DnD Next Playtest

Game Master Sai Ling

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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{}

Oh I agree DM. I was merely stating what I think the most likely reason for the coup de Gras rules being what they are. personally I do not think they are very realistic and it's somewhat on heroic what a bunch of people surrounding giant I cannot kill it by slitting his throat instead they have to beat on it for a few minutes.

Ignore bad speech and grammar, had to use voice to text on my phone. It sucks.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Yeah I hate that tension, I want GMs to have the latitude to say "yes" to players who have a great narrative set up to kill something but "no" to rules hounds on either side who just want to straight up kill things out of abuse of notions of pure realism or math. I want the system to have challenge but not restrict clever thinking.


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

As I said in the recruitment thread, you have my sincerest apologies. The holidays have made me rather non-productive on the boards for a bit, but I just about have my profile updated and ready to go if your still willing to have me along for the adventure.


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 has been keeping an eye out for you. We are just about to have a big fight, so perhaps now is the time...


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

I didn't want to just jump in without a go ahead. I'm getting caught up with the gameplay thread right now and would appreciate it if someone took a look at my character to make sure I calculated things correctly. The only thing I know that is off for sure is his gear. I need to adjust the weight and price of a few things, but none of it should be over his enormous encumbrance or spending limit.

Edit: As for what Elwë has been up to, I would assume he was taking in the area. He moves at a speed of 45 so he can get around and has a knack for staying unnoticed in natural terrain that offers some way to obscure yourself from view.


Indubitably Never 3d6

So the question is: Has Elwe been with you all along, but has simply been keeping his mouth shut? Or is he just a lonely wood elf who saw the smoke and decided to come and see what was up?


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

Hmm...I was thinking he went off to secure the area around their base of operations while everyone talked. However, he came back to find that everyone but Arial, who quickly ushered him off towards the others, was gone.

He is a wood elf after all and has a knack for going unnoticed in the wilderness.


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 think it makes sense for him to tell us he would "catch up" but he was in the discuss thread before so I think it is fair that we "know" him maybe?


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{}

Im fine with him catching up to us.


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 |
Elwë Alcarin wrote:

Hmm...I was thinking he went off to secure the area around their base of operations while everyone talked. However, he came back to find that everyone but Arial, who quickly ushered him off towards the others, was gone.

He is a wood elf after all and has a knack for going unnoticed in the wilderness.

Sounds good.


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

whatever works is fine...


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

Sorry about that, I was waiting for you to give me the okay on what had happened before posting. I'll go ahead and put up a post now though.


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

Just as a heads up - I made a post about increasing the functionality of the Class/Level field to make it easier for PbP's. By all means favorite it, stop on by and comment and spread the link. Would make things much better for all of us... Maybe not the coders though... ;)

LINK


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

I can take the -5 from Great Weapon Master on each attack, correct?


Indubitably Never 3d6

Looks that way to me, Elwe


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

Alright, I just wanted to make sure since I looks like I lit that Giantess up pretty well even if only one of his swings hit. Scary to think he gets a third attack if he critically hits or drops an opponent to 0.


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)

Arial sits in the cave, making soup, wondering how the assault is going.


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 smash!"

For some reason Elwë has me thinking of the Incredible Hulk.


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

@Malaki - looking at your character - multi classing is interesting in this edition as it adds a bunch of skills to your repertoire -

* do you get different Proficiency bonuses for each set - i.e. 5th level Proficiency bonus for Fighter skills and 3rd level Proficiency bonus for Rogue skills?

* How does multi classing work with Proficiencies for weapons/attacks - is it combined?


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 get all proficiencies for both classes and add my full prof bonus to each of them. Prof bonus is based off of character level, not class level.

It certainly makes for fun characters!


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

Well that seems like a design flaw right there. ;) Nice to see multiclassing being promoted however unwittingly...

Not that I would complain, I fail my Will save to multiclass almost every time, and working on Multiclass Archetypes only makes it worse...


Indubitably Never 3d6

I love that site, Luthia. Wish I could find anyone who allowed their stuff.

re: multiclass, I think every class has enough good stuff as you level that sticking with a single class will be a viable option, if not the standard. I like that they've imposed restrictions as well. It may not be perfect, but I think they're coming up with something pretty good this time around.


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'll have to check the restrictions then. Where are the rules for multiclassing?

As for MCAs I find PbP GMs occasionally allow them after I explain they are really just like an archetype of the Primary Class. We are also just about to relsease our second (and free) PDF - I'll let you know when it goes live...


Indubitably Never 3d6

Cool.

The "restriction" on MC is really just an ability score prereq:15 for classes with a single primary ability score, or 13s for classes with two. Some I'd quibble with, like strength for fighters. Because of the way finesse weapons work, Dex based fighters will be a lot less niche-y than in 1st-3rd editions.


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]
DM Nerk wrote:

Cool.

The "restriction" on MC is really just an ability score prereq:15 for classes with a single primary ability score, or 13s for classes with two. Some I'd quibble with, like strength for fighters. Because of the way finesse weapons work, Dex based fighters will be a lot less niche-y than in 1st-3rd editions.

Yeah maybe they should make Dex OR Str for that one. I had the same thought.


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

That or make it so that Dex can be used as a substitute for Str multi-classing requirements when you are using finesse weapons.


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]

Yeah but if I was a character with high str, maybe a barbarian or...well I guess a barbarian LOL maybe I wouldn't have good dex??

I wonder, Dex fighters are good but since Dex is already a physical stat that is useful to other classes maybe the idea is that requiring STR helps reward or create incentive for non-martial type characters to diversify p prime physical stats? Basically "you could play a character that normally has high dex, but doesn't but the trade off is maybe you dip as a fighter?" I dunno...


Indubitably Never 3d6

That makes sense Olden.
When I start running this properly, I'm going to make Druids use Con instead of Wisdom for their magic and abilities, because then there's a class for each 15+ stat, and because it sort of fits. Anyone who spends that much time outside is going to be hardy.


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

Constitution based casting also appeals to me in the "drawing from inner reserves" sense.


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

I agree that it might be to help even out the field in terms of having a class to kind of justify having each ability score as a main stat.

The interesting thing about how they made Barbarian is that you can still benefit pretty well from making a Dex based class as Rage gives you a straight damage boost as opposed to Str boost now.


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]

Full disclosure: ive played this module. Twice. Died. Twice. One time in a situation not unlike this. I wanted to play this to see how.Next measured.up against ad&d and 3/3.5/4 PF.

That said:

This is nuts. In pf this is like a CR 15+ encounter an in ad&d it just "insane". I'm not even sure I can sing as I need short rests between uses. We should run away not in.

Conversely I want to mention to OSW that these old modules lack some subtlety in that this is from an age of bash and dash. We know everyone here is bad, it assumed in the set up...im not sure what a parlay with stone giants will accomplish and we can probably guess that.this.CG is.not.of the good.variety.

So can we talk about this.for a second?


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

Full disclosure: As I said at the outset of Recruitment, I DM'ed this back in the early-mid 80's. My brother's party made it all the way through G1-3 and are still waiting for us to pick up their empty shells somewhere in D1...

I know what this is all about as it was written, but I'm not sure DM Nerk hasn't changed/tweaked things up.

I'm expressly forbidding myself from checking the original adventure out regardless.

For what it's worth, I can't remember much of it, and if there were worgs in a courtyard and a separate outbuilding I have forgotten it...

Luthia could enter with Oskar in chains/on a shield trussed up as dinner just to give us a moment of surprise or something. (I know I already suggested something similar last time, but still....) Just entering every room and bashing everything doesn't do it for me...

The fire trick has worked so far. - let us continue to use our wits... I guess even if we can kill everything, facing a baker's dozen large creatures and wiping the floor with them does seem a little out of whack even for five "heroes"...


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 is a barbaric elf that has found his people trussed up and served to these monsters some call giants. He is not necessarily thinking clearly at the moment. If majority of the group suddenly decides another course of action is best then so be it, I could see him being talked into backing away, but it would require everyone else saying so. Any one person saying they should go in will keep him at that door.

Also, we could use the hallway to our advantage and make them come to us.


Indubitably Never 3d6

Full disclosure: I am running this module as written. As Olden pointed out, though, there is a lot - a whole lot - that is NOT written. That's where I get to play.

For example, (since Luthia mentioned it) the room the worgs are in is called "Open Compound." It doesn't say anything beyond that to suggest that it's a courtyard and that the rooms beyond it are part of a separate outbuilding, but when you look at the map and what the rooms actually are, it makes perfect sense.

Or the giants in the big feasting hall. I chose to have that many giants in there because that's how many giants there are in there in the module. I believe it was done that way because it presents the players with a different sort of challenge.


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 mention my previous experience mostly to disclose that I know that module can be hard,
I guess I just really wanted to have a conversation about it because the seem like a really bad odds for even 5t level characters
I'm not saying we shouldn't fight or anything else I'm just advocating some strategy


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

Did we determine that didn't count as a small rest then? So no singing buffs?


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 |

If we go ahead with the assault on the giants here and Olden can't sing I'll cast prayer, it gives a +1 to attack and damage and saves... If Olden can sing I'll probably cast bless again.


Indubitably Never 3d6

A small rest has to be at least a few minutes. What I imagined I was reading was maybe a couple of rounds, but if someone said they were taking a short rest, I'll amend my imagination.

Edit: I take it back. A short rest is an hour. You didn't have that long.


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 is bold and sure of his skill. He also is an assassin who favors rapid strikes on unsuspecting foe. He believea if the strongest can be killed swiftly, the rest will flee or die as well. However he is an intelligent man always looking for an advantage. But so far no one has come up with a better plan than go further in or strike now. He knows how he would do this alone, but he ia not used to working with a team, and is not comfortabe asserting himself as the leader. And we dont know each other well enough for it to make sense for others to ask his advice, or vice versa.

Bards get Song back after 10 minutes of rest, not a Short or Long Rest.

Malaki is also confident he can escape if need be, to strike again at night...with or without the whole party making it out alive.

Wow...im playing him as more of a bastard than I intended.


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{}

As for whether we attack or not...the door has already been opened and init rolled. We are committed now.


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

As I posted before, but post was eaten by site-wide power outage post-dissolve:

Yep. We are committed. Good point Malaki.


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{}

Sorry Luthia.


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 |

Sorry, seems my last post was eaten...


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
Malaki Davont wrote:
Sorry Luthia.

No worries Mal. All good. ;)


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

Unfortunately I don't have my documents in front of me so I can't check. I think I should have perhaps waited to rage. I believe he can choose to heal when he enters a rage from his Spirit Rage ability, but not after he has already entered it.


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]
Elwë Alcarin wrote:
Unfortunately I don't have my documents in front of me so I can't check. I think I should have perhaps waited to rage. I believe he can choose to heal when he enters a rage from his Spirit Rage ability, but not after he has already entered it.

Yeah sadly its "when you enter" which is sorta unfortunate, especially since all the other spirits have persistent effects that last the duration of the rage.


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

I won't lose any hit points after dropping out of rage since temporary hit points are the first to go in combat, correct?


Indubitably Never 3d6

That's always how it has been, I assume it hasn't changed.


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

I just know that in other systems you can wind up losing a bunch of hit pionts when you come out of rage and I wanted to make sure I knew what I was in for.


Indubitably Never 3d6

Wait, what?
I've never played that way, though I do have a long and colorful history of doing it wrong.

Anyway, unless someone finds where it says temporary hit points are lost last, they're lost first.

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