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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!
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