edited by the player at 16:28, Wed 12 Nov 2008.
Mittens
GM, 118 posts
Paladin of Tempus
(at least for now.)
Wed 12 Nov 2008
at 16:55
  • msg #178

Re: OOC discussion

Don't feel bad.  I get the 2 mixed up in my head practically every post.  :P  I usually wind up editing each post half a dozen times and still miss stuff.
Mittens
GM, 119 posts
Paladin of Tempus
(at least for now.)
Wed 12 Nov 2008
at 18:28
  • msg #179

Re: OOC discussion

BTW.  A RL friend of mine and Tim's invited himself to join our little forum.  He says he'll be able to post every day, so I figured I'd give him a chance, but be warned...  He's a munchkin's munchkin.  Granted, I'm very much in the same category, but still...  he's a different kind of crazy...  Where I love to win a tough fight by the skin of my teeth with 1HP left, he delights in the idea of wiping out armies of gods with his level 1 character not even breaking a sweat.  If you've read Kitau's Journal, Shadowsoul and Cross are his characters.

Assuming he shows up regularly, I might just somewhat indulge his bloodthirst in a separate storyline.  Name it "Thunder Hill" or whatever.  I'll quarantine power-gaming to Thunder Hill.  I don't expect him to be interested in the tamer story lines of Chapter 0 or Chapter 1, but if he twists my arm to join them, he'll only be allowed to if he agrees to wear a straitjacket.
Elric
player, 60 posts
Warforged Cleric
Level 2
Wed 12 Nov 2008
at 22:07
  • msg #180

Re: OOC discussion

Given that I have yet to see anything in 4th edition that is seriously broken that hasn't been addressed by WotC already (like Cascading blades with rerolls allowing someone to one shot Orcus, and pray no high level warlords are around to interrupt the attack with a certain high level warlord power) the only way to try and super-munchkin in 4th edition is to fudge die rolls to start with 18's across the board. To which I'd flat out call not playing by the rules, unless you could legitimately show me the die roles for 6 18's in a row...which I'd still have a hard time believing.

As someone who finds amusement in how broken things can get (I thought pun-pun was a hilarious example of why 3.5 was messed up) this could be most amusing.
Joe Darkthorne
player, 60 posts
Not So Dashing Rogue
+0 Sword of Short
Wed 12 Nov 2008
at 22:24
  • msg #181

Re: OOC discussion

  My main concern here is more my alt phobia (But... I have two characters! Two! That's twice as many as one!), than the fact I regularly fail to survive in a Powergame setting, whether the style is intentional or just turned up.

  Can't see why not to give them a shot though.  Even with my usual tendencies I do try quirky things not outright disallowed by the rules... Buty I have an unfortunate tendency to see outright kill power or near invincibility allowed for others, while my attempts to do something 'crazy' like use a 5 KM ranged sound transmission power to, you know, transmit sound to originate at a location next to me without a ventriloquist skill paid for (they were fine with me doing a lethal heart attack scale intimidate across the whole 5 KM range though -.o)
This message was last edited by the player at 22:31, Wed 12 Nov 2008.
Mittens
GM, 120 posts
Paladin of Tempus
(at least for now.)
Wed 12 Nov 2008
at 22:49
  • msg #182

Re: OOC discussion

Joe will never let that place go.  No worries about alt-phobia.  I was pleasantly surprised you joined Chapter 1... and with a not-Joe character!  :)  Thunder Hill is optional.  Couldn't be more optional.  Tim could solo the place with his army of alts, so no worries about the team being 2 small with 3 players.  :P

No plans to allow six 18s.  I suppose I could allow dice rolled stats now that we have a usable dice roller, but meh.  I like method 2.  I'll talk it over with Tim and Cross.
Elric
player, 62 posts
Warforged Cleric
Level 2
Wed 12 Nov 2008
at 22:55
  • msg #183

Re: OOC discussion

I still think using the point buy is better than rolled stats, although if you want to you can always allow a higher number than 22 as point buy (i.e. roll up stats and then convert it to point buy equivalent total and let people run with that.)

Personally I'm content with stick with the 22pt buy as it's easier to deal with keeping things 'legal' as I can easily build characters of levels 1-3 using the beta character builder with my DDI access.
Joe Darkthorne
player, 61 posts
Not So Dashing Rogue
+0 Sword of Short
Wed 12 Nov 2008
at 23:03
  • msg #184

Re: OOC discussion

  Point buy good.  Dice style tends to pretty much force you to take negative numbers unless your blatantly better than the other players -.-  And I've already gone over my opinion on characters starting off the same as other characters.
Mittens
GM, 121 posts
Paladin of Tempus
(at least for now.)
Thu 13 Nov 2008
at 05:38
  • msg #185

Re: OOC discussion

after much deliberation, david onslaught has been invited to the forum and given a brand new straitjacket.  ;)  there will not be a third storyline/chapter "thunder hill."  once D.O.'s method 2 char sheet has been approved, i'll have him pose in to chapter 1 - unity.

also - he offered to fill any untaken rolls...  i suggested striker.  he was a little disappointed that warlock was taken.  he's already tried ranger, so perhaps he'll be playing rogue.  thoughts?
This message was last edited by the GM at 05:40, Thu 13 Nov 2008.
Joe Darkthorne
player, 63 posts
Not So Dashing Rogue
+0 Sword of Short
Thu 13 Nov 2008
at 06:32
  • msg #186

Re: OOC discussion

  Well, if we're wanting to avoid class clones as not being Warlock cause Blake is one suggests, (which has already turned up with the Warlords), why would Rouge be any different?

  If they don't want to be a Ranger or something they already were (such as Wizard), that leaves...  Cleric, or good heavens, a NORMAL Fighter without crazy magic powers along for their ride?

  I'll be out a Reese's cup if they pick Cleric, incidentally.  Bet my brother they wouldn't.  And I'll be out the second one if they use a Human, while I'll get me some KitKat bars (the leftover spoils of Halloween candy kids didn't get still last) if they pick a race with stat bonuses fitted to their class.
This message was last edited by the player at 06:38, Thu 13 Nov 2008.
Timothius
player, 44 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 13 Nov 2008
at 18:51
  • msg #187

Re: OOC discussion

It's not so much class clone wars as the fact 2 Warlocks REALLY don't work well together. "Hey! I cursed that guy!" "So? He's my curse now! HAHAHA" and the next thing you know, two Warlocks go at it, fighting each other. So Chris is considering eliminating the rule about "only one curse can exist on the target" so Dave can play Warlock since the point of a game is to have fun and that is what Dave would have fun playing.

I don't see why not, myself, so long as he says you can only have one curse at a time on the target PER WARLOCK... that way, you can't have anyone cursing the same target two or three times and get two or three times the benefit.

...and thanks about your comment concerning Rev, Joe. :)
This message was last edited by the player at 18:58, Thu 13 Nov 2008.
Mittens
GM, 123 posts
Paladin of Tempus
(at least for now.)
Thu 13 Nov 2008
at 19:36
  • msg #188

Re: OOC discussion

Tim would like to play warlock, and so would David, and so would I... maybe... eventually.  A tweak or two need to be made to allow more than one warlock to be on the same team without much frustration.

Not decided yet, but the following is the tiny tweaks I'm thinking of maybe implementing to phb page 131:
1) "If you damage a cursed enemy, you deal extra damage."  I'd this to mean, "If you damage an enemy cursed by yourself or an ally, you deal extra damage."

This way, if there's only 1 foe on the map, only the first Warlock to curse the foe will get the benefit from their specific pact's curse when it's dropped to zero hp, but both will be able to deal extra damage.

2) "Once per turn as a minor action, you can place a Warlock's curse on the enemy nearest to you that you can see."  Add: "Enemies cursed by allies do not count when determining which enemy is nearest."

This way, if the nearest foe has already been cursed by an ally the warlock can curse the next nearest foe that hasn't been cursed by their ally while still having the limitation of not being able to curse something that's further away than a foe already cursed by the warlock who's turn it is.

So for example, there's 5 foes and 2 warlocks all lined up in a narrow hallway.  Warlock 1 curses the nearest foe: Foe 1.  Warlock 2 can then curse Foe 2, but not Foe 3 or Foe 1.  Warlock 1 cannot curse any new targets.  However, he can deal extra damage to both.  In his turn he uses a blast 3 power that deals extra damage to Foe 1 and 2, but regular damage to Foe 3.  Foe 1 and 2 are defeated.  Warlock 1 gains the benefit of Foe 1 dropping to zero HP while Warlock 2 gains the benefit from Foe 2 dropping to zero HP.

Warlock 2 then uses a minor action to curse Foe 3.  Warlock 1 can only curse Foe 4.  He curses it, kills it, then uses a second minor action to curse Foe 5.  Warlock 2 cannot curse Foe 5, but kills foe 4 and 5, so both Warlocks gets their benefit... so forth.

Maybe add both rules, maybe add one, maybe have the player decide in combat which rule to apply.  Any thoughts?

A easier way to deal with the problem of Warlock curses it to simply remove the restriction of "only 1 curse per foe!" but I just know I'll get beaten to death by the by-the-books players for even suggesting it.  I'll probably get baseball batted for the tiny tweaks I suggested but oh well.  It's lame that multiple copies of practically any other class is fine for a team, but not warlock.
Elric
player, 64 posts
Warforged Cleric
Level 2
Thu 13 Nov 2008
at 22:27
  • msg #189

Re: OOC discussion

Well since curses don't have the same conflicting situations that marks do (as two marks on the same foe from different allies would mean stacking penalty issues as to who the mob doesn't get a penalty to hit, and if the penalty stacked a couple marks from say three defenders at once and a mob could have -6 to hit someone other than one of those three or -4 to hit any of the 3 defenders that marked it plus possibly secondary effects from those specific marks, which is pretty broken) I don't see a problem with a houserule to allow multiple warlocks and hunters to have the same target quarried/cursed. This also prevents people from trying to 'munchkin' having an allied warlock 'curse' his allies to deny enemy warlocks the ability to do so for extra damage during a fight. (Which in itself requires some rule bending of being able to target an ally with a curse in the first place.)

As it is being able to swap around marks is a useful tactic that Mittens and Gilant were using to keep all the wolves from being able to focus on someone.

The simplies rule would be that a foe can be cursed by multiple warlocks, but you only can do curse damage from foes you have placed your curse on, which means it is possible for the death of a mob to trigger the pact boon of several warlocks.

(And I am Considering a warlock as well.)
Mittens
GM, 124 posts
Paladin of Tempus
(at least for now.)
Fri 14 Nov 2008
at 01:56
  • msg #190

Re: OOC discussion

Then that's what I'll do.  Adding to house rules.

Another friend has decided to join as well.  (Bow Ranger btw.)  Which decides it for me - I'm starting a new team.  They will begin a combat encounter outside Unity at the opening of the scene.  We'll find out if they post often enough to join the existing group soon enough.
This message was last edited by the GM at 02:20, Fri 14 Nov 2008.
Joe Darkthorne
player, 64 posts
Not So Dashing Rogue
+0 Sword of Short
Fri 14 Nov 2008
at 02:47
  • msg #191

Re: OOC discussion

  Yeah.  This works for me.  Being able to use your mark, convenient.  It would have been excessive if Warlocks got to ditch the 'closest enemy' thing, as other mark types (Like Quarry) have that snag on top of only being able to have one enemy at a time.

  A different question comes to mind regarding Warlocks (and Wizards, Clerics, Paladins, etc) though.  What's the deal with implements and Symbols with our happy auto + situation?
  Wizards have the perks that come with their preferred Implement type, so they'd use them regardless.  And Blake will be using a Pact Blade, so that sidesteps the situation via 'weapons +'.  But do Implement/Symbol bonuses happen without even having the item?

  I was figuring something like 'you get auto +'s still, but you'll still need to wave around Pelor's shiny object or your orb to use it'...  Even if that means Blake will need to find some way to afford a wand at level 2 <.<
  Of course seeing how there are so many options for fancy symbols/implements with extras, people would probably wielding em anyways eventually even if they didn’t need to.

  Also, would this be another ranger on top of David?  Either way, welcome aboard.
This message was last edited by the player at 02:59, Fri 14 Nov 2008.
Mittens
GM, 126 posts
Paladin of Tempus
(at least for now.)
Fri 14 Nov 2008
at 03:01
  • msg #192

Re: OOC discussion

: House rules:
Weapons/armors/neck slot items don't have an enchantment bonus, instead the players get them as 'innate enchantment' bonuses that always apply no matter what equipment they are using.


For example.  If lvl 2 Joe happens to be attacked by an alligator while bathing, his fist To-Hit will be dex(3) + 1/2 level (1) + fist proficiency (0) + magical weapon/implement enhancement bonus (1) = 5.  If he picks up a level 1 dagger of stabbing that will add +4 total to his To-Hit.  If he picks up an omg lvl 30 magical dagger of ludicrous ouch, it will add the same +4 to his To-Hit.

In the same way, if lvl 2 Gale gets attacked, her To-Hit will not change if she picks up a magical orb of any level because the enhancement bonus is innate.  However, in the same way a thief must be using one of 3 specific weapons to use sneak attack, she would have to be wielding a magic orb to take advantage of the orb wizard feature.  Warlocks gain only properties and powers outlined in the implement itself for using one 'cause they don't have a special implement class feature.

David decided against ranger because we're allowing multi-curse on 1 target.  His char's name is Lana Shihoin.
This message was last edited by the GM at 03:32, Fri 14 Nov 2008.
Julious Treehugger
player, 2 posts
elf ranger
Fri 14 Nov 2008
at 20:56
  • msg #193

Re: OOC discussion

Greetings all =P,

I just wanted to say hi and let everyone know that I would love to be joining you all in this awesome rpol. Mittens and timo your the best <3, much love brothers. btw thanks to my neighbors you all have the pleasure of me finnally being able to join back into the rpol world. free leeched-net is ftw my battle cry "LEEEEEEEEEEEEEERRRRRRRRRRRROY JEEEEEEEEEEEEEEEEEKINS is ringing through my house as we i type weeeeeeee" =P
Mittens
GM, 127 posts
Paladin of Tempus
(at least for now.)
Sat 15 Nov 2008
at 01:56
  • msg #194

Re: OOC discussion

WRAAAA!  Welcome welcome!  Glad you could join us.  (Need to show you my treehugger T-shirt if I haven't already.)  LOL!  Tim told me about the Leroy Jenkins fig.  Too awesome.

Dave tells me Google docs doesn't work on your computer.  Wah.  I guess I'll just have to make an even more awesome spreadsheet that transforms it into forum code.  Plan 2 get on that soon as time allows.

BTW I hope you like the portrait Tim and I picked out for Julious.  :)
This message was last edited by the GM at 01:57, Sat 15 Nov 2008.
Mittens
GM, 128 posts
Paladin of Tempus
(at least for now.)
Sat 15 Nov 2008
at 16:22
  • msg #195

Frustrations of a DM.

I'll make this short.  "You can't please everyone, so you may as well please yourself."

DMG pg 12 "Tips from the Pros"
quote:
"...When I'm not sure of a rule, I ask my players what they think.  If I make a mistake, my players point it out respectfully, and I reconsider my decision."


Player: "I bull rush the scorpion off the edge of the cliff."  *Rolls dice and hits*
DM: "um... that totally blows the storyline.  hmm...  a magical wind blows the scorpion back on to the cliff."

or...

DM: "you find a suit of razor armor."
Player: "razor armor is scale only and no one in the team can use scale."
DM: "...it's the highly rare and prized magical razor chainmail.  So there."

I'm done bending over backwards to avoid this kind of thing.  I may reconsider my decision, but don't expect me to bend to the rules every time.  If the rules get in my way I'm kicking the rules' ass.
Mittens
GM, 130 posts
Paladin of Tempus
(at least for now.)
Sat 15 Nov 2008
at 17:35
  • msg #196

Re: Frustrations of a DM.

Added to the House Rules:

Biometric Security Feature For Magical Items

Unless the DM rules otherwise in a specific case, all magical items have the following property:  Magical items attune themselves to their owner.  If taken by from their owner by any means, they temporarily lose all their magic.  Until they are returned to their owner or the owner dies, they act as a mundane item.  The owner must willingly relinquish ownership of a magical item to a new owner for the new owner to be able to use it's magic.


Battle Standards
(AV pg 179)

1) An enemy may only use a standard action to try to take down a Battle Standard when no one benefiting from the battle standard is sharing the same square as the Battle Standard. Furthermore this action will draw AoOs from adjacent individuals who are benefiting from the Battle Standard. Instead of doing damage on a hit with their AoO, an individual can choose to counter the removal of the battle standard thus preventing it from being taken down.

2)Battle Standards have a number of hit points equal to their level. When these hit points are depleted by damage that gets past their damage resist or successfully disabled by an enemy using a standard action, the zone vanishes and the Battle Standard is teleported back its owner's 'inventory' as a free action.

3) If the square a Battle Standard has been placed in is temporarily transformed into difficult terrain by a power, it is not effected, however if something causes a permanent change to the square (like a rock slide or some other result of a trap) then the Battle Standard's effect ends and it returns to its owner's 'inventory' as if it was disabled.

4) Placing a battle standard takes a minor action, not a standard action.

Weapon Focus
http://wizards.custhelp.com/cg...adp.php?p_faqid=1396
quote:
21. I am using an weapon as an implement, like a Wizard of the Spiral Tower would, do I gain the extra damage from feats like Weapon Focus?

    Yes, you do gain this bonus to damage.

House rule: You can take weapon focus in a specific implement, Staff, rod, orb, etc., and deal extra damage when using an implement power with that implement.
This message was last edited by the GM at 17:55, Sat 15 Nov 2008.
Mittens
GM, 132 posts
Paladin of Tempus
(at least for now.)
Sun 16 Nov 2008
at 01:21
  • msg #197

Most important rules ever.

Added the following to the house rules since the new members may not know my top 2 online pet peeves:

1) No romance.
2) No cussing.

Not IC.  Not OOC.

I am not flexible on these.  I especially dislike sexual humor.
Joe Darkthorne
player, 68 posts
Not So Dashing Rogue
+0 Sword of Short
Sun 16 Nov 2008
at 04:25
  • msg #198

Re: Most important rules ever.

  While you may have meant 1) of the more extreme sort, my chars shall follow a strict 'no hugs' policy just in case then ;D
Mittens
GM, 134 posts
Paladin of Tempus
(at least for now.)
Sun 16 Nov 2008
at 14:47
  • msg #199

Moving in step

Moving in step

Not that I'm saying this would ever happen... just a worst-case scenario to illustrate the need for a team to move together.  Here's the map:
http://spreadsheets.google.com...3bxPD0pRT5B9z4J40LBg

A team of wounded adventurers are leaving a cave within a volcano.  They must cross a bridge over a river of lava to escape before the volcano erupts.  But a nasty boss monster orders his minions to cut the ropes that are holding the bridge up!

"Bwahaha!" he boasts, "My pet Wyverns are trained to snatch anyone who doesn't have an adjacent ally next to them and toss them into the river of lava!"

The best strategy is for the team to move together with the Paladin in the lead.  He readies his shield to run the gauntlet, taking the Attacks of Opportunity so his vulnerable team doesn't get hacked to pieces by the minions.  The initiative of the team is:
1) Two blade rangers, 2) Wizard, 3) Cleric, 4) Paladin

The team would ready a double move for when the Paladin moves, but the rules say that a readied action is an immediate interrupt - forcing them to run ahead of the Paladin and either get tossed into the lava by wyverns or cut to ribbons by minions.  If only they could move as one like they could in real life!

So... I'm adding the whole "move in step" idea.  The idea is that you ready your move action to trigger simultaneously with the team member of your choice.  Like the paladin who's running the gauntlet or the rogue who's scouting for traps.  Whenever your trigger moves, you move at exactly the same time.  This way we can avoid quirks like Emerald getting overwhelmed because she's the first in a room and there's no defenders to aid her.
Elric
player, 67 posts
Warforged Cleric
Level 2
Sun 16 Nov 2008
at 15:37
  • msg #200

Re: Moving in step

In that example since the boss doesn't have an ally adjacent to him... shouldn't the Wyverns toss the boss himself and the southern most minion into the lava and since the party all has allies adjacent to each other (themselves) the Wyverns should leave them alone...?
Blake
player, 27 posts
Arcane Guy
Nonexistent Implement
Mon 17 Nov 2008
at 20:48
  • msg #201

Re: Moving in step

  Just passin through at the moment, will post later tonight.

  But it would help to know what the stats for the Bandits Mittens is marking are in Unity, unless it's safe to assume they're the level 2 Human Bandits as the MM lists...  At least with those Blake and them each have a fifty fiftyish chance of hitting each other.  As opposed to 40(less with Dire)/..whatever broken math higher chance in Guard's favor, 100% ratio example is a bad choice when the numbers add up well past 100 <.<
This message was last edited by the player at 20:50, Mon 17 Nov 2008.
Narrator
player, 28 posts
Tue 18 Nov 2008
at 06:47
  • msg #202

Re: Moving in step

Hit a writer's block regarding chapter 0.  Will move the team to the next logical / safe location once I get this next room sorted out.
Joe Darkthorne
player, 70 posts
Not So Dashing Rogue
+0 Sword of Short
Tue 18 Nov 2008
at 06:59
  • msg #203

Re: Moving in step

  *Looks in form looking up Fatalities list*  No prob.  It's not like you aren't paying attention to us elsewhere anyways.
Mittens
GM, 138 posts
Paladin of Tempus
(at least for now.)
Wed 19 Nov 2008
at 06:00
  • msg #204

Re: Moving in step

Gilant - if you want to go ahead and roll your attacks against both guards assuming flanking on both that's fine.  I'm certain Emerald won't object to the tactic.  Kinda was planning on finish off G1 with Mittens, but if your roll would defeat it, would be kindof a waste to for her to go after a doomed foe simply over the technicalities of having to "delay" your attack till after Emerald shifts into position.
Timothius
player, 48 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 20 Nov 2008
at 16:17
  • msg #205

Re: Moving in step

If Julious doesn't post today, I think DM should post for him. I will try to get in touch with Julious and Lana's players and jump on their backs like Yoda on Luke, forcing them to post via my computer since I'll be awake today anyway.
Mittens
GM, 140 posts
Paladin of Tempus
(at least for now.)
Thu 20 Nov 2008
at 16:26
  • msg #206

Re: Chapter 1.5

I recall the same thing happened on your forum.  They showed interest then stopped showing.  Even after telling them "one post a day minimum" I expected the new players to give a repeat performance here.  But out of courtesy I gave them a chance.  I even made a separate chapter for them so they could move at their own pace.  Chapter 1.5 will move as fast as they make it move and no faster.

If after a long while (I'm a month) they still haven't posted and the "old" players would like to continue Chapter 1.5 and/or move on with their characters, *eyes glow* all of the new player's posts will be stricken from all of Egypts monuments as if they had never been!  Pharaoh has spoken!  :p
Julious Treehugger
player, 6 posts
elf ranger
Fri 21 Nov 2008
at 03:42
  • msg #207

Re: Chapter 1.5

Hey now mittens, I have a excuse cut me some slack... some people are lucky to have computers that work all the time... and if some people didnt have to work late shifts at a bullshit job then we wouldent have a problem now would we ;)
Mittens
GM, 141 posts
Paladin of Tempus
(at least for now.)
Fri 21 Nov 2008
at 05:52
  • msg #208

Re: Chapter 1.5

True.  True.  Hence my not posting Julious for you.  Looking forward to seeing your beastmaster re-work...  Hawk looked like an awesome option.  :)
Eli
player, 6 posts
Child Prodigy
Future Archmage
Mon 24 Nov 2008
at 20:59
  • msg #209

Re: Chapter 1.5

May as well ask here on OOC: Is it permitted to have a background benefit in addition to a regional benefit? I can see that being somewhat abused, despite the benefits being frequently minor. For instance, if you have a background benefit that gives you a spare language and a regional benefit that does the same, you learn 2 spare languages, almost making the "linguist" feat obsolete. Almost. But you get the idea. Stack a pair of benefits and you could wind up with someone who has a stealth of 15 or even 17 at level 1... without being a gnome.

Not that I'd object. In fact, I'd LOVE to stack them (Not so much to squeeze benefits, but for RP purposes. Stuff like Eli would get Unity benefits since he grew up raised on their region's standards, but since he's also a noble, noble scion makes more than enough sense). There is nothing in the rules so far that says you can't have both, but I'm curious of everyone's opinion on the matter.
Mittens
GM, 143 posts
Paladin of Tempus
(at least for now.)
Mon 24 Nov 2008
at 21:02
  • msg #210

Re: Chapter 1.5

Until someone can point to where WotC forbids it in the official rules, having both is permitted by the DM.
Joe Darkthorne
player, 72 posts
Not So Dashing Rogue
+0 Sword of Short
Mon 24 Nov 2008
at 21:38
  • msg #211

Re: Chapter 1.5

  I was under the impression the regional benefits were background benefits for some reason.
Timothius
player, 50 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 24 Nov 2008
at 22:33
  • msg #212

Re: Chapter 1.5

Nope. The names are different for a reason:

Regional Benefits are benefits you get because of where you grew up.

Background Benefits are benefits you get because of what kind of person you are / what kind of background your character has.

For example, Reverie gets the Background Benefit: Traveling Missionary because she is on a mission to spread the good tidings of her goddess and tell the world about the good side of darkness. Which has nothing to do with where she came from and everything to do with where her heart wants to go.

If Reverie got a Regional Benefit, it wouldn't matter what her history or personality were, she would get the regional benefit simply for having grown up in that place.

Hope that clears it up. They are two very different things, despite their similarities in benefits.
Narrator
player, 39 posts
Mon 24 Nov 2008
at 23:45
  • msg #213

Re: Chapter 1.5

Forgot to mention, anyone who wants to add new things to their characters as they become available may do so if they give an RP excuse for the change.  Example: Gale at level two changed more than one power to illusion type powers.  (Still deciding on what feats she should take.)  Her excuse: drinking from the magical fountain changed her memories.  (She never used fire burst, so easy enough to change that one - her allies had no idea she knew the spell.)  As far as she or anyone else knows, she never knew how to use fire burst.

Mittens will likely undergo a much more drastic change, but I kinda wunna work that into the plot.
Blake
player, 33 posts
Arcane Guy
Sharp Object > Wand
Tue 25 Nov 2008
at 01:02
  • msg #214

Re: Chapter 1.5

  Blake will probably have more 4'th wall Arcane visions, while Joe will do... Something.

  Speakin of BG's, you do know Noble Scion gives a bonus to a new Knowledge skill you're adding to your existing class list, right Eli ;p
This message was last edited by the player at 01:03, Tue 25 Nov 2008.
Fire Beetle
player, 10 posts
SWM beetle seeking
SWF beetle. Loves BBQ.
Tue 25 Nov 2008
at 03:26
  • msg #215

Re: Chapter 1.5

Mittens
GM, 144 posts
Paladin of Tempus
(at least for now.)
Tue 25 Nov 2008
at 05:42
  • msg #216

More house rules

Added to house rules:

Enchant Magic Item Ritual
Replace "you level or lower" with "any level."

Disenchant Magic Item Ritual
Add: To disenchant a magic item that is higher than your level, make an Arcana check.  Only those trained in Arcana can aid in the check.  The DC is "hard" for the item's level as described in the DMG update.  (For example, DC 33 for a level 29 item.)  If the check fails, you and those that aided will be hurt by the magical feedback that deals unresistable damage equal to twice the total Arcana check.  Even if successful, you and those who aided will be unable to make another attempt at disenchanting any item until after an extended rest.  Unique items such as the wand Orcus carries around cannot be disenchanted except as the DM indicates in specific cases.


silly level restrictions.  >.>  haven't decided yet, but i may make "disenchant item" even easier and only require an arcana check for unique items...  but for now at least a level 28 wizard won't be completely stumped by the prospect of disenchanting a lvl 28.0001 item when he'd yawn at disenchanting a lvl 28.
This message was last edited by the GM at 05:54, Tue 25 Nov 2008.
Elric
player, 71 posts
Warforged Cleric
Level 2
Wed 26 Nov 2008
at 18:21
  • msg #217

Re: More house rules

Holding off on posting in 1.5 for Shale and Michael till a few more people have had a chance to post.
Mittens
GM, 146 posts
Paladin of Tempus
(at least for now.)
Wed 26 Nov 2008
at 22:33
  • msg #218

Re: More house rules

Apparently there may still be some confusion over the "no item enhancement bonus" house rule.  Perhaps an example will help clear things up.

Kitau:  level 1 fighter with linguist feat.  equipment: cloth armor.
 Fist To-Hit: 4(str) + 1 (one handed weapon bonus) = 5

Kitau defeats the rat and finds: short sword.
 Fist To-Hit: 4(str) + 1 (one handed weapon bonus) = 5
 Short Sword To-Hit: 4(str) + 1 (one handed weapon bonus) + 3 (short sword proficiency) = 8.

Kitau goes to the store and buys: Dragonslayer's Short Sword. (worth 4,200gp)
 Fist To-Hit: 4(str) + 1 (one handed weapon bonus) = 5
 Short Sword To-Hit: 4(str) + 1 (one handed weapon bonus) + 3 (short sword proficiency) = 8.
 Dragonslayer's Short Sword To-Hit: 4(str) + 1 (one handed weapon bonus) + 3 (short sword proficiency) + 0 (weapon enhancement bonus) = 8.


That's ZERO To-Hit bonus for using the 4,200 gp weapon.  Your damage remains the same.  Your critical does +1d8 per plus... namely ZERO.  So here's what happens at level 2...

Kitau reaches level 2 and learns how to pick locks with the skill training feat.
 Fist To-Hit: 4(str) + 1 (one handed weapon bonus) + 1 (1/2 level) + 1 (innate bonus) = 7
(damage does +1 innate bonues and critical does +1d6)
 Short Sword To-Hit: 4(str) + 1 (one handed weapon bonus) + 3 (short sword proficiency) + 1 (1/2 level) + 1 (innate bonus) = 10.
(damage does +1 innate bonues and critical does +1d6)
 Dragonslayer's Short Sword To-Hit: 4(str) + 1 (one handed weapon bonus) + 3 (short sword proficiency) + 1 (1/2 level) + 1 (innate bonus) = 10.
(damage does +1 innate bonues and critical does +1d8)

As you can see, there's still no difference in To-Hit for using a magical weapon.  Also, you get a total of +2 to all your attack rolls once you reach level 2.  +1 for the 1/2 level, and +1 for the innate bonus.  She also gains +2 to all her defenses for the same reason.  The house rules outline at what levels you gain more innate bonuses.
This message was last edited by the GM at 22:40, Wed 26 Nov 2008.
Blake
player, 35 posts
LV 1 PCs vs LV 4 Mage
Send LV 4 Help.
Wed 26 Nov 2008
at 22:40
  • msg #219

Re: More house rules

  If there was anyone confused by it (I got the idea), it may have been the +0 you put on the latest ones giving the impression you don't get anything.  And at a glance without looking up the 'special' of the longsword, it can give the impression your not allowed to have more than +1 when using it.

  But, considering I knew how you meant things to work, I'm only guessing at how people may have taken it the wrong way.
Mittens
GM, 147 posts
Paladin of Tempus
(at least for now.)
Wed 26 Nov 2008
at 22:47
  • msg #220

Re: More house rules

The question was over whether a +0 item would grant any bonuses at lvl 2.  It doesn't.  Your attack bonus *does* go up, but it's not the item granting the bonus.  It's an innate bonus.  Not there at lvl 1.  There at lvl 2.  Using a lvl 30 weapon at lvl 1 grants +0 to-hit.  At level 2 it grants +0.  At level 30 it grants +0.  All attack bonuses are determined by your level as outlined in the house rules.

I beat this horse to death 'cause I don't wunna repeat the point later for the other players.  I described the magic items as +0 to emphasize the point that there will be no attack, damage, or critical bonuses for using the magic items instead of mundane items.
This message was last edited by the GM at 22:48, Wed 26 Nov 2008.
Blake
player, 36 posts
LV 1 PCs vs LV 4 Mage
Send LV 4 Help.
Wed 26 Nov 2008
at 23:16
  • msg #221

Re: More house rules

  Eeer, some items have different crit bonus's than others.  Sometimes it's about the only difference between items.  I had figured the 'low magic' method gave players a default of +1d6 per 'plus' unless they have an item that does otherwise, as Low Magic gives players the abilities of plain Magic 'insert item here'.

  But removing the 'causes ongoing poison damage instead of pure Crit bonus' on say, Assassin's weapon removes half of what it does.

  A different question, unrelated to the to default hit/damage +bonus all stuff has, is items that have increases at specific levels for their perks.  Bracers of The Perfect Shot (PG 244) for example, start off with a +2 DMG to basic ranged at it's lowest point.  And then get another +2 at Lv 13, and LV 23.
  How exactly does the situation work with that sort of thing? I'm assuming that like PC's get their 'enhancement bonus' just because, they use the better bonus perks as their Level rises to match the requirement on that sort of thing  (An Adamantine Weapon meanwhile would get it's damage resistance ignoring upgrades alongside the enhancement +'s)

  You've yet to even look at that horse ;D
This message was last edited by the player at 23:46, Wed 26 Nov 2008.
Joe Darkthorne
player, 75 posts
Not So Dashing Rogue
+0 Sword of Short
Thu 27 Nov 2008
at 04:46
  • msg #222

Re: More house rules

  Hey, the Narrator is the one who said it could be done.  And Joe didn't even use a lockpick, let along the hacksaws, hammers, and numerous other misc items that make up a thieves kit :D
Mittens
GM, 148 posts
Paladin of Tempus
(at least for now.)
Thu 27 Nov 2008
at 05:23
  • msg #223

Re: More house rules

Good points.

First question: When I said "no critical bonus" in the above post, I was referring to using a magic weapon at level 1.  If by some miracle you got an assassin's dagger at level 1, it would not have a critical bonus of ongoing damage, only the daily power.  In fact, the dagger would not activate the ongoing critical damage until the player using it was at least level 6 because that's when the player would meet the minimum +2 innate (aka enhancement) bonus of the item.  Yes that removes 1/2 of what it does... but a level 5 or less character shouldn't have a lvl 8 item anyway under normal circumstances anyway.

Second question: For now, all magic items that do not have an enhancement bonus are handled the same way the WotC rules say.  If your lvl 30 char owns the lvl 3 bracers of perfect shot, that char gains +2 as normal.  If your lvl 1 char owns the lvl 23 bracers, that char gains the +6 as normal.  As for weapons and armor with enhancement bonuses getting "better" as the char levels... it's really just the character getting more skilled at using the same gear more effectively and tougher to hit through experience, but there's a limit...  You don't learn how to use your shoes more effectively.  :/  Dunno... may change this if there's any good suggestions.
This message was last edited by the GM at 05:25, Thu 27 Nov 2008.
Blake
player, 37 posts
LV 1 PCs vs LV 4 Mage
Send LV 4 Help.
Thu 27 Nov 2008
at 10:05
  • msg #224

Re: More house rules

  The day power of Assassin's weapon is ALSO tiered to levels.  So using an Assassin's weapon would mean no crit bonus (if we had one by being at least level 2, but were not up to Item level), no alternative crit perk, and no day power by that working.  Leaving a completely mundane weapon.

  So, we can buy and make levels above our level.  But can't even use them at their lowest default settings, alongside whatever lower enhancement bonus we'd be packing instead Via PC.  Leaving... well, nothing but a big price tag for a then mundane item.

  Meanwhile, items we have qualified levels for, from your example with the Bracers of the perfect shot, do not go up with us (yet possibly have access to everything while being a lower level?).  This would mean that you STILL need to constantly rebuy duplicate magical gear to keep up, despite low magic setting being meant to bypass that as part of its gig.  Tiered incidental items would need replacements.  The Jousting shield would need to be replaced per item tier.  That Adamantine longsword's based off Enhancement bonus property will still only have a bonus of x2 +2 even if the PC level has a +6 enhancement bonus.  Basically anything that only has a straight property, and if a crit bonus, a +1d6.

  So, that big pile of items in the Unity thread.  If for some reason Team Unity ignored the 'you can't loot things or take stuff for yourself, or you fail' situation and used them themselves, they wouldn't get anything out of it as all of those items are above level 1.
  Particularly the Jousting Shield and Inescapable Longsword, as the former has a tiered power, and the latter has a 'based on your enhancement bonus' property, which would result in a wonderful cumulative to-hit bonus cap of +0.

  The 'you're PC has enhancement bonus themselves via levels' part is simple.  And the part most explained and repeatedly gone over (I'm curious who here is the one's missing that point still).  Everything else is the complicated part.  But figuring this stuff out will eventually get taken care of.  It's not like trying to figure out how things work is a bad thing worth anger over.




  The least complicated way of dealing with items (at least so far as I can figure it) that are above PC level.  Have items work as their lowest default, figuring effects based off enhancement bonus (for plain damage ones) separately to match the Low Magic +'s that have been explained in detail.  And then have the rest of the abilities catch up with the PC as they level up to match.

  Back to the assassin's weapon as an example.

Assassin's weapon details. (that matter here)
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp

Critical: Ongoing 5 poison damage (save ends)
Level 13: Ongoing 7 poison damage (save ends)
Level 18: Ongoing 10 poison damage (save ends)
Level 23: Ongoing 12 poison damage (save ends)
Level 28: Ongoing 15 poison damage (save ends)
Power (Daily ✦ Poison): Free Action. Use this power
you hit with this weapon. The target takes ongoing 5
poison damage and is slowed (save ends both).
Level 13 or 18: Ongoing 10 poison damage.
Level 23 or 28: Ongoing 15 poison damage.

  A Crit bonus doesn't exist until a weapon has a +, so at lv 1, it doesn't have one due to the Low magic situation with Enhancement bonus.  And Normally, an assassin weapon while starting at Lv 8, only has a +2 at that point while our settings give it to PC's at lv 6.
  Now, tossing the enhancement bonus situation off a bridge into the ignore it river for a moment.  But let's just in case say the guy who picked up one of these is level 3.  The weapon would function at it's lowest listed settings for it's wacky perks.
  Crit damage due to being a specially listed special ability (as opposed to per plus as usual) would upgrade once the PC was level 13, and each listed level after.
  The Day power would upgrade once the PC matched the listed levels as well.
  Easy on the brain, because by that point you've grown past the 'too low a level' situation, and are now only skipping multiple purchases of the weapon due to outgrowing the thing.

  Yes, the item's upgrades timing are slightly different than the Low Magic schedule for crits, and doubled up for Day. But it would add a whole extra headache if we had to calculate lv 8 items as 'technicaly level 6, because we already have a +2'.  And this could be the difference in fanciness between likewise tiered items.  A plain old magic dagger with no extras originally does get +'s faster than 'starting at level 3' Pact blade, after all.

  A simpler example.  Adamantine weapon.
  These also start at lv 8 with only a +2.
  It has a crit bonus of +1d10 per Enhancement plus.  Easy, match it to the character.
  It's property is x2 E bonus worth of ignoring damage resistance.  So if a character has a +3 enhancement bonus, the weapon does x2 +3.  It gets mildly complicated here, as it specifically lists per Enhancement bonus +.  Now, while a +1 char could possibly be considered x2 +1.  You are STILL paying for a lv 8 +2 item, which is why 'lowest weapon default' is an important factor.  And this is a property as opposed to a Crit Bonus.

  Super simple example.  Cloaked Weapon
  Starts at level 8.
  +1d6 crit bonus, same as char.  Nothing to think about there.
  Property:  Invisible to all but the one who possesses it.  It is invisible and you gain combat advantage with melee attacks until you hit, at which point it is visible again until it is sheathed for a short rest (5 minutes)
  This doesn't change.  Ever.  The only alteration is the Enhancement bonus, which is done via PC.  It will be as useful to a level 2 (lv 1 if you ignore crit bonus per plus) character as it does for a level 30.

  Figuring the situation of 'whats up with my crit bonus' is probably the most awkward part.  Pure damage would most simply be matched to your PC bonus, as it's just crit bonus as usual, with sometimes bigger dice.
  While wacky special abilities in place of, or alongside a crit bonus (damage dice of fire type isn't complicated) would tilt into properties land.

  (stops, walks back down before he reaches bedroom for n'th time to add yet another thing).  Of course, my outlook is also assuming people buy the cheapest version of items with multiple levels.  It opens a whole nother bag of 'oh sweet monkey on a pogo stick why!?' shenanigans if we consider paying for a lv 18 Assassin's weapon when at level 3.  And I don't want to think about that right now -.o
This message was last edited by the player at 11:10, Thu 27 Nov 2008.
Timothius
player, 51 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 27 Nov 2008
at 12:06
  • msg #225

Re: More house rules

We won't be buying level 18 items at level 3. They are level 18. We wouldn't be buying level 18 items at level 3 under the old rules. So that much is not a concern. For items that are no lower than 18, that stays the same... there is not level 17 or lower alternative for that item. For items that start at level 2 and become more powerful at level 18, well... they are more powerful at level 18, therefor you will not have the more powerful version until you buy it... at level 18 (Or a lower level if you are rich enough).

As far as all the tier stuff, there is nothing in Chris' house rules that suggest ignoring tiers. Only the enhancement bonus. I'm guessing that for properties or powers that say "Equal to this item's enhancement bonus", change it to "Equal to the character's tier bonus" which would be the same thing. Really, all Chris is doing is transferring the item pluses over to the characters' innate abilities. So since we're doing examples, here's how the Assassin's weapon would work:

Assassin's weapon:

Critical (Level 1): No bonus.
Level  2: Ongoing 5 poison damage (save ends)
Level 13: Ongoing 7 poison damage (save ends)
Level 18: Ongoing 10 poison damage (save ends)
Level 23: Ongoing 12 poison damage (save ends)
Level 28: Ongoing 15 poison damage (save ends)

Power (Daily ✦ Poison): Free Action. Use this power when
you hit with this weapon. The target takes ongoing 5
poison damage and is slowed (save ends both).
Level 13 or 18: Ongoing 10 poison damage.
Level 23 or 28: Ongoing 15 poison damage.

Notice the only change is how the critical worked? That's because it's the only change Chris mentioned. The daily power is not reliant on critical hits. And Chris never mentions tier as being a problem. All that is gone entirely is the enhancement bonus. Now as far as buying a level 8 Assassin's weapon (It doesn't exist as a lower level) and then keeping it till the end, I think the way Chris is doing this (Correct me if I'm wrong, Chris) is it will only ever cost the level 8 amount and the item will upgrade itself accordingly. Balance issues come in when you notice later on just how stingy Chris is going to be with money rewards. So once you bought the level 8 Assassin's, you're set. I think. But I'm only speaking off what I think I understood to be the case.

....and as a side note, I'm waiting on Lana before I post Reverie and Eli. As usual, don't expect Chapter 1.5 to move all that fast. That said, when Chris gets around to reading this, I ask permission to be a co-admin so I can DM a chapter of my own. Color me addicted. ;)
This message was last edited by the player at 12:48, Thu 27 Nov 2008.
Mittens
GM, 149 posts
Paladin of Tempus
(at least for now.)
Thu 27 Nov 2008
at 13:13
  • msg #226

Re: More house rules

YAY!  I can't wait to join Timo's story!  :D

Item issue:  My head asplode.  More debate needed.  Ideas, Elric?
Blake
player, 38 posts
LV 1 PCs vs LV 4 Mage
Send LV 4 Help.
Thu 27 Nov 2008
at 23:21
  • msg #227

Re: More house rules

  'If your lvl 30 char owns the lvl 3 bracers of perfect shot, that char gains +2 as normal'

  That was the bit that made me think tier upgrades were being ignored, in the 'it doesn't raise, so you still have to buy it six times lol' sense, which would be the situation for the Assassin's weapons Day power under that comment.

  The two main things I was trying to hope for were
1)  Items never doing lower than their own packaged in default.  Holy avenger doesn't have anything lower than LV 25 +5.  So if you pretty much saved all your money in order to get one earlier, congratulations, you don't get what you paid for.
2)  Not needing to ReBuy items.  Because once you DO meet level requirements, according to the outlook given on tiered powers by Mittens, you're item that previously was useless because you couldn't use it, is now useless because it's too weak.

  With the current situation, a Level 13 Assassin's weapon wouldn't give anyone of a lower level that value.  And then it wouldn't give anyone above level 13 anything past the lv 13 abilities.  The latter is the default situation for normal style.  But normally a lv 13 item would give you it's perks, while right now the 'beneficial' Low Magic methods are actually punishing PC's.

  Beyond single level only, not having to do with PC abilities accessories like Darkvision Goggles or Horn of Blasting, it makes it so there is no practical purpose to the 'sounds good' situation of being able to buy or create magical gear above PC level.

  On top of making the 'incredibly special' occasions of just finding gear above your level WORSE, because you can not use it.  Like the Inescapable Long Sword, To a level 1 character, it's only a mundane longsword due to it's magical to-hit bonus not being able to exceed the Enhancement bonus.  And 0 caps at 0.

  Can't blame the head asplode situation Mittens.  This is some crazy shenanigans to figure out.  If it had to be one or the other,  I'd rather have to still ReBuy my whole equipment set multiple times (what low magic is supposed to help avoid.  But to be fair, it does basically give you free sets of plain magic gear), while still having a level X item give level X benefits that you paid for.
This message was last edited by the player at 23:32, Thu 27 Nov 2008.
Mittens
GM, 150 posts
Paladin of Tempus
(at least for now.)
Fri 28 Nov 2008
at 02:06
  • msg #228

Re: More house rules

Blake:
...I'd rather have to still ReBuy my whole equipment set multiple times (what low magic is supposed to help avoid.  But to be fair, it does basically give you free sets of plain magic gear), while still having a level X item give level X benefits that you paid for.


I think this shall be the new law of the land.  Rather than try and re-write the rules, and re-hash hundreds of magic items, and re-balance gold rewards to compensate...  Here's the house rule I'm thinking would be the easiest for me to implement while still keeping to the spirit of the old one:

"At certain levels, characters gain a minimum "enhancement" bonus for attacks, damage, and defenses even if using mundane gear.  (Or no gear at all)  At level two, the bonus is 1, +2 at lvl 6, etc...  If the character is using an item that grants an enhancement bonus that is greater than the character's minimum, such as using a +2 assassin's weapon at level 3, use the magic item's enhancement bonus as normal.  If the character is using an item that grants an enhancement bonus less than their minimum, such as that same dagger being used by a level 30 char, use the character's minimum enhancement bonus when rolling attacks, but not for determining weapon properties or powers.  Character minimum enhancement bonus does not apply to critical damage dice."

This way, a level 30 char is just as likely to hit the ancient dragon with a level 8 dragonslayer weapon as he is with a level 26 dragonslayer weapon, but the level 26 one will deal way more damage on a crit.  This way, no item mysteriously gains new powers over time, but they also don't become completely worthless if you outgrow it either.  Owning million dollar weapons will be nice, but optional rather than completely necessary to survival.

Level 30 team with 100gp of gear per person:  Kill dragon in 10 rounds.  Fall over, exhausted.
Level 30 team with 100,000,000,000 worth of gear:  Kill dragon in 7-8 rounds.  Well enough to smile for the victory photo.

EDIT: I'm going with this rule instead of the old house rule until we come up with a better system.  This means that the chapter 1 loot will not be +0 items but +1.
This message was last edited by the GM at 03:05, Fri 28 Nov 2008.
Lana Shihoin
player, 5 posts
Timid and Shy
But she's a cutie pie
Fri 28 Nov 2008
at 02:42
  • msg #229

Re: More house rules

I don't get it.  HUH?
Timothius
GM, 53 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 30 Nov 2008
at 13:09
  • msg #230

Re: More house rules

Who are we waiting on for the various chapters?
Mittens
GM, 153 posts
Paladin of Tempus
(at least for now.)
Mon 1 Dec 2008
at 01:45
  • msg #231

Re: Chapter 1.5

Blake:
Speakin of BG's, you do know Noble Scion gives a bonus to a new Knowledge skill you're adding to your existing class list, right Eli ;p


Allowing Noble Scion bonus to be applied to any one knowledge skill.  It's silly to allow a class not normally connected with arcana the right to potentially have a higher base skill check in arcana than a wiz or warlock just because the way the rules are written are quirky.
Joe Darkthorne
player, 77 posts
Not So Dashing Rogue
+0 Sword of Short
Mon 1 Dec 2008
at 01:48
  • msg #232

Re: Chapter 1.5

  Not to mention the insanity that is how, since a Wizard has every Knowledge skill on their Class list anyways, it's the only BG that can literally be completely useless -.o
This message was last edited by the player at 01:49, Mon 01 Dec 2008.
Elric
player, 74 posts
Warforged Cleric
Level 2
Tue 2 Dec 2008
at 06:22
  • msg #233

Re: Chapter 1.5

Heh ,the wording on that background trait was always a bit strange when compared to all the other add a skill to your class list and gain a bonus with it backgrounds.

Also I'll get around to posting Shale and Michael tomorrow, been having internet trouble (packet loss and webpages timing out randomly) since getting back to campus as I suspect IT was working on the campus network during the Thanksgiving break and didn't get everything finished in time.
Mittens
GM, 155 posts
Paladin of Tempus
(at least for now.)
Wed 3 Dec 2008
at 07:09
  • msg #234

Map coloring

A note on lighting in dark places:

In general, I've been indicating light levels in dungeons thusly:

White square: source of bright light.
Off-White square: bright light near the source.
Light gray square: bright light not so near the source.
Grey square: dim light near the edge of the bright light.
Dim Grey square: dim light at the far end of the light source's reach.
Dark Grey and Dark Blue: Total darkness.

I went with that many tones for purely aesthetic reasons.  If it's confusing, I can make it simpler and just use 1 color for bright, 1 for low, and 1 for none.

(In real life, light doesn't dim in near as short a distance as it does in D&D, but oh well.  It's just a game.)
This message was last edited by the GM at 07:11, Wed 03 Dec 2008.
Timothius
GM, 55 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 4 Dec 2008
at 01:09
  • msg #235

Re: Map coloring

Not that I haven't done a one-on-one RP before, but if anyone's interested in joining Chapter 2, I'd really like to have you guys there. Feel free to claim you were one of the people at the meeting with the mayor or not as the RP goes along. On a side note, Hart's player of SfH is interested in joining DnD and bringing a friend along. Whether he meant the forum or just keeping it table-top, I'm unsure so far. But here's hoping.
Jack
player
I am two things.
A Warrior, and a Warrior
Thu 4 Dec 2008
at 07:41
  • msg #236

Re: Map coloring

  Well, made me a fighter.  Of course, in my creation process I picked up, then discarded 'Tide of Iron', because it requires you to use a shield -.o
  So Two Handed ouchmaker T'Shock may want to edit that power.

  And if I were to edit the Lighting colors, I'd just make it a single shade of Dim. The single shade of total darkness like you have.  As well as making a single shade for the bright light surrounding the source.  That separate shade in the source itself makes sense to me.
  so that'd be three colors plus the source.
This message was last edited by the player at 08:11, Thu 04 Dec 2008.
Elric
player, 75 posts
Warforged Cleric
Level 2
Thu 4 Dec 2008
at 15:19
  • msg #237

Re: Map coloring

Well the main reason I'm not making a character for that group is the double background 'bonus', as I don't see a point in one region having a benefit of pick any two regions and get both benefits.
Timothius
GM, 56 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 4 Dec 2008
at 22:07
  • msg #238

Re: Map coloring

You're confusing background benefit with Region Benefit. It's not "pick two regions", it's "Pick two backgrounds". For instance, you were raised by a blacksmith, but you also happen to be a scorned noble. Entirely possible. The point being that Sunshine Villa allows you to have a background benefit from who raised you and one from who you are innately.
Blake
player, 41 posts
Arcane Guy
Master of the DOOMSickle
Thu 4 Dec 2008
at 22:22
  • msg #239

Re: Map coloring

  The shorter version.  Sunshine Regional = Two different BG's from Dragon 366.
  Technically the same kind of result, as it is still two of the same kind you have in use.  But still only one 'region'.
Joe Darkthorne
player, 79 posts
Not So Dashing Rogue
+0 Sword of Short
Mon 8 Dec 2008
at 20:45
  • msg #240

Re: Map coloring

  The way of the self narrative is a pattern that can lead to awesome, or the confusion of those around you.

  Causing both at the same time seems to be a result I default towards myself.
Mittens
GM, 156 posts
Paladin of Tempus
(at least for now.)
Tue 9 Dec 2008
at 01:11
  • msg #241

Re: Map coloring

Skipping Mittens' post.
Joe Darkthorne
player, 80 posts
Not So Dashing Rogue
+0 Sword of Short
Tue 9 Dec 2008
at 01:25
  • msg #242

Re: Map coloring

  El Edit: Oh, duh.  The light brown is the difficult terrain.  I really should notice these things faster, as I wouldn't have used Two move actions to 'see past' the trees in the Joe post <.<
This message was last edited by the player at 01:27, Tue 09 Dec 2008.
Blake
player, 43 posts
Arcane Guy
Master of the DOOMSickle
Fri 12 Dec 2008
at 03:37
  • msg #243

Re: Map coloring

  Alternately, Blake could just put his torch away.  Lets go with that for now.

  Edit: I recal in my dusty never used 2nd edition books, there was a 'hooded lantern' that had shutters on the sides, and a 'lantern I don't remember the name of' that did indeed work like a flashlight.
This message was last edited by the player at 15:52, Fri 12 Dec 2008.
Emerald
player, 26 posts
Vixen Rogue
Lv.?
Fri 19 Dec 2008
at 13:51
  • msg #244

Re: Map coloring

edited Emerald's post as per Gilant's OOC suggestion he gave me via IM. Since we get both a surprise round and a normal round, Emmy was technically able to fire one more shot. Problem being the dice roller. It won't load. Says some junk about Error self-signed or something. It's everyone else's turn from what I can tell.
Blake
player, 44 posts
Arcane Guy
Master of the DOOMSickle
Fri 19 Dec 2008
at 23:51
  • msg #245

Re: Map coloring

  I was figuring to have the melee people move in front of Blake, what with that being how it usually goes and Blake not having safety yoink privileges.  Don't want to end up placing myself in a spot inconvenient for those who can't just blast what they look at.
Emerald
player, 27 posts
Vixen Rogue
Lv.?
Sat 20 Dec 2008
at 00:18
  • msg #246

Re: Map coloring

Well for now, just sticking with Grall's plan of luring the enemy and then "trapping" them.
Eli
player, 9 posts
Child Prodigy
Future Archmage
Wed 24 Dec 2008
at 22:39
  • msg #247

Re: Map coloring

Updated Eli's character sheet via Cast so it now has a pic of him.
Mittens
GM, 157 posts
Paladin of Tempus
(at least for now.)
Mon 29 Dec 2008
at 13:18
  • msg #248

Re: Map coloring

posted a link to the dice roller in the Map thread for easy access.
Mittens
GM, 159 posts
Paladin of Tempus
(at least for now.)
Mon 29 Dec 2008
at 15:56
  • msg #249

Re: Map coloring

Good grief!  It took all friggin morning to complete all the Unity posts!  >.<
Grall
player, 23 posts
Orc Warlord
Sat 10 Jan 2009
at 18:34
  • msg #250

Re: Unity

Gilant and I discussed the best tactic for now would be to have Gilant shift east and attack, then Bridget shifts north and readies an attack, then Mittens attacks and shifts back.  I could fit a charge from Grall (followed by a retriet to make room for Bridget) between Gilant and Bridget's post...  Or I could use wolf pack tactics and have Mittens shift back an additional square and make a nice gauntlet for Jake to have to pass through to get to her:

Br Gr Gi
M       Jake

Jake could potentially take 2 attacks of opportunity and a readied attack from Bridget in his next turn if he chooses to chase Mittens.  In addition, if he takes the bait, he'll be set up to be flanked by Gilant on then next round.  In any case, the plan hinges on Gilant moving east first.
This message was last edited by the player at 18:36, Sat 10 Jan 2009.
Gilant
player, 36 posts
Githyanki Swordmage
Level 1
Sat 10 Jan 2009
at 19:12
  • msg #251

Re: Unity

With few exceptions from paragon class powers, once you charge, you can take no further actions during your turn. (But you can still take your immediate reaction/interrupt/AoOs during other's turns in the round.)

However if Gilant and Mittens end up flanking Jake, it also means that Gilant will be flanked by Jake and one of the other enemies so that is a bit risky.
Gilant
player, 38 posts
Githyanki Swordmage
Level 1
Sun 11 Jan 2009
at 23:58
  • msg #252

Re: Unity

Did Jake just drop mittens to unconcious with that crit given her previous dmg from the other attacks (as I thought some of them hit) or did I miss Bridgett using her minor action to use inspiring word on Mittens?

Also page 76 of the player's handbook clearly states that fighters can CHOOSE to place their mark, which means they can choose to not use it. And thus when dealing with the MC fighter feat marking ability again it is a choice. (You always have the choice to not place the mark no matter the type of mark or whatever gave you the ability to place the mark.)

Also What the hell happened to the plan of luring Jake into the group instead of mittens moving out so now Jake and B2 can flank mittens if b2 moves west 1 square?
This message was last edited by the player at 00:12, Mon 12 Jan 2009.
Narrator
player, 61 posts
Mon 12 Jan 2009
at 01:23
  • msg #253

Re: Unity

Gilant:
(You always have the choice to not place the mark no matter the type of mark or whatever gave you the ability to place the mark.)


That's the rule I was looking for but couldn't find.  Is that in the FAQ online somewhere?  Either way, it would wind up a house rule so Gilant's aegis of shielding stands.

Gilant:
Did Jake just drop mittens to unconcious with that crit given her previous dmg from the other attacks


Oh yeah!  Forgot about them.  She took 8 damage so yes.  She's K.O.  At least she would have been if not for Gilant's aegis of shielding.  She's still standing for now.

Gilant:
Also What the hell happened to the plan?


Grall got aggressive is what happened.  ;p  And I'm sure he'll point out that surrounding the enemy was part of the plan too.  :)




Edit # 15,000,000:  I'm thinking it'd be a toss-up of whether Jake would have attacked Mittens or Gilant knowing the damage would have been significantly reduced by the aegis...  So if Gilant is willing, I'll flip a coin to see if Jake would have attacked him instead.  Nah.  Mits would rather take the hit anyway.
This message was last edited by the player at 03:44, Mon 12 Jan 2009.
Joe Darkthorne
player, 83 posts
Not So Dashing Rogue
+0 Sword of Short
Tue 20 Jan 2009
at 21:14
  • msg #254

Re: Unity

  *Eyes Joe's position*  Still in the same 'one tile into the room' position I was last round.  But then, when is a sharp object armed Warforged ready to stab anything trying to kill you 'now that you've entered the room' a bad thing?

  lets see.  Three tiles disarmed... 61 tiles to go.  This could take a while, good thing he's not taking 10's.
This message was last edited by the player at 21:16, Tue 20 Jan 2009.
Elric
player, 80 posts
Warforged Cleric
Level 2
Tue 20 Jan 2009
at 21:45
  • msg #255

Re: Unity

Joe Darkthorne:
  *Eyes Joe's position*  Still in the same 'one tile into the room' position I was last round.  But then, when is a sharp object armed Warforged ready to stab anything trying to kill you 'now that you've entered the room' a bad thing?

  lets see.  Three tiles disarmed... 61 tiles to go.  This could take a while, good thing he's not taking 10's.


Well as far as Elric is concerned, the iron dogs are still in the room, and are aggressive... so there is no harm in trying to provide some protection for you while you work on disabling traps. As you move, Elric would move to keep trying to protect you by trying to stab anything that came after you before it hit you. Gotta love reach weapons...and I'm not even trying to go for a build that cheeses out your reach to go from reach 2 to like reach 4 or 5 (using various paragon paths and a couple magical items)...go go extendo spear.
Timothius
GM, 59 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 30 Jan 2009
at 21:09
  • msg #256

Re: Unity

As cool as Julius is (C'mon... his last name is TREEHUGGER!!) and as much as I enjoy his posts, it's clear he's never posting again. His addiction to WoW and total loss of interest in anything D&D has him thoroughly distracted from posting here. We'll be lucky if he posts Daemon on SfH ever again, much less Julius here. So I say Narrator finds an IC excuse for Julius to be excused. I miss playing Reverie, dagnabbit.
Mittens
GM, 164 posts
Paladin of Tempus
(at least for now.)
Fri 30 Jan 2009
at 21:25
  • msg #257

Re: Unity

In reply to Timothius (msg #256):

I'll go with the "fade into the background" method of removing him and not bother having a dragon swoop out of the sky to snatch him away from the scene.  Just post like he isn't there, because, well, he isn't.  (DMG 14 lol)
This message was last edited by the GM at 12:09, Sat 31 Jan 2009.
Mittens
GM, 165 posts
Paladin of Tempus
(at least for now.)
Thu 5 Feb 2009
at 19:41
  • msg #258

Re: Unity

It has come to my attention that Lana's player has also indicated they will not be posting any more.  I'll be posting Lana into the background.
Blake
player, 51 posts
Arcane Guy
Master of the DOOMSickle
Fri 6 Feb 2009
at 07:13
  • msg #259

Re: Unity

  The quiet exit is best in my opinion.  Then again, I may be biased after in a diff game, players who politely gave notice they couldn't play anymore without making people wait forever had their chars removed via 'they died because they were thrown off the plane they were on into the middle of the ocean'.  <.<

  Aaaanyways.

  Read through the Mittens/Grall/Narrator/Enemy posts.  If healing perks were given by anyone other than mittens/grall, then this is way off.  I didnt even bother looking into Grall's surges... did they even get hit though/use powers that burn em? I was focusing on the word 'Mittens' in damage listings.

  There's a bit of uncertainty for how many surges Mittens would have used after the treasure guard fight.  1 surge would have filled mittens to 26/27.  Since mittens went to 2 after Jake's angry smashey instead of 1, they would have had to have taken that extra surge for that amazing single hp.
  27 – 8 (Rabble smashey)= 19.  19 - 17 (Jake angry smash) = 2.

  Going on the assumption Mittens went for the full HP refill option in order to have that knocked down to 2 result....  Mittens will have 2 heal surges left if she refills to 25/27 HP right now.

  There's a chance I'm off what with it being late and it not being my chars doing the healing, or my chars involved.  This sort of wacky stuff is why I use the RPOL scratchpad to keep track of my current vital stats... Which reminds me, I should put Jack's stuff into it before we hit our first battle.


  On the subject of short rest, since Blake didn't use any enc powers he's not taking one, so he gets to keep his whole amazing 1 temp HP.  Scratchpad is your friend.
This message was last edited by the player at 07:13, Fri 06 Feb 2009.
Bridget
player, 27 posts
Strategy Machine
Lawful Good
Fri 6 Feb 2009
at 11:47
  • msg #260

Re: Unity

Double checked. My memory isn't failing me after all. Bridget used inspiring word, though admittedly, I didn't say who on. Though at the time I thought it was obvious. So yeah... Mittens isn't that bad off.
Elric
player, 81 posts
Warforged Cleric
Level 2
Mon 9 Feb 2009
at 09:19
  • msg #261

New updates/errata for the books.

new updates for all the books are available:
http://www.wizards.com/default.asp?x=dnd/updates

And here is an FAQ dealing with the updates:
http://www.wizards.com/default...x=dnd/drrep/20090209
Of note is that veteran's armor has been stripped of its 'power' to recharge a daily ability for an action point, so it can be exchanged for another armor of same or lower level, however since this armor is temporary till we get back to town that would be a good way to ICly swap it out as getting a reward for returning the armor, and till then I'll not use its power, but its property is still handy for the +1 to hit and defenses. (The FAQ says that it can be swapped for equivalent level armor due to how severe the chance is to the armor.)
Other changes have been made but I don't think any of them directly impact us, but I haven't read all the changes line by line yet.
Joe Darkthorne
player, 84 posts
Not So Dashing Rogue
+0 Sword of Short
Fri 13 Feb 2009
at 08:08
  • msg #262

Re: OOC discussion

  I'm somewhat tempted to just go 'screw the traps' in team Dungeon.  Whole. Room.  It's a tiny room, and in concept its pretty cool.  But game mechanics make it more of a hassle than... uh, well.  An insane deathtrap of a room?

  Oh dear, the crazy host is smarter than I thought.
Maverick
player, 8 posts
Master of Stealth
Holder of Grudges
Fri 13 Feb 2009
at 12:07
  • msg #263

Re: OOC discussion

Thanks for pointing out stuffs about Maverick. I fixed his initiative, passives perception and passive insight. As for your passive perception of 17 (Which is pretty good), it has a long way to go to beat Maverick's stealth. Keep in mind, that 15 stealth is a plus, not a total. I'd have to roll 2 or lower for you to spot him and since I'm taking 10, that's more like a 25 stealth. Kind of like your perception is a 17 because your perception skill is 7, but when you take 10, it becomes 17. :)
Joe Darkthorne
player, 85 posts
Not So Dashing Rogue
+0 Sword of Short
Fri 13 Feb 2009
at 21:17
  • msg #264

Re: OOC discussion

  Yeah, Maverick and Emerald make Joe's skill at his supposed job look questionable by comparison both sneak wise and stab wise.

  Although I'm admittedly interested in how to get Darkvision on a human like Maverick lists.  Jack would feel a bit silly making sure he had a good one handed (usually) weapon so he could actually hold a torch while fighting if he pulled that off though.
This message was last edited by the player at 21:17, Fri 13 Feb 2009.
Maverick
player, 9 posts
Master of Stealth
Holder of Grudges
Sat 14 Feb 2009
at 00:06
  • msg #265

Re: OOC discussion

ROFL! I totally missed that. Yeah, I have a "blank" character sheet I copy-paste and make new characters with... since most races have "Darkvision", well... you get the idea. Thanks for pointing out yet another mistake for me! Keep at it. Maybe one of these days I'll have his sheet done right, lol.
Joe Darkthorne
player, 86 posts
Not So Dashing Rogue
+0 Sword of Short
Sat 14 Feb 2009
at 00:17
  • msg #266

Re: OOC discussion

  Well my sheets tended to go through eight billion tiny edits over time.  So no shock there.  AS for most races having Darkvision, I suppose that's true seeing how most races outnumber the usual PC ones.
Joe Darkthorne
player, 87 posts
Not So Dashing Rogue
+0 Sword of Short
Thu 26 Feb 2009
at 12:32
  • msg #267

Re: OOC discussion

  As it's a combat situation, was waiting for the next 'Dogs do/don't do nada' bit before Joe's next amazing 'disarm single 4 out of a billion' post.  Should I just go ahead?
Mittens
GM, 166 posts
Paladin of Tempus
(at least for now.)
Wed 8 Apr 2009
at 16:25
  • msg #268

Re: OOC discussion

Chapter 1: Unity.  Tim and Gilant can post

Chapter 0: mysterious dungeon....  post away!
This message was last edited by the GM at 18:32, Wed 08 Apr 2009.
Joe Darkthorne
player, 88 posts
Not So Dashing Rogue
+0 Sword of Short
Fri 10 Apr 2009
at 02:43
  • msg #269

Re: OOC discussion

  I'll post in Mystery Dungeon as soon as I know where exactly Gale is.  Don't want to end up stopping where they are.  I'm also assuming Gale got lucky with not triggering some tiles as the yellow around the tree was rough terrain in order to get LoS.

  While I haven't personally looked through it much yet, whats the outlook on editing chars based on new rules/abilities that have turned up with the latest edition upgrade?
This message was last edited by the player at 02:45, Fri 10 Apr 2009.
Elric
player, 82 posts
Warforged Cleric
Level 2
Fri 10 Apr 2009
at 14:21
  • msg #270

Re: OOC discussion

It would be nice to be able to update characters with new feats that have been released... and with the hybrid character rules in the latest issue of Dragon Michael could easily be converted into a Hybrid Swordmage/Wizard if that article is allowed. For some reason WotC considered it a playtest article for content to be found in Player's handbook 3, but unlike the class playtest articles, hybrid classes are fully playable from levels 1 to 30 without being limited to less skill choices, or feat options, than other characters.
Mittens
GM, 167 posts
Paladin of Tempus
(at least for now.)
Fri 10 Apr 2009
at 14:45
  • msg #271

Re: OOC discussion

Oops!  Sorry forgot to place Gale back on the "board" as it were.  She succeeded an athletics check to jump over the un-disabled tile between the one to the east of Joe and the one she's currently standing in now.

Speaking of cardinal directions...  to make life easier, assume the top of the map is north.

Just for giggles, I may as well tell you the way the trap works.  Every round I pick 4 tiles to be active by rolling dice- one for each of the four sides of the room - this is the kerchink sound.  The rest will not activate if walked upon, which is why the Dogs have been getting around just fine (until now.)  Of course, if the dice pick one that Joe has disabled, then that tile remains untrapped.  Finding and disabling the control panel de-activates the entire trap permanently.  The panel requires a DC 5 perception to find if it's in bright light and in line of sight.  It requires a thievery check of 15 to disable...  (but since we're in combat no taking 10.)

"When you’re not in a rush, not being threatened or distracted
(when you’re outside an encounter), and when
you’re dealing with a mundane task, you can choose
to take 10. Instead of rolling a d20, determine your
skill check result as if you had rolled the average (10).
When you take 10, your result equals your skill modifiers
(including one-half your level) + 10. For mundane
tasks, taking 10 usually results in a success." PHB 179

No one has had bright light and line of sight on the panel yet.

As for the phb 2 yumminess and the Dragon Mag articles, playtest bits, etc...  By all means!  Heck, Gale is a playtest illusion wizard, so we've already crossed that border.  :p  I plan to update her to have implement mastery at the very least.

As ever, anything published by WotC is fair game.  And I don't think it fair that existing characters should have to wait till they level to take advantage of anything new.  I don't think it fair that existing characters are disallowed changing their stats if they made a mistake in character creation.  "Oh well.  I'll just make a new character with the exact same name and appearance.  They were twins separated at birth, or no...  alternate Earth version shows up!  Yeah."  Lame.  Players should not be forced into making lame plot reasons that their Wis is 1 instead of their Int because they didn't realize they'd need that Wis later on for a feat.  Worse yet, being forced to ditch the character and backstory.  I also find it lame that a brand new lvl 2 character would be waaaay richer than a lvl 1 who went through a dozen encounters.  So... any character tweaking of any kind is allowed at any time so long as it's within character creation rules.  Will add to house rules one of these days...  /rant_off
This message was last edited by the GM at 16:45, Fri 10 Apr 2009.
Blake
player, 54 posts
Arcane Guy
Master of the DOOMSickle
Sat 11 Apr 2009
at 07:06
  • msg #272

Re: OOC discussion

  Heh,  thus far I've only got Blake in mind for 'nowish' changes, one of them being what Seth so kindly pointed out to me.  Swappin out both his lv 1 Feats.

 Reapers Touch: Dragon 372  Heroic.  Eldritch Blast gains Melee Touch Range. May use as a Melee Basic as well as Ranged Basic (same hit/damage dice as ever).
  I believe it also works for various other classes arcane default single blasts (Magic missile for Wizards, for example)  But I don’t remember offhand how many and what it worked for.

  Weapon Expertise (PH2): +1 ToHit Feat Bonus per tier. Light Blades (Under the assumption it will amp Pact Blade Implement casting.  Or would Implement+ make it stab better?)

  When Team unity FINALLY hits Lv 2, I'm still tryin to decide between Melee Training to make all his proficient weapons Con for Melee basic for his Stab tendencies, or the +5 HP per tier one.
This message was last edited by the player at 09:47, Sat 11 Apr 2009.
Mittens
GM, 168 posts
Paladin of Tempus
(at least for now.)
Sat 11 Apr 2009
at 11:35
  • msg #273

Re: OOC discussion

I think warlock is a lucky class for that feat you're referring to...

quote:
Implement Expertise
Benefit: Choose a type of implement. You gain a
+1 bonus to attack rolls with any implement power
you use through that type of implement. The bonus
increases to +2 at 15th level and +3 at 25th level.
Special: You can take this feat more than once.
Each time you take this feat, choose a different type
of implement.
PHB2 pg 185

quote:
Pact Blade:

Property: This blade functions as a warlock implement,
adding its enhancement bonus to attack rolls and damage
rolls for warlock powers that use implements.
PHB pg 235

If you were to take implement expertise for pact blades, all of your attacks except basic melee attack would gain the +1 to-hit.  (Since basic melee does not have the implement keyword.)  Swordmages not so lucky.  1/2 their powers are implement only, and the other half are weapon only.  My sword mage had to take both feats to get the to-hit bonus for all her powers.  If you're willing to spend the feat on weapon mastery to add +1 to your occasional basic melee, feel free... but seems to me like a waste.
This message was last edited by the GM at 11:44, Sat 11 Apr 2009.
Elric
player, 84 posts
Warforged Cleric
Level 2
Sat 11 Apr 2009
at 14:37
  • msg #274

Re: OOC discussion

Paladins and Clerics (as well as some of the newer classes) also have a mix of implement and non-implement powers but it is possible to build a character of those classes that uses only either implement or weapon powers, but characters that use both like Elric would need both feats to get the bonus for all skills they have.

Still working on the revised Michael that is a Hybrid Swordmage/Wizard but with him I'm placing a theme restriction (that has no rule basis, just a character theme) of limiting him to the implement swordmage powers only.
Blake
player, 55 posts
Arcane Guy
Master of the DOOMSickle
Sun 12 Apr 2009
at 02:08
  • msg #275

Re: OOC discussion

  Yeah, I was considering our old pre-Implement specific assumptions I could benefit in both areas with the Weapons + Feat.  Not the case now.  However, while there is now a ToHit Implement feat, I'm STILL not seeing a +DMG equivalent for Implements.

  Melee training IS awesome though.  Int Blademaster was 'Use Int with ANY Melee weapon for Melee Basic', for Swordmage only.  Melee Training while limited to what proficient in, that would be what you use anyways.  On top of getting to pick any Stat you want.
  So Blake with a Melee basic for Con, would Stab/Punch/smack with a +4 Hit and Damage, as opposed to +0 Str, or +3 like Blademaster.  Nothing like a Warlock who can punch as hard as a Barbarian.

  Although, it would probably be better to put off a weapon/implement feat, until I actually HAD said implement/weapon.  So +5 HP it is along with the Melee Blasting.
Elric
player, 85 posts
Warforged Cleric
Level 2
Sun 12 Apr 2009
at 03:21
  • msg #276

Re: OOC discussion

Actually a lot of people are gripping about the Weapon/Implement Expertise feats as most people seem to feel they are a feat tax fix to the to hit scaling problem in the game.

http://forums.gleemax.com/showthread.php?t=1163090

Post 5 in that thread even points out that a developer has determined that everyone has those feats free (the wording in the 3rd paragraph of that post is that characters have the feats automatically) to avoid the feat tax it becomes. And even then it doesn't help attacks that lack weapon or implement like some racial and paragon path attacks.

Post 25 in that thread suggests giving the effect for heroic at lvl 5 (ie +1 to attacks), paragon at lvl 15 (+2 to attacks), and for epic at 25 (+3 to attacks). As it is these feats completely outclass several other feats and class features like Nimble Blade, Combat Superiority (Fighter), and Warforged Tactics (which Weapon Expertise at least stacks with) but since there have been over 300 posts in that thread it isn't a minor issue in my opinion, which is why I point it out here as most people feel the feat tax to fix the to hit issue frankly sucks.
This message was last edited by the player at 03:25, Sun 12 Apr 2009.
Mittens
GM, 169 posts
Paladin of Tempus
(at least for now.)
Sun 12 Apr 2009
at 14:34
  • msg #277

Re: OOC discussion

I agree.  Not to mention, magic users don't get to take advantage of things like the iron armbands of power, another +2 damage per swing that hack-and-slashers get to enjoy that mages don't.  But I digress.  I'm in favor of the "automatically get this feat" idea and will add that to the house rules if no one objects.

Proposed rule:
when figuring your added to-hit bonus from the standard "1/2 your level rounded down" bit, add +1 at levels 1-14, +2 at 15-24, +3 at 25+

or words to that effect.  no need to take several feats if you use several implements.
Joe Darkthorne
player, 90 posts
Not So Dashing Rogue
+0 Sword of Short
Sun 12 Apr 2009
at 18:13
  • msg #278

Re: OOC discussion

  Yay for free +'s, as this also ties in to my usual 'why are 80 +'s required to have a 50% chance to hit?' whineage <.<

  I'm still figuring to pick up Weapon Focus +1 Damage per tier Feat Bonus at some point later on various chars, but in Blake's and other Implementy types cases, don't see a 'new and improved!' feat for Implements in that area (at least in full books).

  As that version is only a few +'s to damage as opposed to Hit, on top of it being a Feat Bonus as opposed to straight bonus, I can see why nobody has bothered to talk about that one so much, heh.
Mittens
GM, 170 posts
Paladin of Tempus
(at least for now.)
Tue 14 Apr 2009
at 02:02
  • msg #279

Re: OOC discussion

Things have gotten crazy here in RL land...  Me with my new job and Tim with new job and... other people's issues.  So... expect posting to be slow for at least the next week.

Lana and Julious are now officially posted out.
This message was last edited by the GM at 02:04, Tue 14 Apr 2009.
Blake
player, 56 posts
Arcane Guy
Master of the DOOMSickle
Tue 14 Apr 2009
at 02:52
  • msg #280

Re: OOC discussion

  I figured the 'innate bonus' was instead of the feat even existing.  Not 'you have innate bonus, but can still pick of the feat for even MORE +'s, once again making it a 'must pick' even if there is a higher base.

More +'s for PC's to deal with the increasingly insane enemies is always a good thing, but still
This message was last edited by the player at 02:56, Tue 14 Apr 2009.
Mittens
GM, 171 posts
Paladin of Tempus
(at least for now.)
Tue 14 Apr 2009
at 03:15
  • msg #281

Re: OOC discussion

Blake:
  I figured the 'innate bonus' was instead of the feat even existing....


Yes.  It would be instead of the feat even existing... IF we decide to add that house rull.  I say we should.  Objections?

I'd post more, but I needs sleep.  Feel free to post before Gale on chap 0... or before I-forget-who's turn it is on chap 1.  Methinks road 2 unity is Michael's post.  G'nite.  zzzZZZ.
Elric
player, 86 posts
Warforged Cleric
Level 2
Tue 14 Apr 2009
at 03:40
  • msg #282

Re: OOC discussion

I don't have any objections about having the expertise feats be innate instead of a feat that can be taken.

I'm hesitating on posting as Michael till Arcane power comes out since with the Bard class being released as well as the option of being a Hybrid Swordmage/Wizard I'm trying to decide if something other than pure wizard suits Michael's background best.
Blake
player, 58 posts
Arcane Guy
Master of the DOOMSickle
Tue 14 Apr 2009
at 20:41
  • msg #283

Re: OOC discussion

  Was just short of having Blake simply try to open the door this post -.o.  Then I remembered fire solves many problems.
This message was last edited by the player at 20:41, Tue 14 Apr 2009.
Mittens
GM, 172 posts
Paladin of Tempus
(at least for now.)
Tue 14 Apr 2009
at 22:44
  • msg #284

Re: OOC discussion

Then it's decided.  Implement / Weapon mastery feats are now forbidden.  In their place is an innate to-hit bonus that kicks in at the appropriate levels.

Michael can post without any updating this "round..."  I can guarantee there won't be any combat or skill challenges until after the next narrator post.
Mittens
GM, 175 posts
Paladin of Tempus
(at least for now.)
Fri 17 Apr 2009
at 13:35
  • msg #285

Re: OOC discussion

Tim's post on all but chapter 1 where it's Blake's...  Speaking of...  It occurred to me that no one dared check if the door was unlocked.  XD
Gilant
player, 45 posts
Githyanki Swordmage
Level 1
Fri 17 Apr 2009
at 13:50
  • msg #286

Re: OOC discussion

Well when we searched the door you said it was trapped and so on, if it was unlocked, that should have also been mentioned in the initial search and inspection of the door.
Joe Darkthorne
player, 92 posts
Not So Dashing Rogue
+0 Sword of Short
Sat 18 Apr 2009
at 02:55
  • msg #287

Re: OOC discussion

 As pleasant a surprise as it is about Iron Dog the First, I'm gonna hold off on posting in Mystery until it's made clear just what sent them from 14 HP to dead.
Mittens
GM, 177 posts
Paladin of Tempus
(at least for now.)
Sat 18 Apr 2009
at 18:35
  • msg #288

Re: OOC discussion

Heh... oops.  Was fighting off sleep and just before I posted I realized Timo hadn't posted yet.  So I called him up and he dictated his post for me to post for him.  By then I had forgotten that I had Dog 1's demise waiting in a text file.  Post now corrected.

quote:
In spite of the threat Joe and Elric present by proximity, the first iron dog decides that Gale represents the greater threat and moves to attack her, drawing opportunity attacks from both Elric and Joe.  It learns a swift and final lesson when both Elric and Joe bring down their weapons on it, defeating it before it could even make it's first step toward Gale.

Gale
player, 43 posts
Human wizard wielding orb
Robe of adornment +0
Sat 18 Apr 2009
at 21:17
  • msg #289

Re: OOC discussion

going to delay Gale's turn a bit... still deciding on what powers to give her.  not to mention i have to remake her char sheet from scratch 'cause i managed to delete the spreadsheet somehow.
Mittens
GM, 178 posts
Paladin of Tempus
(at least for now.)
Sun 19 Apr 2009
at 12:40
  • msg #290

Re: OOC discussion

I think Timo has about 2hp left.  o.O

Incidentally, if Joe wants to roll a stealth check, I'm sure he's sneaky enough to beat the rock chuckers' passive perceps and could get combat advantage on them with a ranged attack.
Elric
player, 88 posts
Warforged Cleric
Level 2
Sun 19 Apr 2009
at 14:49
  • msg #291

Re: OOC discussion

Which is why on my turn this round I'm moving to a better position then using my standard action to place the banner standard of healing as my standard action and then using Healing word on Tim, which will heal Tim for 8 (Tim's healing surge value) +3 (healer's lore) +1 (battle standard of Healing) +1d6, and as a nifty side effect Gale will also recover a hit point, Joe and I aren't injured so we don't gain anything from it.) Result is Tim will regain 12+1d6 hit points and Gale will recover a hit point. This also might be a good round for Tim to use his healing surge, and if he waits till after I go to act he'd gain another extra hit point as would Gale, and the +2 to all defenses MIGHT help him against the damned clay pain in the butts. That would mean Tim would recover 21+1d6 hit points and Gail get's 2 hit points back. Then at least Tim would no longer be bloodied and no matter what the roll of the d6 is no healed hp would be 'wasted.

I'm just waiting till Gale moves so I have a better spot to place the banner to insure everyone is within the close burst 5 zone of effect, and by the way since the battle standard of healing is an unnamed bonus type it stacks with itself if multiple battle standards of healing are placed.

Imagine a hospital where they stack up say a dozen or so of these banners in the same square and go around healing people within it's zone of effect, given that the effect can be used every encounter they could be used like that all day. it would just take one person per banner to set it up in a round, or else it would take multiple rounds to set up, which is not practical in a fight, unless it is a defensive group that only has to guard a single room or other area around a burst 5 area in size.
Gale
player, 45 posts
Human wizard wielding orb
Robe of adornment +0
Sun 19 Apr 2009
at 18:18
  • msg #292

Re: OOC discussion

Sounds like a good plan. :)  Incidentally, I do believe Joe will appreciate the healing after all 'cause he was bit by a dog's AoO.  :o

Would prolly be helpful to the healer (and the DM) if we posted our current hp in our posts...  (goes to update Gale's post)
Elric
player, 89 posts
Warforged Cleric
Level 2
Sun 19 Apr 2009
at 18:48
  • msg #293

Re: OOC discussion

I'm assuming that since the square the dead iron dog is in didn't sink under the weight of the defeated monster that it is a safe square for the moment?

Since if this is the case, I won't have to worry about a trap going off if I move SE one square onto the dead iron dog, then move SW to where Joe is (difficult terrain so 2 squares of movement) and then south 1 more square (again difficult terrain) using only 5 move. (And from there place the standard a square adjacent to me that isn't difficult terrain as my standard action, and minor to use healing words on Tim.)

Although for this round it sounds like there is a trap square next to Joe that is active.

Also doesn't Iron Dog 2 still have 9 hp or did I miss an attack on it somewhere since I know last round it had 19hp left and Gale just did 10more dmg to it leaving it with 9.
This message was last edited by the player at 18:51, Sun 19 Apr 2009.
Gale
player, 46 posts
Human wizard wielding orb
Robe of adornment +0
Mon 20 Apr 2009
at 02:32
  • msg #294

Re: OOC discussion

You assume correctly.  Any trapped tile with something heavier than a kitten on it would likely trigger.  Just a reminder, the tiles that are active change after the bad-guys take their turn.  As for the missing damage to Dog 2, that would be Joe's shiruken that made up the difference.  I wasn't expecting both dogs to go down this round.  Yay for the good-guys!  :)
Mittens
GM, 179 posts
Paladin of Tempus
(at least for now.)
Sun 26 Apr 2009
at 12:07
  • msg #295

Re: OOC discussion

Tim and I are going 2 Baltimore today.  Going to be unavailable all day, but I plan to write up posts some time during the trip, and twist his arm to do the same.  So besides us, Gillant, Michael, and Shale can all post.
Michael
player, 11 posts
Human, Lvl 1 Wizard
Sun 26 Apr 2009
at 14:45
  • msg #296

Re: OOC discussion

Still working on how to adjust Michael now that I have Arcane power. Compared to the invoker summons, wizard summons don't seem all that impressive. Standard actions to get attacks that at best do at will level damage without any status effects. (the lvl 25 one is an exception as it summons 3 critters so the standard action gives '3 at will attacks' which isn't bad.
I'm starting to think the 'attacks' as a standard action is a trap and that a single minor action to summon a movable obstacle that has ~half the wizard's health, that can flank and perform opportunity attacks isn't a bad thing. (And there is one summons that has threatening reach and several of them are large or bigger.)
Gale
player, 47 posts
Human wizard wielding orb
Robe of adornment +0
Sun 3 May 2009
at 00:29
  • msg #297

Re: OOC discussion

Finally got around to updating Gale's char sheet.  Big change was orb of deception and multiclass warlock for the reckless curse feat.

Also, once we finish the current encounter in Mysterious Dungeon, that storyline (if you can call it that) will be dropped in favor of playing the forgotten realms campaign.  Feel free to keep your current char for the F.R. stuff...  I'm keeping Gale.
This message was last edited by the player at 00:30, Sun 03 May 2009.
Joe Darkthorne
player, 95 posts
Not So Dashing Rogue
+0 Sword of Short
Wed 6 May 2009
at 02:48
  • msg #298

Re: OOC discussion

  I suppose this would be why feats and abilities that let you make a saving throw when you use an action point matter then.
Elric
player, 92 posts
Warforged Cleric
Level 2
Wed 6 May 2009
at 03:00
  • msg #299

Re: OOC discussion

Yep that is the power of being able to make saving throws for any reason at a time other than the end of your turn.
Mittens
GM, 180 posts
Paladin of Tempus
(at least for now.)
Wed 13 May 2009
at 17:55
  • msg #300

Re: OOC discussion

sorry for the long delay, but chap 1: unity is now ready for more posting.  i blame RL.  ...and the fact that i've been ripping my hair out over building an encounter that's not too easy and not too hard.

chapter 0: mysterious dungeon timo and elric can post.
chapter 1.5: shale and mike
chapter 2: jack.
Jack
player, 10 posts
I am two things.
A Warrior, and a Warrior
Wed 13 May 2009
at 20:12
  • msg #301

Re: OOC discussion

  In Jack's regard I was gonna post a 'does more of the same' thing a good while back, but then over Aim there were comments that suggested I might not have to.

  I'll make a quick post anyways then.
This message was last edited by the player at 20:14, Wed 13 May 2009.
Elric
player, 93 posts
Warforged Cleric
Level 2
Wed 13 May 2009
at 22:47
  • msg #302

Re: OOC discussion

Regarding Shale and Mike I'm still working on adapting them with the new material that has come out especially Arcane Power but I've been busy in real life so it's been slow and should have them finished up by Friday.

Update: Shale's and Michael's character sheets have been updated. Michael is now focusing on conjuration and summoning wizard spells (while shale is focusing on warlock illusion and charm skills.. If your fond of Code Geass, as some of Shale's powers will remind you of Lelouch's Geass.)

Update2: Waiting on posting Elric till Tim posts due to the +2 power bonus that lasts till the end of Elric's next turn so it's simply easier to just wait till everyone else has posed once after my previous pose before acting again.
This message was last edited by the player at 21:29, Wed 20 May 2009.
Mittens
GM, 182 posts
Paladin of Tempus
(at least for now.)
Wed 3 Jun 2009
at 17:18
  • msg #303

Re: OOC discussion

An open invitation from a friend of mine to any other friends of me and Tim to join his new gundam forum:

[13:12] cdfewell: joe has a friend who joins every gundam forum under the sun or so i hear
[13:12] cdfewell: (joe does too...)
[13:12] Aratas: Hopefully I can make this into the best
[13:12] cdfewell: friend = elric / michael from my dnd forum
[13:13] Aratas: Tell him too.  More players the more fun we have

link to another game

I kind of passingly suggested a super simple stat system... he liked it and used part of it verbatim.  o.o
Joe Darkthorne
player, 97 posts
Not So Dashing Rogue
+0 Sword of Short
Sun 7 Jun 2009
at 07:35
  • msg #304

Re: OOC discussion

  Tim's narration and alt services are needed next in the thread he's runnin.
  Tim and Elric's Clay scout maiming skills would be appreciated in Mystery dungeon, now literally, a month ago ;D
Elric
player, 94 posts
Warforged Cleric
Level 2
Sun 7 Jun 2009
at 16:00
  • msg #305

Re: OOC discussion

I'm still waiting on Tim since the bonus I give on attacks ends with the end of my turn...so Tim should go before Elric to keep things simple regarding the buff since he hasn't gone since my previous post in which I granted the buff.

ya I wish Tim would post as well.
Timothius
GM, 66 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 7 Jun 2009
at 22:26
  • msg #306

Re: OOC discussion

Finally went. Not that it matters. Rolled a 1. Heh.

And no, Liberty doesn't know Goblin. She knows Giant. :p
This message was last edited by the GM at 22:29, Sun 07 June 2009.
Joe Darkthorne
player, 98 posts
Not So Dashing Rogue
+0 Sword of Short
Mon 8 Jun 2009
at 00:01
  • msg #307

Re: OOC discussion

Whoops, True.  Lib doesn't.  Though Bridget who is around does <.<

And please don't encourage rolling 1 = kill yourself results to make a comeback.
This message was last edited by the player at 00:03, Mon 08 June 2009.
Timothius
GM, 67 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 8 Jun 2009
at 00:38
  • msg #308

Re: OOC discussion

Funny coincidence there. 3 people who speak goblin in the same party. What are the chances? And Bridget is probably not going to comment on speaking goblin for now, though even she has to be surprised at the fact two of her party members speak it.
Elric
player, 95 posts
Warforged Cleric
Level 2
Mon 8 Jun 2009
at 19:47
  • msg #309

Re: OOC discussion

Um the Clay Defender attacked before I had time to post my actions for the round... I'll get around to posting either tonight or tomorrow morning depending on how my flight from Louisville to Kansas City goes. (Delays at airport,etc....)
Mittens
GM, 183 posts
Paladin of Tempus
(at least for now.)
Mon 8 Jun 2009
at 20:01
  • msg #310

Re: OOC discussion

ah.  so it did.  my goof.  thought elric had already posted this round.  didn't look close enough.  well feel free to take both turns in 1 post if you like for simplicity's sake.
This message was last edited by the GM at 20:02, Mon 08 June 2009.
Mittens
GM, 184 posts
Paladin of Tempus
(at least for now.)
Thu 11 Jun 2009
at 16:37
  • msg #311

Re: OOC discussion

A very convincing argument, Gilant.  >:D
Eli
player, 15 posts
Child Prodigy
Future Archmage
Mon 22 Jun 2009
at 17:40
  • msg #312

Re: OOC discussion

Just a sketch I did of my character Eli as an Artificer. Plan to test-play that class soon. The class seems to fit him more than Wizard, but I will be playing it first to see if it does or not.


Mittens
GM, 185 posts
Paladin of Tempus
(at least for now.)
Sat 27 Jun 2009
at 03:13
  • msg #313

Re: OOC discussion

Mysterious Dungeon:

Had planned for the characters to wind up in the Forgotten Realms setting then follow that campaign with all the nice loot we found so far... but if the players would rather start new character / same characters, but hit the reset button / whatever...  That's fine too.
This message was last edited by the GM at 03:14, Sat 27 June 2009.
Joe Darkthorne
player, 100 posts
Not So Dashing Rogue
+0 Sword of Short
Sun 28 Jun 2009
at 05:52
  • msg #314

Re: OOC discussion

  First, the obvious.  Nice pic Tim.

  As for Mystery Dungeon, I'm fine with whatever.  If it helped your focus on the other two threads you are running I'd be fine with dropping it (and we even managed to mostly clear the current room fisrt) if needed too.  This is an interesting case where the 'Darkthorne' isn't the char I'm most attached to.

  Although The 'lv 4' human mage having their 'make separate attacks vs ANY three targets in 10 tiles' Encounter power turned into an At-Will, and having 180 HP instead of 42 isn't exactly filling me with optimism.
This message was last edited by the player at 06:26, Sun 28 June 2009.
Mittens
GM, 186 posts
Paladin of Tempus
(at least for now.)
Sun 28 Jun 2009
at 13:19
  • msg #315

Re: OOC discussion

Joe Darkthorne:
  First, the obvious.  Nice pic Tim.

  As for Mystery Dungeon, I'm fine with whatever.  If it helped your focus on the other two threads you are running I'd be fine with dropping it (and we even managed to mostly clear the current room fisrt) if needed too.  This is an interesting case where the 'Darkthorne' isn't the char I'm most attached to.

  Although The 'lv 4' human mage having their 'make separate attacks vs ANY three targets in 10 tiles' Encounter power turned into an At-Will, and having 180 HP instead of 42 isn't exactly filling me with optimism.


1: Yes.  Very nice pic.  Tim and I playtested an encounter with Eli the artificer, and he was awesome.

2: Yay flexibility.  I'm leaning toward pre-published stuff for all my stories, (primarily because it takes far less creative effort on my part, secondarily for when a tough monster shows up I can blame the publisher) and would like to try the F.R. story.  Looks like you and Timo will be joining Gale on a magic carpet ride to the Forgotten Realms.  I'm guessing Elric will be joining as well since they haven't made any noises about scrapping the warforged cleric.

3: Those stats and abilities are the result of the DMG's "how to turn a regular monster into a solo monster" guide.  It wasn't terribly clear...  depending on how you read it, the wiz could have been even more challenging.  I opted for the less challenging interpretation.  To save myself effort, I was tempted to just slap on him the stats and abilities of a same-level solo dragon found in the back of the DMG, but I've fought that thing like 3 times now...  Again.  See point 2.  Way too much creative effort on my part to create an enemy that I don't know if it's the right difficulty.  Fortunately, you've all talked him into believing he's way out of his league.



One other idea I've had floating around in my head for some time now.  I'm curious how effective a ranged-only team would be.  Sort-of have that going with Eli's team... 'cept for the warforged warrior, but heh...  Just a curiosity I was wondering if anyone else would enjoy testing for giggles.
This message was last edited by the GM at 14:06, Sun 28 June 2009.
Freedom
player, 3 posts
Warforged Warden
Level 1
Tue 30 Jun 2009
at 23:29
  • msg #316

Re: OOC discussion

I'm holding off on my next post as freedom till the NPC's go. Also I've updated the map as to where I, my horse, and the commander's horse are as best I can.
Blake
player, 64 posts
Arcane Guy
Master of the DOOMSickle
Sun 5 Jul 2009
at 16:53
  • msg #317

Re: OOC discussion

  Unless Mit's never updated the map for this significant detail, the Boss Mage is still 9 tiles away from Briget, past two wooden planks over acid.

  Though I would certainly like if Bridget's plan worked <.<
Mittens
GM, 187 posts
Paladin of Tempus
(at least for now.)
Sun 5 Jul 2009
at 16:55
  • msg #318

Re: OOC discussion

ONE THOUSAND POSTS!   WOOO!  XD

Ahem.  Yes.  I'll fix that.
Mittens
GM, 189 posts
Paladin of Tempus
(at least for now.)
Sat 11 Jul 2009
at 15:56
  • msg #319

Re: OOC discussion

F.R. thread officially started.  :)  /blames delay on hectic week.  If you're following along in your Peter-Pan storybook, this is the South Square of Loudwater Town.  Time for food and headache pills.
Timothius
GM, 74 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 11 Jul 2009
at 20:24
  • msg #320

Re: OOC discussion

To clarify: F.R. stands for Forgotten Realms.
Mittens
GM, 190 posts
Paladin of Tempus
(at least for now.)
Sat 11 Jul 2009
at 20:35
  • msg #321

Re: OOC discussion

[16:27] SethMKlein aka Samuel / Elric: also I have noticed that since all forms of armor get 'masterwork extra bonuses' to AC as people level something similar should be done for the NADs
[16:28] SethMKlein aka Samuel / Elric: since the Epic Will/REflex/Fort feats are a bandaid fix
[16:28] SethMKlein aka Samuel / Elric: could be repalced with a +1 to all NADs at lvls 11,16,21,26 and making those three feats 'not exist'.
[16:29] SethMKlein aka Samuel / Elric: otherwise most people will be charged 3 feats at epic levels or be hit nearly all the time on their non armor class defenses
[16:30] Mittens 8D: good point
[16:30] Mittens 8D: i like that idea.  let's do that.
[16:32] SethMKlein aka Samuel / Elric: it won't come into play at all till paragon levels but it does preserve the way that armor gets masterwork bonuses to combat the higher attack values of mobs
[16:32] SethMKlein aka Samuel / Elric: at higher levels
[16:32] Mittens 8D: so that's a total of +4 to the NADs at 26?
[16:32] SethMKlein aka Samuel / Elric: so the same needs to be done for NADs
[16:32] SethMKlein aka Samuel / Elric: yep
[16:32] SethMKlein aka Samuel / Elric: +1 at 11, +2 at 16, +3 at 21, +4 at 26
[16:32] Mittens 8D: /agree

NAD= non AC defense. Will/Reflex/Fort

I'll add this to house rules as time allows.
Timothius
GM, 75 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 11 Jul 2009
at 21:09
  • msg #322

Re: OOC discussion

Much fun to be had.
Joe Darkthorne
player, 104 posts
Not So Dashing Rogue
+0 Sword of Short
Sun 12 Jul 2009
at 01:45
  • msg #323

Re: OOC discussion

  Regarding the Epic Defense feat thing.  Are the PH1 Paragon Feats Great Fortitude, Iron Will, And Lightning Reflexes that give +2 Feat bonus to a given Defense still allowed?

  I'm surprised I missed the existence of those crazy Epic Feats, but then I was kind of ignoring most anything above heroic in the other books.
Mittens
GM, 192 posts
Paladin of Tempus
(at least for now.)
Sun 12 Jul 2009
at 01:48
  • msg #324

Re: OOC discussion

Joe Darkthorne:
Are the PH1 Paragon Feats Great Fortitude, Iron Will, And Lightning Reflexes that give +2 Feat bonus to a given Defense still allowed?


Yeah.  As Elric pointed out the Epic ones were kindofa band-aid feat tax to fix something they should have put in the rules in the first place much like the Weapon / Implement Expertise feats were.  The paragon feats remain unchanged unless everyone insists.
This message was last edited by the GM at 01:49, Sun 12 July 2009.
Gale
player, 55 posts
Human wizard wielding orb
Robe of adornment +0
Tue 14 Jul 2009
at 22:24
  • msg #325

Re: OOC discussion

Arcane PowerTM
Updated 4/09
Update version 1
Grasping Shadows [Revision]
Arcane Power, page 102
On the Hit line, replace “2d8” with “1d8”.

Yeah... Was a BIT overpowered before...  still...  ;.;
Mittens
GM, 193 posts
Paladin of Tempus
(at least for now.)
Thu 16 Jul 2009
at 02:21
  • msg #326

Re: OOC discussion

Poor Timo.  Still working from a lvl 1 charsheet.  (the clicky one in his portrait anyway)  noted my little fixes in bold, but didn't touch the number of updates that are needed.  feel free to take this time to change whatever you want changed in light of all the new books and what-not.  joe went from rogue to ranger, so why not?
This message was last edited by the GM at 02:22, Thu 16 July 2009.
Timothius
GM, 79 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 16 Jul 2009
at 03:09
  • msg #327

Re: OOC discussion

Nevermind that there is still NOTHING WHATSOEVER for Paladin besides what's in Player's Handbook 1.
Mittens
GM, 194 posts
Paladin of Tempus
(at least for now.)
Thu 16 Jul 2009
at 03:20
  • msg #328

Re: OOC discussion

Well... feats... and... gear?
Joe Darkthorne
player, 110 posts
Everyone suspects a Rouge
Few suspect the Ranger
Thu 16 Jul 2009
at 03:22
  • msg #329

Re: OOC discussion

  So THATS why I've been having the 'something is missing here' vibe skimming the new stiff -.o

  But yeah, can understand the annoyance when there's a crapton of new Thief and ranger stuff, new wizard stuff, etc.  but Paladin doesn't get any specific goodies.

  Even in the feats department. MP 2, Huge pile of new feats for fighters and warlords.  There are no 'Paladin' Feats in MP.  Or PH2.  Or even a hopeful look in arcane power.  And very few not specific to class feats outside of Epic.  Literally 2, for heroic and paragon in MP (and some had dex requirement).  Though I've also come to the realization there is zilch for Clerics either.  'Divine' in general is left out unless its specifically for invoker, etc.

  There is even a freaking WARLORD paragon for ye ol Bahamut's badass in MP, which was probably some further added insult to Injury for Timothius.

  Paladin has only one 'exclusive' that immediately comes to mind.  They are the only class, even with the new books, to START with Plate mail.  However a quick skim of PH2 shows... Zero magical armor that can even BE plate mail, even though right above the item chart on the same page, is listing the stat boosts for plate to get your hopes up.

  Exclusively plate armors:  plenty of up to and including plate. I'm listing things that are 'only' plate as we seem to be looking for the Paladin's few 'Paladin only' perks.  * Marked ones are the ones that seem cool to me, and will turn up any time soon.

  However Versatile Armor's perk deals with why Joe isn't going to ever touch Hide armor, And why Jack loves him his Scale mail. so can't fault that call there.  I'm just trying to highlight the few (outside of grabbing armor feats) 'Paladin Exclusives'.

AV:   Bonegrim, lv 14 p.42  ... its awesome, for some reason 'cursed' despite no drawbacks beyond stuck wearing it.  Perks upgrade over time.
Lv 14 :Property: Gain a +2 item bonus to Intimidate checks and
resist 5 necrotic and resist 5 poison.
Level 18: Resist 10 necrotic and resist 10 poison. You no
longer require food.
Level 23: Resist 15 necrotic and resist 15 poison. You no
longer require food.
Level 28: Resist 15 necrotic and resist 15 poison. You no
longer require food, and you can remain awake during an
extended rest.
Cursed: Removing the armor from a living creature requires
a Remove Affliction ritual with a penalty to the Heal check
equal to the armor’s level.


  Frostburn, lv 14 p. 45  (prop resist fire and ice.  Enc interrupt, attacked ally in 5 tiles of you gets your value of armor resist for ice OR fire until start of your next turn)

 *  Lifegiving, lv 3 p. 47  (Resist necro prop.  Day minor when bloodied, regain 20-remaining heal surges HP [odd + tiers raise it to 30- at +3, and 40- at +5)

  Righteous, lv 9 p. 49  (meh prop. When hit by enemies who have CA vs you, they take item + Radiant DMG)

 *  Stoneborn, lv 3. p. 53   (Day/minor. gives 10+con [+5 more per item plus up to 35+con] Temp HP that last till depleted or extended rest, actually looks useful.)

 :D  Warsheath, lv 10 p. 55 (hilarious Day minor.  All enemies within your item + distance are pulled adjacent to you)


PH1: * Battleforged, lv 5  p. 227  (Prop.  If you use second wind while bloodied, gain extra 1d10 HP, upgrades to 2d10, and 3d10 at odd +'s)

Flamedrinker: lv 14   p. 230 (Prop, resist fire.  Day interupt, when your hit by fire attack, you and pals in 5 tiles get gobs of fire resist till start of your next turn)

Mountain: lv 8  p.231  (ENC interupt, meh.  Reduce your getting shoved around etc by 1 tile, 2 and 3 for the respective odd +'s)

Soulforged: lv 19 p.231  (Prop.  When reduced to 0 or fewer HP, you remain conscious until end of your next turn.  If still at 0 of fewer by then, you thud as normal)
This message was last edited by the player at 10:07, Thu 16 July 2009.
Timothius
GM, 80 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 16 Jul 2009
at 12:43
  • msg #330

Re: OOC discussion

Well yeah. And yes, I noticed about Clerics too as I play one outside the forum. I was tempted to make a cleric/paladin hybrid class last night, but found that too would be gimped. For starters, cleric gets up to chainmale, which means I'd have to take 2 feats just to get plate. And yeah... the stuff for Paladin is insanely lacking. But Divine Power is supposed to come out at the end of this month. Kind of like a reward for my working 9 days straight.
Mittens
GM, 195 posts
Paladin of Tempus
(at least for now.)
Thu 16 Jul 2009
at 14:45
  • msg #331

Re: OOC discussion

That's a handy list there, Joe.  Thanks!  For me, THE reason for plate armor is for the highest level masterwork:

Tarrasque plate armor +12 AC before enhancement bonus, special: Resist 5 all

That's huge.  The highest epic level minion there is, the lvl 26 Lich Vestige, does 10 damage on a hit.  Resist 5 knocks that down to heroic minion level damage, if it can manage to get through your insane AC (Timo would be about 43 AC at level 26 without doing anything fancy.)  I totally plan to go plate for my battlerager fighter.  Totally worth giving up the paltry few extra damage you deal if wearing chain armor.

And yay divine power!  Lookin forward to that.  :)
This message was last edited by the GM at 14:47, Thu 16 July 2009.
Elric
player, 103 posts
Warforged Cleric
Level 2
Thu 16 Jul 2009
at 20:35
  • msg #332

Re: OOC discussion

Remember with hybrid characters the newest rules allow for you to spend your hybrid talent option to gain all the armor options of one of your classes. Thus for a Cleric/Paladin you only need 1 feat to get plate if you aren't going to use hybrid talent for another feature.

Ya wait for divine power to come out, I'm eagerly awaiting it as well for Elric.
Timothius
GM, 82 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 17 Jul 2009
at 13:18
  • msg #333

Re: OOC discussion

Looked through Hybrid again. Apparently, by going with Paladin/Cleric hybrid, I would be giving up Channel Divinity entirely if I spent the Hyrbid Talent in order to get the plate armor. So I'm kinda left with these choices:

1) Hybrid Talent feat: Paladin Armor Proficiencies. Never get Channel Divinity.
2) Hybrid Talent feat: Channel Divinity (Cleric). Spend two more feats to gain the plate armor and then if I wanna go so far, spend a feat to go with heavy shield.
3) Hybrid Talent feat: Channel Divinity (Paladin). Same as option 2, but gain the paladin CD powers instead.
4) Screw hybrid entirely. Spend multiclass feats instead.


All these options wind up with about the same amount of upsides and downsides. The point, of course, for any of these choices is to have Timothius part Cleric part Paladin. So until such things are sorted out, I'm sticking with Paladin multiclassed into Cleric (I still get a healing power like the hybrid would have gotten me, but I'd use it once a day instead of once per encounter. That and I'd lose "Healer's Lore" which would do nicely for healing touch.) In any case, you can see my indecisiveness. I am avoiding straight up Cleric for this version of Timothius because of that pic I drew of him inspiring me to play him as a Pally and now that I have, it's kinda part of his character now. And fun, I might add. So I may be making a cleric here soon. ;) Hope you all don't mind. Could even replace Bridget for a time after our characters return from their Wizard-hunt.

That said, does our resident GM mind if I make a Cleric and should I assume level 2 for said cleric? And if I make the cleric, where should I play the cleric? I realize I'm being alt-happy as always, but in my defense, cleric is like.. SO my class. I play healer/support characters well and always feel at home with them. Nobody heals like a Cleric. :)
Elric
player, 105 posts
Warforged Cleric
Level 2
Fri 17 Jul 2009
at 13:29
  • msg #334

Re: OOC discussion

Remember divine power comes out on the 21st so just wait till then?

To hold yuo over take a look at this
http://www.wizards.com/default.asp?x=dnd/4ex/20090706b
It's a free exert from Divine Power regarding Paladins.
Mittens
GM, 196 posts
Paladin of Tempus
(at least for now.)
Fri 17 Jul 2009
at 14:10
  • msg #335

Re: OOC discussion

that new pallie option looks yummeh!  :)

regarding chap 1.5:


[10:03] Mittens 8D: about the marked dragonshield, it occurred to me that they could delay till after the end of the turn of the one who marked it... but i'm not gunna.
[10:04] Mittens 8D: in keeping with the last bit, gunna have them both act simultaneously vs. freedom.
[10:04] SethMKlein aka Samuel / Elric: that would be cheesy
[10:04] SethMKlein aka Samuel / Elric: since freedom could pull similar stunts to get his marks to last longer
[10:04] Mittens 8D: ties into the story a bit too
[10:05] Mittens 8D: yeah...  that reminds me...
[10:05] Mittens 8D: kindof an unwritten rule the way i've played so far on table top... but maybe i should go ahead and write it down for future ref.
[10:05] Mittens 8D: any power that has an effect ends "at the end of your next turn"
[10:06] Mittens 8D: "end of your next turn" = the exact initiative you had when the power activated.
[10:06] SethMKlein aka Samuel / Elric: that is sort of implied
[10:06] Mittens 8D: meaning if you delay, no extending effect.
[10:06] Mittens 8D: *nod*
[10:07] SethMKlein aka Samuel / Elric: for most things that end at the end of your turn that is how they work
[10:07] SethMKlein aka Samuel / Elric: for thigns that end at the start of your turn it's a bit differently
[10:07] SethMKlein aka Samuel / Elric: but you could enforce the same sort of ruling
[10:07] SethMKlein aka Samuel / Elric: otherwise some people could try to cheese out eyebite
[10:07] Mittens 8D: yea
Mittens
GM, 198 posts
Paladin of Tempus
(at least for now.)
Fri 17 Jul 2009
at 23:26
  • msg #336

Re: OOC discussion

By way of reminder, Emerald and Bridget could post.
Shale
player, 15 posts
Gnome, Level 1
Fey-Pact Warlock
Sat 18 Jul 2009
at 18:27
  • msg #337

Re: OOC discussion

Um Reverie, you can only place your warlock's curse once per round. (And if your wondering I have both the Slinger, and the remaining Dragonshield cursed. I keep tabs of it in my scratchpad.)

Also with the house rules section:

Warlock's Curse:
PHB page 131, "Warlock's Curse" paragraph 3.  Remove the words "or another character's."

This change means that we can both have the same mob cursed without blocking each other's curses. After all nothing prevents two hunters from choosing the same target as their quarry, or two rogues from using backstab damage on the same target. Otherwise we could cheese things out by cursing our allies and each other in order to deny enemy warlocks from cursing the party.

I still plan on getting Accursed Coordination feat at lvl 2.
Heroic Tier
Prerequisite: Warlock, Warlock’s Curse class feature
Benefit: You can place your Warlock's Curse on a creature that is already affected by another character's Warlock's Curse. In addition, you have combat advantage against any creature affected by more than one Warlock's Curse.
First published in Arcane Power.

The underlined pare is pure gold as it means effectively work with your fellow warlock and get free +2 to hit. And if a Rogue were to multiclass Warlock with us, he'd get free Combat advantage as well as the feat does not specify that YOUR warlock's curse must be on the creature, just that 2+ must be on the creature.
Since we can both curse the same mob and then free combat advantage for rest of fight on that sucker... muahahah.
This message was last edited by the player at 18:28, Sat 18 July 2009.
Reverie
player, 17 posts
Lover of Stars
Poet
Sun 19 Jul 2009
at 13:18
  • msg #338

Re: OOC discussion

Funny thing is, I was originally going to walk back a bit instead. So... switching back to original post. Fixed.
Mittens
GM, 205 posts
Paladin of Tempus
(at least for now.)
Fri 14 Aug 2009
at 18:21
  • msg #339

Re: OOC discussion

Lol!  Yay for not Blake not sighing!

For those threads lacking much in the way of frequent posts, I plan to push the plot forward the next time I have gobs of time and little better to do.  :P  Until then I'll just post if/when my turn comes up.
This message was last edited by the GM at 18:21, Fri 14 Aug 2009.
Mittens
GM, 206 posts
Paladin of Tempus
(at least for now.)
Fri 28 Aug 2009
at 15:21
  • msg #340

Re: OOC discussion

Tim and I will be leaving town tomorrow for several days.  I figured I'd leave some story for you guys to post about while we're gone.  :)

(( Skipping Mittens' post this round ))
This message was last edited by the GM at 17:19, Fri 28 Aug 2009.
Gale
player, 64 posts
Human wizard wielding orb
Robe of adornment +0
Fri 28 Aug 2009
at 17:18
  • msg #341

Re: OOC discussion

Can't decide what to post for Gale right now, so go ahead and post and hopefully I'll have thought of something by the time I get back from my trip.
Timothius
GM, 90 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 28 Sep 2009
at 22:08
  • msg #342

Re: OOC discussion

Hey there. Planning to run Eberron here. If you're interested in joining an Eberron game (Paragonish level), lemme know. I plan to have it either level 10 or 11 (I'm reading the books and looking to see how fun it'd be for us all to earn our respective paragon paths), so go ahead and pick out powers and feats and such, then lemme know what paragon path you'd have chosen so I can hopefully work a quest around that.

Meanwhile, I've noticed this place going stale and I'm not sure why. In the case of Ascention of Heroes, I know that's my fault and I explained to Will and Chris I have found myself too busy to up and invent encounters. I'm easily able to make stories as is evident by my many other forums, but it's running combat that seems too much like a chore for reasons I'll never understand (It looks so easy...). But that's just my one chapter... the other two chapters are waiting on Seth's alts. Dunno what he's been busy with, and he keeps up just fine on Struggle for Hope, so... is something going on? Chris isn't asking, so I am.
Mittens
GM, 207 posts
Paladin of Tempus
(at least for now.)
Mon 28 Sep 2009
at 22:26
  • msg #343

Re: OOC discussion

undecided on the class / paragon.  as usual it's kinda dependant on what everyone else is in the mood for.  i love wizard but i've played it to death, so i was thinking of trying something different.  so... not wizard.  :/
Elric
player, 112 posts
Warforged Cleric
Level 2
Mon 28 Sep 2009
at 22:43
  • msg #344

Re: OOC discussion

I've been busy with my dissertation proposal presentation which is going to be this coming Friday morning. In Struggle for Hope I had the character's actions somewhat preplanned out  so it was just copy/paste when my turn came up since before then I knew what my alts would do, but right now I just probably won't have the time to post especially with Freedom, Gilant, Shale, and Michael all at once since those two threads have merged as far as I can tell. If it gets to my turn again in Struggle for hope before Friday, I'd not be able to post in that game either till then.
Eletor
player, 1 post
Words of Divine Wisdom...
PAY YOUR TAB
Fri 18 Dec 2009
at 07:56
  • msg #345

Re: OOC discussion

  All set finishing up Eletor (aside from any oops mistakes left in I missed).  Will post something tomorrow when I'm not half asleep and can double check bits on Sharr in a condition to read whole paragraphs.
Mittens
GM, 208 posts
Paladin of Tempus
(at least for now.)
Mon 21 Dec 2009
at 04:09
  • msg #346

Re: OOC discussion

Freedom:
“ I know Emerald, and she is loyal to Unity.”


i'm guessing Bridget was the intended "i know them back" given her saying she'd know freedom.
This message was last edited by the GM at 04:10, Mon 21 Dec 2009.
Freedom
player, 9 posts
Warforged Warden
Level 1
Mon 21 Dec 2009
at 10:15
  • msg #347

Re: OOC discussion

In reply to Mittens (msg #346):

Oopse I'll fix that
Eletor
player, 5 posts
Words of Divine Wisdom...
PAY YOUR TAB
Wed 23 Dec 2009
at 23:05
  • msg #348

Re: OOC discussion

  Eletor's armor is +2.  So I haven't hit the minimum enchantment bonus yet anyways (+3 turns up at lv 14 for the Laughing death).  Not that this changes anything else obvious about magical gear... You know, you'd think with all those character art deals for high level characters in the book, more of them would be fitting the descriptions given for magical gear than just the ones showcasing a particular object, heh.  Though at least at the moment his cloak is normal.

 And yes, while talking is a Free Action, Narration takes however long it damn well wants.  I'd be disrupting the universe more than power picks allow if that wasn't the case.
This message was last edited by the player at 23:07, Wed 23 Dec 2009.
Mittens
GM, 210 posts
Paladin of Tempus
(at least for now.)
Fri 25 Dec 2009
at 01:10
  • msg #349

Re: OOC discussion

Timothius:
"I never knock over game boards when goblins are playing. I let them finish *their* games. But do they do the same thing? Noooo..."


Me: "Not quite sure what he's getting at there."
Tim: "Can't a hero just sit and enjoy a nice quiet meal without being interrupted?  Remember that time Rick was leading us into the Shadowfell Keep?..."
*Flashback blur* Scene changes to a noisy game store

Rick: "You peek through the door.  Down the hall you can see""Hey guys!  What you playing?!"
Us: "Hi.  DnD.  Why, you interested in joining?"
Loud Passerby: "What version?"
Us: "4th."
Loud Passerby: "Hellz no!  4e sux!  Oh hey Jim!  Ready to get your ass kicked by my latest Magic deck?" *Walks off*
...
Rick: "You peek through the door.  Down the hall you can see two goblins""Hey guys.  DnD 4e, right?  What level?"
Us: "Hi.  Yeah.  2nd level.  Why, you have a char already made up?"
Giggling Munchkin: "I can roll one up real quick if it's only level 2."
Us: "Point buy."
Giggling Munchkin: *Slams dice on table* "Damnit!  Never mind then.  Point buy sux!  Hey guys.  Magic the Gathering?" *Walks off*
...
Rick: "Two goblins sit at a table, playing cards, their weapons close at hand. To the east, thick tapestries cover the walls. On the table between the goblins sits a small bronze bell."
Tim: "Do we really have to kill them in the middle of their game?  I mean... can't we just wait a little so they can die knowing they at least finished their game without interruption?!"
This message was last edited by the GM at 01:12, Fri 25 Dec 2009.
Timothius
GM, 92 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 26 Dec 2009
at 14:07
  • msg #350

Re: OOC discussion

Roflz my wafflez. That's pretty much the gist of it, yeah.
Beldal Anvilbreaker
player, 6 posts
No thanks.
I don't drink ale anymore
Sun 27 Dec 2009
at 14:10
  • msg #351

Re: OOC discussion

Alexis:
((OOC: Asked Chris what the DC checks were for the two aspects of Beldal's history ...


This is sort of a new tradition from many other paragon level adventures we've played.  Players will make a history for their character, and because at paragon level you're about as famous as a city's mayor or a regional lord, players set DC skill checks for knowing what their character is famed for.

For example:
quote:
DC 20 Streetwise:
A shifter named Mittens is always seen traveling with two other shifters. She is known, however, for being among addicted to danger in all the lands. She has been rumored to have tried to solo an elder dragon...  thusly, most assume she's already dead.

DC 25 Streetwise:
Mittens comes from a family of heroes.  Her twin siblings are both legends in their own right, and it's also known her father is a powerful man named Philip who resembles a tiger FAR more than a shifter would.  Some say "with a dad that scary it's no wonder she's still single," but others say she's not interested in romance at all.  They say she's as in-love with danger as the legendary Leroy Jenkins.

DC 30 Religion:
It's said that although Mittens frequents Avandra altars, she doesn't worship any god, and in fact sometimes OPENLY jeers at the gods, much to the chagrin of her very religious brother.

DC 20 Arcana:
Most think she's just a sword mage, but a few know that she's also a capable wizard.  Directly hitting things with her frost sword is a surprising rarity.

DC 25 Arcana:
Frost spells to enfeeble foes - it's been done.  Sword as an arcane implement - it been done.  A wizard with high defenses - it's been done.  But a hybrid wizard / sword mage that uses a frost sword as an implement and still has paladin level defenses all the time... That's rare enough to possibly be one of a kind.  Jealous mages say it's either an exaggeration or that she's "cheating" somehow like Avandra blessed her with amazing luck or something.

DC 30 Arcana:
A few very learned wizards who know of Mittens are more interested in her younger sister Raichel, who's name is a combination of two words from two different languages that means Trustworty Thunder Ewe.  She is said to be the embodiment of arcane thunder and lightning, possibly even a re-awakening avatar.


In Beldal's case, he's intentionally kept his last name a secret, so I'm not going to allow other players to have heard about him specifically.
This message was last edited by the player at 14:11, Sun 27 Dec 2009.
Eletor
player, 8 posts
Words of Divine Wisdom...
PAY YOUR TAB
Mon 28 Dec 2009
at 06:57
  • msg #352

Re: OOC discussion

Oh, you mean like this?

  DC 15, Streetwise: Eletor is a practitioner of the more Mundane healing arts (Good to remember that it's the heal SKILL that deals with those pesky 'your head asplode' diseases), they seem to charge based on personal whim.
  DC 20, Streetwise: Yes, they do know how to use that sword.  If you're lucky he just might patch you up if you learned the hard way. Or he might decapitate you.  It depends really.
  DC 25, Streetwise:  They used to work for the Combat Medics Guild, but left with good standing that may or may not remain depending on Jorasco representatives outlooks to slight business competition.

  DC Negative 8, Sentient Thought: They are a disciple of Dol Dorn

  DC 20, Religion:  They are a wandering Priest of Dol Dorn who is well versed in all religion across Eberron and possibly beyond.  If not always well versed in telling traditional info regarding such.
  DC 25, Religion:  Eletor is an Avenger in the name of Dol Dorn.  Competent at their task if not the traditional virtues of physical might.
  DC 30, Religion:  There is no hidden sanctum of Dol Dorn Avengers (something about stat to class efficiency cited or somesuch by Dol Dorn enthusiasts).  Eletor has become an Avenger of Dol Dorn, possibly the only one on their own.

  DC Whatever, Whatever:  Eletor's final day as a member of the Jorasco Medics Guild was when the medical tents set up by a Dragonshard Prospecting operation were raided in the night.  Survivors claim Eletor grabbed a discarded sword and decapitated someone in a single strike.  Though said survivors also said things raging from Eletor grew bunny ears, Undying stole their pants, Eletor manifested a Dragonmark, and that it was time for their medicine.  They were medical tents setup for the deliriously feverish, after all.


  Yes, it takes true dedication to your God and Class when their holy symbol encounter power relies on a Stat + for a Stat your class will not touch.  Of course, the Sunblade Day power also takes STR +, but I got it because it works as a giant variable flashlight you could even spell naughty words of light with across a 20 tile radius.

 It's also handy for me that you don't need to be all officialized to be a priest of the Soverign host.  And most often 'Holy man by default, learn how to do your job if you would be so kind'.  And Fun Fact, the Sovereign Host worshipers believe the Afterlife regardless of how naughty or nice you've been is the Shadowfell because they believe the divine spark slowly leaves your soul as your life progresses.
The Dark six have a more traditional 'worship and obey us, and you MIGHT get into Heaven' thing going, though said afterlives are kinda <.< anyways with most of those guys.
You're doomed with and without divinity either way, just in different ways. FUN!  No wonder I usually ignore in game theology and the Eberron Elves go the fancy zombie path.
This message was last edited by the player at 08:01, Mon 28 Dec 2009.
Timothius
GM, 93 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 29 Dec 2009
at 15:12
  • msg #353

Re: OOC discussion

Yes, exactly like that, Joe. :) Fun times. I'll be writing up stuff for Alexis soon.

Meanwhile, I heard about an endangered species cautiously peaking around in this forum lately. I think they are called "Seth" or something. There was a rumor one of these Seth wished to join my Eberron campaign as a druid, but I haven't heard much else.

*sneaks off into the trees with cammo and keeps camera ready* I wonder if I can catch the Seth in action...
Elric
player, 114 posts
Warforged Cleric
Level 2
Tue 29 Dec 2009
at 17:10
  • msg #354

Re: OOC discussion

In reply to Timothius (msg #353):

I have almost finished the background for the Wilden druid and will PM it all to you after work today.
Been busy as I've had family in town lately.
Elric
player, 115 posts
Warforged Cleric
Level 2
Thu 31 Dec 2009
at 23:31
  • msg #355

Re: OOC discussion

Noticed this thread when looking through the Wizards of the Coast's forums for 4e.
The issue the thread deals with is the discrepancy that a character has in gear if they adventure up to level 'X' from 1 versus starting at lvl 'X' which is actually  quite significant. A few people in the thread came up with a more accurate starting wealth for higher level characters that more closely approximates what gear a person would have if they adventured from level 1 since it is typically a lot higher than the pitiful amount the DMG hands out. If you want to read the thread (it isn't too long right now)
http://community.wizards.com/g...Miss_Wealth_by_Level

They have also posted the current 'final' form of the table they generated to googledoc and it is located at: "ht tp://docs.google.com/fileview?id=0B13r BX1CAB0XNmNmZDUyNjctODlm ZC00YjQ1LWE3ZTMtODc 0NWYxOWU5NmEz&hl=en" but without the spaces as the url is so long I had to break it up to post it since RPoL doesn't like having over 60 consecutive characters together.
Joe Darkthorne
player, 120 posts
Everyone suspects a Rouge
Few suspect the Ranger
Fri 1 Jan 2010
at 09:05
  • msg #356

Re: OOC discussion

  I know you're digging through the obvious holes in the system again for our benefit, but I'm having a serious case of incomprehension staring at the charts to know just how much 'better' they are.  Probably because it's harder to visualize spending needs and loot drops across an entire character life than it is 'heeeey, these to-hit and defense things are ridiculously out of whack between PC and Monster'.
Elric
player, 116 posts
Warforged Cleric
Level 2
Fri 1 Jan 2010
at 13:22
  • msg #357

Re: OOC discussion

I think the charts work by adding up the parcels each character would get over their adventuring career while 'selling' magical items below their level -5 or something to that effect. I just thought it was an interesting read since the title of the thread was My Holiday Gift to Those Who Miss Wealth by Level which drew my attention when I was killing time and browsing the forums for stuff to read.

The first page is a title page.
The second page is a breakdown of what a parcel for a given level contains on average that each character gets which can be useful for designing parcels for characters even if the rest of the document isn't used.
The third page is the average wealth a character would accumulate by that level assuming old magical items are sold off at the standard 20% value.
The 4th page is the total value of wealth an average character played to a certain level would accumulate incase a players wants more control over what level items they start with instead of the normal item level spread.
The 5th page is an extrapolation of what items of level 31 through 35 would cost although currently I don't know how there would be anything higher than a level 31 item via a docent made out of a lvl 30 neck slot item for a Warforged as that boosts the item's base level by one. Could be useful for Intelligent weapons though depending on the DM fiat for how those are handled.

Ya I agree it is harder to visual than the feat tax fixes for the to hit and defense scaling issues but the wealth accumulated by adventuring gap between what a higher level character starts would would become painfully obvious the first time a higher level character is generated and thrown into a group of characters that leveled up from level 1.

Also I found a playing/optimization guide for how to play an effective pacifist cleric http://community.wizards.com/g...ffbot_extraordinaire that I think Tim might enjoy since it isn't always obvious how to build one that won't end up useless in a party.
This message was last edited by the player at 13:26, Fri 01 Jan 2010.
Timothius
GM, 94 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 2 Jan 2010
at 01:00
  • msg #358

Re: OOC discussion

TY for the link, Seth! I'll have a looksee, hopefully tonight at work.
Mittens
GM, 211 posts
Paladin of Tempus
(at least for now.)
Sat 2 Jan 2010
at 04:25
  • msg #359

Re: OOC discussion

Looking again at that "Wealth by Level" thing, and headscratched when I compared it to the DMG.

DMG:
By the start of level 2, a party of 5 gets:
Total Monetary Treasure: 720 gp
 Magic item, level 5
 Magic item, level 4
 Magic item, level 3
 Magic item, level 2

Each set of ten treasure parcels includes one less
magic item than there are characters in the party.
That’s not meant to be unfair, just to make sure that
characters gain magic items at a manageable rate.


Wealth by Level Thingy:
Parcels per Character
Level Money Magical Item* Total Monetary Value
1      72     3rd             752

*These item levels are averages. Feel free to give away items of up to three
levels higher than what’s listed, so long as these averages are roughly
maintained.


So I'm tempted to make a more accurate list of what EXACTLY a team of 5 level 30 characters would have gotten over the course of a lifetime and compare that with the other 2 wealth get methods.  Of course, that wouldn't take into account blowing some cash on expendables like potions, or selling magic items at a fraction of their value, or performing rituals, etc.  What I like about the new option is the chart that shows a slew of likely gotten magic items.  It indicates your char had a long history of adventure.  How did you get those nice shoes?  Did you go to magic mart and buy them or did you find them in a dangerous cave?  Chargen is complicated enough as it is, but it'd be interesting to look at for comparison's sake.

Here's what I came up with:
http://spreadsheets.google.com...lJNcEd2WGc&hl=en

As you can see, assuming the DM never gave anything out but gold and magic items, by the end of level 10 (or start of lvl 11), a team of 5 PCs will have obtained:
40,795 gold, 1 level 2 magic item, 2 level 3 magic items, 3 level 4 magic items, 4 each of magic items level 5 - 10, 3 lvl 11 magic items, 2 lvl 12 magic items, and 1 lvl 13 magic item.

That's a huge pile of treasure.  Assuming the DM didn't give out magic items at all, but instead gave the equivalent in gold, that would be 247,195 gold.  That comes to 49,439 gold worth of value per player if none of it was ever expended.  Of course, that figure would be significantly smaller if the DM awarded magic items that the team members decided to liquidate.

Compare that with the "wealth by level" which allows 40,164 gold of value at the start of lvl 11.  Or the quick-and-easy DMG "starting wealth" formula that allows 32,000 worth of magic items and gold.

Gold is a lot easier to divy out than a huge pile of magic items, and I suspect that the makers of DnD expected players to eventually liquidate "outdated" magic items, but still... I find the potential for a very powerful lvl 11 team because they kept their low level magic items to maximize value a very intriguing idea.
This message was last edited by the GM at 05:08, Sat 02 Jan 2010.
Alexis
player, 5 posts
Prophisied Nature Girl
Freckly Redhead
Sat 2 Jan 2010
at 13:47
  • msg #360

Re: OOC discussion

An idea I have for Alexis is that I grab a tattoo (for its full price, obviously), but instead of it being a tattoo, it's a birthmark she had since birth (duh). Obviously, as per the rules of tattoos, Alexis can't have any other tattoos. But I wanted to double-check that nobody had a problem with this idea since, for one, it's a level 7 tattoo, for another, I'm treating it as a birthmark (but still treating it as a tattoo rules-wise), and I'd still be paying the gold points for it. I would also be unable to remove it in favor of getting a new tattoo. Sheer RP reasons. Thoughts?
Mittens
GM, 212 posts
Paladin of Tempus
(at least for now.)
Sat 2 Jan 2010
at 13:47
  • msg #361

Re: OOC discussion

Only problem I would see is IF we were starting below level 7.  We're not.  Not a problem.
Elric
player, 117 posts
Warforged Cleric
Level 2
Sat 2 Jan 2010
at 14:24
  • msg #362

Re: OOC discussion

Not sure if the wealth by level table was perfect but between it and the quick chart you generated it is quite obvious that characters starting at a level significantly higher than 1 have significantly less gear and wealth than characters that started at level one.

I actually think your table might be more accurate by just adding all the parcels a team of 5 would get and divide by 5. Could always have it such that a person could keep item(s) of a low level or sell some or all of them for 20% of their value to pool up for a more expensive item. That way a person could keep a lot of low level and cheap items that they like although I'd restrict that against neck/armor/weapon/implement to avoid abusing the inherent bonuses we shouldn't let a person have their primary weapons be the lowest level available when a stronger version of the same item is available to them. For secondary or extra weapons that restriction would not apply. Thus if someone wanted a weapon master with 5 different weapons only one would need to be it's strongest version and the other 4 could be lower level versions of whatever type they were and rely on the inherent bonuses to keep them viable.

For example a person shouldn't stick with a lvl 3 magic weapon when they are starting at level 10 if they could pick up the stronger and identical lvl 8 version. One reason this is accurate especially at higher levels is that the properties and powers the items have tend to scale up. However instead of selling a lower level item for it's stronger equivalent they would pay the upgrade price for it and thus effectively be able to sell the lower level version at full cost since the cost to upgrade an item to the next 'level' of its progression is the difference in cost between the two versions.

As far as the birthmark/tattoo I don't see a problem with it, although if there are stronger versions of the same tattoo I don't see why you couldn't upgrade the tattoo to the stronger version in paragon/epic play by paying for the difference in cost between the two versions. (There are several lvl 7 tattoos and I duno if the one your thinking of has stronger versions or not.)
Mittens
GM, 213 posts
Paladin of Tempus
(at least for now.)
Sun 3 Jan 2010
at 04:37
  • msg #363

Re: OOC discussion

I looked at another possibility.  What if the hypothetical crew of 5 pooled their resources and spent the team gold on the highest level magic item they could afford, bypassing the "4 magic items for 5 people" complication.  By the start of lvl 11 they would each have one magic item of level 5-11 with some leftovers of lvl 2-4 and 12-14 or thereabouts.  This almost hints at the possibility of an simple rule of thumb for chargen.

How's this sound?
Characters starting at level 11 have the following OPTION: they may spend 49,439 gold on gear with the following limitations:  They may not have more than 5 magic items of the same level, the highest level magic item they may buy is level 13, and once all magic items have been purchased, all remaining gold over 11,759 must be reduced by 4/5ths.  Potential alternative: you have a magic item slot for each level up to 13.  You may sac a higher magic item for a lower item at no penalty (say you don't want a lvl 13 but would rather have two lvl 12s).  But to gain an extra higher level slot you must lower slots at a penalty of losing 4/5ths of it's value.  (If i MUST have two level 13 items, I'll have to sac several lower level magic items to afford the 2nd one.)

So supposing I wound up with 11,764 gold, 5 gold above the limit, I must reduce that gold by 4 leaving me with 11,760.  This is to emulate selling magic items for 20% their value.
This message was last edited by the GM at 06:26, Sun 03 Jan 2010.
Joe Darkthorne
player, 121 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sun 3 Jan 2010
at 04:53
  • msg #364

Re: OOC discussion

  I'm gonna go with the others on the 'sure, you're starting high enough lv for it anyways' opinion.  And upgrading it over time could work if it was indeed the same thing, but like Seth said, don't know which one you had in mind.

  And while chargen math is the only kind of math I'm good at (you actually needed a scientific calculator to make Champions/HERO System Characters -.o) for some reason the details of this are escaping me.  How fortunate that everyone else involved here want us to benefit as opposed to want to doom us.  Well, Doom us in chargen and development anyways.
This message was last edited by the player at 04:58, Sun 03 Jan 2010.
Mittens
GM, 214 posts
Paladin of Tempus
(at least for now.)
Mon 4 Jan 2010
at 00:13
  • msg #365

Re: OOC discussion

looked into the wilden and found this:
http://www.rogueradio.us/Staff/Awards/wilden.pdf

just so we're all on the same page.
Durtendin
player, 1 post
Lvl 10 Wilden Druid
Mon 4 Jan 2010
at 00:34
  • msg #366

Re: OOC discussion

Yep that is still the most current Wilden content. A shame there is no feat support for the race but as a Druid that isn't a problem as there are tons of feats and not having feat support makes the choices a bit easier.
Mittens
GM, 215 posts
Paladin of Tempus
(at least for now.)
Tue 5 Jan 2010
at 05:18
  • msg #367

Re: OOC discussion

Waiting for Tim's chars to post in Unity before I continue the story there.
Beldal Anvilbreaker
player, 12 posts
No thanks.
I don't drink ale anymore
Wed 6 Jan 2010
at 14:55
  • msg #368

Re: OOC discussion

edited beldal's post to include a WTF reaction to Durtendin's voice.  While he can't see the Wilden yet...  the voice alone would be enough to confuse the poor Dwarf.
Mittens
GM, 216 posts
Paladin of Tempus
(at least for now.)
Wed 6 Jan 2010
at 19:20
  • msg #369

Re: OOC discussion

once blake posts in unity thread i'll move things to the next scene.  yay food!  :)
Blake
player, 74 posts
Arcane Guy
Master of the DOOMSickle
Wed 6 Jan 2010
at 21:21
  • msg #370

Re: OOC discussion

  Ah, sorry.  I was waiting to give Mittens/Grall a chance to respond to the latest banter <.<
Durtendin
player, 3 posts
Lvl 10 Wilden Druid
Thu 7 Jan 2010
at 10:13
  • msg #371

Re: OOC discussion

Okay how did more pirates enter the fight before I even get a chance to move/whatever? As it seems my turn was skipped, plus wouldn't I get a at least an AoO on one or more of them due to them moving past me from my current position?
Eletor
player, 15 posts
Words of Divine Wisdom...
PAY YOUR TAB
Thu 7 Jan 2010
at 10:39
  • msg #372

Re: OOC discussion

  I think it's because we already brutalized all five pirates before your turn even came up.  Though I think in regards to the AoO thing, 'nearby tree trunk' could be anywhere at all distance wise.
This message was last edited by the player at 10:42, Thu 07 Jan 2010.
Durtendin
player, 4 posts
Lvl 10 Wilden Druid
Thu 7 Jan 2010
at 21:05
  • msg #373

Re: OOC discussion

That is no reason to skip my turn by at least allowing me to use my move action to move into a better position and my standard action to ready for an attack or something.
Timothius
GM, 97 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 8 Jan 2010
at 02:20
  • msg #374

Re: OOC discussion

The confusion came in from two things: my reflex to check pose order simply by scrolling and seeing who all has already gone and the fact I kept thinking you were *inside* the bank with us (I didn't make the map, by the way, though the map is close enough to what I imagined). Not a problem since the other three coming in from the OTHER door makes more sense anyway (flank the bank!) Either way, you are technically not skipped since the only thing the pirates did was move. Look at it this way:

Step 1) Pirates 1-5 move to enter bank. Free action to make threats. No initiatives rolled yet. However, Pirates 6-8 are in the process of moving around the bank to come in from behind. Thus they still exist outside of initiative until they enter the encounter.

Step 2) Initiatives rolled. Eletor goes first. Then comes pirates. 6-8 are still not in the room. Then come Beldal and Alexis. As part of Alexis's turn (Note, not part of Narrator's turn), the rest of the pirates arrive.

Step 3) Durtendin's turn. The ONLY reason for the other three was entirely to give Durtendin something to kill (I was going to send waves of pirates until everyone had a chance to kill something). Enjoy.
This message was last edited by the GM at 02:28, Fri 08 Jan 2010.
Mittens
GM, 218 posts
Paladin of Tempus
(at least for now.)
Sat 9 Jan 2010
at 03:37
  • msg #375

Re: OOC discussion

Shale:
Decree of Lelouch Khirad.


Too.  Awesome.

Tim and I both LOVE that anime.  That and Death Note are my top 2 favorites.
Mittens
GM, 220 posts
Paladin of Tempus
(at least for now.)
Sat 9 Jan 2010
at 06:22
  • msg #376

Re: OOC discussion

Realized an unwritten rule I've always played by and decided to set it in stone:

Any new player and any new player character in a storyline will be granted starting gold/gear/xp equal to the value of the existing players' characters.

i've always run my games that way.  whenever someone jumped in to a DnD game i ran, they'd start with the same xp and gold as those that have been there since the beginning.  "but that's not fair to the loyal players."  my answer is: if all you need is numbers on a page to be happy... have fun. here's your numbers. enjoy. loyal players get something better: PLAY TIME




also, presented for your amusement, i remember there being a rule in dnd 3.5 "if an attack hits and normally deals damage, it will always deal at least 1 damage."

would have been great vs a damage redux foe i fought once that the DM ruled was immune to the rogues d4 attacks.  i later pointed out the rule and he said "no it doesn't mean what it says"  >.>

i'll not add this rule to our house rules as it's not even remotely needed.  you won't be fighting fire salamanders with damage redux 10 if the rogue in the team has a basic attack that only deals 1d4+6 damage or less.
This message was last edited by the GM at 06:27, Sat 09 Jan 2010.
Elric
player, 121 posts
Warforged Cleric
Level 2
Sat 9 Jan 2010
at 13:39
  • msg #377

Re: OOC discussion

Only a bad DM would throw in a monster that one or more of the PCs can't possibly harm. As such encounters are no fun.
Mittens
GM, 221 posts
Paladin of Tempus
(at least for now.)
Sun 10 Jan 2010
at 02:31
  • msg #378

Re: OOC discussion

Not that I expect this to be an issue, but do we like the general rule of thumb "don't buy an item that's more than 3 levels higher than your current char's level... even if you can afford it?"

TBH I'm kinda "whatever" on this.  It's how the DMG wants the DM to dole out gears, but *shrug*.  In other words, I'm not voting on this being a rule or not a rule.
Timothius
GM, 98 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 11 Jan 2010
at 01:06
  • msg #379

Re: OOC discussion

On the topic of how money is SPENT; I think it should be a rule "no higher than two above level". However, like any "rule", I think exceptions should be made, such as special permission from the DM. So... make it a rule of etiquette: "Ask the DM if you want something higher than your level."

Now my topic:


I need to know the full list of everyone's magic items. No need to go into detail (Although a page reference for where to find the magic item would be helpful), just gimme the name of the item, what slot it goes in (head, feet, armor, etc).

If you have an idea where your character got an item in their first 10 levels, please tell me the story behind said items. Whether it's something as simple as "I picked it up from a market in Lhazaar" or as common as "I looted it during a raid on a goblin encampment", I'd like to know for a number of purposes, not the least of which is storyline.

Finally, if there is a key aspect of your character or his background that you want me to address, let me know. If your character's story becomes one of the sub-plots of the main story, that will make the adventure all the more fun (and epic). :)

Similar topic, did we all decide/agree on how much starting gold we get? We are all level 10, yes, but will be level 11 soon enough (the startup quest will lead us to earning our paragon paths), so I want to do this:

1) Pick a number we can all agree on for starting gold at level 10.
2) Make yourselves a "wish list" of an item you'd like for Level 11. Even if the item is something simple like "gold".
3) Tell me which paragon path you are choosing (I think Eletor picked "Shepherd", but maybe El changed his mind and I don't know it). Your paragon path will have an impact on the story since different paths mean different quests to obtain said path. Not to mention different choices in the future.

And.... that should do it. If I have all THAT plus your backgrounds, I should be really good to go. :) Keep in mind DC checks for your characters are purely optional and just fun factor. For instance, Beldal TRIED to not be famous, so word of his efforts would be hazy at best.

Looking forward to lots of fun everyone! :)
This message was last edited by the GM at 01:08, Mon 11 Jan 2010.
Eletor
player, 16 posts
Words of Divine Wisdom...
PAY YOUR TAB
Mon 11 Jan 2010
at 02:06
  • msg #380

Re: OOC discussion

  Eletor's sheet, and I believe Joe's updated Sheet (haven't done so for Blake, but just got his first magic item anyways/still hazy what I want with them now that I'm not going for pact blade) has an entire section for their items along with page numbers (though I may need to go back and check page numbers, as I noticed I listed PG instead of AV, etc for some things).  Though the respective slots for them I shall add to the Eletor sheet.

  I haven't even thought of what Eletor would want later on yet <.<  I suspect however that unless some very yay things turn up at paragon lv's Item wise, he'll be going with upgrades to his current stuff.  I'll poke around with things off and on. (I'd obviously be keeping the Dol Dorn symbol for my implement)

  As for starting gold, I'll leave that up to the rest of you so long as it ends up at least equal to what we already created are characters with.  You know, so I know what I have currently is legal. Starting item wise for  the item level thing, I'm somewhat of the opinion that 'if you blow the cash on it over several other items, why not?' up an extra +/item bonus tick.  Grabbing a Holy Avenger early on the other hand, if not within a + or two of your current situation, should be done via saving all your stuff in game.
  Dropping your starter cash on a largely higher level item is one thing.  Having to patiently save up and not use 625,000 (Little over three MILLION for the lv 30) Gold purely for the privilege of getting your hand's on one at an earlier level is another thing entirely.

 I'm pretty sure I'm sticking with shepherd as it's the most unassuming of the batch and I liked the general abilities some (Even the Epic I had in mind has quirk detail 'not obviously super holy unless you want to be'), but I shall skim through a convenient list all in one place via the 'I'm paying for it so may as well use it' DnD compendium.

  BG Wise I'm still hazyish on the 'between complete nobody Jorasco Combat Medic' and 'Now'.  I often tend to have issue with BG's in the 'how did you get to where you are at this exact moment' part on the occasions I actually make them.  But probably a combination of not famous, and noteworthy to those who realize the possible significance a Dol Dorn Avenger might have, if any.
  Dragonmark side of things, Eletor is of the 'Marked, not known/buddies with house' sort with the Sentinel Mark (house Denieth)  Manifested during first moment of Badass.
Alexis
player, 9 posts
Prophisied Nature Girl
Freckly Redhead
Wed 13 Jan 2010
at 01:46
  • msg #381

Re: OOC discussion

For purposes of Eberron, any race that isn't common, *especially* races we don't even have in PRINT yet (*cough Wilden cough*) you must succeed a DC check to know about the race. Wilden, after all, were not even *mentioned* in the Eberron book as one of the common races.

In fact, the Eberron book goes on to describe Genasi as rare.

Meanwhile, the humans dominate (*cough* RULE WITH AN IRON ROD *cough*) the world. In exchange for everyone getting to know DC 15 and lower on humans for free, humans get to pwnify everyone else in the face with dominance and in-chargeliness. I am, however, ruling that the races listed in the Eberron player guide that have ANYTHING to do with the houses are at *least* heard of / recognizable on sight. Well... elves and half-elves might be slightly hard to tell the difference, but you get the idea.

So there it is. If you wanna know more elves than "Elves nance about in trees and have pointy ears", you'll need to do a DC check.
Eletor
player, 19 posts
Words of Divine Wisdom...
PAY YOUR TAB
Wed 13 Jan 2010
at 01:47
  • msg #382

Re: OOC discussion

  Psssst, we looked.  Elves don't even HAVE a lore check in the MM.  Probably because A) all they do is the tree nancing.  B) Only have enemy listings of lv 2 so nobody cared,

  And yeah, Iron fist etc etc.  But even in settings where they are just normal everyone knows everything about Humans while widely known Dwarves still get to be all 'you can't know that bit about our culture' ;D  Not that I ever expected Humans to get to make people check for anything about them ever, just thought it was funny having to check for a PC race.  Even if it was one in the works.
This message was last edited by the player at 01:50, Wed 13 Jan 2010.
Alexis
player, 10 posts
Prophisied Nature Girl
Freckly Redhead
Wed 13 Jan 2010
at 17:56
  • msg #383

Re: OOC discussion

I shall *create* DC checks for elves then. Even playing field and all. Also, note that I'm adding to my statement. If you wanna know more about humans than "They are legion and rule the world. Oh and they are the only race with round ears." then you need a DC on humans. Obviously, you know your own race, so El wouldn't need to DC on humans. Duh. Unless your background involved being separated from your own race.

Meanwhile, I need to know the DC checks on Wilden as unlike you two, I don't have access to these secret FBI files on DnD upcoming stuff. I buy the books off the shelves like a moron. My lowest roll was 6 (humans), but with a 23 in nature for nature knowledge checks and to identify natural creatures (It could SO have been higher if I min-maxed my stats towards wis and picked another class that uses wis), I pretty well know all natural races just about automatically unless I roll a 1.

Meanwhile, here's what we ALL know automatically from Monster Manual stuff:

Dwarves (MM)
DWARVES ARE CREATURES OF THE EARTH, as steadfast and
hardy as stone. Industrious and inventive, dwarves live in the
mountains of the world. They build remarkable fortress-cities
among the peaks, under which they delve into the earth for
riches and raw materials.

Elves (MM)
SLENDER AND AGILE, ELVES REVERE NATURE and roam the wilderness,
hunting creatures that threaten their lands. Although
they trace their origins to the Feywild, most elves consider the
natural world their home.

Humans (MM)
HUMANS ARE THE MOST DIVERSE HUMANOID RACE in appearance,
habits, outlook, motivations, and talents. Human
settlements are found in every terrain and climate, from the
depths of tropical jungles to the frozen polar wastes.
If humans have a failing, it’s their corruptibility. Although
they are capable of great achievements and tremendously
noble acts, they are also easily overcome by greed and the
promise of power.

(MM2)
DIVERSE AND MULTIFACETED, humans possess the
potential for both greatness and villainy.

Wilden (??)
(Coming)


And DCs on Elves. I'm surprised this wasn't in the MM. Enjoy:

DC 15:
There is a bit of animosity between Elves and Dwarves due
to the great differences in their cultures. While it isn't
unheard of for the two to put differences aside for the
common good, they generally try to stay apart as much as
possible.

DC 20:
One of the shames of the Elves that knowledgeable Dwarves
will use as a very low blow on Elves they REALLY don't like
is the fact that Drow were once Elves. Elves would have
people believe they are as lofty as they act and are pure,
incorruptible beings, but this stain on their history proves
otherwise.


Also: A ruling on heal checks. Chris and I both love how 3.5 handled heal checks. The DM would roll dice and go "There, you heal them for that much damage". My ruling is simply this: If you can pull off a heal check on someone else to heal them, they get back a surge value HP without spending a surge. Otherwise, I don't see a point in heal checks outside of combat (and it takes a standard action, so in combat it isn't all that useful either).

However, this isn't set in stone. Thoughts?
This message was last edited by the player at 18:39, Wed 13 Jan 2010.
Joe Darkthorne
player, 124 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 13 Jan 2010
at 20:47
  • msg #384

Re: OOC discussion

  Our semi HR of 'no, you can know details with a lore skill that makes some sense as opposed to only one of them' situation would help here too.  As Eldarin and Drow and etc PC races are a freakin Arcana check in the MM.

  Remember kids, Dungeonering is useless to ID the things that live where it lets you survive.  But at least you know what a Beholder is while the Arcane people don't.

  As for the Heal check thing, as much as I'd love to render all out of combat healing powers obsolete I'm kinda hazy on a skill check being able to outdo powers.  For free.  (And while it needs extended rest, Heal check is your yay for getting rid of Diseases.  At least the ones that don't act near instantly or are immune to cure disease rituals and the skill and such -.- )

  At least I can do the stabilize dieing as a Minor.  Hmm, bringing someone up to 1 HP out of combat with no surges spent with a heal check should be good though. (would save a couple HP of surge value as short rest would let their near corpse surge themselves back to health.  Or enable them to carefully walk back home if everyone was out of surges).

  And possibly allowing people to use their heal surges when they do a 'stop dying' check so they can, you know, do more than lay there as a negative hitpoint but not bleeding to death pile.  As they would STILL need outside assistance healing power wise to get back up in combat.  Unless they want to cancel the 'stop making death throws' result of Heal check in order to start making death saves again on the off chance it jump starts them.
This message was last edited by the player at 20:49, Wed 13 Jan 2010.
Elric
player, 122 posts
Warforged Cleric
Level 2
Wed 13 Jan 2010
at 21:03
  • msg #385

Re: OOC discussion

I agree with Joe about the heal check should not be more powerful than actual encounter/utility/daily powers so using it to allow surgeless healing is a problem and abuse-able as it means surges would NEVER be spent outside of combat which throws the game's balance out of alignment.
Alexis
player, 12 posts
Prophisied Nature Girl
Freckly Redhead
Thu 14 Jan 2010
at 04:19
  • msg #386

Re: OOC discussion

So in other words, rolling for Heal outside of combat is beyond pointless since you can spend the surge and simple will yourself that much HP. I agree with you both about the abuse, but let's not roll heal checks outside of combat anymore. It's pointless to.

....and I don't know what you mean by HR, Joe.
Mittens
GM, 223 posts
Paladin of Tempus
(at least for now.)
Fri 15 Jan 2010
at 19:14
  • msg #387

Re: OOC discussion

What the 3.5 DM allowed was something a lot less powerful.  DnD 3.5 doesn't even have surges.  If you succeeded a heal check, I'm pretty sure he said "you regain (d4 roll) hit points."  An implied "rule" was that you could only have this done to your injured character once, right after combat.  Plus you ran the risk making things worse with a botched roll.  So in other words with a decent heal skill you had a 50/50 chance for one "free" cure light wounds with a 1/20 chance to hurt them.  Nifty, but not that powerful really.

The existing 4.0 mechanic is fine, especially the bit about granting a saving throw.  A agree putting bandages on a wound can be roleplayed without needing actual mechanics or a roll for it.
This message was last edited by the GM at 19:16, Fri 15 Jan 2010.
Mittens
GM, 224 posts
Paladin of Tempus
(at least for now.)
Fri 15 Jan 2010
at 23:47
  • msg #388

Re: OOC discussion

reminder:  timothius can post on loudwater.
Timothius
GM, 100 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 17 Jan 2010
at 00:06
  • msg #389

Re: OOC discussion

Posted on Loudwater. As a reminder: We're not at the banquet table anymore, so designing an arena might be fun. :D
Timothius
GM, 101 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 17 Jan 2010
at 03:30
  • msg #390

Re: OOC discussion

[22:19] Joe: Hi theres. was about to make some burgers then make DnD posts.

 The last line of the Reverie post gave me the impression that either I missed something, or Reverie thinks they were challenged to a duel themselves.
[22:20] Tim: Dunno how you'd get that out of her post. She was simply covering how "Hey... I JUST got Grall to forgive, hopefully making peace and YOU had to go and make them fight anyway."
[22:21] Joe: I think it was the 'tempted to throw the fight with a whisper or two' bit.

 unless that's implying 'lets KO the combatants myself with my mystical shenanigans'
[22:22] Tim: Option number 2.
[22:22] Joe: gotchas.
[22:22] Tim: And "throw the fight" usually refers to a person NOT in the fight causing something to happen in the fight
[22:23] Tim: And Chris just explained to me that would be "fix" or "interfere" while "throw" means quit on purpose
[22:23] Joe: rest of the post got what you wanted across.

 along with being awesome and rhyming.  and for some reason I always thought 'you threw the fight' meant you personally did, despite it probably referring to the whole towel throwing thing done by the NOT boxer.

 English language, you so crazy
[22:24] Tim: Yeah. You were right about throw
[22:24] Tim: Me fix
[22:25] Joe: so yes. Throw in the towel, the one not fighting does it.
 throw the fight, one fighting does it.
 English language. mocks our petty struggles to comprehend it. heh.
Mittens
GM, 227 posts
Paladin of Tempus
(at least for now.)
Sat 23 Jan 2010
at 20:59
  • msg #391

Re: OOC discussion

The goblin conversation so far:

Warrior: "What do we do?"
Hexer: "I'll handle this."

Gale: "look at those wings..."

Warrior: "F**k!" the Goblin Warrior curses, widening his eyes at Timothius, "She's right!  What the f**k IS he?"

Hexer: "Shut it!" the Hexer snaps at the Warrior, "I said I'd handle this!  There's a reason they haven't attacked!"

....

The goblins' eyes widen at the appearance of Elric.

"Warforged" some of them say.

When Timothius surrenders his sword and approaches disarmed, their mouths drop agape.  Even the hexer looks shocked.  One even accidentally drops his javelin.

"Oh shit," one says.

"Is this guy for real?" another asks.

"Well damn!" the Hexer says.
This message was last edited by the GM at 21:00, Sat 23 Jan 2010.
Joe Darkthorne
player, 127 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sun 24 Jan 2010
at 07:08
  • msg #392

Re: OOC discussion

As ever, 'simple' actions are incredibly and insanely complex and ill defined in game mechanics terms.

Mr. Errata says 'whoops, we listed DC's too high on the DC chart. lower the DC table by 5 across the board, and don't add +5 difficulty to skill checks'

  Passing comment from Seth says Mittens considers the act of climbing down the rope a 15 DC (Hard according to errata'd chart. And the same Base DC as an acrobatic stunt like surfing a corpse down a staircase... unless Skill DC stuff is lowered too, in which case base difficulty would be easier to corpse surf than climb down a climbing kit rope).

  I'm taking some liberties with take ten and base 15/possibly 20 Acro stunt difficulty being all I need to meet.  If these liberties are a problem, feel free to try rolling the rest of the climb checks Gale and Elric and soon to be Joe need to make it down safely, with climbing being half speed, it being a listed by Mittens as a 20' drop, (and yet they still note climbing is half speed, but assume two move actions) and the need to make a climb check every. single. move. -.o

  Just a liiiiitle bit D:< over climby mechanics and the near uselessness of trained skills.  Does it show?  Further -.o from the example above the chart in the DMG P. 42 saying that what amounts to an Acro stunt (Chandelier swinging in the example) should be an Easy DC, while Skill list DC gives a Hard(pre errata  Normal, or easy+lol skills harder) number ;.;
This message was last edited by the player at 10:23, Sun 24 Jan 2010.
Mittens
GM, 228 posts
Paladin of Tempus
(at least for now.)
Mon 25 Jan 2010
at 02:38
  • msg #393

Re: OOC discussion


Alexis:
(OOC: Add 800 gold to your total gold, folks. Which reminds me... DID we agree on a total amount of gold to spend on gear?? I'm still waiting for that...)


The way we've been calculating starting gold is fine with me.  It's what I'm used to.
This message was last edited by the GM at 16:23, Mon 25 Jan 2010.
Eletor
player, 22 posts
Words of Divine Wisdom...
PAY YOUR TAB
Mon 25 Jan 2010
at 03:01
  • msg #394

Re: OOC discussion

  Yeah, part of the fun was 'Acro stunts do tons of things but climbing is Athletics skill' headscratch.  So, is the chandelier swinging okay because you aren't going up or down much?

  As for the gold thing, I don't know if we ever made an official decision or not.  I'll just be fine so long as we have A) at least as much cash value as we were originally given.  B) Can indeed have multiple items of same level (To avoid, "Sorry! You can't have more than one +2 item because these items you like get +2 at the same level")

  That, and reasonable limit to how much higher lv than you an item can be from starter cash (up a single + or effect rank up compared to your current lv).  Whatever you damn want from campaign earned funds.  Well, that and no 'I didn't buy anything with my starter cash so I could afford this holy avenger after the first encounter!' antics.

  I'm also going to ignore any case of 'well, math says' in regards to reward per pirate per PC and just go '800 gold is fine'.
This message was last edited by the player at 03:05, Mon 25 Jan 2010.
Blake
player, 81 posts
Ima chargin my Eldritcth!
At melee range no less
Mon 25 Jan 2010
at 10:59
  • msg #395

Re: OOC discussion

  Poking through the DnD compendium has shown me what Blake plans on spendin half his money on (a smaller chunk of it going to a ritual book, and a few creation rituals like enchant magic item and a freakin programmable fireworks show)

  Shadowdance armor (lv 5). 1,000 GP. Cloth, Leather. +1 AC.
Property: Your ranged and area attacks do not provoke AoO.
Day: Free action, trigger; if you move more than 3 tiles. effect; in bright light, your tile and all adjacent tiles are dim light until end of my next.  if already dim, become dark.  You can see fine in this.
Source: Seekers of the Ashen Crown.

  Why is this signifigant? (aside from quirky day power).  In the books I've skimmed through so far, just a cloth only armor provided the 'shooting people doesn't cause AoO' property.  And even though Blake has a form of Shootey he can use as a Melee, shooting people in the face with whatever you want is very yay.

  If an obscure adventure module or whatever the heck this is from is too obscure to go for, would a version that just has the 'no AoO from shootey' property for lv 5 cost be okay? (Av1 Shimmering armor is lv 4, cloth only for same property.  but... cloth only)
This message was last edited by the player at 11:05, Mon 25 Jan 2010.
Mittens
GM, 229 posts
Paladin of Tempus
(at least for now.)
Mon 25 Jan 2010
at 16:24
  • msg #396

Re: OOC discussion

I searched for examples of climb checks and found a few in the published adventure "Shadowfell Keep."

Expert Adventure Writer:
The boulders are 5 feet high. Climbing onto the boulders requires a DC 15 Athletics check and costs 4 squares of movement


Expert Adventure Writer:
Rock Outcropping: The sheer rock outcroppings bordered by a heavy black line are 50 feet tall and require a DC 20 Athletics check and a total of 200 squares of movement to climb.


Expert Adventure Writer:
Steep Slope: A steep slope surrounds the site indicating a difference between the higher and lower ground. A character can climb the slope with a DC 15 Athletics check but moves at half speed.


Expert Adventure Writer:
Anyone who falls into the pit takes 1d10 points of damage and falls prone. The rat swarm attacks anything that falls into the pit. A DC 15 Athletics check is required to climb out of the pit.


Expert Adventure Writer:
The walls are bare earth, and scaling them in either direction requires a DC 15 Athletics check. However, on any such attempt to ascend or descend a wall, there is a 50% chance (a roll of 1–10 on 1d20) that the earth crumbles and sends the character sliding down to the floor


Expert Adventure Writer:
Fence: This 10-foot-high fence requires two move actions and two DC 10 Athletics checks to climb over.


Expert Adventure Writer:
Wells: These open-sided pits descend 30 feet to cold water, which is 5 feet deep. A bucket on a twine cord hangs just under the lip. A fall deals 3d10 damage. Climbing the walls requires a DC 20 Athletics check. Climbing the rope requires a DC 10 Athletics check. A creature climbing up the walls moves at half speed and needs a successful climb check for each move it makes.


Expert Adventure Writer:
This pit is 50 feet deep and spills blood into the central well of the Shadow Rift. Four large chains connected to the floor run down the side, allowing PCs to climb down. Because the chains are slippery with blood, a character can traverse the full 50-foot distance in one move if he makes a successful DC 15 Athletics check. If the check fails, the PC plunges into the blood pool, takes 3d10 damage, and is prone
Shouldn't that be 5d10 for a 50' fall?

Expert Adventure Writer:
The blood on the floor is slick. A character charging or running through the blood must make a DC 15 Acrobatics check or fall prone in the first square of blood entered.


Compare that with ONE other acrobatics check ever, a DC 20 to walk across a plank spanning an optional gap, an optional threefold arcana check challenge, one encounter where diplomacy and bluff might come into play, etc, etc.  Perception and athletics are GOD according to the makers of DnD and adventure writers.  All other skills are extremely situational, optional, and marginally useful.  Especially history.  Even thievery is only marginally useful in Shadowfell Keep since keys to most locks are obtained easily enough.

Now let's talk about DC.  DC 10 = climbing a 10' fence or climbing a 30' rope.  Hmmm.  DC 15 = climbing a 5' pile of rock, climbing up or down a steep slope, climbing out of any 10' pitfall, climbing down a friggin 50' chain drenched in blood.  MmmHmmm.  DC 20 = climbing out of a 30' well, or scaling a 50' cliff.  Riiight.  Somebody's concept of difficult is very very different from mine.  And what's with 10, 15, and 20 ONLY?  Where's 16? 13? etc?

In middle school one of the toughest things to do was climb a 10' rope, but climbing rock piles was easy and fun.  30' rope for adventurers, no prob.  5' rock pile, THAT's challenging?!  In boy scouts, scaling cliffs was fun and somewhat challenging.  In DnD, it's as epic as scaling the wall of a well.  Someone get's stuck in a well and you hear about it on the news.

Now let's talk about d20.  DMG: "Break down wooden door, DC 16 Athletics," (elsewhere) "DC 20 Thievery to unlock a treasure chest."  So we have ourselves a team of a charisma paladin, a rogue, a wizard, and a bow ranger.  The thief rolls and rolls to open the lock, and keeps failing.  The wizard loses patience and PUNCHES the door down with an untrained athletics roll of 17.  Seriously.  A wizard with a strength of 8 still has a 3 in 20 chance of ripping a door off it's hinges like he's the incredible hulk.  Meanwhile the poor luck rogue with a lifetime of practice still has a significant chance to fail at what he's best at.

This has always been my main objection to most d20 systems.  The difference between a roll of 1 and 20 is too huge given the modifiers encountered from level 1 to 30.  As it is, the d20 is anywhere from two thirds to 100% the determining factor for success.  Even if adventurers started with STR stats of 50 and mods above 20, the d20 would still be nearly half the determining factor for success for warrior climbing up a 10' wall or a warlock ripping a tree up from it's roots with his bare hands.

So now to the point:  There's a reason I didn't list the DC for the latest round of challenges before rolling them.  That reason is that I had no idea what to put.  Any number seems arbitrary and unfair to me.  No matter how high or how low.  If I go by the DMG errata difficulty chart, a 10' climb will arbitrarily be just as difficult dice-roll wise at level 1 as is it is at level 30.  At level 1 an easy DC is 5.  At level 30 it's DC 19.  Why is the same 10' wall a higher DC check now that we're lvl 30?

From now on I'm probably going to allow the players determine the DC for the feats they want to attempt according to what seems fair to their own character.  All the players here are responsible enough to post "yeah, they failed hard at that" if they roll a 2 against something that's challenging for their character.  If you'd rather not set the DC for your own character, then the rule will be "It's a hard roll for your current level.  You can look up what that is in the DMG erratta."
This message was last edited by the GM at 16:53, Mon 25 Jan 2010.
Timothius
GM, 104 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 26 Jan 2010
at 05:37
  • msg #397

Re: OOC discussion

On the recent rant:

A) Skills in general:
Totally plan to make use of skills in my Eberron campaign and suggest more use of them in all campaigns. I agree that the whole "this ONE skill is god" or "this ONE stat / attribute is god" is silly because then every player trains in it, so you may as well allot people that many points less and give them said skill/stat/attribute automatically. A great way to encourage diversity is to make the challenges diverse.

History checks could be made to know the history of a given land and wind up giving the players a great understanding of their surroundings. Such as knowing there was an Earthquake in the area might help someone who isn't trained in Nature to know there is a fissure somewhere in the area. Which could be a quest clue.

Dungeoneering checks could be made to find out where the nearest cave is, no matter how shallow it is and regardless of whether that's the enemy camp. But the check wouldn't tell you which nearby cave has the enemy in it.

Heal checks could be 3.5'ed and allow you to add 1d4 to someone's surge value when they're resting. Or if that's too broken, add 1 single solitary HP. (Don't you just hate it when you sit there, spend a surge and you're just 1 or 2 hit points from max HP, so you don't wanna spend another surge 'cause it'd be a waste?). And if you aren't trained in heal, you could very well not even roll this skill.

Thievery can come into play a lot. The whole "there could be a key anyway" argument, while valid, is entirely the DM. "The guard with the keys gets eaten by the dragon." or "There is no key. Tough." never mind how thievery is used for traps and such.

Endurance rolls can be made to see how far a party can travel before needing to set up camp. "You rolled a 1? Well you twisted your ankle, slowed down the party a bit and eventually they decided to just rest until you were well after only 2 miles of travel."

My biggest thought on this, however, is that training should matter. If you're going to go to the effort of training in something, it should count for more than just "oh +5 to the roll", since otherwise some random ranger who didn't train in it might be just as successful at opening a lock as some trained brawny rogue who has the same level of skill in Thievery. Which makes no sense.


B) Climb checks:
To someone who enjoyed rock climbing and did rope climbing as well, yes those checks being off seemed obvious. But they were not as obvious to me (except climbing out of a well without a rope. I'd be like "Either DC 40 or roll a critical." for something like that... slippery vertical surface with no place to put your fingers? Yeah.)

That said, make a table of our own! Climb a normal rock that's relatively easy? DC 10. Climb a rope? DC 12 maybe? But my point is, if you are going to rant about something to such a degree, make your own solution. It is, after all, only a game.

Here's a scenario I thought up to demonstrate some diversity and thinking outside the box:

GM: "This wall is not made of bricks. It is stone, is hanging OVER you, completely smooth like the surface of a table and has oil smeared all over it."

Players: "No fair! How are was supposed to climb that?"

GM: "Due to the blandness of a rather BLANK wall, there is something else here that sticks out like a soar thumb. There is a lever next to a table with 12 buttons on it."

Players check out device.

GM: "Everyone roll a D20."

Players: "What skill?"

GM: "Nobody HAS this skill. Just roll a naked 20. I will worry about modifiers."

Players roll and come up with the following numbers: 1, 6, 12, 13 and 17.

GM looks at character sheets and sees the one who rolled a 12 has an int mod of 5. The one who rolled a 17 has an int mod of 1. GM says, "Alright. Who's going to try working it?"

Player who rolled 17 easily gets nominated.

GM passes a secret note to Mr high mod; "You notice while he's taking guesses that SEEM right, they are not educated guesses. You also get ideas off his guess-work and come up with the answer."

Mr High Mod offers a suggestion to Mr 17. Once the right combo is entered, the cliff-face opens to reveal a staircase behind it.



*** ALIGNMENT ***

Just a thought, but wondering if you all agree with me: Earlier editions had it right by having more options for your alignment. 4th edition did away with Lawful Evil, Chaotic Good, Lawful Neutral and Chaotic Neutral. I think we should have those anyway. But either way, there is something else I keep hearing from experienced DMs: "So and so plays a horrible (insert alignment here), so I wound up eventually telling them they had to change their alignment to (insert next step towards opposite alignment here)."

That not only sounds like fun, but also a great way to keep characters in check (not that anyone here needs that, but yeah). It used to be that a Paladin HAD to be lawful good and if they diverted too much from that (becoming lawful neutral or neutral good), they lost their power. Obviously, that is more restrictive than any of us would like since Kord wouldn't have paladins (which when you think about it, would be silly for him NOT to have). But the concept is still there. Some goody-goody trying to play a villain and then going out of their way to save a kitten from a tree (no joke, this is an ACTUAL example of a real-life experience a DM had) should be changed from Evil to Neutral and eventually to Good if they keep it up. Likewise, a bloodthirsty goodguy should eventually turn evil if he's not careful.

Chaotic GoodNeutral GoodLawful Good
Chaotic NeutralTrue NeutralLawful Neutral
Chaotic EvilNetral EvilLawful Evil


I'd like to see all these alignments exist again.

I'd also love to see REPUTATION (kinda like in WoW). Discussing with my bro about the whole diplomacy bit with Timothius on the goblins, it occurred to me that quests done for certain people or races should earn rep. Example, every player in the "Unity" chapter totally earned Unity rep with their respective quests. Just a thought. Sure, it'd be one more thing to keep track of, but I think it could be fun.
Joe Darkthorne
player, 129 posts
Everyone suspects a Rouge
Few suspect the Ranger
Tue 26 Jan 2010
at 07:09
  • msg #398

Re: OOC discussion

  Indeed, for the most part it is the spazzy results of the DC's run across.  That +5 from training? Actually a good thing in theory, as +5 skill jumps you up an entire DC rating competence.  Something that would take either Ten Levels, or 20 in a stat to match.  DnD 4th works off the obvious outlook that being higher level means you are just more badass at everything.  Lv 30 wizard with 10 Str would punch dc 25 doors apart no problem, DC 16 scenery if they couldn't take ten and rolled a 1 (no crit fail on skill checks, yay).

  I was gonna point out how there are also things that only one Trained in the skill can do.  But after rechecking the skill section that amounts to...
A) Acrobatics fall damage reduction. (reduces fall damage by half your check result, but fall damage still = fall prone -.-.  There doesn't seem to be any official mechanic for 'land on your damn feet, even if it hurts')
B) Arcana Detect magic.
C) Nothing else.  Though I suppose this isn't so bad cause otherwise the fatalities would shoot up, and there are those various cases where a class can't even pick a skill without a feat.

  Reputation could be nifty, as it's sorta something that you'd figure to be around once you're team has murdered/KO'd the amount of things needed to get even a few levels.  But like many a game, it can be a case of 'yeah, that's nice. now go do this now'.  I have the feeling that this at least you and Mittens are all set to handle.

  Also, Yay for Reverie Sheet updates.  Reminder for Fellow warlock though, it's curse closest enemy you can see, with us cheap ass technicalitying cursing the next closest guy after already cursing the closest one, repeat. Though I must admit, even the weakest of victim NPC villagers probably wouldn't consider 'something we can kill real good with a pitchfork' Seemingly Godlike beings at all, much less only known to be less than godlike with a 20 dc check ;P
  Fun facts: I have no idea whether Blake would kick Reverie's ass, or if Reverie would kick Blake's ass.  We both have good fort, we both don't attack AC at all, and we both have a 15/15/13 Defenses, Blake's 13 being Will, Rev's 13 being reflex.
  I'm inclined to think Right now, Blake would possibly win due to being decently stated vs Her At-wills, with only a single enc, and likely to hit due to enc effects Day working off Will.  Down the line, Reverie would win due to vs will attacks having all sorts of crazy 'you cant attack or make actions lol' effects more often.  That and bashing Blake upside the head with a Morning star (curse works for any damage).


   Amusingly, it's the 'oh, yet another entity with Darkvision while we have to wrestle with lighting rules' that would annoy any of my characters than an ongoing damage encounter racial.
  How hard is it to get Darkvision for your PC? Well, the options any class can use are... lv 14, lv 20, lv 23, 28 Head items.  A lv 25 Ring.  And, going to hell in exchange for Darkvision with the Prince of Hell Epic path at lv 21.

  The most economical way to gain Darkvision if you don't qualify for a very few paragon paths (one ranger, one assassin) or feats (one paragon assassin, one Cindersoul Gensai)... is to damn yourself to hell.  And you still have to wait till lv 21 for it.  What the Hell seems the appropriate reaction here.

 Two 'races' have Darkvision.  Drow and Duergar.  1,321 creatures have Darkvision. 99 Creatures have Truesight.  115 have blindsight.  133 have tremorsense.  I can't get a result on how many have low-light, because my attempts sometimes make the compendium refuses to register that search however I spell it (even when I copy paste it from the half elf entry), or causes the compendium to CRASH.  But if over a thousand have darkvision, it's a safe bet more than that have lowlight.

  There is a reason Eletor want's the Sunblade, Joe wants horizon walker, and Blake will most likely go full out Infernal (though the other Prince of hell abilities ARE nifty. like Teleport speed of 5, 10 fire damage to adjacent beings of your starting tile).  I'm not saying Reverie shouldn't have Darkvision (they'd always bump into things in the Shadowfell otherwise). I'm just again argening over the insanity of 'everything can see in the dark or better except you, good luck with that 5 tile torch that makes you an obvious target and takes up a hand'.

  Have I also mentioned I think the 'reward' on most of the Epic paths suck recently?  In most you explode ascend, or they make a nice statue, you cause a huge disaster, or go to hell.


  As for Alignments.... Opening statement here.  Just to get across any and all ranting is with a dash of ridiculous and lack of ill intent.
http://www.llbbl.com/data/RPG-...mages/alignment2.jpg
Plain link given as hotlinking has turned disabled, unlike my preview result.

As for that example of kitten saving Evil guy, that's probably not the case of alignment system itself being the issue.  More 'their actions mean we need to change the label.  They are obviously good even though they burnt down that orphanage solely because they like to hear the screams'

  Eh, I pretty much never, EVER fit a listed alignment.  Even those ninja turtles and similar base system games with alignments like 'anarchist' and 'unscrupulous, ala start of movie Han Solo' I didn't quiiiiite fit due to some detail (I'd fit all of this alignment, except I totally would kill a dude in cold blood.  Next step down would kill in cold blood, but wouldn't selflessly help people).  I've also had people call my characters too homicidal because I didnt take 'code vs killing' disadvantage and had killing damage knives, and had it assured it wasn't because of my weapon (another longer established char had killing damage knives, but code vs killing).  I changed the damage type on my knives to 'normal'.  Left the personality alone.  Suddenly I'm not too homicidal to be approved despite the fact I'd still be problem solving by stabbing people in the face.  Then they'd get all confused when I'd jump off a building after a minion to save them at cost of my own HP when I didn't have code vs killing.
Guess which game those last two examples are from.

  And I've heard the various bits of people basically picking Chaotic neutral so they can go 'I'm chaotic neutral, so yes whatever I want is fine for alignment like kicking that baby while saving a princess'. http://www.commissionedcomic.com/?p=1187
  But... The vaguely defined Good, Evil, unaligned of 4'th ed is very low headache.  Though even then I'd probably run risk of hitting 'good' if it wasn't for my tendency to be capable of cold blooded brutality, or not being completely selfless in the name of good every single time.

  That character who would drop an asteroid on the planet for personal revenge against one person, and would slowly torture someone in horrible manners? They're totally neutral.
  That character who someday intends to take over the world with their superior military and technological resources in the background but helps out for now, in part to gain the trust of others for future use? Totally Neutral.
  The character who would kill someone who poisoned them and an entire village.  Dooming themselves and a lot of innocent people, just to make sure someone is dead and can't be bothered to risk dealing with that sort of thing again.  Totally good.
  We know what examples these are. We (Except possibly Mittens?) are not very good at alignment figuring.  At the very least in an 'our actions and plans taken out of context' sense... Well, except for the would-totally-do-it Planet killer thing.  It's only neutral/good to blow up a planet or civilization if it's not a protagonist civilization. Antagonist planet/civilization, A-Okay to splode with no moral backlash.

  Blake, and any Infernal warlock would also be doomed to Evil alignment on technicality if you delve into the game mechanics vs reasonable reactions.  Basic Warlock paragon paths.  You get a choice of ONE, based off your pact.  Infernal Pact is Soul muncher.  Entire parties can get away with mass slaughter but be considered saints.  Further options for Infernal pact users involve becoming a lord in hell (and for the most part, no pact requirement warlock paths are Cha based)
Most games Soul muncher would still get to be considered good.  But you eat ONE guy's face, and suddenly your all evil and depraved... What, why are you looking at me like that?
  At least you aren't doomed to Evil via Infernal pact itself, as PH1 flavor text mentions killed off sect of devils listed instructions of power to piss off Asmodeous.

  Ooooof Course, I must consider personal bias for the warlocky bits.  As I intend to give Blake flagrantly dark Infernal pact 'Hellbringer' Path.  Cause ignoring fire resistance when you hit lv 16 is so yay, even in the face of 'oh, if you critical then you can insert thing here' at lv 11 things boring me.  (and most of the other paths Blake could still pick work off Cha)


 As for me, I'd probably just ignore any alingment system as much as possible.  Only running into problems when I hit quirks like 'you are evil because you are using force lightning to arc weld in ship repairs'. or 'we refuse to let you take that action because your current alignment wont let you.  and if you do suddenly everyone on the planet will treat you differently'.
  Jade Empire had many -.o moments.  Okay, we just murdered our way to the slaver boss.  We can kill them ourselves (moral) or we can let one of their victims kill them... which turns them into a murdering psychopath for some reason.

  Mass Effect had it half decentish for a game with a scripted plot.  They admit you're gonna save the universe regardless.  It just varied on how you went about it.  One time being 'good' or 'whatever it takes' just amounted to how you worded convincing someone to blow their own brains out.  Other time you punched a reporter in the organs or politely asked them to leave with no hint you'd deck the reporter for 'not so nice' option.  And sometimes it was clear cut obvious like 'kill the mind controlled civilians' or 'we're gonna get shot SO much as we pistol whip these armed crazies into submission'.

Unrelated fun fact!
Fighter: Base Hp, 15+con. HP per lv 6. Surges, 9+con.  The basic, bare bones tanker class. Right?

Warden: Base HP, 17+con. HP per lv, 7.  Surges, 9+con.  And use their primary stat of choice basically to buff their AC.

Speakin of Wardens, how's Alexis's char sheet coming along ;D

And not to be left out.  Avenger: Base HP 14+con, 6 hp per lv, 7+con surges.
Rouges and rangers (and warlocks). Base HP 12+con. 5 hp per lv. 6+con surges

  I'm assuming it's the difference in armor type access/use to get perks that makes the balance up?  Cloth armor isn't exactly known for it's selection of enchantments meant for those pursuing the manly art of melee carnage.  And the AC gap between Hide and Scale Mail is bigger.
This message was last edited by the player at 21:14, Tue 26 Jan 2010.
Mittens
GM, 230 posts
Paladin of Tempus
(at least for now.)
Tue 26 Jan 2010
at 13:13
  • msg #399

Re: OOC discussion

DC checks:
I plan to let the players do most of the work for me.  Player: "I rolled 10.  My rogue totally climbs that wall with +10 acrobatics, in spite of my +0 athletics."  Me: "Ok."  Player: "I just rolled a 17.  I have a +15 in history.  Tell me that did something useful."  Me: "Well since you asked...(insert epicly useful info)"
In other words, I'm leaving it up to the players to maximize their enjoyment out of their character's attributes.  Not going to the effort of working in special skill challenges tailored specifically for your skills.  Good work, Timothius.  You've effectively derailed hours of some expert adventure writer's work because THEY assumed adventurers would jump in the goblin's lair spells blazing.  (Only mention of negotiating a "peaceful" solution is after the goodguys presumably killed every other living thing in the lair besides the boss. -.-)  No skin off my neck.  None of my effort has been derailed and I'm getting a big kick out of the goblin negotiations.

Reputation:
sounds fun, and I will probably deal with it in a loose, non game-mechanic way.  (Timothius rolls a 1 when trying to pal around with fellow paladins.  Them: "We heard you're a goblin lover that didn't burn their faces off with your dragon god's power....  HahahahaFAG!")

Lack of low light vision:
I don't recall this being a big handicap so far.  I intend it to remain not a big handicap.  Everburning torch...  Version 3.5 Timothius and Mittens recently bought themselves an everburning torch.  Mittens: "This thing is great!  I can tie it to my belt and have light that doesn't set me on fire and I have two hands free!  Oooh!  Check this out!"  *Stuffs the torch in her mouth and snorts fire out her nose*

Alignment:
It's refreshing to play with players who have some concept of "killing goblin children just 'cause they're goblins isn't very nice."  When Tim and I ran DnD at the anime con we told the players, "Your alignment options are: Good, Lawful good, Chaotic Good, Neutral Good, or Goody Good-good with more goodness on top.  Your character is the type to put themselves in harm's way for other people's benefit."  Players: "Aww...  But whyyy?"  Us: "Too many 'neutral' jackasses out there who don't know how to play their alignment."  Players: "Awww...  But I wanted to play a neutral jackass..."  Game progresses, they wind up playing neutral (rather than evil) and enjoy the game all the same.  If they had been allowed "neutral" I have no doubt they would have played their "neutral" character evil aligned and backstabbed their allies.

As I pointed out to Tim, and as Joe pointed out with his amusing links, I don't recall alignment ever being helpful thing.  I leave that space blank on my charsheets and just play the character.  I would like to see it be a helpful thing.  So far, I'd say everyone's been playing well.  More descriptive alignment options for sensible players who have a concept of what they mean?  Sure!  Why not?

Unbalanced HP:
At least it's not as bad as 3.5.  Human Wizard: 1d4 hp per level.  Half Celestial?  5d8+(just guessing, but I know there's races like that)   Nymph?  15d100+(slight exaggeration)  I kid you not, Tim and I play with a person who's level 4 nymph ranger character has equal or better by far mods at everything than our chars, over 100hp to our under 20hp(that's WITH pumping con and taking toughness), skill points out the ass, and they STILL complain that their char is gimp.  Same person complains about rolling a 19 on a d20, but still...

I would rather 4.0 be less unbalanced, but it's worlds better in that respect than 3.5 from what I've seen.
This message was last edited by the GM at 14:51, Tue 26 Jan 2010.
Joe Darkthorne
player, 130 posts
Everyone suspects a Rouge
Few suspect the Ranger
Tue 26 Jan 2010
at 21:46
  • msg #400

Re: OOC discussion

  Everburning torch is still range 5 (much to Blake's sorrow).  And, you know, Needing to shoot things PAST range 5 most of the time.  Gets much more -.-; when that's against things with low light/darkvision who can shoot YOU just fine.  Or have you not even know they are there. (Low Drow).  All the 'lol truesight/tremorsense' makes stealth even more useless for combat purposes, on top of being able to see you when you can't see them.  But that's not as common.

 Lighting was so -.o during Team Unity stuff that Blake THREW AWAY a fifty gold magic item (half your starting cash value is an Everburning torch.  Or being a citizen of Unity), for the sole purpose of still having proper lighting in that tiny area.  And we had enemies shoving sunrods down their pants to deprive us of lighting (well, shirt.)  And Team Mystery dungeon Joe also had to drop off lantern during travel, taking up minor action, so he could freakin see the Clay scouts.

  Alignment is just a source of Eh, usually no problem unless you desperately want to use things that are alignment specific (and in 4'th ED, Holy Avenger doesn't need you to be an alignment, OR a paladin.  That and it can now also be an Axe and Hammer).  Lighting, and all the things trying to murder you that aren't as or at all bothered by it, is a source of 'ARG!' for me.

  And I do hope +5 difficulty to crazy slide was an acceptable first go at PC determined difficulty.  Woulda probably kept it 15 (coincidental matching of acro stunt base diff and climb diff), but hey, why not up the DC when you're still guaranteed to succeed ;D
This message was last edited by the player at 21:48, Tue 26 Jan 2010.
Alexis
player, 15 posts
Prophisied Nature Girl
Freckly Redhead
Wed 27 Jan 2010
at 06:02
  • msg #401

Re: OOC discussion

Actually Joe/Blake/Matt/etc, there ARE alignments that fit your characters perfectly. Before I go into all this, though, if alignment makes you uncomfortable, don't worry about it. The only reason this post is so spammy is because I had fun writing it, so don't take it as a rant at all. :) The point of a game is fun. For me, mentioning my alignment and then playing it out is fun. For you, it isn't. And Chris obviously agrees with you that alignment is a big "whatever". But that image you posted, Joe, made Chris and I both laugh. :) And it's true. Though as Chris pointed out, most people want to play villains for some reason, so if you don't go "haha good only", they WILL turn on each other and P-K. Seen it happen more than once (Three times off the top of my head) just in DnD 4.0 alone. Saw it happen once in 3.5. And as you know, it happened in KK more than just the example of "You tried to heal my boyfriend! Prepare to die!" >.>

In fact, at that same anime con Chris mentioned, one guy just suddenly said "My guy shoves (Insert Party member here) down the pit" for no reason whatsoever. Wasn't even provoked. "My guy suddenly turns evil." Luckily, he was at least HALF joking, but I got the feeling he was also half serious. I also saw people playing Halo together, and the guy's own team mate would kill him at random just because, thoroughly convincing me I never want to play a game that allows non-consentual PvP of any kind.

Poison self and whole town that has innocent people in it? Not ringing a bell. Then again, neither do the other examples. You'll have to refresh my memory. Anyway, here goes:

Matt Darkthorne v 1.0 (SMT):
In 4.0, he'd be called "Good", which doesn't describe him. In 1.0 through 3.5, however, Matt would be called "Chaotic Good". :) I shall quote the 3.5 Player's Handbook:

"A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Soveliss, a ranger who way-lays the evil baron's tax collectors, is chaotic good."

Translation: Matt gives a damn and does stuff, despite his desire to be lazy. He may not seem to care sometimes, but he does care.


Blake:
In 4.0, he would be called Neutral. In 1.0 through 3.5, he would be called Neutral (or True Neutral). I shall quote the 3.5 Player's Handbook:

"A neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs evil or law vs chaos. Most neutral characters exibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil - after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Mialee, a wizard who devotes herself to her art and is bored by the semantics of moral debate, is neutral."

Blake just wants to see the next day and not be annoyed.

Alignment doesn't say you have to act exactly as people expect you to. Just how you are at heart. We're ALL guilty of jumping into every pool of alignment at some point. A lawful good paladin, for example, might follow an evil law blindly because he doesn't comprehend the consequences until later. Or maybe he made a promise to a demon in order to save someone's life and so he is torn on whether to keep the promise or not after the person's life is saved. So on.

On top of all this, I have been known to say "Bridget is ALMOST Lawful Neutral. But she's Lawful Good." or "Eli is Good with minor lawful tendencies." or such. Which gets a more accurate reading (like duh. Figure it out from reading "personality"). Alignment is simply a quick, easy way to see where someone stands. And if you don't stand one way or the other, you are neutral.

Examples of my own characters who you've RPed with:

Antoinette: Lawful Good (With strong Neutral Good tendencies and much love)
Bud and Lumin: Neutral Good
SMT Pan (Clairvoyance): Lawful Good (She almost defines it)
SFH Shelly: Neutral Good (with lawful tendencies due to royal upbringing)
SFH Maverick: Lawful Good (mind you.. HIS law.)
SFH Angel: True Neutral
SFH Katy: Ang- err.. I mean Chaotic Good
T'shock: Neutral Good
Emerald (Any version): Chaotic Good
Eli (Knothole Kingdom): Neutral (With mostly good tendencies, but a few evil. No really... he considered himself good, but he was neutral which is a whole other discussion.)

Examples of characters here on this forum and how they would be labeled by 3.5 standards instead of 4.0 standards, differently or otherwise:

Alexis: Neutral Good (Gave her Pure Heart in the DBZ MU)
Bridget: Lawful Good (Bordering Lawful Neutral, but only just)
Eli: Neutral Good (Like Shelly, lawful tendencies due to royal upbringing)
Emerald: Already mentioned. Chaotic Good. 4.0 takes the chaos away.
Reverie: Neutral Good (With True Neutral tendencies)
Timothius: Lawful Good (What if it's the GOBLINS who were wronged? He just wants fairness...)

*eyes the characters* OK, so of the ones I have on HERE, it would only change Emerald. But you get the idea.

OK. Enough about that. Meanwhile, Chris agreed that rep would be fun. I'mma have it in Eberron. So there. Enjoy. I'll decide in more detail later.

Small question. If I bring a cleric to this place, what would you guys prefer I play? Antoinette the human cleric of pure goodness and love? Or Callie the halfling cleric of Sehanine who preaches love, but carries a big BASTARD SWORD? I'm indecisive m'self because I already have Eli and Emerald filling my short people roll. And everyone but Bridget is taking up the "I'm not human" rolls. Bridget is filling my token human roll SO nicely. And Timothius wound up a paladin instead of a cleric (I looked at hybrid pally/cleric... not sure about it).

As a side note: Remember that suggestion I made of making a DC table? The 3.5 DMG, page 31 has a wonderful table of examples. TONS of examples.
Joe Darkthorne
player, 131 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 27 Jan 2010
at 07:26
  • msg #402

Re: OOC discussion

  I will admit that 'Chaotic Good' tends to fit me most of the time.  I'm just used to people being oddly more watchful of what counts as 'chaotic good' when I do acts of brutality compared to 'lawful good = jerk' getting away with the bad Paladin stereotype.

  Timothius and Quest for Glory style paladins are yayness.  The QFG variety paladin probably being my favorite variety.

  And the unnamed character examples were, SFH Spaceman Sam, SFH Angel Bard, and any Mobain variety Darkthorne who would have had that reaction on the Muck regarding Angel's 'Poison Knothole as insurance against Matthew' plan, had we not retconned it.

  As for the Cleric thing, as awesome as Callie is I'm going to have to go with the very vague and non-committal answer of 'Go for the one you'd enjoy more'.

  I don't feel like digging for 3.5th ed solely for looking at a DC chart.  Is there some online reference of this list in particular?  Though I'm optimistic for Mitten's 'just try and be sane about it' angle.
Mittens
GM, 231 posts
Paladin of Tempus
(at least for now.)
Wed 27 Jan 2010
at 16:38
  • msg #403

Re: OOC discussion

Durtendin
player, 10 posts
Lvl 10 Wilden Druid
Swarming Summoner
Wed 27 Jan 2010
at 21:25
  • msg #404

Re: OOC discussion

Alignment has always been a tricky situation since some people go by the alignment of what the person truly believes and acts, and others would go by what society believes about the individual.
I actually like the loosened terms for it in 4th edition as it keeps things simpler.

Also in the Eberron game to answer Alexis' question, I don't believe we agreed on a total amount of gold to spend on gear, I know I just used the default but if we are using something else I can adjust what I have to match it.
Alexis
player, 16 posts
Prophisied Nature Girl
Freckly Redhead
Thu 28 Jan 2010
at 03:52
  • msg #405

Re: OOC discussion

32,000 gold. That is the final gold limit for Eberron. So there.
Durtendin
player, 11 posts
Lvl 10 Wilden Druid
Swarming Summoner
Thu 28 Jan 2010
at 04:05
  • msg #406

Re: OOC discussion

So all the items combined can add up to 32,000gp...guess I have some gear to work on then.
Joe Darkthorne
player, 132 posts
Everyone suspects a Rouge
Few suspect the Ranger
Thu 28 Jan 2010
at 06:21
  • msg #407

Re: OOC discussion

  So, 9,500 More gold than expected (such a diffidence a single level of gold get makes).  9,400 More if I'm wrong in assuming 'lets tack that lv 1, 100 starting gold onto the end' <.<  >.>

  I'm tempted to have it go towards 'man I've got a lot of money'.  Due to lack of thought required and the fact everyone else tends to go around nigh broke in order to have as much gear as possible.

  I also finally noticed this 'oh thank god' thing regarding those wacky 'disease' attacks Monsters have like the brain exploding sladd bit.
"Monster Attacks: Make a saving throw at the end of the encounter. If the saving throw fails, you are infected."  Still not exactly a good thing there are enemies that can give you brain asplode disease every melee attack, but not as insane to deal with mid encounter.

  And finally made the Background bit of Blake less than a sentence.  If still saying nothing about, you know, their background beyond Narfell being somewhere in there.
  Semi related, the sooner Team Unity and Team 'what were they called again?" (So I'm biased) hit Level 2, the Sooner Blake gets him his Familiar Feat.  Which leads to the question, Just what language is 'Infernal'?  I haven't seen it on any of the language lists, but Devils speak/read Supernal.

  Cause of this badass.
  Book imp, Arcane power.
  Speed 5, Fly 6 (Hover)
  Passive Benefits: +2 Arcana, History.  You can read and speak Infernal (whatever that counts as, doesn't turn up on any language list). Gain Resist 5 Fire, if I already have resist fire, +2 Resist Fire.
  Active Benefits:  Minor action, Book imp becomes invisible until end of my next turn.



Day power: Roll 1d20, after that many rounds the Book Imp touches the ground and destroys the world... Okay, so Book Imp can't do that last one.


Edit: Skimmed the Errata.  Book Imp officially gives you the ability to speak +read/write Supernal.  Score.

  And completely unrelated, Dopplegangers are more Badass than Drow.
  Considered a hassle only for their shape changing (hmm, turning into a man to escape pursuit was a bad idea while wearing this dress).  They still have to work with normal stealth and normal vision.  And try to take you out with an shortsword or dagger with a bit of bonus to damage during combat advantage.  Their most fancy move, makes them invisible against one target until they attack target or get hit by anything.  Stuck with just common as a language, unaligned unless a blatantly evil assassin.
  They don't even get a dex bonus as their racial stats, they get int, Cha. And skill bonus to Bluff and insight.  but you don't see them running around as Fey warlocks do you.
  The only encounter group they are listed in aside form with themself, is with ANGELS.

  Drow, constantly lolevil and considered fancy and badass.  Attack people who can't see in the dark, in the dark with darkvision.  Pack Rapiers and crossbows, with poison that combination lowers to hit rolls and can just knock you out that likely ignores the 'must dose with each use' rule PC's have to deal with for poison weapons, as their lowest level gear.  Deal +2d6 during combat advantage.  Crazy mage/priest options. Speak common and elven and sometimes abyssal on top of that.
  Of course get +dex +cha and crazy enc power on top of darkvision, and +stealth +intimidate.
  They turn up freakin everywhere in encounter groups.

  Just something about a hard working probably assassin without even lowlight vision, taking on Rougeness without +dex or +stealth/thievery.  Who aside from shapechange, has to work with completely normal gear and  abilities below even a level one anything taking on a world that hates them and can kick their ass for a profit alone...  Seems much more badass than the armed to the teeth with every convenience and ability, backed up by dark empire Drow.

  Seriously, Level 1 Goblins get better abilities and gear than even the lv 11 Doppelgangers beyond the applications of shapeshift.  Level 1 wildlife does.   People are still freaked out by Doppleganers.  That should tell you something.
This message was last edited by the player at 08:11, Fri 29 Jan 2010.
Blake
player, 82 posts
Ima chargin my Eldritcth!
At melee range no less
Sat 30 Jan 2010
at 10:01
  • msg #408

Re: OOC discussion

  Current intentions of Blake's spending.
Cash. 2,002 GP.
  Spellshard (for purposes of Tiny theoretically fireproof ritual book. sure, Eberron item. but who cares. And fun fact, you can just barely fit every single creation ritual inside a single Normal Ritual book/spellshard). 100 GP
  Enchant Magic Item ritual: 175 GP
  Arcane Mark Ritual: 20 GP  [Component 10]
  Amanuensis (Aka, Xerox) Ritual: 20 GP  [Component 10]
  Pyrotechnics Ritual: 50 GP  [Component 20]
  100 GP in Residuum; well, 100 GP
  Components for 3 arcane mark uses (Rod, Armor, Amulet): 30 GP

  Amulet of Health (Resist Poison 5) +1 Lv 3: 680 GP
  Armor of Resistance (Resist Necrotic 5) +1, Lv 2: 520 GP

  307 GP left.  Once Blake has a chance to go shopping and Two Hours and fifteen minutes of time to cast Create and Mark rituals.

  Lv 2 Feat, Familiar: Book Imp and all the yays it entails.
  Lv 2 Utility. Even after all this time and all my changed opinions, still gonna be Ethereal Stride.
This message was last edited by the player at 10:36, Sat 30 Jan 2010.
Durtendin
player, 13 posts
Lvl 10 Wilden Druid
Swarming Summoner
Sun 31 Jan 2010
at 21:08
  • msg #409

Re: OOC discussion

Since using gems as currency, what is the conversion to GP ratio for the various gems that will be used, also what is the conversion being used for Platinum pieces to gold pieces since in the player handbook page 212 it is 100GP = 1 PP. (And since one astral diamond is 100 PP that means an astral diamond is 10,000 GP)

Thus I think Alexis' post is a bit off on the math as to the value of what the banker handed over since I thought it was out of 800gp:
20 PP = 2000 GP
3 Green Rupees = ??GP
1 Blue Rupee = ??GP
Any other types of Rupee with a specific value?
Timothius
GM, 106 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 31 Jan 2010
at 21:31
  • msg #410

Re: OOC discussion

Ah. Yes, my math was off since I was thinking the usual 10=1 thing. 10 CP = 1 SP. 10 SP = 1 GP. So I figured 10 GP = 1 PP. But PP are each 100 Gold? >.< Why couldn't they keep a 10 for 1 system? Ah well. Now that I know this, I'mma change the value of the rupees from what I originally thought.

Here's the rupee system as it stands now that I know pp are 100 gold:

Green  = 10 gold pieces
Blue   = 50 gold pieces
Yellow = 1 platinum piece
Red    = 10 platinum pieces
Purple = 50 platinum pieces
Orange = 1 astral diamond (100 platinum pieces)
Silver = 10 astral diamonds
Gold   = 100 astral diamonds
Mittens
GM, 234 posts
Paladin of Tempus
(at least for now.)
Thu 4 Feb 2010
at 07:43
  • msg #411

Re: OOC discussion

don't expect to have time to post till saturday.  so remind me to post 'cause i'll have forgotten by then.  as for level up in unity: next extended rest = level up.
Mittens
GM, 236 posts
Paladin of Tempus
(at least for now.)
Fri 12 Feb 2010
at 22:49
  • msg #412

Re: OOC discussion

For the Unity thread:  Just double checking that we're all in agreement that a 12 member party would be badass and fun to try.  Monster fight wise, I'll raise the bar till it gets challenging.  If not, I can divide them back into 2 separate teams and threads.
Gilant
player, 65 posts
Githyanki Swordmage
Level 1
Fri 12 Feb 2010
at 22:54
  • msg #413

Re: OOC discussion

A 12 man 'mini-army' would be interesting, and it is easy in 4th edition to scale up encounters to handle such a large group size... the tactical choices it allows for would be most interesting, and it would also reduce the impact of people making thematic choices instead of min/maxed ones as there are more people to pick up the slack left by not munchkining out on stuff like frost cheese and perma fail save stuff by getting -10 to -15 penalties on an enemy's saves.

I've come across a dragonborn build that can belch out breath attacks like 4 times a ROUND at lvl 30..which actually sounds kind of fun to mess around with as a joke on a less optimized form, but still fun variation, that is viable from levels 1-30.
Blake
player, 85 posts
Ima chargin my Eldritcth!
At melee range no less
Fri 12 Feb 2010
at 22:58
  • msg #414

Re: OOC discussion

  If you think you can handle it, sure.  At the very least, not like it would be any more effort for me Mr. Single Alt In Unity personally.
Gilant
player, 66 posts
Githyanki Swordmage
Level 1
Sat 13 Feb 2010
at 14:35
  • msg #415

Re: OOC discussion

I don't object to the fight between Mittens and Eli taking place 'off camera' with the results posted in a single or pair of posts instead of a blow by blow as that would drag things out considerably.
Blake
player, 86 posts
Ima chargin my Eldritcth!
At melee range no less
Sat 13 Feb 2010
at 19:46
  • msg #416

Re: OOC discussion

  Off Panel good, yes <.<
Timothius
GM, 110 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 15 Feb 2010
at 06:21
  • msg #417

Re: OOC discussion

I'm relatively sure you can't use bracers and a shield at the same time, but I was curious if anyone here remembers where that is stated. I looked for it and couldn't find it.
Joe Darkthorne
player, 136 posts
Everyone suspects a Rouge
Few suspect the Ranger
Mon 15 Feb 2010
at 07:07
  • msg #418

Re: OOC discussion

  To save Seth 'I looked it up for you' time, indeed you can't in the 'have the benefits at the same time' sense.  Book says first item put on for a slot is the one that grants benefits alone.  Though you would at the very least still get the plain ol AC bonus and such granted by holding a shield while the Bracers still did their thing.

  *eyes Alexis's sheet update* Same would go for if you wore 'shin' guards and sandals at the same time.  Pan flute of blah blah = harp of blah blah for sake of 'hey, that item doesn't exist'

  Or if you were one of those RPG characters with way too many belts, you'd only get bonus from one of them.
This message was last edited by the player at 07:21, Mon 15 Feb 2010.
Alexis
player, 19 posts
Prophisied Nature Girl
Freckly Redhead
Mon 15 Feb 2010
at 07:19
  • msg #419

Re: OOC discussion

Never intended for both the shin guards and the sandals to function at the same time as they are both feet slot items. You can totally buy more than one item for a slot and inter-change them. It takes time, but you can. :)
This message was last edited by the player at 07:20, Mon 15 Feb 2010.
Elric
player, 129 posts
Warforged Cleric
Level 2
Mon 15 Feb 2010
at 10:51
  • msg #420

Re: OOC discussion

You can however have a non-magic shield and a magic bracer in use at the same time as magic bracers do not prevent the usage of a shield in a non-magic capacity for AC and Reflex bonuses.

Also since Alexis didn't take the Ritual Caster feat, how can she use all those rituals as Wardens don't get that as a class ability.

Also where is that pan flute of deeper slumber from as I don't remember seeing that item before.
This message was last edited by the player at 11:00, Mon 15 Feb 2010.
Alexis
player, 20 posts
Prophisied Nature Girl
Freckly Redhead
Mon 15 Feb 2010
at 16:21
  • msg #421

Re: OOC discussion

Thanks for the input. The pan flute is just "Harp of Deeper Slumber", but changed to a pan flute since, as I mentioned to Joe, replacing the method of music is not all that consequential. I considered putting "As the Harp..." but ran out of time to so that and a few other details. In other words, the charsheet is not entirely complete.

Also, thanks for pointing out about the rituals. I had gotten so used to getting the ritual feat as a bonus feat, I forgot about that. XD I'll look through the feats and play with that.
Elric
player, 130 posts
Warforged Cleric
Level 2
Mon 15 Feb 2010
at 22:01
  • msg #422

Re: OOC discussion

Not a problem, Oh as far as ritual feat goes, since we are in eberron might I suggest swapping Linguist for Mark of Scribing as you get a 4th language AND can master and perform rituals as if you had the ritual caster feat. (plus you can create scrolls in half the normal time so in the same amount of time as it takes to create a book) And you get a +2 Diplomacy bonus to boot.

You don't have to be attached to the house that normally deals with the mark of scribing but it would solve the feat issue, plus get you an extra language and a bonus to diplomacy in the process.

Also as far as your rituals go, you might want to invest in a few healing rituals as they are handy and Durtendin can't learn them without retraining a skill or spending a feat to learn the healing skill.

Also since Earthroot Staff is an implement and Warden's don't use implements you might want to replace that staff with a weapon that a warden can use such as a cunning weapon [Could be any melee weapon] (lvl 8 item which would apply the -2 saving throw debuff on all saves the warden inflicts as opposed to just immobilize, petrify, slow, or restrain on the first savings throw.) as a lvl 8 item for the +2 version it is the same level as a Earthroot staff +2.
This message was last edited by the player at 22:16, Mon 15 Feb 2010.
Blake
player, 88 posts
Going to Hell someday
Trying to enjoy the ride
Tue 23 Feb 2010
at 12:47
  • msg #423

Re: OOC discussion

  Updated the Blake Cast click for the LV 2 stuff.  Some amusing hindsight mistakes on my older sheet were still having listings for when I was figuring on 'Melee hit/damage is Int mod' bit for my daggers and unarmed.  And miscounting skills marking streetwise as trained.

  I'll be rechecking stuff later.  Reverie's lv 2 sheet (and any others that didn't edit to change it when it came up) will likely include the 'Everybody has weapon expertise by default' HR results her Lv 1 sheet doesn't.
Eli
player, 33 posts
Child Prodigy
Future Archmage
Wed 24 Feb 2010
at 21:27
  • msg #424

Re: OOC discussion

Mittens and I are going to edit a single post by "Narrator", so until it is completed, please to not reply to it. When it is completed, I will say so on this thread (OOC).
Eli
player, 36 posts
Child Prodigy
Future Archmage
Wed 24 Feb 2010
at 23:52
  • msg #425

Re: OOC discussion

post done. Mitts made one final edit. :)
Timothius
GM, 112 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 2 Mar 2010
at 07:14
  • msg #426

Re: OOC discussion

Hey. Wrote up a custom race for Seabears, thought I'd show it here. I kind of wanna play as Shelly, but my number of alts is already pretty high. Was thinking of either playing as a rogue or avenger. Enjoy picking it apart. And yes, I'm aware I'm being redundant with "Aquatic" and "Dual Breathe", but I was just clarifying she CAN, in fact, breathe air. >.> Aquatic is taken straight from one of the books. Enjoy.

Racial attributes: (Custom Race: Seabear)
+2 Dex, +2 Wis
 Seabears are not easily fooled and are quick.
Size: Small.
Speed 6, Swim 10.
 Not that I've ever seen anyone swim in DnD. Ever.
Vision: Normal.
Languages: Common, Deep Speech.
+2 Diplomacy, +2 Insight.
Aquatic [Keyword]: An aquatic creature can breathe
normally in water and ignores rough water while swimming.
It never needs to make Athletics checks to swim.
Water Bound: Resist 5 cold, Vulnerable 5 lightning and
when hit with a fire attack you are weakened until the
end of your next turn.
Superior Swimming: When under water, seabears do not
provoke opportunity attacks.
Dual Breathe: Seabears can breathe air and water.
Glow: At-Will; Minor; Self-only; Effect: You shed dim
light. The light fills your square and every square
within 2 squares of you. You can dismiss this effect
as a free action.
Mittens
GM, 238 posts
Paladin of Tempus
(at least for now.)
Tue 2 Mar 2010
at 07:15
  • msg #427

Re: OOC discussion

*Twists arm to make Shelly a rogue*

aaand which thread would she be joining then?
Joe Darkthorne
player, 138 posts
Everyone suspects a Rouge
Few suspect the Ranger
Tue 2 Mar 2010
at 07:47
  • msg #428

Re: OOC discussion

  For purposes of combination keeping team Mystery Dungeon it's classic self, not making the sudden army of Team Unity even bigger, Also, Blake would be compelled to take a second linguist feat if there were two PC's with deep speech running around <.< ...  And finally, to make Tim work for the thought put into yet another character...

  They should be Team Eberron if they are entered into an existing team at all.  (I'll figure out what if anything to do with the thousands of extra cash Eletor suddenly has someday.)

  My guesses (many of them) on what Class They had in mind for Shelly. Hmm, Druid? Avenger? Ranged style Ranger? Ahh, testing out a Monk.  I'm gonna guess monk.  Or Rouge if the arm twist matters any.

  As for the racial details... I'll let Seth's supercomputer brain when it comes to game mechanics field that one.  Nothing here as 'wait, huh?' inducing as with Reverie.

El Edit: Genesai Watersoul bit.
Watersoul: You can breathe underwater. You also gain a +2 racial bonus to saving throws against ongoing damage and the swiftcurrent power.
Encounter Power Chunk:
Genasi Racial PowerSwiftcurrent

Your form ripples like water as you flow forward, whipping past enemies and rubble in a graceful but deadly surge.

Encounter
Move Action      Personal

Effect: You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move accross would ordinarily deal damage to you.

First published in Forgotten Realms Player's Guide.


  This bit lacks the 'duh you can swim good' angle though.  Of course, we could go and say 'Small size counts towards Duh swims good'?
This message was last edited by the player at 11:01, Tue 02 Mar 2010.
Elric
player, 132 posts
Warforged Cleric
Level 2
Tue 2 Mar 2010
at 10:43
  • msg #429

Re: OOC discussion

Rename Dual Breathe to Amphibious.
Also Waterbound makes the race brokenly weak as any encounter with fire damage can end up with a character weakened for an entire fight with NO way to avoid it save loading up on fire resistance.  Not fun or playable. Also there are races that give a resistance without a vulnerability so Waterbound clearly needs some work. Also taking a page from gnomes, Glow should be replaced with the wizard cantrip Light as an encounter ability instead of an at will ability. (It's a minor action to use so that doesn't change.)
If I'm not mistaken Superior Swimming can be broken as it means no matter when a seabear does when underwater no opportunity attacks.. ie charge underwater and no opportunity attacks...so that should be limited as an encounter power or dropped.

If the race doesn't give a racial encounter power that is useful most of the time (Superior Swimming wouldn't qualify as a useful power as most campaigns are on land and the power is useless out of the water unless modified from what you listed) then the amphibious/aquatic and one resistance to cold with an encounter 'light' should be balanced, as there are other races that can survive underwater, Warforged (no feat needed, but still needs swim checks) and Reverant (with a feat).
This message was last edited by the player at 10:47, Tue 02 Mar 2010.
Timothius
GM, 113 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 2 Mar 2010
at 14:07
  • msg #430

Re: OOC discussion

I did think about the whole gnome thing. In the case of the light spell, I barely see a point of making it that way since light lasts 5 minutes or until dismissed anyway, but I could do that if it makes the universe happier. Just seemed brighter than I imagined Shelly ever being. :)

I don't mind removing weaknesses. Who would? So perhaps just the resist 5 cold, or I could just get rid of "Water Bound" entirely and replace it with something else such as the Eladrin's "Education" thingy? Thanks for the input so far, guys!

Also, even after showing Chris I was leaning towards Avenger class, he twists my arm to be a rogue. Now that I think about it, it could be interesting to play with a not-so-sneaky rogue who is only sneaky about pulling pranks. XD That and there is now more martial material than non-martial material BY FAR. Not only is there a new Martial Power, but the Dragon Magazine Anual has more martial options than not. Heh.
Timothius
GM, 114 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 2 Mar 2010
at 16:49
  • msg #431

Re: OOC discussion

Double post! Wheee! As for Monk: Totally have Raichel in mind for that. But PHB3 is coming out this month, so I'll be working on her good and slow only to finalize her when the book comes out. We'll see...
Joe Darkthorne
player, 139 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 3 Mar 2010
at 21:52
  • msg #432

Re: OOC discussion

Errata Said:
  Orb of Imposition
  Page 157: In the second sentence of the second
paragraph, replace “saving throws” with “next saving
throw.” This saving throw limitation is part of a larger
effort to mitigate the use of saving throw penalties to
lock down enemies for the duration of an encounter.
  You can designate one creature you have cast a
wizard spell upon that has an effect that lasts until
the subject succeeds on a saving throw. That creature
takes a penalty to its next saving throw against that
effect equal to your Wisdom modifier.


And lots of keywords editing.

Edit: I forgot to paste in the link -.-;  good thing Seth did.
This message was last edited by the player at 22:11, Wed 03 Mar 2010.
Elric
player, 133 posts
Warforged Cleric
Level 2
Wed 3 Mar 2010
at 22:07
  • msg #433

Re: OOC discussion

http://www.wizards.com/DnD/Article.aspx?x=dnd/updates

The march updates.

Several major changes, and some may radically affect characters.

For example, I know Durtendin has been destroyed as an effective controller/psuedo defender as a Swarm Druid by the Hide Armor Expertise change as it is a scaling -3 (current) to -6 point drop in AC which means that mobs will be hitting an extra 15% to 30%!!! of the time (Which means at level 30 swarm druids are getting hit 80% of the time which means they become unplayable which a LOT of the discussion on the boards is griping about, and that is assumeing the base chance to hit is balanced on 50%, but by epic the base tends to be around 65% so the +30% means the swarm druid is now hit 95% of the time!!! ie borked beyond belief!) The change to Hide Armor Expertise was due to barbarians abusing it to have 3 scaling AC bonuses, stat, masterwork, and a class bonus. Instead of being smart and fixing the class bonus to not hose shaman and druids, they nerf the feat into oblivion as an int or dex of 14 renders the feat absolutely useless. (I'm heavily thinking of switching Durtending to a guardian druid to regain the Con mod to AC at the expense of the DR, as it also affects the AC of my summoned critters. It would also mean I'd change some of my powers to be suited for Guardian Druids.

Also Salves of Power are nerfed from working on dailies to encounter powers.
This message was last edited by the player at 22:11, Wed 03 Mar 2010.
Timothius
GM, 115 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 4 Mar 2010
at 18:19
  • msg #434

Re: OOC discussion

All rantings aside, Player's Handbook 3 is mine now. And. It. ROCKS! I'm so excited! XD And Hybrid is in there for ALL THE CLASSES! I'm doomed. DOOMED, I tell you! I will be spending the next year or so chargenning!!! XD
Mittens
GM, 239 posts
Paladin of Tempus
(at least for now.)
Thu 4 Mar 2010
at 18:39
  • msg #435

Re: OOC discussion

Heh.  Yeah I liked what I saw when I cracked it open.  There's now a psyonic version of all the arcetypes: defender, leader, controller, striker.  Tim and I noticed the title of the defender epic, "Invincible Mind," and Tim said "There's Joe's epic."
Blake
player, 91 posts
Going to Hell someday
Trying to enjoy the ride
Fri 5 Mar 2010
at 23:57
  • msg #436

Re: OOC discussion

  So I've been skimming the compendium in regards for further work on Blake's low lv powers...  And I notice a complete BS thing.  None of the Warlock day powers in the PH1 have a pact bonus, from level 1 all the way to the end.

  Every single other source ever, does give pact bonuses for Warlock Day powers.  From level 1 all the way to the end.

  And the Majority of Infernal powers are for PH1.
This message was last edited by the player at 00:05, Sat 06 Mar 2010.
Timothius
GM, 116 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 7 Mar 2010
at 13:47
  • msg #437

Re: OOC discussion

Maybe the Infernal dailies from the PHB just rock so hard they thought giving bonuses would break the game? :\

Meanwhile, I did a complete revision of Bridget such that she is now a hybrid Fighter/Warlord. I tried to hybrid Eli with Artificer (That class is so him), but Eli would be giving up Spell Book and Ritual Caster bonus feat. Also, if he wanted a class feature from the other class, he would have to give up the wizard implement mastery (I'm assuming you can only take the Hybrid Talent feat once, at least until paragon and even then you have to give up a paragon path to get the feat a second time).

Bridget, Eli, and Reverie are up to date (Have yet to put them up on The Cast as I write this). Though I have yet to pick what I'll be buying besides Eli's new staff. Concerning that, yes Eli DID have orb of imposition, but Chris allowed me to switch that out since that class feature has yet to make a difference in combat anyway (If it made a difference in outcome, it would have been harder to explain Eli not having it IC).

Only have Emerald left for lvl 2 shenanigans. Although I plan to create a warforged and then work on some characters for the new classes.
Darthic Bral
NPC, 11 posts
Ye Olde Warlord
Trusted advisor
Sun 7 Mar 2010
at 15:25
  • msg #438

Re: OOC discussion

Timothius:
Eli's new staff.


"I approve of this change.  All that's left is to get Gilant to teach him to use a sword with his magic."
This message was last edited by the player at 15:25, Sun 07 Mar 2010.
Jarl Norwood
NPC, 10 posts
Wisened Wizard
Advisor to King Vogel
Sun 7 Mar 2010
at 15:25
  • msg #439

Re: OOC discussion

*Sigh*

"Orb is an extremely useful impleme..."*Reads nurfed orb rules*"ORB FOR SALE!  Get your pre-owned orb of imposition here!  Deep discount!"
Blake
player, 92 posts
Going to Hell someday
Trying to enjoy the ride
Sun 7 Mar 2010
at 17:50
  • msg #440

Re: OOC discussion

  Every Warlock Daily from PH1 doesn't have a pact effect.  Though while Seth also suggested this might be because they are good already, I find it hard to be optimistic about with the usual tendency for 'our newer and shinier things are BETTER!' in the update methods, and every single new warlock day power having a pact effect.

  So how is life working out for you on that note, Paladin class?

 El Edit:... Am I going crazy, or did Reverie's blood ability both lose the DoT, but gain a proficiency bonus or sorts on top of it being con to hit?
Reverie:
[M] Spiteful Blood (Immediate Reaction; Encounter) * Melee 1
Trigger: Enemy hits you with a melee attack
Target: The triggering enemy
Con(4 + half level) +2 vs. Fort; 1d6 + Con mod poison dmg.
(11th Level: Con +4 vs. Fort; 2d6 + Con mod poison dmg.)
(21th Level: Con +6 vs. Fort; 3d6 + Con mod poison dmg.)


  Skimming over to look at how that's the numbers work behind the Dragonborn encounter which also has the benefit of being a Minor action burst attack, I again wonder at my grasp of what's sane or not in DnD.

  It also renders the amulet of health mostly useless, only 5 resist poison (Reverie does five damage, if they roll a one.).  I was basing Reverie's spite blood on my purchase/how useful it would be in the face of reality.  I know an Enc power is supposed to be useful, and it would be ridiculous if a low level item rendered enc powers useless... But eh.  This wouldn't feel so nonsensicaly insulting if it wasn't for the fact any Devil that matters gets free 15 resist poison on top of the large fire resist, flying, teleport, auras, etc along with their broken at-wills.

  What will Blake get if they become a devil (aside from it being the ONLY any class source of Darkvision?) if I survive IC'y, and any of us are even still alive for them to hit lv 21?  Well, they will get the fire resist... And they will be able to summon lv 21, deals 8 damage with a longsword and that's all they do minions with a Day power they get at lv 26.  Along with getting a useless to them Cha boost to their Infernal-which-uses-Con self from the Hell Epic, heh.

  You don't even learn supernal from turning into a Devil, you have to pick that up on your own ;D  But they get to ignore resist fire!... Which the paragon I'm grabbing does, and does jack for those Immune to fire like Asmodeous is guaranteed to be...  But you get to turn any enc power into a fire one, short rest swappable! :D...  To use against the things immune to fire when your trapped in hell eternally as your reward...

  Ramble ramble.  Amusing part is, Prince of Hell is still one of the better options for Blake.
This message was last edited by the player at 12:54, Mon 08 Mar 2010.
Reverie
player, 33 posts
Lover of Stars
Poet
Sun 14 Mar 2010
at 17:24
  • msg #441

Re: OOC discussion

For Rev's ability, you're only going half-crazy. That +2 was already there, but I did change it from DoT to straight damage, more or less modeling the power after Genasi or something. Pretty much for Seth's sanity and because honestly, I don't think I'll be using the power much anyway.

And to help with what is sane and what isn't, you gotta remember a burst would hit many targets, potentially doing (Max damage x number of squares covered) to the enemy. Which heavily outweighs many racial encounters and is from PHB1, oddly enough. In other words, racial encounters are like level 1 encounter powers, possibly a bit weaker, but never more powerful (I think). Granted, I have no books in front of me, but this is how I understand it.
Joe Darkthorne
player, 140 posts
Everyone suspects a Rouge
Few suspect the Ranger
Mon 15 Mar 2010
at 00:07
  • msg #442

Re: OOC discussion

  *From their recovering from flooded basement, which they discovered after they were pretty much out in the rain all day*  My double checking showed the Dragonborn is a burst 3 minor action with same damage/hit stats are your current listed ability (said detail buried somewhere in mu above rambling... I think)

  So even as is, Reverie's is worse than Dragonborn having to be punched in the face for it to work and only hitting one target.
  Speaking of crazy racials though? Oh look! The races in the PH3 have +2 stat, and then you get to pick one of two other stats to put your other +2 in.  Because Newer And Shiner races need their min max stat efficiency across as many classes as possible ;P

  And now, off to watch Tron with the family.
This message was last edited by the player at 00:08, Mon 15 Mar 2010.
Mittens
GM, 240 posts
Paladin of Tempus
(at least for now.)
Mon 15 Mar 2010
at 06:34
  • msg #443

Re: OOC discussion

PHB 3, page 164, skill powers
"\Vhene\'er you reach a level
that grants you a utility power from your class. you
can choose a skill power In place of a class power. The
skill powcr you choose must be of the same leyel as
or IOll'er in Ic\'c\ than the class power you would have
gained."


Wow.  That OCR sux.  But the point is, no mention of having to spend a feat to gain a skill power.

Anyway...

PHB 3: page 183, feats.

"SKILL PoWER
Prerequisite: 2nd level
Benefit: You gain a skill power of your lend or
lower from a skill in which you are trained."


Here we have no mention of having to give up a class power to gain this power.

DM RULING:
Taking the rules as written.  You have 2 options.  Spend the feat and gain an extra utility power, or don't spend the feat and gain the power instead of a class power.  If they erratta it to require spending both a feat and a class util power, I'm going to ignore the erratta.




AP2, page 139, familiar feats.
two of the 4 familiar feats require you to spend both a feat AND a 6th level or higher class utility power in order to get a DAILY utility familiar power.  Granted, what they do is pretty handy, but I think it's overkill to require replacing an existing class utility power.  Strongly considering removing the "replace a class utility power" restriction as a house rule.
Eletor
player, 28 posts
Words of Divine Wisdom...
PAY YOUR TAB
Tue 16 Mar 2010
at 09:50
  • msg #444

Re: OOC discussion

 Dragon Mag # 378. P 53.

Temblor weapon, lv 4+.  Any Hammer or Mace.  Crit, +1d6.
Property: Add Prof bonus and E Bonus to this weapon to the attack roll of your bull rush.
Day: Standard, close burst 2, str + weapon enh vs fort. targets are knocked prone. lv 14 burst 3, lv 24 burst 5.

  I think I know an Elf who might be interested in this.

 Edit: Also, Jack sheet Updated.  Any final 'duuuur' mistakes to edit ill notice later or have pointed out to me. (like my having surge value and surge amount backwards <.< ).

  And I am also seriously considering changing Jack's name to something that doesn't begin with  J, if only so I stop clicking one 'Jake' in cast or typing 'Joe' in my posts.  Suggestions?
This message was last edited by the player at 12:19, Tue 16 Mar 2010.
Joe Darkthorne
player, 147 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 24 Mar 2010
at 08:35
  • msg #445

Re: OOC discussion

  Did some edits to Joe sheet.  While swapping out a feat (freakin Heroic Tier Lowlight vision for human rangers!) and a skill power in place of their useless Utility, I realized I was stacking item bonuses -.-;, rechecking things over now. Expect my athletics, stealth, and thievery numbers to be bouncing around with many edits in a chain of 'oh, forgot that'
  Asking for a reminder, skill buffs from more than one 'background' (in the case of the regional + background but our Team Unity chars have) DON'T stack, right?  Both Joe's bits there have +1 thievery.

  Edit the billionth: Oh, right. Only team Ascension does that. Duuuh.  Joe is now from Luskan anyways, but only using the cat burglar BG bit... Why did I give two to Blake then -.o  Eh, I'll be cutting out (much to my sadness) the Narfell Bonus, keeping the Imbuer bonus with Blake...
  Which means my freed up skill for my -1 CHA, +0 DEX warlock can pick from Bluff, intimidate, streetwise, or thievery... MAN That warlock class list is lopsided in favor of CHA locks.  Then again, only one skill works off CON, and isn't on the list.

  Edit the Zillionth: Right, Official Char builder has facepalm showed me all BG's are not created equal, or it dislikes general ones.
  One's like luskan in it, sheet factor in EVERYTHING, +1 to two skills, Adds two skills to class list.
  General ones like 'burglar' or all the Eberron ones, it forces you to either, give a +2 to a single of the relevant skills. OR, add ONE of the relevant skills to you class list with no bonus.
  Thanks Char builder.
  Fortunately, the 'Cat Burglar' one from scales of war magazine bit gives +1 athletics/thievery and adds them to the class list.
 So! Final sheet result for my skills.  Thievery and stealth down by one.


  Made more embarrassing as I asked for the Sylyan armor, even though I already had boots of stealth (at least sylvan armor gives athletics bonus that works though, which I need more being a 10 str shootey ranger).

  I really, really need to stop forgetting that only different types of, or 'untyped' bonuses stack.  I only ever remember feat bonuses don't.

  Even More Editing of the Blake sheet (not like I'm even level two yet ICly) in progress text file wise but not Cast Click.  Reverie will have the Star Pact At-Will all to herself though.
  Eyes Of Vestige At-Will + 'downed infernal cursed by you enemies cause explosions to adjacent target' feat = yay.


  I will consider what to spend that extra cash Eletor got along with the other Ebberon chars... someday.  And go through the same 'now that I'm using the char builder, compendium AND referring to newer books' options consideration process for them I have with my other characters.  Which will obviously take longer being lv 10, heh.


  Completely unrelated to anything, but it's a line I read... Somewhere, that amused me.
Somewhere On The Internet:
"The T-1000 attacks your Dwarven Solid Snake with a splinter of the one true cross for 18d10 Jesus-type damage. You dodge."



Edit the Jillionth: Tacked a summary for Eletor to be no bottom of Eletor Cast click.  The AC and lv 10 Feat were manually typed in as that feat doesn't exist in the char builder yet (as Mittens pointed out for Curuvar).  Proper sheetness forthcoming.
This message was last edited by the player at 11:14, Sat 27 Mar 2010.
Joe Darkthorne
player, 150 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 31 Mar 2010
at 07:48
  • msg #446

Re: OOC discussion

  Nothing to see here, I just re-read the house rules.  I was self sabotaging myself again in the 'oh wait, if I pick up a to hit/defense feat bonus feat it won't work because of our freebies right?' sense.

  A bit of usefulness though, (if we didn't have the freebies) there is now a feat that deal with the whole 'using your weapon as an implement, or using a weapon and implement' thing.  versatile expertise. You pick one weapon type, AND one implement type to get the to-hit bonus. (I assume, you'd have to pick weapon type, then pick it AGAIN if you wanted to use a longsword as both implement and weapon with the bonus).

  Didn't notice a versatile Focus though for the Damage end of things.

  I'm sure Elric will love the 'Polearm Flanker' Heroic feat that lets you flank from one tile away using a polearm.
This message was last edited by the player at 07:56, Wed 31 Mar 2010.
Matt
player, 11 posts
I am two things.
A Fighter, and a Fighter
Sat 3 Apr 2010
at 08:01
  • msg #447

Re: OOC discussion

Even more Spamming the OOC from me.

Dragon Mag 384
Heroic: Requirement, Beast Mastery class feature
Beast Rider: If your beast companion is your size or larger, and at least medium, you can ride it as a mount.  You can mount or dismount as a move action.

How unfortunate for Lucky's spine.

Also, Druid Name: Clarence   because it amuses me, and continues a trend I just realized regarding the shadowfell keep people so far.
This message was last edited by the player at 10:48, Sat 03 Apr 2010.
Callie
player, 2 posts
Cleric of Sehanine
Lover Halfling
Sat 3 Apr 2010
at 13:42
  • msg #448

Re: OOC discussion

That trend wouldn't happen to be the "K" sound, would it? XD

And AWESOME on the feat! Wheeee! Chris! Take it! Dude! Adam totally needs to ride Wildca-I mean Lucky!

Meanwhile, some stuff I came up with from the Shadowfell Keep discussions.

Current Builds:

Forgotten Realms - Loudwater
Raichel - Centered Breath Monk.
 Just so happens Razorclaw Shifter is perfect for that build.
 Haven't thought up a background for her yet, but rest assured I will.
Butterfly - Archer, but using Hunter Style. Compare to Archer style some time. >.>
 Human. Half-Elf would have been more min-max love, but she's human, dagnabbit!
 Raised by elves, despite full-blooded humanishness.
 Took "Born to another race" background benefit. +2 Nature from elf rearing!

Shadowfell Keep
Callie - Balanced Cleric. That is STR and WIS equally.
 Her attacks will suffer, but I don't care. BASTARD SWORD!
 Only thing halfling is good for on Cleric is Charisma. But I don't care! Halfling!
 Worships Sehanine: Neutral Goddess of Love, the Moon and Trickery.
 Callie is Good aligned, despite her worship of neutral goddess.
 "If a deity is unaligned, your alignment doesn’t matter" -PHB page 62 Cleric

Dido - Balanced. Going with a tank build, but with plenty Charisma anyway.
 Not much suffers, thank God!
 Paladin of both Bahamut and Moradin. Who are both Lawful Good. Technically legal.
  Even if it isn't legal, oh well. I'm sure Chris will say "house rule" for me on
  this one.
 Wonder what his alignment should be... umm... lawful good anyone?

Ascention of Heroes
Carla - Preserving Invoker
 Chose the Deva race.
  Following Chris's example of "appearances should dictate stats"
  Carla will appear angelic, but not have wings that fly yet.
  Carla has low STR score and will never get melee on people save maybe touch.
 Story to come.

Eberron
Tread - Warforged Fighter
 Because it's Eberron, where Warforged come from.
 Because Tread is fun.
 Background coming. You all will meet her in your next encounter.

Unity
Liberty - Human Psion
 Team Unity needs another human!
 Liberty was originally going to be in Unity anyway, but as a barbarian.
 New background coming.
Elric
player, 141 posts
Warforged Cleric
Level 2
Sat 3 Apr 2010
at 13:43
  • msg #449

Re: OOC discussion

Also Halfted Defense will be good for the +1 AC and Reflex. I'll be able to return to my normal posting routine today.
Mittens
GM, 244 posts
Paladin of Tempus
(at least for now.)
Sat 3 Apr 2010
at 20:56
  • msg #450

Re: OOC discussion

Elric:
Also Halfted Defense will be good for the +1 AC and Reflex. I'll be able to return to my normal posting routine today.


Wheee!  Welcome back!  Hope I wasn't too out of character with Elric.  His turn's up, so post away!  :)
Joe Darkthorne
player, 153 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sun 4 Apr 2010
at 02:45
  • msg #451

Re: OOC discussion

Hunter Style: +4 AC to Ranged attack triggering AoO, and you get the Quick Draw feat for free.  you can also sheath weapons as a free action just because.

Archer style: You get the defensive mobility feat for free, which is +2 Pure bonus AC to all AoO... And that's it.  Kept Archer style for 'out of spite' and It'd be movement that triggers AoO with Joe most often anyways(and I got a point blank bow).

Prime shot used to be the only option (+1 to hit if you're closer than any ally to your target), but you can swap that for 'running attack'.  Which gives you a +1 to hit if you use a standard action attack that involves MOVE (not shift like say, charge, or the skrirmish shot encounter power)'s and end up at least 2 tiles away from origin.

Ironically, Butterfly will be a better shootey ranger as a Human than if they were a Half-Elf too.  +cha/con and all that.  I'm expecting her to be a better shot(and thus better AC, and that's if they pick leather too instead of hide) than Joe, heh.  Though that's just cause I tend not to gun for the 20 at lv 1.

  Also, I'd say worship however many you feel like, but pick one as your Primary deity for sake of what 'worship thus and such' requirements.  Dol Dorn gets near jack for certain things due to being an Eberron God, and you're wanting extra standardized deity options? DOL DORN WANTS THOSE KORD GOODIES DARN IT, BUT NOOOO. OFFICIAL CHARACTER BUILDING SAYS THAT'S A NO GO.

  And good to have yah back Seth.  Hope things went as well as they could for yah.
This message was last edited by the player at 03:21, Sun 04 Apr 2010.
Butterfly
player, 4 posts
Half-Elf Ranger
Lv.1
Sun 4 Apr 2010
at 23:22
  • msg #452

Re: OOC discussion

Welcome back, Elric! :)

Meanwhile, to Joe:
While I was tempted to take the spite option, even back when the game was NEW and I was still learning it, I would take the "dual blade" option because you can't get that with a feat. Then I would buy the "Defensive Mobility" feat. Tada! Now I have both class features. I always found the Archer style to be very "what the heck" even when I was learning the game and didn't know what I was doing.

Can't blame you for taking it due to the reasons you gave, but personally if a class feature doesn't feel like a class feature, I don't tend to pick it. Heck... even the dual blade one gives you a bonus feat (toughness) on top of the feature it gives. So I always wondered why Archer style didn't give a class feature like "You get a +2 to damage with ranged attacks" or something.

Hunter Style seems to be an answer to my "Why oh why?!" pleas from WAAAAY back then.

Still went with Prime Shot because, you know, +1 to ATTACK. Damage means nothing if you don't hit, so I'm always about my attack bonuses. XD

Finally, thanks a ton for your weapon and belt choice options for Alexis. I made her in character builder and found I would have to give up my MANY rituals to afford the belt upgrade. So I'll give that and the hammer to myself as quest rewards as we approach Level 11.
Kitau
player, 11 posts
Gnome tempest fighter
Wish I could use 3 swords
Mon 5 Apr 2010
at 04:02
  • msg #453

Re: OOC discussion

I plan to heavily break the rules with Kitau in Shadowfell with my gnome fighter starting with custom 1h axes that have the offhand property.  Anyone else wanting fancypants custom rules / gear / bg benefits / whatever, let me know.
Clarence
player, 1 post
A bear ate my family.
So I returned the favor.
Mon 5 Apr 2010
at 09:31
  • msg #454

Re: OOC discussion

Finally have the Eletor Cast Click update finished (I think).

I don't know what you were considering stats wise for your custom 1 handed offhand axes.  But as a reminder there already exists (as passing conversation suggested you forgot about them)

Hand Axe: Military Melee, +2 prof, 1d6. 5 Gp, 3 Lp, Axe. Off-Hand, Heavy Thrown 5/10.  Once you have magic hand axes, that will increase the Axe time fun with them just returning to your hands after pitching em into someone's face.

  As for Clarence's end, my incredibly overwhelming custom perk! Going from 'Can cast Animal Messenger without components once per day' to 'Can Cast animal messenger, or your free lv 1 ritual without components once per day'.  Which in this case, would be Banish Vermin.
  Because it'd be rather hard to earn a living vermin proofing area 5's worth of places for two weeks guaranteed, when the components cost 10 gp.

Current 'Wishlist' for Clarence. Picking them up one at a time should be doable, if I save their cash.

Defensive Staff +1, lv 2, 520 GP. AV1.
Badge of the Berserker (ever popular). lv 2, 520 GP.

Those ridiculously insane, Claw gloves, lv 4, 840 GP. AV2 (freakin +1d10 damage to targets granting CA when im I'm beast form, from a lv 4 item. As Mr Close blast 3 causing CA Zone while a beast Durtendin approves,.)

For the giggles someday. Bracers of Brachiation, lv 5, 1,000 GP. Because a default climb speed of half my speed is nifty (and damn it, if I can't do the same things a freakin rat can...)
This message was last edited by the player at 10:12, Mon 05 Apr 2010.
Matt
player, 15 posts
I am two things.
A Fighter, and a Fighter
Wed 7 Apr 2010
at 07:40
  • msg #455

Re: OOC discussion

  Was bored, figured I'd run Angel's setup through the Charbuilder to find out what other differences between her sheet as listed and what actual end results would be aside from 'wait, why do they still have more HP than everyone?'.  Came to a facepalm worthy realization.

  No, not the 32 HP.  That's from their BG bonus. (It's just hard to work that into the 'one BG perk works' Char Builder on top of Seducer)

  No, not them lacking the Speed Loader feat which would let them load their crossbow as a free action instead of a Minor (Twin Strike is near unmanageable without it.)  It's much worse than that.

  Angel... Forgot to buy ammo.  We're not so cruel here to say 'oh, you never had ammo/you can't have any even though you have 23 gold still'.  But still kinda funny.

  Everything else is fine though, and at the very bottom of the page past the Table sheet is a listing of 12 gold and 200 bolts.  Angel would have 13 gold with her listed stuff and 200 bolts ;D  I'll make a wild guess and assume that one less gold figured went towards a dagger.

  As ever, let me know if there are any 'oops' moments on my char sheets.
This message was last edited by the player at 08:03, Wed 07 Apr 2010.
Mittens
GM, 245 posts
Paladin of Tempus
(at least for now.)
Sun 11 Apr 2010
at 05:15
  • msg #456

Re: OOC discussion

Netbook got the Virtumonde trojan / virus thing, so no IM for me for a while till I get the darn thing cleaned up.  I think it broke spybot AS it was being installed.  :/
Joe Darkthorne
player, 155 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sun 11 Apr 2010
at 05:30
  • msg #457

Re: OOC discussion

  Dohs, hope salvaging your Netbook goes as well and swiftly as it can.  And make sure to install an Antivirus program first thing once you do, because a spyware checker while handy (and still picks up things my antivirus misses from time to time), isn't exactly an anti-virus program.

  RL bizzarness example: We in the past tried the 'eh, we don't need an Anti-Virus. We'll just run spybot/Super-antispyware' approach.  A virus picked up did fun things like cause German death metal we never had ourselves to play, while our computer went to failtown.
This message was last edited by the player at 05:46, Sun 11 Apr 2010.
Callie
player, 11 posts
Cleric of Sehanine
Lover Halfling
Sun 11 Apr 2010
at 15:46
  • msg #458

Re: OOC discussion

In reply to Clarence's nerdy commentary in Shadowfell Keep:

I actually thought about that. Which is why I made it "dazed" not "stunned"

Dazed: You can only take one action (your choice of Standard, Minor or Move)

Stunned: HA! You can't do anything.

So technically, yes they could do what she wanted. XD Just that they'd be limited. :p
Joe Darkthorne
player, 156 posts
Everyone suspects a Rouge
Few suspect the Ranger
Tue 13 Apr 2010
at 08:57
  • msg #459

Re: OOC discussion

IMPORTANT NOTE IF YOU ARE USING THE CHAR BUILDER: The 'Inherent Bonus' checkbox. It doesn't kick so much as a +1 for your Defenses And Attack/Damage until lv 4. Then it goes from there like a starting at lv 4 magic item. (I confirmed with a mundane weapon, inherent checked on, and checking those lvs).  Though it does also unlock 'mundane masterwork' armor if it's checked on regardless of your lv.
So, lv 4, 9, 14, 19, 24, 29 according to the builder.

So yeah, if you're using the char builder, always 'Add' an up to date Magic Weapon/Armor and amulet of protection into your stuff to properly check your stats (And 'delete' them instead of selling them as you upgrade your freebies).

  On that note, I'll be rechecking the stats of my chars later today/tomorrow.
This message was last edited by the player at 09:08, Tue 13 Apr 2010.
Adam
player, 39 posts
The noblest leader
is the first to bow.
Wed 14 Apr 2010
at 13:02
  • msg #460

Re: OOC discussion

Decided on the following for Adam:
Amulet of Protection +1, Predator's Hide Hide Armor +1, Challenge-Seeking Spiked gauntlet +1, Challenge-Seeking Bastard sword +1

Feats wise:
Human: Beast Protector
Level 1: Human Beast Mastery
Level 2: Weapon Proficiency (Bastard sword)

Challenge seeking weapon, AV2: why the hell bother with equal value but weaker basic magic enhancement weapons any more?

As far as Adam's PAUNCH goes, the spiked gauntlet is just a stand-in for now.  I've decided to make a custom "intelligent" bastard sword that'll grant fabulous powers but I'll introduce that later.  Main idea is that it'll be LIKE a "paired weapon" with the flavor that the second weapon is your FIST.  Stupid game mechanics getting in the way of my char's theme.  >.>
Matt
player, 23 posts
I am two things.
A Fighter, and a Fighter
Wed 14 Apr 2010
at 20:57
  • msg #461

Re: OOC discussion

  Because the challenge seeking weapon, and the other lv 1 but not 'Magic Weapon' ones, don't do extra damage on a crit?
  Challenge Seeking Weapon: Nothing
  Distance weapon: Nothing
  Earthwrought Hammer: You knock them prone on a crit... And that's all it does.

  As for taking too much time with Matt's rituals, Brewing multiple potions would probably take longer if David provided one potion for each person ;D But a convenient 'It's later, everyone is ready' would also work nicely.

  Edit of duh moment: Well, You're already pulling stuff from He-Man, so why not take gimmicks from Fisto too?
This message was last edited by the player at 21:29, Wed 14 Apr 2010.
Emerald
player, 58 posts
Vixen Rogue
Lv.?
Wed 14 Apr 2010
at 21:58
  • msg #462

Re: OOC discussion

For Unity thread:

Strongly considering switching Emmy to "Bard" because skill-wise I would still have access to "can steal your watch off your wrist" thievery, while at the same time I can get rid of "I stab you to death" to replace it with "I sing to you with a magical voice." ....hmmm... which is more Emera-BARD! :) Bard wasn't even out when I made Emmy here on this forum. And I hesitated to switch out her class back when bard finally came out because we were, well, in the middle of fighting. XD

She would not forsake her rogue-like tendencies theme-wise which is what's important, and I can easily start her out MCed into rogue as well. So for the future, that's what I am considering happening as part of her "I'm curious about the arcane" bit.

Also, I will be introducing Liberty. GILANT! I recommend you check out Lib's background. Heh. I had you in mind the whole time. XD

Of course, as I promised Will, Lib is going to be a real tough girl despite "Oh I'm a squishy little psion". I'm finding Telekinesis will actually be quite fun once I'm through with building her. And the tough-girl business will make things interesting. You'll see. ;)

--------

For Ascension:

I'm adding Carla to the team, but will wait until they make it to the place David is taking them. Not sure if you all had any other preferences before I add her.

Meanwhile, Maverick is totally going with getting his parrying dagger to work (I'm pondering going with "Mage's weapon" so I'm magically proficient in it. But since he's already MCed into Blowgun, I can't MC again and thus can't have an arcane power to use with Mage's weapon. Sooo... maybe not. We'll see. oh! I could use that with Emmy. XD ) Anyway, yeah. Parying dagger. Armor? Either just generic magic armor or something that has to do with stealth.

Angel is obvious now. She's going with armor of resistance. Namely resist fire. I was thinking cold at first, but after making the stuff red, I decided on fire to be consistent with that cliche. :)


--------

For Eberron:

I'm going to introduce a warforged. I considered not make an alt on Eberron since I'm running the place, but believe me I'll be fine. My mistake in Ascension was making 2 NPC party members and constantly forgetting them since, you know, they were only NPCs. XD Chris has been doing an amazing job there. Sorry to steal the warforged slot, Seth. Especially on Eberron. But I am guessing since you have 2 of them already you won't mind.


--------

For Forgotten Realms - Loudwater:

Just so happens Loudwater is in Gray Vale, which is the perfect background benefit for Butterfly. So expect to see her shortly after we return to town. Raichel's from Dragon Coast. Suggestions on how and why she's in Loudwater are welcome, but for now, aside from what's already been discussed about these two, this is all I got.
This message was last edited by the player at 22:07, Wed 14 Apr 2010.
Elric
player, 143 posts
Warforged Cleric
Level 2
Wed 14 Apr 2010
at 22:04
  • msg #463

Re: OOC discussion

No problem I could always try out a Shardmind for that storyline, and yes technically Shardminds can use attached/embedded gear since they are living constructs. (Oddly, Shardminds work better as Artificers than Warforged do, go figure (+int/wis) Also Shardminds can make just as good swordmages as Devas can for wandering swordmages.) I've been busy in real life dealing with applications for internships and Graduate Student Assistant positions for the fall. (Some even have a deadline of this Friday so you can see why it's been such a priority for me lately.) Hopefully by this weekend I should be able to post for my army of alts in this game and in Struggle for Hope.
T'shock
player, 1 post
Teen Teifling
Great Sword
Thu 15 Apr 2010
at 06:36
  • msg #464

Re: OOC discussion

Also, thanks to the way Unity is set up now, I feel I can play T'shock too in addition to all my new alts. Life is good.
Mittens
GM, 249 posts
Shifter
change job kupopopo!
Sat 17 Apr 2010
at 07:42
  • msg #465

Re: OOC discussion

Please don't pose your char into the Dark Visions thread until after they've had training and an extended rest.  (i.e. leveled up to level 2)  Reward money and shopping will take place in the Dark Visions thread. have taken place off panel by the time you pose in.
This message was last edited by the GM at 20:29, Sat 17 Apr 2010.
Narrator
player, 133 posts
The Voice
Helping plots along
Sat 17 Apr 2010
at 20:25
  • msg #466

Re: OOC discussion

Liberty:
rumors about the latest investigation into the recently caught criminals being a failure


Liberty:
(OOC note: Considering the urgency Bridget put on there being an outing right after the Mittens spar, I figured I'd insert that she would have been ordered to take a break while another expedition was sent to discover things. While they will bring some information back it will amount to mostly nothing. But it would explain why everyone has been training or what not for a couple days.)


Works for me.  And this ties into the decision I've made to split the hoard of alts into 2 teams on 2 separate threads.  The two teams are Team Unity and Team Dark Vision.  Team Unity will be charged with investigating the mysterious mind bending man who fled toward Southport and whom Liberty heard rumors evaded Unity's first investigators.  Team Dark Vision will investigate the strange visions that the warlocks of the team have been experiencing.

Team Unity:
Freedom (defender), Gillant (defender), Michael (controller),  Eli (controller), Bridget (leader)

Team Dark Vision:
Emerald (leader), Blake (striker), Reverie (striker), Liberty (controller), Mittens (defender), Shale (striker)

Teams were selected on both an I.C. basis and a please-the-players-as-much-as-possible basis.  The Sheriff would want at least one person on each team who's wildly loyal to Unity on each team, namely Bridget and Liberty, and would want each team to have at least one leader and one defender.  Also, since team Dark Vision will not have any official sanction, the more nuisance type chars (from his perspective) will have been put on that team: Mittens the reckless, Liberty the loudmouth, three warlocks, and a likely thief.  He'd rather send the Githyani with Dark Vision because he doesn't trust him, but that would unbalance the teams numbers wise, and Liberty would go flipping insane.  However, if you want to swap your chars around, now would be the time to say so.


Blake:
OOC Style: Rest, THEN we get paid and go shopping? <.<  >.> It's been over a month since I had it posted that Blake already got his shopping/Item crafting dealt with without it being an apparent snag.

Totally missed/forgotten that bit.  And upon consideration, leaving the reward money get and subsequent shopping spree off panel suits me much better.  Scratched out previous OOC statement and replaced with a more let's-get-to-the-action statement.
This message was last edited by the player at 20:46, Sat 17 Apr 2010.
Gilant
player, 69 posts
Githyanki Swordmage
Level 2
Sat 17 Apr 2010
at 20:57
  • msg #467

Re: OOC discussion

It would be amusing if in a controlled environment, i.e. within Unity, that Gilant and Liberty do run into each other. If only to prove the point as to why the two should be kept on separate teams for the time being, as how they behave, or misbehave, could ICly explain why Gilant is not placed on Team Dark Vision but Liberty is.
Mittens
GM, 251 posts
Shifter
change job kupopopo!
Sun 18 Apr 2010
at 04:00
  • msg #468

Re: OOC discussion

*shopping for mittens the paladin*

quote:
Blood Fury Weapon

Often decorated with bloodstones, these blades or axes are favored by dragonborn barbarians.

Level: 3
Price: 680 gp
Weapon: Axe, Heavy blade
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage per plus, or +1d12 damage while you’re bloodied

Power (Encounter): Minor Action. You are considered bloodied for all purposes (including beneficial effects such as the Dragonborn Fury racial trait) until the end of your next turn.



quote:
Razorclaw Shifting

You unleash the beast within and take on a savage countenance.

Encounter
Minor Action      Personal

Requirement: You must be bloodied.

Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.


Soo... 2 minors and poof i get to use my racial power all the time.  i checked, and didn't find this had been nurfed yet.  may as well enjoy it while i can.
Mittens
GM, 258 posts
Shifter
change job kupopopo!
Wed 21 Apr 2010
at 04:14
  • msg #469

Re: OOC discussion

Post 2,000!!!  It's mine!!!  All mine!!!  Bwahahahahahaaa!
Timothius
GM, 129 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 21 Apr 2010
at 16:37
  • msg #470

Re: OOC discussion

It's your place, so that's fitting. Woot gratz! Ding 2,000!
Mittens
GM, 269 posts
Shifter
change job kupopopo!
Sat 24 Apr 2010
at 04:23
  • msg #471

Re: OOC discussion

Mittens:
Fabulous secret powers to me were revealed
When aloft I held my sword with magic sealed


Already had in mind exactly what I wanted as far as Adam's Sword of PAUNCH!  Namely, a re-fluff texted Paired weapon:
Compendium:
Paired Weapon

One weapon suddenly becomes two with startling speed.

Level: 3
Price: 680 gp
Weapon: Any one-handed melee
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.


Why a re-texted paired weapon?  Because a bastard sword is a +3 prof, d10 weapon, where any fist-like weapon, no matter how badass, is lame by comparison stats wise.  So I was thinking of re-texting it to be the following: "Your unarmed off hand becomes a weapon with the same properties, proficiency bonus, and enhancement bonus as this weapon, but doesn't change in appearance."

But that seems just the tip of the iceburg when I recall how awesome He-Man's sword was....  So I started considering what a relic type weapon might grant powers wise.  I came to the conclusion that what I wanted was epic level, and rightly so considering the epic that was the He-Man series, so I figured one of those "gets more powerful the higher the level" type magic weapons would work out best if I wanted to be able to use it any time soon.  So as a frame of reference of how broken I could make the final most uber version of the weapon, I looked up some high level weapons:

Runic Weapon
Property: When you hit with an arcane power using this weapon, you gain temporary hit points equal to the weapon’s enhancement bonus.

Weapon of Great Opportunity
Power (Encounter): Free Action. Trigger: You hit with an opportunity attack. Effect: Deal 6d8 extra damage.

Wave of Sorrow
Property: This weapon deals ongoing 10 acid damage (save ends) on a succesful melee attack.

Dancing Weapon
Power (Daily): Minor Action. You release the dancing weapon, and it hovers near you until the end of your next turn or until you drop to 0 hit points or fewer.
    You can deliver basic attacks and attack powers through the dancing weapon as if you were holding it yourself (including all attack and damage modifiers you’d normally apply).
...    Sustain: Minor. The sword continues to hover and fight near you until the end of your next turn.

Vorpal Weapon (AKA the infinite damage weapon given enough brutal properties)
Property: Whenever you roll the maximum result on any damage die for this weapon, roll that die again and add the additional result to the damage total. If a reroll results in another maximum damage result, roll it again and keep adding.

Lilting Songblade
Power (Daily): Minor Action. Each ally within 20 squares of you gains a +4 item bonus to damage rolls until the end of the encounter. Whenever you or an ally reduces an enemy to 0 hit points before the end of the encounter, the bonus increases by 2.
(Epic Emerald had us over 40 extra damage by the end of the encounter one time...)

And so on...  So I looked up powers that make you buff and found this power I used once when Mittens was a swordmage:
Compendium:
Giant's Might               Swordmage Utility 22

Soaking up ambient arcane power, your body swells and grows. You stand as tall as a giant and are blessed with awesome power.

Daily        Arcane
Minor Action      Personal

Effect: Your size category becomes the next larger one, such as from Medium to Large. You gain a +5 power bonus to Strength ability checks, a +2 power bonus to melee attack rolls, and a +5 power bonus to melee damage rolls.
    If this power increases your size to Large, Huge, or Colossal, your space increases to match the new size and your reach also increases by 1. If there is insufficient room for your space to increase, this power automatically fails.
    This transformation persists until the end of the encounter or until you choose to end it as a minor aciton.


It'd be fun to make something like that as the sword's daily power.  I was thinking of removing the whole "fill 4 squares" bit and the "added reach" bit and keeping the rest which would scale back for the lower levels.  Thoughts?

3: +0 attack, +1 damage and STR checks
8: +0 attack, +2 damage and STR checks
13: +1 attack, +3 damage and STR checks
18: +1 attack, +4 damage and STR checks
23: +2 attack, +5 damage and STR checks
This message was last edited by the GM at 06:17, Sat 24 Apr 2010.
Timothius
GM, 133 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 24 Apr 2010
at 14:33
  • msg #472

Re: OOC discussion

My knee-jerk reaction to seeing you turn a daily utility into a magic weapon was "no", but then I read your more reasonable, less-broken version of the utility and I think it could work. The slide scale works.

I like the idea. And along those lines, I think there should be a special item like that for each of the Ascension characters.
This message was last edited by the GM at 14:36, Sat 24 Apr 2010.
Mittens
GM, 271 posts
Shifter
change job kupopopo!
Sat 24 Apr 2010
at 16:24
  • msg #473

Re: OOC discussion

Timothius:
I like the idea. And along those lines, I think there should be a special item like that for each of the Ascension characters.


by all means!  mittens of course will want something like that song blade, heh.

Lucky: "What about me?"

You'll get summonable barding that make you bold.

Lucky: "Oh.  Right."
Mittens
GM, 272 posts
Shifter
change job kupopopo!
Sat 24 Apr 2010
at 20:46
  • msg #474

Re: OOC discussion

quote:
(Chose Fleeting Spirit Strike as Maverick's Lvl 3 encounter power)


Om Nom Nom Nom...
Wait...  (( http://humor.collegetimes.us/p...om-nom-nom-nom-wait/ ))
Weren't we lvl 2?

quote:
"Well good!" David comments, "We're free to head on out!  But since you all went to the trouble of clearing up my workshop....

(( OOC: Short rest yay!  LEVEL UP!  Everyone is now level 2!  ... ))




Other issue:  Dealing with no-shows.  In the past, when running a table-top story, whether or not the players would show up would be about as predictable as the weather.  Two GMs I know have issues when it comes to trying to figure out what happened to the rogue when the rogue's player didn't show up that day.  Found the following suggestions in the DMG:

Missing Players: How are you going to deal with the
characters of missing players? Consider these options:
Have another player run the missing player’s character.
Don’t do this without the permission of the missing
player. The player running the extra character
should make an effort to keep the character alive
and use resources wisely.
Run the character yourself. Having the DM run the
missing character is extra workload for you, but it
can work. You need to play the character reasonably,
as the missing player would.
Decide the character’s not there. You might be able to
provide a good reason for the character to miss the
adventure, perhaps by having her linger in town.
Make sure you leave a way for the character to
rejoin the party when the player returns, though.
Have the character fade into the background. This solution
requires everyone to step out of the game world
a bit and suspend disbelief, but it’s the easiest solution.
It amounts to hand-waving. You act as if the
character’s not there, but don’t try to come up with
any in-game explanation for his absence. Monsters
don’t attack him, and he returns the favor. When
the player returns, he picks up where the party left
off as if he was never gone.


This was the most successful solution table-top, and unless there's any objection, this is the solution I'll be using for Elric, team Dark Vision, and team Unity.  As illustrated by David the Gnome, even the absence of a healer can be dealt with readily enough, so don't worry about team balance or mechanics.
This message was last edited by the GM at 21:04, Sat 24 Apr 2010.
Mittens
GM, 273 posts
Shifter
change job kupopopo!
Sun 25 Apr 2010
at 00:59
  • msg #475

Re: OOC discussion

Seth pointed out that items don't grant power bonuses and mentioned Staff of Ruin as a frame of reference.

quote:
Staff of Ruin
This gnarled, jagged staff fits the hand of any wizard seeking to devastate her opponent.

Level: 3
Price: 680 gp
Implement (Staff)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d10 damage
Property: Whenever you make an attack using this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus


So removing the daily power idea from Adam's weapon and replacing it with:
Property: Gain an item bonus to athletics checks equal to this weapon's enhancement bonus.
Joe Darkthorne
player, 161 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sun 25 Apr 2010
at 09:28
  • msg #476

Re: OOC discussion

  I'd prefer the 'Passive Mode Familiar Teammate' angle myself as was Red Bold texted (text'd?).  Makes them able to do stuff any time they are around, and we're not the kind of idiots to rant 'you're not pulling your weight why are you also getting exp and items blarg'. A stupid outlook both for being a jerk and because yes, you're so much better off gimping your healer (as is the case for Elric).  RL can be crazy, and makes em able to help just fine when they are around.

  Hope things work out as well as they can for yah RL Seth.
Angel
player, 52 posts
Deceptively Charismatic
Dangerously Optimistic
Thu 29 Apr 2010
at 18:12
  • msg #477

Re: OOC discussion

In response to the recent Narrator post on Ascension, I think the take 10 rules are fine as is, personally. I rolled having partially forgotten about take 10 like an idiot. I think for DCs more challenging than a take 10 can achieve (at least, more challenging than anyone in the given party can manage), the GM should simply call for rolls. So say there is a DC of 20 Streetwise to know that the locals have a superstition regarding snakes. But nobody in the party has a 10 Streetwise, so it would be impossible to manage said DC without rolling. In that case, the GM should call for rolls. Otherwise, we should all default to take 10 when not in an encounter.
Mittens
GM, 283 posts
Shifter
change job kupopopo!
Fri 30 Apr 2010
at 16:04
  • msg #478

Re: Adventurer basic training

Just about any child in our culture would recognize a vampire costume and could list off the powers of a vampire.  They would recognize and list likely powers for fairies, angels, wizards, witches, etc.  They have a pretty good idea what a police officer is, what they look like, and what they do.  So if kids can know fantasy and contemporary classes and power sets, it's silly beyond measure for game mechanics to tell you that it requires some kind of knowledge check to know the most rudimentary things like being able to identify and guess likely powers of clerics, paladins, etc. or to tell you that even an epic level wizard can't identify a 1st level scorching burst spell on sight.  So I'm going to assert that everyone from a seasoned warlord to an NPC child of an illiterate peasant probably knows most of the fluff text in the various DnD books.  For example:

quote:
Wizards are scions of arcane magic. Wizards tap the
true power that permeates the cosmos, research esoteric
rituals that can alter time and space, and hurl
balls of fire that incinerate massed foes. Wizards wield
spells the way warriors brandish swords.


NPC child knows this from stories he's told of wizards.

quote:
Magic lured you into its grasp, and now you seek
to master it in turn. You could be a bespectacled sage
searching for dusty tomes in forgotten sepulchers, a
scarred war mage plying foes with fireballs and foul
language in equal measure, a disgruntled apprentice
who absconded with your master’s spellbooks, an
eladrin upholding the magical tradition of your race,
or even a power-hungry student of magic who might
do anything to learn a new spell.


So on so forth.  Of course, each player is allowed to limit how much their rogue knows about things like "I know the name of that technique!  Tide of Iron!  You must be a fighter, hybrid, or M.C. fighter!" but identifying fluff text related things does not require a knowledge check from the players or NPCs unless the players feel a need for such in a specific case.
This message was last edited by the GM at 16:06, Fri 30 Apr 2010.
Timothius
GM, 138 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 30 Apr 2010
at 16:44
  • msg #479

Re: Adventurer basic training

Common sense applied to RP? What are you THINKING?! XD

Yeah. The "no duh" stuff should be allowed. This is so true, it's a reflex to say stuff like "Bears can really hurt you bad with your claws." Imagine the surprise of whoever says such when the GM pushes up his glasses and says, "*snort* Actually, you can't know that unless you succeed in a DC nature fifteen."

Yeah. Common knowledge stuff should be in. And we are smart enough to know what our characters wouldn't know. Be careful to remember that. For example, if an NPC sees a wizard with leather or better still hide armor, that NPC might mistake said wizard for a druid. Assuming they've heard of druids in their area of the world.

Because, well, another thing to consider is what is common knowledge to some is not common knowledge to others. Everyone knows what a wizard is. But who knows what an invoker is? Maybe religious types. Or a runepriest? And what if you're in a place that's been ravaging the land and dominating the primal to near extinction? The people in that big city might not know ANY of the primal classes. Likewise, a secluded elf forest village might not know such a thing as a Half Orc exists, much less know what a Githyanki is.

And even deeper is stuff like how the Minotaurs worship Kord, but call him by a different name and get furious when other people say he is the same god as Kord, since "Kord is the god of the humans, he's weaker than the Minotaur god!" and such (Real flavor trivia from 3.5)

I'm just saying that along common knowledge, try to add flavor with things we take for granted being challenged by the beliefs and knowledge of others.
Mittens
GM, 284 posts
Shifter
change job kupopopo!
Fri 30 Apr 2010
at 20:54
  • msg #480

More rage against the skill system

http://www.highprogrammer.com/...hallenge-broken.html

http://www.enworld.org/forum/4...ong-lots-tables.html

summary: "the skill challenge system is broken."
"let me check... yep.  it's broken."
Joe Darkthorne
player, 166 posts
Everyone suspects a Rouge
Few suspect the Ranger
Fri 30 Apr 2010
at 20:59
  • msg #481

Re: Adventurer basic training

  Hey. Hey.

  It's DC 20 to know Bears use their claws.  The same DC to know Kobolds use Traps (because nobody knows that, while everybody knows details of kobold culture and worship).  And Dungeoneering knows nothing about things from where they can survive with that skill, but those Wizards need to turn to them to know about the monsters from the Far Realm Arcana tells them everything except about the creatures from it.

  That and again, nobody ever has to make a DC check to know things about Humans even in the most hardcore of 'obey the dice' DC checkathons (Yes I know they are 'common', but Elves who have lived in cities full of nothing but elves their whole life still don't seem to have any problem).  So with or without dice that's not gonna change.  Must come packaged for free with the Common Language everyone gets.  David the Gnome is awesome by the way.

  And yeah, I agree with the majority of common sense stuff.  Though admittedly it is still a bit of a eyetwitch sometimes over 'Oh hey you are a Warlock even though you've done nothing Warlocky beyond your game mechanics' and all but the most basic 'oh hey I know what your class is' kind of thing unless they are announcing it every fifteen seconds or wearing advertisements *cough*Dido*cough*.  Not so much for people going out of their way to avoid labeling.

  Hey, Clarence knows your class Kitau, your class is 'person stabber'.

  Stuff like that is why Joe is a pure Ranger, even though MCing into rouge would have been more sane and widespread beneficial than feat training into thievery.  Not that it helps when he uses thievery skills for, so far, disarming traps to keep people he just met from getting killed.  But for everyone else who determines class at a glance, totally worth it.
  A shooting style Rouge while theoretical possible for that (if wasn't around as an option when I made the ranger switch), still probably would get eyeballed as a rouge instead of a Ranger.

  And yeah, the skill challenge stuff would be less FAIL if there weren't so many case of 'well, either you pull it off flawlessly, or the adventure ends/you die falling off a cliff'.
This message was last edited by the player at 21:06, Fri 30 Apr 2010.
Mittens
GM, 285 posts
Shifter
change job kupopopo!
Fri 30 Apr 2010
at 21:51
  • msg #482

Re: Adventurer basic training

/agrees all around.  Glad you like David the Gnome.  :)

As for the cases of "I'm a cop wearing a cat suit and wielding an axe," I don't think people would catch the "cop" part of that statement at first glance.  Not even with lobster antennae.  So yeah.  Wizard wearing leather and wielding a sword *cough*ParagonMittens*cough* will proooobably not be pegged as a wizard right off.  But after the first scorching burst or three even a houseplant could figure out she's at least part wizard.

Speaking of houseplants succeeding knowledge checks, one of these day's I'm going to make a spreadsheet of DC checks to illustrate how silly they are.  But it's that very silliness that tempts me to stick with the system.  Some day, Kitau will totally arm wrestle a hill giant and win.
Timothius
GM, 139 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 30 Apr 2010
at 21:57
  • msg #483

Re: Adventurer basic training

Hence why DC challenges to know certain things about a specific character makes sense. "DC 20 streetwise, you know Angel's a well-known gal! Oh. You failed? Guess you never heard that news." in the case of information, you either know or you don't. So in THAT respect, the DC challenges make sense. May as well flip a coin, but your high-end focus on a skill means you are saying to the GM and other players, "I really want my character to know that sort of thing."

The thing about humans having no DCs is, I think the book writers are simply failing to provide info about them due to a number of things: 1) the writers are human. So they take this fact for granted and base the whole universe on that, with humans being such a center of said universe that it's obvious everyone knows about them. And 2) If there was a DC challenge concerning humans, it would simply tell you something like "Humans are such diverse creatures, when you meet one they are like a box of chocolates..." seriously. That bit of info would only help an elf in that the elf would be thinking "Oh great. So I now KNOW that I don't know a darn thing about a given human I meet." Higher DC: As if a joke of the gods, the secret of the universe of races is that they are all just a part of being human. Only a part. Humans are all those parts. Elf: "I feel small now."

David the Gnome is so right about humans.

But if the above isn't enough of an excuse for the DC thingy not existing, could always fall back on the DC for humans that I made up a long time ago. Don't ask me to dig it up, I'm too lazy right now.

I agree with Joe about "Oh! You're obviously a wizard!" It makes sense for someone to look at Curivar and assume he's a wizard. But to be honest, until the Sorcerer class was introduced to me, I didn't know the difference in real life. And I'm an adult. In fact, I thought Sorcerer was another term for Very Powerful Wizard. For this reason, I desire to make a table to establish what people know about classes. It won't be an end-all do-all, but will be a good guide to keep in mind. Things on this table will include what one class/race will know about another class/race. With obvious "If you wear this costume, people assume you are class X."

Some classes are somewhat doomed due to everyone knowing them. "He's wearing some armor, carries a gazillion weapons around, and looks like a mini mountain. Yup. He's a warrior (aka fighter)." or "He's holding a nice, big, bow, some arrows and nothing else. I don't care what armor he has on, he's obviously a ranger." But this will be stuff in the chart if I'm clear to make such a chart for clarification.

Lastly, I would invite Joe to make DC challenges for the human race if he, like me, is also too lazy to go digging for the ones I made way back when. XD I'd love to see what he comes up with.
Joe Darkthorne
player, 167 posts
Everyone suspects a Rouge
Few suspect the Ranger
Fri 30 Apr 2010
at 22:47
  • msg #484

Re: Adventurer basic training

  DC 10: Generic Humans are generic.
  DC 15: LoL, Humans have normal vision and no racial abilities.
  DC 20: The realization Noteworthy Humans seem to pick up on whatever they damn want (their lack of class min/max limited options, the extra at-wil, etc)

  May adjust the DC scale of these depending on the scale to even know basic things about non human PC races.
Blake
player, 110 posts
I'm Lawful Good
Wizards.com Said So
Tue 4 May 2010
at 08:47
  • msg #485

Re: Adventurer basic training

  So WTF shocking I must post it here as well as the OOC blurb in the  Blake post.

According to the Wizards.com Alignment test. Blake is....

  Lawful Good

  Up is down, Black is white, Cats and Dogs living together, Anarchy in the streets. What's going on here!? I didn't even pick the blind obedience to Law and Royalty options.  I picked the 'no better than anyone else, I pick and chose laws convenient for me, they can't even pave roads' options.

  Hence the new Profile Blurb to my left.
This message was last edited by the player at 08:48, Tue 04 May 2010.
Mittens
GM, 295 posts
Shifter
change job kupopopo!
Tue 4 May 2010
at 14:39
  • msg #486

Re: Adventurer basic training

Blake:
According to the Wizards.com Alignment test. Blake is....

  Lawful Good


http://cyn.ical.us/media/blogs.../prophet_lol_cat.jpg

http://images.paraorkut.com/im.../l/lol_cat-12926.jpg
Mittens
GM, 304 posts
Shifter
change job kupopopo!
Sat 8 May 2010
at 13:56
  • msg #487

Re: Adventurer basic training

Tim and I both are indifferent to whether Blake posts before or after Mittens in Unity, whatever you prefer.  I probably won't have much of a chance to until Sunday night.
Emerald
player, 75 posts
Vixen Rogue
Lv.?
Fri 14 May 2010
at 03:27
  • msg #488

Re: Adventurer basic training

Took the test a few times for characters of mine. Here are the results:

Emerald: Neutral Good (Wizards agrees with me)
Eli: Lawful Good (Looks like I got him figured right)
Liberty: Neutral Good (Like I said: Almost Neutral, but Good)
Dido: Lawful Good (There was no doubt in my mind)

Maybe I'll run the test again for some others. But for now, those are the Wiz.com results on these chars.

El Edit!

Checking how evil my non-good characters are. Starting with my Unaligned Angel:

Angel: Neutral Good (The test doesn't know her motivation for "good" actions)
Dwynn: Chaotic Evil (achievement unlocked!)
GLaDOS: Lawful Good (She's a pathological liar and I answered as though I was her)

Well that was fun and reassuring. I'd have to know how you answered, Will, but from what I can see, the test assumes some things. Such as you live in a somewhat fair, decent kingdom, have a family who gives a care about you and have a decent community. The test may not be perfect, but I can see where Blake MAY have gotten his "lawful" from. Otherwise, the test is relatively accurate.
This message was last edited by the player at 01:07, Sat 15 May 2010.
Eli
player, 55 posts
Child Prodigy
Future Archmage
Sun 16 May 2010
at 02:02
  • msg #489

Re: Adventurer basic training

After reading Seth's PMs I am left not only wondering why they were PMs instead of just posted on the old Unity thread (Which is fine and all, just wondering why you did it that way, dude. XD ), but also had my memory of the "training sequence" refreshed. A thought came to mind that could be fun to do and I plan to do so for an alt or two:

"training" all throughout the next level. Then, after leveling, wait until another encounter happens and then make the training suddenly come into fruition. For instance: Suppose Emerald is going to choose "Impelling Force" as her Level 3 encounter power. Not saying she will, but suppose she does. Throughout Level 2, I could roleplay her weaving magic to do some minor force type things such as scooting a rock a little (similar to a wizard's cantrip) by singing a song and putting enough effort into it to only do it once every 5 minutes. On top of that, I could show how she flubs the learning of said spell along the way until BOOM! She hits level 3. Then the next time she fights, she musters up what she practiced and by then, she's good enough at it to manage.

Just a thought. For fun. Anyway... off to figure out what I'm gonna do combat-wise so I can write posts at work.
Mittens
GM, 323 posts
Shifter
change job kupopopo!
Sun 16 May 2010
at 02:37
  • msg #490

Re: Adventurer basic training

Love the idea!  By all means!  :)
Elric
player, 146 posts
Warforged Cleric
Level 2
Sun 16 May 2010
at 03:14
  • msg #491

Re: Adventurer basic training

I posted those as PMs as I was wanting Mitten's feedback on the NPC interactions which is why I PMed them to mittens. Once I have the feedback about how the NPCs act/react, the posts will be ready to be posted in the old Unity thread.
Matt
player, 54 posts
I am two things.
A Fighter, and a Fighter
Mon 17 May 2010
at 04:23
  • msg #492

Re: Adventurer basic training

  Due to the wackyness of 'Interrupt your face' with AoO, if it works out that Matt AoO interrupting Warrior 1 who was interrupting Maverick's move, then if Matt's AoO does 13 damage or more (And Matt has +10 damage, Brutal 2 with AoO for a minimum damage of 13), retroactively Maverick gets the Kill shot on Warrior one.

  And I think Mitten's mentioned in passing last night that Matt sploded the Warrior's remaining HP.  So, Maverick gets the first Kill :D  On top of dropping the boss down to 1 hp.
This message was last edited by the player at 04:27, Mon 17 May 2010.
Mittens
GM, 325 posts
Shifter
change job kupopopo!
Mon 17 May 2010
at 13:43
  • msg #493

Re: Adventurer basic training

Matt:
retroactively Maverick gets the Kill shot on Warrior one.


Not sure I follow your reasoning.

Maverick:
(Matt opportunity vs Warrior 3.)
 Dmg: 16.
(Maverick activates magic weapon's daily:)
 Matt gets to use a basic attack on Warrior 3 for bloodying Mav.
 Dmg: 17


Maverick triggered an AoO from the marked war that hit in spite of the -2 from being marked (crit and all that) so Matt gets to smack it one. (Warrior's Mark interrupts even an enemy interrupt, but doesn't stop an attack from landing if the enemy is still alive after getting a hammer to the head.)  Then Mav used a free action to activate his magic weapon which granted Matt a basic melee.  So yes it was thanks to Maverick being a berserker rogue full of rage and spite that the Warrior went down, but Matt was the one smacking it around with the brutal hammer.
Matt
player, 55 posts
I am two things.
A Fighter, and a Fighter
Mon 17 May 2010
at 18:52
  • msg #494

Re: Adventurer basic training

  Ah, duuur.  For some reason my brain grasped Mav's power as giving themselves a Melee basic of REVENGE.
Maverick
player, 66 posts
Master of Stealth
Holder of Grudges
Tue 18 May 2010
at 10:28
  • msg #495

Re: Adventurer basic training

Finally updated Maverick and Angel in Cast list. XD Thankfully, all I'll have to worry about next level is HP and new encounter power.
Alexis
player, 23 posts
Prophisied Nature Girl
Freckly Redhead
Thu 20 May 2010
at 03:56
  • msg #496

Re: Adventurer basic training

It has been so long since we did Eberron, I have to ask again. What in the world were we up to? I didn't know then, asked Chris, and got a vague answer that was so long ago I've forgotten anyhow. I know I'm supposed to GM, but I didn't want to derail whatever it was Chris was trying to plothook us with. >.<

I am confused, writer's-blocked, and otherwise brain splodey when it comes to Eberron.
Beldal Anvilbreaker
player, 24 posts
No thanks.
I don't drink ale anymore
Thu 20 May 2010
at 04:06
  • msg #497

Re: Adventurer basic training

Beldal's excuse for being in city of towers was thus:  In his journey of self-undiscovery he met with a group of Dwarves who didn't know of his family background.  They only know they needed fighters to defend them.  So he joined with them and did well.  They then trusted and respected him enough with the errand of going to far-away city to hopefully secure trade agreement for dragonshards.  Beldal agreed because he liked the idea of being even further away from home.  Plot hook wise... I left it up to the DM to decide "Who would oppose this agreement specifically?"  and  "Would he and his allies have to go on some other entirely unrelated adventure?"
Mittens
GM, 335 posts
Shifter
change job kupopopo!
Sat 22 May 2010
at 21:56
  • msg #498

Re: Adventurer basic training

On starting gold:

To account for how very much more value in gear the characters would have had if I wanted to put the effort into awarding gear the traditional "treasure parcels" way, (32,000 gold for starting at lvl 11 vs. 58,795 gold for looting stuff from lvl 1 to lvl 11) I've been persuaded to increase our chocolate rations by 50%.

In other words the old formula for gold was: (level -1)+(level -1)+(level)+(level +1)

The new formula is: ((level -1)+(level -1)+(level)+(level +1))*1.5

Posted a handy dandy table in house rules thread.  Any objections?
This message was last edited by the GM at 01:39, Sun 23 May 2010.
Blake
player, 116 posts
I'm Lawful Good
Wizards.com Said So
Sun 23 May 2010
at 01:46
  • msg #499

Re: Adventurer basic training

  *does some math, lv 2 peoples get 2880 instead of 1920 then, does some stuff in char builder*

  So, yeah.  520(420 if you consider starter cash) Gold profit compared to old '2k reward and free +1 item' people.

  I'm gonna have to go with yes.  A lower 1.25 multiplier would give lv 2 people 2,400 (2k, a lv 1 item, and some change), so even if you wanted to lower to that, most of Team Unity would still come out slightly ahead.

  I'll be fine with *1.5, or *1.25 even because I can get what I had before (which included ritual bits and a starting pile of components).  So all I'd need to figure from there is if I want to keep the vicious rod, or change it to a Rod of Corruption.

  Rod of corruption effect is yay, but it's also a potential headache for GM, may stick with Vicious or a diff rod for that reason.
Mittens
GM, 340 posts
Shifter
change job kupopopo!
Wed 26 May 2010
at 02:59
  • msg #500

Diagonal Movement

Diagonal Movement

Rules that apply for PCs apply for monsters.  This can become a very important topic if it only takes 2 monsters to pin a PC into a corner.  Here are the rules as written:

PHB 283:
Diagonal Movement
Moving diagonally works the same as other movement,
except you can’t cross the corner of a wall or another
obstacle that fills the corner between the square you’re
in and the square you want to move to. You can move
diagonally past most creatures, since they don’t completely
fill their squares
.


PHB 284:
OBSTACLES
Like difficult terrain, obstacles can hamper
movement.
✦ Obstacles Filling Squares: An obstacle such as a
large tree, a pillar, or a floor-to-ceiling wall blocks
a square entirely by completely filling it. You can’t
enter a square that is filled by an obstacle.
Corners:When an obstacle fills a square, you can’t
move diagonally across the corner of that square
(page 283).


The key to determining if you can diagonally pass by a square rather than have to go around it is whether or not the corner of that square is filled.  Refer to the following for the journey of Fleeing PC through the diagonal hall of DOOM!

http://spreadsheets.google.com...W51YlVTRUE&hl=en

The first step is past some difficult terrain.  No prob.  Don't even need to spend extra movement even if it's a perfectly square sheet of ice on the ground.  Step two had to be south for obvious reasons.  Can't enter enemy spaces.  Step three, still no prob.  Step four you're passing between two chairs or a pile of rubbish and some brambles, whatever.  They don't go from floor to ceiling and more importantly they don't fill the corners from floor to ceiling.  Still in good shape.  Step 5 you have to get between a round pillar and a puddle of water.  No prob, neither fill the corners from floor to ceiling.  Step 6, large gelatinous cube fills the corner from floor to 10' high.  Yeah... HAVE to step around that the long way like any other wall.  Step 8 get between a goblin and a campfire.  No prob.  Step 9, between two kobolds.  Still no prob.  Step 10...  between two ROUND pillars that don't FILL THE CORNERS of their squares.  Yeah, you might rub your shoulders on them as you pass, but you still pass at full speed.  Step 11.  Yeah.  No way you're getting through THAT diagonally.  You have to go around.

So in short.  Right hand examples.  PCs and Monsters who aren't cubes that fill square corners don't block diagonal movement.  Examples show how normal non-square PCs and monsters can interact.
This message was last edited by the GM at 03:20, Wed 26 May 2010.
Joe Darkthorne
player, 189 posts
Everyone suspects a Rouge
Few suspect the Ranger
Fri 28 May 2010
at 21:00
  • msg #501

Re: Diagonal Movement

Errata for Endurance: It asks you to replace the table on page 185 with such.

Task:
Endure Extreme Weather: Base 15
Resist Disease: Varies (thankfully, they lowered the DC of a lot of things like filth fever and 'your brain asplode from sladd' stuff)
Ignore hunger(after 3 weeks): 20+5 per day
Ignore thirst (after 3 days): 20+5 per day
Hold breath (each round after 3 minutes): 20+5 per round
Hold breath (maintain in a round you take damage -.-;): 20
swim or tread water (after 1 hour): 15+2 per hour.

Yeah, that kid's gonna be fine, even in the land of lethal game mechanics.

Also, right under that errata (not sure if this is higher or lower than it used to be), Insight:

Task:
Sense motive, atticutes: 10+half targets lv.
Sense outside influence: 25+half effects lv (-.-;, yeah, as if anyone can pull that off)
Recognize effect as illusory: 15+half effects lv.

That last one would possibly explain further how Gale's thing got so easily seen through, unless Gale's power came with it's own DC listing.

Annoying errata detail.  Sometimes the most recent ones don't have any of the older rule changes in them -.-;  That most recent may one? the only one listed when you click 'rules updates'? That doesn't have any of the old stuff.  I had to look at my March2010 update for those... (I a few seconds after this checked the update archive, and saw the 'Compiled Archived Update' is now dated for the May one, so grabbing that).

Also, deliberate rolled Perc check is ze MINOR action instead of Standard, yay.  So can Take-Ten Perc for Traps and Standard Disarm in a single turn.
This message was last edited by the player at 21:15, Fri 28 May 2010.
Mittens
GM, 347 posts
Shifter
change job kupopopo!
Sat 29 May 2010
at 03:25
  • msg #502

Re: Diagonal Movement

So... they made the DCs HARDER then.  Hunger used to be 10+days, thirst used to be 15+days, hold breath used to be 10+, and so on.

As for converting the danger of trying to rescue a tied up child from freezing cold water.  He's fine from hypothermia for the next 10 minutes, BUT...

When you first go into extremely cold water there is this weird response called a cold shock response. People start to hyperventilate immediately. For one to three minutes you breathe very fast and deep, uncontrollably. If you go underwater, you could swallow water and die. …I can't tell you how often this occurs but it's certainly a very real phenomenon. Once that response goes away, you're fine…for awhile.

Generally, a person can survive in 41-degree F (5-degree C) water for 10, 15 or 20 minutes before the muscles get weak, you lose coordination and strength, which happens because the blood moves away from the extremities and toward the center, or core, of the body.

This is the river he fell into: http://tabletopstrategist.com/...frpreview_lwater.jpg

I rolled him an endurance check for resisting this effect, and his total would have been a 9 at best.  He inhaled water and is drowning.  He'll be DEAD dead (i.e. need a ritual to revive him) within 10-15 minutes, but that's plenty of time for someone to hold him upside-down to empty his lungs and use a healing spell on him.  As for what kind of DC checks the HEROES need to roll to rescue him, here's what I figure:

- DC 15 Endurance to resist the gasp reflex when diving into frigid water.
- DC 10 Athletics to swim/tread said water without any attempts to rescue anyone.
- Minor action to grab sinking child plus DC 15 Athletics to swim/tread said water with said drown child in your arm.
- DC 20 Thievery and standard action to somehow hook said child onto the blunt end of your greatspear (while presumably already having succeeded athletics check for swimming/treading said frigid water) without dropping child or spear into the deep.
- DC 7 Athletics and minor action to lift kid-kabob to the pier without anyone else's help.
OR
If swimming-with-child check is successful, no DC check needed to use a standard action to lift child to ally waiting on pier. (Presumably Raichel will have a minor action left to pick him up.)
This message was last edited by the GM at 03:31, Sat 29 May 2010.
Mittens
GM, 348 posts
Shifter
change job kupopopo!
Sat 29 May 2010
at 04:31
  • msg #503

For giggles pre-emptive DM ruling

Say you're running from a bunch of goblins with a 10' wide pit in front of you.  Your movement speed would take you to the EDGE of that gap if you double move.  On your next turn, you'd have to take an athletics longjump check without the benefit of a running start because you don't have 2 squares of movement preceding it on that turn.  NOT SO!  I will count the previous turn's movement toward this turn's athletics check.
Elric
player, 156 posts
Warforged Runepriest
Level 3
Sat 29 May 2010
at 15:43
  • msg #504

Re: For giggles pre-emptive DM ruling

Carrying over movement from the previous round like that makes sense since otherwise they have to stop 2 squares before the pit which makes no sense and could be risky or burn and action point. But that is why mobility is so important in 4th edition, as opposed to 3 and 3.5 where you just got in something's face and typically stood still doing full attacks till someone dropped.

Also how long till the Eberron game get's back on track with the GM figuring out what the plotline is?

Also a reminder in case it does come up as I duno what the kid's hp total is, if someone is reduced to 0 or fewer hitpoints if they are healed they are considered to have 0 hp prior to the heal. Thus for example if the kid is at -1 hp, and Elric uses Rune of mending and ends up with healing the kid's healing surge value +4, then the kid has 'healing surge value+4' hit points.
This message was last edited by the player at 18:03, Sat 29 May 2010.
Mittens
GM, 350 posts
Shifter
change job kupopopo!
Sat 29 May 2010
at 21:09
  • msg #505

Re: For giggles pre-emptive DM ruling

Elric:
Also how long till the Eberron game get's back on track with the GM figuring out what the plotline is?

Also a reminder in case it does come up as I duno what the kid's hp total is, if someone is reduced to 0 or fewer hitpoints if they are healed they are considered to have 0 hp prior to the heal. Thus for example if the kid is at -1 hp, and Elric uses Rune of mending and ends up with healing the kid's healing surge value +4, then the kid has 'healing surge value+4' hit points.


Don't know 'bout Eberron.  I've occasionally twisted Tim's arm, but he seldom has enough time to even keep up with the other RPs he's got going on.  Still his go in Faction even.

As for how frail an NPC child is, this is what they say of the adults:

FRCG pg 8:
The townspeople have 10 for all their defenses and are killed if hit.


I'm not going to be picky about rules when it comes to helping citizens or even keeping enemy minions alive.  By picky, I mean: technically if an NPC goes to -1 HP, (practically guaranteed if they fall 10') that's enough to be DEAD dead according to PHB 295 "When you take damage that reduces your current hit points to your bloodied value (implied: OR MORE) expressed as a negative number, your character dies" rule.  I think most monsters and NPCs are presumed to have 1 healing surge because I remember somewhere that they can use a second wind 1/encounter, but what's 1/4 of 1 hp?  Never mind that the child failed his endurance roll, has been mistreated for a long time, drown in a frozen river, and all the above rules and such are for ADULT npcs.

I'm not going to be picky about these rules.  A heal check to "stabilize the dying" (mouth-to-mouth) would be sufficient for me to at LEAST give the kid a 50/50 chance at living,

phb 295:
HEALING A DYING CHARACTER
✦ Regain Hit Points: When you are dying and receive
healing, you go to 0 hit points and then regain hit
points from the healing effect. If the healing effect
requires you to spend a healing surge but you have
none left, you are restored to 1 hit point.


for them to be restore to 1 HP, as would administering a healing potion, using a healing power, or anything else that requires someone with negative HP and 0 healing surges to spend a healing surge.  Timothius burned his lay-on-hands to save a DEAD dead NPC earlier.  Spending his own healing surge to grant HP made it easier to bend the rules in his favor at the time, but I repeat, I'm not going to be picky about these rules for everyone else.

Within reason.  If there's no way in heck modern medicine could save someone, like, beheading, then I'd require a full-blown raise dead ritual, but even that has it's limits: "You can’t restore life to a creature that has been petrified or to a creature that died of old age."
This message was last edited by the GM at 23:27, Sat 29 May 2010.
Elric
player, 157 posts
Warforged Runepriest
Level 3
Sat 29 May 2010
at 22:52
  • msg #506

Re: For giggles pre-emptive DM ruling

I was planning to use Rune of Mending on the child.
Mittens
GM, 351 posts
Shifter
change job kupopopo!
Sat 29 May 2010
at 22:52
  • msg #507

More DM rulings

I remember somewhere WotC said of push powers, "When your power says you push the enemy 3 squares, that means you can CHOOSE to push them 3 squares, OR 2, OR 1, OR not at all."

In the same way you can pull punches with powers that should logically turn someone into a charred skeleton and instead KO them, you can also pull punches with your powers in other ways.  For example: If the power says "they take 5 ongoing damage save ends" you can choose to make it 4 ongoing, 3, 2, 1, or 0.
Elric
player, 158 posts
Warforged Runepriest
Level 3
Sat 29 May 2010
at 22:54
  • msg #508

Re: More DM rulings

I'm familiar with those rulings, although in the case of ongoing dmg it's typically used as 'the full damage' but have it stop ticking if it would kill the person if your wanting them alive but incapacitated just like with any other source of damage.

Such an improvement over 3.5 with 4 being able to pull punches for subdual without any 'penalty' since in 3.5 it was such a hassle, especially for magic users.
Mittens
GM, 352 posts
Shifter
change job kupopopo!
Sat 29 May 2010
at 23:11
  • msg #509

Re: More DM rulings

Mittens: on the WotC rulings... would you be able to dig up where they said "you can end an enemy's ongoing suffering as a free action?"
Elric: it's the 'yuo can choose to have your attack not kill the target rule'

the damage would still occur but jsut be 'subdual' which means nothing once your at negative as subdual can't kill you

mittens: phb 295

i understand it to mean "when YOU reduce an enemy to 0 or fewer hp you can choose to KO them."
as opposed to when "your POWER's ongoing damge" does so."


Elric: your ongoing dmg is still attributed to you
if your ongoing dmg drops a mob effects that trigger when you drop a mob are still triggered


Mittens: right

ok.

i'll update my ooc


So you don't have to pull punches for ongoing damage if you want to keep an enemy from dying.
This message was last edited by the GM at 23:16, Sat 29 May 2010.
Alexis
player, 24 posts
Prophisied Nature Girl
Freckly Redhead
Sun 30 May 2010
at 17:22
  • msg #510

Re: More DM rulings

About Eberron, sorry but my heart wasn't in it last night. Was feeling bad about something and decided I'd work on other stuff as a result. I have to work Tuesday on a shift where there are no patrols, so chances are I can work on it then. Sorry for the delay.
Dido
player, 45 posts
With a hammer I serve
The Heavy Metal Dragon
Tue 1 Jun 2010
at 20:13
  • msg #511

Re: More DM rulings

As a side note, I'm realizing it's kind of a bad thing Mittens knew ahead of time about the dragon in Shadowfell Keep RP. Yes, it seems like giving the players an advantage ahead of time, but as shown from the past however many posts, it would mean RP-wise, everyone would have to be either insane or Leroy Jenkins (Same diff) to charge on to the next room immediately. Just something for future reference for GM; warning your players they are going to die? Good. Telling players "I recommend using dailies"? Also good (and fun!). Warning about a dragon when you thought you were only fighting kobolds? Came real close to derailing plot (Dido refusing to put anyone in that much danger and simply marching out to get reinforcements). So while it was fine now, just inserting this thought that the dragon was meant to be a surprise (I remember thinking "WOAH! We're fighting a DRAGON already?" when I first faced the dragon) and I kind of had to make Dido and Callie both act a bit out of character to keep the plot from derailing. Not complaining, just saying.
Alexis
player, 25 posts
Prophisied Nature Girl
Freckly Redhead
Tue 1 Jun 2010
at 20:14
  • msg #512

Re: More DM rulings

Also, I was mistaken about Tuesday. My shift is Wednesday. I even showed up at work today and had to turn around and come home. XD
Timothius
GM, 167 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 1 Jun 2010
at 21:02
  • msg #513

Re: More DM rulings

This week is "No Tim online" week! Remember that thunderstorm knocking out my internet for my main PC? Yeah. It must have fried the card 'cause I haven't been able to connect with Mr MMO ever since. Weekend, as always, was work, so didn't have time to do much of anything. On top of this, my mom has been on a crusade for purging things from the attic and basement. Which, even if I wasn't ordered to take part, is generating work for me just from what she accomplishes anyhow. "I need you to take these 5 boxes full of junk out to the car so I can take it to Salvation Army" "I need you to throw out these 4 black bags full of trash" "There's 4 boxes in the hallway full of your stuff. Sort them and find a place for them." etc.

Monday, I had to go pick up David from the airport. Thankfully, he's here to stay so this MIGHT be my last time having to make a 3-hour round trip with the car. We went to see Prince of Persia because it was Chris' last day off before he has to work a month straight with a shift inconvenient for movie-going. I am convinced I have to go to work Tues morning (8AM - 4PM), so I went to bed early. Got up Tues morn (Today), went to work "Nope. You come in TOMORROW, not today" turn around, go home, hang out with David. Come home, try to catch nap, fail, and now as I write this, there are STILL 4 boxes cluttering up the hallway. I could go to Walmart and buy one of those wireless network USB thingies, but this 4 boxes business is guaranteed to come up at the most inconvenient time of all if I don't do it now while I have time and Chris is away at work.

Tomorrow, I work. Will have no vehicle after that due to 4 people going 4 different directions with 3 cars (Me to work at 8, Dad to work at 1, Mom to appointment sometime in there and Chris to work at 4:30 which is exactly when I get home, which was a nice big "F you" to plans to hang out with my friend Rick at work). So Walmart is out tomorrow, but David will wanna hang out. Which leaves Thursday. Don't know what will happen on Thurs, but if I don't have internet on my main comp by then, I will be seriously down between that and the fact I have been tugged in all directions all week. Even currently, as my recent post on Shadowfell shows, I'm burned out and can't RP worth a rat's rear end. I may come up with something at work tomorrow if I'm lucky, but I'll more likely work on the music I was asked to write for someone's podcast series.

Brand new computer. What really really REALLY pisses me off about this is Chris informing me that anymore, computers come with all the parts FUSED to the MOTHER-EFFIN'BOARD! So if one, tiny part of your computer is zonked, TOO BAD! You have one or two slots and better pray the one part is the only part you'll have problems with. I guess this is the main thing that's been really ticking me off lately, but everything else compounds it. I *have* been having fun and relaxing and enjoying myself in-between these immense annoyances, but it's like coming up for air after swimming in flaming tar. I don't know what Thurs will bring, but I doubt I will be able to get online and even if I can, I doubt I will relax. But if by some miracle, the USB thing works out to be as fast as the old connection (YEAH RIGHT!), I might manage to be calmed before hopping back into the tar via "Haha! There went your week, weekend is here again!" annoyance.

You may be asking yourself: "How is Tim posting then? Or sending email for that matter?" Well I *could* use my laptop, but I'm currently using my dad's computer because pulling out my laptop and setting it up is like using my old computer, but with extra effort involved. I don't feel like explaining why, you'll just have to take my word for it that it's literally an act of aerobic exercise, but my access to my dad's computer (Farthest thing from a gaming PC, not that it'd matter) is very limited.

So yes. Online time with Tim will be minimal at best. And if I come online, I apologize ahead of time if I'm touchy or short-fused.

I had meant to send this as an email, but just as I hit the send button, a nice big middle finger came up and said "Gmail is experiencing technical difficulties", so I'm posting the rant here. Sorry, Seth. Was originally only going to burn poor Will's ear with this. >.>
Elric
player, 160 posts
Warforged Runepriest
Level 3
Tue 1 Jun 2010
at 22:31
  • msg #514

Re: More DM rulings

I understand, also a solution to the everything is integrated into motherboard for at least network, video, and sound, you can use add-on cards to replace or supplement the motherboard integrated ones (AMD/ATI has a method to hybrid an integrated motherboard video card with a plug in video card in a Crossfire hybrid setup)

But ya low end computer use low end parts which really aren't all that reliable for long run so you can only hope they are under warranty when they do fail. (That and most pre-assembled computers use minimal power supplies so plug one additional component in and it becomes unstable due to insufficient power.)
Mittens
GM, 357 posts
Shifter
change job kupopopo!
Wed 2 Jun 2010
at 02:59
  • msg #515

Re: RL rant

I'm glad we managed to squeeze in Prince of Persia.  Much fun.  Nya for lack of nap.  Wrinkles.  If car is available when I wake, will flap haz to Wal-Mart 2 stinge wireless usb thingy and test it out since it's likely I'll have little else to do while you're at work.  If it makes lack of PC internet any less annoying knowing this... not like there was time to play MMOs or even MUCKs these past several days.  Think your comp will still be under warranty for the next few days if worse comes to worse.

As for dragons being in a level 1 mission...  Yeah.  We've played through this scenario how many times and nobody has EVER bothered to interrogate the kobolds before now!  They were too busy shooting each other or charging the next room as fast as possible.  If Lucky knew ahead of time he'd be facing a stomach room full of tentacle monsters and floor teeth, he may have tried to cripple Adam to keep him from going in.  "Sorry, Adam, but rescuing two dozen orcs aren't worth it to me to lose you."

Dragon.  At level 1.  Yeah.  >.>  Even Mittens isn't THAT crazy.  She's thinking, "If it's a very very small baby dragon, maybe.  We'll probably have to wind up running, but worth investigating to at least have something to tell the local village..."
Joe Darkthorne
player, 193 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 2 Jun 2010
at 03:21
  • msg #516

Re: RL rant

  As ever, hope the crazy in your RL goes as well as it can.

  DnD wise A large part of it also isn't helped by...
A) Having a survival instinct would mean no adventurers at all.
B) Official adventure materials seem to desire TPK, and ensuring you charge in blind to things such as Dragons or Stat Buffed Gelatinous Cubes or Etc.  Any and all attempts to avoid ambushes, let alone set them make the universe as writers intended cry.
Not to mention the completely flagrant signs they don't want to play fair.

  Again, Lv 2 trap. Level SEVENTEN HARD DC to even NOTICE it's control panel, Level between 12 and 13 to notice the Trap.  If the written Materials had the 'yeah, DC's should be 5 lower' errata applied to it, then it would be a level 10ish Hard DC to notice the control panel.  If you further factored 'oh, don't add +5 DC for things involving skills', it would then be, finally, lv's 1-3 Hard DC of 15. (Yes, original flavor mechanics meant that all skill challenges were +10 more difficult than they should be)

  Chris already has enough to deal with without needing to troubleshoot for homicidal module design though.  And even then, they throw us moments of sanity to try and help us through em.
This message was last edited by the player at 04:56, Wed 02 June 2010.
Timothius
GM, 168 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 2 Jun 2010
at 11:01
  • msg #517

Re: RL rant

All true points. You have to understand where I'm coming from... monsters have almost never been a concern. At one point, a friend of ours GMing for us threw monsters that were 5 levels above us and we creamed them. Traps are basically "Haha I'm a monster 10 levels above you AND am invisible" and in some cases, you have to just somehow know to look for them.

Traps have always been outlandishly monstrous. 4.0 didn't make them that way, they've been that way since the beginning. They are what made "The Tomb of Horrors" so horrifying. Not the monsters. People aren't afraid of some zombies and a floating skull with gems for eyes. No. They are afraid of "Oh look! A nice little crawl-through tunnel to get to the next roo-" GM: "YOU'RE DEAD! Sphere of annihilation!" (For those who don't know, sphere of annihilation is an INVISIBLE ball that literally vaporizes anything that touches it. And it stays there, so poking it with a stick won't take the sphere away, it will just vaporize the part of the stick you used to poke it.)

So yeah... I agree traps in this game are >.> !! but monsters are kinda "whatever" to me due to my experience with the game. Anyway.. gotta head off to work! Take care!
Joe Darkthorne
player, 196 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 2 Jun 2010
at 20:30
  • msg #518

Re: RL rant

  Hey now, that floating skull

Spoiler text: (Highlight or hover over the text to view)
sucked out one soul per round.
  But that was only if you survive all the traps to reach it in the first place, yeah.

  And again, so glad Joe is an Archer Ranger.  Because it means they have a shot in hell at pulling off the find part of the traditional 'find and disarm traps' Rogue job.  Considering perc is Wis based and Rouges have no reason at all to pump Wis.

  Good luck with the work and RL shenanigans.
This message was last edited by the player at 20:31, Wed 02 June 2010.
Beldal Anvilbreaker
player, 26 posts
No thanks.
I don't drink ale anymore
Sun 6 Jun 2010
at 04:43
  • msg #519

Re: RL rant

choosing PHB battle captain for beldal's paragon path.  yay push powers to go with big hammer!  :)
Reverie
player, 57 posts
Lover of Stars
Poet
Mon 7 Jun 2010
at 04:34
  • msg #520

Re: RL rant

Do not let Reverie's post fool you, guys. I'm not posting out of turn. Just responding to Mitts quickly as per the whole "stop taunting me with challenges"

Fear not, Mittens. You will know fear soon enough via spar with Reverie!
Mittens
GM, 377 posts
Shifter
change job kupopopo!
Wed 9 Jun 2010
at 05:39
  • msg #521

Re: DC check fun

Extremely low modifier DC check table.
Skill Level Example Has a 5% chance to succeed
-5 A lvl 2 zombie minion's Arcana or History skill 9th lvl Moderate DC 14
-4 A lvl 2 zombie minion's Streetwise or Intimidate skill lvl 1 Hard DC 15
-3 A lvl 2 rat swarm's History skill 10th lvl Moderate DC 16
-2 A lvl 2 zombie minion's Acrobatics skill 6th lvl Hard DC 17
-1 A lvl 2 zombie minion's Perception or Nature skill 15th lvl Moderate DC 18
0 A lvl 2 Gnome Lurker's Athletics skill 9th lvl Hard or 30th lvl easy DC 19


For giggles.  A rat swarm could have a chance to know that Israel Bissell made a more impressive midnight ride than Paul Revere.  A zombie could walk a tightrope in the rain.  And a gnome thief could give a goliath wearing platemail and full gear a piggy-back ride.
Timothius
GM, 170 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 9 Jun 2010
at 20:11
  • msg #522

Re: DC check fun

Personally, while it's nice to have guidelines and all, AND can even be funny to say stuff like "Callie rolled a 1 on History for Cross's axe. She doesn't even know what an axe is." and all, to really boil it down, I like to go the loose rules route with DC checks. For example, in "Deep Fantasy" (A paragon forum I'm on), I had the players roll perception checks. I looked at their checks and went "OK. 20, 22, 28, 31, 32, 37. Then the DC to notice is 25. The DC to know what kind of sound it was is 30. 35 gets some bonus like knowing what made the sound."

No really. That's how I did it that time around. I didn't decide a DC ahead of time. It was more to see who was more attentive than who. And then rewarding accordingly. Most times, I'll come up with a DC like 20 or 25, but the idea is not to have a set definite measuring stick. The system is broken. So you have to make your own system. And mine is simple; make a DC depending on how I, the GM, want the story to go, etc.
Mittens
GM, 380 posts
Shifter
change job kupopopo!
Wed 9 Jun 2010
at 20:14
  • msg #523

Re: DC check fun

3,001st post!  You beat me to 3,000.  :P
Joe Darkthorne
player, 198 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 9 Jun 2010
at 21:12
  • msg #524

Re: DC check fun

  Considering that custom scale seems to by default have 'hey, someone noticed' even when the DC ends up waaaaaay past the level range (as usual in official writing), then it works out pretty good.  Though that only works for things like group perc/insight checks.

  Things go <punhell>downhill fast</punhell> if it's applied to a climb check the party needs to manage, for example.
Emerald
player, 83 posts
Vixen Rogue
Lv.?
Tue 15 Jun 2010
at 00:56
  • msg #525

Re: DC check fun

So Chris brings up something OOCly that should be addressed. He mentioned that a while back, Seth and Will were upset over the concept of their magical gear being taken from them. So Chris goes "Fine. You are innately magical." then came "But that's not enough, my magic gear and such is worth money." So Chris goes "Fine, you can't be stolen from. All gear is magically enchanted such that it can not be removed by anyone but the wearer."

I apparently missed out on this conversation or something. I knew about the innately magical bit, which is fine and all, but honestly in all the time I've played DnD I have not seen gear taken off anything but a corpse. Today at 1:47 AM, I changed that fact. Emerald stole Mitts' sword from under her nose. Again, because I didn't know about this "nobody can take your stuff ever" rule. Which is, unfortunately, an Emerald thing. So, not knowing this house rule, I looked up the thievery rules in PHB and found the DC to steal is 20 plus your target's level. Which is an amazingly high DC already that I would barely meet with a take-ten as mentioned in my post. Chris, knowing I'm not out to abuse such powers and that I'm just out to have fun, let me do that without even having asked him. In his latest post, he added something about perception and I'm trying to figure whether that's better than or worse than the DC mentioned.

It seems fair and all. But I want to know how people feel about the fact Emerald can and likely will steal things from people, though she usually has a reason and isn't a kleptomaniac. Her entire thievery skill is not for trap disarming and only slightly for opening locks, but rather, her skill is all about stealing. A master pick-pocket. I didn't go as far on her thievery as I did on Mav's stealth because I figure there are maybe one or two other thieves who are even better than she is, but I do build most of my characters entirely based off RP with little and sometimes no thought to min-max (rarely, admittedly). Chris let me do it this time, so this isn't me complaining. This is me worried what may happen in the future. And I want to make sure we all agree on something concerning this before it blows up in anyone's face.
Mittens
GM, 391 posts
Shifter
change job kupopopo!
Tue 15 Jun 2010
at 01:00
  • msg #526

Re: DC check fun

Important detail:  Emerald will be returning Mittens' sword... riiiight?
Emerald
player, 84 posts
Vixen Rogue
Lv.?
Tue 15 Jun 2010
at 01:04
  • msg #527

Re: DC check fun

Some MMO terms:

PK = Player Kill. The act of killing a player.
KS = Kill Steal. The act of stealing a monster by killing them before another player can.

Or, in Emerald's case, stealing another player's ability to PK. So Emmy will return the sword, sure, and Mittens will not kill other players. riiiight? :p Of course she won't. And of course Emerald won't be stealing from allies to give to herself.
Joe Darkthorne
player, 200 posts
Everyone suspects a Rouge
Few suspect the Ranger
Tue 15 Jun 2010
at 02:37
  • msg #528

Re: DC check fun

  Fun Errata Fact. They adjusted that to DC 20 + Half level (like many things of DC + level were), -10 penalty if in combat (which Mittens and Emmy aren't).  However it also says in PH1 original flavor that you can steal a small object, exampled as a purse or amulet (the latter which does count as Magic gear, the former being, well, your wallet) that target isn't holding (and I'd assume, wearing).

  So, regardless you couldn't have stolen Mitten's sword anyways.  Though the rules don't protect us implement (outside of staff/weapon implement) users from having our oucher taken if it wasn't for that house rule (I now wonder how many arrows can be stolen at once in normal circumstances?).

  Back to your original intent, you and Mittens okayed this current situation.  We're all aware of the fortunate fact none of us are jerkfaces who would abuse such things anyways (Joe is lacking the insane dex+thievery bonuses Emerald has anyways ;D )so I figure this, and probably future instances of PC's doing such shenanigans can work out.

  I would nerdrage at NPC's doing such to us in future, but I figure any cases of it that do turn up will be cases sanctioned by professional adventure writers, if any.
This message was last edited by the player at 02:40, Tue 15 June 2010.
Elric
player, 163 posts
Warforged Runepriest
Level 3
Tue 15 Jun 2010
at 04:43
  • msg #529

Re: DC check fun

Well someone who tries to steal a swordmage's sword will find out that it is pointless as the swordmage will just summon it back. And good luck trying to steal from a warforged that is carrying items inside attached or embedded containers as they can't even be opened, let alone removed or having an item within them removed, without the warforged's consent as long as the warforged is conscious given the nature of attached and embedded items. It would be like trying to steal someone's hand.
Emerald
player, 85 posts
Vixen Rogue
Lv.?
Tue 15 Jun 2010
at 04:57
  • msg #530

Re: DC check fun

While there is no way to argue about the Warforged points (The scene in Robocop 2 when he had his limbs stolen comes to mind), the swordmage point brings up an interesting question. The sword does not teleport. It flies. So if the sword is being weighed down, how much weight before it can not come to you? If I apply the rules in their technicality, the sword could be weighed down by the mass of the world concentrated in one spot and still fly to the hand of the swordmage no problem. Which brings up cheats that make the rest of DnD's brokenness look fixed. However, if weighing down the sword actually has an effect, then Emmy's weight alone is likely to keep the sword from simply returning to the owner's hand. Especially if Emerald chained it to herself.

Still, even supposing Emmy will never be allowed again to so much as steal a loose hair from someone's shirt if that someone is a PC, the question still rises when would thievery come into play? I honestly have yet to see it used on NPCs in 4th edition.

I used thievery in 3.5 to do a reverse-pick-pocket, though. A waitress let me keep the tip because I was so helpful, so I stealthily put the tip into her pocket without her noticing. Something so small as that (or so neat as stealing Mittens sword) was all it took for me to remember it with clarity.
Mittens
GM, 393 posts
Shifter
change job kupopopo!
Tue 15 Jun 2010
at 13:03
  • msg #531

Re: DC check fun

And perhaps as memorable is the roleplayer you told me about who RP'd that they had a readied mouse trap in their pocket to thwart Emerald.

Tim: "I didn't even bother arguing how unlikely that was."
Me: "So in other words that was their way of saying 'I don't want Emerald picking my char's pocket.'"
Tim: "Pretty much."

I don't have any issues with Emerald being a pickpocket because she's not going to use her skill to break the game any more than Gilant is going to make millions by selling his +6 sword, walk out of town, and summon it back to his hand.

Though this is part of my frustration with game mechanics.  In my RP thought process, the thief should be more wealthy than the rest of the team, but there's so much potential for such things to unbalance gameplay that I have to go with a system where everyone will always have a set amount of wealth per level.  The fun factor of a rich rogue being I.C. compared to the unfun factor of said rogue being an Angel Summoner next to my paladin makes it an easy decision.  Not to mention the fact that we can roleplay such rules relatively loosely.

Team: "We need to bribe the guard."  (Everyone checks their charsheets and finds they each only had 1 gold left after chargen.)
Team: "We need more gold."
Rogue: "I'll pick his pocket and bribe him with his own money."
Team: "Metal."

While technically Emerald wouldn't be allowed to exceed the wealth-per-level cap, it's just RP gold.  So my PCs and NPCs won't have mouse traps in their pockets.  This is your reward for being a responsible roleplayer.  If you were a giggling powergamer like Ed...  That would be a different story.
Mittens
GM, 396 posts
Shifter
change job kupopopo!
Wed 16 Jun 2010
at 03:16
  • msg #532

Re: DC check fun

Seth indicated that due to laptop issues he'll be a long time fixing.  Gave the go-ahead to post on without him.
Timothius
GM, 173 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 16 Jun 2010
at 04:12
  • msg #533

Re: DC check fun

Does this mean Unity also?
Bridget
player, 79 posts
Strategy Machine
Lawful Good
Wed 23 Jun 2010
at 03:55
  • msg #534

Re: DC check fun

Not posting Bridget until Seth posts
Joe Darkthorne
player, 204 posts
Everyone suspects a Rouge
Few suspect the Ranger
Fri 25 Jun 2010
at 07:08
  • msg #535

Re: DC check fun

  I'll post in Loudwater sometime tomorrow, once the stats and such for the various enemies are up.
Mittens
GM, 407 posts
Shifter
change job kupopopo!
Sat 26 Jun 2010
at 13:52
  • msg #536

Re: DC check fun

Terdisas:
.... Black Xanatos beard...


Looking up Xanatos I found this gem:
http://www.youtube.com/watch?v=ttB3neLvNCo

Tim and I now want to watch this whole series.
Maverick
player, 97 posts
Master of Stealth
Holder of Grudges
Mon 28 Jun 2010
at 02:24
  • msg #537

Re: DC check fun

Maverick glances at the Unity thread. Then looks at Carla. Then ponders. "...and people wonder why I don't talk much." As the saying goes: A closed mouth gathers no feet.
Elric
player, 167 posts
Warforged Runepriest
Level 3
Wed 30 Jun 2010
at 07:23
  • msg #538

Runic Artistry Irony.

Forgot that since the bandit Leader hit and damaged Elric that the Wraithful Hammer Runic Artistry triggers which means that Elric's attack did an extra 3 pts of damage! (this means that the Bandit Leader only has 2hp left after Elric's attack so at the start of the Bandit leader's turn he is both healed for 3hp due to the mystic's aura, and suffers 5 damage from the ongoing damage which will drop his total hp down to zero. Elric's attack really did doom him... (Edited Elric's post to account for the extra dmg from the Runic Artistry.)
This message was last edited by the player at 07:23, Wed 30 June 2010.
Mittens
GM, 429 posts
Shifter
change job kupopopo!
Thu 1 Jul 2010
at 18:27
  • msg #539

Immediate interrupt powers.

Immediate interrupt powers.

Freaking awesome powers, but... difficult to handle on a forum.  The way I've been handling Matt's fighter AoO is rolling it for him on the monster's turn who provoked it.  But that's relatively easy to track.  Of course the fighter would smack his mark upside the head if it attacks the rogue running by!

Interrupt powers are a lot trickier.  Joe put his disruptive shot into his turn as a retcon of sorts, (I had forgotten to take into account that he said he'd use it) and that worked out just fine because the enemy missed anyway.  But what if Elric had blinded the mystic with an interrupt power before it had fired it's attack on Raichel?  She would have had a chance to attack.

Would the players be willing to "ready" an interrupt ahead of time complete with to-hit and damage rolls and give conditions that would trigger the interrupt like Joe did?

Joe:
Disruptive strike: Intended for shooting the next bastich to attack Tim


I'll go ahead and let you in on a little secret regarding that BTW:

FRCG pg 34:
Once a creature raises the alarm, all the human bandits
head toward combat and attempt to surround
and subdue one PC.


A logical tactic from the viewpoint of logicness.  But where's the fun in one PC being ganged up on, knocked out, and left out of the adventure till the others can revive them?  Especially if that one PC happens to be the healer.  So I ignored that bit in favor of targeting each PC at least once.  (This is my style for DMing whenever I can get away with it.  Of course, an NPC has little reason to attack the PC who never harmed them and is hiding behind cover compared to the one that did harm them and is out in the open.  NPCs also tend to target nearest enemies.)  So if that helps you decide how to ready your interrupt powers, there you go.  I don't see a problem with letting out this bit of metagame knowledge for you guys to use or ignore as you see fit.
This message was last edited by the GM at 18:43, Thu 01 July 2010.
Timothius
GM, 180 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 1 Jul 2010
at 18:33
  • msg #540

Re: Immediate interrupt powers.

Been thinking on that and "readying" an interrupt sounds best. As a side benefit, it helps strategize and get us all working as a team even better than if it was tabletop.
Butterfly
player, 41 posts
Half-Elf Ranger
Lv.1
Sat 3 Jul 2010
at 01:45
  • msg #541

Re: Immediate interrupt powers.

I'll post Butterfly another time. Ran out of time tonight.
Mittens
GM, 436 posts
Shifter
change job kupopopo!
Mon 5 Jul 2010
at 18:33
  • msg #542

Re: Immediate interrupt powers.

Kitau has officially bumped the rating of this game up to "Mature."  I kid of course.  We crossed that line long ago.  Just an oversight that her latest post made me aware of.
Alexis
player, 35 posts
Prophisied Nature Girl
Freckly Redhead
Tue 6 Jul 2010
at 17:21
  • msg #543

Re: Immediate interrupt powers.

Points to Eletor for recognizing the CoV reference.
Points to Beldal for recognizing the Tourniquet song reference (though I'd be amazed if he didn't notice).
And points to Durtendin for his sweet 19 roll and, consequently, his sweet post on how dangerous but necessary this trinket is.
Joe Darkthorne
player, 212 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 7 Jul 2010
at 07:17
  • msg #544

Re: Immediate interrupt powers.

Oh my goodness.  July Rules updates are out and some are quite the oh mys.

Magic missile.
Arcane, Force, Implement
Standard At-Will. Ranged 20
Target: One Creature
Effect: 2 +Int force DMG
LV 11: 3+Int
lv 21: 5+Int
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. Can be used as a ranged basic.

To-Hit roll? What To-Hit roll?

This plus those 'get Sorcerer damage amp' feats, or the Staff of Ruin would = some oh my goodness results.
They also mild edit those magic missile specific implements to be 'if you cause damage with magic missile' instead of 'if you hit with'.


Free actions have also been edited: Creatures and PC's can only use one 'attack' free action per turn. specifically citing 'say if something triggers a melee basic'.  So, yeah. No more AoO carnage for Guardian fighters for example.  On the other hand, it keeps those higher level enemies with 18 'free action, F with Players' attacks slightly less insane.

That and an added note of 'GM's should feel free to limit characters to a single free action, particularly if they have already used a class feature or drop something' -.-;

Improved Armor of Faith feat is now specifically mentioned as untyped thus stacks, but now also just gives +1 ever.

White Lotus Master Repost is reworded so it wont kick in if the target is marked by you, specifically so targets are not catch 22'd by swordmages.  Not a problem for me, but something I suspect Gilant was hoping for down the line.

Long jumps. They DO want you to round down the result, it was their bad they told you not to round down in may.

Etc.

  The builder also now figures in the Superior implements same way you'd pick between regular and masterwork armors. Important note, things like the fancy holy symbols and tomes, basically ALL superior implements that are enchanted varieties are crammed in the 'Magic Implements' option. 'wands' for example gets you the selection of +0 Superior ones and regular, then the usual list of just plain ol enchanted wands.  'Magic Implements' you can click Accurate Wand or Wrathful Symbol and go from there.
  In more directly related to our game news, one of Joe's item aquisitions is a variant on something he used to have. Silent Tool. In this case, Silent Hatchet. (hey, it mentions woodcutter axes as an option, even though it says no weapons).
This message was last edited by the player at 08:48, Wed 07 July 2010.
Gilant
player, 80 posts
Githyanki Swordmage
Level 2
Wed 7 Jul 2010
at 15:43
  • msg #545

Re: Immediate interrupt powers.

Heh It's not just swordmages that would use White Lotus Master Repast, there are ways other builds could pull it off any half-elf defender with an arcane detente power (which with a feat becomes at will at paragon level) that multiclasses into an arcane class to become eligible for the white lotus feats using an arcane at will could pull the same nonsense. (Some swordmage and artificer at wills are VERY nice in the hands of other defenders.)
Also any defender using a paragon multiclass with an arcane class could pull it off as well.

Personally I think the White Lotus Repast is enough of a catch 22 as the situation becomes if they hit you they take int mod damage, if they attack someone else their dmg is reduced, and you can still use your aegis effect for the turn. (And Sigil Carver's Opportunity attack punishment isn't affected by these changes as it isn't a free action. However Shale's intent for slashing wake is reduced a bit, as I was planning to go for the boots that let him do a double teleport for total distance when he teleports so he can go around corners, or teleport in, trigger slashing wake, and then teleport to a safe position... so the change to Slashing wake doesn't really harm Shale's tactics much.

I think the most disliked change on the optimization forums is the new Windrise Ports background benefit as it no longer allows double multi-classing which makes a bunch of the more outrageous triple class combos illegal, unless it is a bard build.

I am disappointed they did not address runepriest at wills at epic level in this update. My guess is since so few people play runepriests it hasn't been deemed a necessary change yet as I was under the impression only the augment-able at wills are not meant to get the epic level damage boost, but for some reason the Runepriest at wills still lack the lvl 21 bump to 2[W] damage which hoses Runepriests at-will damage at epic levels due to lack of damage scaling.
This message was last edited by the player at 16:34, Wed 07 July 2010.
Timothius
GM, 184 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 7 Jul 2010
at 18:25
  • msg #546

Re: Immediate interrupt powers.

The change to Magic Missile is actually how the power used to be in DnD version 3.5, so I guess they figure that isn't as broken as it sounds. And if you look at Carla, it's not the only time you have a power that auto-hits. Though it's the first At-Will I can think of that auto-hits. And it causes damage. But despite its "auto-hit" roots, I don't see why they felt the need to update it.

The other stuff is, well, sane from what I can tell. The free actions *were* very abuse-able and as you pointed out, Will, it cuts both ways. Now monsters aren't as monstrous. :) And considering how rarely I (and anyone I ever played with) used free actions more than once per round? It's WAY more a change in our favor.

Though I still think dropping something shouldn't penalize the player, even if it frees up a hand. >.> That "note to GM" is optional, meaning WoTC don't see a problem with allowing multiple free actions as long as you aren't abusing it with half a million damage type free actions.

Also, the superior implement thing has been that way as long as I've had the builder (3 months now?), so... not new to me. The rest of the stuff you guys mentioned is stuff I don't know about or use, so eh. :)
Elric
player, 172 posts
Warforged Runepriest
Level 4
Wed 7 Jul 2010
at 20:26
  • msg #547

Re: Immediate interrupt powers.

In reply to Timothius (msg #546):

Remember the free action stuff is once per TURN not once per ROUND, is it makes free actions act similarly to Opportunity attacks, except you can use one on your turn as well.

The changes to Battleminds actually makes them a semi-viable defender now, but the whole power point issue is still borked as the cost does not scale appropriately on them, and the regain encounter mechanics do not work with power points.

What the free action change means that if you move up to a monster and it has a free action retaliation when you move adjacent to it, that says pushes you back, it can't use it against you a second time in your turn if your attack power also let's you move, or if you move then charge, etc...

However that creature could use it's free action counter vs 3 different player characters that each moved up during their own turns, but if a leader let everyone move in the leader's turn, then the monster could only use his free action counter vs one of the people moving up to it.

So ya it prevents the infinite recursion loops and the catch-22 loops, but it isn't as bad as some of the players on the wotc forum make it out to be as they keep arguing it as if it was 1/round instead of 1/turn.

The changes to MM were mostly to silence the WTH MM can miss now people who were refusing to go to 4e from 3.5e. MM is weaker now in its dps vs an on level mob since without a damage roll or a to hit roll you miss out on the majority of the damage boosters, and you can't crit on it either so the new staff of magic missile mastery has a crit effect that is useless. MM doesn't even work with academy mastery now. There are ways to get its dmg higher, but as the only mage RBA skill it is rather lackluster since it does nothing that Cloud of Daggers didn't do as far as minion killing (unless somehow the minion got to move prior to its turn starting, like an ally of it moving it with its own powers.)

Now if the MM was changed to be like it is with it gaining an extra bolt per tier, and you are allowed to target the same creature with up to 3 bolts, but only applying mods once, (1 bolt at heroic, 2 bolts at paragon, 3 bolts at epic) then it would be useful, unique and the perfect 4e iteration of the 3.5e skill as it would be pinpoint minion slaying and useful dps if you allow it to do 5/10/15+int/mods depending on the number of bolts hitting the target.) But if they did that then the skill would end up absorbing the three auto hit encounter powers they added to test the autohit attack mechanics. (which I don't think would be a bad idea.)
Joe Darkthorne
player, 213 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 7 Jul 2010
at 20:38
  • msg #548

OOC Talk

 Ah, so players are still more doomed compared to enemies with the free action attack limits then (the smack away people who get next to you or dare to melee attack you being annoyingly common)

  Even without dice rolls, 15+int+enchant bonus(and possible doubling up from staff staff of missile mastery) would make a mockery of most 'epic rolls 2 dice+stat' against single targets in the example you gave.

  Oh, good. I can roll 2d10+wis with Epic Eletor's broadsword.... oh, the magic missile user is getting results as if it's impossible for them to roll lower than a 7 for damage. And adds +6 extra damage from their staff.

 Sooo... That'd be, considering a low estimate of a +7 int mod, 15+7+6+6= 34 damage guaranteed.  Or merely 24 damage to three individual targets, with a range 20 at will.

  And yeah, the update did indeed say outright 'to bring back the feel of the older version of Magic missile'.
This message was last edited by the player at 20:53, Wed 07 July 2010.
Mittens
GM, 439 posts
Shifter
change job kupopopo!
Wed 7 Jul 2010
at 23:52
  • msg #549

Re: OOC Talk

Apparently DDi hasn't been updated.  But yeah...  No attack roll...  Sheesh.  Superior cover?  What's that?  Invisibility even.  Or godly reflex bonuses.  Not that Mittens wizard is complaining.  I'm not fond of the to-hit mechanic concept to begin with.  This is why we hate circle of thorns.  But yeah.  Magic Missile makes avengers cry.  I'm to lazy to work up the math, but I discovered that even on an avenger a fullblade was better average damage wise than any +2 proficiency brutal weapon.  +1 accuracy means that much.
Timothius
GM, 185 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 7 Jul 2010
at 23:55
  • msg #550

Re: OOC Talk

I do not know what MM, WTH, or RBA are. For future reference, please specify what the abbreviations mean before using them. When I say "RPG" around my dad, for instance, he thinks "Rocket Propelled Grenade" rather than "Role Playing Game". When I hear MM, due to playing City of Heroes/Villains so much, I think Master Mind. WTH means What the Heck, and so on. Here's one for you. Decode what this means:

MLP
Elric
player, 173 posts
Warforged Runepriest
Level 4
Thu 8 Jul 2010
at 02:33
  • msg #551

Re: OOC Talk


 MM -> Magic Missile
 WTH -> What the Hell/Heck
 RBA -> Ranged Basic Attack
Blake
player, 134 posts
I'm Lawful Good
Wizards.com Said So
Fri 9 Jul 2010
at 10:00
  • msg #552

Re: OOC Talk

  Not worth an IC post, Blake's initiative roll = 10
  Also a safe bet he's not going to be the one to try and bluff.
This message was last edited by the player at 10:01, Fri 09 July 2010.
Gilant
player, 83 posts
Githyanki Swordmage
Level 2
Mon 12 Jul 2010
at 18:13
  • msg #553

Re: OOC Talk

If I had known Bridget's bluff check was only +3, I'd have used Arcane Muttering to have a +10....

Now is face-palming with an empty hand a free action?
Blake
player, 135 posts
I'm Lawful Good
Wizards.com Said So
Tue 13 Jul 2010
at 01:38
  • msg #554

Re: OOC Talk

  Blake can solve the gong problem, but only if two important factors can be pulled off.

  1) If he can get within 10 of the gong.
  2) If he can also get a chance to use Ruinous Phrase(Standard action) before someone uses it.

  Unfortunately due to meh Initiative, increased room size, Blake's starting position and the giant horde of PC's crammed in a hall with only the space open he could get to being... difficult terrain gate bits, this doesn't seem likely.

  Good luck with alternate plans people ;D
Eli
player, 74 posts
Child Prodigy
Future Archmage
Wed 14 Jul 2010
at 01:39
  • msg #555

Re: OOC Talk

I hope it wasn't my that got Chris to alter the hobgoblin to not gong the gong.

I think he RPed it due to Gilant's taunts, as if to prove the point sometimes it isn't about powers, but RP. I think. I hope?
Mittens
GM, 447 posts
Shifter
change job kupopopo!
Wed 14 Jul 2010
at 03:23
  • msg #556

Re: OOC Talk

Sometimes its about adventure text.  I take adventure text over common sense... when I feel like it.  >.>

Professional Adventure Writer:
Big Grigbad uses mass tactics right away, hoping
to use the great number of cutters to overwhelm
the PCs. He prefers to attack a foe that is also being
attacked by cutters to improve the accuracy of his
vexing teamwork attack. If *spoiler*, or
if *spoiler*, he moves
to the gong (if he is not still adjacent to it) and uses a
minor action to ring it, warning those above him of
the intruders. Then he fights to the death.


Neither of those conditions were met at the start of the fight.
Timothius
GM, 189 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 16 Jul 2010
at 17:19
  • msg #557

Re: OOC Talk

Learned something new via the old X-men thread that's still on my watch list. Didn't know this before, but RPOL has kindly asked moderators the favor of keeping single threads to being 1000 posts or fewer. So Ascension of Heroes, for instance, needs to have a "sequel" chapter made before long as it's already up to 700+ posts.

The way I understand it so far is that it's not really a requirement, but is the polite thing to do. Here's the quote verbatim:

Jesse:
RPOL has asked we keep it under 1000 so that archival space/thread is lower.  No real limit though... it's just polite.


So yeah. Just a heads-up. To make nice with the moderators of RPOL, and possibly even for our own sanity, we may want to keep with this.
Joe Darkthorne
player, 219 posts
Everyone suspects a Rouge
Few suspect the Ranger
Tue 20 Jul 2010
at 05:15
  • msg #558

Re: OOC Talk

  Reminder for Tim, they still have Emerald and Eli to post for before Pat goes again.
Durtendin
player, 29 posts
Tue 20 Jul 2010
at 21:49
  • [deleted]
  • msg #559

Re: OOC Talk

This message was deleted by the player at 21:50, Tue 20 July 2010.
Durtendin
player, 30 posts
Lvl 10 Wilden Druid
Guardian Summoner
Tue 20 Jul 2010
at 21:50
  • msg #560

Re: OOC Talk

Well if they know of Wilden, we can't have gone that far back in the past as the Wilden are a younger race from the Feywild. So at least we aren't 'OVER 9000' years in the past, although it was a gnome recognizing what Durtendin is and not a Dwarf, so maybe this Gnome knows about the Feywild.

And yes I just did an old DBZ joke reference.
Alexis
player, 39 posts
Prophisied Nature Girl
Freckly Redhead
Wed 21 Jul 2010
at 03:23
  • msg #561

Re: OOC Talk

We actually didn't even travel so much as 100 years. But you'll find out soon enough. ;)
Durtendin
player, 31 posts
Lvl 10 Wilden Druid
Guardian Summoner
Wed 21 Jul 2010
at 05:58
  • msg #562

Re: OOC Talk

But the 'It's over 9000' joke doesn't sound so good when you use it for days instead of years.
Mittens
GM, 470 posts
Shifter
change job kupopopo!
Sat 7 Aug 2010
at 00:43
  • msg #563

Re: OOC Talk

Unity thread update, re posted here for your convenience.:

So do we like the way that last encounter worked mechanics wise?  With the super minions and the doubled HP?  The first encounter counted as a Level 2 ( 625 XP ) and they weren't able to overwhelm Gilant even with completely surrounding him.  This one counts as a Level 3 (725 XP).  Should I try something different this time, keeping the HP the same but instead doubling the number of enemies?  Here's the monsters with double HP:

Goblin Hexer Level 3 Controller (Leader)
HP 92; Bloodied 46

Goblin Sharpshooters Level 2 Artillery
HP 62; Bloodied 31

Decrepit Skeletons Level 1 SuperMinion
HP 2; a missed attack never damages a minion.

Tim pointed out that with double the enemies, that would mean double the attacks from the enemies.  So I realized that that last encounter I should have allowed each enemy two turns.  So unless there's any votes for double enemies with normal HP, we'll be fighting same number of enemies with double HP and double actions.  I'll just have to split up the attacks among the players more.

Also, 2nd floor now has a 20' ceiling rather than the confusing and inconsistent 10' the pro adventure writers put there.

Edit:
So after chatting with Joe and Seth about options, we're going for "double the XP value of the encounter without having 2 hexers or Pats or any other boss type monster."  This is actually what I had intended to do before the dark visions thread, but wanted to experiment with double HP.
This message was last edited by the GM at 00:59, Sat 07 Aug 2010.
Shale
player, 49 posts
Gnome, Level 2
Fey-Pact Warlock
Sat 7 Aug 2010
at 20:10
  • msg #564

Re: OOC Talk

Remember that Warlocks' Curse can only be placed once per turn as a minor action. There are other ways to place it like quick curse rode or Eye of the vestige. Means that Reverie should be only able to have cursed one of the skeletons unless she has the quickcurse rod and it just isn't on her displayed character sheet.
Joe Darkthorne
player, 223 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sun 8 Aug 2010
at 01:34
  • msg #565

Re: OOC Talk

  I blame myself some, I completely forgot it can only be placed once per turn and as part of explaining other actual limitations curses have, said 'can place as many as you can if you got the actions for it' <.<
Reverie
player, 75 posts
Lover of Stars
Poet
Sun 8 Aug 2010
at 21:18
  • msg #566

Re: OOC Talk

I looked through the entire power for that and couldn't find it (Admittedly, was reading the Character Builder version). I was looking on purpose before I even wrote the post because I did remember. What. The heck? Whatever. So she gets +2 to attack instead of +3. Big deal. Minions... can't curse them fast enough.

BUT! if I have to retcon that extra minor, I get to use the standard I gave up for it.
This message was last edited by the player at 21:20, Sun 08 Aug 2010.
Shale
player, 50 posts
Gnome, Level 2
Fey-Pact Warlock
Sun 8 Aug 2010
at 23:43
  • msg #567

Re: OOC Talk

The listing on that limitation is under the class feature list in the PHB and I'm not sure if Character builder lists the restriction at all.
Blake
player, 142 posts
I'm Lawful Good
Wizards.com Said So
Mon 9 Aug 2010
at 00:48
  • msg #568

Re: OOC Talk

  While it does say the once per turn thing in the builder, the Warlock curse itself is the last thing mentioned in the general class details, it's buried under all the specific pact details etc.  You have to scroll down a mile.

  You'd think the thing every warlock has would be one of the first things shown, but no.
This message was last edited by the player at 00:48, Mon 09 Aug 2010.
Reverie
player, 76 posts
Lover of Stars
Poet
Mon 9 Aug 2010
at 09:20
  • msg #569

Re: OOC Talk

Still. I can't feel TOO bad about it, seeing as Reverie/Unity is more or less my first real shot at playing a Warlock (Well OK, I played a Fey pact before this one, but that was a long time ago). XD After all these years.
Matt
player, 108 posts
I am two things.
A Fighter, and a Fighter
Mon 9 Aug 2010
at 09:58
  • msg #570

Re: OOC Talk

  The Health potions were Ragequitted from existence when I expressed sarcastic amusement about David-Of-Infinite-Potions being the one to take the 'you get two Health Potions' from the pool.

 
Cartoon Link:
Matt:
  Matt's player's obsessive compulsion for piles and piles of storage and illumination items (and not like they don't have the spare cash for such) is for naught.  As David of infinite potions is already filling flasks from the 'only two from the giant fountain' finite supply.


Well excuuuuse me, princess!  I'll be sure to not mention DM steps for keeping the party alive next time.  David now has exactly ZERO healing potions.  (( Empty bottle of potion he wasn't able to afford in chargen used by Adam in previous encounter, 1 potion taken by Carla, one by Angel. ))


  Lacking the same prophetic capacity as Mittens, Matt can't remember what he never had as well.
This message was last edited by the player at 10:00, Mon 09 Aug 2010.
Gilant
player, 92 posts
Githyanki Swordmage
Level 2
Mon 9 Aug 2010
at 15:05
  • msg #571

Re: OOC Talk

Out of curiosity does team dark visions have no healers? Eli is bloodied and Gilant is close to it and yet no one is getting healed.. As neither Emerald or Bridget used their minor actions at all so why not use at least one of them to HEAL someone, I can understand not necessarily healing Gilant since he isn't bloodied yet even though he is injured 12hp but 25hp left, but Eli is blooded with only 9hp left and one more hit could drop him.

Did our healers forget people were injured?
Emerald could use hers prior to moving, and bridget could use hers either before or afterwards.
This message was last edited by the player at 15:08, Mon 09 Aug 2010.
Eli
player, 84 posts
Child Prodigy
Future Archmage
Mon 9 Aug 2010
at 18:41
  • msg #572

Re: OOC Talk

Totally didn't notice. Considering those are my characters, you can bet I would have healed Eli if I knew. Not to mention posed him sputtering blood and such. >.> I swear. This has NOT been the *censored* week for me to post. I have had to retcon every other effing post. Why the *running out of censor material* am I so unable to notice these things? Thanks for pointing this out to my obviously absolute zero IQ self, Gilant. If I have to retcon one more stinking post this week, I'm taking an extended break from RPOL.

Consider my latest Unity posts scratched out until further notice. I can't edit them right now, though. So please kindly wait until I do before posting. Thank you.
This message was last edited by the player at 18:53, Mon 09 Aug 2010.
Mittens
GM, 472 posts
Shifter
change job kupopopo!
Mon 9 Aug 2010
at 18:55
  • msg #573

Re: OOC Talk

If it's any consolation...
quote:
This m essage was last edited by the GM at 20:47, Fri 06 Aug.
This me ssage was last edited by the GM at 22:37, Yesterday.
This mes sage was last edited by the GM at 20:52, Yesterday.

etc. etc. etc.

In other words, you're not the only one plagued by edit-itis.  Couldn't possibly be at all related to our crazy schedules or lack of sleep.  Not one ibt.  mme fo sloop now.......

(edit: funny.  can't quote a system message withou getting an error message.)
This message was last edited by the GM at 18:57, Mon 09 Aug 2010.
Elric
player, 181 posts
Warforged Runepriest
Level 4
Mon 9 Aug 2010
at 19:14
  • msg #574

Re: OOC Talk

I've had strings where I had to edit posts repeatedly in various games. It's a side effect of not being face to face and other people able to remind you of stuff while you are taking your action as a sanity check.
Eli
player, 85 posts
Child Prodigy
Future Archmage
Mon 9 Aug 2010
at 22:06
  • msg #575

Re: OOC Talk

Posts edited and I'm feeling OH so much better. Thanks to A: Not having to delete anything I posted and B: Eli looking cool because of injury. He's pulling a Maverick here. XD
Mittens
GM, 473 posts
Shifter
change job kupopopo!
Mon 9 Aug 2010
at 22:12
  • msg #576

Re: OOC Talk

Emerald and I went back and forth over how the heck 3'4"-3'8" goblins are shooting over/through a 4' wall.  Emerald had imagined arrow slits.  I had assumed goblins were tall enough, but started headscratching when I looked up that they're too short to shoot over the wall.  We even called our DnD geek buddy Rick to see if he had already made a DM ruling on this.  He had only ruled on something similar in favor of the short player.

We agreed on arrow slits.  Which brought up an interesting point.  Blind spots.  I imagine the goblins didn't take into account someone as short as Emerald taking cover right next to the wall, so all she'd have to do is duck down a foot or so to be untargetable from behind the wall.  DC easy at this lvl is 5.  Emerald succeeded.
Freedom
player, 39 posts
Warforged Warden
Level 2
Tue 10 Aug 2010
at 15:57
  • msg #577

Re: OOC Talk

Who healed Shooter8? After the last attack to that one by Blake it only had 16hp left so it should be at HP: 16-5= 11 not 26, although he did make his save.
Mittens
GM, 474 posts
Shifter
change job kupopopo!
Tue 10 Aug 2010
at 18:12
  • msg #578

Re: OOC Talk

I can explain!  Heh...  yeah.  Reason for that is:
me: ctrl-f "Shooter 8 HP"
browser: "no results"
me: "ah.  so nobody touched it yet...."

blake: Shooter8 HP: 16....

Fixed.  Any suggestions for a better system?  Keeping track of all these effects and HPs is crazy.
This message was last edited by the GM at 18:13, Tue 10 Aug 2010.
Timothius
GM, 196 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 10 Aug 2010
at 18:34
  • msg #579

Re: OOC Talk

My suggestion is to scroll. We have the red numbers for a reason. I just failed to scroll and look for injuries on my characters last time. So scroll, look for red numbers in our characters' posts. It will be our responsibility to keep the numbers red and juicy for you.
Blake
player, 144 posts
I'm Lawful Good
Wizards.com Said So
Tue 10 Aug 2010
at 19:06
  • msg #580

Re: OOC Talk

  I listed it as Shooter8 with no space probably because that's how it shows up on the map <.<  >.>
Timothius
GM, 197 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 11 Aug 2010
at 10:45
  • msg #581

Re: OOC Talk

Edited Shale's post to have the numbers in red, so don't panic when you see "this message edited by GM" heh.
Blake
player, 146 posts
I'm Lawful Good
Wizards.com Said So
Wed 11 Aug 2010
at 11:31
  • msg #582

Re: OOC Talk

  Reminder before I thud, since every enemy is cursed by Blake, every dropped enemy = pick an adjacent to them enemy to smack with 6 fire damage (and Blake resets his 2 temp HP).

 Though upon checking the map, Shooter 6 doesn't seem to be adjacent to any other enemies, maybe. it depends on which one of the 'shooter 6' tiles is their KO'd self <.< (for example if the white shooter6 on the top right is the real one, they can splode Shooter9, Who has 6 HP left, thus would KO, to trigger another explosion hitting Shooter 7, who would then be knocked to 1 HP.)

  So, to review.  Blake has hit with one 'attack' so far.  And is nuking multiple enemies when it isn't even his turn, Thanks Reverie :D
This message was last edited by the player at 11:36, Wed 11 Aug 2010.
Blake
player, 147 posts
I'm Lawful Good
Wizards.com Said So
Fri 13 Aug 2010
at 08:04
  • msg #583

Re: OOC Talk

  Double post, but just editing my last OOC bit likely won't be noticed.  Poor wording in the recent past with me saying 'Blake cursed everything', as the surviving Shooters off to the side were out of range of the Rod of Corruption effect.

  So no Blake curses currently on the field, mentioned now so upcoming Gilant post doesn't factor in Cursesplosions and have to fix it later due to my poor wording.
This message was last edited by the player at 08:05, Fri 13 Aug 2010.
Blake
player, 149 posts
I'm Lawful Good
Wizards.com Said So
Sat 14 Aug 2010
at 18:49
  • msg #584

Re: OOC Talk

  Dohs, as I was reading the new posts I wrote attack to shooter 3, but 'Shooter 2 HP' instead of 3, as that's who Blake shot and I was figuring the HP off of <.<

  I am SMART -.-;  I blame shooting zombies and clockwork while working on post at the same time ;D
This message was last edited by the player at 18:50, Sat 14 Aug 2010.
Mittens
GM, 477 posts
Shifter
change job kupopopo!
Sun 15 Aug 2010
at 04:08
  • msg #585

Retcons

The following have been retconned.
Liberty:
his throat rips out of his neck and...

Mittens:
javelin down his throat...KO.  Yup.  Choosing to not kill the guy.


Tim and I had a conversation about this latest turn of events.

Tim: "So... Mittens didn't have a problem with dead goblins before and she's flipping out now?"

Me: "I don't recall any dead goblins before the beheading...."  In fact I recall mentioning moving them out of harm's way before ceiling collapse.  Looked it up and found the only post explicitly saying dead goblin was Liberty.  "OK that was a player goof.  Mittens would totally have pointed out 'So now we're killing them?  When did the rules change?'"

Tim: "Aaand Bridget would likely have kicked Liberty off the team."

Me: "Ok so we're going to have to go back to that point and..."

Tim: "No just retcon that Liberty didn't kill the goblin.  But that bit about shish-kabobing a goblin = KO makes no sense."

Me: "We already had our nerd conversation about 'How the heck do you do non lethal damage with lethal powers?'"

Tim: "Such as 'how the heck does a ranger just WILL the bleeding to stop when they hit someone with ongoing damage?'  If I had thought harder about it, Bridget wouldn't have killed the goblin.  It seemed cool at the time, but now the whole thing's been in RP... I'm half tempted to never play a good aligned character again.  I apparently suck at playing my own characters."

Me: "Removing the shish kabob.  Are we going to retcon the beheading?  Or...."

Tim: "I'm pretty sure the vexing cloud was up.  Combat is dangerous.  She was aiming at slashing across it's chest..."

Me: "Ah.  OK.  I was under the assumption that Bridget did that on purpose.  If she admits the mistake, all will be well."

Of course... we covered a lot more stuff like how Mittens is shocked Eli didn't quit the team right then and there...  Presumably these issues will be covered in upcoming RP.
Blake
player, 150 posts
I'm Lawful Good
Wizards.com Said So
Sun 15 Aug 2010
at 05:27
  • msg #586

Re: Retcons

  Futzing it for practicality that your powers of stab wounds or lighting people on fire KO instead of kill is one thing.  Filling in the description that you pull off their head with the spine attached and flash 'Character Name Wins! FATALITY' over your actions in your own post is an entirely different matter ;D

 I have no issues if you want to edit your posts to better fit your KO/Kill results, it won't change the mechanical end result either so that makes it easier too.

  Tim, I will also have to large text *fistshake* at you or something if you think you can't play your own characters.  Even 'Wants to be Good, but is Unaligned for commitment reasons' Matt offed a guy on the 'feel guilty for killing' category in the heat of battle.
Angel
player, 121 posts
Deceptively Charismatic
Dangerously Optimistic
Sun 15 Aug 2010
at 13:17
  • msg #587

Re: Retcons

As a side note, much as I'd like to post on Ascension (currently my favorite thread), Mittens has not posed this round OR the last round. It might help if Mittens healed some people. XD

Was thinking you could go twice. But that's up to you.
Mittens
GM, 479 posts
Shifter
change job kupopopo!
Mon 16 Aug 2010
at 23:24
  • msg #588

Re: Custom Rule Idea

DDi:
CHARGE A TARGET

Action: Standard action. When a creature takes this action, it chooses a target. Determine the distance between the creature and the target, even counting through squares of blocking terrain, and then follow these steps.
1.    Move: The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position.
2.    Attack: The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.


I would like to keep this existing "everyone has this" power.  Unchanged.

I would like to add the following "everyone has this" power:

RUSH
Action: Standard action.
1.    Move: The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position.
2.    Attack: The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.


To me, it makes no sense that you would otherwise have to lose an opportunity to attack at all if you're 1 square away instead of 2.  Makes sense you'd have all those restrictions to get the +1 attack bonus.  Since the proposed "rush" power is not a tweak to the existing "charge" power, but is it's own new power, it would not be usable with those powers that say "use this power in place of a basic melee when you charge."  Thoughts?
Timothius
GM, 199 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 16 Aug 2010
at 23:51
  • msg #589

Re: Custom Rule Idea

A +1 is easily worth the extra square. But they are also allowing you a standard action with a move action, so I find the "restriction" of having to move 2 squares kinda generous. Besides... the only case where you would have to use RUSH is as follows:

Move: 6 squares. Darn. Enemy is 1 square away rather than 2. Can't charge.
Move: Mittens' proposed Rush attack.

Alternative already-existing in the rules:

Move: RUN! +1 to speed! -2 to defenses and -5 to attack. But I can cover the distance needed!
Standard: Take your pick.

While the idea is nice, Rush would wind up breaking things due to having a means of avoiding having to run to your target.

Besides. You can always move 5 squares and then charge.
This message was last edited by the GM at 23:53, Mon 16 Aug 2010.
Mittens
GM, 480 posts
Shifter
change job kupopopo!
Tue 17 Aug 2010
at 00:23
  • msg #590

Re: Custom Rule Idea

Reason for wanting this is:

Player dazed.  Enemy adjacent = can stab.  Enemy 10' away = can stab.  Enemy 5' away = can NOT stab!

Player readies action, charge or attack nearest enemy if order to attack is given.  Enemy adjacent = can stab.  Enemy 10' away = can stab.  Enemy 5' away = can NOT stab!

Player standing at corner of building sees enemy around the corner.  Can not charge because 1st square of movement doesn't get them any closer to target.

But would be more able to charge over quicksand, or up a wall since it's a straight line.  Makes no sense.
Joe Darkthorne
player, 226 posts
Everyone suspects a Rouge
Few suspect the Ranger
Tue 17 Aug 2010
at 01:33
  • msg #591

Re: Custom Rule Idea

  ... You can already Bull rush with a charge anyways as part of the default rules.

'CHARGE: STANDARD ACTION
✦ Move and Attack: Move your speed as part of the
charge and make a melee basic attack or a bull rush
at the end of your move.'

  As for the rest, just do what you want and let me know what I have to work with in the end.
Timothius
GM, 200 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 17 Aug 2010
at 14:39
  • msg #592

Re: Custom Rule Idea

A good portion of the rules don't make sense. Like skill challenges. Which we discussed. But on top of the magical 5' can't hurt thing, you're thinking too much about swords. Aren't you the javelin fractal? How about spears? Then you could stab regardless. What about bow and arrow? Thrown daggers? There's just so many options to overcome the 5' problem.

Granted, I see where you are coming from in that you can't magically equip enemies with throwing axes/hammers, so they wind up unable to attack with such a situation, but still. It also don't make sense that everyone is magically able to only ever knock out an opponent or re-attach a head or have a 50/50 chance to know bears use their claws to attack or other crazy things. I think this is worth looking in the DnD forums over. Surly someone has addressed this.

I'm unsure why I'm struggling with this. I don't mean to be a nay-sayer. Maybe it feels like cheating.
This message was last edited by the GM at 15:10, Tue 17 Aug 2010.
Timothius
GM, 201 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 18 Aug 2010
at 17:42
  • msg #593

Re: Custom Rule Idea

Mittens:
"Hey booger face!" she taunts the second soldier before Adam attacks it, "You're plot to kill that farmer is stupid!"


...Mittens has never been so cute before. XD
I'mma hold out on posts for Ascension until Mitts fills in the flavor text for healing Adam and Matt. But I'll have their attacks and such ready, rolled, and such in my scratchpad. I'll copy-paste once Mitts is done. That way, Matt can see RED numbers when there are new posts rather than having to constantly update.
Joe Darkthorne
player, 227 posts
Everyone suspects a Rouge
Few suspect the Ranger
Fri 20 Aug 2010
at 22:17
  • msg #594

Re: Custom Rule Idea

More edit. Nevermind about my Crazymath.  Seth pointed out that levels that are multiples of 5 for one, it fails (traditional method gives more value that way)
This message was last edited by the player at 22:52, Fri 20 Aug 2010.
Tread
player, 1 post
Prissy, girly girl
...who's a TANK
Tue 24 Aug 2010
at 03:55
  • msg #595

Re: Custom Rule Idea

Using an RPOL avatar of some warrior gal as a "good enough for now" portrait for Tread. Sent a custom icon their way via email and hope to have the green-eyed, gold-plated tank up as a portrait soon. But if previous emails are any indication, it'll be a month or so and I won't be informed. :)

Anyway... here's what I decided on for Tread:

Stats:
STR: 18
CON: 18
DEX: 10
INT: 08
WIS: 13
CHA: 11

Class:
Fighter -> Combat Agility -> Battlerager Vigor
Athletics, Endurance, Heal, Nature (bonus from feat)

Feats:
01) Initiate of the Old Faith (MC Druid for transform.)
02) Armor Proficiency (Plate) <-- when we get level 2, obviously.

Powers:
Resolute Shield, Weapon Master's Strike, Passing Attack, Unstoppable Advance, Savage Rend (from MC Druid)

Items:
Scale Armor, Heavy Shield, Battleaxe, Kopesh, Mace

Wild Talent: Body Equalibrium
Character Theme: Dune Trader? Gladiator? Primal Guardian? Wilder?

Possible alt modes: (DSCC = Dark Sun Creature Catalog)
Chathrang (DSCC p 24)


Obviously haven't picked the char theme yet or any other alt mode for Tread, but that creature almost looks like a tank without even trying hard. And if I alter it a bit, I can look almost exactly like a tank with lightly animalistic properties and it'd still be legal by the letter of the rules.

As a side note, Chris brought up an interesting point: Warforged in the Dark Sun setting actually have some interesting options. You could have a Warforged who could be mistaken for a Shardmind due to lack of metal meaning they had to be made with other materials... such as possibly oversized psionic gemstones. I thought up the possibility of Tread being made of petrified wood. Friend of mine Rick thought up that Tread could be from WAY back when metal wasn't scarce and is only now being awakened after sleeping for who knows how many thousands of years. I would like the option of saying Tread is made of the following:

Skeletal structure composed of a Half-Giant's (Goliath's) skeleton with a special coating that was poured on it to both preserve and strengthen the bones. Her "brain" would be some kind of advanced artificer-like magic copper orb that was put inside the skull and her exterior would be made of mostly copper, but with highlights of gold (as seen in the pic of her). And her eyes could be made of glowing gem stones. I couldn't exactly pull myself apart to sell my body parts, so I'm hoping asking for such for pure appearance isn't a problem. If anything, having that much metal and gold as part of me makes me a prime target for anyone to want to capture me and sell me or keep me as amusement, etc.

Do keep this in mind... every warforged, no matter how metallic or not, will likely be viewed as either very very bad (thanks to magic and its hated nature) or viewed as, at the very least, immensely interesting (due to being effectively golems of some kind).

Suggestions welcome. I already tried the Shardmind/Druid build and it's not as tempting as this build is for me.
Elric
player, 184 posts
Warforged Runepriest
Level 4
Tue 24 Aug 2010
at 05:52
  • msg #596

Re: Custom Rule Idea

I think sticking with minerals for the primary composition, or organic compounds like amber might be better since gold or other precious metals are so rare in athas since ancient times. You can consider using pyrite (fool's gold) instead of real gold since that material isn't as rare. It looks similar in color but is quite worthless and most people who know about gold can tell the difference between pyrite and real gold, and with gold being so rare most people would assume it is pyrite anyways, so while it might draw attention it wouldn't be that your body's components has a value greater than that of a large city.

Trace the Warforged (Vestige) Warlock was going to be an 'old school' warforged that had died and made a pact with the Bleak Guide (who now resides in the Grey since that is what is left of the Shadowfell) Now in order to make a pact with the Bleak Guide, the warlock gives up an aspect of oneself. Trace has no clue what memories he gave up, but he knows there is a large 'hole' in his memories but whenever he starts to wonder about it he always has the feeling that he is better off not knowing, which he can only explain as that he remembers that he had wanted to forget whatever it was that he gave up for a second chance to live. When Trace was 'reborn' he found himself on the edge of the Crimson Savana, where he was led to the 'Crystal Cloister' by the eldritch lantern manifestation of the Bleak Guide. (Still looking for a better name than Crystal Cloister, any suggestions? A dwarven translation for Crystal might be good if anyone knows what it would be.)

Trace's body despite is mostly obsidian with Jet (lignite), which is a variation of amber that is also called black amber, at his joints. Tracer's 'skeletal structure is comprised of petrified redwood that has been darkened with white alchemical mixtures serving as bodily fluids (blood). Trace has Ruby eyes while his body also has smoky white quartz highlights on his body that almost make Trace look sort of like a Shadow Stormtrooper with red eyes and a more skull like head (as opposed to the somewhat enlarged helmet on a stormtrooper.)
Joe Darkthorne
GM, 228 posts
Everyone suspects a Rouge
Few suspect the Ranger
Thu 26 Aug 2010
at 10:06
  • msg #597

Re: Custom Rule Idea

  Posting this purely for purposes of Joe Posted Last Every Active Thread X6 COMBO!

 1Up!
 1Up!
 1Up!
 Continue!
 Master Emerald!
This message was last edited by the GM at 10:07, Thu 26 Aug 2010.
Mittens
GM, 485 posts
Shifter
change job kupopopo!
Fri 27 Aug 2010
at 13:39
  • msg #598

Re: Custom Rule Idea

Read the DS house rules.  Looks good to me.  Granted... I don't really understand full implications of changing "recharge daily item power" stuff to "recharge encounter power" stuff because I've never used such things anyway...

I find it kinda funny that technically someone can be healed by defiling magic thanks to "Defiler Trooper."

quote:
DEFiLER TROOPER
Prerequisite: 11th level
Benefit: Whenever you take damage from an
ally’s arcane defiling, you gain temporary hit points
equal to half that damage. You gain these hit points
after you take the damage from arcane defiling.


Imagine a creature/PC is at 0 HP.  Someone uses Defiling Magic.  The magic deals 5 necrotic damage to the unconscious creature/PC leaving them at -5 HP.  Then they gain the benefit if Defiler Trooper.  According to the rules on being healed when below 0, they'd go to 0HP first then gain the +2 thp.  Tada!  Back to 0 HP + 2thp!  Unless I'm mistaken and gaining thp never counted as "healing" in spite of it always being called healing.
This message was last edited by the GM at 13:54, Fri 27 Aug 2010.
Elric
GM, 185 posts
Warforged Runepriest
Level 4
Fri 27 Aug 2010
at 16:07
  • msg #599

Re: Custom Rule Idea

Well since an enemy at 0 hp would be considered out of the fight and wouldn't take damage from further defiling magic, that enemy would also not be healed by such actions. But ya that needs to be worded a bit better. And no gaining temporary hit points is not healing, giving a PC at negative hit points temporary hit points would not wake them up, just give them more of a buffer before hitting negative bloodied.
Tread
player, 2 posts
Prissy, girly girl
...who's a TANK
Sat 28 Aug 2010
at 16:23
  • msg #600

Re: Custom Rule Idea

An amusing thought that occurred to me: Tread performing the creation ritual with two others (Unless she counts as two of the three since she will be primal and I'm pondering the idea of making her Wilder as I write this) to create a warforged/shardmind who winds up much larger and downright intimidating. Tread would technically be the "mother" of said construct and, knowing her, would mommy the poor thing.

Anyways, I love what you came up with for the DS house rules. Not sure I understand the need to limit recharging magic item dailies, but considering how rarely that comes up, I usually don't have any builds that involve such anyway. Here's my other Dark Sun alt as of yet:


Name: Shardon
Race: Revenant (Halfling)


Idiosynchrosies:
-Tends to enjoy a hot mug of brew and/or blood
 -Blood preference: Draconic (This includes Drey, dragons, kobolds)
-Occasionally breathes cold breath that can be seen
-Often tries to warm himself

Character Theme: Escaped Slave
Wild Talent: Mental Tools

Feats:
01) Death's Blessing

Some Future Feats:
02) Halfling Soul
04) Master of Escape
 (Halfling Short Bow Hunter?)
06) Rigged Chance

Items:
Leather Armor: 25gp
Shuriken (5): 1gp
Desert Clothing: 10gp
Dejada: 10gp

Money remaining: 54gp
Elric
GM, 186 posts
Warforged Runepriest
Level 4
Sat 28 Aug 2010
at 21:45
  • msg #601

Re: Custom Rule Idea

The number of casters can't be reduced below three, as each one of the core three casters is required to do something different at the same time, so unless you know of a power to let you summon a virtual shadow clone like assistant for a week, it would be kind of hard to do two different tasks simultaneously. But nothing prevents one of the people in the party from having participated as part of the ritual, as even Shardon could participate, as the assistants can be any level and any species and are just there to donate healing surges. Often when the ritual is produced there are multiple assistants. In fact it is considered one of the highest honor for the elders to offer to allow a non-warforged/shardmind to participate in the ritual, as it is displays a lot of trust in the individual and considering the individual to be a valued comrade and friend of the Crystal Cloister. (The ritual is typically only performed 3 times per year, corresponding to the three week long festivals.)

Also remember even with not needing to eat/drink/breath as long as your not immune to diseases you still need to deal with the Survival Days for Living Constructs (Although without the added food and water they are kind of useless to normal people, but with foraging it isn't hard to scrounge up the food and water, if you have containers for the water.)

As far as limiting daily items, I'm actually removing the limit on how many different daily items can be used, but preventing someone from having a dozen of the same item so they can keep spamming that item's daily over and over for each encounter.
This message was last edited by the GM at 21:48, Sat 28 Aug 2010.
Mittens
GM, 488 posts
Shifter
change job kupopopo!
Sat 28 Aug 2010
at 22:07
  • msg #602

Re: Custom Rule Idea

But if someone has a different head slot item with a different daily power, that's ok, right?
Elric
GM, 187 posts
Warforged Runepriest
Level 4
Sat 28 Aug 2010
at 22:18
  • msg #603

Re: Custom Rule Idea

Yes, so long as the items are truly different and not different versions of the same item with the effect just being different due to the scaling from heroic to paragon to epic. For example the different versions of the throwing shield are considered the same item even though they have the different tier after their name and their power changes slightly between the tiers. But you could use the daily on the circlet of command and then later switch in the same day to use a Boar Tusk Helm's daily and then later a Cyclops Helm's daily power. But using the Helm of Heroes (paragon Tier)'s daily and the Helm of Heroes (epic tier)'s daily in the same day would not be allowed as both are the Helm of Heroes.
Elric
GM, 188 posts
Warforged Runepriest
Level 4
Tue 31 Aug 2010
at 01:16
  • msg #604

Re: Custom Rule Idea

So we have reached the 4000 post mark.... interesting.
Mittens
GM, 489 posts
Shifter
change job kupopopo!
Tue 31 Aug 2010
at 14:29
  • msg #605

Re: Custom Rule Idea

If Shale and Blake didn't figure Bridgett's Combat Leader feature in to their initiative, they'll be going before the Goblin Blackblades.  Also, Tim told me that her Prepared for Anything feat saved Mits some ouch.
quote:
Heroic Tier
Prerequisite: Warlord, Combat Leader class feature
Benefit: Any ally who benefits from your Combat Leader class feature gains a +2 bonus to AC until the end of his or her first turn in an encounter

Elric
GM, 189 posts
Warforged Runepriest
Level 4
Tue 31 Aug 2010
at 16:52
  • msg #606

Re: Custom Rule Idea

I included the warlord's +2 initiative bonus for each of my alts.
Mittens
GM, 490 posts
Shifter
change job kupopopo!
Wed 1 Sep 2010
at 19:14
  • msg #607

Re: Custom Rule Idea

Another custom rule idea:

In another game Tim and I play, you can spend character points (something akin to XP) in order to add to your to-hit roll after you've rolled it, and if it comes up a 1, you can re-roll it.  We have a history of missing attacks when spending action points here.  I was thinking we could allow re-rolling action point attack rolls of 1.  Thoughts?
Timothius
GM, 203 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 1 Sep 2010
at 20:35
  • msg #608

Re: Custom Rule Idea

PLEEEEEEEEEEEEEEEASE!!!

I get paranoid about custom rules / house rules. But for crying out loud... when the ratio is 30 / 70 for hit to miss when spending an action point... when Murphy is out to get you, you HAVE to fight back somehow.

And if it turns out there's some feat somewhere that lets you re-roll 1's on an action point, keep in mind that, like the feat that gives you a +1 to attack, I'd be taking it every time for every character. There goes a feat slot I could have used. So yes. I vote yes because I've nearly gotten to where I don't even bother spending action points anymore.
Elric
GM, 190 posts
Warforged Runepriest
Level 4
Wed 1 Sep 2010
at 21:21
  • msg #609

Re: Custom Rule Idea

Heh, well in Dark Sun that is built within the normal weapon 'reckless' breakage rules, with how I modified then as a reroll on a miss but weapon/implement breaks.

I could see an action point being spent to avoid a broken weapon/implement, instead of the extra action if people wanted to do that.

However in Arcana Evolved (which was a variant 3.5 system) there was the use of hero points, which are similar to the action point mechanic but they added a bonus to a roll and could turn a miss into a hit, or a hit into something with a bonus effect. (I remember once using a hero point to have a chance to escape from a grab as my Runethane, I ended up super lucky and rolled a 20 while the mob rolled LOW (I think he fumbled) so I escaped even without the hero point, so I got a bonus effect (I blinded the guy for a few rounds due to poking the monster in the eyes) After that I pretty much chased the guy down while pelting him with magic (he was running around like a headless chicken trying to flee. It didn't even last long enough to regain its sight as I chucked a few ice bolts into into drop it.

Had never considered combining Hero Point systems in addition to the Action Point rules. Although since the only action points people are typically spending are to burn an action point due to the 1 per encounter limit and starting to stock up on them I can see it being an alternative use for them.

In Arcana Evolved, Hero Points were literally points that let the person do stuff that was otherwise impossible. But they were very rare, ie maybe 1 point per level, and that was WITH the Born Hero talent, unless you did something heroic by even PC standards you could earn an extra point. (You can't earn a hero point by spending one.) But Hero Points are RARE, even with the talent. But they are used to pull off movie like stunts.

Hero Points could be used to blind someone for 1d10+4 rounds, stun them for 1d3 rounds, or render a limb useless for 1d6 rounds if an action would already succeed.
A hero point could allow for an extra rounds worth of actions outside the normal turn.
Hero Points can be used to add a +1d20 to AC of a saving throw vs a single attack (and if you avoid any miss effect from the attack)

However with the exception of using a hero point to avoid death, all hero points had to be used prior to the roll it would be modifying.

For adding hero point possibilities to an action point system, could allow for expending a hero point to grant:
+10 bonus to a skill check, attack roll, or savings throw prior to making the roll. (And if it would normally have succeeded then the attack roll becomes a critical hit, and if it was going to be a crit anyways then the action point is refunded. Likewise for skill checks and savings throws if it would have worked without the bonus, the action point should be refunded.)

For a Death Saving Throw only, the result could be treated as having rolled a 20 instead of the normal die result (instead of the +10)

Alternatively for an attack roll, instead of a critical hit effect, an option would be to allow the attack to add a single target to be Blinded (save ends), or a target is Stunned or immobilized until the end of your next turn. I don't think it would be fair to allow it to add a bonus to all the attack rolls for a multi-target attack, although if a person wanted to use it to grant a -10 to hit an ally that happens to be within the effect that should be allowed (and if it misses the person, then they aren't affected by the miss effect)
Timothius
GM, 204 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 1 Sep 2010
at 22:25
  • msg #610

Re: Custom Rule Idea

What about outside of Dark Sun?
Elric
GM, 191 posts
Warforged Runepriest
Level 4
Wed 1 Sep 2010
at 22:51
  • msg #611

Re: Custom Rule Idea

Not sure what rules people would want to use out of dark sun?

Would everyone want to be able to use an action point like a hero point?
Remember that Hero points are spent prior to the single die roll, with the exception of the Death Saving Throw.
Timothius
GM, 205 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 1 Sep 2010
at 23:39
  • msg #612

Re: Custom Rule Idea

What Mittens proposed was a custom rule. She didn't say Dark Sun, so she meant in general. An Action point gets the brutal 1 property.

As an add-on to that rule, I'd suggest 20 doesn't count as a critical on a re-roll of said action point unless you used a power to re-roll it.
Mittens
GM, 491 posts
Shifter
change job kupopopo!
Thu 2 Sep 2010
at 02:17
  • msg #613

Re: Custom Rule Idea

When playing table-top DnD, a lot of my players will nudge the d20 after it stops rolling regardless of the circumstances, and they don't even try to hide it.  But then, I will often tell them to re-roll a daily attack that missed, because it makes me die inside when a daily misses.  If I could circumvent the to-hit mechanic entirely I would, 'cause I've seen WIZARDS who couldn't hit a thing!  Didn't matter how many times they'd roll the d-20, or how huge their attack modifier was, they couldn't hit a darn thing.  They were just that unlucky.  Aaaanyway...  I kinda like the idea of saving up action points to spend for either a to-hit bonus or to re-roll or to roll a d-8 and add it like the devas can do.
Surya Shemesh
player, 1 post
Fri 3 Sep 2010
at 03:15
  • msg #614

Re: Custom Rule Idea

Found a bunch of great warforged portraits in Neutral > Fantasy > Demi-human

Going with this one for my shardmind.
Timothius
GM, 206 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 3 Sep 2010
at 03:42
  • msg #615

Re: Custom Rule Idea

It's Billy the Bard! :)
Gilant
player, 101 posts
Githyanki Swordmage
Level 2
Fri 3 Sep 2010
at 14:18
  • msg #616

Re: Custom Rule Idea

Remember that ONLY Bloodied people get the regeneration from the magic circle according to what we were told so the Bugbear shouldn't have regained 2 hp as he isn't bloodied. (The blackblades, ya they were blooded if they only had 2hp left. They aren't going to last much longer as it is.)
Mittens
GM, 494 posts
Shifter
change job kupopopo!
Fri 3 Sep 2010
at 14:33
  • msg #617

Re: Custom Rule Idea

Right, right.
Eli
player, 90 posts
Child Prodigy
Future Archmage
Fri 3 Sep 2010
at 14:36
  • msg #618

Re: Custom Rule Idea

I earned happy points from Blake! <3

And thanks, Gilant! :) That 2 HP could mean the difference between one round or two.
This message was last edited by the player at 14:37, Fri 03 Sept 2010.
Gilant
player, 102 posts
Githyanki Swordmage
Level 2
Fri 3 Sep 2010
at 16:01
  • msg #619

Re: Custom Rule Idea

Especially since those extra hit point being regenerated do add up fast.
Shardon
player, 1 post
I've returned
Only for you...
Sat 4 Sep 2010
at 14:11
  • msg #620

Re: Custom Rule Idea

Hey there. Wanted to know which bg benefit I can take. If I can get Waterdeep, but make it apply to somewhere in DS instead of Forgotten Realms, that BG benefit would be perfect. Not only would I get diplomacy, I'd get a language. The other option is Political Rebel from Scales of War. It fits the character's background in title as well as skill, but so does the Waterdeep one. Your call, Seth. Meanwhile, I'm pondering getting MC assassin because of the teleport power PLUS acrobatics! So for level 1, I am thinking about skipping acrobatics for the one level in order to get the Diplomacy. Thoughts.

Political Rebel (Scales of War)
 Add Diplomacy and Streetwise to class skill list.
 +1 bonus to each.
Waterdeep (Forgotten Realms)
 Diplomacy. +2 bonus to Diplomacy. Add a language.

Level 2 Feat: Acolyte of the Veil (MC Assassin)
Elric
GM, 192 posts
Warforged Runepriest
Level 4
Sun 5 Sep 2010
at 04:07
  • msg #621

Re: Custom Rule Idea

Since Shardon is a Revenant Halfling it is quite possible he came from a city similar to Waterdeep from the past and a lot of time has passed before coming back as a Revenant so that background as long as Political Rebel would be plausible, remember the Crystal Cloiser's background is the new Windrise port (add one skill to class skill list, and add one language.)

I'm almost tempted to represent the diverse knowledge and training from the cloister by letting everyone have one extra feat that must be spent on a multiclass feat (the bonus feat would not allow someone to bypass the normal limits to multi-classing) What does everyone else think about that?
Joe Darkthorne
GM, 229 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sun 5 Sep 2010
at 04:11
  • msg #622

Re: Custom Rule Idea

  I'm kinda eh for the multiclass grabbing bit.  Mostly due to the 'all MC's are not created equal' situation.  Though go for it if you want to.

  Not to mention, Builder you can't 'retrain' a lv1 feat you get the qualifying stats for at a later level for a feat you don't have the qualification for at lv 1.  Sure, this wouldn't be part of the Builder and we feat swap/power swap all the time.  But just builder mechanics headache detail there.

  Fun, yes. Go for it, sure.  End results may vary, but conditioning end results can ONLY be positive results, that's not exactly the end of the world
This message was last edited by the GM at 04:43, Sun 05 Sept 2010.
Blake
player, 156 posts
I'm Lawful Good
Wizards.com Said So
Sun 5 Sep 2010
at 07:32
  • msg #623

Re: Custom Rule Idea

Mittens:
"AAAAA!!!" it screams, tears vaporizing from it's still being on fire, "I SURRENDER!  I SURRENDER!  ENOUGH!"

Followed by
Freedom:
“You should surrender, your forces are no match for us. All you are doing is wasting what forces you have left under your command.”

  Freedom's demands travel backwards through time.
This message was last edited by the player at 07:33, Sun 05 Sept 2010.
Bridget
player, 98 posts
Strategy Machine
Lawful Good
Sun 5 Sep 2010
at 13:11
  • msg #624

Re: Custom Rule Idea

Was wondering about that. I think what he was aiming for was "You SHOULD surrender", emphasis on should, in order to say "You are right to surrender", but the assault on the goblin kinda takes that away. Then again, Bridget hasn't ordered a cease-fire yet. I dunno. I guess we'll let Seth figure it out. I gotta sleep now and will get to posts later today or tomorrow.
Mittens
GM, 497 posts
Shifter
change job kupopopo!
Sun 5 Sep 2010
at 13:22
  • msg #625

Re: Custom Rule Idea

Pssst.  Metagame info:  He's only SAYING he's surrendering because of the survival instincts.  ;)
Freedom
player, 47 posts
Warforged Warden
Level 2
Sun 5 Sep 2010
at 14:31
  • msg #626

Re: Custom Rule Idea

Freedom is telling the goblin that if he does not surrender he and his troops are doomed. The strike after the statement was to strike home the point that the underboss can't win.

Since the goblin has NOT told the wolves or Bugbear to surrender, freedom does not believe the goblin's words, I've edited Freedom's post to indicate that.
This message was last edited by the player at 14:35, Sun 05 Sept 2010.
Mittens
GM, 498 posts
Shifter
change job kupopopo!
Sun 5 Sep 2010
at 16:24
  • msg #627

Re: Custom Rule Idea

Yeah, the underboss is in self preservation mode right now.  Not thinking too hard on ordering his troops to stand down, heh.  Not thinking too hard about anything actually.  Caved in head and being lit on fire and kaboomed does that to a guy...
This message was last edited by the GM at 16:24, Sun 05 Sept 2010.
Freedom
player, 48 posts
Warforged Warden
Level 2
Sun 5 Sep 2010
at 20:03
  • msg #628

Re: Custom Rule Idea

Burning and having your ears ringing while being rooted to the ground tends to make a person contemplate things... either this goblin is going to shout out for his subordinates to surrender, or he's going to suffer, since Gilant can Mark the underboss with his aegis which would completely screw over the underboss. If he hits, he'll do practically no damage due to the -8 to damage, and if his misses right now he doesn't have an ally who can attack either Mittens or Freedom.

And yes Gilant is enough of a jerk to put the underboss in that situation while asking if it is warm in the room of just the burning goblins.
Shardon
player, 2 posts
I've returned
Only for you...
Mon 6 Sep 2010
at 02:29
  • msg #629

Re: Custom Rule Idea

Elric:
remember the Crystal Cloiser's background is the new Windrise port (add one skill to class skill list, and add one language.)


Oh right. Duh. I am SMART. XD
I'd actually like him to have a BG in the cloister and work with you all on how he became friends with our constructs.


Elric:
I'm almost tempted to represent the diverse knowledge and training from the cloister by letting everyone have one extra feat that must be spent on a multiclass feat (the bonus feat would not allow someone to bypass the normal limits to multi-classing) What does everyone else think about that?


Overpowered. But as Will said, if you want to, it's your prerogative. I'm not sure I understand the need for it, even so. Where were you going with that?
Mittens
GM, 499 posts
Shifter
change job kupopopo!
Mon 6 Sep 2010
at 02:34
  • msg #630

Re: Custom Rule Idea

What Tim said.  We've never been the one's to crusade against things being "overpowered," but if we allow this I don't want to hear another word out of you or Joe about "+5 to race knowledge checks for Unity Regional Benefit is overpowered" or "You may choose an extra Background Benefit instead of a Regional Benefit is overpowered."
Elric
GM, 193 posts
Warforged Runepriest
Level 4
Mon 6 Sep 2010
at 02:35
  • msg #631

Re: Custom Rule Idea

Shardon:
Elric:
I'm almost tempted to represent the diverse knowledge and training from the cloister by letting everyone have one extra feat that must be spent on a multiclass feat (the bonus feat would not allow someone to bypass the normal limits to multi-classing) What does everyone else think about that?


Overpowered. But as Will said, if you want to, it's your prerogative. I'm not sure I understand the need for it, even so. Where were you going with that?


That part wasn't related to backgrounds, just a freebie I was considering tossing out no matter what background people use. (Similar to the free feats we are already giving out.)

This was an idea I had considered late at night as a would it make the group overpowered or just more fun to play? But if people are going to compare it to having two background bonuses or a background bonus that gives a benefit like the old windrise ports (i.e. one that is way to powerful for a background benefit) then the idea would not be appropriate. However I'm not sure if people are mistaking this as something to tack onto the custom benefit for crystal cloister (which is just mirroring the new windrise ports background) or if they think having each character get a free MC feat is overpowered irregardless of what background is being used. If it is the former then I apologize for the confusion, but if people realized I meant the later and they still think that custom rule suggestion would be MORE overpowered than fun, then I will definitely not follow through with the concept as a custom house rule. Plus I'll not even consider ideas I think up late at night when somewhat tired and probably not thinking clearly, even if such an idea seems plausible at the time.
This message was last edited by the GM at 07:19, Mon 06 Sept 2010.
Timothius
GM, 207 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 6 Sep 2010
at 17:53
  • msg #632

Re: Custom Rule Idea

I still wanna know what you were going to do with it. I personally didn't misunderstand the concept. But since your goal was fun? By all means. I just wanna know where you're coming from. What gave you the idea?
Elric
GM, 194 posts
Warforged Runepriest
Level 4
Tue 7 Sep 2010
at 02:02
  • msg #633

Re: Custom Rule Idea

I had noticed that several of the characters in the party were using MC feats for one purpose or another and was starting to wonder if they were becoming a virtual feat tax. Thus I was considering it to be similar to expertise and the NAD feats being house-ruled in order for characters to be fun and play in a manner that doesn't leave them feat starved to the point people lament not having enough feats available.
This message was last edited by the GM at 02:04, Tue 07 Sept 2010.
Shardon
player, 3 posts
I've returned
Only for you...
Tue 7 Sep 2010
at 02:06
  • msg #634

Re: Custom Rule Idea

Hmm... OK. I see what you're saying. Well rule what you like. I'm good either way. And freeing up my level 2 feat for something else besides the MC while ALSO getting the MC feat at level 1? That would rock. But I'm cool with it either way.
Mittens
GM, 500 posts
Shifter
change job kupopopo!
Tue 7 Sep 2010
at 02:18
  • msg #635

Re: Custom Rule Idea

I'm leaning slightly on the side of not allowing it.  As it is, I can only enjoy charbuilder saying "legal" if I overlook the NAD defenses, added damage bonus, and to-hit bonuses we've decided are legit house rules to keep up with the >.< overpowered new monsters.  But then I'll have to remember to add those on after copy-pasting the char into the game.  But to tack on a MC on top of that would likely make my brain explode.  So I'm guessing that's 2 "eh" votes, and a "rather not" vote, so DM wins on a tie.  :P  Unless I read Joe's answer wrong.
Elric
GM, 195 posts
Warforged Runepriest
Level 4
Tue 7 Sep 2010
at 03:07
  • msg #636

Re: Custom Rule Idea

Well since the idea isn't being unanimously liked, I'll not be going with it as a house rule for the DS game.
Mittens
GM, 501 posts
Shifter
change job kupopopo!
Tue 7 Sep 2010
at 03:19
  • msg #637

Re: Custom Rule Idea

After listening to the http://rhopigamma.wordpress.com/ episode on "Dealing with Character Death" and commenting on it, I figured it best to take my own advice.

How exactly do we want to deal with the unlikely event of PC death (presumably without means of resurrection)?  Do we want a Deo Ex rescue to keep from having to roll a new character?  Do we want to retcon the ion cannon disguised as a doorknob that caused the PC death?  Fudge the dice?  Or... just let the PC die and roll a new char?  How do we want to deal with it?
Elric
GM, 196 posts
Warforged Runepriest
Level 4
Tue 7 Sep 2010
at 03:34
  • msg #638

Re: Custom Rule Idea

Depends on the situation, remember enemies can choose to KO instead of kill someone, and since to kill someone they have to fail the death saves which can be avoided if anyone can use a heal check or healing a single hit point (temp HP don't count for this). And it is rare for enemies to truly try to beat on a character to negative bloodied while other characters are still running around.

Plus there are ways to deal with it for some situations, i.e. someone resurrects the person but demands the group go on a quest as payment for the resurrection. (failure to complete the quest could result in a nasty curse being placed or something.)
Timothius
GM, 208 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 7 Sep 2010
at 12:19
  • msg #639

Re: Custom Rule Idea

I once made a whole story based off the concept of Timothius dying and Mittens having to find a way to rez him. Likewise, Chris did the same with Mitts dying and Tim having to deal with her being dead until she finally was allowed to return. I think death should become a quest that, unfortunately, the PC that died can not really take part in (Well except to pose in watching from the Astral Sea or being horrified in the Shadowfell or even being kidnapped into the Abyss when they should have gone to the Astral Sea, etc).

I believe that while death should be a real and possible danger, it should only ADD to plot and fun, not take away from it. This is why I was excited about Maverick losing a hand in Star Wars. It became a highly emotional thing for everyone involved and just gave the entire group more zealousness in hunting the imperials. ....and I got to have a freakin' robot hand. XD I still remember saying "Luke had a robot hand, so I'm only afraid of it seeming cliche." to which Tom immediately responded, "Except that while Luke was a dork, Maverick would make a robot hand look COOL!"

....fun times. ;)
Timothius
GM, 210 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 8 Sep 2010
at 15:08
  • msg #640

Re: Custom Rule Idea

Reminder for Mitts: Shadowfell and Ascention. Both places, you're up!
Elric
GM, 199 posts
Warforged Runepriest
Level 4
Wed 8 Sep 2010
at 17:53
  • msg #641

Re: Custom Rule Idea

Oh in a DDI article today they posted a revised Skill check DC table (which should make it into the next errata revision, etc...) The table also shows DCs for each level as opposed for grouping levels together.

The article also states suggestions on when to use easy/moderate/hard checks, and I will be using this table in the Dark Sun game, so I may be ignoring the DCs in some skill challenges to use this revised table.

http://www.wizards.com/DnD/Art...d/drdd/2010september
Joe Darkthorne
GM, 231 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 8 Sep 2010
at 20:33
  • msg #642

Re: Custom Rule Idea

  ...  So, they made the so called DC list harder again.  It's even worse than the original DC chart.  Of Course.  To the point where the Old 'worse' DC caps out where the upcoming chart hits at lv 25, then gets harder.  Compared to the current erratad down difficulties, DC cap on the upcoming chart, Lv 19 is where the 'new' chart meets the current max difficulty, then proceeds to get harder.

  This is full of nerd rage, but it's at the general principle of the mechanics.  Sane GM's are Sane.

  The Easy/Mediums are still doable for the properly trained/stated.  However, the lv 30 one has a +9 jump in difficulty compared to the current lv 30 Hard listing.

  And since when did we get given reasonable DC's anyway?  Lv 2, 25 Perc DC Acid pit anyone?

DDI insanity:
All-In: As we identified these character archetypes, we also noted a fourth sort of PC—the “all-in” character. This guy takes every possible advantage toward maximizing a particular skill. He has feats, a racial bonus, starts with a 20 in the primary modifier, is trained in the skill, and searches out magic items that further advance his skill. Even with our now-higher Hard DC scale, this character is nearly guaranteed success. But it’s also difficult to get bonuses that high for more than one or two skills. Rather than push the Hard DCs out of reach of typical characters, we recognize that those characters exist and will be really good at their chosen vocation. If the DM is doing his job (and we’ve given even more tools to help with that), then that character will have his moments to shine but will also face many challenges that can't be tackled with his maxed-out skill.


  I'm sorry, what?  Even with going 'All-In', we are barely able to pass the DC's considered 'reasonable' by the official staff.
  Again, something is basing the 'standard' on complete to exclusion of all else min/maxed ability.  And all I need to say about that is 'Champions Mush' to know how much nerd rage I got there. censored you 'oh, people get 20 stats all the time' outlook.

  A guy with training, and a mere 18 relevant stat at lv 1, still can't beat a hard DC with a Take-10, and neither can a starts at 20 guy.  They would need +13/14 MORE from extra sources towards the skill to hit a Hard DC on a one, and +6/+7 more from an extra source to hit it on a take-ten.
  Again, they want to punish skill monkeys, and screws over everyone who isn't a skill monkey the rest of the time because you need to be a skill monkey to have a chance in the first place.

  This of course, also makes Rogues even more boned, as it ups their failure at Perc checks to find those traps they need to disarm.  Or even find where they CAN disarm them from.  Again, refer to Acid Pit trap there, which words it as a specific character needing to manage the DC 25 perc check before they are allowed to attempt the DC 22 Thievery check.  At level 2.
This message was last edited by the GM at 22:09, Wed 08 Sept 2010.
Elric
GM, 200 posts
Warforged Runepriest
Level 4
Sat 11 Sep 2010
at 07:05
  • msg #643

Re: Custom Rule Idea

Sampling of what will be coming in Essentials

http://www.wizards.com/dnd/files/DNDessentials.pdf
Mittens
GM, 503 posts
Shifter
change job kupopopo!
Sat 11 Sep 2010
at 12:55
  • msg #644

Re: Custom Rule Idea

Joe rant elsewhere:
  So, sun sickness caught on a roll of 3 or more on something with about as much fort as possible.  Or a roll of 4 if Con was my characters primary stat. Yeaaaah.


O.O!!!  Whaaat?!  They've got to be kidding!  So in other words the setting is unplayable!  *Rushes off to read the rules*  Ah.  Ok.  I get it.

DS book pg 199:
Supplied characters are not susceptible to sun sickness.


So in other words, if pasty white Con 8 Eli were to walk about in the desert with nothing more than his swimming trunks and his Survival DayTM sun screen, he'd be fine.  But a person made of rock wrapped in desert clothing and resting in the shade would get heat stroke.  I translate these rules to: "We have provided the players with a litmus test for what level of nimrod their GM is.  If he ever rolls the sun sickness attack roll on a player, it means the GM is a nimrod that didn't provide the characters with enough Survival DayTM sunscreen."

Or to put it another way: Sun Sickness is a stupid rule that I would ignore.  I never found inventory management fun.  In any game.  Ever.  Sun Sickness = We've turned a fun game into a "manage your inventory or die" chore.  No thanks.
Elric
GM, 201 posts
Warforged Runepriest
Level 4
Sat 11 Sep 2010
at 16:17
  • msg #645

Re: Custom Rule Idea

But ignoring sun sickness is ignoring the dangers of the desert in dark sun, and dark sun is meant to be a dangerous place, in most cases it is easier to let the DM keep track of the survival days (I plan to have a running tally in a Dark Sun thread I'll create that would make keeping track of the party's XP, wealth total as both a GP and residuum value, number of Survival Days, and a few other things to minimize the book keeping the individual players would need to keep track of.

 I also fully intend to keep the group stocked on survival days (although most that you find would be for normal creatures, but living constructs can make use of those survival days just fine, you just end up with leftover food and water, and the food in survival days lasts a long time due to how they are prepared (spoiled food is a risk people don't like to take in a world where food can be hard to get, so food is smoked, dried, etc... to last a long time.)
Surya Shemesh
player, 2 posts
Sat 11 Sep 2010
at 23:25
  • msg #646

Re: Custom Rule Idea

Whew.  That Sun Sickness silliness had me this close to rage-quitting from the DS setting completely.  Well since Seth has offered to keep track of group inventory, I now feel allowed to have fun.  Character is now charbuilder complete.

44lbs carried and 47 gold left before non-charbuilder items bought.

All the stuff not charbuilder legal noted here:
Desert clohing 10 gp 3 lb.
Filter mask 1 gp —
And as many Survival days as the char can buy / carry with remaining gold.  Surya would keep at least a couple regular survival days on hand in case she finds a dying organic NPC in the desert.

Wild Talent: Know Direction

Theme: Veiled Alliance
Joe Darkthorne
GM, 233 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sun 12 Sep 2010
at 02:59
  • msg #647

Re: Custom Rule Idea

  Dark Sun setting is a dangerous and horrible place.  Where it's easy to nonsensically die or get screwed over.
  Seth is a sane GM.
  Dark Sun + Seth = Dark sun is a dangerous and horrible place.  But we won't get nonsensically screwed over unless we do something to directly cause it (probably)
Gilant
player, 104 posts
Githyanki Swordmage
Level 2
Sun 12 Sep 2010
at 15:53
  • msg #648

Noticed something about the wolves and the flaming sphere

I have noticed that when the wolves take auto damage from Eli's flaming sphere since Wolf2 will go down before they can move, Blake's curse boon would be triggered, which could boom either wolf 3 or 4, but if it booms wolf 4 then that wolf would drop which in turn could boom either wolf 3 or wolf 5. (I'd recommend booming wolf 3 to bring it down from 11hp to 5hp so that either wolf would be likely to be dropped with one more hit.)
Matt
player, 114 posts
I am two things.
A Fighter, and a Fighter
Mon 13 Sep 2010
at 04:23
  • msg #649

Re: Noticed something about the wolves and the flaming sphere

  Updated the Matt post to include their further failure.
Elric
GM, 202 posts
Warforged Runepriest
Level 4
Tue 14 Sep 2010
at 05:21
  • msg #650

A possible alternative for balancing the monster/PC scaling

Instead of giving PCs a bonus feat or two or something else to counter the unequal scaling between mob and PC, there is an alternative method.

Over 30 levels a mob gains +30 to all defenses and to attacks.
Over 30 levels a PC gains +15 (1/2 level)+6 (enchantment bonus) + 4 (normal stat boosts) = +25

So could give mobs a penalty to all attacks and defenses equal to 1/5th the monster's level. (round up) This would be roughly the same as giving everyone a bonus to attack and defenses. But would not require people to mess with custom stuff in Character Builder.
Joe Darkthorne
GM, 235 posts
Everyone suspects a Rouge
Few suspect the Ranger
Tue 14 Sep 2010
at 05:32
  • msg #651

Re: A possible alternative for balancing the monster/PC scaling

  I can go for this, though I'm not the one lining up NPC's.
  Main snag of cash sink remains a constant regardless of Method anyways.
  I've already rambled on at length about 'need 1-3 full priced Offense items even with Inherent, and Inherent is useless for keeping up with defense due to 'lv 29=finally get +6' ratio of gains for AC/Defense. (Which is why Eletor is currently rigged up for pure melee, so he doesn't have to care about his implement')
This message was last edited by the GM at 05:53, Tue 14 Sept 2010.
Mittens
GM, 505 posts
Shifter
change job kupopopo!
Tue 14 Sep 2010
at 13:34
  • msg #652

Re: A possible alternative for balancing the monster/PC scaling

Sounds fine.  But for my campaigns, I'll be tweaking things on a case-by-case basis.  Some monsters are way too weak.  Others are broken.  If a monster shows up that you guys have a problem with, just say so.  "Aaaaah!  This monster has an AC of 25!  And my attack value is only 15!  I only have a 50/50 chance to hit!  We're all DOOMED!"  I might tack on the -1 to stuff every 5 levels in that case.  Or just call you a bunch of scardey cats and defeat it solo.
Timothius
GM, 211 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 14 Sep 2010
at 14:11
  • msg #653

Re: A possible alternative for balancing the monster/PC scaling

Personally, I have even argued against my bro about the numbers in DnD. I don't argue that the numbers look bad or that they are OK or anything. That's you all. I just watched the result as I played the game. I played with only 2 other players against Orcus and later, Tiamat. We creamed those gods so badly.

I keep saying that what people overlook is the hidden stats. "This power gives me a +6 power bonus to all defenses. Oh look! This item gives me regen 10 without being bloodied. Oh. And look at this! This power gives me +4 to all attacks until the end of the encounter. And this item? Adds a +2 to damage for every enemy that is reduced to 0 HP."

All that stuff in quotations? Real. By the time you are level 30, the monsters need to be that tough or they get creamed so bad, you are almost bored (If not giggling villainously at your godlike power) because you're just sitting there waiting for their 1k+ HP to whittle down.

As with the bonus feat, I'm not going to complain if you guys wanna give the players another perk. Perks are fun. Whatever floats your boat. We already covered sun sickness (which I agree is BAD because you can't kill the sun.) so the rest is cakewalk far as I'm concerned.

But on the lines of DS, can we go ahead and just start RPing it? Or is there something missing, such as how my halfling met you guys? Or are we gonna RP that?
Elric
GM, 203 posts
Warforged Runepriest
Level 4
Tue 14 Sep 2010
at 16:11
  • msg #654

Re: A possible alternative for balancing the monster/PC scaling

Regarding items, please remember that the items you are talking about tend to be expensive and with limited funds it is not likely that everyone will have all those items. The issue I see with all the let's gear up some level 30s and have them take on orcus and tiamat is that you are gearing the PCs specifically to take out them. The average person isn't so optimized.

As far as when the DS game will start, it will start after I see all the character sheets have been completely filled out. For example Shardon and Tread do not have a background benefit listed as ?????? is not a background I am familiar with. Also since I am planning on starting the group around Altaruk and not in The Forest Ridge, I had expected Shardon's background to explain how he met up with the rest of the group. If you would rather RP that event out, we can although I'd have to then consider throwing together a skill challenge together to cover the group traveling from the Forest Ridge to Altaruk, although with the knowledge the Crystal Cloister and its neighboring allied halfling tribes, traveling through both The Forest Ridge and the Ringing Mountains would not be too difficult since the group would be able to hitch a ride along a trade route used by the halflings, although that would take the group out somewhere between Tyr and Mount Narran, which would require something to explain, how the group gets from that area to Altaruk. (Which I can throw together with a variation of the first of the two mini adventurers from the free game day stuff, actually that might be a good idea... just modify a few things and it would explain how the group gets to where it is going...)

On a side note does everyone want to start at Altaruk, or would they rather start with a journey to Altaruk? I'm starting to think that dealing with the journey might be a good idea.

Also I do know that Mittens is waiting till the character builder is updated before placing such things so Surya is lacking such items like desert clothing and survival days (or the L.C. version of survival days) in the character sheet. Surya also has a ritual listed, although hybrid Invoker/Wizards do not have the ritual caster feat (which I think is rather odd since both Wizards and Invokers have it, so why someone who is trained in both not have it? Never understood that and I am really tempted to house rule for hybrids that if both both classes comprising the hybrid would normally grant a feature and the hybrid does not, then the hybrid gets the feature free. Typically this would be the ritual caster feat for hybrids of two classes that both have ritual caster, although what rituals the person starts would would be a hybrid meshing of the two base classes) As such I cannot consider Surya to be a completed character sheet at this time since I do not know if we will want to use the just give the hybrid ritual caster free since both halves of the class would get it on their own along with stuff that has been mentioned previously in the OOC channel but not placed within the character sheet also points to the sheet not being completed. Remember when I look something up I check the character sheets, not hunt through an OOC thread.

I cannot start a campaign in good conscience when the character sheets don't seem to be completed, especially since the background information can influence where the group will be starting. While most of the stuff is just minor things and fluff, but they add up, and I am not really fond of filling in those choices after the situation dictates that such a choice would have an impact on the current situation. For example, picking a background that provide fire resistant to reduce damage from a fire attack or adapting the background to say you have been in a location before and thus should know about the town/village/whatever, not that I'd expect anyone here to try that, still there are things that need to be decided before play can begin since it can and will affect how things proceed for the group.
This message was last edited by the GM at 16:51, Tue 14 Sept 2010.
Surya Shemesh
player, 3 posts
Tue 14 Sep 2010
at 16:22
  • msg #655

Re: A possible alternative for balancing the monster/PC scaling

Surya's current charsheet:
Background: Birth - Prophecy (+2 to Religion)


quote:
All the stuff not charbuilder legal noted here:
Desert clothing 10 gp 3 lb.
Filter mask 1 gp —
And as many Survival days as the char can buy / carry with remaining gold.  Surya would keep at least a couple regular survival days on hand in case she finds a dying organic NPC in the desert.

Wild Talent: Know Direction

Theme: Veiled Alliance


Thanks to switching from invoker to hybrid, hide armor was no longer valid.  Didn't bother spending 1 gp for cloth "armor" when I'll have desert clothes.  So I've got a few more gold left over for...  But then I find myself once again dragged into the inventory management argen.

....

So.  Since I can't wear armor, I'm only buying an accurate staff.  I'm fed up with keeping track of anything beyond that.  I am surrendering all my remaining gold to my smarter more patient allies.  They can do with it what they will and assign me to carrying whatever junk they want me to carry.  It bears repeating: Fussing with inventory management beyond just magical gear in charbuilder is not fun.

Me go sleep now.  v.v
This message was last edited by the player at 16:40, Tue 14 Sept 2010.
Elric
GM, 204 posts
Warforged Runepriest
Level 4
Tue 14 Sep 2010
at 17:47
  • msg #656

Re: A possible alternative for balancing the monster/PC scaling

Fussing with gear management may not be fun, but it is an initial step necessary in a setting where gear management even if going to be handled by the GM for the most part when expendables are involved.

Surya's current charsheet:
ITEMS
Ritual Book, Cloth Armor, Accurate staff, Backpack (empty), Hempen Rope (50 ft.)
RITUALS
Hand of Fate


Emphasis in bold, a hybrid Invoker/Wizard does not normally get Ritual Caster and would not have a Ritual Book by default.

Also what languages does Surya know? That copy/paste from character builder does not list the known languages. All Shardminds know at least Common, Deep Speech, and one other language.

Now given how going hybrid is already costing you training in a skill as hybrids get fewer trained skills along with Ritual Caster and both of those are replaceable within character builder as feats, I am still considering if I should just give you Ritual caster for free as a perk since both Invoker and Wizard normally have Ritual Caster. A hybrid of what the two classes get would be Hand of Fate and two other free 1st level rituals, with getting a single extra free ritual (instead of the two Wizards normally get) at 5th, 11th, 15th, 21st, and 25th levels of that level or lower. Personally I'm leaning towards the granting of Ritual Caster and Skill Training, as I know Hybrids are kept on the weaker side in general to avoid risking some overpowering combination that may some day be possible and I don't see how those two feats as a perk to balance out how Wizards of the Coast over-penalizes hybrids in some areas. The Free Skill Training would be with the caveat that the skill must be from the skill list for either class (Wizard or Invoker) since having less than 4 trained skills simply because your a Hybrid is an unnecessary hindrance that makes no sense to me other than as a design fiat from Wizards of the Coast for no reason I can fathom other than to penalize people who want to be hybrids to try to discourage hybrid characters. (And penalizing someone just because they can is not a good reason in my opinion.)

Going with the free ritual would also allow me to make sure the group has Brew Potion to be able to make potions if desired, if you went with Hand of Fate, Brew Potion, and say Make Whole (for example) as the level 1 rituals. (even if we don't do this Fletch is capable of learning creation rituals due to his background which makes it easier to explain how the group is getting potions and gear other than 'poofing' it into existence since it isn't necessarily being found as loot.)

That aside, with the gear you have specified, you could carry 10 Survival Days for Living Constructs and 4 normal Survival Days with your total weight at 85 pounds (you can carry 90 without being encumbered) and have 10gp left over.
This message was last edited by the GM at 18:16, Tue 14 Sept 2010.
Surya Shemesh
player, 4 posts
Tue 14 Sep 2010
at 19:07
  • msg #657

Re: A possible alternative for balancing the monster/PC scaling

*Fistshakes at charbuilder*

Ritual and book removed from cast click.  I'd rather you give the freebies to your chars.  I'm happy with Surya being as-is simple.  Simple is good.
Fletch
player, 1 post
Tue 14 Sep 2010
at 19:46
  • msg #658

Re: A possible alternative for balancing the monster/PC scaling

  Note to self, actually write up BG detail for Fletch, and some form of passing Desc.  I think the Fletch click is good to go beyond that (remember that the upper, and lower Equipment lists have different stuff in them).

  Also, reminder to Seth.
  Fletch=Warsmith.
  Warsmith=Creation Rituals.
  Creation Rituals=Brew Potion.

  Though, it will be quite some time before I can afford a spellshard(what with Sorc King's hatred of Paper goods), let alone rituals.

  Along the lines of 'I hate gear figuring beyond magic items', I don't minds the figuring (One of my arrangements for Eletor had figured a Handy Haversack and enough Mundane items counted and paid for to supply a refugee camp for a week) , but it can be daunting trying to get everything you 'need' with just 100 GP, even without considering DS extra requirements.  It's a good thing Archer Warlords can only have Hide armor.  Because I couldn't have afforded Chainmail anyways.  As it is I can only afford a single, Price reduced for Warforged Survival day.  Which doesn't bother me as much as it would with other GM's.
This message was last edited by the player at 19:52, Tue 14 Sept 2010.
Elric
GM, 205 posts
Warforged Runepriest
Level 4
Tue 14 Sep 2010
at 20:22
  • msg #659

Re: A possible alternative for balancing the monster/PC scaling

Okay then, that resolves the does Surya have rituals issue, but there is one other thing you haven't addressed, what is the free language Surya knows as a shardmind (Common and deep speech are a given but there is the one other that you get to pick.) I'm sure you selected one within Character builder, but it doesn't give that information within the copy/paste section you are using as your character sheet.

I am aware of how the 100gp limit can be annoying for some people, while others not much of an issue at all depending on what they need to acquire.

I hadn't forgotten that Fletch can learn creation rituals, remember I had said:

From my previous post:
(even if we don't do this Fletch is capable of learning creation rituals due to his background which makes it easier to explain how the group is getting potions and gear other than 'poofing' it into existence since it isn't necessarily being found as loot.)


Also remember that while ritual books and spell books that aren't in shard form are typically disguised as something that others wouldn't instantly recognize as a written book, with one possibility of being a collection of maps, or pictures in which the rituals and spell components and descriptions are hidden within. This can be accomplished in a number of ways such as hiding glyphs within the image (Like the where is waldo pictures), or by using a 'mesh' or two overlaid upon the picture, or simply laid down on top of each other to complete the passage.
Surya Shemesh
player, 5 posts
Wed 15 Sep 2010
at 03:36
  • msg #660

Re: A word on fun

Had picked Primordial, but only because Supernal is forbidden.  ;.;

A word on fun:

Tim: "Your nerd rage is taking the fun out of D&D..."
Chris:  "I'm nerd raging because D&D is no longer fun for me."
(Commence discussion of differing expectations and definitions of fun.)

So here's a summary:  I view PnP systems as a more social MMO with an RP element.  Like any game I play, I expect it to be challenging, but I expect engaging combat, fancy special effects, and new powers as I advance.  D&D has the potential to be very boring if it stops being challenging.  Or if it remains challenging, but it's tedious to get from level 1 to level 2.  Or if it takes forever to update a character sheet from level 1 to level 2.

So what do I mean by challenging, tedious, or forever.

Forever: In my estimation, if it takes any more than 15 minutes to create a level 1 character with the aid of software and more than a year's experience with a system, something's seriously wrong.

Tedious: Any more than a passing thought spent on mundane stuff like eating, drinking, brushing teeth, using the bathroom, bedding, bathing, etc., etc.  (Unless such stuff is part of the RP at the time.)

Challenging: That there's some risk of a setback.  Like, oh, maybe 1 team member gets KO once in a while.  As opposed to never.

I'll let Tim speak for himself on what his expectations from a PnP system are, but they're much more RP focused.
Mittens
GM, 506 posts
Shifter
change job kupopopo!
Wed 15 Sep 2010
at 03:55
  • msg #661

Re: A word on fun

FYI, Timothius and Myself will be going on a vacation from Sun 26th to Thurs 30th where we'll likely have very limited internet access much less time to post.
Fletch
player, 2 posts
Wed 15 Sep 2010
at 03:59
  • msg #662

Re: A word on fun

  Creating the character can be fast (usually is, once you know what you want to make).  Creating a SHEET that's actually of any use at all to anyone is the time consuming part (at least for me).
  Adding a few +'s to your results according to HR's is Math even my brain can handle fine (In DS case, lv one means just +1 to Damage number.)
  While keeping track of survival needs is indeed annoying, I know Seth won't give us TOO huge a hassle with it.  I'd expect his thread to be a lot less survival headachey than the attempt eventually to be had on Paragon Fun (and I still need to finish/start figuring for character and sheet there <.< )
This message was last edited by the player at 03:59, Wed 15 Sept 2010.
Elric
GM, 206 posts
Warforged Runepriest
Level 4
Wed 15 Sep 2010
at 05:56
  • msg #663

Re: A word on fun

Heh using character builder I can throw together a character in 5 minutes assuming I already have an idea of what I'm going for with the character.

For example I created an NPC named Corrin (A halfling 'guide'/Dune Traider) that the group will run into from time to time. Here is what the party will know about him, he is an individual that works for his tribe by heading out and traveling (often as a guard for merchants from his tribe) that will trade with people outside of the forest ridge and bring it back to the forest ridge for his tribe to use and to trade with other tribes. His tribe is on friendly terms with the Crystal Cloister and he is the guide that will have taken the group across the mountains.

While he is away from home, he makes a living helping with caravans and he has earned a reputation for being able to get caravans to their destination safely and in less time than would normally be expected. It is known that he only works with caravans that use mounts to pull the craft since he doesn't trust the wind.
Shardon
player, 4 posts
I've returned
Only for you...
Wed 15 Sep 2010
at 17:53
  • msg #664

Re: A word on fun

In the case of Shardon, I kinda knew "OK a thief who has charisma" due to Seth saying that's what we needed. The character evolved AS I was making him. Originally, he was going to be an elderly human with baggy eyes and long white beard. Now he's a halfling prettyboy bookworm. And that's just the race/appearance. Other things like trained in acro instead of bluff turning into trained in Diplomacy instead of bluff wound up happening, and resulting in "oops, can't use acrobatic strike, because it requires training in acrobatics" etc.

When will charbuilder update with DS items?
Elric
GM, 207 posts
Warforged Runepriest
Level 4
Wed 15 Sep 2010
at 22:23
  • msg #665

Re: A word on fun

They aren't updating character builder till the 21st, I just hope the Dark sun stuff will be in that update, who knows given the essentials stuff begin released in the near future.
Surya Shemesh
player, 6 posts
Thu 16 Sep 2010
at 15:19
  • msg #666

Re: A word on fun

Surya's Charsheet updated to have Waterdeep BG.  If I had known you could legally pick Supernal as an additional language with that, I totally would have snatched that BG first thing.  Tread plans to take Supernal too, so the girls will have their own private angelic language!  ;)
Elric
GM, 208 posts
Warforged Runepriest
Level 4
Thu 16 Sep 2010
at 18:11
  • msg #667

Re: A word on fun

You must remember that there is no legal way to start at 1st level and know Supernatural or Abyssal as per page 25 of the player's handbook.
Joe Darkthorne
GM, 236 posts
Everyone suspects a Rouge
Few suspect the Ranger
Thu 16 Sep 2010
at 18:44
  • msg #668

Re: A word on fun

  Builder gives access to Supernal with the BG picks.  You just can't pick Supernal with your DEFAULT picks. (Not enough time right now for me to crank up builder to double check).
Elric
GM, 209 posts
Warforged Runepriest
Level 4
Thu 16 Sep 2010
at 20:34
  • msg #669

Re: A word on fun

Hmm, that directly contradicts page 25 of the player's handbook...wonder if character builder is bugged in that regard or if it was allowed for people to use backgrounds to get a language like Abyssal or Supernatural.
Timothius
GM, 213 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 16 Sep 2010
at 20:57
  • msg #670

Re: A word on fun

The latter. I argued this point with Joe before and there it is. Besides, they've updated a lot of stuff that contradicts what PHB1 stuff used to say since years ago. :) And in the end, it's GM's prerogative, but in Surya's case, Chris mentioned the whole reborn goddess thing making the Supernal language fit.

Any clue on why Supernal and Abyssal were inaccessible at level 1, yet you could get them at level 2 regardless?
Elric
GM, 210 posts
Warforged Runepriest
Level 4
Fri 17 Sep 2010
at 01:00
  • msg #671

Re: A word on fun

I've always figured that it was due to those languages being rare and not normally used by mortals.
Joe Darkthorne
GM, 237 posts
Everyone suspects a Rouge
Few suspect the Ranger
Fri 17 Sep 2010
at 01:38
  • msg #672

Re: A word on fun

  Which of course, is why Gnolls, one of the more common low level races and currently a full PC race, know Abyssal by default.
Timothius
GM, 214 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 17 Sep 2010
at 03:01
  • msg #673

Re: A word on fun

While true, playing a good aligned gnoll is pretty "zwuh?" and requires a backstory that explains how the heck a mortal demon winds up goody-two-shoes. XD

But Joe still has a point.
Joe Darkthorne
GM, 238 posts
Everyone suspects a Rouge
Few suspect the Ranger
Fri 17 Sep 2010
at 03:03
  • msg #674

Re: A word on fun

  Like one of the Articles on the DnD site went on about, Gnolls have it rough.  Constantly being decapitated etc and such in feature artwork to this day, to the point guy writing the article wondered if Gnolls did something to the artist as a child.  While Drow's just get a bit of a shrug at most ;D
Timothius
GM, 215 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 17 Sep 2010
at 03:32
  • msg #675

Re: A word on fun

Well drow are pretty, so it's easier to love them. In most settings, wolves and hyenas are seen as particularly menacing/scary and even demonic (See Exorcist: The Beginning). But Drow are just Nergo elves. XD In fact, I was recently tempted to play such. An elf who is mistaken as a drow because he/she has skin that dark. "Dude, is my hair white? No? Then what is your problem?"
Gale
player, 137 posts
Human wizard wielding orb
Robe of adornment +0
Fri 17 Sep 2010
at 04:51
  • msg #676

Re: A word on fun

May as well post up initiatives in Loudwater.  Thanks for pointing that out, Joe.  :)
Alexis
player, 46 posts
Prophisied Nature Girl
Freckly Redhead
Fri 17 Sep 2010
at 12:55
  • msg #677

Re: A word on fun

Just a reminder that Mitts is up on Shadowfell and Durtendin is up on Eberron. :)
Joe Darkthorne
GM, 239 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sat 18 Sep 2010
at 08:05
  • msg #678

Re: A word on fun

  Bit of a heads up, I've been having some Computer bizarreness (had a quick 'video driver something something removed' message go by in the bottom left, then hard freeze, then nothing accessible but 'would you like to restore to factory settings?. Then thank God actual restore option after that seems to have worked... With another blarg crash along the way).

  I got my RPOL bits up to now backed up at least now, but yeah.  Heads up if I'm less on than even usual.
Angel
player, 127 posts
Deceptively Charismatic
Dangerously Optimistic
Sun 19 Sep 2010
at 01:27
  • msg #679

Re: A word on fun

Still don't know Matt's initiative for Ascention and thus, dunno if he's even supposed to go yet. All I saw was "Initiative: Fail". :\

Well if he goes before the next badguy, then I'll wait for him to edit his post before I go so I can react to his character and actions accordingly.

MEANWHILE!

I am strongly considering running a lvl 1 campaign titled "The beginning" which would take place guess when. I'm talking about the start of the world. Which world? Well I'm leaning towards the PHB one (what I tend to call Greyhawk or Default setting), but thoughts are appreciated. The idea being our characters would be the ones making history. It would be a fresh way to view the world of DnD, allowing our characters to be amazed even by something as mundane as a monkey because everything is new.

We would go absolutely by-the-book legal in this campaign. No house rules whatsoever. I will, of course, provide the guidelines on what is the norm such as if humans hate Drow (or if Drow even exist yet for that matter) and other such things before we make characters.

Your thoughts appreciated.
Mittens
GM, 510 posts
Shifter
change job kupopopo!
Sun 19 Sep 2010
at 01:42
  • msg #680

Re: A word on fun

Me like!  Sounds fun!  RL questions and answers:

Me: "So who would you play as?"
Tim: "No idea yet."

Me: "So is this before the elemental war?  Supposedly there was a time between creation and that war."
Tim: "Uh.... Yeah.  That could work.  Another thought is that I could possibly start us at the beginning of an entirely new world with an entirely different pantheon.  The main idea is that we start at the beginning of a world."

Hmmm....  I'm thinking maybe human.  Maybe someone who's all in favor of Erathis / whatever deity of civilization.  Because it's a new concept.  Probably a new character since Jake/Gale/Mittens/Lucky don't really fit.  Hmmm....
Matt
player, 116 posts
I am two things.
A Fighter, and a Fighter
Sun 19 Sep 2010
at 01:50
  • msg #681

Re: A word on fun

  My Initiative IS listed. Twice now.
  First in my next to last post along with the readied actions outright stating he goes before the Skeleton warriors.
Me:
OOC Style: Welp. a roll of 20 is a failure compared to the enemy.
And then I roll a 1 for my 'well at least I go before the warrior that spawned next to me' attack. Ready action, because I can't even make this fail attack until after the Boneshard and Blaze skeletons go.

 Then repeated what the roll was in my last post.
Me again:
OOC Style: As mentioned in my last post, fail mc Fail. SUPER Fail. Let's review.
Initiative: Rolled a 20, which still isn't good enough to beat enemies.


  Combo of Dice fail plus half my computer lost (fortunately the half I rarely used.  But was near miss of computer wipe and bro lost a pile of their stuff) plus 'people saying I didn't do something I already did' make me something something today.

  I'll answer about the other stuff later.
This message was last edited by the player at 01:53, Sun 19 Sept 2010.
Angel
player, 128 posts
Deceptively Charismatic
Dangerously Optimistic
Sun 19 Sep 2010
at 01:58
  • msg #682

Re: A word on fun

Sorry dude. I failed my perception check. Was just asking. XO Wasn't saying you didn't list. I just tend to look for stuff like Initiate: 20+?=result.

Sorry about your computer problems and fail rolls. Wish I could make you feel better, but... well... work. >.> And then I stay up and sing for church. Then sleep. Then go to star wars. XD Weekends. Busy for me every time. Although, from what I can tell, I don't work on the weekdays this week.

Sad part is, I had seen those initiative results and how you mentioned they still didn't beat monsters. But had forgotten that quickly. I really need to have a spot where the GM lists "Initiative order" as I tend to durp without such.

Also, Matt should have gone before the boneshards as his init was 24 and the boneshards only had 22. So... this means you can totally have your post be retroactive. Or something. I think.
This message was last edited by the player at 02:02, Sun 19 Sept 2010.
Matt
player, 117 posts
I am two things.
A Fighter, and a Fighter
Sun 19 Sep 2010
at 02:05
  • msg #683

Re: A word on fun

  Yeah, It's mostly the Dice Fail and Computer 'from fine to barely lived in half a second' shenanigans that's got me arg. I could have just pointed out where I listed stuff without the Whaambulance <.<

  As for new campaign, I'll give it a go but I'm complete clueless on what I'd make. I still need to type up sheet for the lv 11 Art for Paragon board's DS character too.  I haven't even touched considerations for 'Epic DnD version of Faction' yet, but will give that a go to.

  Now to actually get some form of food and change out of work clothes.

  EDIT: My attack was aimed at a warrior and was a 'rolled a 1' scale miss, so even retroactive it won't change anything and no need for other people to edit posts.  My upcoming IC fill out will basically consist of 'Matt misses and is still on fire' with better wording.  At least my failure has some form of convenience to it.
This message was last edited by the player at 02:06, Sun 19 Sept 2010.
Angel
player, 129 posts
Deceptively Charismatic
Dangerously Optimistic
Sun 19 Sep 2010
at 02:14
  • msg #684

Re: A word on fun

I'm starting a separate thread for discussing "The Beginning" so that ooc can continue to serve its purpose as, well, ooc.
Shardon
player, 5 posts
I've returned
Only for you...
Sun 19 Sep 2010
at 13:13
  • msg #685

Re: A word on fun

Seluku looks awesome. I love the avatar you picked for him. :)

Trace is a fitting name. XD

I love both those characters and their backgrounds. Had fun reading them at work.
Elric
GM, 212 posts
Warforged Runepriest
Level 4
Sun 19 Sep 2010
at 17:41
  • msg #686

Re: A word on fun

Thanks, and a reminder for the other characters for the Dark Sun Campaign, if you have thought of a background, for the character, please make sure to include it in the character sheet (even if it is just a copy/paste at the bottom) since knowing the backgrounds will help me with creating and applying hooks to lead from one adventure to the next.

A character background can be entered into character builder in the Manage -> Information fields. However those fields are not included in the character summary page, so they would have to be copy/pasted into the character description/sheet for the game manually (in the same manner as listing the known languages at included in the character summary for some odd reason.)
Mittens
GM, 511 posts
Shifter
change job kupopopo!
Mon 20 Sep 2010
at 03:14
  • msg #687

Re: A word on fun

Elric can: Approve of / disapprove of Gales plan + roll initiative.
Shale, Michael, Freedom, Gilant can: Approve of / disapprove of Bridget's plan + tie up badguys.
Durtendin can: Comment / remain silent on Eletor's point about being conservative with resistance potions, further strategize, ask questions, etc.
Joe Darkthorne
GM, 241 posts
Everyone suspects a Rouge
Few suspect the Ranger
Mon 20 Sep 2010
at 07:31
  • msg #688

Re: A word on fun

  I randomly remembered another ARG bit about Champions Mush/system. I've probably mentioned this before but, it's a sign of how unrealy bad my luck with the system was.

  My luck with that system when it came to opinion calls spectacularly bad.
  How bad?
  Well, I asked on the Rules Q&A board (regarding Sound Transmission power combined with perfect memory, and using it for it's listed in book examples capability).  I basically got a 'shut up and do what your GM says'.
  I skim the boards over a week later looking to see if it was answered in another thread or something.  It turns out more people were asking about it after I did, or similar questions about the power.  And it became a 'stop asking this or you're banned' question.

  Yup.  Even the game designers themselves hated my questions.

  Related to the power itself, people on the Champions Mush were all Arg over my using a 5 point (individual powers often had 50, or more points to them. Their 'value', not their price-tag after disadvantages), 5 Kilometer range Sound Transmission power to, well, transmit sound in any way outside of 'megaphone'. Nor anything but talking despite my picking up super perfect memory and it book stating that's how you build recording devices. (I mostly wanted it for spooky having my voice come from random points 'next' to me)

  They were however, perfectly fine with me using it as a Presence (Intimidation, but stat based one that actually works) attack on everything in that 5 kilometer range at once.  Yes I asked for clarification, they were fine with that.  My guy also had 'Batman wet his pants' level Presence.
  Sadly, I never took them up on this.
This message was last edited by the GM at 07:36, Mon 20 Sept 2010.
Matt
player, 118 posts
I am two things.
A Fighter, and a Fighter
Tue 21 Sep 2010
at 01:39
  • msg #689

Re: A word on fun

  If it's not too late, I'll be figuring my Parry and Riposte reaction (vs skeleton 1) from it's missing me with Melee. (unless it crits, no way it will kill off the skeleton 1. Don't think it can even if it did)

  If 'you want to use your reaction power days later RL?' is too much later for such, then I'll skip it.
This message was last edited by the player at 01:45, Tue 21 Sept 2010.
Mittens
GM, 513 posts
Shifter
change job kupopopo!
Tue 21 Sep 2010
at 02:22
  • msg #690

Re: A word on fun

Yeah sure go ahead.  :)
Joe Darkthorne
GM, 242 posts
Everyone suspects a Rouge
Few suspect the Ranger
Wed 22 Sep 2010
at 10:58
  • msg #691

Re: A word on fun

  *eyes clock* Feel free to assume Joe, Terdisas and Blake go along with the stuff in progress.  Will post up in Eberron and likely those other threads later today.
Gale
player, 140 posts
Human wizard wielding orb
Robe of adornment +0
Thu 23 Sep 2010
at 06:19
  • msg #692

Readied action + surprise round

I'm guessing there's a rule against readying an action before a surprise round.  That says you can't have both a readied action trigger AND a surprise round action.  Even so, I wonder about surprise round...  Gale being at the top of the initiative round I did a little metagame thanks to a game mechanic quirk.  If she were to use grasping shadows first like she had planned, it would slow the enemy to the end of her next turn...  right before the gnolls acted.  So instead she used scorching burst 1st in the surprise round.  If that makes any sense.
Eletor
player, 48 posts
Words of Divine Wisdom...
PAY YOUR TAB
Thu 23 Sep 2010
at 08:49
  • msg #693

Re: Readied action + surprise round

  So yeah, while I've been futzing with Eletor again (still +3 lv 11 Weapon(Glaive)/Neck(generic), but the +3 lv 12 Resistance armor vs fire version. plus Bag of holding, Ruby scabbard Hafted Defense Gooood, and 1,600 GP to spare, -5 for Picture ID which isn't part of the standard Adv Gear Table.), I'm figuring Swordmage MC.  Because, you know. He stabs things often enough and it saves cash and effort otherwise needed for Implement upkeep (and not make him Pure melee due to such)...

    I'll be sticking why my +3's.  With all the Time Hopping, probably less sane moments of 'well we are between encounters so hold on while I rearranged my character sheet' than otherwise to be had if I want to switch to 'Items I Want Personally' instead of 'Items I Bought Specifically For Upcoming Encounter'.  Or even just upgrade in general when we hit lv 11.
  Say what you will about effectiveness, but I always feel like a loser when I rig out my inventory specifically for enemies or bossfights to come (Which is on top of the need for Magic Items to survive at all)

  The Builder isn't figuring my broadsword(or Glaive, im wishy washy between em) as an Implement despite the MC. Thanks builder.  I forgot that even if the MC wording is 'You gain proficiency with Swordmage Implements' with none of that 'for swordmage powers' shenanigans, the actual update to CAUSE that in the builder was part of what was shoved to 'hopefully Early October'. (and also, said update means Monk and Assassin MC's only grant Ki Focus Implement proficiency).  Sorry, you're not good enough as a class or a person to make it. Please insert magic doodad to proceed.

  Fortunately I can just cram in a free +3 Holy symbol placeholder for proper Builder results, but yeah.

  Hilarious pleasant technicality news. A Glaive can be a Warforged Armblade.

  In other Eletor news, My Thematic doodad Feat pick for Eletor is now down to a Choice between Combat Medic, or a Dragonmark(if so then Detection, whoo Perc=Sense Magic.  Even if Sense magic Rules As Written is useless.)
This message was last edited by the player at 10:42, Thu 23 Sept 2010.
Dido
player, 90 posts
With a hammer I serve
The Heavy Metal Dragon
Thu 23 Sep 2010
at 13:54
  • msg #694

Re: Readied action + surprise round

Terdisas:
Terdisas does not bring up Douvan won't get any benefit from the armor without proficiency.  It would both hurt Dido's feelings and would be a touch too meta for his tastes.


Heh. Funny thing that. To me it would make more sense for the proficiency to make a difference in your speed and skills. So instead of "you don't get a +6 from chain" it would be "your -1 to speed is a -4 to speed" so it would be like being slowed for those who have speed 6 and even worse for those with speed 5. "and the -1 to str and dex skills is instead a -4"

I think those would be enough to keep most adventurers from using armor when not proficient. But oh well... game mechanics that make little sense, but are there for the sake of gameplay fairness you will have with you always.
Tread
player, 3 posts
Prissy, girly girl
...who's a TANK
Thu 23 Sep 2010
at 20:32
  • msg #695

Re: Readied action + surprise round

Tread BG WiP. Lemme know if it works, Seth:

It was only a few years back Tread was born (As much as any Crystal Cloister construct is born anyway). She is new to most everything and wishes to experience the world. In recent history, she decided to experience parenthood and got permission to take part in a construct-creation ritual and calls the warforged that resulted her "son".

When she was told of how horrible it is outside of the forest ridge, Tread's heart went out to the world and everyone in it. Tread has made it her goal to help restore the world and while she is at it, care for those in her path. She will go on this mission the elders have beset on her and a few others due to her deep love for this world and its people. In a savage world of survivalists, Tread will soon stand out as one of the few people left who gives a care about others for more than personal goal reasons.
Elric
GM, 214 posts
Warforged Runepriest
Level 4
Fri 24 Sep 2010
at 01:56
  • msg #696

Re: Readied action + surprise round

You do realize that the Crystal Cloister isn't so isolated that anyone there would be unaware of the dangers outside the village. And how much of the world is desert. (So Tread would find out about this rather early in her life.)

 Wanting to be kind to strangers in a sort of do unto others as you want them to do unto you, and classical real life desert hospitality do make sense, but going around wanting to save everyone or caring about creatures that only see you as food/loot/save material would be a bad idea.

So how far is Tread wanting to take her caring about others? If it is going to be like in unity where you don't want to kill anything even mindless monsters that want to eat you, then you'll have problems in Athas. In Athas' deserts, much like in space, keeping someone alive after you 'looted them' or destroyed their resources/whatever is a fate crueler than death. (As in DS your basically condemning them to Sun Sickness and starvation/dehydration.) The only time a creature/person is kept alive would be if they are more valuable alive than dead (slavers do this, as do hunters wanting to sell the creature to an arena or other buyer.)

It is one thing to be kind and polite when in a nonhostile environment, but I'll warn you now Unity style keep everyone alive isn't a kind or appropriate approach in Athas due to limited resources and how most places you'd hand criminals over to would just kill them anyways, or worse depending on the situation. Or they might let them go and arrest you for 'harassing' one of their minions.

It is one thing to want to try to make the world better for everyone (a reasonable goal for a hero in DS) but you should never be under the disillusion that anyone in Athas can save everyone they come across and that not killing a monster or savage that wants to try and eat you or rip you apart or worse isn't kindness, it's lunacy.

If your familiar with the Firefly TV series, Athas is in some ways like that setting but in a desert and not in outer space with how the crew of the Firefly can be kind to 'innocent' people, but they aren't foolish enough to try to be kind to people who are obviously enemies. (unless they don't have a choice due to circumstance/politics/etc...)

So your WiP BG has potential to be interesting if your going for some sort of 'I have learned that the world is cruel and that I can't be save everyone, but I'll be kind to those who I feel deserve it and save who I can, however I can't afford to waste my kindness on those beyond redemption as then I'll not be able to save anyone.' However it also has the potential to be carried to far into something that would be implausible in Athas (Unity level of kindness and rules against killing even nonsentient monsters or trying to take every hostile sentient prisoner is unreasonable in the wastelands of Athas, however in a large city it is a difficult matter unless you know the town guard is on your side and that is not something easily accomplished. (Remember that the Crystal Forest and thus the Crystal Cloister are not far from the Empty Plains and hence the Crimsom Savanna, so it would be hard for anyone to be sheltered enough to not realize the world is cruel and that the average person will abuse acts of kindness out of self interest.) While the Crystal Cloister community protects its own, and they will protect the halfling tribal allies they have (when possible) none of them would ever try to shelter a 'younger member of the community' from the truth of how Athas is for fear of how harmful it would be to the individual when they realized the world isn't safe. The Elders especially know well enough to not sugar coat stuff. They are patient but not foolish.
Tread
player, 4 posts
Prissy, girly girl
...who's a TANK
Fri 24 Sep 2010
at 02:51
  • msg #697

Re: Readied action + surprise round

Discussed this with Seth online. Pretty much just taking out the whole parent thing and moving on to just her being possibly the youngest of the bunch. She'll still be naive and caring, but also, I clarified to Seth that unlike Timothius, Tread does not care about big bug monsters that charge at her or other people. Thinks nothing of killing creatures that try to kill her or her friends. Is bothered to have to kill sentient creatures, and would feel bad if the person pleaded for mercy or gave some other "take advantage of the gullible warforged" deception.

I'll work things out, but besides the "son" bit being pulled it, it's pretty straight forward.

Shardon's going to be the one with a spammy background. XD
Joe Darkthorne
GM, 244 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sat 25 Sep 2010
at 09:44
  • msg #698

Re: Readied action + surprise round

  I know you guys are going on vacation with no Internet, so this will likely not be dealt with for a while.

  But what happened to Joe's mentioned in my last post 'disruptive strike' intentions?  Did it miss and you just didn't have time to mention it(remembering to describe something that did nothing while preparing for a long trip on top of everything else could get crazy).  Was it forgotten thus potentially saving Raichel from any damage at all?

  I'll make Joe post when you get back and that's figured. (Twin strike, miss Hit, upcoming so I don't forget)
This message was last edited by the GM at 09:54, Sat 25 Sept 2010.
Mittens
GM, 519 posts
Shifter
change job kupopopo!
Sat 25 Sep 2010
at 12:29
  • msg #699

Re: Readied action + surprise round

Rolled a 3.  Sorry.  ;.;
Joe Darkthorne
GM, 245 posts
Everyone suspects a Rouge
Few suspect the Ranger
Sat 25 Sep 2010
at 18:40
  • msg #700

Re: Readied action + surprise round

  What a coincidence, that's what my twin strike miss roll was -.-;

  Thanks though.  Hope your vacation goes nice.
Fletch
player, 3 posts
Wed 29 Sep 2010
at 07:50
  • msg #701

Re: Readied action + surprise round

  Realized that 'Intuitive Strike' Isn't so fabulous outside of the fact it's a Weapon Vs Will Melee attack.  On a Hit, it gives the next Ally to attack the target who already has Combat Advantage against the target, then gets +2 To-Hit extra tacked on. (Only Useful to Shadron if A) I was ignoring my Ranged tendencies, and B) Shadron was first with CA to attack).
  Though it's still most pleasant power to me in the At-Wills aside from the only sane Ranged weapon attack (sole other pick being the 'you grant CA to everyone' variety).  And the 'all this does is make an ally attack' powers rub me the wrong way.

  There is also the snag that is, if we do make it to paragon and Epic tier... Well... No 'Ranged Warlord' friendly paths, outside of the 'Captain of Fortune' Paragon with it's Melee/Ranged powers.
  Though I suppose some of the 'pure utility' Epic paths like Planeshaper are still viable in the 'not completely against my build' sense. (and DS Hordemaster could be hilarious at lv 24, with replacement Warforged's popping out of the Sandwork every time I die)
  At least Picking his powers on Level Up will be easy. Ignore Melee powers (5/6TH of them)  Look for the Martial Power 2 attacks, or Past that Magazines. pick the from the few viable ranged weapon or effects ranged powers. Or pick up quirky powers like 'Critical Missfire'.


  Desc: I lack DS Monster Guide thing, what is the name of those Rhino person monsters (as shown on DS PG page 35, right before Themes) so I can properly label the material of Fletch's hide armor and non Brickstone bits of his anatomy?  If nobody can figure it out, I shall call them Rhinoceropotomus like I do the Dwarf Star forms of Kheldian.
  Added to Cast Click though.

  BG: Up. Let me know if there are any glaring issues with it.
This message was last edited by the player at 09:53, Wed 29 Sept 2010.
Elric
GM, 217 posts
Warforged Runepriest
Level 4
Wed 29 Sep 2010
at 15:35
  • msg #702

Re: Readied action + surprise round

While the creature in that picture is not covered in the Creature Catalog, the closest rhino like creature I see is the Baazrag which looks like a 6 legged rhino with a few extra horns and bony plates, it is also a creature which non masterwork hide armor can be made from so material wise it would make sense as it would not be too hard to come by.

I'd rather not have to deal with a 'Rhinoceropotomus' since I have no clue what the creature in that image is capable of, and even then how would the material be acquired by the Crystal Cloister. With Baazrag, it isn't too difficult as the creatures are common, and low level with a rhino-like appearance.
Fletch
player, 4 posts
Wed 29 Sep 2010
at 20:48
  • msg #703

Re: Readied action + surprise round

  Considering the end result is the same when it comes to bits of Rhinowhatevers, shall go with Baazrag then.  It doesn't hurt to be partly made out of masterwork quality material either (even if mechanics wise it does nothing).

  Thanks for the info.
Timothius
GM, 218 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 30 Sep 2010
at 22:53
  • msg #704

Re: Readied action + surprise round

Chris and I have returned. Also, nice BG, Fletch! Really looking forward to RP with you guys on Dark Sun. As a side note, I have an idea who I wanna play on my new thread. So far, here's what I know:

Chris - human
Will - Genasi swordmage
David - Genasi (paladin?) <-- likely going to be something else by virtue of his bg
Me - Elf Druid (Maybe an alt, who knows)

I'm unsure what Seth wanted to play, but I think that's because he said he was unsure?

Anyway. Besides RP info, I have my characters Tread and Shardon ready. But Seth will likely want to know that info as well before starting (heck, if he didn't look at Tread, he being a mom woulda caused problems right away), so I apologize for holding you guys up in that regard.
Elric
GM, 218 posts
Warforged Runepriest
Level 4
Fri 1 Oct 2010
at 16:19
  • msg #705

Re: Readied action + surprise round

Remember that Timothius also has Resist 2 due to being adjacent to Elric that would apply to the Gnolls damage roll due to Elric's current runestate which means that Timothius has 2 more hit points than currently indicated.
Timothius
GM, 220 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 10 Oct 2010
at 03:48
  • msg #706

Re: Readied action + surprise round

I just spent these past crazy days (especially the 16 hour shift) catching up on my reading. More specifically, the DnD Essentials, Heroes of the Fallen Lands. The things I learned in there will change some things for my "Beginning" campaign. Apparently, instead of Lolth twisting elves so that they became Drow, they are painting it such that Drow, Elves and Eladrin all coexisted at the beginning and Lolth just twisted the Drow. O.o And Lolth is Sehanine's sis? Or something. Anyway, the point is, I'll need to rethink some things as the default DnD setting is oh-so-slowly being unraveled by Wizards. And it's so different from my prior DnD knowledge...

THAT aside, Seth, I'm having a serious writer's block on Shardon's BG. I started writing and wound up with something that stumped me. What it comes down to is I wanted such an extremely frustrating, downright rotten thing to have happened to him that it warrants rolling over in his grave. Coming back from the dead out of pure hatred would be a fun character concept I have not played before and I'm excited about it! But making what happened to make him THAT pissed in a world where people are so tormented that someone peeing in your baby's mouth is considered a kind gesture, it's proving to be quite the challenge. What insurmountable evil would tick off someone that much? Betrayal. But what manner of betrayal? It can't be from a halfling because they function is groups and never go it alone. It's unlikely to be another race because Halflings are kinda xenophobic to begin with. These are just a few problems I'm facing. But I was hoping, for the sake of RP, that I could leave that part of his background a secret for now and develop it as we RP.

Thoughts appreciated. For both DS and Beginning.
Mittens
GM, 523 posts
Shifter
change job kupopopo!
Sun 10 Oct 2010
at 03:53
  • msg #707

Re: Readied action + surprise round

He's supposed to want revenge on a sorcerer king, right?  Well leaving it vague is fine /w me.  In fact it's probably better that way.  Like the secret Mortal Kombat fatality that's so brutal that it's off panel.
Elric
GM, 219 posts
Warforged Runepriest
Level 4
Sun 10 Oct 2010
at 04:28
  • msg #708

Re. Shardon's BG

For Shardon, remember halflings while xenophobic are not isolationist and not every halfling tribe likes each other.

It is quite possible that raiders slaughtered Shardon's village (and shardon) and they didn't just kill people they violated them before and after death with a few of the more 'unfortunate' ones being sold into slavery. It is possible that Shardon's tribe knew of the crystal cloister, and given what Shardon has become other Halfling tribes may or may not be willing to associate with a revenant, while the Crystal Cloister is more of a you don't attack us we won't bother you mentality...which means the Cloister hates raiders and slavers but is more of a protect their own as they feel that nearby tribes can protect themselves.

Some might have been used possibly as sacrifices for defiling magic but also cause some of them were just sick and and perverted but any survivors would have been 'broken' and sold into slavery
Shardon could then hook up with the group in hopes of finding the raiders and EVERYONE the raiders were working with (ie who they sold the slaves too) while also trying to convince the group to assist Shardon in carrying out revenge and maybe save members of the tribe if any are still alive...

A sorc king could have been the guy who bought the slaves and there is a certain house that specializes in selling slaves too
Timothius
GM, 221 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 14 Oct 2010
at 15:05
  • msg #709

Re: Re. Shardon's BG

For "The Beginning", I may be playing "Flora" an Elf Druid. But then, I may just bombard you guys with my alts via the "other teams". Either way, as indicated in the thread, do let me know who you're playing. A thought: Feel free to just pose in and you can pose something like "When Erathis calls (name), he/she steps forward" etc.

Those of you who can't pose in, I can count you among the "etc" such as my many alts who I won't be introducing yet due to how numerous those composing the teams will be. I plan to make it 5 teams of 5 or even 10 teams of 10.

Enjoy.

Meanwhile, Durtendin and Elric are up.
This message was last edited by the GM at 21:44, Thu 14 Oct 2010.
Surya Shemesh
player, 7 posts
Thu 14 Oct 2010
at 23:51
  • msg #710

Re: Re. Shardon's BG

BG: In time immemorial, when the gods held nature in balance, the sun was worshiped as a welcome ally.  Night and winter were associated with death and evil while day and summer associated with love and life.  But the ambition of a few sorcerers upset this balance and the pantheon was cast down.  Before she was defeated, the sun goddess prophesied her return.

"As the seasons change, the sun must set,
but night and dark must pay their debt.
The morning comes, the sun shall rise,
But in it's wrath shall scorch the skies.

A time shall pass, the seasons turn,
Sun's wrath quenched, shall ease the burn."

A shard of the goddess' essence was set aside in a safe place to await the prophesied time, and the knowledge of these events faded from memory.

Many years later, a community was forged from the earth as guardians of one of nature's last oases.  A new member was forged, made mostly of quartz, and named Surya.  Her talent as a lorekeeper was soon apparent, and she put to work as a school teacher.  But her talent in combat inevitably became apparent over time, and the elders of the community took note to keep her in mind should a great need for such talents arise...
This message was last edited by the player at 19:25, Mon 18 Oct 2010.
Timothius
GM, 222 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 15 Oct 2010
at 03:33
  • msg #711

Re: Re. Shardon's BG

If you have already read the Beginning, please look again. I've updated the OOC part.
Hoal
player, 1 post
BrB, ceasing to exist.
Back in five minutes.
Sat 16 Oct 2010
at 10:54
  • msg #712

Re: Re. Shardon's BG

  Hoal's Sheet is done Mechanics wise (oopses I may have missed aside).  Desc/History as ever for my characters, still need work.  Though I put in the desc blurb about Voidsoul in general from the Dragon Mag ish.

  Common trend with the Abyssal Genasi, all of them are bald.  Half (Two out of four) have trails of Dark/Smoke for hair instead of sharp objects or like, fire.  So Abyssal Genasi are much more pillow friendly than the regular variety.

  Speaking of pillows, I go sleep now.
This message was last edited by the player at 10:55, Sat 16 Oct 2010.
Hoal
player, 2 posts
BrB, ceasing to exist.
Back in five minutes.
Sun 17 Oct 2010
at 03:35
  • msg #713

Re: Re. Shardon's BG

  Welp.

  Just dug up the Ecology of the Genasi article.  Every bit of 'the official creation is unknown, so here's multiple choice past' basically boils down to 'Modified Humans/Elemental types and humans made babies', even the 'created directly by the Primordials' one. (or, a vauge refrence of the chained gods influence on the world creating them but that hits the 'sorry, beginning of Ao's Calender' disqualifies)
  Also, Halflings are out too according to Theme logic, incidentally.

  So, with the various Banzors on such races in the Beginnings thread, I'll need to think of a new character.  Sorry for the hold up <.<...  I may be a while, so don't wait up for me if want to get the thread going.

  Speaking of all the 'does not exist/low odds of it existing'.  Could a list of 'these definitely exist as Character Race options' be put in the Beginning Details thread?  Though I may have to default to Dwarf as I'm expecting a short list, and we got a Human and Elf in works (as you said, diff race per char preferred). I'm hazy on Gnomes.

  If there is ONE thing about the Beginning Setting I'm not optimistic about.  It's the 'Want Racial diversity with Characters.  Hold on, 98.3% of the races are crossed off the default legal list' situation. -.o
  And I don't want to just hammer the setting over the head and go 'Hey, the Void popped out a Void Genasi. Deal with it' or something.
This message was last edited by the player at 07:20, Sun 17 Oct 2010.
Timothius
GM, 223 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 17 Oct 2010
at 15:08
  • msg #714

Re: Re. Shardon's BG

I've been struggling with that too. But the long and short of it is I'm already wrong about a number of races. So yes, I will have that list up. Actually, I already said if your race is on the banzors, talk to me.

"Young Races
Due to some races being born long after creation, I have come up with explainations for any given race to either exist or not exist depending on player choice. This section deals with the races that either shouldn't exist yet or would be noticeably different due to the era. If there is a race listed here you really wanna play, let me know and we can discuss possabilities on how your character exists (hopefully without having to resort to time travel as an excuse)."

But I plan to lift the ban from any race at all and I'll tell you why later. (currently having family time)
This message was last edited by the GM at 15:44, Sun 17 Oct 2010.
Tinkerbell
Sun 17 Oct 2010
at 18:10
  • msg #715

Re: Re. Shardon's BG

Me: "Wouldn't that be cool to have an extinct race such as fairies?"

Tim: "Well yes, that would be cool, but..."

Me: "Don't want to deal with the hassles of making a custom race that Joe and Seth don't have a fit over being 'unbalanced?'"

Tim: "No.  More that I wanted to play by the original WotC rules without any house rules."

Me: "Ah.  Yeah.  We've yet to actually play D&D haven't we?  It's always been our spin on D&D.  Not the real thing."

Tim: "Exactly."

Me: "Let's take a look at those house rules and see how needful they were..."

(Skip forward past long rant about house rules vs. original rules, game balance, etc.)

Me: "So in the end, 1 out of 4 house rules was something I wanted, and the others were just to make Seth and Joe happy.  With one house rule out of all of them that was actually needed."

Tim: "Pretty much."

And the winner is:
quote:
Initiative:  Initiative is rolled when a character becomes aware of a clear and present danger.  Once initiative is rolled, players do not have to pose in order relative to each other's initiative, only relative to the enemy's initiative.

Elric
GM, 220 posts
Warforged Runepriest
Level 4
Sun 17 Oct 2010
at 19:48
  • msg #716

Houserules

Tinkerbell:
Tim: "No.  More that I wanted to play by the original WotC rules without any house rules."

Me: "Ah.  Yeah.  We've yet to actually play D&D haven't we?  It's always been our spin on D&D.  Not the real thing."


Actually in D&D for all editions it is assumed that the DM will adjust things to fit the campaign, i.e. Rule Zero, thus having a houserule does not mean that the game is suddenly no longer D&D it is just D&D that has been adapted to fit the DM's campaign. Disallowing Houserules fir DMs would simply make things more difficult for the DM and possibly less fun for the players too. Never has a D&D developer frowned on house rules, in fact many use houserules in their own private games. The reason such rules do not end up as official rules is that most tend to make the math behind the game a bit more complicated in some form or another for either the player or the DM and D&D is designed to be as simple as possible for the average user with the intention that things will be tweaked for more advanced users.
Timothius
GM, 224 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 18 Oct 2010
at 01:49
  • msg #717

Re: Re. Shardon's BG

Timothius:
But I plan to lift the ban from any race at all and I'll tell you why later. (currently having family time)


Said I'd get to this, so I shall now. The short version of why to lift the ban on any given race or class is what Seth said more or less. "Because I'm GM and I say so. And it's fun."

By "no house rules", I'm talking about game mechanics. THEME wise, I'm using the generic setting, but I'm allowing myself to dork with the theme as much as I want. Partly because they are only just now getting around to telling us origins, but also because they even come out and say "This setting is left broad and unspecific so you can toy with it as you see fit". Not a direct quote word for word, but that's more or less what the DMG said.

Regardless, changing a world is not changing the rules. Now to address Will specifically:

In my setting, I'm going with what I always imagined for Genasi that it blows my mind WotC didn't mention as an option:

So we have primordials happily playing in the sandbox like a retarded child just happy to throw sand around. Then along comes a group of not-so-retarded kids (but still kids, mind you) who say "Hey! That's not how you play with sand!" and proceed to make a sand castle. The retarded kids get mad. "UH!" one grunts and slams his fist in the sand castle to destroy it. So the gods and the primordials fight.

Well the gods won *PUNT* and the retarded kids ran away crying. So then the gods continued making sensical things. And while making the first people, as a fun irony, they make a humanoid creature from the elements. The end.
Hoal
player, 3 posts
BrB, ceasing to exist.
Back in five minutes.
Wed 20 Oct 2010
at 09:43
  • msg #718

Re: Re. Shardon's BG

  Cast Click, I think finished for now.  RPOL's been constantly not working for me and it's late so I go sleep and stuff now.  Will work out a post for Beginning, and maybe something for Ascension as well if that is indeed an 'all Tim alts is one post' deal later.

  Said click details Involve my only picking out Leather armor and a Longsword (60 GP in hippie dollars leftover) because if the Gods are going to give me what I need for our task, then may as well trust them to give me what I'll need ;D
This message was last edited by the player at 10:00, Wed 20 Oct 2010.
Callie
player, 93 posts
Cleric of Sehanine
Lover Halfling
Fri 22 Oct 2010
at 15:34
  • msg #719

Re: Re. Shardon's BG

Terdisas:
  Terdisas ignores the outburst of voice and violence with a practiced ease... Is that a good sign or a bad one?


Actually reminded of a time at work. I saw some lady walking and yelling with a pickup truck meandering next to her. Then I saw the truck stop in the middle of the road, the door open and I jumped out of my chair ready to go out and intervene. The girl I was working with at the time was like "....what's the big deal?" and I'm just like "I don't want assault to happen here on the premises? Duh?" to which she said, "Eh. It's just an argument between a couple. Seen it all the time. She's the one who's angry. He's just trying to calm her down."

Sure enough, the girl outside gets into the truck and the truck drives off.

I can't help but think it's attitudes like that that wind up with police just watching someone commit murder or rape first before even taking action. And all with a jaded expression.

In the case of Terdisas, though, he's probably figuring "Hey. Enemy punched. Ally doing the punching. Am I hurt? No. Is ally hurt? No? Good." :)
Timothius
GM, 225 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 25 Oct 2010
at 16:44
  • msg #720

Re: Re. Shardon's BG

Seth can feel free to join in "The Beginning", but I'm not going to pause it. I will keep it moving along. But please do join in. We'd love to have you there, Seth! :)
Alexis
player, 48 posts
Prophisied Nature Girl
Freckly Redhead
Wed 3 Nov 2010
at 17:52
  • msg #721

Re: Re. Shardon's BG

Durtendin is up on Eberron. I'd rather not skip him or pose for him this round if possible. Also, Chris' character has a background, so we're all ready for Dark Sun now. I'm excited about it. First time I will see Seth running a game. Any game. So yeah. Very excited.

I could time warp on Eberron if you guys need. Outside of that, Chris is up on Dark Visions. :)
Eletor
player, 50 posts
Words of Divine Wisdom...
PAY YOUR TAB
Wed 3 Nov 2010
at 21:25
  • msg #722

Re: Re. Shardon's BG

  My updating of Eletor's gear/powers after the realization Swordmage MC=Can use a freakin Glaive as his holy implement, thus having to pay for two 'weapons' was sidelined by all the Character Builder shenanigans.
  But intend to get on that today... At least the intention for as many +3's as possible on a lv 10 (even with bonus cash) character means not as many Items to figure manual math wise.

  Even if the Web-Tools do come out the 16th, I'm not expecting them to let us ignore the 'optional' Rarity rules.
This message was last edited by the player at 21:26, Wed 03 Nov 2010.
Timothius
GM, 228 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 17 Nov 2010
at 19:35
  • msg #723

Re: Re. Shardon's BG

Mitts' turn on all threads essentially. Doubly so on Unity, but I decided to do the fast forwarding for him. XD
Timothius
GM, 237 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 3 Dec 2010
at 02:37
  • msg #724

Re: Re. Shardon's BG

Tread
player, 9 posts
Prissy, girly girl
...who's a TANK
Sun 5 Dec 2010
at 15:25
  • msg #725

Re: Re. Shardon's BG

Thanks for cleaning up Tread's sheet. I was going to when I noticed the same errors you did (If you go back and look at the dice log, I did roll d8's), but you saved me the effort. XD I'll be going back to make sure she has everything (for instance, I plan to edit in her Primal Guardian power and her inherent Psychic power). Anyway, thanks again, Seth!
Elric
GM, 226 posts
Warforged Runepriest
Level 4
Sat 25 Dec 2010
at 03:20
  • msg #726

Re: Re. Shardon's BG

Posted in the threads I am up in. Would have posted earlier in the week but have been busy in RL.
Matt
player, 135 posts
I am two things.
A Fighter, and a Fighter
Wed 29 Dec 2010
at 22:59
  • msg #727

Re: Re. Shardon's BG

  *eyes Mavericks placement on Map as he's typing Matt post* ...I hope maverick hits, considering he's opted to go to the only spot Matt can land a charge from (hence the Matt green *) ;P  Ah well, the berserker has more... oh, right. can't Melee attack them either.

  This is why I picked the throwing weapon craghammer.  Still couldn't get at the mage, but can still take a shot at the berserker.

  Fail Edit: Not that it matters either way XD I rolled a 1.
  Double Fail Edit: I was lookin at the map still when I saw Mav make his move, and Berserker wasn't dead listed on it so yeah I'm off to a fantastic intelligence start today <.< Maybe in a few hours I can make a post without epic fail.
This message was last edited by the player at 23:04, Wed 29 Dec 2010.
Elric
GM, 228 posts
Warforged Runepriest
Level 4
Sat 8 Jan 2011
at 22:36
  • msg #728

Re: Re. Shardon's BG

I'm holding off on posting Elric in the Loudwater thread until Timothius and the other melee fighters move this round as I plan on moving to Z12 since the small sarcophagus is difficult terrain, and the large isn't blocking terrain so I should be able to take a diagonal around the large sarcophagus. I plan on using both Rune of the Undeniable Dawn and Rune of Mending (Protective) which would heal Raichel for healing surge+1d6+1 (10+1d6hp) and give Elric plus all allies within the burst 5 of Elric a +1 to all defenses until the end of Elric's next turn, and allies within the burst 3 zone gain an additional +2 power bonus to all defenses so long as the zone lasts (and it is sustainable as a minor action but the zone isn't mobile but a burst 3 covers a descent chunk of the room from z12 including the doorway where Raichel) plus it would attack the marauder and the three hyenas, including flanking on Hyena 2 for 1d10+4. (Ya it might piss them off, but it would boost Elric's defenses to AC 24; Fortitude 20, Reflex 17; Will 21 (For Timothius the defenses would become AC 25; Fortitude 19, Reflex 18; Will 19 assuming he is in the zone when Elric pulls off the attack from square Z12, and Raichel's defenses would shoot up to AC 25; Fortitude 19, Reflex 21; Will 20)
 But if I post Elric now then several people might miss out on the +1 defenses from the rune of mending (like joe and butterfly.)

Edit: Another reason I can't post yet is that I have no clue what I need to hit the Hyenas as they don't have statblocks yet.
This message was last edited by the GM at 01:25, Sun 09 Jan 2011.
Mittens
GM, 586 posts
Shifter
change job kupopopo!
Sun 9 Jan 2011
at 03:21
  • msg #729

Re: Re. Shardon's BG

Elric:
I should be able to take a diagonal around the large sarcophagus.


Correct.  It may be 5' tall, but it doesn't fill the corners in the picture.  Can't reflect this in Google Docs though.
Elric
GM, 230 posts
Warforged Runepriest
Level 4
Sun 9 Jan 2011
at 20:31
  • msg #730

Re: Re. Shardon's BG

Man, didn't expect to get 2 crits out of the 3 attacks from that daily, I expected 1 miss and 2 hits, but not both hits being crits:

[858] 11-01-09 21:02:58
Elric's Rune of the Undeniable Dawn vs Marauder (need 18+) and both Hyenas (need 16+)
1d20 +11
1: 20 + 11 = 31
2: 4 + 11 = 15
3: 20 + 11 = 31
sum: 77, average: 25.66

I doubt I'll see double crits like that again for a LONG time. (400 to 1 odds of double crit when you roll 2 d20s.)
Mittens
GM, 588 posts
Shifter
change job kupopopo!
Mon 10 Jan 2011
at 21:06
  • msg #731

Re: Re. Shardon's BG

In reply to Raichel (msg #676):

Looked it up.  Rai's post is fine as-is.  Comparing monk's damage gimmick to other classes, such as sneak attack, quarry, curse, so on... there's no reason to say that it or any other gimmick has to be applied after the effect of the power that triggered it.  They all pretty much work instantly on the successful hit.


Centered Flurry of Blows

Your fists become a blur as you follow up your initial attack with another, shifting your foes’ positions to your advantage.

At-Will        Psionic
Free Action (Special)      Melee 1

Trigger: You hit with an attack during your turn

Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you

Effect: The target takes damage equal to 2 + your Wisdom modifier, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Special: You can use this power only once per round.


Free Action

Free actions take almost no time or effort. You can take as many free actions as you want during your or another combatant’s turn. There is an exception to that rule: A creature can take a free action to use an attack power only once per turn. Creatures don’t normally have attack powers that can be used as free actions, but some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn.
    In certain circumstances, the DM might decide to limit the use of free actions further. For instance, if an adventurer has already used free actions during a particular turn to talk, drop things, and use a class feature, the DM might rule that the adventurer can use no more free actions during that turn.
Mittens
GM, 589 posts
Shifter
change job kupopopo!
Wed 12 Jan 2011
at 04:48
  • msg #732

Re: Re. Shardon's BG

going with "sure u can use enhancement bonus for implement attacks that deal just mod damage" in spite of broken charbuilders saying otherwise.

Also, you may have noticed I've been using text block for HP / initiative:

Elric HP: 40
Gale HP: full (A.P. spent)
Timothius HP: full
Raichel HP: 29, Surges 5/7
Joe HP: full
Butterfly HP: full
Hyena1 HP: 31-5=26 (-2 to attacks)
Gnoll Marauder1 HP: 36-5=31 (-2 to attacks)

Please include this along with debuffs and such in your posts.  for I didn't catch Gnoll Marauder1 HP: 36-5=31 (-2 to attacks) AND SLOWED from Joe's post.  Would be helpful knowing who's marking who as well.  It's a pain having to dig through posts to know what's going on.
Mittens
GM, 590 posts
Shifter
change job kupopopo!
Wed 12 Jan 2011
at 05:28
  • msg #733

Re: Re. Shardon's BG

Here's how it'll work:

"A curse on you and your Pelor!" the huntmaster yelps as it stands back up!  But it knows better than to ignore the paladin.  So it swings at Timothius with it's hand axe!  But the blade deflects harmlessly off the knight's armor.

(( Elric HP: 25
Gale HP: full (A.P. spent)
Timothius HP: full
Raichel HP: 29, Surges 5/7
Joe HP: full
Butterfly HP: full
Hyena1 HP: 31
Gnoll Marauder1 HP: 36
Gnoll Huntmaster HP: 31, marked by Timothius ))


The glow in Elric's eyes dim as the Warforged once again traces a rune in blue fire which appears on Elric's wounds and heals most of them as the Warforged's Eyes then glow brightly as he roars, “Do not insult Pelor!”  as Elric's Greatspear batters the Huntmaster across the chest both bloodying the gnoll and  branding him with the rune of the executioner. “You are doomed.”

(( Bla bla bla here's what happened.
Elric HP: 25+17=40, +2 power bonus to damage rolls
Gale HP: full (A.P. spent), +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster
Timothius HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster, +4 power bonus to the next attack roll he makes against the Huntmaster, +2 power bonus to all defenses
Raichel HP: 29, Surges 5/7 +2 power bonus to damage rolls, +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster, +2 power bonus to all defenses
Joe HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster, +2 power bonus to all defenses
Butterfly HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster, +2 power bonus to all defenses
Hyena1 HP: 31
Gnoll Marauder1 HP: 36
Gnoll Huntmaster HP: 31-13=18 , marked by Timothius ))


Joe is impressed by the sudden turn around against the Huntmaster.  Though he'll save actually saying so for if they manage to take them out before more enemies are alerted to the carnage.  Not that Joe's helping on that end much considering his latest two arrows are Hit and Miss to the Maurader closer to them.

  Hey, he had Quarry on it.  If the logic works for Butterfly he's going to yoink it when it suits him and disdain it when it doesn't.

(( Bla bla bla here's what happened.
Elric HP: 40, +2 power bonus to damage rolls
Gale HP: full (A.P. spent), +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster
Timothius HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster, +4 power bonus to the next attack roll he makes against the Huntmaster, +2 power bonus to all defenses
Raichel HP: 29, Surges 5/7 +2 power bonus to damage rolls, +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster, +2 power bonus to all defenses
Joe HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster, +2 power bonus to all defenses
Butterfly HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena and the Huntmaster, +2 bonus to damage rolls against the Huntsmaster, +2 power bonus to all defenses
Hyena1 HP: 31
Gnoll Marauder1 HP: 36-8= 28 (slowed) Ranged/area attacks, -2 hit penalty
Gnoll Huntmaster HP: 31-13=18 , marked by Timothius ))


Raichel goes for another sweep, but winces as she does, her fatigue and wounds reminding her she is mortal. On top of that, the gnoll remembered being knocked prone and doesn't fall for the same trick again. It hops over the leg.

(( not copy-pasting the text block, since nothing changed from joe's post ))

However, Butterfly immediately feels the magic flowing in the air and recognizes it is time to target the huntmaster. She knocks two arrows in her bow and lets go of the string. Slow motion begins and only Butterfly's beating heart is heard and the reflection of her aim is reflected in her green eyes. The arrows fly straight and true towards their target. Magic begins to weave about each arrow, but one of them seemed destined to find the gnoll dead anyway. One arrow buries itself into the gnoll's heart. The other, however, goes right through the gnoll's eye, through its brain and out the spine, severing the spine from the head before the arrow simply exits and buries itself into the floor. Back to normal speed, the gnoll collapses in a heap, unable to even let out a yelp as its death was instant.

(( Bla bla bla here's what happened.
Elric HP: 40, +2 power bonus to damage rolls
Gale HP: full (A.P. spent), +1 bonus to hit Hyena,
Timothius HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena, +2 power bonus to all defenses
Raichel HP: 29, Surges 5/7 +2 power bonus to damage rolls, +1 bonus to hit Hyena, +2 power bonus to all defenses
Joe HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena,, +2 power bonus to all defenses
Butterfly HP: full +2 power bonus to damage rolls, +1 bonus to hit Hyena, +2 power bonus to all defenses
Hyena1 HP: 31
Gnoll Marauder1 HP: 28 (slowed) Ranged/area attacks, -2 hit penalty
Gnoll Huntmaster HP: 18- 31 = Spine severed. ))


Is this making sense yet?  Just copy paste last person's character list/ status effect text blocks for everyone and alter what your character changed.  That way every player has an updated picture of what's going on without having to skim through the last half dozen posts.
This message was last edited by the GM at 05:34, Wed 12 Jan 2011.
Timothius
GM, 246 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 12 Jan 2011
at 05:36
  • msg #734

Re: Re. Shardon's BG

Sure. Just with red numbers on any HP that is less than full HP. Though I was just thinking maybe go orange for damaged and red for bloodied...
Elric
GM, 233 posts
Warforged Runepriest
Level 4
Wed 12 Jan 2011
at 05:54
  • msg #735

Health Color in Combat

That works so we'll use Damaged, Bloodied, and Temporary Hit Points (As separate number) to keep things clear, can also use Green for full health if desired.
Joe Darkthorne
GM, 264 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 12 Jan 2011
at 05:57
  • msg #736

Re: Re. Shardon's BG

  I'm gonna only do Number HP.  because if you just say 'Full lol' then you will have no idea what to make their HP when they DO get hit, without looking up their character sheet.  Same with surges, okay they used one... now how many left?

  I'm also going to start doing the current/max split for Enemy HP so people can figure if they've hit bloodied or not without referencing other listings.  If the point of this is to make less need to back scroll/look elsewhere, then it'd be stupid of me not to.

  Got Joe's own actions figured and that part of my post ready.  but will be a while while I read up on everyone's details and fix already existing mistakes.

  As for the 'AP Spent'... We're gonna need a list of when we hit milestones then, and how many we've hit since the last extended rest.(fortunately, in LW this is one of the shorter strings, its just been 2 rooms of enemies so far. In fact all the threads have hit a point of 'just had an extended rest' recently. so that's one less headache) I'll read back to point of last ER just in case though.
This message was last edited by the GM at 06:38, Wed 12 Jan 2011.
Elric
GM, 234 posts
Warforged Runepriest
Level 4
Wed 12 Jan 2011
at 06:01
  • msg #737

Health Color in Combat

Full health as a number can still be green. But ya I prefer using numbers not 'full'.
Also instead of having spammy purple block for everything in DS thread, if you want current PLAYER data click on the Dark Sun Narrator and you'll get pretty much all the info you need.

Also I am keeping the monster's HP and status effects updated on the DS map so I don't really see the need for repeating everyone's stuff in the DS thread. (If you guys want me to mirror NPC data in the Narrator's thread like I do with players I can do the
'Mob Name - Current Health : Current status effects' for each NPC.
But the other threads don't have a special Narrator NPC setup for such bookkeeping.
This message was last edited by the GM at 06:23, Wed 12 Jan 2011.
Joe Darkthorne
GM, 266 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 12 Jan 2011
at 06:40
  • msg #738

Re: Health Color in Combat

  Important Announcement
  I am going to make sheets for Chris's characters.
  All of them.
  I believe the only missing detail (that I know of offhand), is what Gale picked for her LV 4 Feat/Utility since that cast click is still a lv three export. As well as what items she may have nabbed on level up.  I'll make sheet up to that point until I know those.

  As a stopgap measure, if I can get copies of the static image sheets out of the Webtools, ill host them and put links to them in the clicks while I work on proper sheets.  That way I can builder build all their stuff, make it basic usable (if not editable), then add in table sheets as I go.

 I will then save the export files (which are builder only) onto my computer because, you know. Character limit in webtools.  I will AIM them/email them over on request.  So you don't need to put in the effort of plugging in the characters yourself.
This message was last edited by the GM at 09:13, Wed 12 Jan 2011.
Mittens
GM, 591 posts
Shifter
change job kupopopo!
Wed 12 Jan 2011
at 19:05
  • msg #739

Re: Health Color in Combat

didn't know you could export characters.  yay.

elric's on to something as far as keeping track of stuffs on the google maps.  a current status bit can be kept in a nice orderly spreadsheet fashion there.  complete with number colors.  let's do that.

and thank you for the effort, joe.
Timothius
GM, 247 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 12 Jan 2011
at 19:07
  • msg #740

Re: Health Color in Combat

Just a quick tidbit: No need to color-code full HP, but additional (temp) HP can be green. That way, the mind can easily skip over people with full HP.
For further "pay attention", if we WANT to, status effects can be blue or something. But that could get tedious. :) Anyway! Off to watch anime!
Shardon
player, 18 posts
I've returned
Only for you...
Thu 13 Jan 2011
at 19:06
  • msg #741

Re: Health Color in Combat

Edited Shardon's post and the map.
Mittens
GM, 593 posts
Shifter
change job kupopopo!
Thu 13 Jan 2011
at 22:15
  • msg #742

Re: Health Color in Combat

Not that it matters much at all, but...

Seluku:
<Purple><sub>[OOC:Free Action: Summon Spirit Companion
Standard Action: Spirit Infusion on Fletch, Fletch's attack on Archer Cultist 1, attack misses.
Minor Action: Summon Spirit Companion (Temp HP to Tread)
Minor Action: Healing Spirit on Trace, with Tread getting secondary healing.
Move Action: Move Spirit Companion to Z22, Seluku moves to AC20


Was there an action point spent in there somewhere?
Seluku
player, 11 posts
Shardmind, Animist Shaman
(Elemental Priest) Lvl 1
Thu 13 Jan 2011
at 23:33
  • msg #743

Re: Health Color in Combat

Mittens:
Not that it matters much at all, but...

Seluku:
<Purple><sub>[OOC:Free Action: Summon Spirit Companion
Standard Action: Spirit Infusion on Fletch, Fletch's attack on Archer Cultist 1, attack misses.
Minor Action: Summon Spirit Companion (Temp HP to Tread)
Minor Action: Healing Spirit on Trace, with Tread getting secondary healing.
Move Action: Move Spirit Companion to Z22, Seluku moves to AC20


Was there an action point spent in there somewhere?


Yep. Just forgot to type in Action Point in there but if you notice in the Dark Sun Narrator's character sheet, Seluku doesn't have an action point left, that round is why. I felt using the Spirit Companion as a possible meat shield was worth an Action Point, and in the end the dice dictated it was when the archers attacked it.
This message was last edited by the player at 23:34, Thu 13 Jan 2011.
Mittens
GM, 595 posts
Shifter
change job kupopopo!
Fri 14 Jan 2011
at 21:18
  • msg #744

Who's turn is it anyway?

Keeping track of such for my sanity's sake.  I'll check if it's my turn, then within 2 minutes forget where I checked.

Shadowfell Keep: Joe & Tim
Dark Sun: I don't really know, but it's not me.
Loudwater: Seth
Ascension of Heroes: Joe
Dark Visions: Joe & Seth
Eberron: not me
The Beginning: not me
Elric
GM, 235 posts
Warforged Runepriest
Level 4
Fri 14 Jan 2011
at 22:31
  • msg #745

Re: Who's turn is it anyway?

The Broken Builder Cultist is up in Dark Suns and I'll be getting to it today, been very busy lately. There is a SPIE conference I plan on submitting a paper to and the Abstract Submission Deadline is February the 7th so I've been busy since the paper submission deadline is not far after that. As that is the conference I will be using to have a publication to further my research in support of graduating this summer with my PhD, also dealt with submitting a resume for a possible job post graduation.
Joe Darkthorne
GM, 268 posts
Everyone suspects a Rogue
Few suspect the Ranger
Mon 17 Jan 2011
at 10:04
  • msg #746

Re: Who's turn is it anyway?

  Gale Sheet Updated with Chris's picks, as well as fixing some facepalm in the Hypno pattern secondary coding I had in there.  I left the old LV 3 Clipboard export in there (moved it to the bottom) in case you still wanted it, but feel free to delete it.  I have it saved in a text file anyways.

  Now I go sleeps.  Also, whooo Lieutenant Commander 10 for Steven "Steve" James Hill... I once again forgot you need to hit what would be level 11 and then skill up before you Rank up.  I thought I was so close ;.;
This message was last edited by the GM at 10:05, Mon 17 Jan 2011.
Gale
player, 152 posts
Human wizard wielding orb
Robe of adornment +0
Mon 17 Jan 2011
at 14:33
  • msg #747

Re: Who's turn is it anyway?

*Hug!*  TYVM!  :)
Joe Darkthorne
GM, 269 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 25 Jan 2011
at 23:55
  • msg #748

Re: Who's turn is it anyway?

  Welp, guess I won't be playing Champions again unless I have the desire/can justify the funding to pay for it again due to frontpage revelations (I would have known had I dug through the boards, but me and many others are finding out today) on the 'free' stuff.

  'Gold' account so far as front page advertisements mentioned until now.  Some of the older downloadable content unlocked and such, for either someone with an active sub on the switch of for $15 (cost of 1 month sub) joining after.

  'Gold' Account revelations for now as of today's frontpage.  You pay your subscription as usual.  You get to use either their new 'archetype' (specific class with predetermined power pick gains. not many options, no lightning option for one.) method, or ye old Freestyle which was the whole selling point of champions.  You are allowed to use the 'gold' quality C-Store purchases.

  'Silver' Free account. 2 character limit. ONLY archetypes. No freestyle. (some C-Store archetypes are also 'gold' quality) They save your old 'gold freestyle' characters.  You are not allowed to use gold characters in a silver account.  All those alts you have saved you can't use?  Also mean you can not make a new free silver archetype character until you delete enough of them for space.
  Silver basically gives you hit in the head with a hammer dumbed down CoX archetypes with no character space. Any 'gold' content you paid real money for ever you can not use.

  You can convert a gold character to silver, and a silver character to gold.  Once.  So if you made a Silver free to play character Gold (either freestyle or Archetype)? You can't use them unless you are paying your sub anymore.  If you made a gold character silver, bizarrely you can not use them if you are paying money according to some ranting on the board.

  I'm trying to find out why the travel powers are on sale as 'gold' unlocks for real money in the C-Store. Though, seeing how when I finally managed to log in and all the marked 'gold' powers in the C-Store are unlocked, I suspect you will need to shell out real money to use travel powers (bought one at a time) with a 'free' account.

  Also, certain 'gold' costume unlocks look like parts that were already part of the defaults'.  Such as the pointy animeish power armor set used in some of the original trailers for Champions to advertise the Power armor set. I can only imagine how much of the 'new items!' in the 100 parts grab bag are actually old items.
 SAD EDIT: Confirmed. Skimming through the suddenly vast 'unlocked costumes' section in chargen show many MANY previously default things as now 'unlocks'.
 Facepalm Edit: Also, the 'left, right, both' coloring keeps glitching out. 'both' keeps only working the colors of the left part.

  At least according to the huge sea of patch notes, they never removed Sparkstorm's 'you can use this PbAoE while moving/blocking/using other attacks' advantage.  And they made it so electric form works off your super stats as opposed to only Recovery/Endurance (granted, those are some nice stats for attack spam mentality anyways).
This message was last edited by the GM at 00:54, Wed 26 Jan 2011.
Joe Darkthorne
GM, 270 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 26 Jan 2011
at 10:30
  • msg #749

Re: Who's turn is it anyway?

  Staring at the Kitau details a bit before bed.  Just realized the Export listing has for the At-Will powers Twin Strike (Ranger, need to dual wield for melee) and Wicked Strike (Fighter, needs a two handed weapon). No Weapon's master strike.  Due to all the talk about Weapon's master strike, I'll assume THAT is the fighter power wanted for Kitau.

  Some notes regarding WMS for Kitau though...
  Spear(javelin results): Can make an AoO if the target shifts on a hit? You already have Combat Challenge, you can do that by default on a MISS. (I never got the point of that on a Fighter power.)
  Flail: ...gets nothing.  Harsh.
  Mace: Your mentioned desire, slide target 1.

  However, you only get to sheath and draw a single weapon. so would need a free minor action to put away the second weapon first (and a free action to pull it back out if you swap with WMS again).
  I've got no 'good' suggestions for something else though.  Nothing else can slide on a hit except Footwork Lure, and that one is a 'shift into target's space, slide them to where you just were' variety.

  ...Wait... I'm looking for it, but can't find it anywhere in the Compendium or builder anymore.  The 'combat challenge lets you take a swing at marked targets that shift' bit.  It still says in the Errata (all they did was clear up that it needs to be marked by YOU). But last rules update was in October.
  WTF Mr. Compendium.
  Edit: some searching has show that this, like many other things, has been a longstanding issue.  Apparently previously Combat Challenge wasn't even in the Compendium AT ALL.
This message was last edited by the GM at 11:16, Wed 26 Jan 2011.
Kitau
player, 102 posts
Gnome tempest fighter
Wish I could use 3 swords
Wed 26 Jan 2011
at 14:05
  • msg #750

Re: Who's turn is it anyway?

Joe Darkthorne:
Combat Challenge wasn't even in the Compendium AT ALL.


Yeah I noticed that when I tried to prove to tim that fighters can whack on a shift.  Had to break out the actual book to show him.

Tim: "Then what's with all the fighter powers that prevent/punish a shift?"

Me: *shrug*

Kitau charsheet:
Hybrid at-will 1: Weapon Master's Strike


Dunno where you saw that wicked strike.  But yes.  WMS is the intended pick.  I was aware of the 1 weapon limitation.  Was resigned to having to either use a minor to stow a weapon or a free to drop it.  /shrug.
Adam
player, 141 posts
The noblest leader
is the first to bow.
Sat 29 Jan 2011
at 02:30
  • msg #751

Re: Who's turn is it anyway?

if i were a fighter...

====== Created Using Wizards of the Coast D&D Character Builder ======
Adam brawler, level 4
Human, Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Background: Extra Muscle (+2 to Athletics)

FINAL ABILITY SCORES
Str 21, Con 10, Dex 15, Int 9, Wis 10, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 14, Int 9, Wis 10, Cha 10.


AC: 23 Fort: 23 Reflex: 17 Will: 14
HP: 43 Surges: 9 Surge Value: 10

TRAINED SKILLS
Intimidate +7, Heal +7, Endurance +7, Athletics +17

UNTRAINED SKILLS
Acrobatics +4, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +2, History +1, Insight +2, Nature +2, Perception +2, Religion +1, Stealth +4, Streetwise +2, Thievery +4

FEATS
Human: Brawler Guard
Level 1: Skill Focus (Athletics)
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Weapon Expertise (Unarmed)

POWERS
Bonus At-Will Power: Slash and Pummel
Fighter at-will 1: Grappling Strike
Fighter at-will 1: Reaping Strike
Fighter encounter 1: Bash and Pinion
Fighter daily 1: Villain's Menace
Fighter utility 2: Bounding Leap
Fighter encounter 3: Slamming Rush

ITEMS
Magic Bastard sword +2, Magic Scale Armor +2, Amulet of Protection +1, Giant Lizard (Draft)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Mittens
GM, 604 posts
Shifter
change job kupopopo!
Sat 29 Jan 2011
at 15:29
  • msg #752

Re: Who's turn is it anyway?

Some time in the next day or two I'm gunna NPC Elric to keep Loudwater moving.  And if Tim would like Dark Visions to move forward, going to NPC Freedom and the others too.  Though admittedly, I'm no no big hurry for that one.
This message was last edited by the GM at 15:30, Sat 29 Jan 2011.
Elric
GM, 236 posts
Warforged Runepriest
Level 4
Sat 29 Jan 2011
at 16:09
  • msg #753

Re: Who's turn is it anyway?

No need I'll be getting to my alts today... been really busy with stuff in RL.
Mittens
GM, 605 posts
Shifter
change job kupopopo!
Sat 29 Jan 2011
at 16:27
  • msg #754

Re: Who's turn is it anyway?

Kinda figured as much.  Hope RL things are as sane as they can be for ya.

On a different topic, I think I'm going to go ahead and turn Lucky into a mount.  He's been nagging at me, "No rushing into combat is not fun.  I'm content to just provide narration and not get hacked to pieces."

But it was a good test go of beastmaster ranger.  An interesting class, but requires more brainpower and effort than I want to invest.  And I've been curious to test play the PAUNCH fighter anyway.  So *poof* that riding lizard is now a panther.
Elric
GM, 237 posts
Warforged Runepriest
Level 4
Sat 29 Jan 2011
at 16:43
  • msg #755

Re: Who's turn is it anyway?

Also the Sentinel Druid seems like an interesting class, make a better stand far away from the action summoner than even a Guardian Druid, but the guardian druid is better at locking people down.
Joe Darkthorne
GM, 271 posts
Everyone suspects a Rogue
Few suspect the Ranger
Sun 30 Jan 2011
at 11:07
  • msg #756

Re: Who's turn is it anyway?

  Test version of the Kitau sheet is in the cast click.  I'll double check for any flagrant oops moments after I sleep.
Kitau
player, 103 posts
Gnome tempest fighter
Wish I could use 3 swords
Sun 30 Jan 2011
at 13:24
  • msg #757

Re: Who's turn is it anyway?

Looks very yay!  TY!  :)
Carla
player, 93 posts
Reborn Angelic being
Talks less than Maverick
Wed 2 Feb 2011
at 18:17
  • msg #758

Re: Who's turn is it anyway?

Matt:
As for the Angel Showoffery with Carla, Matt is clueless on this detail but his player hopes the workers are just as ignorant as Matt is ICly that in 4th ed, Angels are just as likely to be agents of Devils.


DnD is a different world, yes. In the real world, the dark angels aka fallen angels are demons. In DnD, demons are primordials and never were angels. XD Granted, "evil" angels could still be viewed as demons or demonic. But I'd imagine it would be common knowledge that each deity, even the evil ones, has angels.

But what evil god would bless a hero type like Adam with an angel? :)
Joe Darkthorne
GM, 273 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 2 Feb 2011
at 21:27
  • msg #759

Re: Who's turn is it anyway?

  Agents of not=Is one?

  Though yeah, initial flavor text does mention Gods and primordials they were hiring themselves out as mercenaries for after the popped into existence with no direct (If possible 'oops, our existence made things exist' angle) cause from Gods.  Not Devils.  Carla's getting ripped off, she's not even being payed.

  Of course, nothing says Carla can't be 'Made In China Divinity' variety just as nothing says Blake has to be hard linked to dark entities with a claim on his soul.
This message was last edited by the GM at 21:32, Wed 02 Feb 2011.
Mittens
GM, 609 posts
Shifter
change job kupopopo!
Wed 2 Feb 2011
at 21:57
  • msg #760

Re: Who's turn is it anyway?

Deep in the recesses of memory, devas recall what
they once were: immortal servitors of the gods of
good, spirits who chose to bind themselves to the
world in mortal flesh.

Devas do not have children. When a deva dies, his
or her spirit is reincarnated in a new, adult body that
appears in some sacred place, such as a mountain
peak, a riverbank, or a desert oasis. The new deva
retains enough memory of past lives to speak and
understand multiple languages and offer the proper
prayers and sacrifices to the gods of good.

They believe that the pursuit of good is an eternal
war with the forces of evil, embodied in rakshasas,
demons, devils, and the evil gods and their servant
angels.

Because they remember, at least dimly, a life in
the Astral Sea spent in close company with the gods,
most devas are devout worshipers of the gods of good,
especially Bahamut but also Moradin and Pelor.
Devas seek to achieve a personal connection with
the gods rather than approach them through temples
and priests. They worship at meals in their homes,
setting an empty place for the absent gods, and strive
through meditation and prayer to become more like
the gods they serve. Deva adventurers are commonly
avengers, clerics, and invokers, who savor the experience
of divine power flowing through them without
any intermediary.

Devas do not have cities or societies of their own,
and their numbers are so small that a deva can spend
entire lifetimes without ever meeting another of his
or her kind. They live among other races and, at least
to some extent, adopt their ways. However, all devas
remember elements of the life they had before their
incarnation in flesh and the beginning of their cycle
of rebirth, and they share some common cultural
elements of dress, religion, and habits. Devas favor
flowing clothes of fine silks, polished metal armor
with winglike shoulder ornaments, and headdresses
or helmets that suggest crowns or halos. In other
ways, they prefer to live simply, without extravagance.

Carla was granted "first incarnation" status, cherub wings, and tiny frame by the GM because they confer no mechanical advantage.  She is not an angel in game terms.  She is a deva.  But even RP wise, if an actual angel were to meet her, it would not mistake her as an angel.  Nor would any other religious expert.
Carla
player, 94 posts
Reborn Angelic being
Talks less than Maverick
Thu 3 Feb 2011
at 00:51
  • msg #761

Re: Who's turn is it anyway?

Joe Darkthorne:
Not Devils.


As additional confusion, don't forget demons are not devils either. Demons = ex-primordials. Devils = ex-servants of the gods.

Mittens:
But even RP wise, if an actual angel were to meet her, it would not mistake her as an angel.


Just to make sure nobody is confused, her background is she *used* to be an angel and, like Mittens, is slowly gaining some memories back as time passes. She'll eventually be seen as an angel (I've planned out her paragon and epic), but Chris speaks straight: Carla is, for all intents and purposes, a Deva. Her "Memory of a Thousand Lifetimes" is more referring to her single (albeit very LONG) previous lifetime. :)

But I thought we were talking about what people in the mortal world would know and not know about gods, angels, primordials, demons and devils? I'd think stuff MOST people know/believe is the non-DC text in Monster Manual stuff. And then there are people who add variety to the beliefs (Like in real life. Many Christians can not agree on every thing they believe in the bible.)

But since Chris is GM in Ascention, I say it's up to him (and up to pro adventure writers) what a given NPC believes or does not believe. What Matt believes is up to Will. What Carla believes is up to me. And so on.
Liberty
player, 44 posts
Anger Management Failure
Almost Neutral, but Good
Thu 3 Feb 2011
at 19:10
  • msg #762

Re: Who's turn is it anyway?

As I slowly "repair" my characters, I have to ask: What of Wild Talents outside the Dark Sun setting? Can we have them? Do we have to spend feats to have them? Can we start with a free one like in DS or would you rather we have to spend a feat for even the first one? I ask because I'm looking at one or two of them for Liberty.

...Wild Talents are VERY fun (and handy). They don't make anything obsolete, but are good for serious fun for us non-wizards who are envious of prestidigitation (which may as well be ALL the wild talents put together, save a few). :)

Just wanted to get your opinion, Chris, since Wild Talents are a GM prerogative. In the "As long as it exists, I'll allow it" rule will allow anyone to have it if they spend a feat, but I wanted to know your thoughts on the wild talents as I asked above.
Mittens
GM, 611 posts
Shifter
change job kupopopo!
Thu 3 Feb 2011
at 21:56
  • msg #763

Re: Who's turn is it anyway?

Must spend a feat to gain a wild talent.  Much to my shock, the feat works in the webtools charbuilder.
Mittens
GM, 614 posts
Shifter
change job kupopopo!
Fri 4 Feb 2011
at 07:01
  • msg #764

Re: Who's turn is it anyway?

Tim reminded me that I wanted to have us level up in the Dark Visions thread.  Yay level 3!  :)
Mittens
GM, 615 posts
Shifter
change job kupopopo!
Sat 5 Feb 2011
at 01:58
  • msg #765

Re: Who's turn is it anyway?

Planning to move things forward on Loudwater this weekend.
Bridget
player, 106 posts
Strategy Machine
Lawful Good
Sat 5 Feb 2011
at 04:36
  • msg #766

Re: Who's turn is it anyway?

Updated all my Dark Visions alts. Might be experimenting with Eli s'more later, but for now, this is how I want those alts.
Mittens
GM, 616 posts
Shifter
change job kupopopo!
Sun 6 Feb 2011
at 19:19
  • msg #767

Re: Who's turn is it anyway?

Joe's turn in Loudwater, Ascension, Shadowfell.  Time skip due in the latter two once he does.
Elric
GM, 240 posts
Warforged Runepriest
Level 4
Sun 6 Feb 2011
at 19:29
  • msg #768

Re: Who's turn is it anyway?

As I told Joe last night via IM I'm currently working on revising an abstract for a conference submission with a deadline of Tomorrow, February 7th but after I get that submitted I'll have time to post in threads I am up in, especially including the update for the Dark Sun thread.
Joe Darkthorne
GM, 274 posts
Everyone suspects a Rogue
Few suspect the Ranger
Sun 6 Feb 2011
at 23:18
  • msg #769

Re: Who's turn is it anyway?

  The 'map thread' got knocked back to page two.  So I went on a Notice Stapling binge for our most commonly referenced, but not updated rule/reference threads.

  Well, that and making OOC Separate from IC on a meta level.
Mittens
GM, 617 posts
Shifter
change job kupopopo!
Mon 7 Feb 2011
at 02:42
  • msg #770

Re: Who's turn is it anyway?

In reply to Elric (msg #768):

best of luck on your paper.  :)

and thanks, joe

built rai in the new webtools charbuilder to see if it's still legal to have both the monk "unarmored defense" feature and the "unarmored agility" feat stacked.  You can.  >.>  With a staff and the staff fighting feat and a +1 armor, rai's AC should be 22 at lvl 4.  webtools doesn't allow for the +1 from the staff for some reason.
This message was last edited by the GM at 02:59, Mon 07 Feb 2011.
Elric
GM, 241 posts
Warforged Runepriest
Level 4
Mon 7 Feb 2011
at 04:29
  • msg #771

Re: Who's turn is it anyway?

Mittens:
In reply to Elric (msg #768):

best of luck on your paper.  :)

and thanks, joe

built rai in the new webtools charbuilder to see if it's still legal to have both the monk "unarmored defense" feature and the "unarmored agility" feat stacked.  You can.  >.>  With a staff and the staff fighting feat and a +1 armor, rai's AC should be 22 at lvl 4.  webtools doesn't allow for the +1 from the staff for some reason.


That is strange since the staff fighting feat is an untyped bonus, are you sure you equipped the staff in a 2 handed fashion for staff fighting to kick in?
Raichel
player, 66 posts
Mon 7 Feb 2011
at 08:46
  • msg #772

Re: Who's turn is it anyway?

Elric:
Mittens:
built rai in the new webtools charbuilder to see if it's still legal to have both the monk "unarmored defense" feature and the "unarmored agility" feat stacked.  You can.  >.>  With a staff and the staff fighting feat and a +1 armor, rai's AC should be 22 at lvl 4.  webtools doesn't allow for the +1 from the staff for some reason.


That is strange since the staff fighting feat is an untyped bonus, are you sure you equipped the staff in a 2 handed fashion for staff fighting to kick in?


Raichel's AC:
10 + half level (2) = 12
12 + ability mod (4) = 16
16 + unarmored defense flat bonus (2) = 18
18 + unarmored agility feat bonus (2) = 20
20 + clothing enhancement bonus (1) = 21
21 + Double Weapon "defensive weapon" flat bonus (1) = 22

Chris is actually correct even when taking the staff into consideration. What happened was I copied the defenses I had from Character Builder and I had leveled Raichel up to level 6 to plan ahead. So what you saw was me goofing and adding another +1 to her AC from half level.

Heh. Even when relying on Character Builder to save the headache of doing things old fashioned, problems like this come up. Fixed it a day or two ago. However, in the listings of her AC in the actual posts, her AC is 24 right now due to Timothius using an item daily on her that gives a +2 power bonus to her AC for the encounter.
This message was last edited by the player at 08:51, Mon 07 Feb 2011.
Joe Darkthorne
GM, 276 posts
Everyone suspects a Rogue
Few suspect the Ranger
Mon 7 Feb 2011
at 09:10
  • msg #773

Re: Who's turn is it anyway?

  Adam Sheet in Test Run Finished state put in Cast Click.  I will also (unless they have punched it in themselves by now) Aim over the Export next chance I have because I keep forgetting to.  +0 Wis mod also means I don't need to note their AoO separately like with Matt (yet).

  I am also highly amused that his Dex Score is higher when he's using heavy armor (15), than it was when he had light armor (12, going on 13).  Also, Call me a Whaambulance. Adam's Fort gets the same buffs by default  (+2 Fighter, +2 Brawler) as Matt does with a Feat (+2 Fighter, +2 per tier feat).

  Really, I think the only Fighter style that doesn't have same or better AC than traditional 'Sword and Shield' guardian is Ye old 'Great Weapon', just gets +1 to Two-Handed weapons fighter.  Before Feat and extra armor +, Adam would still have +1 more AC scale/Unarmed than Matt has Scale/Small shield.

  But yes, Raichel does indeed > Matt AC.  Though at least in Rai's case there is a stack of feats causing that.
This message was last edited by the GM at 09:15, Mon 07 Feb 2011.
Elric
GM, 242 posts
Warforged Runepriest
Level 4
Tue 8 Feb 2011
at 00:25
  • msg #774

Re: Who's turn is it anyway?

Raichel:
Elric:
Mittens:
built rai in the new webtools charbuilder to see if it's still legal to have both the monk "unarmored defense" feature and the "unarmored agility" feat stacked.  You can.  >.>  With a staff and the staff fighting feat and a +1 armor, rai's AC should be 22 at lvl 4.  webtools doesn't allow for the +1 from the staff for some reason.


That is strange since the staff fighting feat is an untyped bonus, are you sure you equipped the staff in a 2 handed fashion for staff fighting to kick in?


Raichel's AC:
10 + half level (2) = 12
12 + ability mod (4) = 16
16 + unarmored defense flat bonus (2) = 18
18 + unarmored agility feat bonus (2) = 20
20 + clothing enhancement bonus (1) = 21
21 + Double Weapon "defensive weapon" flat bonus (1) = 22

Chris is actually correct even when taking the staff into consideration. What happened was I copied the defenses I had from Character Builder and I had leveled Raichel up to level 6 to plan ahead. So what you saw was me goofing and adding another +1 to her AC from half level.

Heh. Even when relying on Character Builder to save the headache of doing things old fashioned, problems like this come up. Fixed it a day or two ago. However, in the listings of her AC in the actual posts, her AC is 24 right now due to Timothius using an item daily on her that gives a +2 power bonus to her AC for the encounter.


I never doubted the AC of 22, I was just trying to figure out why it wasn't displaying properly in the character builder. Got the abstract posted (And based on the 'listing number my paper is the 4th one submitted for that section and since I am willing to present just a poster if they don't want me for an oral presentation I think the chances are good my paper will be accepted.)
Surya Shemesh
player, 22 posts
Thu 10 Feb 2011
at 04:17
  • msg #775

Re: Who's turn is it anyway?

Surya would pick up a dagger 'cause it's a handy tool to have, but the player hates fussing with inventory so much...
Gale
player, 158 posts
Human wizard wielding orb
Robe of adornment +0
Fri 11 Feb 2011
at 05:13
  • msg #776

Re: Who's turn is it anyway?

Elric's go in Loudwater.
Maverick
player, 145 posts
Master of Stealth
Holder of Grudges
Tue 15 Feb 2011
at 06:11
  • msg #777

Re: Who's turn is it anyway?

I'll post Mav tomorrow. It's late.
Joe Darkthorne
GM, 278 posts
Everyone suspects a Rogue
Few suspect the Ranger
Thu 17 Feb 2011
at 22:26
  • msg #778

Re: Who's turn is it anyway?

<senseless>Post number Five Thousand!</senseless>

  And now, back to scraping 3/4 inch thick ice off the sidewalk....
This message was last edited by the GM at 22:27, Thu 17 Feb 2011.
Mittens
GM, 635 posts
Shifter
change job kupopopo!
Thu 17 Feb 2011
at 22:27
  • msg #779

Re: Who's turn is it anyway?

Yaaay!  :)
Mittens
GM, 641 posts
Shifter
change job kupopopo!
Sun 20 Feb 2011
at 15:40
  • msg #780

Re: Who's turn is it anyway?

I want to try an experiment in Ascention or Shadowfell or both.  I'm going to give control of some of the monsters to the players.  When your turn comes up, you roleplay your monsters in their initiative order and roleplay your character in his own.  I'm hoping this'll work out well.  It's an experiment focused on lightening the load of Dark Visions.  When combat comes around, that's a LOT of monsters, status effects, conditional modifiers, etc. for 1 person to deal with.  And no, I don't care if any player favors the PCs and intentionally uses poor tactics with the monsters.  Whatever floats your boat.
Joe Darkthorne
GM, 280 posts
Everyone suspects a Rogue
Few suspect the Ranger
Mon 21 Feb 2011
at 01:10
  • msg #781

Re: Who's turn is it anyway?

  That will only work if we have all the information, and can look it up ourselves when we need to.

  Shadowfell Keep already has enemies I can't post for, because their full listings are not available to me (goblin bombardier, don't exist in Compendium. Not if you search 'goblin', not if you search bombadier, not if you filter for every H1 Keep On the Shadowfell enemy).  Not to mention we would need the GM notes for intentions, such as the one that mentioned 'Enemy flees into next encounter area'.  We'd need to know the full map, we'd need to know any traps the NPC's know about so they don't durp run into them because us as players didn't know yet, etc.

  I agree that the situation in Dark Visions has gotten downright insane when two threads worth of already sizable individually teams were merged.  I'd offer to lessen the PC load in that thread, but I only have the one Blake.
  However, I fully expect 'everyone controls some monsters' would go much, much slower than if you dealt with everything. Even if we had all the information.  Even if the initiative ended up PC/NPC with nothing scattered across the middle, First you would have to wait for everyone to post for their PC's in our usual all over the place time frame.  Then you'd have to wait for everyone to get around to posting the enemies one bit at a time.
This message was last edited by the GM at 01:14, Mon 21 Feb 2011.
Mittens
GM, 642 posts
Shifter
change job kupopopo!
Mon 21 Feb 2011
at 01:46
  • msg #782

Re: Who's turn is it anyway?

Yes.  Will give out full info.  Experiment will show if things go slower or not.  And this is less about picking up the pace and more lowering effort on my part.
Matt
player, 157 posts
I am two things.
A Fighter, and a Fighter
Wed 23 Feb 2011
at 08:41
  • msg #783

Re: OOC: The Revenge

  For future reference, what's your preferred way to indicate on the map a Tile taken up by two things (such as, a PC and a Swarm).

  Also, I have no idea if a swarm can enter a PC's tile with a charge attack.  But, since that would require you to delay your attack (can attack once you get next to them, can attack if you move one more) I'm gonna go with no.
This message was last edited by the player at 09:29, Wed 23 Feb 2011.
Mittens
GM, 649 posts
Shifter
change job kupopopo!
Wed 23 Feb 2011
at 13:54
  • msg #784

Re: OOC: The Revenge

In reply to Matt (msg #783):

Good question.  Could experiment.  Changed the BG color to see how well that works out.
Matt
player, 159 posts
I am two things.
A Fighter, and a Fighter
Wed 23 Feb 2011
at 20:37
  • msg #785

Re: OOC: The Revenge

  Damage auras kick in if you are next to the enemy at the START of your turn.  The 2 damage I did list Matt taking was from the '5 ongoing' reduced to 2 due to his resistances.

  So no, Matt wont be aura ouched till my next round of posts.
This message was last edited by the player at 20:42, Wed 23 Feb 2011.
Mittens
GM, 651 posts
Shifter
change job kupopopo!
Thu 24 Feb 2011
at 00:57
  • msg #786

Re: OOC: The Revenge

In reply to Matt (msg #785):

We're both right?  I looked at them, and there's both listed:

Kruthik Swarm: aura 1; when any enemy starts its turn within the
aura, it takes 6 damage

Kruthik Hatchling: aura 1; an enemy that ends its turn within the aura
takes 2 damage.

Sharn Kruthik: aura 1; an enemy that ends its turn within the aura
takes 2 damage.

I was going off my memory of the last encounter that didn't include the swarms.  So... was this a goof of their part?  I'm going to go with the assumption that yes, the swarms were the goof.  Will research it though.
Matt
player, 160 posts
I am two things.
A Fighter, and a Fighter
Thu 24 Feb 2011
at 01:13
  • msg #787

Re: OOC: The Revenge

  Ah, well Matt would still be safe till... well, right now (as it seems I'm up again for Matt/my enemies, if any are alive).  Because Matt's prior turn start and finish had no enemies beyond the lord by him yet.

  Interesting 'same effects different timing' situation there though.  Of course, they also couldn't make up their minds over vision types for the different kuthriks either (outside of all of them having the 'normal vision is for lame PC's only' situation).

  We got two types with low-light+tremor sense, low-light+blindsight, and plain low-light.


  EDIT: ...So, I'm having some confusion here.  Swarm 2's listed for me to control.  But then 'the second swarm' gets another post by not me having them swarm Matt instead of Adam? and it is now listed as being on top of Matt on the map... Wut?  I'll get around to posting when that mess is cleared up.  Not only am I not controlling it, but that means tat swarm acted twice.
  Map wise, it says first on Matt (so that makes some sense), but more post confusion is Tim mentioning only attacking 'freshly hatched', no number.  Map shows surviving HP still for both, posts say non specified swarm is dead...  WHICH one is dead?  Swarm two while map shown as full HP seems to be missing in action.  But there is a dead first swarm where I put it... on top of the living first swarm listed as on Matt,.

  I'm expecting  more 'in RL Tim and Chris have communicated the meaning to each other' knowledge gaps or something along with all this.
This message was last edited by the player at 01:30, Thu 24 Feb 2011.
Angel
player, 171 posts
Deceptively Charismatic
Dangerously Optimistic
Thu 24 Feb 2011
at 01:40
  • msg #788

Re: OOC: The Revenge

Chris: "The swarms don't have resist ranged and melee attacks. Good."
Me: ".....if they had, I would have been tempted to just set myself on fire and charge at them."

Now that I think about it... not a bad idea considering I have resist 5 fire.
Mittens
GM, 652 posts
Shifter
change job kupopopo!
Thu 24 Feb 2011
at 01:48
  • msg #789

Re: OOC: The Revenge

quote:
I was going off my memory of the last encounter that didn't include the swarms.  So... was this a goof of their part?  I'm going to go with the assumption that yes, the swarms were the goof.  Will research it though.


Research shows that of 6 kruthiks with damaging auras, only one, in this one adventure, has an aura that triggers at the start of the pc's turn.  All others trigger at end.  So I'm gunna GM hammer the "start" word and change it to "end" or we're going to get slashed coming and going.
Matt
player, 161 posts
I am two things.
A Fighter, and a Fighter
Thu 24 Feb 2011
at 02:24
  • msg #790

Re: OOC: The Revenge

  Right.  Speaking of Tim enemies and multiple cases of enemies... IS hatchling 2 dead?

  Hatchling 1. specified as hit by Carla. fully dealt with on map.
  Hacthling.... unspecified, hit by angel... Still listed as alive in Map HP, if not to be seen anywhere on the map.

  So, which Hatchling did Angel take out then?  Since there were only two in the whole encounter that's easy enough to figure out.  Or at least so I hope, considering the swarm situation <.<

  Made some 'Joe Edits' into those posts.
This message was last edited by the player at 02:28, Thu 24 Feb 2011.
Mittens
GM, 657 posts
Shifter
change job kupopopo!
Fri 25 Feb 2011
at 05:00
  • msg #791

Re: OOC: The Revenge

As ever, I plan to move Loudwater forward over the weekend.
Terdisas
player, 71 posts
Sorcerers are for kaboom
Not for knowledge checks
Sat 26 Feb 2011
at 03:58
  • msg #792

Re: OOC: The Revenge

  I'd figure, bypass pure 'you only have to deal with this because you suck lol' Zombie Grind (Man this Keep seems to love chaining as many encounters into a single one, or as close to as possible).

  I'm good for less Trolling the players Skill bits and etc still though.  If anything (aside from still potential for more, not so grinding penalty zombies) It will mean more than ten minutes go by without the team having to fight something.
This message was last edited by the player at 03:58, Sat 26 Feb 2011.
Callie
player, 126 posts
Cleric of Sehanine
Lover Halfling
Sat 26 Feb 2011
at 04:04
  • msg #793

Re: OOC: The Revenge

I would love to use my non-combat skills for a change. Last time I used diplomacy was with Timothius and that was long ago in the Age of Curivar. XD Either way, more RP and fewer encounters to get through dungeon? I'm for that. I don't mind facing undead, though, since I'm, you know, a CLERIC!!! BWAAAAA!
Elric
GM, 245 posts
Warforged Runepriest
Level 4
Sat 26 Feb 2011
at 08:01
  • msg #794

Re: OOC: The Revenge

In reply to Mittens (msg #791):

I'll have time to post Elric on Saturday, I don't think I'm up for anything else needing to be posted, if I am let me know.
Fletch
player, 20 posts
Sat 26 Feb 2011
at 08:04
  • msg #795

Re: OOC: The Revenge

  Possibly Dark Sun?  Tim crammed all his alts into one post again and each of us have gone since you have.
Mittens
GM, 664 posts
Shifter
change job kupopopo!
Sat 26 Feb 2011
at 08:13
  • msg #796

Re: OOC: The Revenge

Not to mention Dark Visions.  And possibly Eberron.
Joe Darkthorne
GM, 283 posts
Everyone suspects a Rogue
Few suspect the Ranger
Sat 26 Feb 2011
at 08:42
  • msg #797

Re: OOC: The Revenge

  Test version of the Mittens Bard sheet is in the cast click.  I'll recheck it and make posts on other boards tomorrow.
This message was last edited by the GM at 08:42, Sat 26 Feb 2011.
Joe Darkthorne
GM, 285 posts
Everyone suspects a Rogue
Few suspect the Ranger
Sun 27 Feb 2011
at 10:37
  • msg #798

Re: OOC: The Revenge

  I took a quick glance at the new Genasai article Seth mentioned in Dragon.  It's Dark Sun related Genasi...  There is a Sunsoul type with, among their other racial plug-n-play bits like -50 to +150 degree temperatures are no hassle for you and your gear...  'have immunity to Sun Sickness

  And yet, I'd still rather be a Voidsoul ;D

  I also learned the Webtools kinda trip over itself in calculating defenses if you have more than one Manifestation (that have defense mods anyway).

  Just your racial. Things apply right.
  Get an extra manifestation feat... It turns off all Manifestation defenses you may have.
  Incidentally, Level 11 Hoal with +3 Leather/Neck (and ye swordmage AC buff. Not feat amped) gets 28 AC, 23 every other defense.  Daaaaaym.  It's like Voidsoul Swordmage was made specifically for my tastes in balanced out defenses.
This message was last edited by the GM at 11:44, Sun 27 Feb 2011.
Elric
GM, 247 posts
Warforged Runepriest
Level 4
Sun 27 Feb 2011
at 17:20
  • msg #799

Re: OOC: The Revenge

Yep, Voidsoul is nice and is thematic for the 'dying Athas' situation in Dark Sun as well, the only ones that are 'lost' to DS are the water based ones.

The DS group will eventually be encountering a few (DS) Genasi. It is a shame that the webtools trip up over multiple manifestations, you might want to bugrep that to them.
Joe Darkthorne
GM, 286 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 1 Mar 2011
at 10:05
  • msg #800

Re: OOC: The Revenge

  Did a quick Webtools build for Mittens Wizard and Mittens Paladin.

  Mittens Wizard seems fine (outside of you listing a NORMAL magic staff +2 bought. I'd figure you would want the Accurate Staff version you got a feat for, so that's what I plugged in).
  Mittens Paladin still has some holes in it.

  A) Never picked your lv 4 upgraded stats.  Since you list Ardent Paladin and your highest stats are STR/WIS, taking the liberty of plugging that in.

  B) Never picked your lv 4 feat.

  Potential C) No holy symbol at all.  Though you are a weapon build (Eletor knows this issue, before I adjusted him to Swordmage MC), and Webtools still kinda hates on having an implement 'equipped' not in a hand.  You'll be fine without one, but really should at least throw in the 10 GP for a generic Symbol of Tempus ;D

  You have 590 Gold left to play with if you feel like it later. (580 after holy shiny).
Mittens
GM, 667 posts
Shifter
change job kupopopo!
Tue 1 Mar 2011
at 14:57
  • msg #801

Re: OOC: The Revenge

Lil confused here...  Level FOUR?  Was pretty sure after looking at the cast listing that we're level 3 in Dark Visions.
Mittens
GM, 668 posts
Shifter
change job kupopopo!
Tue 1 Mar 2011
at 15:55
  • msg #802

Nitpicking the gods

wikipedia:
(4th ed) Sehanine is the Unaligned goddess of the moon, autumn, and love. Elves, halflings, theives, and lovers venerate her. Sehanine urges her followers to seek their own destiny, preferably upon a shadowy path that avoids "the blazing light of zealous good and the utter darkness of evil."[11] Sehanine's astral dominion is Arvandor, the Verdant Isles. Her favored weapon is now the Moonbow (shortbow).[12]

Sehanine was one of the three fey gods, the others being Lolth and Corellon. Sehanine supported Corellon in his early battles with Gruumsh, and came to his rescue when Lolth rebelled and attempted to kill him. During the Dawn War, Corellon and Sehanine developed an appreciation of the mortal world and the other planes, and thus accepted worshippers from many other races.[13] Sehanine worked with Melora to create the halflings, though the new race was abandoned for unspecified reasons. Sehanine, along with Pelor, led the charge against Khala when she attempted to elevate herself above the other gods in the War of Winter.

In 4th edition, Sehanine is a close ally of Avandra, Corellon and Melora (they are collectively referred to as the Four Free Gods). She is also on amicable terms with Pelor and the Raven Queen. Sehanine dislikes Gruumsh and Lolth due to their history with her and Corellon; she also dislikes Asmodeus and Zehir.


Originally, Sehanine was the intermediate goddess of mysticism, dreams, far journeys, death, full moons and transcendence.  4th edition tried to consolidate the 100+ deity pantheon, and Sehanine wound up absorbing 2 other elf gods: Hanali Celanil, intermediate goddess of love, romance, beauty, fine art and artists; and Erevan Ilesere, intermediate god of mischief, change and rogues.

Tim: "Nowhere in anything I've read did I get the impression that she's the goddess of adultery."

After significant research, the only hint I could find of such is in PH1 "She is also the god of love, who sends shadows to cloak lovers’ trysts."  The dictionary definition of "tryst" is "a secret meeting."  Not "adultery."  So Tim's right in that regard.

So to clarify, I'm not changing anything cannon about 4e Sehanine, just going to clarify a few points:
- Sehanine approves of lovers, not lusters.  Different sects will have different takes on what kinds of romantic couplings the goddess approves or disapproves of.  Truth is, it's unclear under what circumstances the goddess herself might approve of such things as polygamy and adultery.
- Sehanine does not approve of selfishly stealing the life savings of a widow.  Not very loving to do such, is it?  Rather, robin hood types she approves of.
- By "avoid zealous good" they do not mean "lounge around and don't help your community," rather they mean "Sehanine doesn't approve of throwing people in jail for jay walking."
- Alignment wise, some scholars and faithful will debate endlessly that she is a "good" god while others say she's "unaligned."  Still others, such as angry families that disapprove of a forbidden couple that eloped at a Sehanine temple might argue that Sehanine is evil aligned.  Truth is, she chose unaligned for much the same reason that Joe did.
Callie
player, 130 posts
Cleric of Sehanine
Lover Halfling
Tue 1 Mar 2011
at 16:01
  • msg #803

Re: Nitpicking the gods

Callie approves. :p
Joe Darkthorne
GM, 287 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 1 Mar 2011
at 19:10
  • msg #804

Re: Nitpicking the gods

 
Mittens:
Lil confused here...  Level FOUR?  Was pretty sure after looking at the cast listing that we're level 3 in Dark Visions.

  ...  This would be because you are right -.o Starin at to many sheets at once with the same named character is messin with mah braaaaaaain.

  Anyways, now it's off to the post office to hope overnight mail today (damn you, short February) response to what I received yesterday isn't too slow to keep my insurance coverage.
  Because when you get your check back in the mail with a third of the check and envelop missing on the last day of the month with a postit note telling you to send them another because the post office trashed it, of course it's your fault if you don't get your payment in by the beginning of the month.
Matt
player, 169 posts
I am two things.
A Fighter, and a Fighter
Fri 4 Mar 2011
at 08:52
  • msg #805

Nitpicking the Zombie Punch

  Right, so.  rolled for Steel serpent strike, would hit even without CA, rolled damage, started typing up a post...

  Then I realized, Adam got a Crit on the 'last remaining zombie'... Crit on Zombie = instant 0 HP.  I've put the Zombies HP back to the 22 it was before I applied -14, and I'll wait till that's cleared up before posting.
This message was last edited by the player at 08:54, Fri 04 Mar 2011.
Mittens
GM, 680 posts
Shifter
change job kupopopo!
Fri 4 Mar 2011
at 15:03
  • msg #806

Re: Nitpicking the Zombie Punch

These zombies don't have that issue till after they've popped back up once.
Matt
player, 170 posts
I am two things.
A Fighter, and a Fighter
Fri 4 Mar 2011
at 20:43
  • msg #807

Re: Nitpicking the Zombie Punch

  It should still work to reduce them to 0, it just means they will pop back up with 5 HP instead of us having to work them down to 0 the first time around with more attacks.

Text Block:
Rise Again. Healing
If a hobgoblin soldier zombie is reduced to 0 hit points or fewer
by an attack that does not deal radiant damage, it rises on its
next turn (as a move action) with 5 hit points. If it takes a critical
hit after using this power or is reduced to 0 hit points after the
second time this power triggers, it is permanently destroyed.
Zombie Weakness
Any critical hit to a hobgoblin soldier zombie drops it to 0 hit
points
.


  No point where it says the Crit=LoL zombies doesn't count.
  So Adam's punch was even more badass than listed.
This message was last edited by the player at 20:47, Fri 04 Mar 2011.
Dido
player, 131 posts
With a hammer I serve
The Heavy Metal Dragon
Sun 6 Mar 2011
at 16:31
  • msg #808

Re: Nitpicking the Zombie Punch

For purposes of Shadowfell, Dido is making no attempt at hiding his feelings other than to keep his eyes to himself. Terdisas' insight would catch it. So would Mittens'. Heck, even Kitau's would, but I doubt she cares.

Callie's insight is ridiculous, but I did that quite on purpose. To spread love correctly, you gotta be able to feel another's feelings. Do they have a bubble (*cough* Mittens *cough*)? Do they speak the love language of "KILL!!!!" (*cough* Kitau *cough*)? Callie knows this.
Mittens
GM, 686 posts
Shifter
change job kupopopo!
Tue 8 Mar 2011
at 17:10
  • msg #809

Re: Nitpicking the Zombie Punch

In an effort to keep the Dark Visions story moving, I made a suggestion that Tim agreed to.  Some of his characters (such as Eli and Emerald) will be splitting off with Mittens.  Taking their place and taking the place of Mittens, we'll be introducing some "new" characters.  I say quote-unquote "new" because the characters are only new to the thread itself.  Mits will be replaced by Philip, for example.  Blake will be staying with the Philip / Seth team.  Tim just needs to decide which characters will be staying and which will be splitting off.
This message was last edited by the GM at 17:15, Tue 08 Mar 2011.
Elric
GM, 248 posts
Warforged Runepriest
Level 4
Wed 9 Mar 2011
at 17:05
  • msg #810

Re: Nitpicking the Zombie Punch

With how busy I am in RL I haven't really had much time to post anything since the deadline for my dissertation paper is April 15th... (Just wanting to remind people I haven't dropped off the face of the earth, I've just been swamped with work in RL.)
Mittens
GM, 690 posts
Shifter
change job kupopopo!
Thu 10 Mar 2011
at 15:59
  • msg #811

Re: Nitpicking the Zombie Punch

Good to hear you're still with us.  :)  Hope all goes well with your RLness.
Terdisas
player, 83 posts
Sorcerers are for kaboom
Not for knowledge checks
Fri 11 Mar 2011
at 07:37
  • msg #812

Re: Nitpicking the Zombie Punch

  Finnaly Rolled Initiative for Terdisas.  Got a 16, so after Kitau, before Zombies due to my init mod.  I edited into the initiative list.
This message was last edited by the player at 07:37, Fri 11 Mar 2011.
Mittens
GM, 693 posts
Shifter
change job kupopopo!
Sat 12 Mar 2011
at 15:18
  • msg #813

Happy Birthday!

Happy Birthday, Tim!  ^.^
Timothius
GM, 259 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 12 Mar 2011
at 16:04
  • msg #814

Re: Happy Birthday!

Wow! Mittens rolled high on initiative to wish me a happy birthday today! XD Nobody else posted before she did (unless 2 or 3 AM count as earlier today)

Thanks! :)
This message was last edited by the GM at 16:04, Sat 12 Mar 2011.
Joe Darkthorne
GM, 290 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 15 Mar 2011
at 01:42
  • msg #815

OOC Style

  Mittens Wizard character created, and Sheet put into click.  I'll triple check it later.
  Much shortcut was available due to existing Shifter and Wizard sheets on hand, complete with some duplicate powers.  Mittens Paladin is in the works but will take more work.

  Though I have learned, that for some stupid reason 'Sturdy Shifter' is not listed in the 'racial' category in feats for Webtools, but the 'enduring stamina feats' category.... Wut? Not like it's got stat requirements, only requirement is 'shifter'.

  I won't be able to finish it regardless, as Mittens Paladin is listed with more gear than they can afford, even with the Bonus cash (150 GP left, with everything but Badge Of the Berserker picked up).  But I suspect Chris will adjust their items well before I'm anywhere near finishing the rest of the sheet.
This message was last edited by the GM at 02:05, Tue 15 Mar 2011.
Joe Darkthorne
GM, 291 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 15 Mar 2011
at 11:02
  • msg #816

Re: OOC Style

  Mittens Paladin Click created and sheet put in.  As I am half unconscious, I would not be surprised if there were any leftover facepalm details I will need to fix later.

  But, I'm finally done making Chris sheets! Aahahahahaha....

  Oh, right.  Still need to make Surya...  And... Possible new characters...

  I'm just gonna cry myself to sleep as my feeling of accomplishment dissolves now ;.;
Bridget
player, 108 posts
Strategy Machine
Lawful Good
Fri 18 Mar 2011
at 01:53
  • msg #817

Retraining

Mittens:
In an effort to keep the Dark Visions story moving, I made a suggestion that Tim agreed to.  Some of his characters (such as Eli and Emerald) will be splitting off with Mittens.  Taking their place and taking the place of Mittens, we'll be introducing some "new" characters.  I say quote-unquote "new" because the characters are only new to the thread itself.  Mits will be replaced by Philip, for example.  Blake will be staying with the Philip / Seth team.  Tim just needs to decide which characters will be staying and which will be splitting off.


In the spirit of this, I have created several characters. ALL of them, I didn't expect I'd get to play because Chris is already running so many places. But with this opportunity, combined with a thread I wanna start up, I could potentially play one or two of them. But so the balance remains in tact, I will be replacing controller with controller, defender with defender, etc.

*plays Unicron's theme as Megatron is turned into Galvatron, etc...*

Format: Character in Unity - Replaced with this new character

Bridget - Not being replaced. I'll be fine playing her only as often as Seth is on.
Eli (Human wizard: Controller) - Quelenna (Eladrin Wizard: Controller)
Eli (Human wizard: Controller) - Adrie (Elf Hybrid Avenger/Wizard: Striker/Controller)
Emmy (Fox Bard: Leader) - Noah (Human Ardent: Leader)
Liberty (Human Psion: Controller) - Keyleth (Elf Hybrid Druid/Monk: Striker/Controller)
Reverie (Umbreon Warlock: Striker) - Bethany (Human Sorcerer: Striker)

This promptly frees me to use Eli, Emmy, Liberty and Reverie.
This message was last edited by the player at 05:32, Fri 18 Mar 2011.
Quelenna
player, 1 post
Pain is a small price
To watch you bleed
Fri 18 Mar 2011
at 05:33
  • msg #818

Re: Retraining

Actually, due to seeing some plot points to having Quel in "Wrath of the Feywild", changed my mind and put Adrie in place of Eli instead. Sorry! XD
Joe Darkthorne
GM, 292 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 18 Mar 2011
at 05:49
  • msg #819

Re: Retraining

  Well, since it seems to be a trend at the moment...

  Blake: Sticks with Seth.
  Brass: New Unity Thread.
  Hoal: Tim Thread.
Mittens
GM, 698 posts
Shifter
change job kupopopo!
Sat 19 Mar 2011
at 14:07
  • msg #820

Re: Retraining

By way of warning, Blake, I've run out of "professional published adventure" stuff at our level to exploit to insulate myself from player nitpicking in the Unity City Race Riot adventure.  So if I hear any complaints about the DC 9,000 athletics check to punch a building down onto rioters, "OMG we're only level 4!  How do you expect us to make a check like that!" don't expect that adventure to move forward at "professional published adventure" speeds.  Not that I expected it to move very fast in the first place, but still...
This message was last edited by the GM at 14:08, Sat 19 Mar 2011.
Terdisas
player, 90 posts
Sorcerers are for kaboom
Not for knowledge checks
Mon 21 Mar 2011
at 19:44
  • msg #821

Re: Retraining

  *Fistshakes* Mother Fooking stairs...  It didn't occur to me about the stairs at all.  Do you know why?  This place has non-euclidean geometries .

  Approach from South.  Small set of stairs, then a huge set of stairs.
  Approach from the north.  No stairs.  No stairs. So, where Hobogoblins and spider are are exact same height as where Party is? Or what?

  Apparently the shadowfell also causes the keep to have Mc Escher properties.

  Not to mention apparently empty air past the staircases also counts as a downward slope according to the side view example -.o.
  He should be able to take the shot (and miss) the soldier 2 at the top of the stairs from where he is.  Yes, readied action is 'first grunt'.  But that was typed before I was filled in that Grunts won't be along anytime soon <.< >.>...

  On top of the usual 'all instances of stairs are varied in height' and Tile Based universe meaning your not allowed to have less than five feet long stair sets.  I'm kind of surprised at how much this in all honesty small thing is annoying me, even though I'd miss anyways.

  ... And why is Terdisas listed with 21 HP instead of 26? Quick Search for Terdisas shows no damage since my last HP listings.  But maybe it's damage from an attack pose in progress?.. I'm gonna go actually eat something now.

  Why do stairs make me Hulk Smash? My brains not making sense.
This message was last edited by the player at 21:14, Mon 21 Mar 2011.
Mittens
GM, 699 posts
Shifter
change job kupopopo!
Tue 22 Mar 2011
at 17:36
  • msg #822

Re: Retraining

The map has been updated to hopefully more clearly show what's going on.  The dark gray area is the "Crypt of Shadows" encounter area, the floor of which is about 35' above the floor of light gray "Hobgoblin Guard Room" area.  The only way between the two is the steep, difficult terrain in both directions, 45 degree angle stairs.  Ceilings are the standard 10' in all areas.

I'm going to assume all stairs are steep, difficult terrain in both directions, 45 degree angle unless otherwise noted.
Quelenna
player, 5 posts
Pain is a small price
To watch you bleed
Thu 24 Mar 2011
at 22:27
  • msg #823

Re: Retraining

By way of reminder, Ryujin, there is plenty for Ryujin to do while he's waiting. There is Quelenna and her stepmom who have been blown to the ground by the explosion. There is a little boy running towards a burning building that was originally said explosion. There are panicking people running wild, but nobody can really do much about them.

Unless Ryujin was more of a "I'm readying the action "Enter Scene" for when the others arrive" OOC-style narrative?
This message was last edited by the player at 22:37, Thu 24 Mar 2011.
Joe Darkthorne
GM, 293 posts
Everyone suspects a Rogue
Few suspect the Ranger
Sat 26 Mar 2011
at 11:06
  • msg #824

Space War! Space War! SPACE WAR!!!

  In unrelated news before I fall asleep, some tidbits regarding where I've left off in Sword Of The Stars, Morrigi Run (Morrigi=Bird Chinese dragon aliens. Me vs one of every other Race, large spheres 'Map')

  The Tarka accepted surrender demands finally once my own efforts to conquered them and the 'pacifist' Liir efforts to plague bomb them out of existence left them with only 3 worlds left.  Recnelty before that, The Zuul ragequitted after Existence.  Soon after the Tarka survivors turned to me so they wouldn't Die, the Hiver Ragequitted out of existence.

  So it's down Me, The Lirr. and the the throwing Dreadnaughts around like Candy because nobody has gone after them the whole Game Humans left.  I have an alliance with my next door neighbor Liir. I have a Non-Agression Pact with the Humans. I can't join Humans into the Alliance for an Ally victory because the Liir and Humans hate eachother.  The Liir can END me if I drop them, so I got no choice but to gear up to take on the entire Human empire...

  I still wait for Ortgay, the Galactic Peacekeeper to return from the depths of space and obliterate any sizable force.
  http://www.youtube.com/watch?v=j0pnEP5OSG4

  A suicide armada of over 100 cruisers is waiting for them as both bait, and hopeful means to take them down.  When they turn up, I'll have to separate and send individually into deep space my entire empire in bite sized pieces so they don't blow up colony ships or planet guards or miners or basically, wipe out everything I have.

  All that is left, is to take stock of my recent acquisitions, tidy up the mess of post war empire into an orderly situation, and prepare to take on a Human empire of the most badass magnitude myself while the Liir and Humans have begun to slug it out across worlds with dreadnaught fleets.  And wander the far edges of space with some scanner equipped support dreads to keep taps on things while I prepare.  Simple...

  I notice a little massage across the news ticker...  On the complete opposite side of the galaxy from my worlds, below the farthest reaches of Human space...

  Von Neumann Homeworld Found

  Victory has been put on hold.
  I pray the Humans can kick the ass of my allies, because I can't afford to beat this campaign yet.
  This campaign has been hit with the 'weakest' of the Grand Menace enemies, The Peacekeeper.  Even that has had me full of worry.

  Yet I am going to kill Space Robot Cthulhu.  I am going to strangle Unicron to death.  Or Go down trying as my attacks piss them off enough to build world eaters.
This message was last edited by the GM at 11:10, Sat 26 Mar 2011.
Mittens
GM, 702 posts
Shifter
change job kupopopo!
Sun 27 Mar 2011
at 04:16
  • msg #825

Re: New Free Feat

We already decided that any knowledge skill can be used for every monster ever.

New free feat:
Choose 1 monster knowledge skill you are trained in.  Instead of using the listed stat bonus, you may use your primary stat bonus instead.

Example: Arcana.  INT related.  Sorcerer goes to the trouble of training arcana.  But forever is durp compared to a high INT warlord trained in arcana.  Not so!  No more!  Now sorcerer can use CHA with his arcana checks!
Mittens
GM, 706 posts
Shifter
change job kupopopo!
Fri 1 Apr 2011
at 03:46
  • msg #826

Re: New Free Feat

I've decided to cut back on GMing.

I will continue running Shadowfell and Ascention threads and no others.

That is all.
Mittens
GM, 707 posts
Shifter
change job kupopopo!
Sat 2 Apr 2011
at 01:54
  • msg #827

Re: New Free Feat

Joe, Seth:  Tank is a RL friend who's offered to help with brainstorming a new game system.  He's an accomplished craftsman who built a suit of chainmail in RL.  Wearing it made me understand the -1 penalty to speed... and you'd be suffering more like a -10 to your swimming checks, but...  it's a good thing 4e is so forgiving.
Nitpick McArgarg
Tue 5 Apr 2011
at 21:11
  • msg #828

Re: New Free Feat

Mittens Wizard:
She conjures an oil can to oil the hinges and doorknob,* then caaaaarefully cracks the door open, peeks through, then caaarefully closes the door again.
*(( No rules were harmed in the writing of this narrative fluff. ))

  Hello, I'm Nitpick McArgarg.  And today I'm here to tell you, You're Doing It Wrong.  Also, I will steal candy from children, mock pound puppies, and shove elderly people down the stairs.  Ahem, Prestidigitation includes the line of text thus, "Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power."
  Clearly, making an Oil can and using it to lubricate hinges is tool use, therefore you will burn in the fires ohey what are you doing in here? No, put that bat dowAAAAIGH.

  ...

  Sorry about that.  Hate that guy, even if I'm a distant relative.  Anyways, while Quest for Glory may have made a habit of it, when the freaking hell has a DnD sneaky person ever been required to go around oiling hinges to sneak around?  Who cares?  The Oil trick here hurts nothing.  Even if it did, PH1 Advanture Gear is FREE post lv 1 so Mittens Wizard could have all the Lamp Oil on her she can carry regardless.

  Also, I've finished up the latest Shadowfell map.  Though I'm unsure if the rocky bits where I think doors used to be should be rough terrain (didnt put any on map), and unsure if what look kinda like closed doors are actually closed doors (did put on map).  Enemy stat bits still need to be put in though, and I've fixed Terdisas's HP to it's 'Leveled up and back to full, if down a surge' situation.

  When you have the free time for it Chris (considering your workin all week and busy on top of that), pick out level 3 powers for Mittens Wizard and Kitau, and I'll update your sheets.  That should be enough to get by and you can deal with Gear edits later.

  Also, Scale Mail for life!  Easier to climb and swim in than Hide armor! Ahahahaha!....  Of course, a Paladin in Platemail can climb a sheer wall better than the average Rogue anyways, without quirky 'you can use Acro to climb' racial feats and such.
This message was last edited by the GM at 21:11, Tue 05 Apr 2011.
Joe Darkthorne
GM, 294 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 8 Apr 2011
at 09:53
  • msg #829

OOC

  I've updated the Kitau and Mittens Wizard sheets to Lv 3 with the powers you mentioned Chris.  I also replaced Unarmored Agility with Staff Expertise cause you mentioned such.

  Still lv 3 Items (3840 GP to play with) to adjust to when you get a chance.  But it's more important for Mittens than Kitau, because Staff Expertise makes Shimmering Robe completely pointless, as Mittens now has built in 'Do not trigger AoO with Staff attacks'.
  That, and now your Staff melee counts as a range 1 weapon.

  Mittens can afford an actual neck item now.  Whoo.

  As for Kitau's Thundertusk Boar Strike.  Just realized, she has a 0 Wisdom mod. So, if she lands both hits on a single target instead of pushing them 1 she pushes them.... 1.
Dido
player, 149 posts
With a hammer I serve
The Heavy Metal Dragon
Sun 10 Apr 2011
at 14:26
  • msg #830

Re: OOC

Good thing Dido had 10 temporary HP. ;) Don't worry, already edited Ter's post and the map to reflect this fact.

Also, thanks for the surge value edit, Terdisas. :)
Joe Darkthorne
GM, 295 posts
Everyone suspects a Rogue
Few suspect the Ranger
Sun 10 Apr 2011
at 19:40
  • msg #831

Re: OOC

  Yaaay!  Though I really should have noticed the write up comment (You did mention 10 Temp HP in Dido post) even if it wasn't figured into the HP line <.<  >.>
Dido
player, 150 posts
With a hammer I serve
The Heavy Metal Dragon
Sun 10 Apr 2011
at 23:52
  • msg #832

Re: OOC

It wasn't in the HP line because it was temp HP and I didn't want to cheat with surge mechanics. So I put "+10 HP" in Dido's status bar on the map. Then, for purposes of your post, removed that "status"
Callie
player, 151 posts
Cleric of Sehanine
Lover Halfling
Mon 11 Apr 2011
at 00:22
  • msg #833

Re: OOC

Just an added "thank you" to Will for making the latest map. Very handy and nice of you. :)

I have to admit, it's a shame googledocs is our only means of shared map. Making a map on that thing is slow going. Hmm... didn't DDI have some kind of map maker? If they do, now that Chris and I share an account, we could all use it.
Joe Darkthorne
GM, 296 posts
Everyone suspects a Rogue
Few suspect the Ranger
Mon 11 Apr 2011
at 00:29
  • msg #834

Re: OOC

  They finally put out the webtools version of the monster builder (which I haven't looked at).  But the 'Virtual Table', is still just learn more/Beta Test situation.

  I also wonder how easy to access it would be, considering you need to be subscribed+logged in (And the webtools Charbuilder and Adventure Tools for example, are specifically designed to crap out if the same account is trying to access it from multiple locations.  So account share is a bust without crazy micromanage?).  Not to mention, Google Docs doesn't' list system requirements like '* Intel or AMD processor (1GHz or faster) * At least 1 GB RAM (at least 2 GB RAM for Vista)'

  Chris would still have to build the maps anyways, current data is that it's loaded with Tilesets from 'Dungeon Tiles Master Set: The Dungeon.'  Also 'constant web connection required' would mean, if Chris's current connection blips continue, it'd just not work.

  As for the most recent map, You're Welcome.  And Thanks to Chris and Seth for all the previous Maps so far.
This message was last edited by the GM at 00:48, Mon 11 Apr 2011.
Mittens
GM, 711 posts
Shifter
change job kupopopo!
Mon 11 Apr 2011
at 03:29
  • msg #835

Re: OOC

Yes, TY for map effort.  Helped a lot.  :)
Monster Intern
player, 7 posts
Monster Party!
Monster Prices!
Mon 11 Apr 2011
at 07:31
  • msg #836

Re: OOC

  Hello, Monster Intern here.  Latest Shadowfell Map is done.  You are all going to die, MUHAHAHAHAHAHA!

  Not that I'm biased or anything.  This map was also easier to do than the last map, score.
    Also, Monk power calculations will forever hurt my braaaaain.
 Superior Implement, Iron Ki focus. +1 bonus damage per Tier, Monk is lv 11 so that should be +2 at moment for him.
  Iron Armbands Of Power(heroic). +2 DMG bonus melee.
  Mountain devotee paragon path, +2 DMG to 'monk unarmed strike (that seems to only count for melee basic without using Ki focus at all for punch).

  How the webtools calculates things.
  Dex Mod, ENCH mod, as should be.
  +2 Iron armbands, also as should be.
  +3 Superior Implement bonis, Iron Ki Focus... Wait, what? +3 That's not until Epic.
  ...And It doesn't add 'monk unarmed strike +2 DMG' when you are using 'monk unarmed strike' Ki focus punching, but that I believe may be a legit keywords technicality.

  So, on the one hand, we have webtools giving me +1 More Damage (+13 total) than I deserve for Monk powers off 'Rain Of Hammers Iron Ki Focus', as well as +13 (would be +15 with house rules) To-Hit
  Then, you have 'Iron Ki Focused Monk Unarmed Strike'. So, that means its Monk Unarmed Strike using the Ki Focus properties... But, that ends up as +10 To-hit, and +12 DMG... (Which would mean, it applies the Paragon Path +2 DMG for monk unarmed, but not the Iron Ki Focus DMG boost).
  Raw 'Monk Unarmed Strike' ends up +10 to-Hit, and +9 DMG for Monk powers (without i herent).

  Ramble Ramble, Monks=having to work out attack results by hand anyways.  Is there a point to this? Sort of.

  Monks are the only Psychic class I can manage sheet type comprehension of (or even play comprehension of), and as it is they end up a headache.  As a heads up, any Psychic Class, or Hybrid involving a Psychic class character, Chris is on their own to make a sheet -.o
This message was last edited by the player at 11:09, Mon 11 Apr 2011.
Mittens
GM, 712 posts
Shifter
change job kupopopo!
Mon 11 Apr 2011
at 17:58
  • msg #837

Re: OOC

TY for dealing with the map.  RL is very likely going to be insane for the next few days.  Maaaaybe Tim and I will have a moment's free time by Wed night when I get home from work.  Maybe?
Mittens
GM, 714 posts
Shifter
change job kupopopo!
Thu 14 Apr 2011
at 03:58
  • msg #838

Re: OOC

To me, it makes no sense to try this, but here it is for your amusement...

Skill Challenge: Closing
the Portal

In this skill challenge, one or more adventurers attempt
to reverse the partially completed ritual in order to close
the Shadow Rift. This challenge takes place while the PCs
battle Kalarel and his undead servants.

To close the Shadow Rift, the PCs must unravel the
ceremony and perform specific procedures to reverse the
effects of the uncompleted ritual.

Complexity: 3 (requires 8 successes before 3 failures).
Primary Skills: Arcana, Heal, Religion.
Arcana (DC 17; free action): Once per round on the character’s
turn, he or she can recall knowledge of magical
effects and rituals and determine the next step in reversing
the effects of Kalarel’s ritual.
This skill can be used to gain up to four successes in
this challenge. A failed check also causes the energy of the
ritual to attack the character who attempted the check: +8
vs. Will; 1d6 + 4 necrotic damage.

Heal (DC 15; minor action): Once per round on his or
her turn, the character can make a special Heal check.
If the check succeeds, the character can spend 1 healing
surge as a free action to channel positive life energy into
Kalarel’s ritual in order to help disrupt it. Doing so counts
as one success toward completing the skill challenge.
This skill can be used to gain up to two successes in the
challenge.

Religion (DC 17; free action): Once per round on the
character’s turn, he or she can speak prayers or religious
incantations to weaken the power of Orcus in place to hold
open the Shadow Rift.
This skill can be used to gain up to four successes in
this challenge. A failed check also causes the energy of the
ritual to attack the character who attempted the check: +8
vs. Fortitude; 1d6 + 4 necrotic damage.

Secondary Skill: Endurance.
Endurance (DC 12; immediate interrupt, when an adjacent
ally takes damage from a failed Arcana or Religion check made
as part of this skill challenge): If the Endurance check succeeds,
the character making the check takes the damage
instead of the triggering ally.
Successful use of this skill does not count as a success
toward completion of the challenge.
Success: If the adventurers gain 8 successes before
attaining 4 failures, they reverse the progress of the ritual
and close the Shadow Rift. Kalarel’s ritual book is consumed
in a burst of black fire.

Successfully completing this skill challenge earns the
adventurers a major quest reward (750 XP).

Failure: If the adventurers attain 3 failures before
gaining 8 successes, the magical energy of the Shadow Rift
stabilizes. Necrotic energy surges through Kalarel’s ritual
book and the altar to strike all of the characters attempting
this skill challenge. Each of these characters loses one
healing surge. A character with no healing surges remaining
takes damage equal to his or her level.
Mittens
GM, 715 posts
Shifter
change job kupopopo!
Thu 14 Apr 2011
at 15:37
  • msg #839

Re: OOC

To avoid confusing clutter on the map, any time I go to the trouble of listing "move from r12 to m13" type movement I'm not going to leave a grayed out shadow of the moved character's name on the map.
Monster Intern
player, 10 posts
Monster Party!
Monster Prices!
Sat 16 Apr 2011
at 08:21
  • msg #840

Re: OOC

  Another fine product by Monster Intern™!  Mittens Pyromancer Cast Click is up.

  Finishing Touches required include, Chris specifying WHAT 'Secret Language' they want.  It's a placeholder name for things like Drow Sign Language, Druidic, or Shaka, when the walls fell. And "Secret Languages exist in your game world at your DM's discretion".

  Please Provide Monster Intern™ with your personal selection, and the list of DM approved Secret Languages. Monster Intern™ surveys show three Family Members with the Explorer/Guide BG in the same party.  Monster Intern™ Suggests 'Secret Language:Family Specific dialect' selected by all three Family members. Or, please press 'Cancel' and select a different language.
This message was last edited by the player at 10:22, Sat 16 Apr 2011.
Timothius
GM, 260 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 16 Apr 2011
at 20:40
  • msg #841

Re: OOC

Monster Intern:
Monster Intern™ surveys show three Family Members with the Explorer/Guide BG in the same party.  Monster Intern™ Suggests 'Secret Language:Family Specific dialect' selected by all three Family members.


That was the idea, actually. The three having grown up together, made a special "just us sibs" language. Originally to avoid parental knowledge of discussions, it bled over into something that just made each sibling feel special to the other two. :)
May
player, 1 post
Sun 17 Apr 2011
at 04:33
  • msg #842

Re: OOC

Skipping May until there is an appropriate time to introduce her in scales of war.
Kyle
player, 1 post
Crossbow of SCIENCE...
Or MAGIC? I always forget
Sun 17 Apr 2011
at 11:08
  • msg #843

Re: OOC

  Welp, I've brainblanked until the point of sleeping.  Assume Kyle is in the same situation as May unless I somehow come up with something <.<
Mittens
GM, 716 posts
Shifter
change job kupopopo!
Tue 19 Apr 2011
at 14:51
  • msg #844

Re: Dead Minions

Death: When you take damage that reduces your
current hit points to your bloodied value expressed
as a negative number, your character dies.

A minion is destroyed when it takes any damage. If a minion is missed by an attack that deals damage on a miss, the minion doesn’t take that damage.

When you reduce a creature to 0 hit points or fewer, you
can choose to knock it unconscious rather than kill it.


What I've decided this all means is: The 'Bloodied Value' of a Minion is .5, an exception to the rule of rounding off numbers.  If a Minion is reduced to EXACTLY 0 HP by a fall something, all the "dying" rules apply.  It will have at least 3 rounds before it dies forever.  I'm ignoring the word "destroyed" in the above rules.  Minions do not vaporize when defeated or reduced to 0 HP.  >.>  A PC can choose to KO minions.  Repeatedly.  For example, they can choose to repeatedly use vicious mockery (set to "stun") on the unconscious body of an enemy, even if their HP is far below their bloodied value expressed as a negative number. (-.5)

HOWEVER!  For purposes of powers that target "allies," "creatures," or "enemies" a dead body doesn't count as any.*  They take on the properties of an object.  Defenses of objects are described in DMG 65-66.  Implied in those rules is that any power (that doesn't attack will) can be used on an object regardless if it targets "creatures" or "enemies" or "allies."  This is how Kitau can chop wood with her axe even though her powers target creatures.

I'll not go into gory details of the mechanics of hacking a dead body to pieces, but suffice to say Terdisas CAN choose to use Lightning Strike (Target: One creature) on the skull of a "dead" skeleton in order to auto-hit a boss with huge defenses.  It will destroy the skull, but then he could target a leg bone, arm bone, etc...  He could even target the ground if he wanted to.  The ground has defenses and HP.
This also means that Timothius would know that he can't normally target a dead body (AKA object) with Healing Word (Target: You or one ally in the burst) and thus won't be wasting it on dead minions.  However the character might be deceived into believing that an illusion is an ally with a bluff and thus be made to waste the power.  In the same way, monsters can be fooled into wasting their powers with illusions and deceptions.


*What hasn't been decided yet is whether you MUST count objects as "creatures" when it comes to powers like burning hands that do AoE destruction.  To me, it kinda "makes sense" that when burning hands is "set to kill" it deals property damage, but when "set to stun" it doesn't cause property damage.

But not everyone thinks this way.  Rick for one can't wrap his mind around CoX style fireballs that don't so much as singe paperwork on office desks.  For Tim's table top game, we pretty much decided to hand-wave it with "whatever plot demands at the moment" when it comes to deciding if fireballs HAVE to do property damage.
This message was last edited by the GM at 14:52, Tue 19 Apr 2011.
Timothy
player, 4 posts
Cleric of Good
Merciful
Tue 19 Apr 2011
at 15:24
  • msg #845

Re: Dead Minions

In other words, Tim didn't waste a healing word. Hence my crossing out that action last night.
Elric
GM, 249 posts
Warforged Runepriest
Level 4
Tue 19 Apr 2011
at 16:59
  • msg #846

Re: Dead Minions

It is possible for a fireball to do no property damage and just blow itself out, all it takes is for the environmental situation to be such that it is too brief for anything in the environment to be heated up enough to catch on fire itself. There are tricks to doing this, one example is here: http://www.wikihow.com/Make-a-Flame-That-Does-Not-Burn and http://chemistry.about.com/od/...ects/a/fireballs.htm I'm sure in a magical setting they have enough control over the fire being created to control what is burned within its area of effect and what isn't.
Joe Darkthorne
GM, 297 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 19 Apr 2011
at 19:00
  • msg #847

Re: Dead Minions

  PC's KOing minions by choice is an easy given, even in a  'Legit' game.  The complications turn up when you have NPC enemies straight up murder NPC civilians, said civilians only there to provide a dramatic body count in the first place not helping them any.

 I'm Not going to freaking target the GROUND, unless there is a reason we need to kick the ground's ass. Yeesh.  And the 'maybe I'll shoot downed enemy to free arc' idea would murder KO'd enemies faces if they are the original target from negative value smashing.  You're kinda pushing it when you're repeatedly blasting an unconscious person and saying 'it's okay, it's set to stun!', and that's if it was set to stun.

  As it is, the designers have a hate-on for PC's being able to blast their way through scenery unless they are specifically allowed anyways (And those Flaming Sphere's seem very picky) it seems. (Aside from vs Will, objects also immune to Psychic, Poison, And Necrotic DMG, the latter two often not Vs Will). I think.  It's so EASY, yet nobody does it for some reason.

  Sure, there is the 'but it will give us awaaaaay!' aspect to it, but from lv 1 on you are able to just damage smash (if you can't STR check smash) your way through doors, walls given enough time, etc.  An adamantine Door still only has a 5 AC/reflex, 10 Fort, even if it gets 100 HP. an adamantine 'Vault' had 4 AC/Reflex, 12 Fort, even if 200 HP can take some time to work through.

  As it is, the second Matt hits LV 6 he will be, if my counting is correct, able to headbutt through an Adamantine Door on a roll of 10.  Thank you Kord passives.

  In other news, was doing some bookkeeping.  Tim Cleric still gets to pick a freebie lv 1 ritual.  Though Webtools durps out for that 'bonus' for cleric selection last I checked, so you will need to 'add' one to your inventory.
Mittens
GM, 717 posts
Shifter
change job kupopopo!
Tue 19 Apr 2011
at 19:00
  • msg #848

Re: Dead Minions

I tried to argue that it would make my character excessively powerful - being able to burninate enemy armor, weapons, gear, plot devices, etc, in addition to the enemy itself...  But the player was all, "Uh....  Fire burns stuff."

So I shrugged.  "I've got no problem with my character being exceedingly powerful..."  *Evil Grin*

Him: "Now I'm worried."
Mittens
GM, 719 posts
Shifter
change job kupopopo!
Wed 20 Apr 2011
at 19:23
  • msg #849

Re: Property Damage

One of Rick's arguments for "AoE fire does property damage" was a dragon attack.  Suppose someone's standing on a thatched roof to shoot at the dragon.  The dragon uses the following attack while flying by:

Breath Weapon (fire) Recharge
Attack: Close blast 5 (creatures in the blast); +10 vs. Reflex
Hit: 2d12 + 7 fire damage, or 2d12 + 17 fire damage while the dragon is bloodied.
Miss: Half damage.

The roof catches fire.  Even a good aligned dragon would likely be causing property damage with it's breath weapon if it chose to set it's breath weapon to stun.  So far, "set to stun" means flat of the blade or arrow in butt.  What happens if you attack an object such as a glass of wine with your "set to stun" sword or arrow?  The glass takes damage and is broken.

I've decided that the same will hold true for AoE damage.  With the exceptions that are spelled out in the DMG, any power that targets creatures also targets objects in the blast.  PC gear is exempt from this rule, unless of course the module says otherwise for some reason.

Tim: I put a copy of the module pdf in my public downloads folder.
This message was last edited by the GM at 19:24, Wed 20 Apr 2011.
Timothius
GM, 266 posts
Paladin of Bahamut
Shifter (of sorts)
Thu 21 Apr 2011
at 03:07
  • msg #850

Re: Property Damage

I'm all for dramatic property damage. If there was no property damage, it would feel kinda... anti-climactic? Anyway, I'm all for it.
Timothy
player, 7 posts
Cleric of Good
Merciful
Thu 21 Apr 2011
at 15:55
  • msg #851

Re: Property Damage

Kyle:
  Kyle, seeing the situation well in hand... As well as an exploding wagon can be considered such anyways, takes this time to step back and stamp out the blaze from the first thrown barrel.  "Worth the end result, but we'll be way too busy dealing with the aftermath of one big fire to deal with two fires."
Move: Duh.
Standard: Put out Fire at x25.


No minor to heal the near-bloody Tim? ;.; Don't forget you're a healer.
Kyle
player, 9 posts
Crossbow of SCIENCE...
Or MAGIC? I always forget
Thu 21 Apr 2011
at 20:42
  • msg #852

Re: Property Damage

  Timothy's only been hit once tough guy ;P

  Besides, Meriele is the only party member with both the means, and the badass (Kyle could take it to melee town, but, why? Sup Crossbow > Talid) taking it to melee range vs a lv8 Hits-Party-Best-AC-On-A-Roll-Of-Five, 2d10+5 Melee Basic.   If the streak of 'almost every single damage roll I make this encounter is Max Damage or a Crit' continues with Chris, the Ogre will one shot Merielle.
  From pure IC logic, you have 'Cleric who charged first into battle and gets hit by a stray arrow', compared to the sight of a cloth robe wearing lady going toe-to-toe with an Ogre.  Gee, which one is more likely to need serious medical attention?

  So yeah, both of Kyle's Infusions are kind of reserved for the one who will obviously need it most right now.
This message was last edited by the player at 20:57, Thu 21 Apr 2011.
Timothy
player, 8 posts
Cleric of Good
Merciful
Fri 22 Apr 2011
at 16:13
  • msg #853

Re: Property Damage

While true, I too am a healer. And could be one-shotted m'self. That "one hit" nearly bloodied me, which is fine and all. But if I go unconscious, that's two less heals in the encounter. Still, your point that now that Mer's in melee range, strong chances Tim won't be targeted anyway is a good one.
Mittens
GM, 720 posts
Shifter
change job kupopopo!
Fri 22 Apr 2011
at 17:18
  • msg #854

Re: Property Damage

Back on the property damage topic.  DM Tim last night asked the group, "You want easy?  Or very challenging?"  Players: "Challenging."  Tim: "Ok I'll double the monsters, then.  Two waves of 'em, no rest between."  Us: "Ok!"

5 monsters enter the arena.  Mits crits on initiative.  Runs up to them, burning hands, action point scorching burst!  Piles of damage and sets the nearby arena building ablaze!  Crowd loves it.  Barbarian takes front line position and absorbs most of the attacks, dropping him to like 4 hp in 1 round.  Whenever we defeat a monster, a new one appears in the area as promised.  Emerald heals the barbarian back to full hp in the next 2 rounds, but Mits gets shredded to 3 hp in the same amount of time.  At the last second the goodguys manage to defeat the scorp harassing her!

LOTS of fun!  Me going home commenting to Tim: "It may sound weird, but I'm glad my wizard only has 14 AC.  I actually got hit!"

Today it occurred to me, "Wait...  Every time I inferno'd, it woulda destroyed the skirmishers' spears and the slingers' slings.  Likely their armor too.  They'd have been left naked with nothing but unarmed attacks to fight with.  >.>  That wouldn't have been near as much fun."

So I've come to the conclusion that while I do like dealing lots of damage, in D&D I do not enjoy a super-broken rule that makes the enemy unable to fight back or so completely screwed over that it's no longer a threat.  In CoX, a fireball never burns the strings of the enemy bows.  Or their arrows.  Or ignite all the gunpowder in their ammo.  Etc.  Doesn't so much as singe the villain's hair.  And the game is fun for this reason.

So I'm adding enemy weapons and armor to the "ignore property damage" benefit that PCs get.
Joe Darkthorne
GM, 298 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 22 Apr 2011
at 20:28
  • msg #855

Re: Property Damage

  Yeah, Blake has a utility specifically designed to will items out of existence.  But it's an encounter power and only works on 'unattended' items (even then, only up to medium size <.< ), if they are even within it's HP obliterating capacity (even with Infernal Pact Bonus, still rather limited)... *does some math*  SIGH. Lv 30 Infernal Buffed Ruinous Phrase Still Can't deal with Iron/Steel Doors.  Lv 6 Matt can oneshot Adamantine Doors (and other Medium Adamantine things) on a Take-Ten check, or 50% odds on regular roll.  Glad for Matt, but more Whaaambulance material for Blake.

  So 'Every Single Attack Mittens Does Destroys All Enemy Gear LoL!' would just be another thing on the long list of stuff Blake has to be bitter about ;D "Oh, wow. Another class variant better than me at what my class variant is supposedly for."

  Besides which, pretty much all the 'very dangerous' things in the end don't even use gear.  Or if they do it's magic gear forged in the fires of the abyss anyways (Though, got to respect Marilith's, they're all about the STABBIN REAL GOODZ, none of that 'enemy falls unconscious on a failed save' weaponry like Drow).  So being able to nuke gear with attacks would only be helpful at lower levels, while leaving the Party constantly at risk (okay, we've passed our fifth encounter more encounter, put on your 5th set of spare armor).

  At least in DnD (at least when enemies even USE weapons) you can loot the enemy weapons afterwards.  Granted, enemy weapons tend to be 'its mundane even though it's capable of encounter power feats with the enemy basic attack' sort.  Not only would an enemies weapon not have any of the properties (which could be explained as enemy 'powers'), but you wouldn't get the bonuses Enemies get, even with inherent (As I've long suspected and Seth did the math for, Enemy scaling > PC Scaling).  And only get a couple GP at best for 'Finely Crafted Eladrin weapons which are the envy of many smith' or whatever.  Fancypants Elf longsword still only as valuable as a scrap iron sword handed off to underfunded slum guards.  This is a benefit at low levels though, where a weapon chiseled out of rock and animal hide is still worth a GP or two.

  It also wouldn't be as satisfying as if you could loot Rikti Rifles or Crey Cryo Guns... Even just for the weapon Models <.<  Poor Metal Mettle.  Laser Rifle only has two unlocks, both requiring some of the most insane weapon unlock requirements in the game.  And the one with the hardest requirements in game (accomplish every single random Rikti Assault badge) is bugged.

  As for your 'Glad I only have basic cloth AC with this wizard!', Terdisas is just going to go off and cry in a corner now.  He's not so big a fan of being maimed, and doesn't rush into melee nearly as much as your casters tend to :P
This message was last edited by the GM at 20:53, Fri 22 Apr 2011.
Mittens
GM, 723 posts
Shifter
change job kupopopo!
Sun 24 Apr 2011
at 04:27
  • msg #856

Re: Property Damage

Rules Lawyers
You don’t have to be a rules expert to be the DM, but
that doesn’t mean one other player should assume
that role. A rules lawyer is a player who argues
against the DM’s decisions by referencing the rules.
You should welcome players who know the rules.
They help when you’re stuck or you make mistakes.
But even helpful rules lawyers become a problem if
they correct you continually or give you rules advice
that’s just wrong. Much worse are players who can’t
stand negative results, and who comb the rules for
loopholes and misinterpretations that their characters
can exploit.
A table rule about holding rules discussions until
the end of the game is enough to dissuade some rules
lawyers. Stay open to minor corrections, though, as
long as they’re not too frequent.
If the game grinds to a halt while a rules lawyer
tries to find a specific rule or reference, invite the
player to take as long as he wants to search for it while
you and the rest of the players continue the game. The
rules lawyer’s character essentially steps out of the
game for as long as it takes. Monsters don’t attack him,
and he delays indefinitely. This solution makes the
other players happy, because they get to keep playing
D&D instead of letting one player stop the game.

-DMG 32

A table rule I've long lived by is that if a player or DM is caught "forgetting" one detail or another before the next player / monster finishes taking their turn, fix the mistake.  If it's caught more than 1 player or monster turn later, the mistake gets set in stone.  no rewind.  No do-over.  Wizard forgot to apply his flaming sphere damage for the last 3 rounds?  Tough.  DM forgot the aura 20 auto-damage for the last 3 rounds?  Tough.  No damage.  Just remember to apply it from now on.  It's up to the players to maximize their own effectiveness.  It's up to the DM to make sure he doesn't forget monster powers.

Retcon is limited to the following options:  Fix the last post if the last post was wrong.  If it's more than 2 posts ago, and it's important enough to undo the entire encounter...  Start encounter over from the beginning.
This message was last edited by the GM at 04:38, Sun 24 Apr 2011.
Elric
GM, 250 posts
Warforged Runepriest
Level 4
Sun 24 Apr 2011
at 04:36
  • msg #857

Re: Property Damage

I can see a problem with your table rule on the forums, what if people chain post back to back and another player spots an error that occurred after his last post but before his next but other people have posted after the error occurred? At least allow a 1 round grace period for spotting errors since the person's previous combat post.

Also Dark Sun thread is updated and will be updated regularly from this point onwards... right now I just need to know what the group intends to do as there are a few branches possible.
Kyle
player, 13 posts
Crossbow of SCIENCE...
Or MAGIC? I always forget
Sun 24 Apr 2011
at 05:30
  • msg #858

Re: Property Damage

msg #50   Kyle, -18,  111-18= 93/111
msg #56 Meriele  93-6-4= 83/111
msg #55 Mittens,  7 damage to come from sphere auto
msg #57 Wagon 83-12= 71   (post msg #57 is where it first breaks down, Meriele's Punishing Eye bonus was never applied later, even after I reminded at the time.)
msg #59 71-7= 64  (Second oops.  Sphere auto damage was never applied on ogre post)
msg #63  Wagon, 64-19= 45/111
msg #65 Ogre, 45-6= 39/111
msg #66 Raichel, 39-8= 31/111
msg #71  Wagon, 31-6= 25/111 (As Seth figured, Raichel's damage was never applied to the original listings of damage.  Original listing of 42 left Not = 44 after they take 6 more damage)
msg #74  Raichel, 25-8= 17/111
msg #76 Kyle, 17-7= 10/111
msg $77 wagon. 10-11= -1  (final Kyle and Wagon posts are interchangable)

msg #78  Ogre crit
msg #79 Rai zap.

  So, After The Ogre is just barely taken down, is when Ogre makes smashey smashey crit even when forced into full complete battle.  But the starting mistake was way back at the beginning of the encounter.  The first of which I did point out at the time, and was accepted, and agreed upon to get fixed... Except not.  So now I'm a jerk of a Rules Lawyer for bringing it up a while later again when it turns out those weren't actually fixed for starters.

  But, Since we can patch Meriele up instantly, and because it is the last 'fight' of the Day, can easily enough let it go in this case.

Text Block From Chris:
The
rules lawyer’s character essentially steps out of the
game for as long as it takes. Monsters don’t attack him,
and he delays indefinitely. This solution makes the
other players happy, because they get to keep playing
D&D instead of letting one player stop the game.


  Subtle.  A link to an 'Are you a Mary Sue?' test in response to anyone's characters wouldn't look very good either (Oh, crap. Darkthornes rank high often <.< )
This message was last edited by the player at 07:14, Sun 24 Apr 2011.
Monster Intern
player, 11 posts
Monster Party!
Monster Prices!
Sun 24 Apr 2011
at 07:18
  • msg #859

Re: Property Damage

  A good section of Crazy has been edited out of the previous poor so and so's post.  We now bring you something even more wildly insane.

  Ahem...  Monster Intern™ DDI Search Fu is weak.  Could someone kindly inform me if there are more than 19 Scales Of War Adventure Path Issues?

  Screams of Horror And/Or Amazement as you go mad from the revelation may now commence.
http://www.youtube.com/watch?v...ture=player_embedded
  So Dramatic, you need an analysis of the dramatic.
This message was last edited by the player at 08:16, Sun 24 Apr 2011.
Mittens
GM, 724 posts
Shifter
change job kupopopo!
Sun 24 Apr 2011
at 17:58
  • msg #860

Re: Property Damage

SoW 19:
“Last Breath of the Dragon Queen” is an adventure for
five 30th-level characters.

This adventure is the final chapter in
the Scales of War adventure path, the culmination of
events that started with “Rescue at Rivenroar” thirty
levels ago.
Timothius
GM, 267 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 24 Apr 2011
at 20:48
  • msg #861

Re: Property Damage

Kyle:
The first of which I did point out at the time, and was accepted, and agreed upon to get fixed... Except not.


Odd. I thought I fixed that when you pointed it out. Now we step into twilight zone factor where I think I did something, but I didn't. XD

However, continuing to remember the damage buff was a problem.

Proposed solution: What I usually do when my powers buff someone / everyone, I type the buff in their "other effects" spot next to the appropriate character's name (and then remove if the effect is no longer valid). I should have thought to put your damage buff next to all our names since I always look at "other effects" when taking my turn. Hence my being able to not miss the -2 to AC on the ogre. It was in "other effects". :)


Kyle:
So now I'm a jerk of a Rules Lawyer for bringing it up a while later again when it turns out those weren't actually fixed for starters.


Since you decided to say this here on the forum, I'll say here what I said on the muck: No, you are not a jerk for the ogre thing. That was Chris and I both durping and not remembering and I, at least, was thankful for you pointing things out. Though even so, really it was Seth who pointed it out at the end of the fight, you were just the messenger.

I repeat here for everyone's benefit: Mittens does not like hearing about the DC erratas or any erratas that pertain to Scales of War. And for the following reasons:

1) It sounds like "You're running this wrong" even though this is how Chris said he'd run it.
2) It is being said on an almost daily basis. It is like the time Bart had an injury and Lisa kept poking the injury. Bart: "Ow! Quit it. Ow! Quit it. Ow! Quit it." Mittens knows about the erratas, so repeating it is just like saying "You're running this wrong" over and over.

Coupled with the fact Chris was indirectly called "cold hearted and cruel" for deciding to run things this way, the word errata, at this point, is going to be synonymous with "Chris sucks and is evil". But again, that is only pertaining to erratas. So the rules lawyers bit? Aimed at any "but the erratas say" comments. But I'm only speaking from what I understand to be the case.

If Chris is upset about the ogre thing, I will be confused. (Italicized and boldfaced for same reason as "I agree" below on Elric's point)

So I repeat: Will is not a jerk.
Say it with me now, everyone!
Crowd: Will is not a jerk! Yaaaay!

.....outside of scales of war, feel free to share erratas since no other places are being run quite so strictly "as written."

And if I am wrong about your thoughts on the topic, Mitts, by all means, correct me. But this is as best I can figure.


Elric:
At least allow a 1 round grace period for spotting errors since the person's previous combat post.


Even as much as I dislike retcon, I agree (Bold and underline so that the paragraph below does not overshadow the fact I agree). However, I'm not the DM.

And to clarify my hatred of retcon, it's a lot like why Mitts posted up the rules lawyer thing. It's one thing to retcon one post or one from each player for a round. It's when it becomes retcon after retcon after retcon that it turns me into the hulk and wonder what the point of RP is if we just keep erasing what we RP. Which is what happened when I threw that mini-tantrum over retconing. I think it was like... 3 or 4 places on one thread, and a retcon or two on two other forums, so I was fed up with it. The Tim retcon had an effect on the entire round and I felt like it was my fault everyone had to retcon. Of course, I also felt like a total moron that I read burst instead of blast, which makes a HUGE difference. And that encounter was made of all kinds of "too bad, all your powers are useless" because of positioning. But in retrospect, that is a good thing because we will learn to fight better.

So that said, let's just be careful in the future, but be willing to retcon when mistakes are made. If everyone assures me it's no big deal for them, I won't feel NEAR as bad about retcon when it concerns others.


Mittens:
SoW 19:
“Last Breath of the Dragon Queen” is an adventure for
five 30th-level characters.

This adventure is the final chapter in
the Scales of War adventure path, the culmination of
events that started with “Rescue at Rivenroar” thirty
levels ago.


Score 1 for the good guys.
Mittens Pyromancer
player, 20 posts
Monster InternTM Sheets
We Know How You're Built
Sun 24 Apr 2011
at 20:49
  • msg #862

A note on Scales of War

The Scales of War thread is supposed to be difficult.  The point is to either prove that a group of by-the-book characters can make it from level 1-30 in an published adventure series... as published, OR prove that it's impossible that a team of by-the-book characters can NOT make it from level 1-30 in an published adventure series... as published.  Reducing the difficulty defeats the purpose.

The only cases where any attempt will be made to reduce the difficulty is where it's absolutely clear that the publishers made an unintentional, guarunteed-to-be-lethal mistake.  But that fix will only be made after a total party kill.  Not before.  Again, reducing difficulty defeats the purpose.

Any errata or other post-published changes that increases the difficulty will be considered.

Again: The thread is intended to be run at maximum difficulty.

If the module says, "you can handwave the rest of this encounter to make things easier," I will not handwave the rest of the encounter to make things easier.  Maximum difficulty option will always be the one chosen.

I'm very tempted to disallow any character options that were published after the module.  This of course includes pyromancer.  I'm tempted to take it a step further and only allow PHB 1 options.  Meaning Raichel will have to be satisfied being something other than a shifter monk/sorc mechanically.

Mechanics need not be restricted by flavor text.
Mittens
GM, 725 posts
Shifter
change job kupopopo!
Sun 24 Apr 2011
at 22:02
  • msg #863

Re: A note on Diplomacy

Tim, a few days ago: "Results of IM conversation were thus - Joe agreed to talk to me first whenever he has an issue."
Me: "Sorry to put more burden on you, but prolly for the best."

Tim, the other night after chatting with Joe: "Well you thought Joe was mad at you for something he wasn't mad at you for, and he thought you were mad at him for something you weren't mad at him for."

/frustrated.

So from now on, please do not talk to me about game mechanics in any way.  (Unless you can restrict yourself to the "say nice things only" rule.)  Instead, ask Tim to talk to me about game mechanics.  Tim will decide if I need to hear it.

Tim: "Or, I'll translate it into something that you won't find offensive."
Timothius
GM, 268 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 25 Apr 2011
at 04:41
  • msg #864

Re: A note on Scales of War

Mittens Pyromancer:
I'm very tempted to disallow any character options that were published after the module.  This of course includes pyromancer.  I'm tempted to take it a step further and only allow PHB 1 options.  Meaning Raichel will have to be satisfied being something other than a shifter monk/sorc mechanically.


Well lemme know when you make up your mind there since I can't exactly post if the entire thread is getting retconned in favor of "oops, Raichel and Timothius never existed" (Ironically, Meriele's RACE would still be available, but she'd have to chose a different class).

Unless you meant you want to run a whole other thread of Scales where it's PHB1 only. Eli the wizard would still be PHB1, and a good number of his options are PHB1. Emerald would have to be a rogue instead of a bard (Though using Changeling as a base for "actually a Raavasta" could potentially still work, but Emmy would have to be medium sized using that method).

If it helps you make up your mind, I would not play as Tim or Rai.
Mittens Pyromancer
player, 23 posts
Monster InternTM Sheets
We Know How You're Built
Mon 25 Apr 2011
at 04:57
  • msg #865

Re: A note on Scales of War

It would mostly be a rage response to more complaints from Joe.  It's my way of saying, "Every time I hear 'this is too hard,' (or any other complaint for that matter) I'm going to make it harder."  So if above request of "Don't cry to me, cry to Tim," is respected, then no retcon will be needed.

And again, if it comes to that, you can still play Rai and Timo.  And I can play Mittens.  We'll just have to use something other than the stats listed in PHB2 for shifters and use the closest fit from PHB 1 like human or whatever.
Kyle
player, 16 posts
Crossbow of SCIENCE...
Or MAGIC? I always forget
Mon 25 Apr 2011
at 07:40
  • msg #866

Re: A note on Scales of War

  Any materials lockout for Scales, and I'll just drop the thread on principle.
Mittens Pyromancer
player, 24 posts
Monster InternTM Sheets
We Know How You're Built
Mon 25 Apr 2011
at 19:56
  • msg #867

Re: A note on Scales of War

In reply to Kyle (msg #866):

Lift hand!  ((Translation: OK then!))
Mittens Pyromancer
player, 25 posts
Monster InternTM Sheets
We Know How You're Built
Tue 26 Apr 2011
at 18:07
  • msg #868

Skill Challenges

In a skill challenge encounter, every player character
must make skill checks to contribute to the success
or failure of the encounter. Characters must make a
check on their turn using one of the identified primary
skills (usually with a moderate DC) or they must use
a different skill, if they can come up with a way to
use it to contribute to the challenge (with a hard DC).
A secondary skill can be used only once by a single
character in any given skill challenge. They can also
decide, if appropriate, to cooperate with another character
(see “Group Skill Checks,” below).

Group Skill Checks
Sometimes a skill challenge calls for a group skill
check. When the party is climbing a cliff, everyone
needs to roll an Athletics check to climb. In this
case, allow one character to be the lead climber. This
character makes the actual check to gain a success or
failure. The others make checks to help the lead character,
in effect aiding that character, but their checks
provide neither a success nor a failure toward resolving
the challenge. Each ally that gets a result of 10
or higher provides a +2 bonus to the lead character’s
check (to a maximum bonus of +8).

My reading of the above is that a character can only delay making a skill check till the bottom of the round, then they HAVE to make SOME skill check or other.  :/
Elric
GM, 251 posts
Warforged Runepriest
Level 4
Tue 26 Apr 2011
at 22:27
  • msg #869

Re: Skill Challenges

That is a bad rule as someone who KNOWS they aren't trained for any of the skills usable in a skill challenge will especially at higher levels all but auto fail each round...People can sit back and just help with suggestions or do something that doesn't require a check but doesn't count as a success for failure towards the challenge. (Exception are group checks which are ya everyone in the group makes THAT check.)

If you want to run with it in your games, go ahead, I won't stop you but I won't enforce such a house rule in the dark sun thread.
This message was last edited by the GM at 22:27, Tue 26 Apr 2011.
Joe Darkthorne
GM, 300 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 27 Apr 2011
at 00:24
  • msg #870

Re: Skill Challenges

  It could even auto-fail the entire challenge in the first round, really.  "Okay, everyone make an Arcana check!... Okay, the Party wizard made their check, that's one success.  everyone else failed. Skill challenge over."
Mittens Pyromancer
player, 26 posts
Monster InternTM Sheets
We Know How You're Built
Wed 27 Apr 2011
at 04:06
  • msg #871

Re: Skill Challenges

I agree that these rules are made of fail, but I'm going to take FULL advantage of the "if appropriate" clause to prevent the "auto fail on first round" kinds of results.  It will always be "appropriate" to at least try for the DC 10 "aid other for a +2 bonus" check unless the module specifically says the players aren't allowed to combine efforts.  It even spells out that failing such a check does not add to the collective fails.
Elric
GM, 252 posts
Warforged Runepriest
Level 4
Wed 27 Apr 2011
at 04:31
  • msg #872

Re: Skill Challenges

Remember the Aid another DC is 10+ 1/2 target being aided's level. And failure results in a -1 penalty to the target's skill check (Player Handbook page 287 and it is in the compendium.)
Mittens Pyromancer
player, 28 posts
Monster InternTM Sheets
We Know How You're Built
Wed 27 Apr 2011
at 05:04
  • msg #873

Re: Skill Challenges

This is interesting.  I looked up the DMG eratta just in case they clarified if the "skill challenge assist" DC 10 is in fact an official PHB 287 "aid other" and found this addition:

Group Skill Checks [Addition]
Dungeon Master’s Guide, page 75
Add the following paragraph after the existing paragraph:
“On checks that aren’t described as group checks, consider limiting the number of characters who
can assist another character’s skill check to one or two. The goal of a skill challenge isn’t for the
entire party to line up behind one expert but for the entire group to contribute in different and
meaningful ways.”

And this deletion:
Running a Skill Challenge [Deletion]
Dungeon Master’s Guide, page 74
Remove the second and the third paragraphs.

The third paragraph is the one that says players must participate.  I guess they realized it was stupid to disallow players from not participating.  That feels like poor grammar.  Smart to allow the Pyromancer to keep her -1 CHA mouth shut in a diplomatic encounter?  Whatever.

In any case, I'm conflicted on what to do in this case now.  I believe that the PHB rule for aid-other that Elric pointed out is more logical and more fun (because risking failure is needed for a game to be any fun at all in my opinion) than the rules as written and errata'd for pg. 75 which still says, "DC 10 = +2 bonus, no penalty for fail" unlike the PHB rule.  But they didn't fix that disparity.  So apparently PHB "aid-other"... *reads the rule*.....
.....
!!!!!

This is getting very annoying very fast.

Here's what MY copy of the PHB 287 says:
AID ANOTHER: STANDARD ACTION

✦ Skill or Ability Check: You can instead aid a skill
check or an ability check made by an adjacent ally.
Make a DC 10 skill check or ability check. If you succeed,
you give a +2 bonus to your ally’s next check
using the same skill or ability. This bonus ends if not
used by the end of the ally’s next turn.


No mention of a fail penalty.  No mention of +1/2 level.  Elric's version fits what's in the compendium.  No mention in compendium of this ever being errata'd.  Maybe THIS is why Tim and I never bothered playing by the rules.  >.<
Mittens Pyromancer
player, 29 posts
Monster InternTM Sheets
We Know How You're Built
Wed 27 Apr 2011
at 05:28
  • msg #874

Re: Skill Challenges

I've reached a new level of hate for errata.  So I'm going to re-assert my "Rules as first published" rule for SoW.  I simply don't care any more about obeying the rules anywhere else I run.  Just too worn out by all this garbage.

So what this means is: if there's a rules question, go with "as worded" from the original PHB and original DMG.  This is only trumped by specifics in the SoW module.

So back to how the skill challenge will be run in the SoW setting: No penalty for failing the "aid other."

Excuse me while I go stick my head in a vice for daring to even consider that an errata might maybe make things less annoying.

Edit!  HAHA Errata'd post!  *Dies*
Anyway.
By "rules question" mentioned above, I mean 'how to play the game' not 'how to build your character.'  Character builder characters are legal.
This message was last edited by the player at 05:33, Wed 27 Apr 2011.
Joe Darkthorne
GM, 301 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 27 Apr 2011
at 09:08
  • msg #875

OOC

  So, I was catching up on March Articles, and noticed a particularly amusing entry in the Henchmen article for hirelings.

  Linksboy.  Costs modifier, just as much as a Wilderness Guide, Beast Handler, Porter (Guy who carries heavy loot), Valet, Seasoned Crew member, etc.  So, what IS a Linksboy?
 
Article blurb:
Few fighters are willing to sacrifice a two-handed
weapon or their shield to haul the party’s torch. When
no one is able or willing to attend to the group’s light, a
linkboy provides an extra pair of hands.

  Extra Ability, Torch Aura 5.   That's right.  Pay Gold to have someone follow you around to hold a torch for you, not even a lantern or sunrod, just... A torch.

  The Small Shield choice becomes a better and better investment for Matt every freakin day, yeeesh.

  There is also now (according to recent Feats pile article) Holy Symbol Expertise finally.
Holy Symbol Expertise:
Benefit: You gain a +1 feat bonus to implement attack rolls that you make with
a holy symbol. This bonus increases to +2 at 11th level and +3 at 21st level.
When you attack an enemy with an implement attack using a holy
symbol, your enemies cannot gain combat advantage against you until the
start of your next turn, unless you use a power or another ability that states
that you grant combat advantage.

  Quite Nifty.

  Also, If I'm reading this right, picking up this Feat means you can give up your Implement Mastery perk (such as Defensive Staff), in exchange for getting an Aprentice Mage dealy.  So you can Drop 'Defensive Staff', and get the 'ignore fire resistance' pyromancy Aprentice gimmick if for some reason you were dead set on being pure Wizard
School Of Magic Apprentice:
Prerequisite: Wizard (arcanist), Arcane Implement Mastery feature
Benefit: Choose a school of magic, such as enchantment or evocation. You lose
Arcane Implement Mastery and gain the Apprentice Mage benefit associated
with that school.

  Of course, there are yet more feats it demands to pick up the later level Essentials Mage gimmicks.
This message was last edited by the GM at 09:19, Wed 27 Apr 2011.
Timothius
GM, 270 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 27 Apr 2011
at 15:34
  • msg #876

Re: OOC

So you can, with this feat, be a mage with a Spellbook, 4 cantrips (instead of 3), and 3 to 4 At-Wills (4 if human) because of bonus Magic Missile?

My familiarity with how Mage works is small, so you will have to tell me what the benefit of that feat is. Or did I guess right?
Mittens Pyromancer
player, 30 posts
Monster InternTM Sheets
We Know How You're Built
Wed 27 Apr 2011
at 16:07
  • msg #877

Re: OOC

I can think of a good reason.  Mages cannot pick paragon paths.  ANY paragon path other than enigmatic mage is forbidden.  (Just checked this includes even if you MC.)
Elric
GM, 253 posts
Warforged Runepriest
Level 4
Wed 27 Apr 2011
at 16:08
  • msg #878

Re: OOC

Nope, all that feat does is give you the Apprentice power from one school. It does NOT change your spellbook in any fashion. That feat and its following feats are a TRAP as 3 feats to gain 3 features from one school of the mage class (while mages would pretty much get all that from two schools, PLUS the super spellbook) while giving up the only unique part of the wizard class that a mage would actually WANT but can't get...leaves you a gimped mage.
 If you want anything from the mage/wizard 'hybrid' class your better off going Mage and just taking ritual caster (or an MC that gives ritual caster, the bard's version is rather nice) yes you don't get free rituals of a wizard or the implement bonus, but you don't give up what makes your class viable in exchange for what is basically a gimp yourself feat. Now if the feat did give you the spellbook changes and free extra at-will (magic missile) then it wouldn't be such a trap. But it doesn't.

Other traps are the give up an encounter power to gain a 1/encounter use of the essentials counterpart... those abilities generally suck in comparison to the encounter powers of your original class which is why so many people had been wanting the feats to swap a use of the essentials encounter power with an encounter power from the pre-essentials counterpart.
Timothy
player, 14 posts
Cleric of Good
Merciful
Thu 28 Apr 2011
at 21:01
  • msg #879

Re: OOC

DM fail:
Fail gator is feasting lately. -.-
But in my defense, it's noming on the challenge itself, too.  Only 2 relevant skills in this challenge, really.  So... yeah.  It goes without saying this is all Timothius with the rest of us shooting for that DC10 to aid him.


Yeah. I feel guilty that Scales is basically saying "This is all about Tim!"
I guess they expect the group to have a "face" that is trained in diplomacy. But still. Oh well, I guess later skill challenges will involve skills Tim isn't trained in, but someone else is?
Joe Darkthorne
GM, 302 posts
Everyone suspects a Rogue
Few suspect the Ranger
Thu 28 Apr 2011
at 21:26
  • msg #880

Re: OOC

  Edited in the 'Surprise! you fail' bit to the Kyle post.

  For future reference to make remembering easier for Chris.

  Skills, and the people with passing competence in the for Scales (as in, at LEAST a +8 Value at lv 1).

Acrobatics: Raichel.
Arcana: Kyle, Mittens.
Athletics: Nobody.
Bluff:  Nobody.
Diplomacy: Tim (In that whole, -1 Expected lowest standard thing).
Dungeoneering: Nobody.
Endurance: Kyle (thank you, BG unlock)
Heal: Tim.
History: Kyle.
Insight: Mittens, Tim.
Intimidate: Nobody.
Nature: Mittens (BG brings it up to Primary+Training value right now, but if Wisdom isn't her Secondary stat, that will fall into useless as soon as lv 6)
Perception: Raichel, Meriele.
Religion: Meriele (Sorta, will always be -1 Expected Base (since lowest expectations count on Primary Stat+Training, and nothing less)
Stealth: Nobody.
Streetwise: Nobody.
Thievery: Nobody.
This message was last edited by the GM at 21:32, Thu 28 Apr 2011.
Timothy
player, 15 posts
Cleric of Good
Merciful
Thu 28 Apr 2011
at 21:29
  • msg #881

Re: OOC

Diplomacy is Charisma. My cha mod is 3. 3 + 5 (trained) = 8. Not 9.

Fun fact, I was actually going to make this EXACT chart Joe just made. XD Thanks for beating me to it.
Mittens Pyromancer
player, 34 posts
Monster InternTM Sheets
We Know How You're Built
Fri 29 Apr 2011
at 17:46
  • msg #882

Re: OOC

It fills my heart with all kinds of warm fuzzies that our "max difficulty" team is all kinds of unprepared for skill challenges.  It'll be interesting to see how they fare against as-published module challenges.
Mittens
GM, 734 posts
Shifter
change job kupopopo!
Mon 9 May 2011
at 00:45
  • msg #883

Re: OOC

The more I watch the Lord of the Rings discs, the more I want to play a LotR campaign based in Middle Earth even if only loosely.  There's a lot of issues for making that happen, but I think it would be fun to give it a try.  I'm curious the level of interest.
Timothius
GM, 271 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 9 May 2011
at 00:53
  • msg #884

Re: OOC

Well my main interest would be: How do we make it true to LotR, not make it "just another DnD campaign", and make it an RP setting instead of a story. As we've found with Faction, Sonic, and other places, there is a difference between what's good for a story and what's good for an RP.

How would we play? When would we play? How much of the LotR universe are we borrowing and how much are we inventing? I have many questions before I can fully devote myself, but yes. The more I watch off those DvDs, the more I want from the setting RP-wise. An MMO would just satisfy the combat side, sadly (Tried SO hard to RP in a number of MMOs, but in the end, video games just aren't designed for RP, but for action)
Mittens
GM, 735 posts
Shifter
change job kupopopo!
Mon 9 May 2011
at 01:02
  • msg #885

Re: OOC

Yea.  There's a number of ways to approach it.  One would be to make a whole dedicated game that's pure RP with no game mechanics.  Another would be to make a thread here as a DnD game.  We could play a what-if of our team replacing the fellowship of the ring.  We could play a different era.  Or a what-if the one ring was never forged.  Lots of different angles.  For me, a large part of the draw for Middle Earth are the cannon characters.  I'd like to have AT LEAST a cameo or two from the main characters of the story.
Mittens
GM, 736 posts
Shifter
change job kupopopo!
Mon 9 May 2011
at 13:21
  • msg #886

Re: OOC

The more I think about it the more I'd like to focus on the idea of LotR as a D&D campaign.  Question is: Who would Tim want to play in LotR setting?  Cannon character(s)?  Or character(s) of his own making?  And I'd like to play the books chapter by chapter.  Meaning our group is the fellowship of the ring or replaces the characters.
Timothius
GM, 272 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 9 May 2011
at 18:57
  • msg #887

Re: OOC

If we played the fellowship cannon:
Any halfling: Rogue
Gimli: Fighter w/axe
Legolus: Archer Ranger
Gandalf: (Human?) Wizard
Aragorn: Hunter Ranger
Boramir: Fighter

Yeah. LotR is where all the stereotypes came from. But whether we play stereotypes or not, I'm unsure whether I'd like to play the cannon characters. I *can*, granted there aren't enough players on this forum to only go 1 character each, but I would say unless *everyone* is interested in playing the cannon, we should all go original characters.

Joe, who expressed "I'm not creative and so can't play a new character!" tears, can go the way of Mittens and just have Joe. Same character sheet and all.
Elric
GM, 254 posts
Warforged Runepriest
Level 4
Mon 9 May 2011
at 19:02
  • msg #888

Re: OOC

Heh if your wanting to play a LoTR game, why not just play Lotro since it is free to play and does not require a GM/DM. At least in Lotro the hobbits are hobbits and not called halflings.
Timothius
GM, 273 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 9 May 2011
at 19:09
  • msg #889

Re: OOC

You obviously didn't read the whole conversation. :)

Timothius:
The more I watch off those DvDs, the more I want from the setting RP-wise. An MMO would just satisfy the combat side, sadly (Tried SO hard to RP in a number of MMOs, but in the end, video games just aren't designed for RP, but for action)


So yeah. Would love to, but... RP.
Elric
GM, 255 posts
Warforged Runepriest
Level 4
Mon 9 May 2011
at 20:48
  • msg #890

Re: OOC

While it is true that it is hard to RP on a MMO, it is possible if you find a guild that is primarily RP oriented and have friends who RP as well, but ya you'll always have to deal with the nutball for example someone named Laggolass or something that wants to only speak in Leet speak or some such nonsense that comes up and tries to be a pain.

Now if only Lotro had something similar to STO's Foundary... then you could play in instances where you could avoid such annoyances and control the RP interaction with NPCs to a degree as well.
This message was last edited by the GM at 20:50, Mon 09 May 2011.
Angel
player, 226 posts
Deceptively Charismatic
Dangerously Optimistic
Tue 10 May 2011
at 04:20
  • msg #891

Re: OOC

Oh! Oh! I wanna RP camping the night! XD Squeeeeeeee!
Joe Darkthorne
GM, 303 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 10 May 2011
at 04:27
  • msg #892

Re: OOC

  I should check out the foundry sometime.  Granted, my lone (and bugged from patches, ill fix it up someday and make it a smother than original experience gimmick mission set) entry into the City Of Heroes mission creation was aided by my personal familiarity with the game and Robotics Masterminds being a lot more in depth than I have for STO (and aided by the custom enemies gig).

  If we did go for this Lotr bit, I suppose Cynical Archer Joe would be a potentially amusing contrast to Optimistic and good role model for Elven attitude Legolus.
Mittens
GM, 738 posts
Shifter
change job kupopopo!
Tue 10 May 2011
at 05:46
  • msg #893

Re: OOC

I've decided against running LotR.  Was only willing to put in the mountain of effort if Tim was falling all over himself with enthusiasm for the idea.  So no need to spend any more brain cells on the topic.
Angel
player, 228 posts
Deceptively Charismatic
Dangerously Optimistic
Fri 13 May 2011
at 06:46
  • msg #894

Re: OOC

Possible character musing when I actually sat and asked myself how to make the most accurate ranged character. Wasn't going straight Avenger because I wanted to see how high the attack number could get. Anyway... listing what I take at each level and how large the attack is and how large it CAN be from using powers and such:

Level 1:
Human Hybrid Ranger/Rogue. Chose Ranger Reflex.
Stats: Str 08, Con 10, Dex 20, Int 13, Wis 13, Cha 10
Trained Skills: Acro (11), Ath (5), Bluff (6), Ins (7), Int (6), Perc (7), Stealth (11)
At-Will Powers: Preparitory Strike (Rogue), Probing Strike (Rogue), Twin Strike (Ranger)
Encounter Power: Fox's Cunning (Ranger)
Daily Power: Guardian Arrow (Ranger)
Feats: Hybrid Talent (Chose Rogue Weapon Talent: Crossbow Sharpshooter), Weapon Proficiency - Superior Crossbow

Attack: Dex mod (5) + Proficiency (3) + Sharpshooter (1) = 9
Potential Attack: Attack (9) + Combat Advantage (2) + Power Bonus (1) = 12

Level 2:
Utility: Begin the Hunt
Feat: Crossbow Expertise

Attack: See Level 1 (9) + Enhancement (1) + Half level (1) + Feat (1) = 13
Potential Attack: Attack (13) + Combat Advantage (2) + Power Bonus (2) = 17

Level 3:
Encounter Power: Fleeting Spirit Strike
Nothing special here. Just picking the most ideal encounter power, nothing for attack at this level.

Level 4:
Bonus to Stats: +1 Dex, +1 Wis
Feat: Action Surge (+3 attack when you use action point)
Half Level brings up base attack from 13 to 14

Attack: 14
Potential Attack: Attack (14) + C.A. (2) + Power Bonus (2) + Surge (3) = 21


As you can see, by level 4, the attack value is already nuts, needing only a roll of 6 to hit AC 20. And that's if I target AC and with my base attack. I can potentially hit AC 23 with a roll of 2 (since a roll of 1 is auto-miss, I didn't bother mentioning hitting AC 22 with a roll of 1)

But right now it's late, so I'll just leave it at that and continue this madness later. Enjoy the build for what it is. Pure accuracy.

Later possible feat
Feat: Against All Odds (if 3 enemies adjacent to you at start of turn: +1 attack)

Mittens
GM, 739 posts
Shifter
change job kupopopo!
Fri 13 May 2011
at 17:48
  • msg #895

Re: OOC

Yom!  Fon!  Happy chargen haz.  :)
Kyle
player, 54 posts
Crossbow of SCIENCE...
Or MAGIC? I always forget
Sun 15 May 2011
at 08:33
  • msg #896

Re: OOC

  Just did a quick lv 2 test. To double check Versatile Expertise results (Crossbow, Unarmed). And DAMNIT.  Crossbow Caster doesn't register according to webtools -.-;

  Or rather, it does, for NORMAL crossbows.  It doesn't calculate for SUPERIOR Crossbow.  OR Hand Crossbow.  What the hell man.  I can work things out by hand in future, but man this is annoying.  though worse yet, I have the lurking suspicion the answer will be 'LoL! You're only allowed to use Normal Crossbows It's working as intended LoL!'.

  Benefit: You can use a crossbow as an implement for your artificer powers and artificer paragon path powers.

  Though, a browsing of the Forums shows that the Status of 'Crossbow Caster.  All Crossbows like how Rouge sneak attack says 'crossbows' but works with hand etc,, or Just Regular Crossbow?' is one of the many unanswered questions.  Everyone is too busy trying to ask/work out how to use crossbow caster for Wizard powers and such to answer that basic detail.
  Tried my own hand at creating a thread in the Q&A board, but not getting my hopes up in favor of Superior Crossbow...  At least if it doesn't work, that frees up a feat slot?...

 Nooooooo! I want my super crossbow! Why Kord!?  Why have you forsaken me!?
This message was last edited by the player at 09:17, Sun 15 May 2011.
Kyle
player, 56 posts
Crossbow of SCIENCE...
Or MAGIC? I always forget
Mon 16 May 2011
at 20:13
  • msg #897

Re: OOC

Raichel:
As a side note, all this time, Raichel's AC should have been 15 due to Staff Fighting feat. The entire point of having that feat and I failed to use it thanks to relying on character builder. On the bright side, that means Rai's defenses are decent now, due to that plus Razorclaw Shifting.


  Psst, Raichel.  You're Still Level 1.  You list Hybrid Talent(Storm Soul) as your Lv 1 feat, and that yo plan on getting Staff Fighting at lv 2.
Raichel
player, 101 posts
Lightning Reflexes
50,000 volts worth
Tue 17 May 2011
at 01:08
  • msg #898

Re: OOC

durp.
Joe Darkthorne
GM, 304 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 18 May 2011
at 05:56
  • msg #899

Re: OOC

  Regarding the wishlist parcels Tim is handling in Scales.  Wishlist item =Item you want, not 'get to pick item of that level range'.

  People want lower level items when a parcel lists a higher level item?  Just make the parcel the lower level item+cash difference, dooooy.

  This falls apart if you want a higher level item than a Parcel's value.  But that isn't a factor at this moment right now.
Timothy
player, 46 posts
Cleric of Good
Merciful
Thu 19 May 2011
at 07:03
  • msg #900

Re: OOC

Something worth noting: DMG p41
Effects that last “until the end of the encounter” actually last about 5 minutes. That means they never carry over from one encounter to another, as long as those encounters are separated by a short rest. If characters use them outside combat, or plow through multiple encounters without taking a short rest, they enjoy the effect for a full 5 minutes.

Kyle:
Restrained Status oddly doesn't prevent you from attacking even if it makes no sense so Durpy could start stabbing and shooting people any second pure Rules As Written.


Restrained doesn't prevent you from attacking, but Unconscious does. PHB p277

UNCONSCIOUS
✦ You’re helpless.
✦ You take a –5 penalty to all defenses.
✦ You can’t take actions.
✦ You fall prone, if possible.
✦ You can’t flank an enemy.

And technically, also with rules as written, monsters can't wake up from being unconscious, especially since many a monster have special powers just for that which insinuates they can not wake up. But just to further nail the point, PHB p295:

PHB page 295:
When you reduce a creature to 0 hit points or fewer, you can choose to knock it unconscious rather than kill it. Until it regains hit points, the creature is unconscious but not dying. Any healing makes the creature conscious. If the creature doesn’t receive any healing, it is restored to 1 hit point and becomes conscious after a short rest.


So no. Durpy could not wake up unless someone heals them to consciousness. Tim now knows that rules-as-written means imprisoned monsters can kill their wardens without weapons, so Tim won't be waking anyone up that way.

Yes, I know Mittens just interrogated him. Keep reading.

Also keep in mind that will work in our favor in the future if we ever get restrained. That's still retarded, though. I'd think you would have to make attempts to get unrestrained before you can attack, but there it is. Suffice it to say, though, if the gnomes are the type to run at under 10 hp, then they are the type to piss in their pants and NOT attack if they are at 1hp, bound, helpless, etc.

Just like technically, rules-as-written, one of us could eventually do infinity damage.

It's late and I need to go to bed. But I think I made my point.
This message was last edited by the player at 07:05, Thu 19 May 2011.
Mittens
GM, 740 posts
Shifter
change job kupopopo!
Thu 19 May 2011
at 07:16
  • msg #901

Re: OOC

For the sake of sanity, "Tied up" = "Tied up."  NOT "restrained."

Pesky vague wording.
This message was last edited by the GM at 07:18, Thu 19 May 2011.
Callie
player, 198 posts
Cleric of Sehanine
Lover Halfling
Fri 20 May 2011
at 20:33
  • msg #902

Re: OOC

Mittens Wizard:
"Having multiple names is relatively common among the mighty," Mittens points out, "And Kitau is simply helping me make up my mind.  So no worries about the new name pick.  Really the biggest hurdle is in the picking itself.  I'm tempted to borrow some from Superbird's name, but I wouldn't want him to think me a name thief.  And no, you're not going crazy."


XD

Why did it never occur to me that DnD heroes might actually earn SUPER HERO names like in X-Men and such? People can easily come up with larger-than-life names for their heroes. Like Stonewall Jackson or how George Washington's Nickname is "Father of His Country". This could get fun...
Timothius
GM, 274 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 21 May 2011
at 03:39
  • msg #903

Re: OOC

Mittens Pyromancer:
Readied action: attack with most appropriate spell when threatened or see monster.  Map set up.  Slowly moving forward.  LoS becomes possible when Mits / May at top of steps.  Combat begins when PCs place their tokens on the map.


Be honest with you, as game-breaking as this is, this has been bothering me normally. But in scales of war, at the very least, should do what page 291 (the entry on readied actions) says:

READY AN ACTION: STANDARD ACTION
✦ Choose Action to Ready: Choose the specific
action you are readying (what attack you plan to use,
for example) as well as your intended target. You can
ready a standard action, a move action, or a minor
action. Whichever action you choose, the act of
readying it is a standard action.
✦ Choose Trigger: Choose the action that will trigger
your readied action. When that action occurs, you
can use your readied action. If the trigger doesn’t
occur or you choose to ignore it, you can’t use your
readied action, and you take your next turn as
normal.

In other words, can't just say "some attack appropriate for something that happens", you have to spell out a pre-chosen attack for a pre-chosen trigger.
This message was last edited by the GM at 03:40, Sat 21 May 2011.
Mittens
GM, 741 posts
Shifter
change job kupopopo!
Sat 21 May 2011
at 03:58
  • msg #904

Re: OOC

No more readying actions outside combat from now on.  Or spamming "full defense" actions before combat either.
Joe Darkthorne
GM, 305 posts
Everyone suspects a Rogue
Few suspect the Ranger
Sat 21 May 2011
at 04:00
  • msg #905

Re: OOC

  Reset Initiative: After you resolve your readied action, move your place in the initiative order to directly before the creature or the event that triggered your readied action.

  We've also been outright ignoring that part.  Also, ZERO errata for the Ready an Action entry.  so cant say they snuck that one in on us.

  EDIT: HOWEVER!  Due to the BBoard nature of this game, claiming we will use out Reaction and interrupt powers if X or Y, is fine.  Because otherwise we can only ever use them in a retroactive manner.
This message was last edited by the GM at 04:02, Sat 21 May 2011.
Timothius
GM, 275 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 21 May 2011
at 04:13
  • msg #906

Re: OOC

No objection to "skipping" the combat in Ascension since 100 gp to placate a bunch of meanies is easy and in character. But if they won't be placated by that, we could fight them so we can boast we beat up a minotaur. Though since you strongly want to skip it, I won't object.
Mittens
GM, 742 posts
Shifter
change job kupopopo!
Sat 21 May 2011
at 04:16
  • msg #907

Re: OOC

I just strongly don't want to have to go to the effort of building a map and the effort of pointless combat.  I'm guessing it's there just for the XP.  Arbitrary ambush.  Nothing more.
Matt
player, 228 posts
I am two things.
A Fighter, and a Fighter
Sat 21 May 2011
at 04:54
  • msg #908

Re: OOC

  Eh, Can skip it then.  I just find it personally amusing that for once I'm good for an 'arbitrary because x y -z beta gamma blarg' reasoning built encounter when my examining the game with a magnifying glass has caused some issues for disliking such.
Monster Intern
player, 31 posts
Monster Party!
Monster Prices!
Sat 21 May 2011
at 09:48
  • msg #909

Re: OOC

  Minotaur Fight Map Up (Well, the MAP map.  Status blocks and tactics and features still need to be filled in by Chris)
  Matt Initiative also edited into last Matt post (17).

  In other news, Whooo!  Beat the Cloaked Intentions Featured Arc and Got the Reman Bridge Officer with time to spare.  I'll go back and grab the second Horta item and Cloaking Tractor Beam Mines launcher later for giggles.
This message was last edited by the player at 09:51, Sat 21 May 2011.
Monster Intern
player, 42 posts
Monster Party!
Monster Prices!
Fri 27 May 2011
at 21:07
  • msg #910

Re: OOC

You poor sap:
Just in case the hobgoblin is thinking he can shift away from the group then run, SoW is playing by original rules as written...

DOUBLE MOVE
✦ Same Move Action: To double move, you have to
take the same move action twice in a row on the
same turn.

Funny thing... This rule was never erratad.


  Hmm, considering it had been decided on that insanity would not be used for Scales despite the 'legitimate' (except when not) rules intentions because it's just far too stupid to use... *throws down hat in disgust* I quit.  I don't need this first thing on the internet today.
This message was last edited by the player at 21:15, Fri 27 May 2011.
Mittens
GM, 744 posts
Shifter
change job kupopopo!
Fri 27 May 2011
at 22:14
  • msg #911

Re: OOC

Monster Intern:
You poor sap:
Just in case the hobgoblin is thinking he can shift away from the group then run, SoW is playing by original rules as written...

DOUBLE MOVE
✦ Same Move Action: To double move, you have to
take the same move action twice in a row on the
same turn.

Funny thing... This rule was never erratad.


  Hmm, considering it had been decided on that insanity would not be used for Scales despite the 'legitimate' (except when not) rules intentions because it's just far too stupid to use... *throws down hat in disgust* I quit.  I don't need this first thing on the internet today.


I don't recall such being decided.  I do remember ranting about how much I hate that rule, but I don't recall making an exception for it for SoW.  Houseruled it ages ago for every other DnD thread, yes.  If there's any other houserule being applied to SoW that I wasn't aware of, do let me know.
Timothius
GM, 276 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 27 May 2011
at 22:22
  • msg #912

Re: OOC

Monster Intern:
I don't need this first thing on the internet today.


Sounds too much like bad timing to be simply "I quit because all must shift twice or else risk AoO." Everyone take a breath and chill. The way you put that sounds like some bad case of RL.
Mittens
GM, 745 posts
Shifter
change job kupopopo!
Fri 27 May 2011
at 22:27
  • msg #913

Re: OOC

My memory being what it is, there's a reason I said, "I don't recall such being decided."

Because it may very well have been.  And then I forgot it was.  I'm chilled.  This isn't a big deal for me.  I hope things go as well as they can for Joe, and I apologize for any misunderstanding I may have caused.
Joe Darkthorne
GM, 306 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 27 May 2011
at 23:20
  • msg #914

Re: OOC

  Zero RL aggro today actually, it's been Good RL like Unlocking Fleet Escort and Rear Admiral rank on STO, and getting Mother's B-Day icecream at the local still actually open tiny Brighams.  I can't believe that Chris "forgot" the one ironclad always there house rule.  I can't convince myself he isn't just using the 'oh, I forgot again, so no problems from me' as a dodge.

  Which is completely unrelated to how Chris hates inventory management and doesn't want to touch it at all, but is apparently perfectly willing to be the one pick up and count money loot in their inventory ;P  Which ironically enough, makes inventory management harder for the entire party, if we have to not only count what PC's had and spent, but who yoinked money and crammed it into their sheet and then have to figure out the real totals when it is (supposedly) split.

  I have a text file tracking the entire party's money, gear, and weight (not counting money weight) along with Experience for a reason. (I won't go into the can of worms 'wishlist = Non wishlist equivalent item with cash value difference' now.  But short version. Oh look, PC A got exact lv 2 item they wanted... Oh look, PC B got Exact lv 2 item they wanted, and 160 Gold extra... Wait.)  Though note to self, I never checked over or made notes for May after Tim dropped Merielle.  So need to update that further.

  But yeah, having 'No, Mittens gets away with stealth check because we're using Raw PH1 Stealth rules remember' is one thing, it's been hammered into my head already I can't use compendium for quick reference in Scales figuring.  It's another to have something that nobody could forget for any excuse thrown in my face.  The Soldier wasn't even going to try and get away at that point anyways, the guy still has near max health.

  It's not 'damnit, people have to use matching move types'.  It's 'Damnit, I cant run combat according to 'legitimate' rules if Chris keeps changing what the 'legitimate' rules ARE every four seconds.'
This message was last edited by the GM at 23:39, Fri 27 May 2011.
Elric
GM, 256 posts
Warforged Runepriest
Level 4
Sat 28 May 2011
at 12:43
  • msg #915

Re: OOC

I'll be updating the DS thread tonight when I have time, I am about to drive to St. Louis to spend some time with my parents this holiday weekend. Joe already knows that I rolled out the play by play for the fight (some criminal elves vs some gith with some ambush spiders thrown in for fun...You can check the DS googledoc map page (link is in the DS narator character sheet/summary.)

In other news, don't believe everything you read on the internet, especially if it is from 'The Onion' but it is clear that Glados is not the only one who does things '...for Science!' (Read the following CNN article to get the joke.)
http://edition.cnn.com/2011/TE....unbelievable.onion/
Mittens
GM, 746 posts
Shifter
change job kupopopo!
Sat 28 May 2011
at 15:55
  • msg #916

Re: OOC

I remember being told that when Gilligan's Island was first aired, there was a lot of public outrage for the failure of rescue services.  "Why haven't these people been rescued yet?"

Now any more I'm getting so sceptical that I don't even believe the "sceptics" mocking the "naieve."  Just because I was TOLD that there was outrage over Gilligan's Island, doesn't mean that there ever was any.  Just because there's (maybe) a blog that (allegedly) cronicals the (supposed) outrage over Harry Potter, doesn't mean that any of the posts are authentic.  The whole thing could be a hoax about a hoax.

Unbelievable that the last scene of Harry Potter would wind up 7 movies?  Unbelievable that people are so dumb they believe that.  Unbelievable that people would be shocked by the outrage.  Its an endless whirlpool of whatever.

But then I remember all the chain mails I get cronicaling ficticious "facts."  And people get mad when I tell them those "facts" aren't true.  "Snopes is bias!  I don't believe them!"

Perfect comparison to mention GLaDOS...  "I'm recording just how stupid you humans are.  For science."
Monster Intern
player, 50 posts
Monster Party!
Monster Prices!
Wed 1 Jun 2011
at 07:16
  • msg #917

Re: OOC

  Whoops, due to the Skill Challenge experience (Hey man, I only track the fights, not my job to track not fights), 'Scales Of War' Party would have been level 2 already right before the latest encounter.  Not that the party needed it for that one.
This message was last edited by the player at 07:35, Wed 01 June 2011.
Monster Intern
player, 57 posts
Monster Party!
Monster Prices!
Thu 23 Jun 2011
at 21:35
  • msg #918

Re: OOC

mittens:
Posting this here for the benefit of my fail brain and lack of IM at the moment.

quote:
Again, why'd you edit out my HP listings Chris XD

O.o?  Just before going to bed I put in that Sertanian missed.  I guess there was some crosswiring in the internets that took out the HP stuffs I never saw?  At least the internet crosswire caught that I was going after the swarm Timothius told me to rather than the one that was tearing May to shreds.

quote:
We already went over why 'no pyro bonus for effect'1
Half Damage because No area tags2 in any portion of power at all.
10 DMG... Is that with, or without prophetic guidance bonus? -.-  10/2=5

Drake 1 HP: ? (TBD by Will) ))
(Again) Drake 1 HP: 38-5= 33/38


1*Rereads Pyromancer benefit wording*  Ah.  That makes sense.  Only gain a +1 to damage rolls for arcane fire attacks.  Some reason I thought it was any fire damage.  Hmm.  I may have to reconsider keeping flaming sphere.  It doesn't ignore fire resist either, making it technically my weakest fire power.  2On another note, for the same reasoning the auto damage isn't halved I don't think the main attack would deal half damage, but wouldn't get the bonus AoE damage either.  But I'm fine with half damage if that's what is the least offensive to your brain.

Prophetic Guidance would be doing full damage because it's an effect, right?  Was it included in either Mittens or Kyle's damage?  If it wasn't it should be.

Lastly, save vs. push?  Huh?  I thought you only get a save vs. falling.  Since when does anyone not being pushed over a cliff get a save vs forced movement of any kind?

( By the way, I think the swarms can be pushed into the flaming sphere's square dBLACKOUT!  *blinks*  *reboots*  I didn't lose my entire post?  I didn't lose my entire post!  Woooo!  *Hugs Firefox!*  Ahem.  As I was saying.  ...due to it's being a conjuration.  No access to compendium any more, but I remember reading that conjurations barely count as existing as far as battle enemy and ally movement mechanics. )

*Added here so I can delete the post from the IC thread.

 I had to double check myself, but Prophetic guidance gives Tim wisdom bonus(4) to the damage roll of first All attacks vs PG's target Until End Of Tim's next turn, whoop, Looks like I need to add some damage to Kyle's AP attack too.  Whatver.  Flaming Sphere was the first attack.
  So I was wondering if your 10 DMG was with, or without that bonus.  Not like I didn't forget too ;D  If Mittens didn't add the bonus, Swarm 1 at 7 HP.  If they DID add the bonus which = 10 DMG, Swarm 1 has 9 HP. (This include floor zappy, see below).

  Save vs Push...  I have no idea where, but I was so convinced I read somewhere pushing people into hazardous tiles had similar issues.  So much so I had even rolled a save for Kalarel when blasting them through the portal (they failed).  So, Ima fix that.

  Fire sphere secondary.  I cant recall all the 'reference Seth' results that came to 'auto damage doesn't get insane ludicrous bonuses'.  I WILL however, say screw FIRE auto damage not getting the 'ignore Fire resistance' benefit because that's just crossing a line.  Not that it even changes anything in this fight.

  Regarding power outs mid typing.  Yet another reason why I type up my stuff in microsoft word first. (even if I only save on IC posts)
This message was last edited by the GM at 01:57, Fri 24 June 2011.
Monster Intern
player, 59 posts
Monster Party!
Monster Prices!
Sat 25 Jun 2011
at 20:42
  • msg #919

Re: OOC

Timothy:
Timmy heads to the top of the stairs and fires a white fire of divine energy at the skulk and hits! May feels even more invigorated! "Have some extra armor, May." Tim asides to her as she glows a little. "Yay!" May exclaims.

(Move: S11 to S8)
(Standard: Sacred Flame v gnome. Hit(21)!)
 dmg: 6

Gnome Skulk HP: 24 - 6 = 18
May HP: 30 + 4thp = 34


So...  What happened to.
A) The Gnome Skulks 'beats everyone's perc' stealth check. (paying attention to a giant fireball and drakes in the opposite direction should have still given Maverick The Gnome leeway against automatically noticing them the second you enter room.)
B) The readied action attack, which would have fired (and missed) May?
C) The  Gnome Skulk's 'Remain hidden if you miss' gimmick in that case.
D) In the event Tim is allowed to psychically know the Gnome is right there to shoot (Such as May pointing out Maverick the Gnome shot at her even though it's an stealthy stay hidden shot.), what happened to his 'fade away' power?  This is the 18th Gnome skulk we've fought so, yeah.

  That whole 'stay hidden if you miss' benefit is surprisingly useless to these guys.  End result, it is admittedly a giant fireball lit room now and nothing to hide behind, just fix the post so that their 'fade away' actually happens. And type at least a fourth assed way Tim knows to instantly fire around the corner.
  I think the main reason such a small thing is annoying me this much is just that, it's a small thing so it shouldn't be an issue in the first place.  I can understand not memorizing enemy reactions, hell it's hard enough to remember party member reactions. But these are the like, eight or ninth Gnome skulks we've fought, and we fought Gnome Skulks in the encounter directly before this one too.
This message was last edited by the player at 21:13, Sat 25 June 2011.
Maverick
player, 212 posts
Master of Stealth
Holder of Grudges
Sat 25 Jun 2011
at 23:35
  • msg #920

Re: OOC

Monster Intern:
A) The Gnome Skulks 'beats everyone's perc' stealth check. (paying attention to a giant fireball and drakes in the opposite direction should have still given Maverick The Gnome leeway against automatically noticing them the second you enter room.)
C) The  Gnome Skulk's 'Remain hidden if you miss' gimmick in that case.
D) In the event Tim is allowed to psychically know the Gnome is right there to shoot (Such as May pointing out Maverick the Gnome shot at her even though it's an stealthy stay hidden shot.)


PHB p.188:
✦ Cover or Concealment: Unless a creature is distracted,
you must have cover against or concealment
from the creature to make a Stealth check. You
have to maintain cover or concealment to remain
unnoticed. If a creature has unblocked line of sight
to you (that is, you lack any cover or concealment),
the creature automatically sees you (no Perception
check required).

Which I have been playing according to in Ascension of Heroes. For all my args against rules about stealth, this one actually makes sense. It doesn't matter how sneaky you are, if you are out in an open, lit room, people will see you. And as the rule says, you will be seen automatically.

The people who wrote this adventure didn't make rooms that have much concealment for these poor gnomes. So yeah, your statement "That whole 'stay hidden if you miss' benefit is surprisingly useless to these guys." is true.

Monster Intern:
B) The readied action attack, which would have fired (and missed) May?
I can understand not memorizing enemy reactions, hell it's hard enough to remember party member reactions. But these are the like, eight or ninth Gnome skulks we've fought, and we fought Gnome Skulks in the encounter directly before this one too.


This I'll fix.

But the other stuff, you can search and tell me if I'm wrong, but I'm pretty sure I have kept to Maverick not being hidden if he's in line of sight unless he had cover. Sorry that A, C and D are frustrations to you, but again, not for being inconsistent.

However, I can still add a little more effort to the whole noticing bit.

Monster Intern:
what happened to his 'fade away' power?


He's at full HP and just got hit. Granted, his pets are all dead now, so if I were him, I'd run. But there's that irritating "10 HP" bit for them. But I'll edit that in anyway since you brought it up.
This message was last edited by the player at 23:40, Sat 25 June 2011.
Mittens Pyromancer
player, 118 posts
Monster InternTM Sheets
We Know How You're Built
Sun 26 Jun 2011
at 00:02
  • msg #921

Re: OOC

I've long since wondered why any creature would need a special ability to remain unnoticed on a missed attack, and finally found the rule that this special ability is an exception to:

original unedited phb 188:
Success: You avoid notice, unheard and hidden from
view. If you later attack or shout, you’re no longer
hidden.


So there's several ways a successful stealth check gets turned to 'no longer hidden.'  Attack by any means at all, shout, or the bit of scenery you were hiding behind goes bye-bye.  Which could happen any number of ways.
Monster Intern
player, 60 posts
Monster Party!
Monster Prices!
Sun 26 Jun 2011
at 00:15
  • msg #922

Re: OOC

  Yeah,  Maverick often bending stealth bits that are a headache to track into pretzels aside (and rulebook listings that it's still possible to stealth in plain view if someone is sufficiently distracted.  Which I'd figure "Watch out for the giant fireball and drakw swarms.  And we will not mention Gnomes Timothy can not see or know are there at all for him to know to attack", would cover as sufficnently distracted).  The main facedesk for me is the ignoring of Gnome Fade away. Again. After every single Gnome that has been fought so far (including the previous encounter) has used Fade away the first time they have been hit.  Every. single. Skulk.
This message was last edited by the player at 00:15, Sun 26 June 2011.
Mittens
GM, 753 posts
Shifter
change job kupopopo!
Sun 26 Jun 2011
at 00:23
  • msg #923

Re: OOC

Ah the frustrations of DMing!  I remember a number of times when not only did I have to remind players that "this enemy has resist 5 poison" or "you cannot shift into that difficult terrain" for the 20 billionth time, I would also have to remind them of their own powers and such that they inflicted.  30 seconds ago.  And they were all excited about it.

I guess my long term memory took a hit but my short term memory is a go.  Unless I'm distracted.  Then my short term memory can make a stealth check to avoid notice until it no longer has cover or concealment.
Monster Intern
player, 61 posts
Monster Party!
Monster Prices!
Sun 26 Jun 2011
at 00:46
  • msg #924

Re: OOC

  *read reads the 'May's attention is drawn to giant fireball therefore drawn to Gnome edit*  ...Oh. Wow.  I never noticed that Mittens Pyromancer, by sheer coincidence, moved her flaming sphere to a tile she cant see, adjacent to an enemy she can't know is there.  also where it would burn any PC that isn't fast enough to round the corner to the next room.

  Yeah...

  Well, Clearly this is the most unlucky Gnome in all existence. I mean, What are the oddsoh dear my sarcasmotron has burst into flames.

  Hope the character sheet I exported for you helps with your Gaming tonight though (Actual, honest hope).
This message was last edited by the player at 01:01, Sun 26 June 2011.
Timothius
GM, 277 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 27 Jun 2011
at 00:56
  • msg #925

Re: OOC

Stealth rules being a pain aside, I can share with you something I did when I wanted players to not notice an enemy or such. Soon as they were unable to be seen (or before players can see them), remove the enemy from the map entirely.

I still currently hold that by the rules, Maverick would be s.o.l. in this gnome's situation, but I'll be looking into it. To the gnome's credit, though, he remained un-noticed until people actually entered the room.

However, I would be happy to go what you said and say that people can stealth out in the open with no cover and maintain it in plain sight, given they have a distraction and all. Heck, today, Byron was bragging about how his wife Liz played as an Ewok that succeeded a stealth roll so well that a guard picked up the box the Ewok was in, stared right at her, and didn't see her anyway, then put the box down.

You mentioned the point of "distraction", but I don't have access to that rule at the moment, so my only defense is to mention I DO remember that, but remember it being so nigh impossible to pull off I never bothered. I'll look it up to refresh my memory.
Mittens
GM, 754 posts
Shifter
change job kupopopo!
Mon 27 Jun 2011
at 01:43
  • msg #926

Re: OOC

Original rules:
Distracted Creature: If a creature is distracted, you
can attempt to hide from that creature even when
you don’t have cover or concealment. In combat,
creatures are assumed to be paying attention in all
directions. Outside combat, a creature might be
paying attention to something in a certain direction,
allowing you to hide behind the creature’s back.
You make a Stealth check as normal to avoid the
creature’s notice, since it might hear you.


They pretty much make it sound like it's positively impossible to be distracted in combat.  What?!  Well there it is.
Monster Intern
player, 62 posts
Monster Party!
Monster Prices!
Mon 27 Jun 2011
at 03:36
  • msg #927

Re: OOC

  Yeah, but since its in the realm of 'complete GM opinion call', it IS something vague and hard to confirm 'is distracted enough' for in any official way without trying to sound like forcing your opposition to ignore you for your benefit, whether PC or NPC.  My sticking somewhat to 'shouldn't have seen Gnome' was due to the fact I would have had a PC remain unoticed in those circustances, and you know me in cross PC/NPC constency ranting <.<  >.>

  Though, while that's nebulous and vague and easily brushed aside in favor of noticing Gnome... The 'wow! What were the odds the flame sphere would be moved to that exact spot Mittens cant see next to the Gnome she doesn't know is there?' thing on the other hand...  Probably really was a coincidence, but the end result is still o.O
This message was last edited by the player at 03:37, Mon 27 June 2011.
Mittens
GM, 755 posts
Shifter
change job kupopopo!
Mon 27 Jun 2011
at 05:46
  • msg #928

Re: OOC

Upon further examination of the flaming sphere movement options, it's very questionable that Mittens has LoS on ANY square that isn't one of the squares between r6 to u7 (all of which would prevent May from moving to the square Mits wanted her to go except u6 and 7...) UNLESS she moves the flaming sphere vertically 5' which adds 1 more square of LoS in all directions.  I think.  Except west.  I was originally going off (curse you, stairs) horizontal LoS figuring, wanting to put the thing close enough to Mits that she could still see it, but far enough that May could move around.  The east vs. west bit was there, so since more LoS east, picked east.

Thought at the time was, "How convenient Joe never figured to back the guy up so I can move my sphere someplace that's logical IC, has LoS, and still burninate him!  Ah well.  I've overlooked stuff like that a billion times when I DM'd, so I'll not say anything so I don't sound like I'm criticizing or sounding like a smartypants."

Then the sarcasmotron blew up and I was very worried that Joe wasn't having fun any more because I failed to mention (because I failed to realize) that the movement would require vertical to maintain LoS.

It's nice to know the large arg was over fighting for the rights of PCs put in similar situations in the future, but that there was any arg makes me ;.;  So... is running monsters too much of a chore?  'cause if SoW's fun factor is < it's frustration factor, then something needs changed.
Monster Intern
player, 64 posts
Monster Party!
Monster Prices!
Sun 3 Jul 2011
at 21:10
  • msg #929

Re: OOC

  Pyrannosaurus test sheet up.  Still need to know BG of choice (and any options it may come with), and Alignment.
Mittens
GM, 758 posts
Shifter
change job kupopopo!
Thu 7 Jul 2011
at 06:56
  • msg #930

Re: DS

Wow!  Epic post!  I'll post after Tim's alts.
Matt
player, 261 posts
I am two things.
A Fighter, and a Fighter
Thu 7 Jul 2011
at 20:13
  • msg #931

Re: DS

  I'm not exactly surprised by your hot dice getting a double crit on Matt first thing.  Just as I'm not surprised the Goblin Barbarian has a 1d12 axe (JUST versatile? doesn't say what axe? Though know a SUPERIOR Waraxe would work that way.  But what Small sized Barbarian wouldn't be willing to spend a feat for that?  If a PC anyways).  Neither are your fault really, just how it goes.

  Though, I cant do your job for you if I don't know what the hell the Meditation or Mitigation successes even do.  Or what the enemies stats are. (that, IS your fault ;D ).

  So while I could guess 15+11= 26 hits with Parry, can't know for sure.  Just like I can't assume 9+11(+2 from CA)= 22 would hit, because while that WOULD hit a 'real' barbarian (Hell, It'd hit Matt.  But it's been Shown Matt's Scale+Shield AC doesn't measure up to many Enemies, or even some PCs), I don't know what AC the enemy actually has.  Or how many hitpoints they'd have left after I rolled Damages if those hit.
This message was last edited by the player at 20:28, Thu 07 July 2011.
Mittens
GM, 759 posts
Shifter
change job kupopopo!
Fri 8 Jul 2011
at 02:10
  • msg #932

Re: DS

Tis in the ascension map.
Matt
player, 262 posts
I am two things.
A Fighter, and a Fighter
Fri 8 Jul 2011
at 02:18
  • msg #933

Re: DS

  Map which you are only telling us exists now.  Which still leaves the 'Meditation/Mitigation' stuff unknown.  And only Tactics listed is Yeras's personality.

  Akitani deals 2d12+3 damage when bloodied anyways and has more HP at lv 3 than a lv 4 fighter.  So this likely would have ended up a Matt slaughter anyways with the way your dice AND monster intern dice tend to roll.
This message was last edited by the player at 02:21, Fri 08 July 2011.
Mittens
GM, 760 posts
Shifter
change job kupopopo!
Fri 8 Jul 2011
at 02:22
  • msg #934

Re: DS

Meditation: Arcana, History, or Religion.
Arcana: The combatant d raws on the mystical power of
the amalorkar circle, gaining a +2 bonus to one defense.
History: The combatant evokes mental images of great
deeds or other significant events, perhaps even including
personal ancestors, gaining a +2 bonus to his or her next
attack roll.
Reli8ion: The combatant calls on deities, spirits, or other
spiritual entities for strength, gaining a +2 bonus to a
saving throw.
Mitigation: Bluff, InSight, or Intimidate.
Bluff The combatant derides the foe's faith or skill. The
foe must roll its next meditation or mitigation skill check
twice, taking the lower result.
Insi8ht: By carefully gauging a foe, the combatant gains
a +2 bonus to his or her next meditation or mitigation skill
check.
Intimidate: The combatant rattles the foe's nerves with a
display of anger. The foe takes a -2 penalty to its next meditation
or mitigation skill check.

No tactics listed.  Only the following blurbs:
Yeraa: This female hobgoblin dirge singer is powerfully
built. Her demeanor is one of wariness, but she
utters oaths and exclamations fitting her bardic training.
She doesn't waste her weapon's resoundin8 daily power
(see Player's Handbook, page 236) on the PCs during the
amalorkar.
Akitani: This female goblin barbarian is heavily
scarred and has evenly filed sharp teeth. Akitani is jovialshe
praises prowess and mocks fear.
Govaan: If Govaan is not among the Wordbearers,
use a similar male goblin rogue of another name. His
demeanor is reserved, and he fights in a low stance.
Jezirpa: This male hobgoblin soldier (see Monster
Manual, page 139) likes fighting and admires other good
soldiers.
Murdaak: This male hobgoblin warcaster (see Monster
Manual, page140) is proud and speaks loudly.
Ulkuuz: This male hobgoblin soldier (see Monster
Manual, page 139) has one eye and is a cautious fighter.
This message was last edited by the GM at 02:23, Fri 08 July 2011.
Callie
player, 215 posts
Cleric of Sehanine
Lover Halfling
Wed 13 Jul 2011
at 21:58
  • msg #935

Re: DS

Just a reminder: Mittens/Kitau has been up on Thunderspire for a while now.
Mittens
GM, 762 posts
Shifter
change job kupopopo!
Thu 14 Jul 2011
at 07:48
  • msg #936

Re: DS

quote:
Except we have a key for this, Kyle reminds me. So cue Kyle walking up behind Rai and May and casually unlocking or handing key over to one of them.)


Ah.  Trusty OOC Purple text.  Can be safely ignored by my character for purposes of IC logic.  Riiiight?

To avoid future confusion with what's IC and what's OOC, please please please make any and all IC actions, gestures, speech, etc in some way obviously separate and apart from OOC.

To pick on myself, an example of what NOT to do:

quote:
Mittens' 'zomg loot!' frenzy must be taking a back seat to her 'zomg must burninate!' obsession at the moment if she forgot to search the gnome in favor of looking for danger.  Or maybe she actually cares about whether she and her allies get hurt...  NAH!  Couldn't be that.  In any case, Kyle finds a key.


Instead, I would like to see:

quote:
(( OOC: Mittens' 'zomg loot!' frenzy must be taking a back seat to her 'zomg must burninate!' obsession at the moment if she forgot to search the gnome in favor of looking for danger.  Or maybe she actually cares about whether she and her allies get hurt...  NAH!  Couldn't be that. ))

In any case, Kyle finds a key.


Hopefully this will prevent future confusion.  Players can expect me to edit posts to fit this format.  They are welcome to edit mine to fit the format should I break my own rule.
This message was last edited by the GM at 07:49, Thu 14 July 2011.
Mittens
GM, 763 posts
Shifter
change job kupopopo!
Wed 20 Jul 2011
at 16:24
  • msg #937

Re: Ascention

Extended rest hasn't been canceled.  Be patient and allow the story to unfold.  Or read the module.  ;p
Timothius
GM, 278 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 22 Jul 2011
at 23:06
  • msg #938

Re: Ascention

So here's the list of my characters for Sandbox. Depending on what Michael and Mittens choose is what of the asterisked ones I'll choose. :) There are, of course, characters I'd like to try but can't because I haven't even chosen a class for them yet! XD (such as Alexis, Conner and Sim to name a few)

Key:
* = Wanna try before the others.
- = Tried already.
() = I know what they are, but don't have character sheet yet

*Akemi Sato <Striker>
(Antoinette Haze) <Leader/Controller>
(Arowyn) <Controller>
Bethany <Striker>
-Bridget <Leader/Defender>
*Chant <Leader>
Dauros <Defender>
-Eli <Leader/Controller>
-Emerald <Leader>
*Flora <Controller>
(Jengus) <Controller>
(Honey) <Striker>
Kevin <Leader>
(Keyleth) <Controller/Striker>
-Liberty <Controller>
*Lumin <Controller>
(Mara-Kai) <Defender>
Mialee <Leader>
*Miranda Murdock <Striker>
*Morthos <Striker>
(Myrdrid) <Defender>
(Noah) <Leader>
-Paela <Striker>
(Professor Briant) <Striker>
Quelenna <Controller>
-Reverie <Striker>
*Shadowsong <Controller>
*Skylar <Controller>
-T'shock <Defender>


So for the first "replace characters as needed" team setup:
Akemi Sato <Striker>
Chant <Leader>
Miranda Murdock <Striker> <-- is now in "Streets" thread
Morthos <Striker>
Skylar <Controller>

....you'd think I'm not much for defenders by looking at this, but fact is I love 'em. Which is why I've already played plenty of good ones. XD But yeah, Myrdrid isn't created yet. I haven't technically played level 1 T'shock, but her sheet needs updating. So yeah... if I need to play a defender, I have those two to choose from.
This message was last edited by the GM at 17:00, Tue 26 July 2011.
Christof Ley
player, 1 post
Tue 26 Jul 2011
at 16:43
  • msg #939

Re: Ascention

Greetings folks. Pleasure to meet you all!
The part of Michael will be played by Christof:)

So far I only have two made up for the sandbox:
Christof Ley (Warlock)
Zekk Reaver  (Barbarian)

Krystofer (my dragonborn fighter) will be joining the "In Memory of Arkhosia" game once I finish tweaking his abilities.
Akemi Sato
player, 1 post
Tue 26 Jul 2011
at 17:16
  • msg #940

Re: Ascention

Current Sandbox lineup. Mitts, you have anything you wanna try out?
Akemi Sato <Striker>
Chant <Leader>
Morthos <Striker>
Skylar <Controller>
Zekk Reaver <Striker>
Christof Ley
player, 2 posts
Tue 26 Jul 2011
at 17:28
  • msg #941

Re: Ascention

Gotta love the groups that focus on attack more than defense:P should be an interesting game
Krystofer
player, 2 posts
Wed 27 Jul 2011
at 13:44
  • msg #942

Re: Ascention

Os should I just jump into the In Memory of Arkhosia game?
Sora
player, 12 posts
Friendly Neighborhood
Dragonborn Battlemind
Wed 27 Jul 2011
at 16:09
  • msg #943

Re: Ascention

Sure. Just read up where we're at and jump in whenever you like.
Christof Ley
player, 4 posts
Wed 27 Jul 2011
at 22:08
  • msg #944

Re: Ascention

Is there a map for the sandbox game?
Mittens
GM, 765 posts
Shifter
change job kupopopo!
Thu 28 Jul 2011
at 00:33
Joe Darkthorne
GM, 307 posts
Everyone suspects a Rogue
Few suspect the Ranger
Thu 28 Jul 2011
at 00:37
  • msg #946

Re: Ascention

  I've now added the sandbox map link, to the map links thread.
This message was last edited by the GM at 00:38, Thu 28 July 2011.
Sora
player, 13 posts
Friendly Neighborhood
Dragonborn Battlemind
Thu 28 Jul 2011
at 01:20
  • msg #947

Re: Ascention

Need an initiative roll from Krys.
Krystofer
player, 5 posts
Thu 28 Jul 2011
at 16:31
  • msg #948

Re: Ascention

I just tried to check the map for In Memory of Arkhosia but for some reason it is by invite only. Just wondering if that was on purpose or not
Sora
player, 14 posts
Friendly Neighborhood
Dragonborn Battlemind
Thu 28 Jul 2011
at 16:34
  • msg #949

Re: Ascention

Forgot about that. When you copy a map, you have to re-state the public settings. XD Fixed. Feel free to view it again.

Meanwhile, I went ahead and edited the enemy HP in Sandbox according to what Zekk did.
Krystofer
player, 6 posts
Thu 28 Jul 2011
at 16:44
  • msg #950

Re: Ascention

KK:)

So, I'm using a character building and learning whats new with 4e (these will be the first games I'm playing in that are anything other than 3.5e)

I found the hybrid class and am trying to figure out if it would be good to use:/ I can't decide. Any opinions?
Sora
player, 15 posts
Friendly Neighborhood
Dragonborn Battlemind
Thu 28 Jul 2011
at 17:27
  • msg #951

Re: Ascention

Hybrid is tricky for a couple reasons:

1) Some combinations are like gimping yourself.
2) You have to learn/know two jobs at the same time.

For these reasons, I swore to myself I wouldn't play a hybrid of any class I had not played on its own. So if I had played Wizard but hadn't played a Warden, for example, I wouldn't allow myself to play a hybrid Warden/Wizard. That was a personal rule, though. You don't have to follow it. But that said, I have tested several hybrids by now and know some kick-butt combos (Or just plain fun combos that don't offer any special advantage).

My personal opinion is to not play hybrids yet.

But if you have an idea in mind that can ONLY be done with a hybrid, let me know. You'll notice earlier, I listed Eli as being a Controller/Leader (don't bother looking at his sheet, though, I haven't updated it to reflect his newer build as it's still his old Wizard build). Eli is a hybrid Artificer/Wizard. Not because it's an especially kick-butt combo (though it can be), but because it's fun and I just can't live without Eli having cantrips.

Bridget, you can click and look at. She's a hybrid Fighter/Warlord, which makes her a defender/leader. It's one of those I call "pure" hybrids, where it really is like being both at the same time while being right in between. Less HP than a fighter, but more than a warlord. Less marking than a fighter, but for the benefit of having some leadership skill. Less armor than a fighter, but more weapons than a warlord. So on.

I also may be changing Angel's build to be hybrid ranger/rogue because it's the most accurate build I could find (aside from just being an amped up Avenger, but even then this build might surpass it).

For easy reference, here's what Angel's hybrid build would look like...
Angel:
Possible character musing when I actually sat and asked myself how to make the most accurate ranged character. Wasn't going straight Avenger because I wanted to see how high the attack number could get. Anyway... listing what I take at each level and how large the attack is and how large it CAN be from using powers and such:

Level 1:
Human Hybrid Ranger/Rogue. Chose Ranger Reflex.
Stats: Str 08, Con 10, Dex 20, Int 13, Wis 13, Cha 10
Trained Skills: Acro (11), Ath (5), Bluff (6), Ins (7), Int (6), Perc (7), Stealth (11)
At-Will Powers: Preparitory Strike (Rogue), Probing Strike (Rogue), Twin Strike (Ranger)
Encounter Power: Fox's Cunning (Ranger)
Daily Power: Guardian Arrow (Ranger)
Feats: Hybrid Talent (Chose Rogue Weapon Talent: Crossbow Sharpshooter), Weapon Proficiency - Superior Crossbow

Attack: Dex mod (5) + Proficiency (3) + Sharpshooter (1) = 9
Potential Attack: Attack (9) + Combat Advantage (2) + Power Bonus (1) = 12

Level 2:
Utility: Begin the Hunt
Feat: Crossbow Expertise

Attack: See Level 1 (9) + Enhancement (1) + Half level (1) + Feat (1) = 13
Potential Attack: Attack (13) + Combat Advantage (2) + Power Bonus (2) = 17

Level 3:
Encounter Power: Fleeting Spirit Strike
Nothing special here. Just picking the most ideal encounter power, nothing for attack at this level.

Level 4:
Bonus to Stats: +1 Dex, +1 Wis
Feat: Action Surge (+3 attack when you use action point)
Half Level brings up base attack from 13 to 14

Attack: 14
Potential Attack: Attack (14) + C.A. (2) + Power Bonus (2) + Surge (3) = 21

As you can see, by level 4, the attack value is already nuts, needing only a roll of 6 to hit AC 20. And that's if I target AC and with my base attack. I can potentially hit AC 23 with a roll of 2 (since a roll of 1 is auto-miss, I didn't bother mentioning hitting AC 22 with a roll of 1)

But right now it's late, so I'll just leave it at that and continue this madness later. Enjoy the build for what it is. Pure accuracy.

Later possible feat
Feat: Against All Odds (if 3 enemies adjacent to you at start of turn: +1 attack)


What is it you are wanting to do exactly? Because without a goal in mind... I don't recommend hybrid.
This message was last edited by the player at 17:29, Thu 28 July 2011.
Krystofer
player, 7 posts
Thu 28 Jul 2011
at 17:35
  • msg #952

Re: Ascention

Well I just went through it and made a fighter/sorcerer. it is an interesting thing to see. He has very good attack and very good hp by terrible ac.

The only reason I did this is because it is very close to one of the first characters I made. I had a dm that allowed us the use the fighter bonus feats (in 3.5) to learn spells. So I had a fighter who knew a few decent spells:) it was such a broken game, but man was it a lot of fun.

I was also thinking of a warlock/rogue, though maybe not
Mittens
GM, 766 posts
Shifter
change job kupopopo!
Fri 29 Jul 2011
at 02:55
  • msg #953

Re: Ascention

Tim and I have a friend who had a very clever idea.  Fighter - multiclass wizard.  He then used perfectly legal feats to get his fighter 2 wizard spells within the first few levels: magic missile, and burning hands.  Both do damage regardless of how poorly you roll on the d20, but he pumped his int stat anyway to raise his reflex, arcane checks, etc.  But the neat thing about it is this - most fighters don't have a means to mark distant enemies or large groups of enemies.  His fighter does.

Depending on what role your character will play, just about any combo is viable.  If you want a spellcaster that's all about being in the fray, there's lots of options.  Could play a swordmage.  A hybrid melee type combined with a spellcaster type, or multiclass feats.  4e is rather flexible, especially if you don't care about min/max.  The main thing is to play something you enjoy.
Joe Darkthorne
GM, 308 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 29 Jul 2011
at 02:58
  • msg #954

Re: Ascention

  If the search functions were worth a damn on the DnD site and the article title wasn't probably something obtuse, I'd link the DnD sites article on just that sort of thing.
Christof Ley
player, 6 posts
Fri 29 Jul 2011
at 13:00
  • msg #955

Re: Ascention

lol yeah Joe there is no easy way to find anything on that site
Elric
GM, 257 posts
Warforged Runepriest
Level 4
Fri 29 Jul 2011
at 13:52
  • msg #956

Re: Ascention

I'm currently in the middle of a move so I won't be able to post for a while longer as I'm about to take apart my computer but I should be able to get back to updating Dark Sun thread this weekend. Also are there any other threads that are waiting on one of my alts? I don't think so since so many threads that my alts were in were simply closed... although once I get back into a normal posting routine I may consider trying to bring Shale, Gilant, and Michael into one of the newer games if possible as those three were especially fun.
Gale
player, 172 posts
Human wizard wielding orb
Robe of adornment +0
Fri 29 Jul 2011
at 16:02
  • msg #957

Re: Elric and Friends

Good to hear from you.  :)  Also happy to hear you'll have more free time soon and that you'll be spending it with us.  Very affirming to hear how much you enjoyed your characters.  Hopefully we can work something out - especially if you're willing to run a story.
Elric
GM, 258 posts
Warforged Runepriest
Level 4
Fri 29 Jul 2011
at 18:00
  • msg #958

Re: Elric and Friends

Well I am running the DS thread... but Shale, Gilant, and Michael aren't appropriate for DS.

In the next half hour I'll be packing my computer so I probably won't be able to have time to post anything till Saturday evening, or Sunday.
Joe Darkthorne
GM, 309 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 29 Jul 2011
at 21:15
  • msg #959

Re: Elric and Friends

  As ever, good luck with the moving and hope unpacking goes as smoothly as it can.
  There is the original team Loudwater thread as well, left off in the middle of combat with Elric up next before the Monsters go again.

  As for Eberron, we'd actually be waiting on David there, not you.

  ...Not that Elric can read this right now.
This message was last edited by the GM at 21:16, Fri 29 July 2011.
Timothius
GM, 279 posts
Paladin of Bahamut
Shifter (of sorts)
Fri 29 Jul 2011
at 22:56
  • msg #960

Re: Elric and Friends

Dave actually quit from Eberron due to computer splosion and thus, loss of his character sheet. So we can pretend we didn't meet him.

Also, getting warnings to start a new OOC thread due to nearing the 1k post limit
This message was last edited by the GM at 22:57, Fri 29 July 2011.
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