
DW Duck |

I would never stand for that kind of DR between consenting adults ;)
That succubus thread does not disappoint

Simon Blue-Eye |
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Does this work like spell resistance then?
So that you can lower it willingly as a standard action ...?
*rofl*

Maglin |

This thing is getting out of hands, I nearly choked on my coffee on this last one ^^
Yeah, we really need some stern faced teacher to show up, smacking a thick rod in her hands menacingly.
Wait a second...

DW Duck |

Yes yes, back to serious tactical discussion. Reach weapons are undervalued here, we should of gotten more, especially considering how cheap they are for something so useful that it let's you reach around things like a greased up dwarf.
Who knows, even the courtesan from Simon's story might of endured longer if only he had a cheap reach around weapon.

Simon Blue-Eye |

My/Our problem is: we have no typical ST-based fighters around that can just grab a reach weapon and attack.
My attack bonus with the longspear will be: 4 (if changing AF to ST instead of Dex that is, otherwise its 3)
Practically the same for everybody else ^^
<-- Simon woulds love long-arm (but its not on Hunter's spell list)

DW Duck |

Actually that's not a bad idea. The question is who is worse at range. If Maglin gives the cat man long arm we have multiple attacks per round, and if memory serves Cain can shoot 2 bones per round. If we give Cain long arm, he's doing 1 atk and so is Simon via crossbow

Maglin |
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Cain currently has my prepared infusion of long arm. Can Simon retrieve it from him as a move action then drink it as a standard?
Also, even with long arm, won't he still have 10' reach, which is not enough to reach around a 10'' dwarf?

Simon Blue-Eye |

For discussion:
I could use obscuring mist. It will provide concealment against anything further away than 5ft, so their range is useless -20% of the time at least. Of course this goes the other way round as well, but it could be an option for Cain, Emily and myself to lash into one at a time while having concealment from the others ...
Thoughts?
Otherwise I'll just steal that flask of long-arm from Dulkk and have a gulp ;-)

DW Duck |

Well played. My turn.
It's up to the GM and my earlier question about where Dalkk can stand mechanically. On a hex grid I think this wouldnt be a question, but hex vs square is a different argument all together. Keep in mind that squeezing rules only allow you to squeeze through an area half your size, so for ogres 5ft. The hallways is 10ft. If Dalkk is stands firm in the center of the Ogre's alley then there is only a 2.5 gap on either side. Also I imagine it's easier to shoot loads of crossbow bolts around a 5ft dwarf then a 10ft dwarf.
So assuming the greased dwarf doesn't take anything to make him bigger and can still force his way right up the Ogre's alley then Simon with Long Arm has plenty length to reach around the greased dwarf in the Ogre's Alley.
If however Dalkk takes something to increase his girth and better fill up the Ogre's Alley then Simon won't have the length to reach around the greased dwarf, unless he comes prepared with an extra long weapon as well, but that negates Simon's focus on handling 2 weapons at once.
Rest assured there is still hope.
If Dalkk does take something to increase his girth and better fill up the Ogre's Alley, Cain can still get an extra long 2 hander from Vuzi, take the Long Arm potion, and then with the length and size of his 2-hander be able to reach around the Enlarged dwarf greased up and filling the Ogre's Alley.

DW Duck |

Well that changes everything, including scale. Currently Simon and Dalkk are side by side and have filled the hallway. Are you saying this hallway is 20ft across not 10?

GM Choon |

It's 10'. Honestly this map wasn't the best drawn in my opinion. The way it's laid out means you can't technically stand in the middle of the hall or in the door directly. But I'm going to go with the rule of "our world isn't a grid", but if I do that know that it'll apply to the monsters too.

DW Duck |

Fo'sho. I think we broke the grid both ways in the star room anyway. I just panicked for a second in regards to our battle plans.
Regarding attacks of opportunities I didn't realize the Bull Rush was with reach, that's awesome lol.
Vuzi as far as I can tell has a long spear (reach) and wand in hand. Would you say she would still be able to use it and get AoO? nvmd... I think Vuzi was behind Cain and out of range
Because Cain was bullrushed... Could he use his Bone Spikes as AoO? Sure its a ranged weapon, which might provoke its own opportunity, but is it an option?

DW Duck |

Yeah, I realized the thing about Vuzi's as I typed it.

Maglin |

Will Cain actually get deep penetration with the extra long two hander?
Edit: also, grease only boosts CMD vs grappling, as far as I can tell. Though you are getting +4 from stability vs bullrush and trip, which are the main other ones. I don't think you need to worry about getting repositioned, since they'd need to win by like, a lot in order to move you all the way around to the other side of them. I think grease on the floor is better.

DW Duck |

How readied is your action? After they step out the room?

Maglin |

It's readied to go off right in front of you when they step into its area of effect.
Also, in all seriousness, I don't think Cain has the strength to grip a long shaft properly, he's used to the weapon that's a part of his own body.

DW Duck |

As we learned from Simon's story, the ability to properly handle a 2 hander may have more to do with constitution then strength.
Since Vuzi isn't moving down the hallway this could go different then how we planned.

Maglin |

Yeah, we're going to have to adapt a bit. GM Choon can Maglin decide to do something different since Vuzi didn't behave as planned?
Um, penis.

Vuzi Ognok |

What was I supposed to be doing? I got knocked on my rear, and wasn't sure how to get through the doorway to get to the ogres.

Marco Theseus Cain |

Cain generally prefers to use his own two hander, or shoot twice at a distance

Maglin |

We had a plan to all hide behind Dalkk, who gets some defensive bonuses against giants. He then noticed I was casting grease and asked if I could grease him up, since it would boost his CMD even higher.
We then derailed, but I had planned to cast grease right outside the door, and confirmed it was still my plan here.
Having changed plans, I'm now unsure of what to do with my action, which Choon is letting me change. I think Maglin would have the initiative to change a plan and act decisively once he saw other people weren't doing what he wanted. Which is fine.
I think I'll cast enlarge, but I want to take an hour to think it over.

DW Duck |

Yeah, we aren't aiming to get in the room, were aiming to go back up the hall and get the ogres to come out of the room. I say we stick to the same plan, just delayed a round. The bane should prove effective all the same. Cain and Vuzi if you could get up the hallway the same way we came as soon as possible then we should be be fine. Simon you'll need to do the same next round, unless GM Choon allows unit stacking, with Simon and or Emily fighting below the waste of Giant Dwarves and Ogres?

Marco Theseus Cain |

I go after the ogres

Maglin |


Marco Theseus Cain |

I somehow missed that
Thank you

DW Duck |

I'm not sure how your bone shards work, but is that a full round action? Right now you're prone, not sure if you want to stand up as your move action? Maybe Emily could drag you away?

DW Duck |

Actually.. Emily, Simon, Cain, Vuzi stay on that side of the door. Ideally Simon and Emily on the front line, Cain and Vuzi 2 squares back with bone shards and sling. Megadwarf will cover the other side of the Dwarf with Maglin and Vance behind him. Attacks of opportunity and flanking bonuses should be well in our favor if we can draw them out.
High tactics say Simon and Emily stand back further in case they try to reach through the door and attack.
Maglin if you have anything in your bag of tricks to encourage them to leave that would be helpful.

Maglin |

I could burn a lot of resources and force them out with like, flaming sphere or something. It'd be easier to just drop glitterdust on them, but I think the best way of all is for me to conserve resources. Their ranged attacks suck, they're dumb, I bet they'll come out.

DW Duck |

I forgot that wizards have to prep 0 Lvl spells. I was hoping you could spam prestidigitation or some such, I guess we'll have to rely on the Ogre's low intelligence and Dalkk's persuasion and natural charm.

Maglin |

Well, I can spam prestidigitation, and uh...clean away the grease? Do you mean, like, acid splash or something?
Because we have ranged options. I would be pretty happy if they decide to just sit around and throw things at us while we kill them, that definitely works out in our favour.

DW Duck |

The spell is pretty flexible. You could make their stack of coins float out the door or something creative like that

Maglin |

If it comes to a tense standoff where both sides have run out of ammunition, that'd be absolutely hilarious. I'm pretty sure they're dead before that though.
I wonder what I could do by changing the colour of things? Maybe I could cast light on their eyes?

DW Duck |

Lol... Is that a AD&D reference?

Maglin |

I am not old enough to have played AD&D.
Mage hand to close eyelids? Basically just any spell, except used on the eyes, seems like it'd be great.

DW Duck |

0 level spells were new to 3rd edition, and Cantrips used to be the name of a 1st level spell that basically let you do any of the 0 level spells.
Light was also a level 1 spell with a short range. Casting light on eyeballs was a pretty effective weapon. Spell Description as follows:
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. The spell is centered on a point selected by the caster (must have a line of sight to the target). If cast on a creature, successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (only temporarily if the darkness effect is continual). May be used to blind a creature if targeted on the eyes. Blinded creatures suffer a -4 penalty to AC, attack rolls, and Saves for the spells duration. The caster can end the spell at any time by uttering a single word.

Maglin |

That's kinda funny that they specifically mentioned casting it on people's eyes, since it seems like that would be the sort of thing you just don't bother mentioning and let GMs adjudicate. Also, why do you take a penalty to saves? Did you take the same penalty if someone cast a spell on you when you weren't aware of them?

Vuzi Ognok |

I also have Mage Hand. Level 2 sorcerer. I specialized in buff debuff spells.

DW Duck |

Yeah, that's why I thought you were making a reference. I think your asking if the -4 to saves happened if any spell were cast that you didn't know about. No the -4 was unique to light. There are less arguments over some religious texts then there are over early D&D. You had different saves from spells cast by wizard vs from a wand, a different AC for being hit from behind, it would take 3hrs for Maglin to prep all his spells from empty, but possibilities existed to regain them mid day, weapon speeds meant many rounds you didn't get to attack, and above all else, THAC0. To Hit Armor Class 0. Google THAC0 tables for fun (and keep in mind this was before excel). When you leveled up, you got no attack bonus, you progressed on a THAC0 chart, so it became easier for you to hit AC 0. AC had a fixed range of -10 to +10, with +10 being the easiest to hit. Also, the only class that had any kind of perception skills (spot/listen) were thieves
The really sick part is when you go through it enough and it starts making sense. Also the DMG came out a year after the PHB and held more secret knowledge that contradicted the PHB. It was encouraged to not let your players read the DMG. DMs had a lot more work to do with rules. Prior to 3.0 the game was built as DM vs PCs in a very competitive sense. On the outside of my Dungeon Screen I have a quote from Gygax I put up where he once said that players should always have a 30% chance of death, but feel like it was 70%.
Re: Vuzi
Mage hand could do the same if they decide to retreat. I'm really scratching my head on the different ogre in the back. Your Cause Fear might be a big move there. It looks like there are doorways further south, if we can get an ogre to flee that way in fear and set off any relevant traps or draw monsters that would be ideal. I'm guessing that big dumb ogre have tiny will save.
-
I'm thinking that Dalkk is too Hate driven to perform the check, but does anyone want to try sense motive? Them going after Vance and potentially counting gold... There's a chance that these Ogre's are on a similar mission to ours? If nothing else, we may want to stabalize one to interrogate afterwards if possible.

DW Duck |

I did play second addition, it's where I got my start role-playing
I started with 3.5 but learned 2nd for a few games last year. Its a hell of a system

Maglin |

Are there more rules in each new addition? Do they trust GMs more?

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No.
Different editions include different ways of running things
For example, in 2e your spell's save DC was dependent on the type of spell, not it's level
Cantrips didn't exist, and you multiclassed by splitting your expirence evenly between each class, and each class had it's own xp rate

DW Duck |

Well yes and no. Remember that when Original D&D came out that the books were a single pamphlet and a box of minis, expanded on by 2 more boxes and their pamphlets. Granted they were thick pamphlets, but the 3 of them combined were smaller then a dime store romance novel. Also everything was based on d6s as d20s didn't exist (in ready supply) yet.
Also when a new edition comes out it usually has less rules to start then prior editions. I don't think 4e even now has more then 3rd.
I would argue that wizards trust GMs less, and likely for good reason. Less rules tend to leave a lot more to the GM to homebrew. This isn't a bad thing. Wizards and Paizo have a vested interest in providing consistent gameplay. As a GM I can always choose to change the damage for falling or heat damage if I choose to, like my homebrew rules for magic, but if I were spending my time filling my time and energy with figuring out fair rules for the gaps then I wouldn't have time to build a better story or better rulesets.

DW Duck |

No.
Different editions include different ways of running thingsFor example, in 2e your spell's save DC was dependent on the type of spell, not it's level
Cantrips didn't exist, and you multiclassed by splitting your expirence evenly between each class, and each class had it's own xp rate
Do you miss called shots? Pretty broken at times but still.. Lots of fun

Maglin |

A dime store novel? How do you build a novel store out of dimes? That sounds...tough.
We're currently waiting on actions from Dalkk and Cain, and are waiting on GM Choon to tell us about Dalkk's bomb.

DW Duck |

I'm waiting to hear back on bomb before posting, as whether or not they're entangled makes a difference in my action. Addictionally, I suspect the 1st ogre may be dead, which certainly changes my target.
Also, Dime stores were like dollar stores ye whippersnapper