Bodacious presents: Red Hand of Doom (A5E) (Inactive)

Game Master BodaciousGaming

The Red Hand hobgoblins have their sights set on the Elsir Vale. Spurred on by a charismatic leader and backed by extraplanar allies, heroes are needed to defend the Vale.


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Male Human

This is copy and paste from another A5E game I’m in. Everything I said there applies here as well.

So it’s come up enough and I feel like it’s a significant enough departure from Pathfinder to warrant a bit of a rules exposition.

In A5E (and largely in 5e for those that care to track such things), there are three common types of rolls that a Narrator might ask a player to make. Attack rolls and saving throws are pretty cut and dry. Attack with a melee weapon that lacks the finesse property, and you use strength as the modifier (excluding class features that are more specific exemptions). If you’re proficient in the weapon you add the proficiency bonus. Need to make a Con saving throw to avoid a poison effect, the modifier is in the name and your class determines if you’re proficient in that save.

The section “Elements of Play” near the beginning of the book has this to say about the core interaction between players and Narrators:

“The basic structure of play in Level Up is fairly simple and typically involves a cycle of three main activities:
-The Narrator describes the current scenario.
-The players describe what they want to do.
-The Narrator determines if any rolls are needed
and describes (or has the players describe) the outcomes, which takes us back to the beginning of the cycle.”

This kind of reinforces the understanding that attack rolls and saving throws are pretty easily understood. Skills are much more nuanced. In fact there’s no such thing as a “skill check” in A5E. The third type of D20 roll the narrator may ask for is an ability check. The rules state the following as the order of operations for these checks:

Rules for Ability Checks:
“An ability check tests a character’s or monster’s training and talent to overcome a challenge. The Narrator calls for an ability check when a creature attempts any action (other than an attack) that has a chance of failure. When an outcome is uncertain, it is determined by a roll of the dice.
For every ability check, the Narrator decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class or DC. The more difficult the task, the higher its DC (Table: Typical Difficulty Classes defines a range of DCs).
To make an ability check, roll a d20 and add the relevant ability modifier. Apply any other bonuses and penalties, and then compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success and the challenge is overcome! Otherwise, it’s a failure.”

Just a little further down, we get to skills:

Rules for Skills:
Skills
While abilities provide broad descriptions of a character’s capabilities, a skill represents their training in a particular task such as Acrobatics or Deception. A character who has training in a skill is said to be proficient in it. Most skill proficiencies are acquired by adventurers during character creation from their choice of culture, background, and class.

Using Skills
When a character attempts an ability check, the Narrator may decide that a specific skill is relevant to the check. If a character is proficient in that skill, they may add their proficiency bonus to their ability check. For instance, if a character is attempting to fool a palace guard, the Narrator might call for a Charisma check using the Deception skill. For this ability check, a character proficient in the Deception skill may add their proficiency bonus to their ability check. A character not proficient in Deception simply makes a Charisma check.

Any skill can be used with any ability check, although some pairings are more common than others. For instance, the Deception skill is commonly used with Charisma ability checks, although a character who is attempting to encode a written message might instead make an Intelligence check using the Deception skill.

Sometimes the Narrator will ask for an ability check using a certain skill: for instance, “Make a Charisma (Deception) check.” Other times, a Narrator may ask for an ability check, and a player might ask whether one of their skills applies to the check. The Narrator is the sole arbiter of which skill, if any, applies to an ability check. The rules sometimes refer to a check with a skill but no ability specified—for example, “Your character has advantage on Deception checks.” This refers to all ability checks using the Deception skill regardless of which ability score is used.

Here is where the Elements of Play comes in handy with regards to adjudicating the intentions of players and the arbitration of the Narrator. It’s intended to be an ongoing conversation where the Narrator sets the scene, players state intention, Narrator decides whether a roll is needed and what ability it might be. Skills add your proficiency bonus if they apply to the roll. The same logic is extended to tools. A check with a tool is nothing more or less than an ability check which allows the player to add their proficiency bonus to the roll if they have it on their person and possess the requisite proficiency.

All that works well at a table where that interaction can happen quickly. In PBP that can take a day or two to resolve. My personal inclination is that the Narrator should look over a characters skill proficiencies and reaffirm what ability scores the typical check looks like and let that be the status quo. Once the die is cast, it’s easy enough to reverse engineer the new total if the Narrator feels strongly enough about modifying the roll. This is one of those realms where a little trust and agency goes a long way to streamlining the game.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

I’m borrowing a lot of this from Clebsch, whom I’ve observed as a GM and like the way they keep the game up to a good pace:

I’ll be asking the players to be ok with me rolling certain things for them like Initiative and saves. It will help me narrate an enemy turn without the delay of waiting for you to read and post a dice roll. Since the program rolls the dice, it shouldn’t matter who types in the comment. Similarly, declaring combat with initiative already rolled will help us jump right in and get the action started.

Knowledge and lore checks I will try and anticipate and hide inside spoilers when they are relevant. As a house rule, I don’t make players spend an action to perform a knowledge check in combat. I use their passive score as a baseline, and if you want to actively try and learn more then I will require you to use your action to do so.

As I already have most of this prepped inside roll20, I will be rolling monster attacks and saves behind the screen on that program. Art I will share in the best way I can, possibly in the form of drive links.

Maps I’m still working through. Clebsch has a pretty good system and I’ll be reaching out to them to get the inner workings of that system for combats that require them. I plan on running the majority of combats as theater of the mind and will narrate a recap at the top of each round so everyone has a good grip on where people are at. Lastly I’ll post as my A5E character in another campaign as an example of the layout I hope you’ll consider for your character. Ultimately I need to be able to see your saves, AC, initiative mod, and current HP in the header bar. In your profile I need to be able to see your skill proficiencies and what you get expertise in. If I need to reference a feature of yours, it’d be nice to find it in your profile, but I can pretty quickly navigate the site and the pdf if I need to.


Female Elf Druid 5 | hp 25/32 | Spell Slots SL1 4/4 SL2 2/3 SL3 0/2

Luanna reporting for adventure.

If you care to open the Gameplay thread, we can "dot" in, which is Paizo PBP code for making a post (just a period or any letter). Then immediately deleting the post. This activates the system so when a player looks at his/her/their campaign tab, the game appears and any new posts are signaled. It helps get posting traffic coordinated.

I've updated Luanna's background information to incorporate Sten's background into the story.

I have a lot to learn about how the system works, so I'll be reading the rules often and checking with the house rules as well. I've played D&D in its first edition form and then the advanced D&D (2nd ed.). I didn't like the 2nd edition and dabbled in other systems like GURPS and Shadowrun. When the 3rd edition and 3.5 came out, I returned to it, but abandoned it when Pathfinder made a number of improvements. I never touched 4th edition and am just now learning about 5E through this modified system. So far, I like what I know of it. Looking forward to seeing how it plays out.


Male Human

Great tip. That has been done.


Male Half-Elven Ranger-5, HP: 44, AC: 16, Prof. Bonus: +3,

Sten here and ready to make the acquaintance of his, somewhat scary Grand Mother!! lol

Just need to add some equipment and should be ready to go!!


Male Human Warlock AC 16 | Mana Points 10/10 | hp 57/57 | STR +0 DEX +2 CON +3 INT +0 WIS +7 CHA +0 | Init +2; Perception +7

Excited to play, though I have to work on my alias. I created one but need to put in the information.


Female Elf Druid 5 | hp 25/32 | Spell Slots SL1 4/4 SL2 2/3 SL3 0/2

BG: When you get a chance, I'm curious to know how organized the druids are in the area and how prevalent they are. It is my sense that Luanna largely picked up her knowledge through her inner voice (see origin features), but I imagine they are also in the area and at least aware of Luanna's activities.


Male Human
Luanna Raumolossë wrote:
BG: When you get a chance, I'm curious to know how organized the druids are in the area and how prevalent they are. It is my sense that Luanna largely picked up her knowledge through her inner voice (see origin features), but I imagine they are also in the area and at least aware of Luanna's activities.

Witchcross:

Witchcross: A large village located at the ford of the Witch- stream, Witchcross is ostensibly governed by a council of elders. However, the elders make no decisions without consulting a circle of Witchwood druids known as the Keepers of Eth. Adranna the Young is the Eth Speaker, or leader, of the circle.


Male Human Warlock AC 16 | Mana Points 10/10 | hp 57/57 | STR +0 DEX +2 CON +3 INT +0 WIS +7 CHA +0 | Init +2; Perception +7

Just an update will be very busy the next 3 days and may not have time to post


Male Human

I apparently broke the old gameplay thread, so I had to create a new one and repair the discussion and recruitment thread to it. Hopefully everyone gets the notifications still, but I see the campaign doesn't have any active players so you all might have to post in the campaign to reassociate your characters to it.


Orc | Fighter 5 | HP 46/58 | AC 19| CMDC 15 | Saves Str +7; Dex +1; Con +7; Int -1; Wis +3; Cha +0 | Exertion Pool 4/7 | Passive Perception 21 | Initiative +1

How are we traveling, are we part of a caravan, have a wagon, horses, or are we just hoofing it?


Elsir Vale Map Drellin's Ferry

If you have the gold for horse and tack, you can be mounted. Otherwise by yourselves and on foot. The route is mostly improved roads that gradually wind down to well established trails.


Female Elf Druid 5 | hp 25/32 | Spell Slots SL1 4/4 SL2 2/3 SL3 0/2

When you get a chance, can you post the region map on the Campaign tab or in the header of the narrator profile, so it is easy to access. Thanks.


Elsir Vale Map Drellin's Ferry

Something that occurred to me today is something that might not be readily apparent to someone in their character building process. Skill specialties is built into the Skill and ability score chapter, so it might have been missed by one or more people, and at least bears reminding.

A skill specialty is a subset of specific aspects of a given skill. Having a speciality allows you to roll an expertise die along with the d20 when rolling a skill that directly applies to the area you have the speciality. You are able to select a number of these specialties equal to your proficiency bonus as a part of your normal character progression. Additionally, your intelligence modifier affects how many additional specialties you can take in things related to lore or knowledge. You can take a number of skill specialties equal to your INT modifier in a specific list of skills that are considered knowledge skills. You can find those specific skills in the Ability Score chapter of the Adventurers Guide PDF or at the A5E tools website under “Using Each Ability” located here. See intelligence for the specifics.

There are a number of rules differences for A5E that are far enough from 5e that I might parse some of the more striking changes out and add them here for reference and just general knowledge improve. They might not matter unless there are a number of 5e vets playing, so demand for that kind of exposition might not be there.

What’s everyone’s 5e experience so I know whether to bother with that?


Male Human Warlock AC 16 | Mana Points 10/10 | hp 57/57 | STR +0 DEX +2 CON +3 INT +0 WIS +7 CHA +0 | Init +2; Perception +7

I’ve played 5e for a few years now, it’s been fun as a story heavy game. I’m hoping that the additional rules can strike a nice balance of rues and story.


Female Elf Druid 5 | hp 25/32 | Spell Slots SL1 4/4 SL2 2/3 SL3 0/2

The rules state that one gets 2 specialties at first level, but I missed that this was linked to the number of the proficiency bonus. So, I will add one more when I get a chance.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Can i join in already?


Elsir Vale Map Drellin's Ferry

Yeah it looks like you've made the couple corrections I asked about yesterday.

Kana Initiative: 1d20 + 5 ⇒ (6) + 5 = 11

We'll say you're casing the dilapidated building off to the southwest. You see and overhear

For Kana's eyes only:
You have (for a reason known only to yourself) found yourself casing some activity at this dilapidated building. You have heard some conversations in a language you don't understand. Peaking through the slats of the boarded up windows you see what looks to be a well armored hobgoblin armed with a longsword and shortsword at her belt. She is accompanied by a figure wearing robes under leather armor, a male hobgoblin. The glint of some pendant hangs at his neck, although you can't make it out before the commotion unless you take a round in combat to make a perception check. Heaped in a corner are the unmoving figures of several human bodies, some armored and others lacking. Just on the back side of the cabin, out of view of the road are two additional squads of hobgoblins as well as another hellhound.


Elsir Vale Map Drellin's Ferry

Since we are starting combat I’ll go ahead and reiterate that turn based action doesn’t need to be narratively detailed. Post as much as you’re satisfied with posting, but to keep it rolling I’ll try and be succinct in individual resolutions and post regular recaps to keep everyone on the same page.


Elsir Vale Map Drellin's Ferry

I created a google doc to keep dice expressions and your passive perceptions handy. Double check my work, and I'm realizing after doing it that I had Luanna and Stensan's initiatives wrong due to their elvish heritage features. Those corrections have been captured below. Check the modifiers for me to ensure that they line up with your characters.

RHOD Dice Expressions:

Initiative:

Luanna: 1d20 + 0 + 5 ⇒ (5) + 0 + 5 = 10 Preternatural Awareness
Stenson: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 Preternatural Awareness
Valen: 1d20 + 2 ⇒ (11) + 2 = 13
Xulgag: 1d20 + 1 ⇒ (20) + 1 = 21
Kana: 1d20 + 5 ⇒ (18) + 5 = 23

Passive Perception:

Note that Passive Perception includes the adjustments for those that have expertise, which translates to a +3 modifier to the passive score. If other passives routinely come up, I'll put together those scores for my use. Otherwise I'll just look up the score that I need if it's a one-off situation.

Luanna 17 (Cannot be surprised)
Stenson 18 (23 vs invisible or hidden creatures w/in 30’)
Valen 17
Xulgag 21
Kana 14

Strength Saving Throw:

Luanna: 1d20 + 4 ⇒ (2) + 4 = 6
Stenson: 1d20 + 5 ⇒ (17) + 5 = 22
Valen: 1d20 ⇒ 7
Xulgag: 1d20 + 7 ⇒ (17) + 7 = 24
Kana: 1d20 + 1 ⇒ (8) + 1 = 9

Dexterity Saving Throw:

Luanna: 1d20 ⇒ 1
Stenson: 1d20 + 7 ⇒ (13) + 7 = 20
Valen: 1d20 + 2 ⇒ (9) + 2 = 11
Xulgag: 1d20 + 1 ⇒ (13) + 1 = 14
Kana: 1d20 + 9 ⇒ (9) + 9 = 18

Constitution Saving Throw:

Luanna: 1d20 ⇒ 4
Stenson: 1d20 + 2 ⇒ (5) + 2 = 7
Valen: 1d20 + 3 ⇒ (13) + 3 = 16
Xulgag: 1d20 + 7 ⇒ (3) + 7 = 10
Kana: 1d20 + 4 ⇒ (3) + 4 = 7

Intelligence Saving Throw:

Luanna: 1d20 + 6 ⇒ (18) + 6 = 24
Stenson: 1d20 + 1 ⇒ (12) + 1 = 13
Valen: 1d20 + 3 ⇒ (11) + 3 = 14
Xulgag: 1d20 - 1 ⇒ (10) - 1 = 9
Kana: 1d20 + 7 ⇒ (13) + 7 = 20

Wisdom Saving Throw:

Luanna: 1d20 + 8 ⇒ (7) + 8 = 15
Stenson: 1d20 + 2 ⇒ (12) + 2 = 141d4 ⇒ 1 Expertise vs Charmed
Valen: 1d20 + 7 ⇒ (15) + 7 = 22
Xulgag: 1d20 + 3 ⇒ (12) + 3 = 151d20 + 3 ⇒ (18) + 3 = 21 Adv vs Charmed/Frightened
Kana: 1d20 + 2 ⇒ (15) + 2 = 17

Charisma Saving Throw:

Luanna: 1d20 + 3 ⇒ (10) + 3 = 13
Stenson: 1d20 + 1 ⇒ (2) + 1 = 3
Valen: 1d20 ⇒ 18
Xulgag: 1d20 ⇒ 7
Kana: 1d20 + 3 ⇒ (13) + 3 = 16


Female Elf Druid 5 | hp 25/32 | Spell Slots SL1 4/4 SL2 2/3 SL3 0/2

I just noticed Luanna has a Druid ability that gives her advantage when harvesting herbs and such, and she finds twice as many as normal. I'll roll a second roll for those rolls I made on the road. I'm fine with rolling random from the list of herbs discovered. This can wait until after the battle, however.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

GM:
Just to be clear, Kana is somewhere besides the ruined house, in hiding? In the house are 2 special hobgoblins,2 squads and a hellhound. And outside on both sides of the road are several hobgoblin squads and another hellhound?


Elsir Vale Map Drellin's Ferry
Kana Cherryblossom wrote:
** spoiler omitted **

Kana:
that is correct. Specifically the squads and additional hellhounds the main group is unaware of are outside and behind the dilapidated building, out of sight of the main road. The only occupants of the building are the two senior or special looking hobgoblins. As the ambush begins, you can see all of the aforementioned creatures begin to mobilize. You don’t know what the main group is facing, but you know these are coming to join the action in a few rounds

Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Alright, the course of action is clear then.
I assume Kana traveled with the group and knows everyone?

Is there something like a players guide? I would like to make a bit more of a backstory for this character.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

I found a players guide with regions for the 3.5 edition.

Can i assume that on her turn, Kana might have heard the sounds of battle and the other attacking hobgoblin squads currently out of her sight?

I would place Kana between those stones in the north and the house and also assume she is currently hidden?


Elsir Vale Map Drellin's Ferry
Kana Cherryblossom wrote:

Alright, the course of action is clear then.

I assume Kana traveled with the group and knows everyone?

Is there something like a players guide? I would like to make a bit more of a backstory for this character.

Let’s assume based on your background and because we’ve already kind of set up the narrative that Kana is operating independently of the group. She was given a tip about some bandits using the dilapidated building as a place to stash loot before moving on. You were hoping to make use of their inattention. You had no idea what you’d find when you got there or the ambush lying in wait for the other travelers.

A word of caution with whatever source you found. I’m not aware of an official players guide so care should be taken with any setting information it provides. I’d be interested to review it before you used it in your background information just so you don’t have to refigure any parts of it.


Elsir Vale Map Drellin's Ferry

For everyone, I might not have made it explicit yet, but let’s do initiative in blocks. If multiple PC’s are up before an enemy, just go ahead and take those in any order in that block. If order matters I’ll smooth it out in the recap. So right now Kana, Xulgag, and Luanna can all take their turns without waiting for the other.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Well the thing i found just explained a few sentences about regions around the Vale and their inhabitants for backgrounds.
I think for Kana, any a bit mysterious forest area which could have a connection to the dreaming would be fine.

Would be glad to work out more reasons for her to be there, perhaps some character connections and motives besides her own.

Also there are some rules questions, but i think we can just work them out ingame.


Elsir Vale Map Drellin's Ferry
Kana Cherryblossom wrote:

Well the thing i found just explained a few sentences about regions around the Vale and their inhabitants for backgrounds.

I think for Kana, any a bit mysterious forest area which could have a connection to the dreaming would be fine.

Would be glad to work out more reasons for her to be there, perhaps some character connections and motives besides her own.

Also there are some rules questions, but i think we can just work them out ingame.

Happy to answer them preemptively to smooth things out. You can either post them here or message me and I'll respond.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Responding here^^
As far as i know it, once you move out of hiding the first attack still has advantage. That's at least how every group i played with so far did it. But then of course after that you loose the advantage.
In the rogue combat styles there's the first ability which seems to support that, saying "Ambusher: When you begin your turn hidden from a creature, you gain advantage on melee attacks against it until the end of your turn." as compared to only the first.
Which would mean you could effectively hit them with an attack in the bonus action and get advantage on that as well.

Your mileage might vary :D

Kana would hit the group threatening the other guy, Del, to protect him. He seems probably innocent enough.
And of course she would not like to land next to the hellhound, not any other hostile group.
Perhaps then land on the same side again, near the trees where no hobgoblins are?


Elsir Vale Map Drellin's Ferry

That might be a difference in the way that we've played amongst different groups. In every 5e group I've played with (and the A5E rules for unseen attackers and for hiding don't seem to fundamentally change it) you attempt to hide by comparing an active stealth check against the passive perception of the creature who would be looking for you. They can later make an active check with their action if they know there is something to be sought, but that's neither here nor there.

Hiding is only ever allowed as long as there is reasonable cover or concealment that would allow the attempt. In this case that absolutely is satisfied. You remain hidden until you move to a position where that cover or concealment is no longer provided. In this case you remain hidden where you are, but once you begin flying above the trees, you are no longer being given cover or concealment, therefore are no longer hidden. An alternative action you could have taken is to travel on foot through the difficult terrain of the woods where cover is still provided.

The roguish combat tactic you referenced is an exception to that general rule. It lets you attack with advantage for every attack in your turn, provided you BEGIN YOUR TURN hidden. You would have had to have ended your previous turn with the hide action or begun combat hidden. You can't move to cover/concealment, Hide, move out of cover/concealment, and then attack with advantage. Once you give up the cover or concealment, you are no longer benefitting from being hidden.


Female Elf Druid 5 | hp 25/32 | Spell Slots SL1 4/4 SL2 2/3 SL3 0/2

Speaker: when you get time, give Luanna's prepared spells a once over and consider any clarification which may be needed in applying the spell to a squad. I'm thinking particularly of Whirlwind Kick, Thunderwave, and Entangle.

There are also some actions in Luanna's tiger or bear form that involve knocking a foe prone or grappling a foe on certain successful attacks. How would that work against a squad?


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Uh I would have the same question for tripping with a whip.


Elsir Vale Map Drellin's Ferry

I’ll post directly from the Monstrous Menagerie:

Traits. The squad gains the following traits:

Area Vulnerability. The squad takes double damage from any effect that targets an area.

Squad Dispersal. When the squad is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.

Squad. The squad is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one base creature without squeezing.

Damage and Healing. Any action or trait that deals damage deals five times the usual damage, or half that if the squad is bloodied. Any action or trait that restores hit points restores five times the usual hit points, or half that if the squad is bloodied


Elsir Vale Map Drellin's Ferry

Here is a good opportunity to talk about a rule that is entirely new to A5E from 5E, and I'm not sure I've ever heard of it in Pathfinder. If you have a shield equipped and are subject to a critical hit, you may negate the critical hit by sacrificing your shield, turning it into a normal hit. The shield is left with the broken condition, which halves its bonus to AC. So in the event of a medium shield, the AC bonus drops from 2 to 1.

This dovetails into a discussion on gear maintenance. At narrator discretion, you may be called to make a maintenance check when an event occurs that might be particularly taxing on your equipment. Examples include falling significant distances, environmental effects, after a combat in which a critical failure for an attack roll occurs. If a check is called for, the character must make a DC 10 (DC 15 for severe events) to see if their equipment goes to the "damaged" condition. If a character is proficient in the required tool set for that equipment, they may add their proficiency bonus to the check. Damaged is not that penalizing. Weapons and focuses take an action to draw rather than as a part of your free object interaction. Vehicles travel at half speed. Note that the material the item is made of may grant an expertise die to the check due to being "low maintenance", representing its durability to normal wear and tear.

If that same check is failed while the equipment is already damaged, it goes to the broken condition. Broken weapons deal half damage and broken armor or shields lose its bonus to AC by half (Ex: Splint armor would go from an armor bonus of 17 to an armor bonus of 13). Items that progress to the broken condition require repair, either by a proficient PC/NPC with the requisite tools for the material, as well as potentially access to a forge for some metal items.

This system allows things light light armor to be easily maintained and repaired with a very low DC check with a sewing kit, all the way up to difficult DC 25 checks for repairing a broken set of mithral or adamantine armor and access to a forge.

Materials matter, and I'm excited to utilize this part of the game.


Female Elf Druid 5 | hp 25/32 | Spell Slots SL1 4/4 SL2 2/3 SL3 0/2

In the event that maintenance is required, Luanna can gain the Mending cantrip, which adds an expertise die on maintenance checks. Does she have to be doing the maintenance check to apply that bonus or can she cast the spell while someone else does the check?

In Pathfinder, there is a feat that allows the same general effect, sacrificing a shield to negate the extra crit damage.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Oh yes i read that, but totally forgot about it.
What exactly would be used to repair or craft weapons and armor?
I might redo some skills there, but i think i'm short 1-2 tools anyway still.

Oh and i just had a look at the new D&D playtest, which is ridiculously close to this with backgrounds giving the stat boni now and a feat.

Liberty's Edge

Male Historian/Curator

Is there anything within striking distance of Sten? Just want to know if he has to switch his bow to staff for melee, or if he can still fire into combat. Thanks


Elsir Vale Map Drellin's Ferry

Stensan is in the middle of the road. One bloodied hobgoblin stands ahead of him threatening the surviving guard. Valen and Xulgag seem to have the remaining original squad well hemmed up on the roadside. Firing up at them would be a disadvantaged attack. Bounding up the road from behind you is a fresh hellhound, and you hear the thunderous booted footfalls of a number of hobgoblin squads about to round the corner into view. You currently don’t know their number but have been warned about their coming by Kana. Luanna is in bear form in melee on the roadside to his right with the first hellhound.

None in melee or threatening it at the moment, and plenty of ranged targets. But Stensan would pretty accurately approximate that within a round there will be a large number of hobgoblins bearing down on them.

See the linked current battlemap in my headed. It’s not perfect and ignore the grid. I use more abstract distances for the most part.


Elsir Vale Map Drellin's Ferry
Luanna Raumolossë wrote:

In the event that maintenance is required, Luanna can gain the Mending cantrip, which adds an expertise die on maintenance checks. Does she have to be doing the maintenance check to apply that bonus or can she cast the spell while someone else does the check?

In Pathfinder, there is a feat that allows the same general effect, sacrificing a shield to negate the extra crit damage.

I’m not certain that it absolutely has to be Luanna doing the maintenance check, despite the overuse of the word “you” in the spell. I’ll rule that if it’s used whoever is performing the check can get the expertise die. Given the casting time it’s not going to apply for the original checks when an event stresses your equipment.

I’m going to reach out on the discord for clarification on something. The use of the term “maintenance check” when the original stressing event occurs seems to be described more as a “has your equipment held up” check. The maintenance check as kind of a camp action or rest action seems well worded since you’re actively repairing it. Perhaps the original stressing event is supposed to capture your preventative maintenance to keep it in absolute good condition to withstand the stressing event.

More to come on that last part.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

I'm going to say, the more i read the maneuvers for rogues, the less impressed i am.
Most of them seem kind of senseless to me.
Either the action economy is very bad, they don't do anything really useful or clear, or it can already be done in some other way, or the wording is very, very unclear.

Doubleshot might be ok with a bow, but not for a rogue who wants to hide or do something else with their bonus action usually.
Crossbow expertise does the same and more.
Also dual wielding already does the same.

Then "charge". Is that an action? Do i get additional movement? Is that done during movement, so i can attack again with my normal action?


Female Elf Druid 5 | hp 25/32 | Spell Slots SL1 4/4 SL2 2/3 SL3 0/2

Regarding the spell Whilrwind Kick.

Whirlwind Kick wrote:
As part of the casting of this spell, make a melee spell attack against any number of creatures in the area. On a hit, you deal your unarmed strike damage plus 2d6 thunder damage. In addition, creatures in the area make a Dexterity saving throw or are either pulled 10 feet closer to you or pushed 10 feet away (your choice).

Is this one attack roll that is applied to the AC of all the targets? Or does each target get an individual attack roll?

If Kana is in the area, can she be excluded or does the kick apply to everyone in the spell area?

Are there any modifications to the spell effects due to applying the attack to a squad?

Is the effect pulling targets toward the caster or away from the caster apply the same to all targets or could the caster pull some toward, push some away, or not push or pull some targets in the area?


Elsir Vale Map Drellin's Ferry

Hmm.

This one leaves a little bit for interpretation as it applies to things like squads, but I’ll answer each in turn.

I’m certain that it’s one attack roll per creature in the area. Normally spells are a little more clear on whether including creatures in an area of effect is the caster’s choice. This wording isn’t clear, but other parts of it make me lean towards its intent being caster choice for inclusion. It’s got a weird little interaction with squads in that the spell affects an area, but it’s targeted attacks. It’s not clear, and for the sake of making a ruling for now I’ll say that the unarmed strike damage is treated as normal and the thunder damage will be treated as an AOE effect that the squad’s area vulnerability is affected by. They are immune to effects other than the damage from things like this, but the non-squad creatures are subject to the effect as normal.

The last sentence is worded as if all creatures in the area regardless of whether you target them in the attack rolls have to make the save, but I’m inclined to ignore that unless it presents an abuse case, which I’m not suspicious it will with this group.


Elsir Vale Map Drellin's Ferry

This might be a contentious question, but how long do you ordinarily give someone to post before botting their action and moving on? Xulgag has had 24 hours to post and hasn’t done so. Would I be out of bounds to bot their action conservatively to keep things moving?


Male Half-Elven Ranger-5, HP: 44, AC: 16, Prof. Bonus: +3,

I don't think so...I would want you to bot me if I was holding up the action. That said, what does everyone else think??


Elsir Vale Map Drellin's Ferry

In the sole interest of keeping the game moving, I went ahead and botted their action. I don't enjoy it, but I do want us to keep a decent forward progress through the game and don't want to hold it up for one player. I'm hoping they understand.


Elsir Vale Map Drellin's Ferry

I also want to make an updated ruling after talking with Luanna's player.

For now, I'm going to ignore the ordering of the Bonus Action and Action attacks as they relate to Two Weapon Fighting. You may perform those attacks in any order, provided that as you end your turn you have satisfied whatever prerequisites for using your Bonus Action there might be, like using your Action to make an Attack if you use the BA for two weapon fighting. I've been at tables where I understand the importance of the ordering, but I think the distinction when it comes to attack ordering is a little superfluous for our uses. If an edge case comes up where it seems excessively powerful in a way the design doesn't intend, we will revisit.


Orc | Fighter 5 | HP 46/58 | AC 19| CMDC 15 | Saves Str +7; Dex +1; Con +7; Int -1; Wis +3; Cha +0 | Exertion Pool 4/7 | Passive Perception 21 | Initiative +1

I got crit for 4d10+3 and took 47?


Elsir Vale Map Drellin's Ferry

4d10+3 was the base damage before the critical. I calculated the damage for only three of the hobgoblins attacking you instead of the 5 as per the squad rules since Valen is opposite you and their attention was divided. If I had run it as written it would have been 6d10+5 before the critical. The extra damage die is from the hobgoblin ability, similar to in 5e where they get an extra 2d6 damage when attacking next to an ally. In A5E it's just one extra damage die of the weapon's damage. Applying that for each hobgoblin in the squad seemed excessive, so I only applied it once per attack.

Also if you’re logged in I’ll delete the bot action and you can take your turn. The hellhounds action shouldn’t affect anything.


Orc | Fighter 5 | HP 46/58 | AC 19| CMDC 15 | Saves Str +7; Dex +1; Con +7; Int -1; Wis +3; Cha +0 | Exertion Pool 4/7 | Passive Perception 21 | Initiative +1

Thats what I figured, the bot is fine it is basically what I would've done anyways.

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