Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)
Unless you want me to do it differently and for the sake of expediency, I will always post two AoO rolls if I have a melee weapon in hand I can use, due to combat reflexes. If you want to handle that differently, let me know.
Expediency works for me. I can always disregard extra rolls, as opposed to waiting for an AOO from you. Yikes! At least you got those awful rolls out of the way early.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
Will the line between Delendir and the goblin in front clear of people for my next action?
I specifically want to know if I can charge over the goblin in some way or another.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Everyone (but Tal) should have taken a full round action from my last post for the goblins. If you have taken a turn since then, you are waiting for a summary post from me, yes.
I will post the results of each 'round' as you just saw. Please refrain from posting the results of your action, as that can lead to confusion when both you and I say that you offed an enemy. Plus, I might decide to ramp the difficulty of your opponents up based on your combat prowess. Please use contingencies instead, for example:
I swing at goblin A. If I drop him, I move to H10. If not, I 5 ft to G7.
I know most of you either have this AP or can at the very least look up the stat blocks for the enemies, but try to leave the results to me. I'll try my best to describe your actions in an appropriately entertaining way.
Also, be assured that even though you guys are posting out of order, I AM resolving your actions in initiative order.
Male | DEX with belt: 16 | WIS with headband: 17 | Human (Tien) Monk (Wanderer) / 10 |AC 23 T 21 FF 18| HP 54/54 | Ki Pool 3/7 | F +7 R +10 W +10 | Init +5 | Perc +14
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
As I had acted the last one in a couple of rounds, I have found difficult to understand the position and actual disposition of the combat. In particular where my fellows where standing and which goblins were up required two or three times re-reading to look for the clues of what exactly has happened and what where the results, as the image from begining of round and the one I had to act and take decisions was pretty different.
I am ok with you doing the attacks results RP. I had a clear idea of what would happen with a regular goblin, but I don't have this AP and I don't have any idea what will happen with more complex NPC's ^_^
Because of this two things, if you happen to stumble with the posts before all of us have acted, I think it will be useful if you make a "middle round" summary or clarification post, resolving the actions to that point, and even updating the combat map if it changed a lot, like previous turn when Vivi and Kiley had "potentialy" dropped two goblins and moved in consequence.
For the rest I am ok, I like your RP style and the pace at which the action is moving ^_^
@ Delendir - I prefer to do it in a 'block' like that because combat is a fluid thing. You guys aren't standing around like automatons waiting your turn, initiative is just a way of simplifying things. You technically were 'first' after the first round, since I just put you at the top of the initiative after your companions and the goblins had acted. As far as which enemies are up, at the time of the last 'update', whichever goblins are on the map is which enemies are up. As much as possible, I would prefer you not 'know' Kiley rolled high enough to destroy the goblin in front of her, as the action is happening at the same relative time. Instead, I suggest lacing your post with contingencies. Such as: I move towards the goblin in front of Kiley. If it falls, I instead move to support Tal.
@ All - As noted, I prefer to add more 'realism' by making you declare all your actions before resolving them. Again, I resolve them in initiative order, not post order, so keep that in mind. Remember that a few spoken phrases are a free action, so feel free to coordinate with each other to lessen confusion.
That being said, if you guys would prefer a slower pace, I will comply. I like the way I do it, since we don't have to wait on person A before we get person B's action.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)
I'm good with it, been a decent pace so far, and I enjoy the descriptive scenes for combat. I think it makes sense we are not fighting as optimally as we can due to inexperience with each other.
All, I have whose 'turn' it is bolded on the Initiative. So at the moment, we are waiting on Vivi. I certainly have no objection to you posting your actions early. We actually declare all of the actions at the start of the round in my other Runelords game. Would you prefer that?
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
I think the way we are doing is more fluid and helps keeping the pace.
Personally I prefer the enemies to act all at same time, so we avoid cluttering the initiative, which helps reducing the number of situations where we have to wait for others to act.
Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)
I only posted that early cause posting a combat turn is a major pain on my cell phone. Didnt want to slow things down by making everyone wait. While block init is easier it is less realistic. I'm fine with either though.
Save for the first round where initiative is really important it's easier to have everyone at the same go. Especially the enemies. I have seen gms take the average initiative of the foes in order to group them together. It lessens the wait for eachother, but your call of course.
Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)
I agree, it does make things easier to manage, and is probably a pretty good idea when doing a PbP game especially. As I said, I'm good with either one and would suggest that maybe we experiment a bit to see what works best for us as a group.
Male | DEX with belt: 16 | WIS with headband: 17 | Human (Tien) Monk (Wanderer) / 10 |AC 23 T 21 FF 18| HP 54/54 | Ki Pool 3/7 | F +7 R +10 W +10 | Init +5 | Perc +14
I don't have a problem with the average for all enemies, but if I do it for the enemies, I will do it for you guys, as well. Is that something everyone is agreeable to?
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
Hahaha, yah, I hope we don't get to that :)
I am ok, but Tal's has placed a lot of his character build into initiative, so I don't know what will he think.
Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)
Dunno, the only drawback I see to it just now is that things can go really badly without a way to deal with the situation before it gets lethal. At least with people moving on their own init there is the possibility to intervene and save an ally where as with everyone acting as a group that potentially vital option disappears.
Well for the first round it does make a large difference. And to control the battlefield, going first is important :). So I would say for first round split, then average or group up.
In example say me and vivi have a higher init than the enemy group, we would go first, then the foes and then everyone including vivi and me again.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Male | DEX with belt: 16 | WIS with headband: 17 | Human (Tien) Monk (Wanderer) / 10 |AC 23 T 21 FF 18| HP 54/54 | Ki Pool 3/7 | F +7 R +10 W +10 | Init +5 | Perc +14
Personally, I like the idea of posting the initiative order, then everyone stating their actions For the round. It adds more realism, and combat moves fairly quickly. Downside is that you have to state contingencies.
Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)
I generally prefer that as well Crispy, more realistic too as far as resolution goes. Still what ever the masses want. And I think that after we get a few more combats down it won't be as bad either as we get used to our builds and fighting as a party.
Thats why I'm suggesting it only for round one. Its rare that an enemies group consists of different types of which one or two are super init optimized.
After that init is not that important since everyone can delay and ready.
I can make the same argument for your group, where everyone is grouped between +2 and +4 except for Tal with a +9. There will be no compromise in this instance. We either super-simplify things and take the average for both groups, we block it like I was initially doing, or everyone posts actions for the round at the 'beginning' of the round.
Since this AP is technically for 4 players, and you have 5, I don't feel you need any further advantages.
@ Jessica - Exactly. Any group first trying to fight and use tactics together is usually gonna suck. Then as you learn each other it will flow better.
So anyway, we have 3 options:
1) Simple average for both groups.
2) Block - where all PC's in a block between enemies (if there is more than one I wish to classify) can act together.
3) Everyone posts and I resolve in initiative order based on best interpretation of your action.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
Additionally, would be technically possible to post bigger maps? Google docs doesn't allow me to resize in my phone browsers and although I can see the tokens, I have a hard time to identify who is who.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
Yai! Illusions, they can be so powerful or so meaningless depending so much on their interpretation.
Years back Wizards released some articles explaning how they work in detail. Pathfinder has changed almost nothing on that so I think they are still valuable reference in case you want to check about the topic: