
DM RyckyRych |

Discuss here.

Fergus McDammitson |

What classes are you guys interested in playing?
I really have no preferences. We obviously need one or more classes capable of tanking and a dedicated healer (with perhaps some backup healing). Ranged damage would be a plus, too.

DM RyckyRych |

Another thing I did was activate the 5E Character Sheet option in Roll20. I'm not familiar with how it works but its there if you wanna try it.

DM RyckyRych |

I'll see if I can find an appropriate token for both of you and add them to the game.
BTW, dwarf clerics are always awesome.

DM RyckyRych |

May I ask, in advance, how you might want to handle a Wild Magic sorcerer's chances for a wild surge?
Well, lets have some fun with it and have you roll that d20 every time you cast a spell of 1st level or higher. On a 1, roll d100 and we'll see what we get!

Fizzlebomb |

ok, I'm looking at a rogue/ranger/fighter type. It'll only be 1 of the 3, but i know that Jacob is not playing this game, and wondering what the fourth or so player might be.

DM RyckyRych |

Jacob isn't playing?

Fergus McDammitson |

Feyce Mellitur wrote:May I ask, in advance, how you might want to handle a Wild Magic sorcerer's chances for a wild surge?Well, lets have some fun with it and have you roll that d20 every time you cast a spell of 1st level or higher. On a 1, roll d100 and we'll see what we get!
Sounds good to me. I know Wild Magic isn't the min/max choice but it would be more fun.

Fergus McDammitson |

Jacob is a little too busy to play. (I've been playing for Haldor on the other adventure for some time.)
I think Dave is in though!

DM RyckyRych |

I've emailed him about joining TFTYP and taking over for Haldor. If you have a simpler way to talk to him, let him know I've sent a message.

Shafty |

Adventure life is safer with a cleric around. So here come Morgran.
Well, heck, having Morgran means easy street for the rest of us. Tank-healer-DPS, all in one!
I'm only partially kidding. Pavel, you play the best cleric I've ever played with. (Maybe only because I've never played with our DM where he rolled a cleric!)

DM RyckyRych |

Well, we've never played the same type of clerics. However, Pavel always seemed to be prepared and even took the fall a number of times in order to help the party. Ah, the memories of Wednesday nights.
As to the present, I'm proud to see that we have four strong adult players to take on these seven noteworthy modules. The kid gloves will be coming off now. Since the modules are purely 5E will stick with straight-up 5E rules (so no homebrew hit-die healing and such). I don't know if I want to get into stuff like downtime and such, that just sounds like too much bookkeeping. However, you will need to track your gold and expenses for whatever comes up (like paying of tavern owners for information).

DM RyckyRych |

The book is just a collection of the seven modules. I've only looked over the Sunless Citadel and no, it is not in the Undermountain. I think its just fluff to introduce the various modules, presenting a way that adventurer's can get some background info and such should a DM wish to use it. Maybe some of the other modules will use the Undermountain in some way but all of these are conversions from old products, they are not related to each other.
Dave, that method is fine. With PbP, you may need to do some things under the assumption of something being true, etc. In the case of the rerolls, that is perfect. Same for crits and rolling crit damage. You can also use spoiler for "If this, then that" type stuff also.

Dave the Bellicose |

Found the syntax in Roll20 for rerolling 1 & 2 one time only.
/r 2d6ro<2
Tested and seems to be working properly, and keeping 2nd roll even if it's 1 or 2.

DM RyckyRych |

Sounds good to me! I had a feeling you'd be bringing a guy like this. So proud you didn't disappoint me.

DM RyckyRych |

Well, these are supposed to be "deadly" dungeons so you might need all you can get.

DM RyckyRych |

Dave, I was looking at your character and I think you have 28 points in your stat-buy, not 27.
Also, I see Dave is using a background from the Sword Coast Adventurer Guide. I'll allow that book to be in play if anyone wants to use stuff from it. I haven't read the book but if its allowed for AL play so I'll allow it also.
It is allowed for AL play, right?

Dave the Bellicose |

1 of those points is from +1 to STR from the feat. I copied it off an old sheet instead of calculating it, so I'll recheck.
Yes, it's on the list at the top of p3 in the current Adventure League Player's Guide.
http://media.wizards.com/2016/dnd/downloads/AL_PH_SKT.pdf

Dave the Bellicose |

So, I took a 15,15,11,10,10,10 array for 27 points.
STR 15 -9
DEX 10 - 2
CON 15 - 9
INT 10 - 2
WIS 11 - 3
CHA 10 - 2
27 points
Variant Humans add +1 to any two stats, so I chose +1 to CON and +1 WIS.
They also receive a feat. I selected Heavy Armor Master which adds +1 to STR.
Math looks good. I thought it looked off too, so glad to check.

DM RyckyRych |

Ah, the Heavy Armor feat, I see it now. Cool. That works. Fergus had that feat so I'm used to it but make sure I don't forget about the DR.

Feyce Mellitur |

There's a new sorcerer background in the Volo's Guide to Monsters (I believe it's there; maybe it's SCAG). If I were to decide to redo my character before Level 5, would Volo's Guide (if that is indeed the source) be approved? It's on the same PDF. (I can scan and email the relevant pages from whatever book it is, if that helps.)

DM RyckyRych |

Sure. I'm not planning on this being AL or anything but if its allowed in AL I'll allow it here.

Dave the Bellicose |

Feyce Mellitur wrote:May I ask, in advance, how you might want to handle a Wild Magic sorcerer's chances for a wild surge?Well, lets have some fun with it and have you roll that d20 every time you cast a spell of 1st level or higher. On a 1, roll d100 and we'll see what we get!
If he rolls after every spell, how will that interact with his Tides of Chaos feature?
TIDES OF CHAOS
Starting at 1st levei, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of Ist level or higher. You then regain the use of this feature.

DM RyckyRych |

Tides of Chaos comes in if he actually rolls on the table itself, not the d20 to see if he has to roll on it. So if he rolls a 1 and needs to roll on the table he'd regain ToC if he had already used it.
So, to make things fun, I think I will have you roll d100 on the table any time Tides of Chaos kicks in, meaning once you cast a spell after using it.

DM RyckyRych |

Not quite, generally you round down in 5' increments when using the map, however since we are talking vertical movement we can be more precise. As I said in the post, I'll allow him to drop down as a free action at the start of his next turn.

DM RyckyRych |

Like I said, I'm not overly worried about it. :)

Feyce Mellitur |

Look at all these first-level characters, undone by a rope and a potentially fatal drop depending on how a d6 roll comes out.
I submit, based on real life, that the first ten feet of a drop shouldn't be more than 1-2 points damage. By contrast, I would think a 70' drop or so should always be fatal no matter the number of one's hit points.
This came up during our D&D session last Friday night, where John's character and my daughter's toon were stranded with two manticores (one of whom was enlarged thanks to John's mishap with a wand of wonder) at the bottom of a 250' rope, while the other characters tried to descend to help them. Jacob's monk eventually dropped the remaining 50 feet because he had some ability that allowed him to ignore a certain amount of falling damage.
BTW, I couldn't find anything indicating how fast a player climbs down. I ultimately went with vertical speed = movement speed, but that was just a guess. Is there anything in the PHB/DMG about this, or was your 1/4 climbing speed just a house rule?

Dave the Bellicose |

I submit...
As far back as '83 I remember this being discussed in Dragon magazine.
Mentzer had written an article saying that Gygax had intended it to be 1d6 per 10' CUMULATIVE, (or 1d6 per 10' per 10') much like the acceleration of gravity (32' /sec /sec) and that the second "per 10'" had be edited out as a typo.
A quick search reveals an article on this very chain of events
http://grognardia.blogspot.com/2011/11/articles-of-dragon-falling-damage.ht ml
Apparently, 4 editions later this has never taken hold.
I also recall a letter in a following Dragon claiming that acceleration and actual distance traveled don't progress along similar curves
Lets see...
Ah, here it is:
Time Velocity Distance Fallen
(sec.) (ft/sec.)
1 32 16
2 64 64
3 96 144
4 128 256Lo and behold! The object falls 48 feet dur- ing the 2nd second — three times as far as during the 1st second — yet its speed only doubles. During the entire four seconds of falling, the distance fallen per second in- creased by a factor of 16, while the velocity of the body only went up 4 times. The relation- ship of distance to speed isn’t a geometric progression, but a geometric retrogression!
Put in simple terms, after a fall of 64 feet, an object strikes the ground twice as fast, and presumably takes twice as much damage, than it does after a 16-foot fall. In the Players Handbook system, the object would take 4 times more damage — a little high, but bear- able. However, in the “true” system put forth in #70, damage would increase by 10 times! This is not bearable.
FWIW, I'll note as a free-climber and a collegiate gymnast that 10' is a pretty scary distance to fall. :)

Feyce Mellitur |

I was thinking of this because of the story about the Montrose veterinarian -- the one who was awaiting trial for allegedly hiring a hit man to kill her husband -- who committed suicide yesterday by jumping from the 7th floor of her high rise.
Let's say each story is 15 feet apart, so that puts her fall at 90-ish feet (from the bottom of the 7th story). 9d6 in D&D results in an expected value of, what, between 27 and 36? Not enough to kill D&D characters of 5th level or higher.
But in real life, a fall from the 7th story would almost always be fatal. Internet research tells me that the median height leading to death is about 49 feet. Statistically, 100% of victims die after falling 85 feet or more.
But letting go of a knotted rope at a height of 10 feet shouldn't be enough to potentially bring even a 1st-level character (like Feyce, who has 8 HP) to within 2 hit points of "death."

Dave the Bellicose |

Scott does a lot of rounding, but linked is a chart with similar numbers and more explanation.
http://www.greenharbor.com/fffolder/speedtime.pdf
It's probably worth noting that he's likely more right than wrong. Acceleration --is-- geometric, but impact energy, what might pass for "damage", is computed with VELOCITY.
He points out correctly, that the actual total velocity isn't climbing that quickly, having only doubled after a 60' fall and trebled after a 140' fall.
YMMV.

Dave the Bellicose |

shouldn't be enough
Concur... wiiiiith the caveat that "HP represents blah, blah" and that a 6 would represent the MOST grievous set of circumstances surrounding the fall (stumbling and striking his head or breaking his hip or maybe just internal injuries like a subarachnoid hemorrhage), but yeah seems excessive.
However, OSHA says:
"slips, trips, and falls... cause 15% of all accidental deaths, and are second only to motor vehicles as a cause of fatalities."
"65% of fall-related injuries occur as a result of falls from same-level walking surfaces"
"Over 60% of all elevated falls are from a height of less than 10 feet"
"An estimated 20 – 30% of people who experience a slip and fall will suffer moderate to severe injuries such as bruises, hip fractures, or head injuries"
"Slip and fall accidents are the most common cause of traumatic brain injuries (TBI) and these account for 46% of fatal falls among older Americans"
Not exactly the same demographic as robust adventurers with arcane powers, but food for thought...

DM RyckyRych |

Also, said adventurers are wearing armor, carrying an abundance of supplies, and often fall onto hazardous surfaces. Of course, there are exceptions to all of it, people miraculously survive skydiving accidents while others die falling off their ladder in the garage.
As far as quarter-speed, I might have slipped into Pathfinder mode on that one. I'm not sure there is a specific rule for 5E regarding climbing down a rope and movement speed. Either way, the spell hit and I've allowed Feyce to jump to the ground as a free action next turn. As for the other two still on the rope, they would still want to wait for him to move out of the way before proceeding down. Lastly, the module doesn't say how high the end of the rope is above the ground, it could be 6 inches, it could be 5 feet.
TBH, I fully expected Dave to wipe out two of them before any of this happened...

Dave the Bellicose |

Clearly, Dave came into the first round with a bad case of the yips!
Fortunately, Feyce remained cool under the pressure.

Dave the Bellicose |

Wow. Ok, I meant that as a gag, but now...
Nine 1's, seven 2's, eight 3's... I quit counting after that. Now I have to get a bigger sample and dump it into a chi square parser.
Nearly twice the expected occurrences :-\

Feyce Mellitur |

As far as quarter-speed, I might have slipped into Pathfinder mode on that one. I'm not sure there is a specific rule for 5E regarding climbing down a rope and movement speed. Either way, the spell hit and I've allowed Feyce to jump to the ground as a free action next turn. As for the other two still on the rope, they would still want to wait for him to move out of the way before proceeding down. Lastly, the module doesn't say how high the end of the rope is above the ground, it could be 6 inches, it could be 5 feet.
I wasn't complaining, mind you. I was just curious; more than idly so, because movement speed while descending a knotted rope was, in fact, a big question in last Friday night's game, and neither I nor any of the other players had any inkling what it might be. Like I said, I used movement speed because I figured descending would be faster than climbing (which I believe is half-speed). But I wouldn't allow them to "dash"; or, more correctly, I suggested they could try to "dash" down the rope but that they would expose themselves to potentially falling to their deaths. Nobody took me up on it. :)

DM RyckyRych |

Hmm, is it half-speed in 5E? Wish you'd said something earlier, I'd have gone with it.
Ah, right there on p. 182 in the PH. Hmph. I really thought it was quarter-speed.

DM RyckyRych |

By the way, I gave everyone darkvision so lighting wouldn't be a nagging issue. I'll just assume Dave got some of those goggles from one of his brothers or something.

DM RyckyRych |

Dave, as you can see, PbP gaming is not fast, however it is quite flexible. Just waiting for Morgran to act before moving to the next round.

DM RyckyRych |

I must ask. How do you have an AC 18, Morgran?