| DM Asmodeus |
Bandit #1, #2 and #5 fire at Molok
Bandit #1
Light Crossbow: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 + 1 ⇒ (1) + 1 = 2 piercing.
Bandit #2
Light Crossbow: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 + 1 ⇒ (6) + 1 = 7 piercing.
Bandit #5
Light Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 1 ⇒ (4) + 1 = 5 piercing.
Bandits #3 and #4 fire at Kenna
Bandit #3
Light Crossbow: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 1 ⇒ (6) + 1 = 7 piercing.
Bandit #4
Light Crossbow: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 1 ⇒ (3) + 1 = 4 piercing.
| DM Asmodeus |
I am changing the way I run combats in all by PbP games. Here are the new rules. I will also add them tot he campaign information tab.
Combat in PBP is much different than it is sitting around a table. As such, there have to be some ground rules laid out for when we do get into combat so it flows smoothly and freely without any loss of immersion or slowing the game down needlessly. So the following will be used as a basis for how combat for this campaign should flow.
Initiative
Initiative is a simple d20, modified by an individual's DEX. Pretty simple. However, the book indicates that everyone rolls initiative, and then the GM rolls for each group of opponents, and then you order everyone top to bottom individually. And while ordering people isn't the issue, it's in the actuality of posting in initiative order that things become an issue.
Therefore, we will be using group initiative. When initiative is called for, I will roll for each group of enemies (like, say, all the kobolds in one roll, and all the orcs in another, etc.), and then I will roll initiative for every PC individually. Once all PCs have rolled initiative, I will add them together and divide by the number of party members to get the average dice roll, and I will take that and compare it to the rolls for all the groups of enemies. PCs will then act in the turn based on that highest score.
For example, say the PCs are fighting a group of 2 Kobolds and a group of 2 Orcs at the same time. We'll say 4 PCs for this example. And we'll use the following examples as the initiative rolls.
PC 1 - 11
PC 2 - 21
PC 3 - 16
PC 4 - 12
Kobolds - 9
Orcs - 21
So we will find the average PC initiative roll by adding them up (11+21+16+12=60) and then dividing that number by the nimber of PC's (60/4=15) The average PC roll is 15, so all PCs end up going on that initiative roll. The Kobolds rolled a 9, and the Orcs rolled a 21 as well. The initiative order would therefore be:
Orcs
PCs
Kobolds
If the PC's roll ties with a roll for a group of opponents then then the PCs go first. I always favor the PCs in initiative, and I generally give tie-breakers to the PCs unless the situation calls for something else.
Anyhow, this is how initiative will work. Everyone rolls, but you all go on the average roll from across all PCs. So adding a Initiative feat helps not only the person taking the feat but the entire parties average. After all we are a team right? In addition to this, we only roll initiative in the following instances:
1. At the very start of combat; OR
2. When a new combatant enter combat.
For the most part, we will only be rolling once at the start of combat and using that initiative order throughout; only in rare cases will additional combatants enter an ongoing combat, forcing a new initiative roll.
In the case of the chance that their is the opportunity for one side or the other to get surprise on some of their opponents then I will notify the surprised player/s that they can not act until round two. Or notify you of which NPC's don't get to act in the first round.
The Turn
Because we are using Group Initiative, there is no such thing as Player A acts before Player B every round. If everyone acts at the same time, that just isn't feasible. On top of this, we have to deal with players and posting order; we can't very well say that Player C always has to post first; what if Player C is away for a day or so?
Due to this, we are using a "first-come-first-served" posting order for Combat. When it is the PCs turn, whoever posts first is whoever is acting first. When it comes time to adjudicate the round, I will adjudicate PC action in the order of posting. So if we have 4 players, and they post in the order of A, D, C, B, I will adjudicate them in that order during my next DM post. This will allow players to kind of see what everyone else is doing and react to it.
There will be times where even the above will result in 2 players targeting the same opponent or attempting to do the same thing, only to have the first poster accomplish the task and the second poster left with not being able to do anything. In these cases I will try to adjudicate properly by switching targets or moving you somewhere else that makes sense. There may be times when I have to post OOC to have the second player clarify a new action, but I will do my best to not have to do that so to keep the flow going.
Reactions and Saving Throws
There will be times where an opponent does something to a player where they will get to use a Reaction or a Saving Throw roll is required. For the most part, you will merely need to add reactions that you have available as part of your mechanics spoiler each round. (i.e) Name of Reaction - Condition that triggers it - What Happens. You don't have to list AoO's because everyone gets those but things like Sentinel that might trigger an attack, etc. Need to be listed in your mechanics block during combat. I don't have time to look up everyone's abilities everyday of combat so make sure reactions are noted.
If a saving throw is needed for some reason then I will roll that save for you so that I can process that action completely during the GM post and we don't have to wait for it.
DMPC me please
I am not a big fan of playing with myself (pun intended). If it has been over 24 hours since your last post and everyone else has posted their actions for the round except for your character then you will lose your turn in the round and then I will process and adjudicate the results (both monsters and PC's). This loss of turn will be noted and upon your return you will get to take the appropriate number of actions to catch up with everyone else. That way no one is waiting more than 24 hours for a single round of combat to resolve.
The only exception to this rule is if you have notified me in advance that you will be absent for a preset amount of time and arranged for me to DMPC your character in advance.
Be descriptive
Just because we are in combat doesn't mean to just post: PC swings his sword at bandit #2. (die roll) (wait for results). BORING!!!!
Be descriptive on what you are trying to do, how the attack maneuver looked: PC looses his longsword from his scabbard as he bounds over the table across the room, as it comes free the steel glints in the light from the lantern on the table as he raises it to strike, once he has closed the distance he brings the sword down in a overhanded arc with both hands trying to cleave the withered old man clean in two.
Sounds much better doesn't it and gives me tons to work with during resolving the round and it makes your PC look cool, just don't miss.
| Narnel Falerathon |
I agree! I am in others with you too, DM Asmodeus, and they are all very well structured and run just as smoothly. I enjoy them a great deal!
| Keaton Larroquette |
Also agree with your excellence as a DM.
May borrow this init system in the PBP I run if you do not mind.
| DM Asmodeus |
Also agree with your excellence as a DM.
May borrow this init system in the PBP I run if you do not mind.
Don't mind at all.
The system is designed to speed up combat by grouping it into blocks. Also by skipping a single slow player (There is always one that seems to be super slow in every combat that everyone is waiting on.) it allows everything to continue and just gives them two actions on the next round.
The benefits for a DM is being able to process an entire round at once without having to do partial rounds as players post.
| Kenna Icemane |
I can agree with all of this.
However one thing i might note about initiative (which doesn't apply to this game but might be relevant if you also run pathfinder) is that players who have invested resources into a high initiative modifier might feel cheated. Yes, their init bonus affects the entire party, but the return is diminished. In a 4 player party, one character having improved initiative means everyone effectively gets +1. Which means the feat only makes a difference one quarter as often as it would normally do.
So perhaps the bonus from such a feat should apply differently. Maybe instead of adding +4 to the player's individual roll, add +2 or +3 to the party average, so the investment is still worth it for the player.
| DM Asmodeus |
I can agree with all of this.
However one thing i might note about initiative (which doesn't apply to this game but might be relevant if you also run pathfinder) is that players who have invested resources into a high initiative modifier might feel cheated. Yes, their init bonus affects the entire party, but the return is diminished. In a 4 player party, one character having improved initiative means everyone effectively gets +1. Which means the feat only makes a difference one quarter as often as it would normally do.
So perhaps the bonus from such a feat should apply differently. Maybe instead of adding +4 to the player's individual roll, add +2 or +3 to the party average, so the investment is still worth it for the player.
Not currently running any PF PbP but I do run a home game of it. However, what I would do is give a player with Improved Initiative advantage on his roll. So that effectively gives him another +5 which should average out to a +2.25 to each party member in a group of 4.
| Kenna Icemane |
Bargewright Inn, very clever.
Kenna Icemane wrote:I can agree with all of this.
However one thing i might note about initiative (which doesn't apply to this game but might be relevant if you also run pathfinder) is that players who have invested resources into a high initiative modifier might feel cheated. Yes, their init bonus affects the entire party, but the return is diminished. In a 4 player party, one character having improved initiative means everyone effectively gets +1. Which means the feat only makes a difference one quarter as often as it would normally do.
So perhaps the bonus from such a feat should apply differently. Maybe instead of adding +4 to the player's individual roll, add +2 or +3 to the party average, so the investment is still worth it for the player.
Not currently running any PF PbP but I do run a home game of it. However, what I would do is give a player with Improved Initiative advantage on his roll. So that effectively gives him another +5 which should average out to a +2.25 to each party member in a group of 4.
Seems fair enough. I just wanted to make sure you're aware of this.
| Ember Draymon |
So sorry for holding up the game everyone!
The combat rules above look good.
If I don't post in a 24hr period please assume I've been smothered with dirty nappies!
| Keaton Larroquette |
Can we assume we all put the badges away?
If someone wants to keep their's out they can just speak up.
| Kenna Icemane |
I had actually forgotten about the badges until the innkeep brought them up. Yes, Kenna wouldn't parade it around either.
| Keaton Larroquette |
@ Narnel, believe they meant Kenna as the elf that is wild in the sack. Do not believe you were mistaken as a woman.
| Keaton Larroquette |
Trying to advertise to any cut-purses that are sizing us up we are broke and are looking for work.
| Kenna Icemane |
Dammit Narnel, why do you keep killing things i'm trying to nonlethally subdue with my spells? :p
| Narnel Falerathon |
LOL...Narnel likes you, and he figures he is likely the only one fast enough to chase down a fleeing foe. I doubt I killed him. Plus, if he saves and I did not help out, he may have gotten away. ;-)
| Kenna Icemane |
That's why i moved in front of him, so next turn i can turn into an animal with a +6 to athletics and a 40 ft speed to grapple him if he's still moving.
| DM Asmodeus |
Spiders attack Molok.
Spider 1: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d1 ⇒ 1 and the target must succeed on a DC 9 Constitution saving throw or take poison damage: 1d4 ⇒ 3
CON SAVE: 1d20 + 4 ⇒ (5) + 4 = 9
Spider 2: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d1 ⇒ 1 and the target must succeed on a DC 9 Constitution saving throw or take poison damage: 1d4 ⇒ 4
CON SAVE: 1d20 + 4 ⇒ (11) + 4 = 15
Brother Aterro
|
Well done! I hope he/she is willing to play a cleric with some staying power.
By sheer coincidence.... ;-D
Hi everyone! I'm an Aries that likes long walks, dancing in the rain, and bringing righteous fury down upon the heads of the unclean. =)
It looks like I know or at least know of most of you, if by reputation if not be direct contact, and it looks like we have a good group!
Hee. And, yes, I hope that this cleric has a LOT of staying power. ;)
DM Asmo says I'm supposed to wait here until the opportune moment to step in.
*sits down*
*crosses legs*
*picks up magazine*
*begins to whistle*
Brother Aterro
|
You also run a certain barbarian who knows another cleric of mine. =)
Brother Aterro
|
And a fine hello to you, good Kenna. =) *doffs hat* *bows low*
So, would that be my cue?