| Beorn Haraldson |
I'll be glad to pick up Stealth later if it becomes a "thing" for the group. That is always a good still to have. Not worth asking to rebuild for now IMHO though since its only 1 point at the moment.
| Beorn Haraldson |
All: Two trips I need to mention.
1) Taking kids to a convention this weekend so will not be posting a lot after about 7:00 tonight. Playing 6 slots of PFS. :) Will be back late Sunday.
And 2) I leave on the 13th of March for a two week trip celebrating a significant wedding anniversary (I am an old married guy :) ). Going to travel in Turkey. Not sure of price/availability of internet as I travel but will try to post at least evert other day during that time. Please bot me as needed.
| Beorn Haraldson |
Back from the con. Played 7 games. Wizard leveled to 12, which puts him into retirement as far as Pathfinder Society goes. Got to play with both kids a little. Good fun.
Lets get out of this prison now. :)
| Grafelda Moroe |
It's Herzhen's turn but you haven't really done any DMing. You need to summarize where everyone is when the combat starts, the results of throwing the smokes sticks, post initiative and possibly the map (with tokens on if possible) again so everyone knows what's going on.
Then you should ask for surprise round actions from everyone, and round 1 actions for everyone who goes before the guards.
| Cillian Castilain |
A slightly harsh, but accurate assessment.
GM, at the beginning of combat it really helps for you to set the stage. We need to know how many of them there are, how effective the Smokestick is, what the dimensions of the room are, that sort of thing.
We don't have a physical map, so lots of details really help.
| Beorn Haraldson |
It helps to have a clear and repeated indication of initiative every round as well. I know that sounds like it would be overkill, but in play by post, when combats can stretch for days it really helps to move things along to know if you are next, or almost next.
| Cillian Castilain |
Cillian Castilain wrote:Are you familiar with Group Initiative?No, how does it work?
Basically, the GM makes only one initiative roll for your group of enemies (if they have differing initiative mods, average the enemy's bonuses or something like that).
So, when you roll initiative for everyone, it might look something like this-
Player 1: 1d20 - 1 ⇒ (9) - 1 = 8
Player 2: 1d20 + 2 ⇒ (4) + 2 = 6
Player 3: 1d20 + 2 ⇒ (13) + 2 = 15
Player 4: 1d20 + 4 ⇒ (19) + 4 = 23
Player 5: 1d20 + 6 ⇒ (15) + 6 = 21
Enemies!: 1d20 - 2 ⇒ (19) - 2 = 17
Then, you post your pre-fight heading and the initiative results, something like this-
Initiative Order
Group A: Players 4 and 5
-Bugbears-
Group B: Players 1,2 and 3Round 1.
Bugbear Fight in Waterfall Ruins. 6 Bugbear
Special Conditions: Smoke! Enemies more than 20' away have ConcealmentGroup A, go ahead
Then, group A would act (in any order).
When they are done, post the results of Group A's actions and take the enemy's actions.
At the end of that post you give Group B the go ahead.
The bugbear falls with an arrow in it's eye! Player 3 gets hit by a Bugbear axe!
Group B, you're up.
Group B then acts (again, in any order).
Then you give us an end of round wrap-up describing the results of Group B's actions and any changes that happen
Player 3 lops the bugbear's head off! The Smoke gets thicker!
Then you give us the next round header-
Round 2
Bugbear Fight in Waterfall Ruins. 4 Bugbear
Special Conditions: Smoke! Enemies more than 10' away have ConcealmentGroup A, you're up again.
Basically, what this initiative system does is allows players to post in whatever order they can which speeds things up a lot since they don't have to wait for someone else to find posting time), but still maintains the general feel of "faster than the bad guys" and "slower than the bad guys".
I hope I've organized it all in a way that makes sense.
| jdkle309 |
jdkle309 wrote:Cillian Castilain wrote:Are you familiar with Group Initiative?No, how does it work?Basically, the GM makes only one initiative roll for your group of enemies (if they have differing initiative mods, average the enemy's bonuses or something like that).
So, when you roll initiative for everyone, it might look something like this-
** spoiler omitted **
Then, you post your pre-fight heading and the initiative results, something like this-
GM wrote:Initiative Order
Group A: Players 4 and 5
-Bugbears-
Group B: Players 1,2 and 3Round 1.
Bugbear Fight in Waterfall Ruins. 6 Bugbear
Special Conditions: Smoke! Enemies more than 20' away have ConcealmentGroup A, go ahead
Then, group A would act (in any order).
When they are done, post the results of Group A's actions and take the enemy's actions.
At the end of that post you give Group B the go ahead.GM wrote:The bugbear falls with an arrow in it's eye! Player 3 gets hit by a Bugbear axe!
Group B, you're up.Group B then acts (again, in any order).
Then you give us an end of round wrap-up describing the results of Group B's actions and any changes that happen
GM wrote:Player 3 lops the bugbear's head off! The Smoke gets thicker!
Then you give us the next round header-
GM wrote:Basically, what this initiative system does is allows players to post in whatever order they can which speeds things up a lot since...Round 2
Bugbear Fight in Waterfall Ruins. 4 Bugbear
Special Conditions: Smoke! Enemies more than 10' away have ConcealmentGroup A, you're up again.
That makes a lot of sense. We'll use this starting next combat. Thank you!
| Beorn Haraldson |
All, this is a reminder that will be traveling for the next 13 days. Headed to the airport in a few minutes. I'll check in when I have internet but I do not know how often that will be. Please bot me as needed to not slow the game. Thanks!
| Ventus Cloudstrider |
I agree :) the RotRL and Skull & Shackles campaign I play in in PbP don't bother counting XP at all, but the GM tells us when to level up. For a homebrew, I don't know if that would quite work (the campaign guides tell you at what points in the story your PCs should be a certain level based on the XP they should be getting for various story events/battles, whereas homebrew your encounters are fully from scratch) but it's worth considering, anyway.
| Cillian Castilain |
Don't mind me, I'm just making stuff up. Cillian's whole concept is that he knows the city and has been preparing for this for a while.
GM, if you don't like it, feel free to have the safehouse compromised so that we can't go back to it again without risking capture, or just lighting it on fire or something.
| Ventus Cloudstrider |
I suppose it's how you define interaction, but I don't see how it would do any good to give it a save if looking at it isn't going to be "interaction"--it can't fake any other sensation, so you would know that it wasn't real if you tried to touch it, for example, by the fact your hand would go right through, no willpower needed. But it's up to the GM :)
| Harzhen |
Generally it takes a specific action to interact with an illusion. The only way looking constitutes interacting with an illusion is if someone tells you it's an illusion and you attempt to disbelieve it, as far as I know. So no, just seeing it doesn't count.
Having said that, it's all really up to the GM, and how he interprets it. But I'm pretty sure that's the way it usually works.
| Beorn Haraldson |
Good with that. The general ruling is that to make the illusion look like people is not problem. To make it look like specific people take artistic talent. These will likely be too far away for someone to closely interact anyway.
| Cillian Castilain |
GM? Does anything happen before we head out into town after sundown?
Want to move us forward and set the scene for us? It's mostly going to be Ventus climbing up a tall building so he can cast his illusion at/over the wall (unless things go horribly wrong)