Alright, I'm throwing my newcomer hat in the ring. Rolls for stats first, then the ideas for characters later.
Set 1:
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18 2d6 + 6 ⇒ (5, 1) + 6 = 12 2d6 + 6 ⇒ (1, 5) + 6 = 12 2d6 + 6 ⇒ (6, 6) + 6 = 18 2d6 + 6 ⇒ (2, 6) + 6 = 14 Set 2:
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10 2d6 + 6 ⇒ (5, 1) + 6 = 12 2d6 + 6 ⇒ (5, 3) + 6 = 14 2d6 + 6 ⇒ (4, 1) + 6 = 11 2d6 + 6 ⇒ (2, 2) + 6 = 10 Well I might be crazy for saying this, but I'll go with Set 1.
Darksmokepuncher wrote: As long as Rick continues to post the creature's move actions as either move or withdraw, we should be fine. Although, if the creature moves on the map, it would be helpful to mark the square it started in so we can all see who should get the attacks. I kinda think that it would just be easier to tell us when we get an AoO because of movement. Spellcasting, standing up from prone, etc. should be our job, but because we can't see how the GM is moving the character, nor can we communicate a "did he move through this square or this one?" very quickly, it'd honestly just be easiest with the resources we have at hand to just be told when we're able to take an AoO from movement.
I feel like this is a long and drawn-out process to choke someone, but from what I've read elsewhere, it typically takes about 30 seconds for someone to go completely unconscious after being choked (unless they're properly trained, of course - house feats!). So the fact that this whole process takes 5-6 rounds really makes sense :D
GnomeGrandma wrote: ALSO: MY DICE?! Seriously, what the hell. ~ GM Quillworth wrote: Not a problem! It makes sense that you should be able to choke someone out. Perhaps make an unarmed strike and RP it that way with a +2 to dmg for choke? We can talk more on discussion forum. Hm, I like that, but it's a tiny bit of a stretch. I looked up something on the forums (here) that makes perfect sense to me, but I still feel like I've seen other rules for choking out. Nevermind that, though, as next round I'll just pound the little bugger into the ground. Edit: BBCode fail.
Darksmokepuncher wrote:
Still, there are some things that a GM (aka a human being :P ) may not think of. Like a particular bloodline trait that gives a +1 when it's a full moon, but only against undead, and only if those undead have been undead for less than a week. I'm being extreme, but you get what I mean, there are definitely a few strange rules that the player needs to be aware of regarding their character. This is honestly one of the only reasons why one shouldn't just run on "a" as the standard.
~ GM Quillworth wrote:
Hm, my bad, I think I was going off of something DnD-based. We'll just roleplay that like I was re-situating the now-deadweight in my arms :P
A point that Ryan just made me think about and with my last roll not being the best... What shall we as players be doing with modifying rolls? I know as a standard CMB to maintain a grapple, I get a +2 bonus to do so, but on that last post I just rolled a d20 plus my standard CMB. Obviously there are some cases where people get a bonus to trip or grapple right up front and would naturally add that in, but what about in cases where you're not positive of the rules and just want to leave it up to the GM? A few different options (using my most recent scenario): a) CMB: 1d20 + 6 ⇒ (20) + 6 = 26 Unmodified (let the GM decide for you)
Honestly, after now posting, I've already decided where my vote lies. "b" should be the standard, imo, because you should know how to play your character. If you don't realize you have a personal bonus in this situation, then it's your loss (unless the GM catches it and corrects you). However, "a" and "c" still have great uses. "a" can be used when you're unclear about the rules (e.g. when my character was trying to grapple through the bars). Make sure to note "unmodified" and why you're leaving it unmodified. And "c" is great in situations where you have a weird bonus that may make the GM question where you're getting it from (e.g. if you've got a bonus that is only applicable under certain circumstances). Not saying we're not honest with each other, but when I go to roll a stealth check with this goblin of mine and am doing so at a +14 at level 1 (without ever putting a rank in it), I might take the time to break down how I've come to that ridiculous number. Just a little more food for thought since we can't really discuss this stuff right after it happens like in irl.
~ GM Quillworth wrote:
Sounds good. Any particular class you'd have me start building, or shall I just go for it and surprise you?
Hey, it's Geoff. I've only read the first page of the story so far, but would love to get in on this action if it's alright with you. I'll get all caught up and familiarize myself more with this PbP thing so I'm not a complete retard when I enter. Also, Ryan mentioned it might be fun if I come into this story as a good Goblin? If that's cool, I'd love to play a story-twist of a character, but would also shape the toon to how you'd imagine the rarely-good Goblin of your world to act. The class is entirely undecided, just know I prefer playing classes that don't rely too heavily on spells. And also, I have herpes. |
