Keith the Thief |
I think a turn is 10 1-minute rounds(at least in 2e). I think TSR removed 6-second rounds(of whatever they were called) in 2e.
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.It'd probably help if I actually read the rulebook, huh?
Assigning "turn" to the 1 minute of game time is probably a fluke of my aging gray matter :)
Anyway, the BB Hero's Handbook says:
"Time in combat is measured in rounds. Each round is 6 seconds long —enough time to move a bit and either swing a weapon or cast a spell.
Ten rounds is 1 minute (60 seconds) of game time. The Game Master counts down from the highest initiative roll to the lowest, and when your initiative is called it is your turn.
On your turn you get to take all of your actions, and when you’re done the GM counts down to the next creature."
P.H. Dungeon |
Right a +2, I'm getting 3E and 4E mixed up. I will however be taking the -2 to AC should the ogre whack me, which it probably will.
Like you said Maya not that it matter since your rolled a three but you get a +2 when you charge to your attack and a -2 to AC until next turn.
Maya Harlech |
Did Gozer take his turn before Maya because he was doing a Charge?
Gozer was ahead of Maya in the initiative order, but I had seen that he had posted and had said he was observing things, so I thought he was either delaying or not taking his turn this round, which is why I took my action.
Keith the Thief |
Keith the Thief wrote:Gozer was ahead of Maya in the initiative order, but I had seen that he had posted and had said he was observing things, so I thought he was either delaying or not taking his turn this round, which is why I took my action.Did Gozer take his turn before Maya because he was doing a Charge?
Okay.
I edited my post while you were replying. Sorry about that.It still seems like it should be Tamilius' turn, right?
Then the ogre?
Varrian Lunari |
Yeah. I never took my turn waiting for the watchman to go. I was just commenting on in character on the dwarf. Everyone else was doing character comments so I figured it would be fun to. Yeah then Maya would have gone then tal and the ogre up again.
I also went ahead and gave as much info about the attacks as possible. I know some people had questions about all of the pluses and minuses. I hope that helped someone. I figured I could try and help people understand the system a little better. I hope no one minds.
TheHairyAvenger |
Can I just ask a question before I take my turn.
Is it possible for me to charge because there are already 3 people around the ogre and I think that at least 2 are in the way a little but I'm not sure it's just because I know that you can only charge in a straight line with no obstructions.
If I can't I will probably cast Bless.
Varrian Lunari |
Its up to the DM but I don't know what the BB says. The ogre as I understand it now has four players around him which I think would mean you could not. From what charge says, like you had said if there is any obstruction including ally's a character cannot charge. Hope that helped a little.
Tippo Dakar |
You're not going to be able to make the charge. I've probably allowed too many people to do so but c'est la guerre. You can move up until you are at 15 feet, just outside the ogre's reach and cast bless and be in position to move in and flank the wee beastie next round. Or you can stand your ground and use your sling or cast bless.
Keith the Thief |
Special Action: Charge, from the BB Hero's Handbook --
Charging spends your Move Action and your Standard Action.
You move 2x normal speed.
The attack is at the end of your move.
You must move at least 10 feet.
You must move in a straight line.
You must have a clear path to one enemy.
Nothing can hinder your movement
(And yes, this is a helluva lot of fun!)
Keith the Thief |
I need some tips on how to make sure Trapper has everything he needs for future encounters.
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Since my (his?) original post said he had the short sword, studded armor, cloak, and thief tools, it did not seem fair to have him whip out a war hammer.
What happens next obviously depends on whether Tippo has us attacked by a chain gang of undead Sahuagin, but Trapper really needs to go home and get his stuff!
Do we RP that kind of thing, or just "make it happen"?
Thanks
Keith the Thief |
For instance I didn't say Gozer had his other gear on him, I have always played where unless otherwise spoken like Maya did your stuff is with you. But that would be good to know.
I always DMed the same way you're talking about, that the PCs have their stuff, but Pathfinder seems more specific than I've been used to.
'twould be good to know.Tippo Dakar |
I am the same way, PCs always have their stuff about them. Pathfinder does have carrying capacity rules, which I generally don't pay much mind to unless a character is carrying around a ludicrous amount of gear. The Beginner Box doesn't say anything about encumbrance so the ludicrous rule applies. So Trapper has all his gear on him as far as I'm concerned.
As it is, there's some roleplay coming up but Trapper will have a chance to go home and collect anything he might need. As tempting as undead Sahuagin are...
Here in discussion, if you have any thoughts on how the combat went I'd like to hear them. Obviously it is different in PbP but I tried to run it like I would at a table just to establish a baseline before tinkering with how we could handle it better.
The Bane's maps were very helpful. I'll add markers in next time I set up the scene like that and keep it updated. Were they useful to you guys as well?
P.H. Dungeon suggested forgoing initiative and instead just post actions and resolve things on the fly. That might speed things up (well that and me being better at posting). Would you like to try that next time combat comes round to see how it goes?
Talberon Toil |
Well, I like maps with icons obviously, so my vote is to keep them. Whether I do them, or the DM.
With regards to Initiative, I would prefer to take it in steps. Moving from what we did - roll and wait our turn, to - roll, post as you like, but resolve in initiative order. Maybe with a DM recap as it actually unfolded?
That way, improved initiative is still beneficial, but I wouldn't have to wait to post. Granted I might end up doing something that is ineffective, but alas, that is war/combat.
And, if that does not seem to speed up the process, move on to full blown real time initiative. Though I would like a chance to change out my Feat, should we progress that far.
@Belethor, as long as the DM does not object, I will up my HP and assume that though 'healed' I am still soar from being used as a bowling pin...
Best,
TB
Keith the Thief |
I've noticed that during the work week most of us are able to post around 10:00 AM Central, 11:00 AM Eatern, 9:00 AM Mountain Time, and 5:00 PM in the UK.
So maybe that window from then thru lunchtime here in the US, until dinner time in the UK, would be a good time for combat turns.
Yes? no? maybe? shut up Keith? :)
TheHairyAvenger |
Yeah I have improved initiative aswell. I don't mind trying the other way aslong as I could switch the feat out for something different.
I'm more likely to be able to post on the morning in the UK but most of you's are in bed at that time :) I think that it should still be the post when you have a chance kind of thing because I'm busy at different times during the day.
However if everyone else was up for Keith's suggestion I certainly wouldn't mind giving it a go. So a maybe from me.
Tippo Dakar |
Map to Rusty Dragon (it is outlined in red).
You are all currently in area 35.
I'll post the link to the full map in the campaign info tab.
Talberon Toil |
All,
My mother passed away last night.
She was an Alzheimer's victim.
I may not be online much in coming days, so it might be best to play Trapper as an NPC for a little while, and I will try to catch up later in the week.
Thank you,
Keith
Truly sorry to hear that. Take your time, I am sure the others will agree, this is just a game and real life is much more important. It is always hard losing a parent, my thoughts and prayers go out to you and yours.
TB