Eberron Giantslayer (Inactive)

Game Master mittean

The Battle of Bloodmarch Hill
Mysteries in Sylbaran

In the town of Sylbaran an out-of-the-way settlement surrounded by the brutal monsters of the country of Droaam to the south and the undead-infested forests of the Gloaming to the north, the heroes must investigate a mysterious attack on a diplomatic envoy. Can they uncover the truth before Sylbaran comes under attack by forces working against it, and will they stop a dangerous plot—and discover that the situation is worse than anyone realizes. For even the fearsome raid is just a distraction allowing a menacing force to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.

This is my telling of the Giantslayer Adventure Path by Paizo, set in the Eberron Campaign Setting, created by Keith Baker. I hope you enjoy it.

Here is a write-up of the adventures so far

Music for the flight over Silver Lake
Music for the airship boarding
Map of the Colossus of Stormhome


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Male Human Film producer 3 Film director 2 Real estate investor 1

Tuk:
I am noticing you may not have spent all your Skill Points? As I'm going over your character in HeroLab, I see one unspent Skill Point and 2 unspent Background Skill Points, according to your character page. Unless I missed something.


Male Human Film producer 3 Film director 2 Real estate investor 1

Thuurvi:
Hey, look up telekinetic projectile. It is an Occult cantrip. Essentially, you pick up an item and chuck it at someone. 1d6 damage. It is not a touch attack. This fits the theme of your character, I believe. You don’t have any damaging orisens, which limits you once you’ve cast bless, bane, mist and terrain. I’m going to let you add this to your spell list uniquely because of your curse, and it should give you some options. It will improve over time, but I’ll let you know when we get there. (5th level).


Male Human Film producer 3 Film director 2 Real estate investor 1

Thuurvi:
I was watching a demo tonight and they spoke of a term I thought could also work for Oracles, describing their abilities differently than Motivations. Anomalies. Other synonyms that could build out the themes however you want: oddity · peculiarity · abnormality · irregularity · inconsistency · incongruity · deviation · aberration · quirk · freak · exception · departure · divergence · variation · rarity · eccentricity.

Anyway. I leave it up to you to describe how you would like it. :)


Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

GM:

Hmm, ok I'll double check...HeroLab is never wrong! :)
Nice write up ,by the way!


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

DM:

Cool! As a bonus spell or do I replace an existing spell?

Too bad "taint" has such bad connotations these days, haha.


Male Human Film producer 3 Film director 2 Real estate investor 1

Thanks, Tuk! I've enjoyed working on it. And no worries about losing track. As long as you're okay, that is never a problem. :)

Thuurvi:
As a bonus spell. And yeah...taint isn't something I think people want you "casting" at them...lol.


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

DM:

Indeed not. Ok, cool, added as bonus spell on HL. I'll post her actions ASAP.


Male Human Film producer 3 Film director 2 Real estate investor 1

Thanks, Thuurvi! I added it into my HeroLab for her as well.


Male Human Film producer 3 Film director 2 Real estate investor 1

Three:
How did you get to the ability score values you have? When I put them into HeroLab, it shows 31 points spent out of 25. Could you walk me through that? I show STR 18, DEX 14, CON 14, INT 12, WIS 13, 6. Is that correct?


Skills:
Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
Stats:
Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

Yes.

Bought:
Str 18 17 pts
Dex 14 5 pts
Con 12 2 pts
Int 10 0 pts
Wis 13 3 pts
Cha 8 -2 pts

Total cost 25 pts
Racial Abilities: +2 Con, +2 Int, -2 Cha


Male Human Film producer 3 Film director 2 Real estate investor 1

Okay, that's listed as 18, 14, 12, 10, 13, 8, which still actually costs 29 points. But on your character sheet its what I listed above: 18, 14, 14, 12, 13, 6, which costs 31 points.

I think I see what happened...okay. Yeah. In 3.5 the warforged was listed as +2 CON, -2 WIS and -2 CHA. The warforged listed in the HeroLab follows that amount. That's annoying. Why did he change that from the core ECS? Hmmm...Let me see if I can figure out the RP values...(thinking out loud as I puzzle this). He has it at 14 RP, so an advanced race.

Okay. He decided to upgrade the warforged from standard ability scores to specialized ability scores...for no damn reason. Hmm.

Okay, bugger this. You use HeroLab if I am not mistaken? Sod the stupid conversion. He had to drop Light fortification as well. So let's revert the warforged to 3.5, the one that is presented in HeroLab. GDIT that is annoying. I'm going to dig into his sight for the other conversions, see if there is anything else where he just decided to upgrade their power for no reason. Grr.


Male Human Film producer 3 Film director 2 Real estate investor 1

Tuk:
Hey, you had an attack that confused me a bit ago, and I can't recall if I addressed it or just thought about addressing it. You had been disarmed and drew your dagger as a Free Action, and then attacked for 1d3+3. I think you need to move to be able to draw the dagger as a Free Action as part of a Move Action, and I wasn't sure where the +3 came from. I wanted to make sure I wasn't missing some ability or power or something you had and wanted to double-check. :)


Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

GM:

Hmm, I think what happened in my head was; I checked the rule and saw that one could draw a weapon as a free action with a Move Action, and probably figured it should also be a free action if you didn't Move! Or I just forgot to ask first :)

As for the +3 , not sure where I got that. I think I confused the weapon finesse as giving the dex to damage...


Male Human Film producer 3 Film director 2 Real estate investor 1

Tuk:
Ahh. Okay. Makes sense. I just wanted to make sure I wasn’t missing something. It’s a lot to juggle so many classes and rules and such...I was thinking I had something wrong. Yeah, keep it with a MA, rather than just being a FA.


Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

GM:
Ha! I put in a post doing just what you did...but mine was a miss! But the post disappeared into the ether...or I forgot to submit ( I'm not telling :) ) . Your result was much better !


Male Human Film producer 3 Film director 2 Real estate investor 1

Alright, we are starting to get to the close of this combat. I'll be writing up a narrative on it soon, and also a comparative of RAW, and how this would have looked. I am interested to know everyones thoughts and impressions, and even suggestions. I may dismiss them, but I am interested in hearing them, lol.

A big thanks to our resident dwarf Thalmor who has patiently waited in the wings.

I feel the game is going well so far. I'm hammering out a couple of details that I think work better over PBP, and a few that do not. Our pace is good, not too fast, not too dragging. We are moving faster than comparable campaigns, which is nice.

So everyone knows, I gave Thuurvi a power she did not have. Its called Telepathic projectile, and lets her chuck small items at people to do a little damage. Her build is big on those powers later on, and has no acid splash or any other 0-level damaging spell, so I gave her this to make up for that, fit her theme, and solve her problem of "do i have a dagger out, or a sling?" So she'll be Scarlet witching things into the side of enemies heads, coming to a theater near you. (When we open back up again).

Hopefully you all have a bit of a taste of my type of storytelling now. I like character driven dialogue that is fast and natural, rather than stilted and put on. I like stories that come out naturally rather than "presented". I like dialogue that responds in the flow of the conversation more than referencing posts from days before. I like the party feeling like a band of brothers and sisters, like friends. Less formal, as it were. I like combat that is reactive and tactical, that is fun yet difficult, and cinematic. Combat that can change at a moments notice. I like magic and other things that feel like describing part of a world rather than part of a set of rules.

Anyway, I was just up thinking, and thought I would post my thoughts up here.

This was a pretty good week here. Some family members are starting to get vaccinated. I had a great and productive meeting with Keith. We finished off Wandavision, and I had my birthday. Finished re-reading the Thorn of Breland trilogy. I hope everyone else is doing well as well.


Skills:
Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
Stats:
Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

All is well here, as well, GM.

I am enjoying the style quite a bit. Giantslayer can be a bit of a grind fest in parts, so playing more cinematic and story driven should make it feel quite a bit more fluid.

As for vaccines...despite being a public safety telecommunicator, I am not eligible til mid-April. The wife should be getting g hers much sooner, thankfully.

Also, Valeros going for the Johnny Cage style crotch punch against 3 makes me think of Monster Squad.

"Kick him in the nards!"
"Wolfman don't got Nardi, dude!"


Male Human Film producer 3 Film director 2 Real estate investor 1

Yeah, that moment was totally decided by the dice and made me laugh. I never saw monster squad, so that's good we're unintentionally hitting those beats.

I'm glad you're enjoying it. I'm mostly concerned about the latter books...over PBP, I'm not actually sure how interesting a slow wilderness crawl will play out except for doldrums of identical. So we'll see.

Mid-April is a date to look forward to, then. :) BTW, I don't recall if I mentioned it, but I now have had a Mrs. Three in my head for the last month or so, and I bloody love it.


Male Human Film producer 3 Film director 2 Real estate investor 1

Three:
With the skills you have selected, I'm, seeing you have one more point for background skills available, and one more regular skill point available.

Also, I adjusted the HeroLab version up to your current ability stats. So don't worry about that. I'm still building Three in my HeroLab, to track stuff.

Also, what are your starting languages?

Is your body unarmored, and then your wearing lamellar armor?

How tall are they? What color eyes do they have? How much do they weigh?


M | HP 33/33, Vitality 33/33, WP 23/23 | AC +7, T +2, FF +5 | F: +4, R: +3, W: +5 (+3 poison, spells, spell-like) | Init +2, Perc +7, Stealth -1 | | Speed 30ft |Hero Points: 5/5 | Spells Used: 0/4 | STH Used: 1/6 | Conditions: None

I like how everything went from watching it - considering that I have a lot of summons, it'll be interesting to see how I can use their abilities. I expect at some point I'll just recycle lines and actions - having to come up with a creative way to describe a badger attacking, three hundred times before level 4 *may* test my abilities.

A note: if you have a lot of different reaction abilities, I think you'll have to explain all that can be used and when, and make a table or something. There seem to be a lot of "reactions" and I'm not sure from reading who gets them and why.


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

I'm still getting a feel for all the spoilers and the methods of combat, but I'm digging this campaign. It's involved, which is good.

And oof, WandaVision. Right in the feels (not the nards).

mittean, I forget if it was brought up, but we have a Discord for my RoW game--don't know if you'd want to have one of those for this game, or if it would divide our attention further. I know I don't always have time to look at every Signal/FB messenger/Keybase/Discord message :D


Male Human Film producer 3 Film director 2 Real estate investor 1

Hahahaha. Yeah.

Summons likely won't get Reactions. Basic monsters also do not. So an orc usually would not, but an orc Fighter would. Summons, Familiars, and probably mounts and animal companions don't, I need to think on them.

There are also some Reactions that I am going to allow you all to do to enemies, but not allow the enemies to do to you unless for some reason everyone thinks it is a good idea.

These would be Reactions that hurt you as the Defender even if you succeed, and Reactions that hurt other players.

Two examples: I love the idea of sometimes you're hit, but you just "absorb" it through your armor, shield, or weapon, using the Hardness and item hp instead. This makes things deteriorate over time (which I like) and makes you need to upkeep them in role-play (another good thing). But in rules, it means a goblin has an attack against Thalmor +15, and Thalmor's Defense is +17, beating the goblin. Which means the goblin misses, and Thalmor gets a Reaction. I roll the Reaction and get "Take the hit on your armor." So you do.

But this is essentially you won the exchange, he missed, and you still took damage to an item. I don't like that. So you can do it to enemies, they can't do it to you.

The second is Three and Tuk attacking an ogre barbarian. Three gets a +15, and the ogre barbarian rolls a Defense of +17, beating him. His Reaction he rolls is "use your attackers weapon to deflect his allies weapon."

So the ogre parries Three's attack, using it to get in the way of Tuk's attack. (This also works with the ogre hitting Tuk with Three's weapon.) But that means what happened in the rules is Three attacked, missed, and then Tuk is punished with as penalty.

I love them in theory, I love them in tone. I dislike punishing players for their teammate's failures.

You will be able to do that to enemies, however.

Reactions are randomized. I have a generator I’ve been building.


Male Human Film producer 3 Film director 2 Real estate investor 1

To clarify, Thalmor, I currently have around 30 different Reactions. They are all loaded into a randomizer. If one comes up that is unusable in the situation, I re-roll. Everyone gets access to all of the Reactions, if it applicable to them. For instance, if I roll one involving a shield, and the combatants don't have a shield, they don't roll that one, where as combatants who do, might.

I am defining some to only be trigger-able if you beat the attackers roll by 5-10, so that will change, but it should be all behind the scenes for you guys.

I think I will let Mounts (when applicable), animal companions, eidolons, etc. use Reactions. All of these level with the characters, and are often big (if not the only) places of combat.

I have a framework for spell Reactions and counter-spelling, but that will likely go through some adjustments as we go.

Summons, basic creatures and non-hero classes will not have Reactions.

I do appreciate everyone using the format, Thuurvi. It makes my job so much easier. I read other PBP's and get anxiety, they are such a mishmash of posting styles.

I'm assuming we don't need a discord. It'd be just another sight to check. And I never use Discord, so...I'd be the one not checking. Lol.


Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

Happy Birthday!!

I'm liking the narrative-like way things are coming together.
From a fellow DMs perspective, it seems like more work for you, but I'm not complaining!


Male Human Film producer 3 Film director 2 Real estate investor 1

Thank you!

I'm glad you're enjoying it. It is, but also (I imagine Jacynta would confirm) my OCD brain and storytelling style don't really allow me to do it less narrative style. It's work I usually enjoy, repetitive organizational, and creative.


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

I may have missed a round due to a super busy day yesterday. :( Let's go see...


Male Human Film producer 3 Film director 2 Real estate investor 1

Just a saving throw, that’s all.


Male Human Film producer 3 Film director 2 Real estate investor 1

Three you still actually have this turn, all you've done is re-roll on last round. Jacynta is the only other one left.


Male Human Film producer 3 Film director 2 Real estate investor 1

Jacynta brought up a good question that I thought I would answer here for everyone: How many Hero Points can you spend in one round?

My knee-jerk reaction is one, but, honestly, if youfeel you need to spend more than one, and you have more than one...what difference does it make? You have a limited number to spend.

I am willing to consider more than once per round if everyone thinks that is better on a PBP.

I have also been having discussions with Jacynta on HP values. The biggest issue is, in person, this battle would have taken...about an hour, we think. Pretty normal, pretty standard. But over a PBP, where we average about one round every two days, it can feel like you're in one combat for...well, two weeks. Lol.

Now, that happens to a degree with all PBP's. I think I was in one combat that lasted almost four months. But I want to push the fast, dangerous, changing cinematic feel of the game, and slow slog is the opposite of that. I don't think this has been a slow slog at all, but I can see where combats later in the game potentially could be.

I know I can control some things on the DMs side, and it will also help to have Thalmor involved, as he'll add to the damage done, etc.

I'm going to monitor it through this combat and likely the next, then possibly make some adjustments specifically to PBP to facilitate that frenetic, frantic, intense feel. I'll keep everyone posted as I go.

Also, Three, I have a post directly to you that I think you missed here on the Discussion board about Skill Points.

Also, we cannot find rules on this anywhere, so I am going to come up with something here: To "hand" or "toss" something to an ally that is in a square adjacent to you, like a weapon or Potion, takes a Swift Action by you, and can be caught with an Immediate Action by them. This does provoke an AoO for both parties, as your focus is diverted away from defending yourselves.

If you are not adjacent to each other, it is a Move Action to aim and toss it, and an Immediate Action to catch it. Both parties still provoke AoO.

If an AoO is successful, there is a 50% chance that the item is dropped. In the case of a potion, or other breakable objects, there is a 10% chance it breaks.

Does that look good to everyone?


Skills:
Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
Stats:
Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

Yes, must have missed the direct questions.

Height: 6'2"
Weight: Approx 300lbs (unloaded)
Eyes: Bright green, slightly glowing.
Starting languages: Common, Draconic (or whatever Cyre or House Cannith used as a battle language...maybe Goblin?)

The Eberron conversio had warforged as normally unarmored, with this text for

Natural Plating: wrote:
Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.

So he's wearing his lamellar armor much as a human or other humanoid might

Re: skills, took Kn(engineering) and Stealth. Thanks for the catch, GM


Male Human Film producer 3 Film director 2 Real estate investor 1

Three do you use HeroLab?


Male Human Film producer 3 Film director 2 Real estate investor 1

Tuk:
Tuk, how do you get Climb +8? And Acrobatics +7? I'm trying to verify your SP, as I actually have you underspent as well.

These are the Skill bonuses I am showing currently:
Acrobatics +3
Appraise +2
Bluff +7
Climb +4
Diplomacy +3
Disguise +3
Escape artist +1
Fly -1
Heal +1
Intimidate +3
Knowledge (local) +6
Perception +7
Ride -3
Sense motive +1
Stealth +1
Survival +6
Swim -6

Let me know where this stands, as I'm going off the HeroLab you sent over, which is different than what is on your character page. :)

I am also showing that you should have 2 background skills left to choose from.


Tuk Nimbleguts, the 273rd of that name Swashbucker 1 (mouser) Halfling HP 27/38 Vigor 38/38 Wounds 24/24 3/3 Panache| Init +2 Perc +7 | 5/5 Hero Pts | Defense +8 +4 T+5 FF | F+3 R+7 W+2; +2 vs Fear | CMB +1 CMD +4

GM:

K I'll double check.


Skills:
Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
Stats:
Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

No, no Herolab here. Sorry.


Male Human Film producer 3 Film director 2 Real estate investor 1

Oh! Let me see if I can remove my botting! If you're posting!

Ah, dang it! It is just over the hour mark.

What time of day do you usually post Three?

And DM me your e-mail. I'll send you over a bb code character sheet built with HeroLab. I use it to track all of the combat's, make sure I have all of the statuses, etc. correct. So I have built Three in there. It's why I saw you were short on Skill points, and other stuff.


Skills:
Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
Stats:
Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

PM sent.

I usually check in around now ish, assuming no issues getting the kiddos up...0500-0530 est.

I'm typically checking most days from now til 1500 est, and a bit in the afternoon.

Weekends are a bit more sparse.


Male Human Film producer 3 Film director 2 Real estate investor 1

Alright, thank you. I'll finish up the character sheet, and then format it and send it over to you, so you just have to copy-paste it onto your page.


Male Human Film producer 3 Film director 2 Real estate investor 1

Aaand scene.


Male Human Film producer 3 Film director 2 Real estate investor 1

This is the way combat would have looked RAW. ooc portions are where I obviously had to deviate from what happened.

ROUND 1
Three moved 20 ft. and formed their mind blade.
Tuk moved 20 ft. and assumed Total defense.
Jacynta Stealthily moved 10 ft. and drew her dagger.
Ezren cast Enlarge Person on Valeros and moved 10 ft.
Valeros squeezed through and attacked Tuk +24 vs. AC for 11 damage. (2 left)
Thuurvi drew her dagger, cast Bless and used Planar haze as a Swift Action.

ROUND 2
Three attacked Valeros +18 vs. AC 17, hitting for 10 damage (26 left).
Tuk attacked Valeros +25 vs. AC 17, hitting for 3 damage. (23 left)
Jacynta moved 5 ft. and attacked Valeros flanking +25 for 2 damage. (21 left)
Ezren cast Mage Armor.
Valeros attacked Tuk +18 for 10 damage. Tuk goes unconscious, and then Valeros attacked Three with his short sword 6-2=4 vs. AC 17, missing.
Thuurvi used hazardous terrain, moved 10 ft., and attacked Ezren +9 vs. AC 16, missing.

ROUND 3
Three attempted to Grapple Valeros from cover +13 vs. CMD 19 and missed.
Jacynta attacked Valeros +20 vs. AC 17, hitting for 4 damage. (17 left)
Ezren took a 5 ft. step and cast Shield. (This just took a little longer in RAW)
Valeros attacked Three +16 and +8 vs. AC 17 missing, and moved 5 ft. to remove flanking.
Thuurvi cast Bane, Neither Ezren nor Valeros saved.

ROUND 4
Three attacked Valeros +23 vs. AC 17 for 9 damage. (8 left)
Jacynta moved to Thuurvi.
Ezren cast Magic Missile at Thuurvi for 5 damage. (4 left) The spell was successful in RAW, not in ours.
Valeros took a 5 ft. step and drank a potion of CMW for 2d8+3 healing 14 points. (22 left)
Thuurvi moved up and attacked Ezren 5+2=7 vs. AC 20, missing.

ROUND 5
Three attacked Valeros +20 vs. AC 17 for 6 damage. (16 left)
Jacynta moved and attacked Ezren +8 vs. AC 20, missing.
Ezren cast Magic Missile at Thuurvi for 4+1=5 damage, Jacynta's AoO missed, and he moved 30 ft. Thuurvi is unconscious.
Valeros power attacked Three +14 and +15 vs. AC 17, missing, stepping 5 ft.

ROUND 6
Three attacked Valeros +16 vs. AC 17 and missed. (Instead of blinded).
Jacynta moved 40 ft. to Valeros (who hasn't moved due to Reactions)
Ezren moved 30 ft. and climbed over the counter. This technically happened before in ours, but in RAW, his initiative would have actually been after Jacynta.
Valeros attacked Three +12, missed, as Three is not prone in this one, and then stepped 5 ft.

ROUND 7
Three attacked Valeros +25, hitting for 11 points of damage. (5 left)
Jacynta moved 5 ft. and attacked Valeros +21 for 2 damage. (3 left).
Ezren cast Magic missile and hits Jacynta for 2 damage. (11 left)
Valeros attacked Tuk in ours. Here he would attack Three +18 vs. AC 17 for 14 points of damage. Three is unconscious.

ROUND 8
Ezren stomped, knocked Jacynta prone, and did 1d4 ⇒ 3 damage to Jacynta. (Jacynta 8 left). He would have picked up his wand again as a Move Action.
Valeros would have had a critical strike on Three for 18 damage before the critical. Here it would have been against Jacynta, ending the battle.


Skills:
Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
Stats:
Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

Only thing is that Engineer #3 has speed 40. Light armor + Speed of Thought.


NG Female Hafling Hunter 1 | HP 33/33, Vitality 33/33, WP 23/23 | AC +8, T +5, FF +3 | F: +4, R: +5, W: +2 | Init +4, Perc +8, Stealth +8 | | Speed 20ft |Hero Points: 1/5 | Conditions: None

Alright, I meant to have something up when the combat ended a few days ago, but c'est la vie. Part of the purpose of doing the brawl with the iconics was to introduce the party to the house rules that Mittean uses, but part of it was also to be able to raise concerns and questions. I'll go first.

Reactions:
So, this is a system that Mittean and I came up with several years ago. We were mainly wanting a) to make it easier for combat maneuvers to happen, because players don't tend to use them unless they're specced for them, because attacking and making the monster dead is the most efficient use of actions, and b) to replicate the feel of fight scenes we really like in action films and in games like the Arkham series and Shadow of Mordor/War. At this point, some of the Reactions are core combat maneuvers, some are 3rd party combat maneuvers, and some are attempts to recreate specific moments from fight scenes. Which Reaction happens in a given exchange is determined randomly.

I mostly like how Reactions worked in this fight. I felt like it had a very chaotic feel, and it was mostly fun. I think Mittean mentioned it before, but it's worth saying again that most of our fights won't look quite like this, because most things we fight can't use Reactions against us the way that Valeros and Ezren have. There might be one or two things in any given fight that can throw us around the way they were, but mostly it will be us throwing mooks around.

One of the issues I see with Reactions is that, in fights where there are enemies who can React to PC attacks, the time spent responding to the chaos can add up quickly and draw out a fight longer than may have been initially intended. I think Mittean is a good enough DM to adjust a fight that's in danger of dragging, but the issue is there.

One Reaction that jumped out at me that I didn't love was "Numb Strike", which states that the attacker who failed on their attack now loses one attack during their following turn. I personally felt like the wording of Numb Strike requires a level of specificity that slows down play, because it *doesn't* affect attacks of opportunity or retaliatory strikes, and it doesn't necessarily mean that you *can't* attack if you have multiple attacks available. Maybe that didn't bother anyone else, though!

What were your thoughts on Reactions? Were there any that felt particularly weird, or unfair, or un-fun? Did you like the way it changed the feel of the fight? Do you have questions about Reactions?[b]

Attacks of Opportunity:
Holy crap, so many AoOs. You may have noticed that attacks of opportunity didn't do damage, but inflicted status effects instead. Specifically, the effect of an AoO is pulled randomly from one of four options under the Dirty Trick combat maneuver: blind, deafen, entangle, and sicken.

I don't remember the rationale behind this house rule, honestly. It's interesting and different, for sure! On the other hand, it does mean that fights can be longer because the damage from normal attacks of opportunity can add up, and every round that PCs have to deal with the effects of Blind or miss an attack due to being Sickened is a round when the monsters aren't dying [b](Though, like Dirty Trick, we can clear the condition with a move action, we don't just have to be blind for our whole turn).

Ultimately, I think this is house rule is slightly more punishing than RAW. In RAW, an AoO from something big and scary might mean losing half my hit points, which is rough; in this, I might spend an entire round being blind or entangled before I can spend a move action to clear it, which could be significantly more deadly, depending on the situation. I think I'm still alright with it, though.

What were your thoughts on the altered Attacks of Opportunity? Did you like the way it changed the feel of the fight? Do you have additional questions?

Active Defense:

I am, personally, not a fan of Active Defense. I think the added randomness reduces player agency by making tactical choices more subject to chaos than they ordinarily would be. In addition to that, I personally found it very frustrating when a good roll on my part or a bad roll by an enemy was superseded by an even better roll by an enemy or an even worse roll of mine. While sometimes the reverse was true, I felt more frustrated at losing a contested roll than I felt excited by winning a contested roll, so the change overall, for me, was net negative.

What were your thoughts on using Active Defense? Did you like the way it changed the feel of the fight? Do you have additional questions?

And what other things did you like or dislike about the way that combat went?


M | HP 33/33, Vitality 33/33, WP 23/23 | AC +7, T +2, FF +5 | F: +4, R: +3, W: +5 (+3 poison, spells, spell-like) | Init +2, Perc +7, Stealth -1 | | Speed 30ft |Hero Points: 5/5 | Spells Used: 0/4 | STH Used: 1/6 | Conditions: None

I was a bystander, but watching it, it seems like the corrections Jacynta mentioned (slightly fewer combat maneuvers) would be good to shorten the duration. I expect my little creature friends will help in that regards, as they just pummel folks (though I may have them try maneuvers if they're smart enough).

I also agree that active defense seemed to be frustrating for everyone - it also seemed to drag out the combat for a while.

Regarding Jacynta's spoiler on attacks of opportunity - I believe there was a missing [/b] somewhere in the bbcode. This prevents the spoiler from being expanded (FYI).


NG Female Hafling Hunter 1 | HP 33/33, Vitality 33/33, WP 23/23 | AC +8, T +5, FF +3 | F: +4, R: +5, W: +2 | Init +4, Perc +8, Stealth +8 | | Speed 20ft |Hero Points: 1/5 | Conditions: None

Ah, that's alright. The issues I outlined about attacks of opportunity I talked to Mittean about, and I think we came to a better solution.


Male Human Film producer 3 Film director 2 Real estate investor 1

The biggest thing we are thinking to pull back on AoO is Blinded...that one is rough. So I'm going to try a partially-blinded...with a 10% concealment against all enemies and FF, see how that feels.

Active defense is odd because you miss more attacks that you might hit, but you also succeed at attacks you would miss and get hit when you normally wouldn't, and avoid an attack when you normally wouldn't. I suspect it is the way human brains work when responding to something that has an element of randomness rather than a marker of clear delineation of success.

I personally like Active Defense. I am willing to drop any and all of these House rules for the game, however, if everyone would prefer any changes, which is why the discussion.


Stats:
HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
Skills:
Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

I never used Active Defense (or it never triggered?) so I wouldn't know what it's like to use as a character. Does the player get to choose the Active Defense option?

Seems like a mix of Dirty Fighting and makes the fights a little more random and cinematic. I'm not against it...but I will go with the flow.


NG Female Hafling Hunter 1 | HP 33/33, Vitality 33/33, WP 23/23 | AC +8, T +5, FF +3 | F: +4, R: +5, W: +2 | Init +4, Perc +8, Stealth +8 | | Speed 20ft |Hero Points: 1/5 | Conditions: None

You did, it's in the crunch of all of the attacks. Every time you made an attack roll against someone and Mittean responded, your target's defense roll was in their post. Similarly, when anyone attacked you, Mittean rolled their attack roll and your defense roll at the same time. He's handling the extra rolls, so the players aren't affected by that specific aspect, but it still affects the flow of the game mechanically.


Male Human Film producer 3 Film director 2 Real estate investor 1

That is correct. I wanted it to feel seamless and behind the scenes...which apparently I did very well, lmao.

For instance, you posted:
Thuurvi steps out of Valeros' big reach and mutters something, moving her dark fingers. A spatula launches itself at Valeros.

Crunch:

Ranged Attack Telekinetic Proj: 1d20 + 2 ⇒ (16) + 2 = 18
for: 1d6 ⇒ 3

and my response was:
"What in Khyber?!" Valeros swears as a spatula smacks him in the face. Tuk cuts in again, and Valeros smacks aside his arm, hitting him in the elbow.

Thuurvi you do 3 points of non-lethal damage to Valeros.
Tuk is hit with NUMB STRIKE - Attacker loses the ability to make their next attack, as their limb is numb. They keep hold of their weapons and can move normally and defend normally.

Crunch:
Valeros's Defense; Enlarged vs. Thuurvi's attack +18: 1d20 + 7 ⇒ (5) + 7 = 12, Thuurvi hits for 3 points of non-lethal damage. Valeros's Defense NUMB STRIKE; Enlarged vs. Tuk's attack +17: 1d20 + 7 ⇒ (15) + 7 = 22, Attacker loses the ability to make their next attack, as their limb is numb. They keep hold of their weapons and can move normally and defend normally.

This line states that Valeros is Defending against an attack; That he is enlarged, which directly affects the numbers of the attack; that the attack is being made by Thuurvi, and that she rolled a +18; and that he rolled a +12, rather than a static AC for her to try to hit. (His normal AC is 17 when enlarged and unable to use his Two-Handed Defense Feat because his Dex was lowered, as it was in this combat).

This happens on literally every single attack or AoO made in combat. It means you could have rolled a +16...and in RAW, you would have missed. But if Valeros's Defense was +15, which is HIGHER than he actually rolled in this example, you still would have hit him.

This is one of the inherent questions we're proposing here:

  • Is Active Defense something you guys want to keep?
  • Do the times you hit when you would've normally missed make up for the times you miss when you would normally hit? (That is a discussion about perception of winning more than anything.)
  • Are Reactions fun?
  • Are Reactions balanced?
  • Are there any Reactions we should add, delete, or augment?
  • The same questions for AoO's.

    I'm kind of glad you didn't even know Active Defense was happening, it means my job to hide the crunch (literally) and let you just experience the story was working. But I do want you to understand the rules and what's going on, which is why I try to write out the crunch in a very specific, referential format so that you can look at the crunch, and see what happened.


  • Skills:
    Acrobatics +6, Autohypnosis +5, Climb +8, Craft (Blacksmithing) +5, Knowledge(Engineering) +5, Perception +5, Stealth +6
    Stats:
    Vitality 34/34 | Wounds 24/24 | Init +2, Perc +5. Defense +10 Touch +2 FF +8

    I am okay with the active defense bits and all the reactions.

    Its going to slow down combat encounters, but thats going to happen in PbB anyways.

    So.long as GM is willing to do the behind the scenes stuff and take on that extra work, I'm fine with it.


    Male Human Film producer 3 Film director 2 Real estate investor 1

    Thank you, Three.


    Stats:
    HP 31/31Vigor 31/31 Wounds 21/21 | Init +2 Perc +0 | 5/5 Hero Pts | Defense +5/ +2 T/+3 FF | F+1 R+2 W+2 | CMB +1 CMD +3
    Skills:
    Diplomacy +9 (+10 vs. giants), Heal +6, Intimidate +6, Knowledge (local) +5 (+6 regarding giants), Knowledge (nature) +5, Lore (Cazhak Draal) +5, Perform (sing) +5, Sense Motive +5, Survival +5

    Gotcha, but we don't get to choose how our Active Defense manifests...if we have a list of options, that might be cool, even as a request (?)

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