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Fighter 2/Aristocrat 1 | hp 15/17 | AC18 T12 FF16 | CMD 18 | F +3 R +2 W +1 | Spd 20 | Init +2 | Perception +5
Dreadguard Lienhol wrote:
Who brings all their gear to a party?

No Juno goes anywhere without a katana! XD


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20
Anduriel Silverthorn wrote:

I'd definitely call that a grapple. Grab and succeed at the grapple check if successful damage is slamming them into an object.

I've played a grappler with a penchant for defenestration before and that's how it was handled. Each round if you maintain the grapple successfully you do it again, slamming the person's head repeatedly against the table etc.

Unless you have improved grapple you take an AoO though, and he's armed. You could also try disarming him.

I know, and Dalen knows he's going to get hurt, but as I said, he's in neutralize the threat mode. To him, if it is still able to act, the threat isn't neutralized, hence why he's going for the kill rather trying to disarm/subdue.

Anduriel Silverthorn wrote:
I'm not the biggest fan of block initiative most of the time and interestingly enough most of the games I'm in don't use it.

Really? In every game I've ever played via PBP that hasn't used it, combats really dragged things out and wound up killing any momentum the game had. I can normally only post once a day in the evenings where I live, so I'd be one of the ones holding things up, and I really don't want to do that.


@Serill, I'd rather allow everyone to post when they can, and give the players something to worry a little less about, than have them wait and then be unavailable to post when their turn comes up. My Idea would still give players that focused a little on initiative a better chance at acting first in fights involving Leader/boss enemies or just different types of enemies. But in fights similar to this one, I feel allowing the players to post their actions at their convenience would serve the campaign better.

That said, I am likely to defer to those more knowledgeable to the PbP ways of combat though.

Also, I had been thinking about setting up maptools/Roll20 for combat maps and the like, would people be interested in that, or would people prefer to keep it theater of the mind? Both have their pros and cons, again I ask merely due to lack of knowledge of which would work better for a PbP game, and to get a general idea of everyone's thoughts


Anduriel Silverthorn

I admit with larger groups it does help to keep combat going. You definitely want to make it know ahead of time and maybe let people adjust their build if need be. For example, anyone on the same team as Serill that took improved initiative, pretty much wasted a feat. The party's going to go first at least 75% of the time and other than that it doesn't matter much what your actual initiative is. Traits like reactionary fall into that category as well.


Anduriel Silverthorn
thelizardwizard wrote:

Also, I had been thinking about setting up maptools/Roll20 for combat maps and the like, would people be interested in that, or would people prefer to keep it theater of the mind? Both have their pros and cons, again I ask merely due to lack of knowledge of which would work better for a PbP game, and to get a general idea of everyone's thoughts

Definitely. For example, I have color spray which without a map it's pretty much up to you every time if there's a case of friendly fire or not. Tactical fighters and Area of Effect casters kind of need maps to be effective.


Male Elf Wizard 5 | Neutral | Hitpoints 56/56 | Armour Class 24[28] Touch 19 Flat Footed 15[19] CMD 24 | Fortitude +6 Reflex +9 Will +8 | Perception +18 Initiative +16 |

Maps is definitely a great idea I am in with.

I think should let everyone post whenever they can and if the person they were attacking dies before their turn just let them have attacked someone else instead.

Eg. Init: Serill 20 - Dalen 15 - cultist 10.
*dalen can post now but not later so he posts before me*
*i post later in the day and my spell kills the cultist*
*GM resolves Dalen's action as either having not happened if it's the end of combat or attacking the the next closest enemy instead*

That way no time is wasted, no one get's free initiative and minimal turns are made ineffective.

Just my thoughts.


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

As nice as that sounds on paper, it is really time consuming. I've done that before and it would take me a couple of hours to type out a combat post. With a block initiative, there's not really any free rides, and it makes it easier on both the players and the GM and reduces the amount of guesswork for the GM. PBP, for better or worse, isn't like a face to face game, and some of the things that work at the table don't work so well here.


I'll sleep on it, and see what I think would work best.


I assume I'm still not up?


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

Shoulda asked this before, but what do I roll for damage? I can do unarmed if needed.


Leinhol, you can post now

If you grapple, you will have to wait until the next turn to do your damage, but I'd say on a successful grapple check to maintain (remember the bonus for maintaining a grapple!) you can do 1d6+Str for smashing his face into a table, and he would have to make a fort save.

apologies if I wasn't clear, I don't think you can apply damage to grappled foes on the turn you initiate the grapple without certain feats. However, you do gaurentee him losing his action next turn as he has to attempt to break out of the grapple as a standard action to really do anything useful.


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

Ah, my bad. I'll have to look into that since it'd make sense for him to have an option ready for when he's not armed.


Anduriel Silverthorn

That makes sense. In a fight grabbing someone does require controlling the grapple before you can redirect them into something. It's the reason why there's specialized feats fro grapplers to do other things or deal damage in the opening round of the grapple.


Human Cleric 4 | HP: 20/30 | AC 20/13/17 | F+5 R+4 W+8 | Per: +10 | Init: +3 (+5 in Surprise)| Channels 2/4 | Spells: 1st (3/3) 2nd (2/2) | Arrows (50) Blunt Arrows (10)

I ditto the map. As it helps with ranged fighter too, plus mounted after a couple levels.

Otherwise, see you in the morning aftermath.


Technically, nothing stops a grappled foe from stabbing you with a light or one-handed weapon (like a dagger).


Anduriel Silverthorn

Yeah that too. Grappling is risky as hell if you aren't a specialist.


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Wow, what a way to wake up. So many posts.
ok here we go, my two cents...lol
In some of the other PBP campaigns I have been in, I found these worked well
Init: DM Rolls for everyone and post the order of combat along with what round it is.
Goblin 1 - Dead
Goblin 4 - stable
Singing Goblin 1 - asleep
Gwestiel Elora
Goblin 2 - stable
Cade Goodbarrel - wounded
Kargas Stormscar
Herra Skriðdýra
Goblin 5 - wounded
Goblin 6 - wounded
Goblin 3 - Dead
Floredana Mandulescu

Now you can just roll one INIT for the bad guys...this seems to work but then again it is a lot for you to keep up with. BUT it does make it easier on the players trying to figure out who is who...

MAPS:
There are two versions that I see being used
Google Docs
and Roll20

I like both but prefer roll20 it is better...once you get the hang of it. Having a map makes combat go by faster as players can visualize what is going on and where a enemy/player was gone. what some of the DMs I have played with do is...you post when you can. IF your init is at the end and all of the enemy have gone you can post before another player so that it keeps going. The DM makes a post of what happens. If you killed the same target a second time in the same round...well it was the heat of battle.

bottom line
players post when you can and as often as you can
but
if you are going to be away let the group know and we can bot your character..


NG Gnome Arcanist (Brown-Fur Transmuter) | HP: 14/14 | AC: 12 (12 Tch, 11 Fl) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +3; (+2 vs llusion, -2 Vs trap/hazards) | Init: +2 | Perc: +2 (-2 vs Surprise), SM: +0 | Speed 20ft/15ft | Arcane Reservoir: 1/5 | Spells 1st: 1/4 | Active conditions: Medium Encumbrance.

There seem to have been a flurry of posts while I was sleeping.

As for the map, I've never used roll20. In fact, I've specifically avoided some campaigns because they use roll20. Google docs seems to work well. I do agree a map is quite helpful.

If you decide to use roll20, just bear with me as I'll have a bit of a learning curve. :-P

Initiative, I've seen both ways. I agree with Alistair, though. Post when you can, if its out of order, we can figure it out. I'd rather someone post ahead of me than wait another 2 days until they can get back to post.


I don't personally like Roll20, but I'm not really invested in the whole map/initiative discussion anyways.


Anduriel Silverthorn

A lot of classes and archetypes genuinely require tactical maneuvering, aiming of spells etc to be fully effective. Otherwise line spells, and a lot of combat maneuvers become hamstrung.


I guess? I've enjoyed games with and without maps just fine and it's not had much impact either way in my experience. I don't really care what the GM decides, except that I'll say that every time I've used Roll20 it's been unpleasant.


I agree with Lienhol, roll20 isn't a great system. I generally prefer to use Google for maps.


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13

Wow, so much activity!

As for the maps, I'd only echo the other endorsements for google drive over Roll20.
I would however voice my support for maps over theater of the mind though. Having a reach weapon as my main, tactical maps make it much easier to keep track of the little details.

Initiative wise, letting people post when they can is definitely the way to go for pbp.
However, giving both sides a single initiative can be somewhat unbalancing, at least for the pc's.
That said, if you keep the enemies to a single init, the first round is the only time you have to split the party into more than one group.

For instance :

PC 1
PC 2
Enemies
PC 3
PC 4
PC 5

In this case PC 1 and 2 can post first in any order
Followed by the Enemies turn.
Then since the round will now wrap around, you can group the entire party together and run it as Us, Them, Us, Them for the remainder of the combat.

Doing this allows individual initiative to matter while still keeping combat moving at a brisk pace.


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

Hey, I know we all just got down with a recruitment, but I'm spinning up a sandbox game with some heavy Skyrim flavor. If you want to check it out, just mosey on over here and see if it's up your alley.


Sorry, not really a Skyrim fan


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

It's fine, I just thought I'd post it to see if anyone wanted to check it out. I know this isn't up everyone's alley, so no need to apologize. :)


That was a very Orkish battle cry damari.


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

Funny, you'd think an Erastilian and an Abadarite wouldn't be quite so blood-thirsty. :P


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13

It sounds interesting Dalen, unfortunately I don't think it wise to commit to more that the two games I'm already in.


Human Cleric 4 | HP: 20/30 | AC 20/13/17 | F+5 R+4 W+8 | Per: +10 | Init: +3 (+5 in Surprise)| Channels 2/4 | Spells: 1st (3/3) 2nd (2/2) | Arrows (50) Blunt Arrows (10)

Party crashing is a big no-no in lawful circles;)


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13

On another topic, I'm assuming you had Alvin delay for the first round until after the attackers, yeah?

Oh! Posh, it might just be a typo but you know it's a free action to maintain your bardic performance, not a move action, yeah?


sorry yes, I'd say if you had any self bufs or the like you would have used you could use those though, wouldn't be to much of a retcon.


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13

No that's perfectly fine, I was slow jumping in. Just wanted to make sure we were the same page.


NG Gnome Arcanist (Brown-Fur Transmuter) | HP: 14/14 | AC: 12 (12 Tch, 11 Fl) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +3; (+2 vs llusion, -2 Vs trap/hazards) | Init: +2 | Perc: +2 (-2 vs Surprise), SM: +0 | Speed 20ft/15ft | Arcane Reservoir: 1/5 | Spells 1st: 1/4 | Active conditions: Medium Encumbrance.

My bad, free to maintain...thanks for pointing it out


For stuff like this, I think It would be best to move to the discussion thread as not to clutter either game thread. Are you remembering that both enemies can take a 5ft step?
Here is the flanking situation- C- cultist, A-Artemis

xCx
xAx
xCx

now, you 5ft here-
ACx(or the reverse)
x\x
xxC

Cultist turns, the first moves like so-
xCx
xAx
xxx
xxC
This attack does not have flanking, however, then the 2nd cultist moves
like so, with a 5ft step (not provoking) thus getting flanking on his attacks. So you are negating flanking for one of the cultists, but not both.
xCx
xAx
xCx
xx\
Even if he can't 5ft, he can move around enough to get to flanking again without provoking, although if he had taken a full move he -would- have provoked from Lienhol.


Fighter 2/Aristocrat 1 | hp 15/17 | AC18 T12 FF16 | CMD 18 | F +3 R +2 W +1 | Spd 20 | Init +2 | Perception +5

Yeah good point to move it here.
Yes, both could take a 5ft step to turn it back into flanking position but I didn't think the other one moved... or is that what, side stepping the blade was?

I'm not trying to be difficult! I promise, I'm just trying to get the battle field in my mind right.

Also, thank you Posh! ^_^


Anduriel Silverthorn

I think at this point you should go with whatever works for you. If you're comfortable using Roll20 then use that. Anyone with issues there will adapt. You're the one doing the work and any map is better than none.


NG Gnome Arcanist (Brown-Fur Transmuter) | HP: 14/14 | AC: 12 (12 Tch, 11 Fl) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +3; (+2 vs llusion, -2 Vs trap/hazards) | Init: +2 | Perc: +2 (-2 vs Surprise), SM: +0 | Speed 20ft/15ft | Arcane Reservoir: 1/5 | Spells 1st: 1/4 | Active conditions: Medium Encumbrance.

My pleasure Artemis. Wishing I'd brought my wands to save my meager spells though. ;-)


Anduriel Silverthorn

I bet none of us will ever go anywhere unarmed again.


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Lol, "you are invited to a royal wedding and-"

"I HAVE ALL MY GEAR, THE ENTIRE TIME"

and don't worry about it Artemis, if I make a mistake I'd rather someone call me on it than not. I suppose that was my fault for not making it clearer that he took the 5ft step.

The next combat shouldn't be for a little bit though, so I'll see what to use when we get closer to it.


Fighter 2/Aristocrat 1 | hp 15/17 | AC18 T12 FF16 | CMD 18 | F +3 R +2 W +1 | Spd 20 | Init +2 | Perception +5

After this, We all just might do that! XD

Artemis never goes anywhere without her katanas... now she will not go anywhere without her armor too! Taking knives to the back would remind someone of the use of armor.


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Aaaaand, team one is the first to win the combat! With I believe a total of 3 rounds thanks to some lucky criticals at the end.

But in all seriousness, Please let me know if I miscalculate something, or forget something. Running two tables in the same world is a bit more work than I thought at first. Still very enjoyable though.

And yea, even IC you probably get the feeling this wasn't some haphazard attack. It took at least a modicum of planning, likely more.

Also, something that came up I forgot to mention. Any PC roll of 20 is automatically a critical hit, no need for confirmation, any critical hit because of a higher threat range (anything but a nat 20) requires the normal confirm roll as usual.


One more question for combat.

DO you guys prefer the way I am doing it atm. (Breaking up the dice rolls according to actions taken involving them) Or would you prefer I move everything into a spoiler at the end?


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Sorry I was waiting on the results of round 2, or at least the was my thinking. Just got confused. That first set of attacks I thought was from the cultist...so I am not down then..will edit


NG Gnome Arcanist (Brown-Fur Transmuter) | HP: 14/14 | AC: 12 (12 Tch, 11 Fl) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +3; (+2 vs llusion, -2 Vs trap/hazards) | Init: +2 | Perc: +2 (-2 vs Surprise), SM: +0 | Speed 20ft/15ft | Arcane Reservoir: 1/5 | Spells 1st: 1/4 | Active conditions: Medium Encumbrance.

Noting the lack of headers of some players, I thought I'd share what I use. Feel free to copy my preference.

Of course, you are free to do as you wish. I have just found it helpful to have the pertinent information handy without going back and forth between profiles.

@lizardwizard, either way is fine with me. Whichever is easier for you to keep track of.


I don't really like headers.

Here is how I format my GM posts.


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

I'd try to make things clearer and post the mechanical results in an ooc tag at the end of that sequence of actions just so everything is clear.

So something like this.

Example (Sorry Alistair) wrote:


Cultist 1 Attack vs Alistair: 1d20 + 10 ⇒ (5) + 10 = 15
Damage (Slashing, Fire): 2d4 + 1d6 + 9 ⇒ (4, 4) + (5) + 9 = 22
The madly cackling scythe wielding cultist slams through what defenses Alistair has, ripping through the leather of his armor and shearing through his flesh as the blade alights and flames burn and blister the rogue.
Alistair takes 17 slashing damage and 5 fire damage for a total of 22 damage. He's now bleeding out on the ground. Roll to stabilize please.

or this

Another Example (Turnabout is fair play after all) wrote:


Cultist 2 Grapple (Breaking free of Dalen's Grapple): 1d20 + 10 ⇒ (18) + 10 = 28
Cultist 2 Attack vs. Dalen: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d6 + 5d6 + 6 ⇒ (1, 5) + (1, 4, 5, 5, 3) + 6 = 30
In a flash of steel and blood, the cultist that was secure in Dalen's grip bursts free and spins with his sword in both hands as he lops the head off of the surprised knight's neck.
The cultist Dalen was grappling breaks the grapple. Dalen takes 30 points of slashing damage and is now dead. Please roll a new character.


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13
thelizardwizard wrote:

Aaaaand, team one is the first to win the combat! With I believe a total of 3 rounds thanks to some lucky criticals at the end.

But in all seriousness, Please let me know if I miscalculate something, or forget something. Running two tables in the same world is a bit more work than I thought at first. Still very enjoyable though.

And yea, even IC you probably get the feeling this wasn't some haphazard attack. It took at least a modicum of planning, likely more.

Also, something that came up I forgot to mention. Any PC roll of 20 is automatically a critical hit, no need for confirmation, any critical hit because of a higher threat range (anything but a nat 20) requires the normal confirm roll as usual.

Ooc Team 1 takes the gold. IC we've still got a round left to at least maintain our dignity :P

I think Dalen has a good idea for improving clarity. Although we should solve a lot of our issues once we have a map up and running.

As for for packing light, the key for you heavy types is glamoured armor once we have a little more cash. And unless everyone is deliberately unarmed, an elegant one handed weapon is easily within the dress code. Never leave home without at least a dagger.


I feel like my dice want to kill you guys O.o especially those rolling vs team 2 lol.

I think I will start doing spoilers of at the bottom of the enemy turn recapping the actions take and effects (Like Artemis was attacked by X and has taken X damage, who I believe the award for soaking up the most damage on either team goes too.)

That, or take Dalens idea and put the recap in the relevant "section" of the post.


Anduriel Silverthorn

The headers are also useful for anyone with healing ability to know who needs it before it's too late.

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