DnD Next Playtest

Game Master Sai Ling

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Indubitably Never 3d6

You have left the Kingdom of Sterich, and are travelling through the foothills of the Jotens, on your way to the stronghold of Nosnra, chief of the hill giants who have been raiding the surrounding country-side in increasingly vicious and well-organized bands.

There will be no wandering monsters in the discussion thread. Please introduce your characters (in character) as you ride and feel free to discuss anything except the new hobbit movie.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

The shadows stretch behind the man in black as he rides forth upon a black charger. The man wears simple, dark clothing, all blacks and greys to better blend in. A long cloak is pulled up, with the hood covering his face. What little you can see shows a handsome, aquiline face, with piercing grey eyes looking out from the shadows to take in the landscape. Short cropped black hair and a thin, well trimmed goatee frame the face.

Two scimitars are strapped at each hip, with a longbow hanging from his back. You can see a couple daggers, and can only speculate more are hidden amongst his clothing and pouches. His only nod to luxury are the boots he wears. They are black leather with brass metal bracings, with red thread showing symbols of leering faces and flames.

As he rides, he turns and looks at each of you closely, inspecting you before reaching out his hand for a hearty shake.

My name is Malaki Davont. It is a pleasure to join with each of you to see to the downfall of this Hill Giant and end these raids. I am a warrior trained in moving unseen, and striking when my enemy cannot see my blade coming. I trust that my skills will be useful to you. Who do I have the honor of riding with?

He closely examines the map as you read, obviously attempting to pick out targets of opportunity and the best route inside.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

A gruff dwarf with skin tanned and lined with many years and many scars looks up at Malaki. He strokes his braided grey beard looking you up and down like a officer inspecting his troops before taking the offered hand and shaking it firmly
" Hmm! Well you look capable enough lad, I'm Oskar Lutgehr. Stay close ta me and I'll keep you on yer feet. Ate, we'll cut this Giant down ta size! " he says swinging his Battleaxe in a wide arc.

Oskar wears a helm that seems to have been dented in every possible place, we'll made Splintmail armour that shows signs of ancient and new repairs he holds a Battleaxe in one hand that is oddly beautiful compared with the rest of his gear, angelic runes cover the blade. He also has a handaxe is tucked into his broad belt and a longbow slung over his shoulder. Two medallions hang around the dwarfs neck, one a tarnished silver medal with engraved writing that has almost faded and another a brightly polished symbol of two crossed battle axes.


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

A bard's bard is what they call me...when they aren't professing me to be some sort of deity in the bedroom or simply "Olden" in the tap room. The man offers a throaty laugh at the jest.

Dressed in a mixture of armor and exotic fabrics, the pallet of the bard's clothes at least gives some notion that he has a brain in his head and isn't a walking target as he favors browns, greens and greys that might actually blend in. He rides a blue roan horse that looks more suited to speed than anything but carries a sword and shield as capably as the lute that is strapped by him.

Olden Martis. Of the college of valor. My magic will aid you. My words will inspire and if we do what we are intended to do, my tales will make us wealthy and famous!

I don't know why but something about the Next documentation makes me feel like I am playing old school D&D so I have to be a pompous rogue of a bard. Let me know if it gets to be too much and I will adjust ;)


Elf Ranger(Deep Walker) 9
Arial:
Init +8; Senses darkvision 60 ft.; Perception +16 AC 24, touch 17, flat-footed 18 CMD 27 hp 59 Fort +7, Ref +13, Will +9; +2 vs. enchantments
Hell Kitt:
Init +6; Senses low-light vision, scent; Perception +6 AC 27, touch 16, flat-footed 21hp 67) Fort +9, Ref +12, Will +5 (+4 vs. Enchantment)CMD 26 (30 vs. trip)

Travelling with you, guiding you into the wild regions of the Jotens, is a young elven woman. She wears battered leather armor, a longbow on her back and a scimitar at her hip. She rides with a branch of holly in her hand, still with dark green leaves and bright red berries so fresh she could have plucked it off a tree just this moment.

"Arial Aendring," she says. "It's my job to see you get to where you're going. I hope this group won't turn tail and run at the first sign of anything bigger than an ogre."

I decided to make the Voice of the DM have a face and actual stats and stuff.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Malaki looks over at the Bard, frowning at his flamboyance but taking note of his posture, the way he moves, and his familiarity with his weapons. Taking him in with a well trained glance, he rides over and offers his hand in greeting.

Bold words. If what you say is true, and time for tales comes to pass, leave me out of them. I prefer the silence. Fame is not important, only completion of the mission, and my blade across this Chieftain's throat. I will assist however I may, but I am no hero.

Riding away, he takes heed of the Elven woman's words. He stares her directly in the eyes, making sure his message is understood.

What fools and incompetents you have had the privilege of escorting, I can only guess. But know this...the King hired me for this mission, and it will be completed. My blades shall spill crimson across the hills, the these Giant's shall tremble at our passing. The cold silence of death is all that will be left when I am gone. And have no fear...I will not run from any foe.

With a last courteous nod to the Druid, he moves back, taking up position beside the Dwarven Warrior. Of all of them, the Dwarf seems to be the only one who could share his understanding of battle and death, as he looks like a seasoned warrior. That alone gets his acceptance. Respect will come in the crucible of battle, upon the forge of steel and blood being spilled.


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

"Luthia Manfather" replies Luthia to Malaki's proffered hand.

"Lately of the Pomarj."

Luthia wears little in the way of what might be considered clothing - a complex battle harness that seems to be mostly hide and leather criss-crosses her tight and taut physique, exposing her sinewy and lithe frame, gladiator style sandals lace up to above her knees. A bold black tattoo stretches from each wrist around each arm and joins at the nape of her neck, dropping stylized wings down her back before soaring up to hide beneath her long balck hair.

The harness holds a brace of wicked looking hand axes and an array of daggers, at her left hip hangs a bedroll or cloak stuffed into a rope satchel, a rope and set of grapnels is looped on the other. Luthia walks with a stout metal-knobbed quarterstaff on her shoulders, arms resting on either end. On her back hangs a small leather quiver case and an exotic light crossbow of orc-manufacture.

She steps nimbly and surely, taking in each of you, estimating and calculating.

"Well met Olden, Oskar…"

She sniffs toward Arial.

Elvish:
Well met sister! A nice blade you carry.


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

Bold words often lead to bold action, if they are phrased right. Plus, never underestimate the power of the magic, even the sort created by the lute or a song.

Olden pats his lute lovingly as the group rides.

And do not discount the value of your tale. A mission done is well indeed, a mission done and celebrated lifts the spirit of the farmer in the field and the soldier on the wall. Our success can give people hope, the most powerful weapon a people can wield!

Olden nods at the greeting from Luthia and smiles knowingly at the druid as she expresses her concern. No runners here I think.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

"Don't underestimate the power of a story, song, or bit of music Malaki. I fought along side a bard back... Ooh 80 somthin' years back, that was afore I were a Captain. Kept morale up, Made the lads fight harder. He was a great man. Didn't make it through that fight ta tell no tales though. " Oskar digs through his back and pulls out a battered recorder. " Kept this ta remember him by. Selarch... " he raises the recorder to his mouth and blows a short ditty. It's a little ruff and slightly out of tune but he remembers where to put his stubby fingers mostly.

Oskar grunts in reply to Arial and to Luthia he gives a curt nod


Male Wood Elf HP:17/85 + 0/16 Temp | AC:16 | HD: 6/8 | INIT: +3 (Advantage) | SAVES: STR +4/ DEX +3/ CON +3/ INT +1/ WIS +2/ CHA +1

A rather wild looking elf of slender build and graceful step would keep up with an easy stride despite the heavy blade that rests upon his back. A blade that, in its scabbard and likely outside of it as well, looked like it by all means should have laid the lithe form out on it's back.

Beyond this particular impressive weapon, the seemingly battle hardened elf carried a dagger in each of his boots, a quiver full of finely crafted arrows at his side, and an impressive longbow that he kept in hand.

While many of his new companions wore armor of varying degress, he wore little more then a comfortable set of clothes that consisted of earthy tones, well-worn boots, and a pair of hardened leather gauntlets inlaid with beautiful golden filigree.

Any portion of skin not covered by his, for the most part, humble clothing, appeared to be covered in tribal tattoos.

As those around him spoke, he would turn his eyes to regard the speaker each time and when given the chance he would introduce himself.

"I am Elwë. I have come to lend my strength at the request of my fellow elves in an attempt to strengthen the friendship of our people and see a just cause to fruition."


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Luthia assesses Elwe's artwork'd skin. She regards his equipment and bearing momentarily before introducing herself.

"Luthia. Nice ink brother. Perhaps you could show me the rest of it some time."


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Luthia listens with fond remembrance to the tune the dwarf plays. It accompanied blood spray and ripped tendons when she heard it too.

She nods toward Oskar, closing her eyes in respect to his fallen ally.


Male Wood Elf HP:17/85 + 0/16 Temp | AC:16 | HD: 6/8 | INIT: +3 (Advantage) | SAVES: STR +4/ DEX +3/ CON +3/ INT +1/ WIS +2/ CHA +1

Elwë's eyes would shift to the woman addressing him mere moments before his eyebrows furrow at the suggestion. "My inheritance is not something to show to just anyone and we have yet to see battle together. Perhaps one day, but it is not likely that such will happen any time soon."


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Testing Stat block under name.


Elf Ranger(Deep Walker) 9
Arial:
Init +8; Senses darkvision 60 ft.; Perception +16 AC 24, touch 17, flat-footed 18 CMD 27 hp 59 Fort +7, Ref +13, Will +9; +2 vs. enchantments
Hell Kitt:
Init +6; Senses low-light vision, scent; Perception +6 AC 27, touch 16, flat-footed 21hp 67) Fort +9, Ref +12, Will +5 (+4 vs. Enchantment)CMD 26 (30 vs. trip)

As you approach the top of a ridge, following a path worn deep by the countless enormous feet, your guide leads you into the the trees. What appeared nothing but a blind stab into the wilderness turns out to be another path, too narrow for giants to follow. It hugs the face of a cliff, so that miles and miles of untamed wilderness is spread out below you, mountain ridges covered with thick forest, with rocky peaks breaking through here and there. Just as the path seems likely to vanish altogether, it turns back into the forest.

After a steep scramble, you reach the ridge line, and through the trees, a nearly identical vista of mountains and forest stretches as far as you can see. Nearly identical, but different in one important way. In the valley below stands a massive hall built of huge timbers. There are no windows, only one apparent door, and smoke billows from under the eaves.

"That's where you'll find them," Arial says, and looks down at the hall, puzzled. "There's usually a pair of guards at the door. Not sure where they are. Guess you'll find out."

The path heads down into the valley, and the giant's steading is soon hidden by the trees. An hour passes before you reach a tiny brook, tumbling down the mountainside. Following it up, you find that it comes out of a low cave, just high enough for the horses to scramble into. Inside, the cave is wide and dry, comfortable and safe.

"I'll stay here with the horses and the supplies," Arial says. "If you need a place to fall back to, this is it. Otherwise it's two weeks ride back to Sterich. Just don't come with the giants on your heels and it should be safe enough."

Stepping back out, she points to a foot path that follows the brook, dropping down steeply under the trees.

"If you've any questions, now's the time. If not, well, fifteen minutes and you'll be at their front door. May all the gods be with you."


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

Am I right to assume we will move to the gameplay thread at this point?


Indubitably Never 3d6

Once all the characters are in, Olden.


Male Wood Elf HP:17/85 + 0/16 Temp | AC:16 | HD: 6/8 | INIT: +3 (Advantage) | SAVES: STR +4/ DEX +3/ CON +3/ INT +1/ WIS +2/ CHA +1

Elwë would study the terrain while they make there way through the woods. From time to time, he would find a landmark that he would commit to memory in case they fond themselves lost in the woods.

Upon arriving at what would become their safehaven for the time being, he would lighten his load by placing anything not immediately necessary in the cave.

Finally, when told that now was the time for questions, he would ask the obvious, "Beyond the two guards and Nosnra, how many others are we aware of?"


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Malaki finds a shadowed corner to rest in as he watches the others prepare for the raid. Finally he speaks up from the shadows.

What entry points are we aware of? Any areas where stealth could serve us, rather than a frontal assault? And what can you tell us of Giantkind...strengths, weaknesses, habits, culture...I must know my foe to ensure his demise.


Elf Ranger(Deep Walker) 9
Arial:
Init +8; Senses darkvision 60 ft.; Perception +16 AC 24, touch 17, flat-footed 18 CMD 27 hp 59 Fort +7, Ref +13, Will +9; +2 vs. enchantments
Hell Kitt:
Init +6; Senses low-light vision, scent; Perception +6 AC 27, touch 16, flat-footed 21hp 67) Fort +9, Ref +12, Will +5 (+4 vs. Enchantment)CMD 26 (30 vs. trip)

"They're big," the elf says, with a sly grin, but she continues in a somewhat more helpful vein. "The hill giants are big, strong, tough and not much else. They are arrogant and stupid. The other giants that you may encounter are more of the same, for the most part. They are stronger, and may have resistances, fire giants are hard to kill with fire, for example."

"The only entry we know of is the front door. Giant lairs seldom have back doors, as a second entrance demands a decision. They prefer things as simple as possible. In general, they rely on brute strength as their best defense. They will feel secure in their lair, and are unlikely to have any security systems more elaborate than making a loud noise at the discovery of enemies."

"To speak of giant culture is something of a contradiction in terms. They are ruled by the strongest, usually through a combination of intimidation and bribery. When they aren't raiding, their pastimes include feasting, getting drunk, brawling and bragging. Nosnra is exceptional for having won the loyalty or servitude of so many other giants, which is part of the reason we suspect this is more than just raiding. The other reason is that the same unusual pattern of raiding is taking place in the Crystalmist mountains and the Hellfurnaces, among the frost and fire giants respectively."


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Luthia listens with half an ear to the conversation of tactics, doors and Giants and smiles wryly at the elvin's implied insult toward Giant "culture" or the lack of it.

Elves. They live for hundreds of years and boast a culture that stretches back for millenia. Why then are they either impolite, bigoted or arrogant? What do they do with all that time?

It will be good to get inside the Steading. At least she will be able to concentrate on an enemy she understands. Hill giants may be boastful and braggarts, but they are not completely stupid. Feral, cunning and devious. Just like orcs.

Luthia watches the approach to the Steading as her companions pass on knowledge and make plans.


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Are we moving to the Gameplay thread DM?

I can smell the woodsmoke of ADnD even now. Thanks for running GDQ. Never got to actually play it myself. *Sigh* - the bane of being the DM...


Indubitably Never 3d6

As soon as everyone's character is set.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

So, who all is ready?


Indubitably Never 3d6

Waiting on Elwe. But we've been waiting on him since Tuesday and I'm about ready to start. How do you feel about going in with four of you?


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

I feel fine with it I suppose.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

I am ready. May I ask GM Nerk, Will we be using maps?

" Hmm, Giants are dull an thier weak point's behind the knee. Hit em in the hamstring an they come tumblin' down then ya can hit em in the head! "
Oskar sets his gear down in the cave and looks about the group " Anyone up for a game of Three Dragon Ante while we wait? "


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Malaki stretches and sits down beside Oskar.

I shall join you.


Elf Ranger(Deep Walker) 9
Arial:
Init +8; Senses darkvision 60 ft.; Perception +16 AC 24, touch 17, flat-footed 18 CMD 27 hp 59 Fort +7, Ref +13, Will +9; +2 vs. enchantments
Hell Kitt:
Init +6; Senses low-light vision, scent; Perception +6 AC 27, touch 16, flat-footed 21hp 67) Fort +9, Ref +12, Will +5 (+4 vs. Enchantment)CMD 26 (30 vs. trip)

Not planning to Oskar. Doesn't feel necessary with these rules. Flanking just means someone else is in melee with him. AoEs and opportunity attacks may be sort of fuzzy with this, but I don't think it'll be too bad.

The elf snorts and rolls her eyes. "Think you'll catch me playing cards with a dwarf? Not likely...." she mutters as she walks off to see to the horses.


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Hmm. I hadn't noticed Elwe's disappearance. I thought I'd been out of the loop.

I'd prefer to wait for Elwe - four vs. giants doesn't fill me with confidence! ;)

I'm fine with no maps for combat, but we might need maps for layout/navigation. Would you be handling that DM or is it up to us?


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

I have been in a few other threads that Elwe's been in and haven't seen him there either, I think he might be somewhere for the season where his connection is spotty. I'm fine to go for it. Not like the elf can't just pop up later. Sneaky elves...besides his character sheet is so far from done...I don't want to wait :p Honestly though I am fine either way.


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

Olden simply sits and waits, thrumming (quietly) on his lute as the others play their game.


Indubitably Never 3d6

@ Luthia: I'll figure something out for navigation maps.

As far as it goes, I think I'm going to go ahead and start. If Elwe turns up, we'll figure out a way to work him in. If not, I'd rather not hang the whole thing up waiting for him.


Indubitably Never 3d6

Gameplay is open.


Indubitably Never 3d6

Help!

As far as I can tell, the maximum for an ability score at creation is 20, but I don't see any restriction on raising it at higher levels. I think the max of 20 remained in previous playtest versions, but not in this one. Have I missed something?

PS I'll be doing this a lot. I have trouble remembering what is and isn't a rule from this version.

PPS I finally got around to looking at what monks do in this version. Pretty awesome, if you ask me.


The cap of 20 is at all times, even after char creation. As of now only a Belt of Giant Str can raise a stat beyond 20. This does not apply to Monsters, only PCs


Indubitably Never 3d6

Got it. Thanks Shadoven.


Anytime


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

I think the appeal of the monk for me comes directly from ADnD. As for this version, while I'm not up on the mechanical strengths, it definitely seems simple and straightforward...


Indubitably Never 3d6

Before we get too deep into this, a few words on how I run things:

I'll roll initiative when combat seems imminent. I group monsters with the same initiative modifier on the same die. If it's PC1, monster, PC2 PC3 PC4, I'll wait til PC1 has acted, do the monsters' thing, and then let all of you post your actions in whatever order is convenient.

I can roll your saves against enemy spells and such, so that I can post the effects in the same post as the casting, or if you prefer, I can spoiler the effects of a failed save.

In general, if I spoiler things (such as a perception check), I assume you will read it. I also assume that you won't use that information if you failed the check.

If we're in the middle of combat, and a player doesn't post for a day, I'll DMPC them. I'm not going to be a jerk about it, until after New Year's, I assume everyone's life is going to be pretty messy, but in a post-holiday world, posting once a day seems to be a reasonable expectation. If you know you're going to be busy, let me know and I'll DMPC you intelligently.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

That all sounds good DM Nerk. Personally I'm happy for you to roll my saves :)


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |
Luthia wrote:
Yes, the maul/greataxe disparity is a real design fumble, unless both dice of a two die weapon get rolled...

It's kind of similar to the x3 vs x2 critical multipliers from 3x


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

I believe the idea is that a 2dx weapon does more damage on average over time, but a 1dx weapon has more potential for high damage spikes.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Couple of things to clarify, as I have seen it asked.

1-You do not add Proficiency to Damage.

2-On a Crit, no matter how it occurs, the only dice that are not maximized are Sneak Attack Dice. This was confirmed by Mike Mearls on Twitter. So Oskar, go crazy with it! At least until/if you run out.

3-Coup De Grace, when made against an unconscious target, gives you Advantage on the Attack Roll, and an Automatic Crit if the attack succeeds. Keep in mind, it only gives you one attack, as Coup De Grace is its own action, and will not work with Extra Attack or Flurry of Blows. In some cases, such as myself and Luthien, it may be better for us to simply attack, as the extra attacks could potentially inflict more damage that one crit. In my case, it is always better, as I will be going before the target in Initiative, and thus getting my Assassinate Class Feature off, making all my attacks essentially Coup De Graces.

4-On a Crit, you Inflict Max Damage, and roll 1 extra weapon dice. Yes, this does cause a disparity between 2dx and 1dx weapons. The thinking seems to be 2dx weapons on average will cause more damage per hit, but 1dx weapons will have more damage spikes on Crits. In some cases, such as the Warrior Subclass for Fighter, this breaks down as they will ALWAYS want to use a 1dx weapon due to increased Crit Chance, but otherwise we shall see how well it works out in practice.

5-Because im sure it will come up, on a Crit yes we Maximize the extra damage dice from Call to Battle, or any Spells Oskar or Olden cast that give us extra damage dice.

Anyone have any comments or questions, or does that cover those topics? I only posted this because I have been reading all of those rules lately, as they are sure to come up in my Baldur's Gate game, as well as a home game I am currently running in DnD Next.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

Just read up on your assassinate ability. That is cool.

My divine radiance ability just let's me add 1d8 radiant damage to a weapon attack once per turn. It doesn't seem to have a limit of uses per day.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Yea, War Clerics are also pretty cool. The only problem with Assassinate is essentially the way Initiative is supposed to work in this system, so I suspect it will be revised.

Right now, anytime Combat breaks out in any form, there is no Surprise Round or anything of the sort. Instead, regardless of how it happens, or even if all the Combatants are aware of each other, Initiative is rolled.

You then just go straight down the line in Initiative, and any Creature that the DM decides is surprised, whether due to the fact that it is asleep, was ambushed, or any other factors, simply cannot act until after its First Turn in Combat.

So, for example, our most recent combat. It appears by a strict reading of the rules that the moment we decided to strike, and possibly even when we were sneaking up to the Giant, Initiative should be rolled. Assuming the Giant rolled an 18, and Malaki got a 16, despite the fact that the creature is Surprised, and Completely Unaware of Malaki's presence, I could not use my Assassinate Ability, as I have to go BEFORE the Creature in the FIRST TURN of Combat.

So, I expect they will either revise the Initiative rules, the Beginning Combat rules, add such a thing as a Surprise Round or something, or revise Assassinate.

BECAUSE RIGHT NOW AN ASSASSIN CANNOT ASSASSINATE ITS TARGET IF THE TARGET GOES BEFORE IT IN INITIATVE, EVEN IF THE TARGET IS PARALYZED, ASLEEP, STUNNED, AND COMPLETELY UNAWARE AND UNABLE TO RESPOND TO THE ATTACK.

So...yea...I expect there will be some kind of revision when the Core Rules actually release. In my games I am simply treating Assassinate straight out of the rules, but I am allowing PC's to ambush targets and get a free attack in. Or something. Actually now that I type that, im not sure how I am treating it. I believe last combat I ran I ran straight out of RAW..so we shall see. But either way, the interaction between being Surprised, the Start of Combat, and Initiative is kind of vague and needs a revision.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

And again...WAR CLERICS ARE AWESOME!


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Still having a lot of trouble following these rules.

I get that Advantage doesn't work with Flurry on CDG. Makes sense.

CDG rules make no sense. Period. Verisimilitude has died a horrible, unrealistic... flesh wound.

I'm glad I thought you don't add Proficiency to damage. Got something right!


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Merry Christmas from Tennessee, United States everyone!

Luthia, if you attacked normally you would gef Advantage on each Flurry due to the Unconscious state. Coup De Grace does not give Advantage on an attack, just an auto crit.

And I agree Coup De Grace needs to be looked at. However, we dont want it to be too lethal. Never fair if a monster sneaks up and auto kills your character. Maybe stay like it is now, except no attack roll, and double max damage? The problem is there is no way to balance an ability to auto kill something, as all Rogues are going to be able to reliably pull that off thanka to Expertise in Stealth.

And in previous packets, Sleep would be a game ender, because Coup De Grace was an auto kill. Evidentally the majority of people did not like it, thus the new version.


Indubitably Never 3d6

Thanks on the rules check Malaki. You're right about initiative, I was doing it wrong. I'm not sure that I think it's too horrible, because assassinate is looking pretty broken. I say this because you killed a giant in the same amount of time it took everyone else to kill a giant. Then again, we haven't really seen how you fare with opponents who are awake.

I would say that CDG rules need to be changed, a LOT. I can accept that sticking a spear in a giant's eye while it's a sleep might not kill it every time, but it should definitely be a possibility. As it is, not even a chance. I've never played in or run a campaign where the GM had monsters CDG a PC.

"But... but... realism!"

A fair point, but I'll take heroic adventure over realism in my D&D games, any day.

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