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male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

It's a really popular AP. I'm certain that's why they did an anniversary revamp for it.

It promises to be fun. If I end up needing replacement players I'll let you guys know.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Enjoy it man - I have the feeling for some reason that you will give a fine DM.

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

Want me to NPC that shopkeepers daughter for ya? ;)


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Don't give me any ideas. =P


Male Drow Noble Accountant 12/Monk 10

Hey guys,

Just got home from work a little while ago, and it looks like I'll be really busy until at least the early afternoon. I'll try to post something in the morning, but between meetings and conference calls, I'm gonna be stuck. I hear Macavity's concerns and I'll try to post a summary of actions, but right now, only a couple of gargoyles are going to dive in and go toe to toe with someone, and the leaders will keep shooting for as long as possible.

Hey Ruul, good luck with the RotRL campaign. If you ever need a good rogue, just gimme a holla!! :p

LM


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:
Lord Manticore wrote:
Hey Ruul, good luck with the RotRL campaign. If you ever need a good rogue, just gimme a holla!! :p

Sure thing!


Male Drow Noble Accountant 12/Monk 10

Hey everybody,

Just got home from work, where today was even worse than yesterday. The good news is that the office crisis has finally passed, and I can do some regular work at the office again. It also means that, after a holiday party we are going to tomorrow evening, I can start posting again. Sorry for the holdup.

LM

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

We will forgive you in return for some cool loot. :)

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

Just got in from my company holiday party. Totally understand being busy this time of year. Loving the game and impressed with the pace. No problem here with you taking a break now and again. Just don't burn yourself out! :)


Male Drow Noble Accountant 12/Monk 10

Hey guys, I'll be posting off and on throughout the day. Sorry it took so long to get back into the action.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

He's back!


Male Fetchling Ninja
Lord Manticore wrote:
Macavity the black wrote:

Round 3, Init 16

Still invisible, Macavity runs underneath and in front of the retreating grotesque. He hopes to take a shot as they fly by.
** spoiler omitted **

Full-round action: Run 120-feet in front of gargoyles

[dice=Perception check]1d20 + 12

One gargoyle sees a shimmering form in front of it and instinctively takes a swipe at Macavity.

[dice=Claw v. Macavity, AC24]1d20 + 9
[dice=damage from claw]1d6 + 2

Macavity feels something slice into its arm as he runs by. Assuming that you continue running... You find yourself standing in front of the leaders as they retreat You are 30' in front of Bor and Gbudn and 50' in front of the rest.

LM

I don't mind Macavity being attacked or damaged while he's invisible, but I'm genuinely confused here. I thought the gargoyles were flying 20 feet off the ground. Macavity is not flying and running on the ground. I suspect the gargoyles don't have that kind of reach, so I don't understand how Macavity got into melee range with a gargoyle. Besides invisibility should provide 50% mischance regardless. Please advise.

cheers


Male Drow Noble Accountant 12/Monk 10
Macavity the black wrote:
Lord Manticore wrote:
Macavity the black wrote:

Round 3, Init 16

Still invisible, Macavity runs underneath and in front of the retreating grotesque. He hopes to take a shot as they fly by.
** spoiler omitted **

Full-round action: Run 120-feet in front of gargoyles

[dice=Perception check]1d20 + 12

One gargoyle sees a shimmering form in front of it and instinctively takes a swipe at Macavity.

[dice=Claw v. Macavity, AC24]1d20 + 9
[dice=damage from claw]1d6 + 2

Macavity feels something slice into its arm as he runs by. Assuming that you continue running... You find yourself standing in front of the leaders as they retreat You are 30' in front of Bor and Gbudn and 50' in front of the rest.

LM

I don't mind Macavity being attacked or damaged while he's invisible, but I'm genuinely confused here. I thought the gargoyles were flying 20 feet off the ground. Macavity is not flying and running on the ground. I suspect the gargoyles don't have that kind of reach, so I don't understand how Macavity got into melee range with a gargoyle. Besides invisibility should provide 50% mischance regardless. Please advise.

cheers

Here was my thinking on that post: Normally, it wouldn't have seen you, the bonuses to Stealth for being invisible is very nice, but in PF it is not as much of a 'gimme' as it was under 3.5, where invisibility meant you could never been seen, period. I think for PF, they went with the 'Predator' approach, where it is possible to be seen, but not very likely. In this case, I rolled a nat 20 for Perception, which always hits/succeeds, etc.

So I ruled that the gargoyle did see 'something,' and decided to attack. This is the part where I admit to a mistake. He did come down to take a swipe at you. That means that you get an AoO on it. I should have said that as part of my post. It was the gargoyle designated G3 for the record, so you can take the AoO in the gameplay thread if you want. I promise, it won't even flinch. :)


Male Fetchling Ninja

Hi LM

EDIT: I just read the gameplay thread. The G3 attack should not be an AOO, because Macavity could never be in reach of G3.

Wait a minute, Macavity acts before G3 in initiative. Even if G3 saw Macavity, he should not get an action until after Macavity had completed his run. Since G3 is flying and Macavity is running past him on the ground, there's no melee AOO. Therefore, G3 must somehow fly-by attack or charge Macavity considering how far in front of the grotesque Macavity is after his run.

Even if G3 could or does attack him, shouldn't Macavity still have a 50% mischance being invisible? Please advise.

And no thank you, Macavity would not take the AOO, because it would dispel his invisibility.

====================

As an aside, I would like to suggest that skills like Perception do not operate with auto-miss on 1 and auto-succeed on 20. Even with a natural 20 +9 Disable Device, the DC 30 lock remains locked, right?

Because... even though Macavity has Fast Stealth allowing him to double move without penalty to his stealth giving him a +36 Stealth with invisibility. If Macavity was only double moving, he should get a Stealth roll to provide the DC to the Perception check, right?

However, Macavity is running. Stealth clearly states that it can not be used while running, so Macavity's base Stealth DC is only 20 from the invisibility.

=====================

Sorry for making this more complicated than it needs to be, but I think it's important to align our understanding of the rules now, because Macavity will be using the Vanishing Trick extensively.

cheers


Male Drow Noble Accountant 12/Monk 10
Macavity the black wrote:

Hi LM

EDIT: I just read the gameplay thread. The G3 attack should not be an AOO, because Macavity could never be in reach of G3.

Wait a minute, Macavity acts before G3 in initiative. Even if G3 saw Macavity, he should not get an action until after Macavity had completed his run. Since G3 is flying and Macavity is running past him on the ground, there's no melee AOO. Therefore, G3 must somehow fly-by attack or charge Macavity considering how far in front of the grotesque Macavity is after his run.

Even if G3 could or does attack him, shouldn't Macavity still have a 50% mischance being invisible? Please advise.

And no thank you, Macavity would not take the AOO, because it would dispel his invisibility.

Mischance: 1d100 ⇒ 90

I did miss the 50% dealie, so I have corrected for that in the damage tracker. And you are correct about the initiative order, so the attack is moot anyway. Are you sure you don't want to take that AoO? I promise he won't fight back...:P

====================

As an aside, I would like to suggest that skills like Perception do not operate with auto-miss on 1 and auto-succeed on 20. Even with a natural 20 +9 Disable Device, the DC 30 lock remains locked, right?

Because... even though Macavity has Fast Stealth allowing him to double move without penalty to his stealth giving him a +36 Stealth with invisibility. If Macavity was only double moving, he should get a Stealth roll to provide the DC to the Perception check, right?

However, Macavity is running. Stealth clearly states that it can not be used while running, so Macavity's base Stealth DC is only 20 from the invisibility.

I've always allowed the nat 20 as an automatic success, because there is always a chance for a lucky shot. That being said, a nat 1 is not an automatic failure (although I might poke a little fun at the roll). If the group wants wants the nat 20 to not be an auto success, then I'll change the rule. Bear in mind, however, that it works both ways; you may want a nat 20 to hit that CR 25/MT 6 balrog some day...

=====================

Sorry for making this more complicated than it needs to be, but I think it's important to align our understanding of the rules now, because Macavity will be using the Vanishing Trick extensively.

Not a problem, your right that we should get this all ironed out now rather than later.

cheers


Male Fetchling Ninja
LM wrote:
I've always allowed the nat 20 as an automatic success, because there is always a chance for a lucky shot. That being said, a nat 1 is not an automatic failure (although I might poke a little fun at the roll). If the group wants wants the nat 20 to not be an auto success, then I'll change the rule. Bear in mind, however, that it works both ways; you may want a nat 20 to hit that CR 25/MT 6 balrog some day...

Just because auto fail and auto succeed do not apply for skills does not necessarily mean auto fail and auto succeed do not apply to attacks and saving throws. My group plays that auto fail and auto succeed applies to attacks and saving throws BUT not to skills.

PS Macavity's third round action was to run (full-round action)

cheers

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

I've had one DM that only applies the nat 20/1 for hit/miss to attacks and assigned +5/-5 for nat 20/1 skill checks if that sounds like a decent option to you?


Male Drow Noble Accountant 12/Monk 10
Macavity the black wrote:
LM wrote:
I've always allowed the nat 20 as an automatic success, because there is always a chance for a lucky shot. That being said, a nat 1 is not an automatic failure (although I might poke a little fun at the roll). If the group wants wants the nat 20 to not be an auto success, then I'll change the rule. Bear in mind, however, that it works both ways; you may want a nat 20 to hit that CR 25/MT 6 balrog some day...

Just because auto fail and auto succeed do not apply for skills does not necessarily mean auto fail and auto succeed do not apply to attacks and saving throws. My group plays that auto fail and auto succeed applies to attacks and saving throws BUT not to skills.

PS Macavity's third round action was to run (full-round action)

cheers

I've always used the nat 20 to indicate a hit in combat; out of combat, my house group gets to add +5 to their rolls (it will go up to ten once the characters reach level 10). Also, when the group makes a stat check, a nat 20 gives them a +2, as if Aid Another kicks in. When it comes to nat 1 outside of combat, it doesn't matter, just the usual razzing that everyone gives. A nat 1 in combat is a fumble of some kind (I have the Paizo app for critical hits and fumbles, it's always fun to break that out in the group).

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

You don't break weapons are nat 1 fumble rolls do you? I've always objected to that, especially when you are out in the middle of nowhere with no way to get it repaired. Let alone how inconvenient it is to not have a weapon in the middle of a fight.


Male Drow Noble Accountant 12/Monk 10

No. One (extreme granted) example from a playing session a few years back was that one of my players was riding a horse and attempting a charge attack. He was still pretty wet behind the ears so he didn't have any of the feats needed to do mounted combat. I made him roll a Ride check; he rolled a nat 1. I told him to roll a Dex check to stay on the horse; he rolled another nat 1; at this point, everyone was laughing, including him. I ruled that he was able to stay on the horse but that his sword went flying into the air. I made him roll to hit (I really was trying to break his bad roll streak); he rolled yet another nat 1. The first thing that popped out of my mouth was something to the effect of "Your luck is so bad that you do in fact fall off the horse, land ass up in the mud, as the sword comes down and slices your pants right down your backside." We had to take a break everyone was laughing so hard.


Male Drow Noble Accountant 12/Monk 10
Lavinia Batharoy wrote:
I've had one DM that only applies the nat 20/1 for hit/miss to attacks and assigned +5/-5 for nat 20/1 skill checks if that sounds like a decent option to you?

I don't know if I would be comfortable with throwing in a -5 on a nat 1 roll. I don't think I could make a bad situation even worse by doing that.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

An automatic failure on a natural 1 for skill rolls would imply that 5% of the time, a skilled horse rider who has ridden a horse in combat every day would fail to control his horse and fall off or something. A skilled jumper who can easily make a 20 foot long jump standing still, 5% of the time will trip over her own feet and eat dirt. It's not realistic. Do you fail to tie your shoes 5% of the time you try to do it?


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

While I agree with you in general, the counter to that argument would be that skilled professionals just take 10 all the time.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Now with less gameplay spam!

***

You did ~50 per round. That's really good for 7th level without Favored Enemy going.

How much did Ruul, Numair, or Kall do?


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

Ranged attacks, especially with longbows, are a really consistent high-damage dealer in Pathfinder. Individual hits may not do a lot of damage, but you get like 3 or 4 per round. Plus you're a constant harrasser of foes. If an enemy stars casting a 1-round summoning, hit her with an arrow and force a concentration check.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

Well, THAT was unpleasant!


Male Fetchling Ninja
Elen Emerwen wrote:
Well, THAT was unpleasant!

Huh? WHAT was unpleasant?


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

I believe she was referring the forum outage most of the day yesterday.

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

That is what I assumed as well and will second the opinion that it was most unpleasant.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

Heh, yeah.


Male Drow Noble Accountant 12/Monk 10

That was not fun. But I hope everyone over there in Seattle are ok. I'm guessing a power outage. :(


Male Drow Noble Accountant 12/Monk 10

How are we looking for posting over the next few days with Xmas and all? I can post for part of the day on Monday (dinner with the family in the afternoon) and part of the day on Xmas (movies in the afternoon).


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

With the exception of Christmas morning I should be fully available.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

Traveling some, but mostly available. Skiing Jan.4-8 so that will be down time for me with some posting in the mornings and evenings.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

Posting should be normal for me.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

I still have some frantic, frantic Christmas shopping to do, but I should be more than able to keep up with the action


Male Fetchling Ninja

Normal weekend erratic availability for the next two weeks


Male Drow Noble Accountant 12/Monk 10

Fair enough. Just to forewarn everyone, I would like to begin implementing the mythic rules in the coming weeks, with one notable exception: the +20 to initiative at MT2 is out. I can't see how that helps to speed things up, except that it gives everyone 2 full actions to mop the floor with anything I throw at you, before any of my NPC's can say 'whoopsie!'.

If you can all give me an idea of which path you want to take, we can go from there. I understand that some might be reluctant, but I see this as more of an experiment. I think it will work out well overall, but if it doesn't we can disconnect from it before much harm is done. Is anyone really opposed to trying this? I'd like to hear from everyone first before I start.


Male Drow Noble Accountant 12/Monk 10

I'll be posting through the weekend, but there won't be much in combat for a little while.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Unless you're comfortable with pretty hefty houserules to correct some imbalances, consider me well within the realm of REALLY opposed.

Mythic makes some serious problems with Pathfinder worse and if the last encounter was any indicator we're already having trouble all getting a fair share of actions in combat.

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

I am opposed to trying out the mythic rules.


Male Fetchling Ninja

Umm. Where can read the mythic rules without purchase?


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

You can download the playtest for free.


Male Drow Noble Accountant 12/Monk 10
Macavity the black wrote:
Umm. Where can read the mythic rules without purchase?

There is a free download available here on Paizo, this is the link: Mythic

I didn't realize that there might be some grief about this. I'll give it some thought as the others weigh in on their opinions.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

If the intention is to give out cool tricks and make the party more 'high fantasy', I trust you to do that on your own terms LM. I feel like you're already doing that with our cross-character training in a better way than Mythic gets even close to. Too much unnecessary power creep comes with mythic's 'cool stuff'.

Mythic is frankly a mess and in a game where there's already some feeling of there not being enough stuff to do in combat, multiplying the power level like mythic does seems like a bad idea.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

I have not read anything on the Mythic rule set and was hoping not to. I am with Ruul here. Our game is very good. I do not need another rule set to help me have fun. That said, I figure someday I will have to read those rules. So if you really want to try it I will get to reading.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

I think the game we're playing is high-powered enough. I'd like to do mythic rules eventually, but not feeling it for this particular campaign.


Male Fetchling Ninja

I skimmed the rules last night. I would be ready for them after the characters gain a bunch of levels. Not yet.

Any description from the Perception roll here?

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

To clarify my position, I would only ever consider playing under a Mythic ruleset if it fits a campaign, if the game began that way and was not added on later and if I had created a character with the Mythis rules in mind.

None of those apply here and I have no desire to try to convert Lavinia to a Mythic character.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

I will not go into detail regarding my opinion on the rules themselves - I have not yet played enough with a Mythic character to make an educated guess on that one.

Even though in my opinion this would mean a lot of extra work for you LM, it is also in your hands and head if this game has the potential to become a Mythic endeavor - it certainly looks like that to me :D

In any case, I would welcome the opportunity to build INTO a Mythic character, not only for the added options, but also for the flavor of it keeping in mind the whole back history for the campaign, and the nature of the path laying ahead of us. For me it is a yes, but I will of course follow the choice made by the group.

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