
Bladud |

But on a more serious note, I'd suggest the reason 2-handing is so powerful is because of the synergies between big weapons, big strength, and power attack... not simply power attack.
As for finding one simple solution to try to reign in martials playing rocket-tag, I guess this is a solution, but it hurts other martials as much or more than it does 2-hander martial damage beasts.
I mean, at level 20, the difference between power attack RAW and this solution is 9 points per hit for the 2-hander and 6 points for the one-hander per hit. Is that about the level of damage that you think is problematic?

Doomed Hero |

You're right about the synergies. Power Attack is just the easiest of the three to work on.
I've never once played a game at level 20. I find the math begins to collapse under it's own weight at about 12th level. It starts to get strained by certain builds as early as 6th. I feel that the sweet spot in terms of maximum fun and ease of playability is between 3rd and 7th level.
In the fight against the scorpion, if we'd played Power Attack by RAW, the scorpion would have died a round earlier. The extra couple points of damage from the power attacking characters would have made a significant difference.
I've found that tends to be true in most cases, even at higher level.

Bladud |

Fair enough, i don't do much (if any) high level play, either. I was just using it as the extreme example.
I guess I've never had a problem with the "rocket tag" feel of combat, but then again, i'm far more often on the player side of the screen. Fast and dangerous combat always felt about right to me... though i have had DM's who wanted to drag it out for a variety of reasons.

DM Doomed Hero |

I don't want to drag it out. I just want to avoid the 1-2 round curb stomp that many fights feel like.
The goal of many builds/spells/tactics is to shut down an enemy before they even have a chance to act. It's why Initiative is so important to many people, and why getting the highest DPR/Save DCs is the "best" way to make a character.
I agree it's smart. I just don't think it's fun.
In my experience, 3-5 rounds is ideal for a fight. It lets both sides get their licks in, allows enemies to challenge the party without bogging things down, and lets the drama ramp up as the situation becomes more dire.
I don't mind the occasional curb stomp battle, but I get bored when the majority of fights feel that way.
I miss the days when it was possible to have a "one big monster" encounter. The way action economy works, it's nearly impossible. Either the monster is too big (and the curb stomp goes the other way as one PC after another gets one-shotted), or the monster isn't a challenge at all because it only gets to act once and then the whole party gets to respond.
That's why for monster that are supposed to be a challenge all by themselves, I'll often do things like maximize their Hit Points, give them Save boosting items as part of their treasure (that they are currently using) and for some creatures (like Dragons, Chimeras or Beholders, for example) I'll let them act more than once in a round, deciding their actions between various attack types, effectively treating them like multiple creatures.
There's no one perfect solution, but I find that slightly reducing damage output and slightly raising enemy HP and Saves goes a long way toward getting what I want out of an encounter.

Lyla Summerholt |

Monsters having superior maneuverability like flight, spiderclimb or etherealness combined with walls or floors can make for some dynamic battles with tense rest moments while everyone waits for where the monster attacks from next.
Displacement, Mirror Image, Invisibility or a horrifying combination of the three, (where see invisibility reveals the displaced mirror images) can make for a memorable bastard that eats through party resources.

DM Doomed Hero |

Our scouts have been doing a great job in both groups keeping things moving. We seem to be losing a couple of you from time to time though. Is real life rearing it's ugly head?
If you're going to be out of commission for longer than a day, a heads up would be appreciated.

Cadeyrn Griogal |

I don't know about the rest, but I am following the thread everyday.
Sometimes I do feel I have nothing to add to what's happening and thusly stay silent till there is something happening. (For example, our scout examining doorways and waiting for info from you about what he found. At that point I'm also waiting to know what to do next :))

Cadeyrn Griogal |

Well he's not a person who would initiate small talk, but would respond if spoken too. (I know, not helpful ;))
But I will keep it in mind and look into other things to post.

Bladud |

Yep. I can't speak for the other team, but my experience hasn't been that my team's game thread has waited very long on a disengaged player (except for weekends, i guess). That's not a criticism of you, DH, I think the game has progressed pretty well.
I try to find ways to engage the other players in my group as much as possible, too. I may be the scout (and given responsibility for ultimately pushing us into other rooms/situations), but I do my best to play along to other characters' actions and suggestions, so that they can play just as important a role in the momentum.
Then again, my team hasn't been very reluctant to step in and make choices/decisions/bring solutions/participate in rp opportunities, either.
My experience of PbP's is that even good, high-paced ones ebb and flow a bit. As long as people stay engaged and don't let the slow times stagnate, they can keep on rocking.

DM Doomed Hero |

I think small talk and more general conversation between characters is a great idea. That will probably push teh general posting rate up and keep the momentum from flagging during the couple of days a week I have a hard time posting.
I have noticed that in new games, it can feel like a bunch of individuals back-and-forthing with the GM. It talks a while for a group dynamic to form. That's why I try to encourage characters who have some background ties to each other. It seems to work better in more plot-driven games when you can attach a handful of characters to the same plot hook and let them discuss it. In a game like this, its harder to create that kind of central topic to facilitate discussion. I'm sure it will happen as more of the dungeon is explored and its mysteries start unfolding, but for now I'd recommend that a few of you just take the bull by the horns and see if you can create something to talk about on your own.
A lot of groups seem to want to tackle dungeons like a special forces team, being overcautious, quiet and ready to respond with overwhelming violence. That certainly works, but I find it to be a lot less fun than doing it like and action movie or comic book where the heroes are constantly bantering while they "work"

Dorian Maule |

My character is more the stand back and pitch in when needed type. I check in frequently. Sometimes 8 times in a day, sometimes not for a day or 3. But I'm around either way.

Hallvarðr |

throw something up now ...

DM Doomed Hero |

Group 2, I want to be sure of something before I move forward-
There are two latices in the room.
One is in the south-west corner (where you originally decided to ignore it after not being able to lift it).
The other is in the north-east and is connected to the little prison cell. If you check the map you'll see that the weird door with the stone settings is right next to the lattice. They connect to each other. That's the little cell.
Which of the two lattices are you trying to open?

Hallvarðr |

Guys I got 36 hours to put together a comprehensive site support contract - a task that nominially takes weeks. Will be not posting for about 2 days.
In the meantime, lift Torgan, Lift.

Hallvarðr |

I think the posting over on game play 2 thread is a little surreal given what just happened.
I thought the 'south way' was bared, tried to get in, failed, tried the north way - and went to great lengths to keep the jail cell open because while I thought it was a jail block, it let beyond to other things... and what I meant when I said when we tried the way south first was the cell B40.
Likely I didnt check the map as I should (so that when an update came I would have known I was breaking into jail cells but I also think it was due to confusion on my part and some joint squewed thinking... and likely some 'he seems to know what he is doing'
I think from now on some notes on the map may help as well as me using XL references.

DM Doomed Hero |

That's why I asked. I thought it was odd that you were working so hard to open an area you could already get into. Sorry it wasn't more clear.

DM Doomed Hero |

Group 2-
I realize that the stuck lattices are frustrating and slow down the progress of the game. Normally I'd hand wave it. The only reason it's important is that if there rare enemies that can hear you working, how long it takes you to get though a door is how long the enemies might have to prepare.
That being said, I can still speed this up, I think.
Why don't you guys give me a "Stuck Door S.O.P." listing who's making the primary roll, who's Aiding (if possible), and any mechanical bonuses you're employing. Then, I can just make the rolls myself, and tell you how long/how many tries it takes.
Thoughts?

DM Doomed Hero |

That would be circumstantial. I'll definitely add it in the situations that its relevant. In this case though, there are no visible mechanisms. You really aren't sure how the gratings were raised and lowered. It could be that they were just brute-forced every time, made heavy and hard to move on purpose.

DM Doomed Hero |

Didn't have time to update both games this afternoon. Sorry for the wait group 1.

Hallvarðr |

Bit sick atm - will try to post later but bot me if the delay is problematic.

Doomed Hero |

Regarding group 2-
The "rotating archers" trick actually has the potential to double a party's ranged attacks in a round when in a confined space. Its a great narrow hallway tactic.
It works like this-
Round 1
Character A fires, then moves around the corner.
Character B moves into A's vacated spot and fires.
Round 2
A waits for B.
B fires and moves back around the corner.
A moves into the spot vacated by B and fires.
Rinse, repeat.
Normally it takes some Delaying actions to coordinate initiatives, but in a Block initiative system like I use, characters can act in whatever order they choose (within their initiative "block"). No need to fuss around with the Delaying rules.

Hallvarðr |

Grognard game play ... For The Win.
- Still a bit sick. Posting will be irregular. Bot as needed.

Torgan Axebearer |

@GM: You are right, I have not realised that... It might even work in normal initiative for a while
@Dorian: There are ways even without metagaming, we know each other a bit, and a person knows if he is a good shooter from experience even without knowing he has +6 to hit. It is the same as Hal saying that Torgan is the strongest one in the group - he saw him do things.

Cadeyrn Griogal |

I will not have access to a computer at home for about a week till a week and a half. I do still have my computer at work and an ipad at home, so I will still be able to follow, but my posting might be a bit spotty.

Dorian Maule |

Does entrap still allow one to attack and damage the entrapped creature?

DM Doomed Hero |

Yes. The creature can effectively do everything but move, and things can attack it normally.

Dorian Maule |

Damn concealment!
Not so much, if this burrower can get concealment AND cover like this, then every single burrowing critter I summon should be able to do the same. Works out in the long run.
Also, aren't you aiming for a low roll?
DM Doomed Hero |

Burrowing is a seriously underrated ability. It's the reason Ankhegs are CR 3. Compare it to, say, the Giant Scorpion the other group fought. The Scorpion is the same CR, and performs great as a challenge. The Ankheg is worse in every way, but has the single advantage of being able to attack from below ground. Cover and Concealment from Burrowing are what brings the Ankheg into the same challenge rating as the Scorpion.
And yes, summoning Burrowing creatures is a fantastic use of a Summoners abilities.