GMMICHAEL'S Skull & Shackles

Game Master Dread

Skull and Shackles Roll20

Date: 25th Neth 4721 4am

Normal Day on Ship:

630am wake up
7:00am-8:00am Breakfast
8:00am-5:00pm Workday
5:00-6:00pm The Bloody Hour
6:00-7:00pm Dinner and Rum Rations
7:00-10:00pm Crew Time
10:00pm-6:301am Sleep

Ship Actions:

Day--choose 1
1. Work diligently (+4 to one check)
2. Influence (normal check and attempt to influence 1 NPC)
Sneak (normal checks and make 1 perception check in the area they are working in to notice something unusual)
4. Shop (take -2 on daily checks to visit quartermaster store and talk with Cut-Throat to try and get items)
5. Shirk (take -2 on rolls to take 10 searching an area more fully. 1 perception check)
6. Steal (attempt to open a locked chest or door (must take chance on discovery)

Night---choose 1 during crew time. (can take up to 2 more in dead of night but will be fatigued if fail con check DC10 +4 per action taken)
1. Sleep (sleep through the night. Auto recover from fatigue)
2. Gamble. (play or gamble game of chance with other pirates)
3. Entertainment (make a perform check for the crew to entertain them)
4. Influence (per daytime)
5. Sneak (take 20 checking an area out but MUST take chance of discovery)

Exp: 901/Next Level: 1300.(2nd)


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ooc


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

Name Abel of Rahadoum AC:12(T:12/FF:10) CMD:11 HP:09/09 Saves-FO:+2 RE:+2 WL: +2
class/level: Wizard (Poleiheira adherent) 1 Sex Male Race Human Defenses: ??


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

Hi there


Upon coming here please create your combat stat summary block as Abel has done

Abel of Rahadoum AC:12(T:12/FF:10) CMD:11 HP:09/09 Saves-FO:+2 RE:+2 WL: +2
1st Wizard (Poleiheira Adherent) M Human (Garundi) Defenses:


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

I feel as if I have missed 1 thing for every stat block...lol.


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

Lily Tuvol AC:13 (T:13/FF:10) CMD:17, 18 vs grappled HP:12/12 Saves-FO:+3 RE:+3 WL: -3, -1 vs fear class/level: Bloodrager 1 (destined infernal crossblood) F half-ork Defenses:

Stats reflect no worn gear as I'm assuming we have none. I believe the only change would be my AC goes to 17 with gear.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

Destinie Nicholae AC:17(T:14/FF:13) CMD:9 HP:12/12 Saves-FO:+1 RE:+4 WL: +4 1st Oracle (Lore) F Human Defenses:


So Destinie--

Tongues
In times of stress or unease, you speak in tongues.

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Which language?

And I think we use this as the marker...

In combat, or if if you're under a high pressure situation? If danger threatens?

At 1st level we will use as the game mechanic-

A will save DC20 to resist beginning to babble in the chosen language.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Checking in.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6
GMMichael wrote:

So Destinie--

Tongues
In times of stress or unease, you speak in tongues.

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Which language?

And I think we use this as the marker...

In combat, or if if you're under a high pressure situation? If danger threatens?

At 1st level we will use as the game mechanic-

A will save DC20 to resist beginning to babble in the chosen language.

I think I'll choose Aquan for the language. And that's fine by me. I plan to roleplay her in a more dramatic role whenever it happens ;) BTW, would I still be able to cast spell?


Yeah by making it a save with set parameters it'll get easier to control as you rise levels yet a 1 will always fail

And if you put what you say in

babble in aquan:
this is so difficult. Why why oh dolphins gills can't I control this it will be more 'fun'


Abel of Rahadoum Human Male 1st Wizard {Poleiheira Adherent}
2. Brunhild Liefdottir Dwarf Female 1st Shifter {Elementalist}
3. Destinie Nicholae Human Female 1st Oracle {Lore}
4. Ellie Dewblossom Half Elf Female 1st Cleric {Cayden Cailean}
5. Lily Tuvok Half Orc Female 1st Bloodrager {Crossblooded-3. Infernal/Destined}
6. Madame Ming Kitsune Female 1st Rogue
7. Terry of Quint Half-Elf Male 1st Rogue (Pirate)
8. Seadreamer Stonebeard Dwarf Male 1 Ranger


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

@Destinie Have you seen this Revelation? Wowzers!

Lore Keeper (Ex)::
Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Without Gear:

Terry of Quent AC:14(T:14/FF:10) CMD:14 HP:09/09 Saves-FO:+1 RE:+6 WL: +1
1st Rogue (Pirate) M Half-Elf Defenses: Immune to Sleep, Resistant to Enchantments

With Gear:

Terry of Quent AC:17(T:14/FF:13) CMD:14 HP:09/09 Saves-FO:+1 RE:+6 WL: +1
1st Rogue (Pirate) M Half-Elf Defenses: Immune to Sleep, Resistant to Enchantments


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

I made some alterations to Abel. He just didn't feel right.

Str 8 Dex 14 Con 14 Int 19 Wis 10 Cha 10 21 point buy Human

Changed Friend in every town for Student of Philosophy

Changed Combat Casting for Skill Focus (Diplomacy)

He now feels right to me!


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

Lily hits Abel with a stick, "Yer just a land lubin carrot."


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

Abel smiles at Lily.
You would have hit me if you had your falchion..haha!


Here is the roll20 link for the game. Follow the link down the rabbit hole and announce who youre playing so I can link the right character with the right player.

Skull and Shackles


contrary to how your previous game masters ran this...you start with none of your gear. Nothing hidden. so if you have anything marked as such on your sheet. please put it with the rest of your gear. Thats not to say you will stay without anything for long. but for now. All you have is some clothing that didnt belong to you originally...and your wits. remember spell casters can only cast spells right now with no material components.


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

I have a plan....


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Understood.


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

Character updated!


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

I'm in.


so Terry, Destine, Abel, Lily, Brunhild have checked into roll20. Ellie you havent yet.

nor have Ming, and SeaDreamer.


Abel of Rahadoum AC:12(T:12/FF:10) CMD:11 HP:09/09 Saves-FO:+2 RE:+2 WL: +2
1st Wizard (Poleiheira Adherent) M Human (Garundi) Defenses:

Destinie Nicholae AC:14(T:14/FF:10) CMD:9 HP:12/12 Saves-FO:+1 RE:+4 WL: +4
1st Oracle (Lore) F Human (Jadwiga) Defenses:

Lily Tuvol AC:13 (T:13/FF:10) CMD:17, 18 vs grappled HP:12/12 Saves-FO:+3 RE:+3 WL: -3, -1 vs fear class/level: Bloodrager 1 (Crossblooded:Infernal/Destined) F Half-Orc (Half-Chelaxian) Defenses:

Terry of Quent AC:14(T:14/FF:10) CMD:14 HP:09/09 Saves-FO:+1 RE:+6 WL: +1
1st Rogue (Pirate) M Half-Elf (Half-Garundi) Defenses: Immune to Sleep, Resistant to Enchantments

still need Brunhild, Ellie, Ming and SeaDreamer


HP (27/27) AC (16/16/13, +1 vs undead) Saves (+5/+5/+6, +3 vs Spells/SLAs) CMD (20) Brunhild

Brunhild Liefdottir: AC:12(T:12/FF:10) CMD:16 HP:14/14 Saves-FO:+6 RE:+4 WL: +4 Shifter 1 (Elementalist) F Dwarf Defenses: Hardy, Saltbeard, Minor Form


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

Ah, so it looks like we've started.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

missed the start of this.

Will check into Roll 20 later today, work doesn't let me access game sites other than the PBP.

Seadreamer Stonebeard Dwarf Ranger 1:
Current AC:12(T:12/FF:10) CMD:16 HP:12/12 Saves-F4:+4 RE:4+4 WL:1+4 Poison +2 (Steel Soul)


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

And we are offf and running...err...sailing!

I am excited to take this voyage with this crew! Bon voyage!

I have been wanting this AP for a looong time! Thanks everyone!


Abel of Rahadoum AC:12(T:12/FF:10) CMD:11 HP:09/09 Saves-FO:+2 RE:+2 WL: +2
1st Wizard (Poleiheira Adherent) M Human (Garundi) Defenses:

Brunhild Liefdottir: AC:12(T:12/FF:10) CMD:16 HP:14/14 Saves-FO:+6 RE:+4 WL: +4
1st Shifter (Elementalist) F Dwarf Defenses: Hardy, Saltbeard, Minor Form

Destinie Nicholae AC:14(T:14/FF:10) CMD:9 HP:12/12 Saves-FO:+1 RE:+4 WL: +4
1st Oracle (Lore) F Human (Jadwiga) Defenses:

Lily Tuvol AC:13 (T:13/FF:10) CMD:17, 18 vs grappled HP:12/12 Saves-FO:+3 RE:+3 WL: -3, -1 vs fear class/level: Bloodrager 1 (Crossblooded:Infernal/Destined) F Half-Orc (Half-Chelaxian) Defenses:

Seadreamer Stonebeard AC:12(T:12/FF:10) CMD:16 HP:12/12 Saves-F:+4(+8) RE:+4(+8) WL:1(+5)
1st Ranger (Trudd) M Dwarf Defenses: Poison +2 (Steel Soul)

Terry of Quent AC:14(T:14/FF:10) CMD:14 HP:09/09 Saves-FO:+1 RE:+6 WL: +1
1st Rogue (Pirate) M Half-Elf (Half-Garundi) Defenses: Immune to Sleep, Resistant to Enchantments

Just Need Ming and Ellie. (I will do Mings later today if she cant)


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie Dewblossom AC:12(T:12/FF:10) CMD:15 HP:10/10 Saves-FO:+3 RE:+2 WL: +5
1st Cleric (Theologian) F Half-Elf Defenses: Immune to sleep, +2 on saves vs enchantment spells/effects


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Just a note, Steel soul only works for spells and spell like abilities. Thus I had the base, with additional separate.


I understand. Thats why I put it in Parens. so info on the whys for those of you who havent or arent in my games.

I put the pertinent things for combat to move along in the summary.

I as representative for the bad guys will roll their attacks and youre saves.

you as representative of your character will roll your attacks damage and the bad guys saves for your magic.

This way you (and the rest) will know IF you hit. whos hurt and how much, where they are on roll 20. and if you roll a combat manuever or cast a spell if you were successful...tus your descriptive post can be 100% on what you did...and everyone else will know as well.

My norm is posting initiative order and everyone I bold can take an action. I normally process the results in a summary post going in initiative order, because I feel it rewards the folks who have good init's and encourages everyone to READ the posts. If you know someone goes before you, make sure you know what they did. If they havent posted, you can either wait...ask in discussion what they think, or post for your character saying things like I got this guy, so and so...if you do something do it to that guy...etc

hope you get the gist.

now some folks have asked for me to consider summarizing in post order in stead of initiative order. Benefit for it that I can see- theres less responsibility of the players to be aware of whats being posted so making putting your post in quicker. A little less thought to what others may do.

so heres the vote-

1. Summarize actions according to Initiative order

2. Summarize actions according to post order.

just answer you vote 1. or 2.

when i get 5 of the 8 for either choice that will stand for the game unless folks change their mind later.

Are there any questions?


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I vote 1.


Abel of Rahadoum AC:12(T:12/FF:10)CMD:11 HP:09/09 Saves-FO:+2 RE:+2 WL:+2
1st Wizard (Poleiheira Adherent) M Human (Garundi) Defenses:

Brunhild Liefdottir: AC:12(T:12/FF:10)CMD:16 HP:14/14 Saves-FO:+6 RE:+4 WL:+4
1st Shifter (Elementalist) F Dwarf Defenses: Hardy, Saltbeard, Minor Form

Destinie Nicholae AC:14(T:14/FF:10)CMD:9 HP:12/12 Saves-FO:+1 RE:+4 WL:+4
1st Oracle (Lore) F Human (Jadwiga) Defenses:

Ellie Dewblossom AC:12(T:12/FF:10)CMD:15 HP:10/10 Saves-FO:+3 RE:+2 WL:+5
1st Cleric (Theologian) F Half-Elf (Half Ulfen) Defenses: Immune to sleep, +2 on saves vs enchantment spells/effects

Lily Tuvol AC:13(T:13/FF:10)CMD:17(18 vs grapple) HP:12/12 Saves-FO:+3 RE:+3 WL:-3(-1 vs fear)
Bloodrager 1 (Crossblooded:Infernal/Destined) F Half-Orc (Half-Chelaxian) Defenses:

Madame Ming AC:18(T:14/FF:10)CMD:14 HP:11/11 Saves-FO:+2 RE:+6 WL:+1
1st Rogue (Unchained-Sylvan Trickster/Tidal Trickster) F Kitsune Defenses:+2 vs. poison or drugs/+4 to avoid effects of alcohol

Seadreamer Stonebeard AC:12(T:12/FF:10) CMD:16 HP:12/12 Saves-F:+4(+8) RE:+4(+8) WL:1(+5)
1st Ranger (Trudd) M Dwarf Defenses: Poison +2 (Steel Soul)

Terry of Quent AC:14(T:14/FF:10) CMD:14 HP:09/09 Saves-FO:+1 RE:+6 WL: +1
1st Rogue (Pirate) M Half-Elf (Half-Garundi) Defenses: Immune to Sleep, +2 vs Enchantments


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

I also vote 1


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Abstain. Go for 4 of 7. I'll work with either method.


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

I vote for 2. It's easier for PbP.


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

I am fine either approach


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

You know how I feel. But for everyone's benefit. 2


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

And here's an example of why I feel so strongly about it.

Abel and I are in an initiative block together but I'm lower than him. I find time to post before him and I do a full attack. Abel then posts casting haste. In strict initiative resolution I need to make another post with my haste attack before we can move to the next block.

I have two options, post and hope no one before will influence my action or wait until everyone before me acts. Both can lead to delays in posting which saps momentum, momentum is important to keep a PbP going.

My 2 cents.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Understood, and you're right, but going in post order means that your initiative bonus is essentially irrelevant. And it can also force delays in posting. Let's use your haste example but this time look at it from the other end: it's a few rounds later and the spell is about to expire. Under posting order Abel is forced to wait for you to post before taking his turn and ending the spell; if he posts before you do, then you don't get that extra attack even if you should have based on your initiative order. And savvy PbP-ers can even use posting order to their advantage and play both ends-- if you're smart with your posts, you could wind up with an extra round of benefits from a spell that should have already expired.

So since there's no perfect method in PbP, my preference is to stick to the initiative rules.


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

I tend to look at it this way: If a player wants to game the system, he's going to do it. There's not much that can really be done about that. But fortunately such actions don't seem all that common here.

What I worry about most is lack of momentum. "A and B go." B then takes several days to post, gets botted. In that time, C, D, E and F have been waiting. It sucks the life out of the game. But under option 2, if B would go first because of a high initiative rating? Well, it helped the party go. So it's not individually as important, but it still helped.

If we go with option 1, then all I ask is that in combat we have a strict rule on how long to post. Such as "you have 24 hours to get your post in unless you ask for an extension, and everyone waives the right to complain about the botted action, regardless of what resource was used." This would keep the momentum going.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

One thing I do find useful in PbP is block initiative, which would solve the problem Brunhild raised (where players C through F are all waiting on A and B). Basically group all the players into one posting block, and all the monsters into another. Usually whoever has the highest initiative determines which block goes first, although that's up to the GM. But it really cuts down on posting delays.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

I'll abstain from voting on this one too. Don't have enough experience to have an opinion on it.


2 people marked this as a favorite.

Under option 1 with your example of haste I, as the dm, would make your extra attack in the summary post. This keeping momentum going. It's a minor thing.

As the dm it's my job, which I do take seriously, to keep things going. You won't find long waits to move things along...a day or two at best.


Ellie Dewblossom wrote:
One thing I do find useful in PbP is block initiative, which would solve the problem Brunhild raised (where players C through F are all waiting on A and B). Basically group all the players into one posting block, and all the monsters into another. Usually whoever has the highest initiative determines which block goes first, although that's up to the GM. But it really cuts down on posting delays.

The problem with this method is everyone benefits from the one character who took improved initiative


Male Human Wizard ( Poleiheir Adherent) 10 HP 13/13 | AC 18, FF 14, Touch 14, CMD 17| Fort +4 Ref +6 Will +2, | Init +4 | Perception +8 | Speed 30ft | Conditions:

Abel looks around at whom the GM may be referring....


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
GMMichael wrote:
Ellie Dewblossom wrote:
One thing I do find useful in PbP is block initiative, which would solve the problem Brunhild raised (where players C through F are all waiting on A and B). Basically group all the players into one posting block, and all the monsters into another. Usually whoever has the highest initiative determines which block goes first, although that's up to the GM. But it really cuts down on posting delays.

The problem with this method is everyone benefits from the one character who took improved initiative

True. And grouping just the enemies together would (after round 1) put all the PC's in one posting group, but then they all benefit from the one enemy that has Improved Initiative... There really is no perfect way to handle PbP combat, so it's kind of just a matter of which problems we're all willing to put up with!

Until Madame Ming weighs in, it looks like the vote is tied 2-2 with three abstains.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

One thing that I agree with, is the strict 24 hour posting.

RL does happen, so asking for a short delay in my mind is acceptable.

An example, I work a 4 on 4 off schedule. My posting while I am at work, is good. But on days off, I get mugged by RL, so I might post maybe once or twice.

However, during the days that I work, I cannot access roll 20 from the work computers, so I will usually ask for a short delay until I can access it from my tablet at home.
(ex. Cannot get on roll 20, will get something up tonight).

Do I always make it, no. But then I don't mind if I get botted after that, because I know that I am holding up the combat.

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