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I've not been around enough to get especially involved, but lets just roll with it now the RP is in place. Its a nice opportunity for Kheled and Aristedes to attempt a smooth recovery at any rate.
I also had the impression he was being smug and it was the word quip that gave that impression to me too along with a sense of smugness.
My last post is Aristedes trying to give the others a way out of the tense situation as well as some damage control. Please don't take it as OOC forcing anyone out of the conversation, more just opening the door.
DM oKOyA wrote:
Are we waiting on Alex's input? Maybe someone else could step up and be interim leader for the time being?
I've been a little reluctant to be forceful because i'm able to post so infrequently right now, but I really don't understand the constant desire to retreat.
The strain/injury system finally gives something of a solution to the 15 minute work day but it feels like everyone is trying to make it the 5 minute workday.
We're low level. The casters are expected to have useful cantrips and/or basic weaponry. Our martials really have a chance to shine and push on using the strain system... and we keep running clear and discussing retreat at every moment.
The only person with any actual damage is Aerathiel.
I suspect Okoya is having the same thoughts as I am but is being more diplomatic.
In addition, there have been hints that time is an issue. Wasting an entire day because our Oracle is fizzled out seems like such a waste.
Bali Tharnhammer wrote:
Does the macro program do things like roll the dice, then sort players into initiative order? If not, it might be just as easy and useful to make txt documents with what you want, and just copy and paste as necessary.
It does not.
I used to copy and paste as you suggest, but Shortkeys saves me time as I don't need to dig around for the document, copy and paste it. Can just stay in my window and type the hotkey.
No, I mean just rolling initiative for everyone and making blocks based on it. If the enemy only have one initiative roll for all of them anyway, it works out as 2-3 blocks maximum anyway.
Monsters (Highest Roll block)
Example 3 (most common)-
Arguably, 3 is still two blocks because it still essentially alternates.
The best way to reward high initiative characters is to just roll for everyone and organise what follows.
Casimir- 1d20 + 5 ⇒ (20) + 5 = 25
^^ so each round, Casimir would act, then the monster, then everyone else is free to act (but still resolved in initiative order; jumping the gun gets really messy). This is 3 blocks, but if Casimir doesn't need to wait for a map update or anything he can always pre-post his action for the next round, reducing it to a 2 block system.
Anyway, advocating for my personal preference aside, I am ok with group initiatives too.
In all honesty, it usually ends up with a maximum of 3 blocks. Often PC's, Monsters, PC's.
I will admit to fiddling the order in which dice rolls are made sometimes to make it go neatly into two blocks :P.
Reginald, I use software called Shortkeys Lite. Very easy to use, the free version stores up to 10 macros. I type #combat and it writes out my full round template (with italics and bold etc.). I also have initiative and group perception rolls on other macros per game.
The black raven wrote:
This. Seriously, this. I loathe the scimitar and its dominance for finesse combatants.
Irena Tyr wrote:
Oh go on then, I always forget to use the things [dice=Charm (TN 50)]1d100 And that is why I always forget the things, never do me a blind bit of good!
You should be aware that re-rolling is not the only purpose of Fate Point expenditure. I have added the available actions for it to the Campaign Info tab so you have easy, permanent access; but i'll post them here once too-
1. Re-roll a failed test once.