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Questions and Suggestions for the GMs.

Posted by The NarratorFor group 0
The Narrator
GM, 5 posts
Let me tell you a tale.
Fri 13 Dec 2019
at 20:14
  • msg #1

Questions and Suggestions for the GMs.


For any questions and/or suggestions for the GMs please post here. Thank you!
Cetus
player, 2 posts
Fri 20 Dec 2019
at 14:37
  • msg #2

Questions and Suggestions for the GMs.

Are we using any form of encumbrance rules?
Tidelan Wavyrus
player, 12 posts
Fri 20 Dec 2019
at 14:50
  • msg #3

Questions and Suggestions for the GMs.

I have a few things I'd like to add to the Setting.

A large continent named Farrad that is isolated from the rest of the map by vast waters. I don't care where you choose to place Farrad on the map in relation to the others, but...

 --> Farrad has many different kinds of climate and topography (so anybody could who wants an
     'outlander' or generally foreign character can make their character from here).
 --> Therefore, not a frozen waste to the far north / far south

Tidelan is personally from Timberloft, a small, xenophobic town. He traveled to a small port town named Porter's Respite where he boarded a ship with a friend and headed to the main continent. All these names can be changed, if you don't like them.

Also, Tidelan lived for a couple years in a woods on the main continent (not the rimewoods) where he learned to become a druid, so I am suggesting that too.
Cetus
player, 4 posts
Sat 21 Dec 2019
at 00:26
  • msg #4

Questions and Suggestions for the GMs.

I have another question regarding monies...

Obviously I have no experience yet of how you are handling coinage, but I would request you do away with Electrum (and possibly Platinum) coins...

It (electrum) just screws with the decimal system in my opinion. Taking it out means that 1PP 2GP 3SP 4CP could be changed to:

Platinum adds an unecessary level IMO, but at least keeps the progression.

1234 CP
123 SP and 4 CP
12 GP and 34 CP
12 GP, 3 SP and 4 CP
1 PP and 234 CP
1 PP, 2 GP and 34 CP
1 PP, 2 GP, 3 SP and 4 CP

The electrum, being worth 5 SP or 1/2 GP screws with this.

The alternative would be to make Electrum worth 10 SP, Gold worth 10 EP, etc...  But I think that is OTT, and simpler (removed) is better.

In the other games I play on here (1 other DM) I record my wealth in decimal.  The above example would be listed as 12.34 GP on my sheet.

I have no problem with bars of either being given a value in GP if you follow this idea, but still want to keep the metals in the game.

End of the day, this is just a suggestion, and I will abide by whatever you decide to do.
The Narrator
GM, 23 posts
Let me tell you a tale.
Sat 21 Dec 2019
at 02:37
  • msg #5

Questions and Suggestions for the GMs.

Standard encumbrance rules and we will be eliminating the EP and PP currencies.
Cetus
player, 6 posts
Sat 21 Dec 2019
at 02:42
  • msg #6

Questions and Suggestions for the GMs.

Thank you
The Narrator
GM, 25 posts
Let me tell you a tale.
Sat 21 Dec 2019
at 02:44
  • msg #7

Questions and Suggestions for the GMs.

In reply to Cetus (msg # 6):

No problem.
Izayah Hamadrell
player, 18 posts
AC 17 HP 12/12 PP 14
Leaving the past behind
Sat 21 Dec 2019
at 02:54
  • msg #8

Questions and Suggestions for the GMs.

I like PP though. =(
Wightvane
player, 7 posts
Bronze Dragonborn
HP 10/10, AC 16
Sat 21 Dec 2019
at 02:56
  • msg #9

Questions and Suggestions for the GMs.

PP is for saving your encumbrance. EP is for driving you insane.
Cetus
player, 8 posts
Sat 21 Dec 2019
at 03:01
  • msg #10

Questions and Suggestions for the GMs.

Wightvane:
PP is for saving your encumbrance. EP is for driving you insane.

This is true ;)

Which brings the question, are we counting coin weight within the encumbrance?

if anyone is not aware, if we are, 50 coins (regardless of value) weigh 1lb

a coin pouch can hold 6lb / 300 coins

a backpack 30lb / 1,500 coins
The Narrator
GM, 26 posts
Let me tell you a tale.
Sat 21 Dec 2019
at 03:06
  • msg #11

Questions and Suggestions for the GMs.

GP, SP, and CP will not count against the weight you can carry.
Cetus Vostokath
player, 10 posts
Sat 21 Dec 2019
at 03:56
  • msg #12

Questions and Suggestions for the GMs.

Just had more thoughts...

I don't know how you handle combat, but I have a suggestion make combat more intuitive, and to maybe speed up the initial round.

I'm assuming you will be using initiative order.

To make it more intuitive, have the round end with the adversary.

So if the initiative order is 1,2,E,3,4

The first round is 1,2,E
The second round is 3,4,1,2,E

And to speed up the first till, simply, pre-roll initiative.

Everyone rolls initiative when they start out.  So when the first combat comes along.  You can tell which players can make moves and which have to wait for the second be round before they can make a move.

When the combat is over, everyone pre-rolls initiative for the next combat.
The Narrator
GM, 27 posts
Let me tell you a tale.
Sat 21 Dec 2019
at 04:08
  • msg #13

Questions and Suggestions for the GMs.

Thank you for the suggestions. I like the roll initiative order early. I'll leave it up to my other half to decide that for Perimeter Patrol, but I'll have those in the Keenbellow Expedition do so.
Conspirator
GM, 26 posts
Just here to help
Sat 21 Dec 2019
at 07:31
  • msg #14

Questions and Suggestions for the GMs.

I can get behind rolling initiative early. I prefer having everyone post their actions in whatever order they can, then I would describe the action for the whole round in one post. If somebody needs to see what someone who rolled a higher initiative is doing before they post, they can of course wait. And if somebody who doesn't act until after the foes hasn't posted before everyone else, I would assume they want to see what they are doing first, so I guess I'd basically be ending the round with the enemies.
Cetus Vostokath
player, 15 posts
Sat 21 Dec 2019
at 12:38
  • msg #15

Questions and Suggestions for the GMs.

In the other games I play, we don't post in initiative order, but combat is resolved in initiative order.

By having the round end on the foe makes it far less confusing, especially where saves and reactions are concerned.

It's your game, I will abide by your decisions.

But in the other games I play (ALL on here) it makes life a lot easier.
This message was last edited by the player at 12:39, Sat 21 Dec 2019.
Conspirator
GM, 28 posts
Just here to help
Sat 21 Dec 2019
at 16:42
  • msg #16

Questions and Suggestions for the GMs.

Sounds good to me.
Cetus Vostokath
player, 27 posts
HP 8/8 AC16 PP10
Init PR 5 (1d20+3(2))
Tue 24 Dec 2019
at 02:13
  • msg #17

Questions and Suggestions for the GMs.

Rules:
Costs per day are as follows:
Squalid lifestyle (homeless, in town. DC 10 Con Save or suffer from exposure:) 5SP.

Wilderness camping (without Survival. DC 10 Con Save or suffer from exposure,) Poor lifestyle, cot in the town hall (only until inn is complete): 1 GP

...

Winter Blankets/heavy clothes, give advantage on saves vs. exposure.


How does that affect Tritons, Goliaths, and Silver/White Dragonborn?

Dragonborn:
DragonDamage
Type
SilverCold
WhiteCold

Damage Resistance
You have resistance to the damage type associated with your draconic ancestry.

Goliath:
Mountain Born
You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Triton:
Guardians of the Depths
Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Conspirator
GM, 41 posts
Just here to help
Tue 24 Dec 2019
at 03:12
  • msg #18

Questions and Suggestions for the GMs.

I figured it went without saying that you are immune to exposure. Just don't expect the more warm-blooded people in town to think very highly of you if you choose to sleep in the streets.
Adalheida Defthammer
player, 5 posts
Centaur Forge Cleric
AC 19 | HP 11 | PP 15
Tue 24 Dec 2019
at 03:45
  • msg #19

Questions and Suggestions for the GMs.

Aside from specific magic items, 5e doesn't feature any equipment based on handling winter environments or cold temperatures.  Earlier editions had things like "cold weather clothing", but 5e only has "Common", "Traveler's", "Costume", and "Fine".

Would the "Traveler's Clothes" fit this need, on the idea that they're meant for enduring exposure during travel?  They're heavier than Common Clothes and specifically mention containing woolen garments, jacket, boots, and a cloak in their contents.
This message was last edited by the player at 03:46, Tue 24 Dec 2019.
Fix Liddle
player, 5 posts
Tue 24 Dec 2019
at 04:36
  • msg #20

Re:  Questions and Suggestions for the GMs.

Adalheida Defthammer:
Aside from specific magic items, 5e doesn't feature any equipment based on handling winter environments or cold temperatures.  Earlier editions had things like "cold weather clothing", but 5e only has "Common", "Traveler's", "Costume", and "Fine".

Would the "Traveler's Clothes" fit this need, on the idea that they're meant for enduring exposure during travel?  They're heavier than Common Clothes and specifically mention containing woolen garments, jacket, boots, and a cloak in their contents.


My guess is traveler's clothes are meant as a partial solution to the elements. Like you said, for travel. That is, moving about in the weather during the day. Camping out in the weather at night though? That's a different animal. For that you add building a campfire, setting up a tent to shield from chilling winds, and a bedroll and blanket to curl up in and under in your layered traveler's clothes.

This is just my two cents and should not be taken as an answer. I have no authority.
Adalheida Defthammer
player, 7 posts
Centaur Forge Cleric
AC 19 | HP 11 | PP 15
Tue 24 Dec 2019
at 05:29
  • msg #21

Re:  Questions and Suggestions for the GMs.

While I certainly do agree that a tent would be necessary to protect from the elements when out roughing it, that's sort of another matter entirely.  If all those other camping things were required to avoid exposure and clothing basically played no part in the equation (it doesn't matter what you're wearing if you have a fire, tent, blanket, and bedroll after all), why would there even be a listed difference between Travel and Common clothes in the first place?

Travel Clothes are also heavier in carry weight and cost significantly more (2 GP, as opposed to Common's 5 SP), so presumably they're of a much higher quality and greater durability.  That has to factor in somewhere independent of anything else.
This message was last edited by the player at 05:31, Tue 24 Dec 2019.
Conspirator
GM, 43 posts
Just here to help
Tue 24 Dec 2019
at 06:52
  • msg #22

Questions and Suggestions for the GMs.

Most armor is warm enough, as long as you keep moving, since it is worn with layers of padding. However, you can't sleep in armor. At bedtime, you need either heavy pajamas, a thick blanket, or something similar. Use the price given for a blanket.
Adalheida Defthammer
player, 8 posts
Centaur Forge Cleric
AC 19 | HP 11 | PP 15
Tue 24 Dec 2019
at 06:55
  • msg #23

Questions and Suggestions for the GMs.

Would "woolen britches/skirt, a jacket, and ample cloak with a hood" suffice, seeing as how it's far more expensive than a Blanket and is also at least three layers of durable clothing?  That's certainly the sort of thing I'd wear when it was cold out if I wanted to keep away the chill.

Can or Cannot Sleep in Armor
We can't?  5e doesn't have any "armor prevents a restful slumber" rules.  Are we houseruling that over from earlier editions, and what does that cover when dealing with lighter armor types like padded, leather, chain mail shirts, hide, and such?  I mean, I understand the logic of not being able to relax while in full plate because that's just silly, but it's not like it's impossible to get comfortable in just a chain shirt or a padded doublet.
This message was last edited by the player at 07:02, Tue 24 Dec 2019.
Cetus Vostokath
player, 29 posts
HP 8/8 AC16 PP10
Init PR 5 (1d20+3(2))
Tue 24 Dec 2019
at 09:13
  • msg #24

Questions and Suggestions for the GMs.

There are rules for donning and doffing armour.

In the other games I play, it's kind of taken for granted that you take your armour off for a long rest - short rests are just sitting generally, so not required.

We've been attacked in the night and Paladin was practically naked!

PHB:
Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor's category.

Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

CategoryDonDoff
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
Shield1 action1 action

This message was last edited by the player at 09:18, Tue 24 Dec 2019.
Odilon
player, 2 posts
Tue 24 Dec 2019
at 12:56
  • msg #25

Questions and Suggestions for the GMs.

Good Morning! Quick question about maps and such, will there be a town map or wilderness map in place? Just wondering if we'll get to choose where our player lodging, or stores, or whatever get opened up in the city, or if it will matter?

Thanks!
Izayah Hamadrell
player, 24 posts
AC 17 HP 12/12 PP 14
Leaving the past behind
Tue 24 Dec 2019
at 15:34
  • msg #26

Questions and Suggestions for the GMs.

There are optional rules for Sleeping in Armor in Xanathar's Guide to Everything, actually.

SLEEPING IN ARMOR
  Sleeping in light armor has no adverse effect on the
wearer, but sleeping in medium or heavy armor makes it
difficult to recover fully during a long rest.
  When you finish a long rest during which you slept in
medium or heavy armor, you regain only one quarter of
your spent Hit Dice (minimum of one die). If you have
any levels of exhaustion, the rest doesn't reduce your
exhaustion level.

I don't know if they are using them or not, but there they are.
Cetus Vostokath
player, 30 posts
HP 8/8 AC16 PP10
Init PR 5 (1d20+3(2))
Tue 24 Dec 2019
at 15:48
  • msg #27

Questions and Suggestions for the GMs.

Good to know!
Eigon Iseldan
player, 13 posts
Tue 24 Dec 2019
at 16:23
  • msg #28

Questions and Suggestions for the GMs.

And... here it comes...
  1. Prices for skis?
  2. prices for snow shoes?
  3. Are we dealing with increased difficulty roles for cases when a character tries to do something without the desired skill, as mentioned as a possibility in the DMG, or simply considering the character to be disadvantaged? For instance, say a character desides to use a bucket and smithing ' tools to try and go through the process of building a  wall to a structure from baked bricks and so forth — this can in theory be done with the tools and bucket — given the imprivized  tool set, and the fact that said individual is not skilled as a mason, would said character have a higher threshold   for success, have a disadvantage, or both?

This message was last edited by the player at 16:25, Tue 24 Dec 2019.
Lukas Verbannt
player, 29 posts
AC: 15 HP: 10/10
PP: 14 Init: 5
Tue 24 Dec 2019
at 17:21
  • msg #29

Questions and Suggestions for the GMs.

I don't think skis and snow shoes exist in DnD.
Eigon Iseldan
player, 15 posts
Tue 24 Dec 2019
at 17:39
  • msg #30

Questions and Suggestions for the GMs.

This is not the first time I've heard this comment made in regards to D&D and Snow shoes, and leaving the Americas aside, since we know with absolute certainty that snow shoes existed in the northern areas before Alexandar the great, I'll provide two sources here: the first being from previous D&D sources, and the second from The eastern hemosphere.
From second edition, Aurora’s Catalogue ,
snow shoes have the following information
quote:
snowshoes. We construct them from

quality duskwood, to maintain its shape
and minimize cracking, with laces made
of fine-grain leather, for durability and
extra support. We sell these for 20 gp a
pair.


I don't have my copy of Frost burn on me, so can't give the quotation of snow shoes from that work.

As for  snow shoes, there are some artifacts of them taken from Tombs in northern Mongolia  dating back to the Roman Republic... so historical possibilities are certainly there.
Cetus Vostokath
player, 31 posts
HP 8/8 AC16 PP10
Init PR 5 (1d20+3(2))
Thu 26 Dec 2019
at 01:10
  • msg #31

Questions and Suggestions for the GMs.

Something from the other games I'm in, and I helped the DM with...

A simple table top keep track of the bonuses...

My suggestion would be to add this to the first post in the announcements thread, and update as you make announcements.


DateDescriptionReward
25-12-19Christmas Bonus150 XP

The Narrator
GM, 34 posts
Let me tell you a tale.
Thu 26 Dec 2019
at 01:22
  • msg #32

Questions and Suggestions for the GMs.

Sounds good thx.
Izayah Hamadrell
player, 26 posts
AC 17 HP 12/12 PP 14
Leaving the past behind
Thu 26 Dec 2019
at 01:35
  • msg #33

Questions and Suggestions for the GMs.

Thank you for the bonus also! =)
Cetus Vostokath
player, 36 posts
HP 8/8 AC16 PP10
Init PR 5 (1d20+3(2))
Sat 28 Dec 2019
at 12:43
  • msg #34

Questions and Suggestions for the GMs.

Just had a thought re the perimeter patrols....

I'm handing out my torches as I don't need them and can't be arsed to sell them for what little they're worth.

Maybe the patrols could also incorporate resupply missions?
Conspirator
GM, 51 posts
Just here to help
Mon 30 Dec 2019
at 19:57
  • msg #35

Questions and Suggestions for the GMs.

Seems likely, after a day or two, at least.
Wightvane
player, 14 posts
Bronze Dragonborn
HP 1/10, AC 16
Tue 31 Dec 2019
at 03:37
  • msg #36

Questions and Suggestions for the GMs.

Are you open to multiple characters per player?
Conspirator
GM, 53 posts
Just here to help
Tue 31 Dec 2019
at 04:15
  • msg #37

Questions and Suggestions for the GMs.

Simultaneously? Not at this time, though we haven't ruled it out for the future.
Dominic
player, 3 posts
Mon 13 Jan 2020
at 19:29
  • msg #38

Re:  Questions and Suggestions for the GMs.

Conspirator:
Most armor is warm enough, as long as you keep moving, since it is worn with layers of padding. However, you can't sleep in armor. At bedtime, you need either heavy pajamas, a thick blanket, or something similar. Use the price given for a blanket.


Isn't this what Robes are for? Not that the PHB gives more than the price for them, but still, they must do something.

And I'm mostly asking because I bought a set for this purpose. :-)
Conspirator
GM, 89 posts
Just here to help
Mon 13 Jan 2020
at 20:56
  • msg #39

Re:  Questions and Suggestions for the GMs.

Robes worn with any set of clothes would be warm enough. Traveler's clothes are warm enough on their own.
Dominic
player, 5 posts
Mon 13 Jan 2020
at 23:32
  • msg #40

Re:  Questions and Suggestions for the GMs.

Maybe for the peasantry. Some of us are a touch more delicate than that,
Sai Nightbreeze
player, 34 posts
Smells of tannin
AC 16, HP 17 / 17
Thu 13 Feb 2020
at 14:13
  • msg #41

Re:  Questions and Suggestions for the GMs.

Question regarding accumulation of downtime.  From the rules thread:
quote:
...downtime will be treated as a resource, granted in 8 hour units, every Monday, and from completing jobs.

Monday is referring to IRL time?  In which case, are we good to take an extra unit of downtime once per week?  I haven't read about this anywhere else, and just wanted to be sure before taking it.
Boneclaw
player, 33 posts
Thu 13 Feb 2020
at 14:42
  • msg #42

Re:  Questions and Suggestions for the GMs.

Hadn't seen this thread before I wrote this in OOC:

Magic item crafting works on a case by case basis. Tell us what you want to make, we will tell you what skills, components and other costs are required.

For mundane items: 1 unit of downtime and 1 gp in materials (Based on what Jessop charges, not what he is willing to pay for it), per 5 gp in item's total cost. In the wilderness, every long rest is worth 1/8 a unit of downtime for every hour you aren't sleeping.


This may work alright for permanent items such as weapons and the like but not so much for consumable crafted items.

A Healing Potion costs 50gp. If it's 10 downtime units per healing potion that makes it pretty much impossible to make a decent living from crafting. It would let me brew 1 potion every 10 downtime units which let's face it if i have to adventure to get downtime points would mostly be for myself or party members rather than go towards building up a decent stock of potions to sell. Alternatively I can sit on my shop for 10 weeks of real time for 1 potion.
It doesn't sound like a feasible business.

Or is it 1 downtime unit and 10 gp in materials? Little better but I think I'd still be hard pressed to build a decent stock of potions.

Another question related to Holy Water. According to the rules in the players Handbook it costs 25 gp worth of powdered silver, 1 hour and a 1st level spell slot to create.
Under your rules it costs either 1 or 5 downtime units, 5 gp of material and no spell slot.

Can we implement a different rule for Consumable Crafted Items?
Sai Nightbreeze
player, 35 posts
Smells of tannin
AC 16, HP 17 / 17
Thu 13 Feb 2020
at 15:02
  • msg #43

Re:  Questions and Suggestions for the GMs.

Based on a quick search, it appears that the DMG (pg. 135) recommends that the cost should be halved for consumable items.

And in XGtE, it gives special rules for potions of healing:
quote:
Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

TypeTimeCost
Healing1 day25 gp
Greater1 workweek100 gp
Superior3 workweeks1000 gp

So for healing potions, at least, it would probably only take one unit of downtime.

Of course, this is all subject to the GM's ruling.  Hopefully this is a helpful reference, though :)
Conspirator
GM, 188 posts
Just here to help
Fri 14 Feb 2020
at 03:56
  • msg #44

Re:  Questions and Suggestions for the GMs.

That's every real Monday. Midnight Pacific Time to be specific.

We will allow any non-magical consumables to be made with one downtime unit.
Odilon
player, 41 posts
AC: 16 | HP: 9/9 | PP: 13
Next Init: 1
Fri 14 Feb 2020
at 14:00
  • msg #45

Re:  Questions and Suggestions for the GMs.

I didn't realize this and have not been keeping track, I haven't spent any Downtime days does anyone know what Odi would be up to?
Tidelan Wavyrus
player, 81 posts
Initiative pre roll: 15
AC 13 , PP 15 , HP 19/19
Fri 14 Feb 2020
at 16:19
  • msg #46

Re:  Questions and Suggestions for the GMs.

To clarify:

With a herbalism kit, proficiency with a herbalism kit, 10x downtime units and 100x gold, a character could make ten basic healing potions (1 downtime unit and 10 gold each)?

Just asking before I post anything.
Sai Nightbreeze
player, 38 posts
Smells of tannin
AC 16, HP 17 / 17
Fri 14 Feb 2020
at 19:01
  • msg #47

Re:  Questions and Suggestions for the GMs.

In reply to Odilon (msg # 45):

Looks like your first post in Smith's Gambit was Dec 28. In that case, you'd be at 7 units, plus any you've gained from work (if my calculations are correct).
Conspirator
GM, 196 posts
Just here to help
Fri 14 Feb 2020
at 19:54
  • msg #48

Re:  Questions and Suggestions for the GMs.

Correct, Tidelan and Sai. Note you still need to make a crafting check. Failure destroys half the materials, or all if you roll a natural 1. The DC for a healing potion is 15.
Boneclaw
player, 37 posts
Fri 14 Feb 2020
at 22:09
  • msg #49

Re:  Questions and Suggestions for the GMs.

How do guilds work in this game?
Medieval guilds held a monopoly within a community, no one outside the guild was allowed to practice the trade. Guild members passed on the guild secrets only to members of their guild.
The letter of introduction from the guild you're associated with, does that have any official function? Does it grant a right to set up a guild charter here for example and oversee Guild activities in the region if you present your letter first, and can a guild expect any legal support when non-guild members try to trade in goods the guild specializes in?

It'd be a shame if something happened to people crafting potions outside Guild membership ..

Did I mention I'm a cleric of Death? No, that's just a side note, what are you insinuating?
I'll have you know I have never set fire to anyone's workshop yet!

Anyway, guilds could be a nice way of managing the economy and avoid flooding the market with goods. A guild has a vested interest in maintaining a healthy flow of goods, enough to make a living without flooding the market and subsequently devaluing the goods they make a living off. Guild politics could become a thing over time as well as various guilds might vie for greater influence over the community, while internal strive may form if the local guild master is undermined by another member in a bid for control of the guild itself.
Tidelan Wavyrus
player, 83 posts
Initiative pre roll: 15
AC 13 , PP 15 , HP 19/19
Fri 14 Feb 2020
at 22:58
  • msg #50

Re:  Questions and Suggestions for the GMs.

What do i roll for the crafting check to make potions?
Conspirator
GM, 203 posts
Just here to help
Sat 15 Feb 2020
at 00:00
  • msg #51

Re:  Questions and Suggestions for the GMs.

My co-dm and I still need to discuss guilds. We want to make sure characters with any background can run businesses without devaluing the Guild Artisan background.

For healing potions roll either intelligence (Alchemist's supplies) or intelligence (Herbalism kit) depending on how you're making the potions.
Izayah Hamadrell
player, 85 posts
AC 17 HP 20/20 PP 14
Leaving the past behind
Sat 15 Feb 2020
at 00:48
  • msg #52

Re:  Questions and Suggestions for the GMs.

This is supposed to be a newly-built frontier town. No, there shouldn't be any Guilds here yet. There likely isn't even a scouting Guild representative here yet. My two cents. =)
Boneclaw
player, 46 posts
Tue 25 Feb 2020
at 16:28
  • msg #53

Re:  Questions and Suggestions for the GMs.

Can one take a long rest between two threads? That is, for example we're talking in Smith's Gambit now but should we leave on a mission can I assume time is wibbbly wobbly enough between threads that I can take a rest (and thus level up) between 'then' and 'now'?
This message was last edited by the player at 16:29, Tue 25 Feb 2020.
Conspirator
GM, 233 posts
Just here to help
Wed 26 Feb 2020
at 03:31
  • msg #54

Re:  Questions and Suggestions for the GMs.

Absolutely!
Boneclaw
player, 54 posts
Wed 11 Mar 2020
at 16:01
  • msg #55

Re:  Questions and Suggestions for the GMs.

Can we discuss making healing potions, please? I've been postponing making potions because frankly it's been bugging me.

I'm a cleric. A cleric relies on Wisdom, Charisma and a combat related ability like Dexterity or Strength. There is no real room to put lots of points in intelligence.
Medicine is based off Wisdom so if making healing potions is intelligently knowing about the ingredients needed then why isn't Medicine about intelligently knowing how to apply bandages and applying poultices etc? It seems the creators didn't feel Medicine is about intelligently applying medical procedures.
Between Medicine and Healing Potions it seems a better case could be made for medicine being based off intelligence than healing potions which are clearly magical in nature given its instant effect and thus should be based off the class' spellcasting ability. The description of Potion of Healing further underlines that it is indeed a magical potion.
Healing spells too are generally the area where Druids and Clerics excel.
If at a later stage i would make other clerical-specific potions would I use Intelligence because that doesn't make any sense to me. Why would a cleric use intelligence to make a Potion of Blessing for example which doesn't have much to do with knowing ingredients as the Blessing is presumably granted by the deity worshiped by the Cleric and distilled into a potion. Likewise for other cleric spells.
What about Holy Water? Wisdom or Intelligence, because again Intelligence doesn't make any sense given that it is only normal water made holy because the cleric channeled their god's power to sanctify the water.
But here creating healing potions uses Intelligence. So just for being the actual healer class I'm less good at creating healing potions than a wizard, which makes no sense to me.

I feel at the very least a Cleric or Druid ought to have the option to use either Wisdom or Intelligence otherwise we're seriously disadvantaged compared to a Wizard to making healing potions when we're the actual healing class.
This message was last edited by the player at 16:09, Wed 11 Mar 2020.
Tidelan Wavyrus
player, 114 posts
Initiative pre roll: 15
AC 13 , PP 15 , HP 19/19
Wed 11 Mar 2020
at 17:00
  • msg #56

Re:  Questions and Suggestions for the GMs.

I agree. I bought ingredients for 8 healing potions and spent 10 downtimes units and now I have 3 basic healing potions because my character has a basic 10 in intelligence with no modifier.

Am a druid with herbalism kit proficiency.

+1 your comment, although it won't help me now, maybe in the future.
Boneclaw
player, 56 posts
Wed 11 Mar 2020
at 19:58
  • msg #57

Re:  Questions and Suggestions for the GMs.

In reply to Tidelan Wavyrus (msg # 56):

There are still some things you can do to make things a little easier: get a partner to help you for Advantage (Aid Another). Cast Guidance for a d4 bonus on Skill rolls.

Still ..
Tidelan Wavyrus
player, 116 posts
Initiative pre roll: 15
AC 13 , PP 15 , HP 19/19
Wed 11 Mar 2020
at 20:29
  • msg #58

Re:  Questions and Suggestions for the GMs.

Ugh. i chose guidance to but didn't think to use it at the time -_-

Oh well, lesson learned. Would someone helping me also cost them downtime units? Cause if so, it's unlikely to find someone who would be willing, even if we're best friends in OOC or ingame, they also have stuff they want to do and their characters deem important.

Either way, your major solution would be to allow druids/clerics [and maybe even rangers?] to be able to use WIS for this is smart.
Spark
player, 22 posts
AC 20 HP 11/11
PP 11 Init +1
Wed 11 Mar 2020
at 20:47
  • msg #59

Re:  Questions and Suggestions for the GMs.

Or, for simplicity's sake - and for the notion that once you're set up to brew tea, you don't have to roll to see if you're able to brew tea - you simply brew tea.

From Xanathar's Guide to Everything:

Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation
Type                 Time       Cost
Healing                 1 day       25 gp
Greater healing 1 workweek    100 gp
Superior healing 3 workweek    1,000 gp
Supreme healing         4 workweeks   10,000 gp
Eigon Iseldan
player, 19 posts
Wed 11 Mar 2020
at 21:14
  • msg #60

Re:  Questions and Suggestions for the GMs.

In reply to Tidelan Wavyrus (msg # 58): Still working on character, but I'll be happy to offer some down time units to help with the crafting. I'm sure your character can offer  something in exchange: help in learning a language, help in learning alchemy, planning doing patrols  together so my wizard can count on your healing skill should he get attacked. As soon as I get him finished I'll send you a PM. Obviously, I won't spend all my down time units just for doing this, since I do have some things I want to get down with the character, but certainly willing to lend a hand.
Wightvane
player, 69 posts
HP 17/17, AC 16, PP 10
DA: BoomBlade or EBlast
Thu 12 Mar 2020
at 00:34
  • msg #61

Re:  Questions and Suggestions for the GMs.

If you want to do a lot of crafting, you can build your character to do such. You don't have to be a spellcaster to make magical items in 5E, so there's no more reason in having it work with Wis for a Cleric than there is for it to work with Str for a Fighter. Having everything key off of your primary stat is great and all, except that it makes things trivial.

Personally, I think the GMs allowing us to make magical items at all is good enough. We're in a setting with unknown amounts of resources, in places that we don't even know exist yet because it hasn't been explored. Honestly, I think allowing crafting anything of value at this point kind of trivializes the setting itself. If we can have all the materials we need imported here so that we can make magic items, then why are we not simply importing the magic items themselves? Are we crafting only for the sake of sinking downtime days and getting items at 1/2 price to save gold? To craft for 1/2 price then sell for a profit and make more gold?

Maybe I'm oldschool, but this seems like we're just trying to cheese the system to save/make cash.
Tidelan Wavyrus
player, 117 posts
Initiative pre roll: 15
AC 13 , PP 15 , HP 19/19
Thu 12 Mar 2020
at 00:47
  • msg #62

Re:  Questions and Suggestions for the GMs.

I kind of get the feel that we're pioneers of this town, and thus are developing our own industry here, sort of like we're grabbing as much of the frontier as we can , ASAP.

quote:
Personally, I think the GMs allowing us to make magical items at all is good enough. We're in a setting with unknown amounts of resources, in places that we don't even know exist yet because it hasn't been explored. Honestly, I think allowing crafting anything of value at this point kind of trivializes the setting itself. If we can have all the materials we need imported here so that we can make magic items, then why are we not simply importing the magic items themselves? Are we crafting only for the sake of sinking downtime days and getting items at 1/2 price to save gold? To craft for 1/2 price then sell for a profit and make more gold?


That's more thought than I'd put into this, I hadn't really thought about economics... I kind of assume the GMs handwave some stuff like, "smith has so much money guys" and "town is safe and not collapse because plot" --which i fully support :)

quote:
Maybe I'm oldschool, but this seems like we're just trying to cheese the system to save/make cash.


That definitely wasn't my goal. I had downtime days (which i dont know if that is homebrew, or from a book i havent read fully, but i havent seem em before) and figured to make healing potions. I didn't know they required a check at all, and it does flavorfully make more sense (in my opinion) to allow WIS to be used. I don't actually want to reroll my 'wasted downtime' (cause that does sort of feel like cheesing the system, personally) but I think it might be a good new optional rule to upload.

I don't really know how to justify why we're crafting though, i think it's too save money and get stuff, but if that wasn't desirable, the GMs wouldn't have allowed crafting... or just used a different ruleset.

---

I'm fine with however it turns out, but I like Boneclaw's suggestion and think it's pretty important for his character concept (which it seems he designed to do lots of crafting), much more so than for mine. I don't really plan to be a merchant, maybe not even buy a house (i might, for funsies) but those people in town who made a legal build should have feasible ways to play that build.

---

i dont know what he's playing exactly, so maybe he made a mistake and actually cant craft like he thought he would be able to, if that's the case I think the GMs could consider working with him on that

Then again that could be deemed a slippery slope to 'i didn't build my character right, give me special features' which isn't my hope, but i don't really know where the line is. I guess i consider crafting somethign that everyone should be able to do if they have the proficiencies?

I think that's what i believe.
Conspirator
GM, 271 posts
Just here to help
Thu 12 Mar 2020
at 04:36
  • msg #63

Re:  Questions and Suggestions for the GMs.

After reviewing the rules in Xanathar's Guide, we have decided to remove the ability check from crafting. You will still need to use skills to gather ingredients in the wild. If you previously failed to craft something, we will allow you to change it retroactively to a success. If two people combine efforts, the downtime cost is halved. The players may decide how the cost is divided.

BTW, none of a Clerics class features use Charisma, in this edition of D&D. They do get proficiency in Charisma Saving Throws, though.

As for why you would craft: Schmidt only has items from the Adventuring Gear and Tools tables (PHB 150, 154.) He charges the listed price. Shipping anything else in requires far more time and money than crafting it.
This message was last edited by the GM at 04:40, Thu 12 Mar 2020.
Elisar Moonraven
player, 11 posts
Songs and stories for all
AC: 13 / HP: 8/8
Thu 2 Apr 2020
at 14:42
  • msg #64

Re:  Questions and Suggestions for the GMs.

Is there anywhere to see weather information? It would be good to know what the weather is like, what time of year it is, etc.

Also, what calendar are we using? Days of the week? Month names? Is there a standard one for D&D5e (I’m not too experienced with this system) or a bespoke one for this game? Happy to help create one if that would be useful.
Conspirator
GM, 343 posts
Just here to help
Thu 2 Apr 2020
at 23:57
  • msg #65

Re:  Questions and Suggestions for the GMs.

Rimewood has unusual weather patterns. Everything is frozen year round, and there are periodic localized snowstorms that last for an hour or two at a time, and include stinging, blinding wind. Its technically summer in the rest of the hemisphere. Since time passes differently for different players, we haven't really thought about a calendar.
Sai Nightbreeze
player, 100 posts
Smells of tannin
AC 16, HP 17 / 17
Thu 23 Apr 2020
at 18:05
  • msg #66

Re:  Questions and Suggestions for the GMs.

Suggestion for combat: when the GM asks for initiative rolls, post the initiative of the enemies as well. That way, we know whether to post our first round of actions in the same post, or wait for the enemies' turn.
Conspirator
GM, 406 posts
Just here to help
Fri 24 Apr 2020
at 05:50
  • msg #67

Re:  Questions and Suggestions for the GMs.

I hadn't originally wanted to do it that way, but Narrator and I agree that the benefits outweigh the downsides.
Alban
player, 149 posts
AC 11, HP 20/20, PP 12
Sun 21 Jun 2020
at 01:50
  • msg #68

Re:  Questions and Suggestions for the GMs.

What will be the crafting costs to make spell scrolls within the game?

For a level one spell scroll, a common magic item, it would cost 1 week and 100gp raw materials for a common magic item according to the DMG.  Would these costs be halved since a scroll is a consumable item?
Enialis Siannodel
player, 184 posts
AC 16 HP 12/12
Sun 21 Jun 2020
at 01:57
  • msg #69

Re:  Questions and Suggestions for the GMs.

In my defense, I'm using XGTE to make scrolls. It's better then using the DMG.
Chloe Nellington
player, 52 posts
HP: 9/9
AC: 13
Sun 21 Jun 2020
at 05:51
  • msg #70

Re:  Questions and Suggestions for the GMs.

Weird. I have a small list of downtime activities and scribing a scroll, I had noted, requires only 1 day and 25gp of materials for 1st level spells. That's what is says on page 133 of Xanathar's Guide to Everything.

The DMG (p. 129) doesn't specifically talk about scrolls, just about common magic items in general. Perhaps we should take the advice of XGtE then since it's more specific.
Conspirator
GM, 568 posts
Just here to help
Sun 21 Jun 2020
at 13:41
  • msg #71

Re:  Questions and Suggestions for the GMs.

Yeah use XGtE, but wherever it says 1 day, you use 1 downtime unit.
Tidelan Wavyrus
player, 315 posts
HP 29/29, 1st: 2/3
AC 15, PP 15
Mon 26 Oct 2020
at 20:45
  • msg #72

Re:  Questions and Suggestions for the GMs.

Question: Is this game running the variant flanking rule wherein attacks against an enemy get advantage if two allies are in opposite adjacent squares to them?

IMO, I really enjoy it, but many players and GMs hate it.

Whatever the answer is, thanks for replying.
Conspirator
GM, 762 posts
Just here to help
Tue 27 Oct 2020
at 13:38
  • msg #73

Re:  Questions and Suggestions for the GMs.

Nah, we're not using that one.
Tidelan Wavyrus
player, 316 posts
HP 29/29, 1st: 2/3
AC 15, PP 15
Tue 27 Oct 2020
at 14:39
  • msg #74

Re:  Questions and Suggestions for the GMs.

Ok, good to know, thank you.
Brohm of Clan Stonehelm
player, 54 posts
Dwarf, Male, Ranger.
AC.:16, HP.:13/13
Thu 26 Nov 2020
at 18:28
  • msg #75

Re:  Questions and Suggestions for the GMs.

Are you using Tasha's?
Conspirator
GM, 821 posts
Just here to help
Thu 26 Nov 2020
at 18:54
  • msg #76

Re:  Questions and Suggestions for the GMs.

We don't have it yet, so we can't decide yet what optional rules we'll use, but we will for sure allow the subclasses.
Brohm of Clan Stonehelm
player, 55 posts
Dwarf, Male, Ranger.
AC.:16, HP.:13/13
Thu 26 Nov 2020
at 20:21
  • msg #77

Re:  Questions and Suggestions for the GMs.

No problem.  I was looking at the Throwing Weapons Fighting Style.
Eithan
player, 13 posts
That belongs in a museum!
AC 12, PP 14, HP 7/7
Thu 26 Nov 2020
at 20:44
  • msg #78

Re:  Questions and Suggestions for the GMs.

That's excellent news! I was planning Eithan to be a Divination Wizard, but Order of Scribes looks like too much fun to pass up. :)
This message was last edited by the player at 20:44, Thu 26 Nov 2020.
Victor Iusticia
player, 109 posts
AC 16 | HP 3/11 | PP 10
LoH 5/5
Wed 3 Mar 2021
at 00:02
  • msg #79

Re:  Questions and Suggestions for the GMs.

Here's a thread index I put together if you wanted to use it. The <a href> RuBB codes only work if posted by a GM though ;)

Thread Index
Thread NameLinkThread Description
Apothecary and Alchemy<a href=”https://rpol.net/display.cgi?gi=74506&ti=26&date=1600823756#bottom”>LINK</a>Shop
Chloes Cozy Cavern Tavern<a href=”https://rpol.net/display.cgi?gi=74506&ti=48&date=1606986785#bottom”>LINK</a>Tavern
Fierce Hearts Village<a href=”https://rpol.net/display.cgi?gi=74506&ti=44&date=1614485538#bottom”>LINK</a>Location
Hexia’s Shop<a href=”https://rpol.net/display.cgi?gi=74506&ti=45&date=1614408371#bottom”>LINK</a>Shop, Magical Items, Fierce Hearts Village
Hexia’s Prices<a href=”https://rpol.net/display.cgi?gi=74506&ti=46&date=1594949523”>LINK</a>Prices for above
Izayah’s cabin<a href=”https://rpol.net/display.cgi?gi=74506&ti=34&date=1586985852#bottom”>LINK</a>Player Home
Jessop’s Goods<a href=”https://rpol.net/display.cgi?gi=74506&ti=12&date=1614206080#bottom”>LINK</a>Shop, General Adventuring Gear
Jessop’s Shop and Erret’s Construction Prices<a href=”https://rpol.net/display.cgi?gi=74506&ti=10&date=1609389245”>LINK</a>Prices for above and construction
Job Board<a href=”https://rpol.net/display.cgi?gi=74506&ti=2&date=1613791682”>LINK</a>Quests and such
Lukas Verbannt’s House<a href=”https://rpol.net/display.cgi?gi=74506&ti=29&date=1583474238#bottom”>LINK</a>Player Home
Sai’s Fine Leathers<a href=”https://rpol.net/display.cgi?gi=74506&ti=69&date=1614582999#bottom”>LINK</a>Shop, Leather Armour and Goods
Spark’s Melting Pot<a href=”https://rpol.net/display.cgi?gi=74506&ti=51&date=1599068076#bottom”>LINK</a>Shop, Metal Armour and Goods
Smith’s Gambit Barracks<a href=”https://rpol.net/display.cgi?gi=74506&ti=43&date=1596671792#bottom”>LINK</a>Location
Smith’s Gambit Town Hall<a href=”https://rpol.net/display.cgi?gi=74506&ti=3&date=1614007483#bottom”>LINK</a>Location
Temple of Kelemvor<a href=”https://rpol.net/display.cgi?gi=74506&ti=57&date=1613845440#bottom”>LINK</a>Temple
The Frosthide Inn<a href=”https://rpol.net/display.cgi?gi=74506&ti=27&date=1614554475#bottom”>LINK</a>Inn
Tidelan’s Home and Fighting Pit<a href=”https://rpol.net/display.cgi?gi=74506&ti=65&date=1614205798#bottom”>LINK</a>Battle Arena, Gambling, Downtime, Player Home
Triton Embassy<a href=”https://rpol.net/display.cgi?gi=74506&ti=42&date=1614583117#bottom”>LINK</a>Embassy, Shop, Magical Items
Tritons’ Prices<a href=”https://rpol.net/display.cgi?gi=74506&ti=47&date=1594983617”>LINK</a>Prices for above
Wightvane’s Home<a href=”https://rpol.net/display.cgi?gi=74506&ti=35&date=1588022617#bottom”>LINK</a>Player Home
ThreadName<a href=”URLGOESHERE”>LINK</a>ThreadDesc

Tidelan Wavyrus
player, 425 posts
Level 4, HP 39/39
AC 15, PP 15
Wed 3 Mar 2021
at 00:38
  • msg #80

Re:  Questions and Suggestions for the GMs.

Wow! I hope that didn't take you too much time, ha ha :)

Well done, though! I'm sure the GMs will be grateful for your help :)
Wendel
player, 91 posts
AC:14 PP:14 HP:6/6+5THP
Half Elf Glass Cannon
Wed 3 Mar 2021
at 00:43
  • msg #81

Re:  Questions and Suggestions for the GMs.

Nice work Victor. I see the Narrator took this and posted it. Something weird is going on though because all the links posted bring me to a "403 forbidden" page unfortunately. I'm no wiz at this stuff so maybe somebody else knows what's going on there.

Edit: Maybe starting the link at "display" since it seems to double up the r.rpol.net bit
This message was last edited by the player at 00:45, Wed 03 Mar 2021.
The Narrator
GM, 565 posts
Let me tell you a tale.
Wed 3 Mar 2021
at 00:45
  • msg #82

Re:  Questions and Suggestions for the GMs.

We are indeed. Thank you very much for your hard work we have already posted it and will be seeing if it makes things easier. (Which I'm sure it will)
Wendel
player, 92 posts
AC:14 PP:14 HP:6/6+5THP
Half Elf Glass Cannon
Wed 3 Mar 2021
at 00:48
  • msg #83

Re:  Questions and Suggestions for the GMs.

Tested my theory. Cutting the links down to start at display and removing the quotation marks seemed to work for me. Hope that helps.

I.E. display.cgi?gi=74506&ti=26&date=1600823756#bottom
This message was last edited by the player at 00:49, Wed 03 Mar 2021.
Victor Iusticia
player, 111 posts
AC 16 | HP 3/11 | PP 10
LoH 5/5
Wed 3 Mar 2021
at 00:52
  • msg #84

Re:  Questions and Suggestions for the GMs.

Yep that works!
Wendel
player, 93 posts
AC:14 PP:14 HP:6/6+5THP
Half Elf Glass Cannon
Wed 3 Mar 2021
at 00:58
  • msg #85

Re:  Questions and Suggestions for the GMs.

Looks like they're all almost all working now.

Tidelan's Home and Fighting pit still goes to a 403. Adjusting it as all the others should do the trick.

Edit edit: Scratch that already taken care of.
This message was last edited by the player at 01:01, Wed 03 Mar 2021.
The Narrator
GM, 566 posts
Let me tell you a tale.
Wed 3 Mar 2021
at 01:00
  • msg #86

Re:  Questions and Suggestions for the GMs.

They should all be working now. Thank you very much for your help too Wendel.
This message was last edited by the GM at 01:01, Wed 03 Mar 2021.
Victor Iusticia
player, 271 posts
AC 16 | HP 25/25 | PP 10
LoH 10/10 S1 3/3
Mon 29 Mar 2021
at 09:04
  • msg #87

Re:  Questions and Suggestions for the GMs.

Question: Identifying magic items

Are we running the standard identification rules from the DMG? {tl;dr use Identify spell for speed and detecting cursed items or spend a short rest focusing on an item to determine it's properties, excepts potions. DMG 136}

Are we running the variant identification rules from the DMG? {tl;dr Identify or experimentation or both. DMG 136}

Or some other variation?

Sub Question: Knowing if an item is magic or mundane
Outside of objects that display obvious magical properties such as a flaming blade, do we need to use Detect Magic or other similar abilities to know if an item may be magical?
Are we doing Arcana rolls?
Some other variation?

Sidenote: If Identification/Detection is required I see a gap in the market for a new store/service for a talented ritual caster...
Carmen Diaz
player, 258 posts
AC 18 | HP 15/15 | PP 12
Warlock Bounty Hunter
Mon 29 Mar 2021
at 10:24
  • msg #88

Re:  Questions and Suggestions for the GMs.

I’m sure Hexia could do it all
Chelsie Primrose
player, 138 posts
15 AC/17 HP/2 Slots/PP 7
hElf Lock/HL 2d6/Exh 2
Mon 29 Mar 2021
at 12:52
  • msg #89

Re:  Questions and Suggestions for the GMs.

When it comes to home/shop construction, can you expand a home later for the same prices as having built more rooms originally? And I'm assuming it's okay to run a shop out of a room in a house...
Conspirator
GM, 1093 posts
Just here to help
Mon 29 Mar 2021
at 14:05
  • msg #90

Re:  Questions and Suggestions for the GMs.

Victor: Standard item identification rules. Technically, you can spend a short rest with an item you suspect is magical to identify its magical properties, if it has any, but detect magic will tell you straight off if any item you can see is magical.

Chelsie: Yes you may expand a building later for the same price, and you may run a shop out of your home, but the shop should ideally have its own dedicated room (though a crafter could sell out of the same room they work in.)
Chelsie Primrose
player, 141 posts
15 AC/24 HP/2 Slots/PP 7
Warlock HL 4d6/Exh 1
Mon 29 Mar 2021
at 14:13
  • msg #91

Re:  Questions and Suggestions for the GMs.

In reply to Conspirator (msg # 90):

Awesome, thank you! For buildings, do we just PM you, or is there a thread to do it in. I'll have a layout figured out shortly.
Conspirator
GM, 1094 posts
Just here to help
Mon 29 Mar 2021
at 15:19
  • msg #92

Re:  Questions and Suggestions for the GMs.

You're welcome. Put it in your original RTJ PM thread, please.
This message was last edited by the GM at 15:19, Mon 29 Mar 2021.
Nutcracker
player, 76 posts
AC 14; 11/11 HP; PP 12
Kenku Ranger; Exh 1
Mon 29 Mar 2021
at 19:39
  • msg #93

Re:  Questions and Suggestions for the GMs.

Is there any kind of listing of facilities/services that haven't been made by players or Hexia? I'm curious about the things that make up the town because I'm a sucker for world building.
Malkus
player, 388 posts
AC 17; HP 33/33; PP 10
Mon 29 Mar 2021
at 19:46
  • msg #94

Re:  Questions and Suggestions for the GMs.

link to a message in this game

This shows what there is, which is the shorter of the two lists.
Chelsie Primrose
player, 158 posts
15 AC/24 HP/2 Slots/PP 12
Half-Elf Warlock / HL 4d6
Thu 1 Apr 2021
at 21:09
  • msg #95

Re:  Questions and Suggestions for the GMs.

When I scribe a scroll, does that scroll use my spellcasting ability modifier, spell attack, and save DC? Or are they based on the spell scroll statistics on DMG 200, where spell scrolls are considered as treasure?

Since the spell in question is currently cure wounds, it's the ability modifier that matters for me right now. Working backwards from the DMG table and assuming the minimum proficiency bonus necessary to cast each level of spell, I get these implied spellcasting ability modifiers:

Spell LevelSave DCAttack BonusMin. Prof.Implied Ability Mod.
Cantrip13+5+2+3
1st13+5+2+3
2nd13+5+2+3
3rd15+7+3+4
4th15+7+3+4
5th17+9+4+5
6th17+9+4+5
7th18+10+5+5
8th18+10+5+5
9th19+11+6+5

At the moment, the question is rather academic, as my Cha modifier is the same +3 as the table implies. The only other noteworthy detail is on XGE 133, where it states that a cantrip scroll works as if the caster were first level (so only one damage die). That seems tangential to the ability modifier question.

....

It now occurs to me that I was assuming I could scribe a 1st level spell as a 1st level spell, but as a warlock, my slots are all 2nd level now. Can I even scribe cure wounds at 1st level, or do I have to scribe it at 2nd level? The XGE rules say "the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell." It doesn't say anything about slot level.
This message was last edited by the player at 22:07, Thu 01 Apr 2021.
Conspirator
GM, 1108 posts
Just here to help
Fri 2 Apr 2021
at 00:00
  • msg #96

Re:  Questions and Suggestions for the GMs.

Use the stats from the DMG. You can create scrolls with levels lower than your spell slots if you wish.
Chelsie Primrose
player, 163 posts
15 AC/24 HP/2 Slots/PP 12
Half-Elf Warlock / HL 4d6
Fri 2 Apr 2021
at 02:48
  • msg #97

Re:  Questions and Suggestions for the GMs.

Thank you for that!
Victor Iusticia
player, 358 posts
AC 16 | HP 25/25 | PP 10
LoH 15/15 S1 3/3
Mon 12 Apr 2021
at 05:10
  • msg #98

Re:  Questions and Suggestions for the GMs.

I'm interested in your new ruleset for selling to NPCs in addition to PCs and wanted to know what requirements need to be met in order to qualify for running a business.

I'm assuming it requires at minimum a building as well as something to sell. Given Victor doesn't have any tool proficiencies for crafting I was wondering if he would be able to offer a service such as tattooing. What would this sort of setup cost to get going?

Eventually I'd look to have him skill up in a relevant tool using one of Hexia's scrolls of instant training if it would allow him to create the magical tattoos from Tasha's or even the gemstone tattoos from the Critical Role universe.
Conspirator
GM, 1140 posts
Just here to help
Mon 12 Apr 2021
at 10:01
  • msg #99

Re:  Questions and Suggestions for the GMs.

You have to own a building to operate out of, and have a skill or tool proficiency that could be used to provide goods or service people would want. Tattoos would require a tool proficiency, magical tattoos work like any other magical item, but we already have someone preparing to get a magical tattoo shop up and running.
Victor Iusticia
player, 362 posts
AC 16 | HP 25/25 | PP 10
LoH 15/15 S1 3/3
Mon 12 Apr 2021
at 10:04
  • msg #100

Re:  Questions and Suggestions for the GMs.

Oh, who is setting up magical tattoos? I'll want to get a few :D

I suppose I'll have to wait until I can have Victor train in some sort of tool set then I guess, unless people will pay to have him intimidate them as a cure for hiccups :P
Conspirator
GM, 1141 posts
Just here to help
Mon 12 Apr 2021
at 10:26
  • msg #101

Re:  Questions and Suggestions for the GMs.

Someone you know. You'll have to wait and see, unless they decide to tell you. Though, now that I think about it, they're only going to be offering one kind (specifically, tattoos that cast find familiar,) so maybe you could learn to make the rest?
Victor Iusticia
player, 363 posts
AC 16 | HP 25/25 | PP 10
LoH 15/15 S1 3/3
Mon 12 Apr 2021
at 10:29
  • msg #102

Re:  Questions and Suggestions for the GMs.

What tool proficiency would be required, presumably some sort of artisan's tools, and is it a matter of buying a recipe for each individual spell effect or just the spell level?
Conspirator
GM, 1143 posts
Just here to help
Mon 12 Apr 2021
at 10:48
  • msg #103

Re:  Questions and Suggestions for the GMs.

Smith's Tools (because you're actually creating a magical needle) or the Arcana skill could do it, but for Spellwrought Tattoos, you would need to know the spells you want the tattoo to cast. For any other types, you need the specific recipe.
Victor Iusticia
player, 365 posts
AC 16 | HP 25/25 | PP 10
LoH 15/15 S1 3/3
Mon 12 Apr 2021
at 10:55
  • msg #104

Re:  Questions and Suggestions for the GMs.

Ah cool, I might aim for the Smith's Tools then so I can also fabricate my own arms and armour as needed. It'll probably be some time before I can afford the gold price.

So knowing the spell as part of the needle manufacture sounds perfectly reasonable to me, I assume purchasing the recipe for each spell I can't cast would be done through Hexia. edit: reread your post, you probably meant the non-Spellwrought tattoos there :D

Would crafting with another person allow me to provide the Smithing knowledge and them to provide the casting knowledge? Might be useful if people want a tattoo of a spell they know that Victor doesn't.

This is definitely interesting to me assuming whoever else was looking into doing it doesn't beat me to it.
This message was last edited by the player at 10:56, Mon 12 Apr 2021.
Conspirator
GM, 1145 posts
Just here to help
Mon 12 Apr 2021
at 11:39
  • msg #105

Re:  Questions and Suggestions for the GMs.

Sure! Granted, most spellcasters tend to be proficient in Arcana, so they could craft them on their own, but the downtime cost savings for cooperative crafting is always worth it.
Victor Iusticia
player, 367 posts
AC 16 | HP 25/25 | PP 10
LoH 15/15 S1 3/3
Mon 12 Apr 2021
at 11:49
  • msg #106

Re:  Questions and Suggestions for the GMs.

Hmmm true I suppose, it's very similar to crafting spell scrolls I imagine. Hopefully the spells on my list are alluring enough to attract trade :)
Conspirator
GM, 1148 posts
Just here to help
Tue 13 Apr 2021
at 03:18
  • msg #107

Re:  Questions and Suggestions for the GMs.

Well, any of the Smite spells would appeal to anyone who likes to melee. Then of course, there's shield of faith.
Carmen Diaz
player, 367 posts
AC 18 | HP 22/22 | PP 12
Warlock Bounty Hunter
Tue 13 Apr 2021
at 03:19
  • msg #108

Re:  Questions and Suggestions for the GMs.

Can you craft a scroll of summon greater steed? :) Flying around on griffon's would be oh so cool....
Victor Iusticia
player, 379 posts
AC 16 | HP 25/25 | PP 10
LoH 15/15 S1 3/3
Tue 13 Apr 2021
at 03:24
  • msg #109

Re:  Questions and Suggestions for the GMs.

I intend to stop progression in Paladin before getting access to 3rd level Paladin spells so I'd have Find Steed but for the Greater version I'd probably have to get Malkus's help.
This message was last edited by the player at 03:26, Tue 13 Apr 2021.
Malkus
player, 463 posts
AC 17; HP 33/33; PP 10
Tue 13 Apr 2021
at 03:26
  • msg #110

Re:  Questions and Suggestions for the GMs.

Victor Iusticia:
I intend to stop progression in Paladin before getting access to 3rd level Paladin spells so I'd have Summon Steed but for the Greater version I'd probably have to get Malkus's help.


That can be probably be arranged. That spell in particular is one I'm looking forward to
Carmen Diaz
player, 572 posts
AC 18 | HP 22/22 | PP 12
Warlock Bounty Hunter
Tue 1 Jun 2021
at 02:41
  • msg #111

Re:  Questions and Suggestions for the GMs.

Due to reactions such as shield, I'd like to suggest that enemy attacks have their Attack rolls or results shown so that canny players are able to cheat certain doom.

https://www.youtube.com/watch?v=ReFhu8KYbmU
Brohm of Clan Stonehelm
player, 274 posts
Dwarf, Male, Ranger.
AC.:15, HP.:39/39, PP:13
Tue 1 Jun 2021
at 07:45
  • msg #112

Re:  Questions and Suggestions for the GMs.

In reply to Carmen Diaz (msg # 111):

I would think that's unnecessary.  As long as one knows the attack roll hit, one can use Shield as a reaction.  Knowing the number only effects metagaming by allowing one to do math and determine if attack roll is too high for Shield to be effective.
Carmen Diaz
player, 574 posts
AC 18 | HP 22/22 | PP 12
Warlock Bounty Hunter
Tue 1 Jun 2021
at 07:53
  • msg #113

Re:  Questions and Suggestions for the GMs.

It depends on your viewpoint.

A lot of games play in the style of: I rolled an 18. Does that hit?
Player has AC 17 and knows that using Shield will be useful.

I hadn't contemplated games that ran where the GM just stated that an attack hits or not without disclosing numbers. Happy either way but the one thing I will say is that currently the rest of the players are waiting for me to decide if I use Shield or not so that they can also figure out their own actions.
Victor Iusticia
player, 492 posts
AC 16 | HP 25/25 | PP 10
LoH 15/15 S1 3/3
Tue 1 Jun 2021
at 08:03
  • msg #114

Re:  Questions and Suggestions for the GMs.

I think including an attack roll is valid (and my preference) for play by post in order to help speed things along.

At my meatspace table we have always had the GM ask "does a 24 hit your AC?" which acts as a prompt for the players to state any reactions. It hasn't seemed to lead to any problematic metagaming.
Tidelan Wavyrus
player, 705 posts
Level 4, HP 39/39
AC 15, PP 15
Tue 1 Jun 2021
at 17:38
  • msg #115

Re:  Questions and Suggestions for the GMs.

Agree with Victor and Carmen on the posting of GM attack rolls, like how the players do it.

I don't think it's metagaming as much as it is strategizing.

It also seems to be the usual from what I've seen and participated in elsewhere, as well.
Spark
player, 262 posts
AC 19 HP 31/31
PP 11 Init +1
Tue 1 Jun 2021
at 20:15
  • msg #116

Re:  Questions and Suggestions for the GMs.

quote:
I don't think it's metagaming as much as it is strategizing.


I think the apprehension surrounds it being strategizing based on meta-gaming, as opposed to strategizing based solely on what your character perceives.

But that's where I don't think it's a problem for GM's to disclose rolls. From a narrative viewpoint, the wizard tries to get out of harm's way but realising that the opponent's blade is closer than first expected, reacts by throwing his arm up in a warding motion, and the blade dances harmlessly off the shield spell he cast.

That's simply giving the knowledge that +2 AC would make the enemy miss him a bit of narrative fluff and justifying giving player characters the knowledge of an opponent's roll.

In the end, the wizard lives to fight another round but is down one spell slot, so attrition is satisfied.
Brohm of Clan Stonehelm
player, 275 posts
Dwarf, Male, Ranger.
AC.:15, HP.:39/39, PP:13
Tue 1 Jun 2021
at 22:20
  • msg #117

Re:  Questions and Suggestions for the GMs.

In reply to Spark (msg # 116):

Shield is a +5 AC bonus.

It is not the knowledge of the hit that the Caster can then cast Shield that is the issue.  They can cast Shield any time they are hit.  It is the knowledge of when casting Shield would be useless, knowledge that their character would not have, that is the issue.
Carmen Diaz
player, 576 posts
AC 18 | HP 22/22 | PP 12
Warlock Bounty Hunter
Tue 1 Jun 2021
at 22:47
  • msg #118

Re:  Questions and Suggestions for the GMs.

This request is based mostly on convenience.

Option 1: declare a hit only.
Player can use a reaction to potentially avoid hits.
GM has to confirm if reaction is effective
Everyone can now post actions based on the reaction

Option 2: declare attack roll (I don’t mind if the dice roller result is shown or not, just the AC that was hit.
Player uses reaction to avoid hit, knowing the result of the reaction
All players can post without needing confirmation from the GM.
The Narrator
GM, 836 posts
Let me tell you a tale.
Tue 1 Jun 2021
at 23:49
  • msg #119

Re:  Questions and Suggestions for the GMs.

So Conspirator and I have talked it over and have agreed that we will start showing EITHER the AC that was hit or that it was a crit, but we will not be doing those two in the same instance.
Victor Iusticia
player, 494 posts
AC 16 | HP 25/25 | PP 10
LoH 15/15 S1 3/3
Wed 2 Jun 2021
at 02:15
  • msg #120

Re:  Questions and Suggestions for the GMs.

Sounds like a good call to me :)
Carmen Diaz
player, 577 posts
AC 18 | HP 22/22 | PP 12
Warlock Bounty Hunter
Wed 2 Jun 2021
at 02:17
  • msg #121

Re:  Questions and Suggestions for the GMs.

Awesome to hear. Thanks so much :)
Tiria Nailo
player, 165 posts
HP: 17/20 AC:14-17 PP12
{not so} powerful wizard
Sat 16 Oct 2021
at 05:13
  • msg #122

Re:  Questions and Suggestions for the GMs.

With the updates to business and sleep rules I have a few questions.
emphasis is mine:
Erret is in charge of any new construction, and charges 50gp for a single room (15'x15') log cabin with a fireplace or stove and 25gp for each separate room (bedrooms, kitchens, etc.) For a 30'x30' room, these costs are doubled. Additional fireplaces or stoves cost 25gp (limit one per room.) Stairs cost 25gp. Stone construction costs double (including the costs to heat!,) and takes 10 extra days, for the stone to be delivered. The more you pay for your home, the better the lifestyle available to you. Any non-portable crafting fixture (worktables, blacksmith's furnace/forge, etc.) costs 50gp, requires its own room, and allows the type of crafting it is made for.


Question 1)
Building a 30 ft by 30 ft room doubles the cost but quadruples the area foot print (4 15 ft by 15 ft squares if you like).
Is it reasonable to leave one corner to the regular living requirements leaving the other 3 corners available for worktables/forges etc or do they still require their own separate rooms?
I assume there is enough space so no need for additional rooms.

Question 2)
Is it just the room cost which is doubled or also anything that is purchased to go inside it (extra fireplaces, workstations etc)?
I assume the double charge is for the structure only.

Question 3)
Is there an ability to upgrade from wooden to stone construction down the line, is the cost the difference, the full charge for a new construction or somewhere in the middle?
I assume the difference is charged.

Based on my current assumptions I would expect something like this example:
Tiria wishes to build a new structure to live in and run a business from. She decides on a wooden building with dimensions 30 ft by 30 ft (or equivalent).
Her costs would be as follows:
50 x 2 = 100 gp for basic construction which includes a stove. (Base capacity is 1: Poor)
25 gp for an additional fireplace, assuming extra space = extra heating. (+1 Capacity to 2:Modest)
50 gp for a worktable for running her business with room for another 2 later if desired.
Total cost so far is 175 gp.

Later she decides to upgrade to stone construction:
Difference in cost to stone = 100 gp (+1 capacity to 3: Wealthy)
Extra fireplace due to stone's extra heating needs = 25 gp (+1 capacity to 4: Aristocratic)
Upgrade costs: 125 gp.

This seems pretty reasonable to me but before I get too ahead of myself for planning I figured it best to get definite confirmation on my interpretation/assumptions!

emphasis is mine:
4. Rest and sleep: Sleep is not required to get the benefits of a long rest, however, most races need 6 hours of sleep a night. Any time you are awake for more than 18 hours, you make a Con save at the start of every four hour period, DC 10 + number of hours beyond 18 you've been awake. Failure equals a level in exhaustion. Failure by 10 or more means you fall asleep.


Question 4)
Regarding races that do not need sleep or have an alternative, I assume this rule would be altered to be somewhat equivalent, is this correct?

For example, an elf (such as Tiria) requires 4 hours of Trance for a long rest, they do not sleep. They would be able to go 20 hours without starting to Trance before needing to roll for exhaustion.

Another example, creatures that don't need any sleep (I assume Spark is warforged?) completely ignore this rule.

Question 5)
Most nights in the wilderness (in my experience) have PCs taking turns on watch. Assuming a very busy 18 hour adventuring day, does this mean that whoever is on first watch, presumably for about 2 hours, will need to make the Constitution roll at the start of their watch?
If so, easy work arounds are to adventure no more than 16 hours (makes sense) or keep the same watch order each day so that the cycle is staggered by 2 hours for each  PC.

Question 6)
Did I just channel Tidelan?
Conspirator
GM, 1475 posts
Just here to help
Tue 19 Oct 2021
at 04:22
  • msg #123

Re:  Questions and Suggestions for the GMs.

Tiria Nailo:
With the updates to business and sleep rules I have a few questions.
emphasis is mine:
Erret is in charge of any new construction, and charges 50gp for a single room (15'x15') log cabin with a fireplace or stove and 25gp for each separate room (bedrooms, kitchens, etc.) For a 30'x30' room, these costs are doubled. Additional fireplaces or stoves cost 25gp (limit one per room.) Stairs cost 25gp. Stone construction costs double (including the costs to heat!,) and takes 10 extra days, for the stone to be delivered. The more you pay for your home, the better the lifestyle available to you. Any non-portable crafting fixture (worktables, blacksmith's furnace/forge, etc.) costs 50gp, requires its own room, and allows the type of crafting it is made for.


Question 1)
Building a 30 ft by 30 ft room doubles the cost but quadruples the area foot print (4 15 ft by 15 ft squares if you like).
Is it reasonable to leave one corner to the regular living requirements leaving the other 3 corners available for worktables/forges etc or do they still require their own separate rooms?
I assume there is enough space so no need for additional rooms.

Question 2)
Is it just the room cost which is doubled or also anything that is purchased to go inside it (extra fireplaces, workstations etc)?
I assume the double charge is for the structure only.

Question 3)
Is there an ability to upgrade from wooden to stone construction down the line, is the cost the difference, the full charge for a new construction or somewhere in the middle?
I assume the difference is charged.

Based on my current assumptions I would expect something like this example:
Tiria wishes to build a new structure to live in and run a business from. She decides on a wooden building with dimensions 30 ft by 30 ft (or equivalent).
Her costs would be as follows:
50 x 2 = 100 gp for basic construction which includes a stove. (Base capacity is 1: Poor)
25 gp for an additional fireplace, assuming extra space = extra heating. (+1 Capacity to 2:Modest)
50 gp for a worktable for running her business with room for another 2 later if desired.
Total cost so far is 175 gp.

Later she decides to upgrade to stone construction:
Difference in cost to stone = 100 gp (+1 capacity to 3: Wealthy)
Extra fireplace due to stone's extra heating needs = 25 gp (+1 capacity to 4: Aristocratic)
Upgrade costs: 125 gp.

This seems pretty reasonable to me but before I get too ahead of myself for planning I figured it best to get definite confirmation on my interpretation/assumptions!

emphasis is mine:
4. Rest and sleep: Sleep is not required to get the benefits of a long rest, however, most races need 6 hours of sleep a night. Any time you are awake for more than 18 hours, you make a Con save at the start of every four hour period, DC 10 + number of hours beyond 18 you've been awake. Failure equals a level in exhaustion. Failure by 10 or more means you fall asleep.


Question 4)
Regarding races that do not need sleep or have an alternative, I assume this rule would be altered to be somewhat equivalent, is this correct?

For example, an elf (such as Tiria) requires 4 hours of Trance for a long rest, they do not sleep. They would be able to go 20 hours without starting to Trance before needing to roll for exhaustion.

Another example, creatures that don't need any sleep (I assume Spark is warforged?) completely ignore this rule.

Question 5)
Most nights in the wilderness (in my experience) have PCs taking turns on watch. Assuming a very busy 18 hour adventuring day, does this mean that whoever is on first watch, presumably for about 2 hours, will need to make the Constitution roll at the start of their watch?
If so, easy work arounds are to adventure no more than 16 hours (makes sense) or keep the same watch order each day so that the cycle is staggered by 2 hours for each  PC.

Question 6)
Did I just channel Tidelan?


Our prevailing guideline on housing is this: Everyone who pays the same amount gets the same benefits. Following from this:

1) A 30x30 room counts as 2 rooms for any relevant rules.

2) Heating cost is doubled, but heating is already factored into the price of the first room, so when you doubled the price in the first step, you already paid enough to heat it. You only need to double the cost of workstations if you want to double the amount of people who can work in the room (normally, 4.)

3) You may upgrade to stone by paying the difference.

Editing your example to fit this:
Tiria wishes to build a new structure to live in and run a business from. She decides on a wooden building with dimensions 30 ft by 30 ft (or equivalent).
Her costs would be as follows:
50 x 2 = 100 gp for basic construction which includes a big stove. (Base capacity is 3: Comfortable, because it's the same as having a second heated room.)
50 gp for a worktable for running her business with room for another 2 later if desired.
Total cost so far is 150 gp.

Later she decides to upgrade to stone construction:
Difference in cost to stone, including heating = 100 gp (+3 capacity to 6: Aristocratic, even if you have one person move in.)
Upgrade costs: 100 gp.

4) You are correct.

5) Don't forget, regardless of time spent sleeping, a long rest is 8 hours, so if you make that a habit, either you're not getting the benefits of a long rest, or you're getting to bed--and waking up-- 2 hours later every day. But yes, first watch would have to make those saves if they start after an 18-hour day.

6) It happens.
Tiria Nailo
player, 166 posts
HP: 17/20 AC:14-17 PP12
{not so} powerful wizard
Tue 19 Oct 2021
at 05:08
  • msg #124

Re:  Questions and Suggestions for the GMs.

Thanks Conspirator :)
Conspirator
GM, 1476 posts
Just here to help
Tue 19 Oct 2021
at 16:00
  • msg #125

Re:  Questions and Suggestions for the GMs.

You're welcome :)
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