Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
I understand what you are saying... but trust works both ways. My tabletop group has had this same discussion and I agreed to let them roll most of this type of roll, but if they used it to metagame then I'd go back to secret rolls. I still do some secret rolls but let them roll the majority. Their complaint was that they lacked player agency and felt they were only there to roll combat rolls. We are all a group of mature experienced gamers, and I find that after a couple of mistakes... (Why are you checking for traps as well. Do you not trust the party role) they have embraced playing out their failures. If it's really something that effects plot, then I might still roll secretly... but perception tests usually don't have that great of effect on the long term of the game. Just trying to get over the impression / feeling that Edoom is only along for the ride.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Please don't think that I'm not enjoying the game and looking forward to continuing it. I'm trying to make it better for all and making suggestions to adapt the game for the PbP environment. I understand the commitment and dedication involved in running a game and appreciate you running this. I think maybe since PbP is a slower method or running the game that perhaps just adjusting things to move the plot along would make a less frustrating game. Just skip some random encounters and move to the next plot point I would say would help. We're already going to slow down when we get to the "Kingdom Building" portion of the game, and I have no idea what our XP level is or when level 2 approaches... so not sure what to look forward to. As far as the dice rolling... we do feel a bit isolated because we don't know what is being rolled. My Tabletop game we voted to let the characters roll many of the "Secret Rolls" so they would feel more invested. I've got a mature group that doesn't Meta-game, and if they do I call them out on it. I agree with not being able to "Buff" before combat, but the fact that nothing we've fought lately had to spend actions to prepare weapons, and/or raise shields makes us feel a little unprepared. If we know where something is we chould be able to at least prepare a little bit... and if the enemy knows us they should be able to do the same. The boars certainly had their weapons prepared before combat. I know the RAW is correct, but especially in PbP you have to use a little creative license to make things work. As far as easy encounters... Edoom has been fortunate enough to roll 20's on numerous occasions to win battles. Without that we wouldn't have much of a chance... and over the whole time we've been playing he has had the opportunity to use his prime power which is the Spellstrike with a Shocking Grasp exactly once. I just think we can find a middle ground between a challenging game and feeling like we're accomplishing nothing.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
It's getting a bit frustrating that all our encounters are prepared for combat, and we aren't. Perhaps you can "Give us a break" now and then since PbP is already more challenging than tabletop. Seems like we're just pawns in your game at times. Every battle we've won except the first in the manor we've had to have NPC's bail us out. Not feeling very heroic.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
◆ Stand up from Prone
Not sure what watch this is, and if everyone got a long rest. In either case no spells except cantrips as he hasn't had time for the morning preparations. Is the Focus for spell strike active or do I need to take an action for that as well?
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom rises to his feet every muscle in his body sore, and his hands reach out to touch the still sore wounds from the boar's tusks. "Bloody Hells! I'd rather fight a dragon I believe". He then looks anxiously over his shoulder to make sure there are no dragons nearby to overhear. "My thanks for the healing... though I'm not sure how much use I'll be in combat at the moment... not that I'm much use anyway... but I have a feeling that if I go down again it might be for good". He then frowns but does as the others suggest. "All that blood, pain and effort and all we get from it is a couple of scars that I'd be too embarrassed to brag about. Guess we'll be stuck with eating berries and roots as it's obvious that everything else out here is vastly more powerful than us". He then looks apologetically at Brightberry. "Not that there's anything wrong with berries and the like. Thanks to both of you for giving me a chance to see another sunrise".
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Jade Pearls wrote: That should have been 1d20+6 for your attack Edoom. +1 for level, +2 for trained, and +3 for strength. You also ran through Jade's snow, which fortunately doesn't do any lingering damage! :) and +1 for the rune on the Katana.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Ouch! Note to self... Look at the map before choosing actions :-) ◇ Drop Bow ◆ Pull Katana
1d20 ⇒ 20 Strike (Wow talk about luck... and no chance to pull shield yet so using 2-H. Edoom seems to hit hard when injured.)
Total of 22 Slashing damage.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
◆ Recall Knowledge: Farming Lore. "I bet they're good eating as well. Might need to thin them out a bit, as they can root up the land substantially". ◆ Draw Shortbow
1d20 + 6 ⇒ (17) + 6 = 23 Shortbow
If it's a crit... 1d6 ⇒ 1 Crit Damge
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Just a couple of thoughts. It might be useful for someone (Who is better with this type of things than I) to create a spreadsheet to keep track of the rumors we hear. As a sandbox adventure it would be easy to forget things to be addressed later in the game. We should probably also have default exploration activities to keep from having to repeat them. Perhaps when we sense danger we slow down and default to an exploration activity until things return to normal. I chose "Sense Direction" as it doesn't slow us down... but when alerted would switch to "defend". Tibold
Spoiler: Is Tibold going to suddenly reveal his martial skills like Edoom, or is he going to be replaced by your fighter character... or do we just handwave and assume he was this way all along... or are you staying with the Alchemist?
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom is a bit concerned about the wolf tracks. He knows how farmers fear when wolves are about as they can be aggressive when hungry. He hopes these are well fed. I guess we should set up a watch schedule and walking order? Edoom would like either 1st watch or last watch, and perhaps second in line for travel. He will use the exploration activity of Sense Direction since it doesn't slow us down. "Well. Those folks seemed friendly enough. Good to see our borders will be well defended. I agree to head towards the trading post directly as we delayed a bit to have our weapons enchanted". He absentmindedly strokes the handle of his Katana as he speaks. He has often over the past day drawn it when they take a break and swinging it around getting used to it's enchantment.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Tibold Crenshaw wrote:
From my experience anything you can do to add up bonuses is critical. More than any other game I’ve ever played party synergy is critical to success. Also anything you can do to give flexibility to your action economy rules. While Edoom is very effective at dealing damage his low AC and HP make much better at getting in and avoiding attacks. A fighter, Barbarian, or champion make a good pairing with a Magus who also has limited spell slots.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Jade Pearls wrote: It makes more sense to transfer the rune(s) first so that we have better capabilities against the bandits. Thanks. Wasn’t sure if someone with the craft magic item feat was here.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
"Lady I offer my gratitude. It's obvious our alliances were well founded as your generosity and hospitality are unparalleled. While greatly appreciative of your gifts I might ask if you have anyone on staff who could move one of these striking runes to a weapon, I'm more attached to"? Edoom quietly caresses the handle of his ancestral Katana.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
I am in agreement about splitting the healing potions. Since we will hopefully not stand in a formation during combats it would help to have everyone with the ability to heal on the move. Edoom would be ecstatic to take one of the magical weapons and transfer it to his favorite Katana.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Pretty happy with Edoom. Still need to get more familiar with what he can accomplish... but for the most part looking forward to his growth as a character. Also, probably take a hand crossbow and 6-bolts or so.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom nods at the Kitsune arrival. "Your arrival was most fortuitous. None of our group might have lived to see the light of this new day without it. I'm a Edoom and would be honored to fight at your side". "So a question Lady Jamandi. If we were to take some of the gear from the assassins and have the desire to store it somewhere till needed, can you make a suggestion? Would it be possible to store it here till needed, or perhaps we could borrow a wagon and team to take it with us? What more can you tell me about the Oleg's Trading Post"? He then turns to the group he seems destined to spend the next period of his life with. "Seems that most of the other adventuring companies have adopted a moniker should we consider the same"? As the morning progresses Edoom requests a private word with Lady Jamandi. Lady Jumandi
Spoiler: Do you know where these Black Tears are headquartered, and what their motivation to block the settlement might be? Do you think they are a larger group that still might be a thorn in our sides"?
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
◆ Cast Shield Strike (Verbal only so no reactive strike)
Damage 19 Critical ◆ Step
Hell Yeah! Needed that. I'm assuming the damage is just doubled not rolled twice... but just in case. 1d6 + 3 ⇒ (4) + 3 = 7 Crit
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom is growing frustrated by his ineffectiveness so redoubles his efforts. ◆ Move to flanking with Tibold
Maybe a hit finally since she's flanked :-) "Die B%++*"!
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Darn it. I'm so predictable. "Well that's going to leave a mark. What is your purpose for this attack"? ◆◆ 1d20 + 6 ⇒ (10) + 6 = 16 Spellstrike (Gouging Claw) w/Katana. Probably not... 1d6 + 3 ⇒ (6) + 3 = 9 Katana Blade
◆ Raise Shield
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom dreams of taking his potion then delays until Brightberry opens the door then steps in surveying the scene. ◆ Stride
1d20 + 6 ⇒ (2) + 6 = 8 Shortbow 1d6 ⇒ 1 Arrow And succeeds in almost shooting himself in the foot as the arrow glances off the steps and comes back at him. Fortunately, the shot was so weak that it didn't penetrate his footware. He then drops his cursed bow (Free Action)
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Good idea Edoom nods at everyone, then an extra nod to Tibold as he quaffs the potion provided earlier in the day. "Okay. When the door is thrown open let's take our ranged attacks before moving in. After the initial flurry I'm planning on dashing in and creating all the havoc I can. I'll go either right or left when I enter, so if you continue ranged attacks take them the opposite way. Ready"?
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
"To the west then? Let me ready a ranged weapon before closing to combat". Edoom readies his shortbow and awaits Lyra throwing open the door. I know we're not in encounter mode at the moment but a question I wanted to verify. If we were Edoom could "Ready" and action for the door to be thrown open ◆◆, then fire an arrow ◆ when the condition is met. If he wanted to just delay then he could wait until Lyra took her action, then move to that place in the initiative order with all three actions?
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
I'm certainly willing to press onward but am confused by your last post. Is Tertuccio telling us to come with him? He states he will take her to safety then suggests we come with him and that the guards will send more help. Just trying to figure out what's actually happening before acting. If left to his own devices Edoom would continue to look for the lady. Sorry to be so dense here :-) Also, unless I miss something Edoom's consumption of the first goodberry should have returned him to full so the second 10-minutes could be spent to recover and remove the wounded condition?
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom looks at the Leshy and nods with a smile. "You kept me up that last combat. For that you have my thanks. I too lack skills in bandaging wounds. I usually prefer to keep them from occurring in the first place". He then looks around as the party catches it's breath. He turns his attention to Tertuccio and Jaethal. "What has happened here? Do you know where the Lady might be. We should probably go forth and try to find her". He takes the offered goodberry, and refocuses his Spellstrike while looking around the room for clues. Exploration Activity Investigate
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom stood up last round before he used the gouging claw. ◆ Stride to Boss
1d20 + 6 ⇒ (12) + 6 = 18 Katana Slice (With Gouging Claw)
"What was that you said about dying"?
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom smiles at Lyra as she eliminates his eminent threat. He then stare right at the boss and without losing his gaze bends over and picks up his Katana, and if necessary shield. Since a shield is strapped on did it drop to or do I just need to raise it again. ◆ Pick up Katana
This one I will make suffer. 1d20 ⇒ 20 Demoralize (Intimidation)
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
◆ Rises to his feet Gives a nod of respect to Brightberry ◆◆ Gouging Claw to the one standing beside him. 1d20 + 6 ⇒ (14) + 6 = 20 Spell
He then glares at one of the ones who hurt him so bad and morphs his hand into a claw with razor sharp talons, and swings at him. "Thanks for the help Brightberry".
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Yep. And I believe I spent my Hero point earlier on an attack... so I might have to start thinking about a new character if I don't get some help fast. I'm going to go ahead and roll my recovery check here, as I might be AFK much of the day. 1d20 - 1 ⇒ (3) - 1 = 2 Recovery Check
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Ah Got it. Didn't know it was a hand crossbow. That explains it. OUCH! :-) Was wondering if there was something else, I could have done, but them being so high in the initiative order sealed Edoom's fate. Not complaining... just understanding how the game works so I can strategize moving forward... that is if we don't have a TPK.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Just to clarify so I understand. The leader did the following: ◆ Fired Crossbow
So he had something special to let him draw the dagger for free? It might be helpful for us as we're learning to see what actions the enemy is taking as well.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Yeah. Still clinging to old habits. Do hate to waste a natural 20 though... :-). In addition, I think this is a secret roll, so I was wrong all around. Edoom was defending on this exploration round, not searching or scouting.
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Edoom helps move the unconcious Tertuccio to one of the sofas in the room then urges the others onward. "Come let's check this door to the North". Edoom first feels the door for warmth, listens, then opens if he detects nothing unusual. Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
"Come on. There is a suspicious looking statue here... but the smoke is cleared here. And close the door after you". ◆ Move
For some reason I don't see A18 on the map in the link above.
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