OOC Chatter

load previous
Jul 23, 2019 7:49 pm
full round trip for a week? :)
I heard there's a "heat wave" coming, so hopefully you won't see much rain 🤣
Last edited July 23, 2019 7:49 pm
Jul 25, 2019 7:51 pm
Longer than a week! Just had two days in Glasgow, today I took the train to Balloch and then up to Crianlarich. So far I've had 2 drops of rain, but that could also have been a sneeze from a flying Scotsman (no, not the train).
It is absolutely breathtakingly beautiful out here! I never want to leave! So much better than Switzerland:-p!
Jul 25, 2019 10:12 pm
I'm doing my last week in Edinburgh and it is boiling and sunny now! you're visiting at the best time apparently, let's hope it lasts for more than usual 4 days ;)

What do you mean? Switzerland also has mountains, lakes and sun!!
Jul 26, 2019 7:10 pm
I definitely hope the good weather in Edinburgh stays until August 4! It's possible, right? The weather in Oban is also very good, so that gives hope;-p... However, if I listen to the forecast now that hope almost completely vanishes....

And I was just teasing! Another similarity is that not one foreigner can understand the language spoken:-p...
Jul 26, 2019 7:35 pm
Naaa, it’s already starting to rain 🌧 sorry ;)
Ahah, I was thinking the same: both speak weird languages 🤣 Worry not! English will be spoken more often as you move away from Glasgow

Ah, the only think I remember of Oban is boats and chocolate factory 🍫 🏭
Also, I think you may get the starting days of the FRINGE. Good timing, but be ready for chaos in Edinburgh 😱
Aug 8, 2019 2:29 pm
In this setting, what language(s) do wizards use to cast spells?
Aug 8, 2019 3:14 pm
interesting question! I never though about that :o
Last edited August 8, 2019 3:15 pm
Aug 8, 2019 3:43 pm
CESN says:
interesting question! I never though about that :o
I was thinking of a post responding to your performance and that particular story, and wanted to include that detail.
Aug 8, 2019 3:46 pm
ahah, being a bard I just use elven because it sound cooler to the untrained humans :D Never stoped to consider arcane incantations. Wait to see what that will be (probably just arcana)...

That that I'm thinking about it... I've got a seasonal language as well 🤔
Last edited August 8, 2019 3:48 pm
Aug 8, 2019 4:13 pm
Apparently there generally is no simple answer to what is the arcane language used for spellcasting, if there is one:

http://www.giantitp.com/forums/showthread.php?475775-Arcane-Language
Aug 8, 2019 7:54 pm
Had a little chat and Drama and I agree:

What language a wizard uses depends on where and how they learned their magic, and in some cases what magic they use. Over the ages all races have created their own documentation of magic, in their own language. Besides that you can imagine that the different schools of magic, different elements too maybe, use different base languages or even create a certain dialect.

I encourage you to get as creative as you want.
Aug 29, 2019 11:29 am
OOC:
I'll be off for 2 weeks roughly so posting will go down for me. Whatever happens, Assume Nàdair is tagging along happily like a little sprite!
Sep 12, 2019 2:54 am
General 5e Combat

I know that not everyone is coming into the game with the same level of experience regarding combat interactions in 5e. I figured I would put together a quick primer along with some of the "quirks" that I tend to have (some of which ae_dd may adopt as well, some of which she will WHOLLY roll her eyes at me for and wave them off).

TL;DR
Rounds last 6 seconds, everyone gets a Turn (Action, Movement, Bonus Action) and a Reaction. Initiative controls the order of combat. Surprise isn't a Round, it's a Condition that stops someone from using the Action/Movement on their first turn. Play by Post means we do some funky things with story telling to account for the medium.

All the stuff:

1. General Terms
a. Round - A round encompasses a period of 6 seconds (10 rounds per minute). A single round is one pass through the initiative order. Every character has one turn and one reaction per round.

b. Turn - A turn is a single character's time to shine in the round. When every character (PC or NPC) has had their turn, combat moves to the next round. A characters turn consists of: an action, movement, and a bonus action.

c. Action - An action is the "main" thing that a character does on their turn. With your action you may do one of the following:
*** Attack - Swing a weapon at an opponent. Class features may grant additional swings when you use this action.
*** Cast a Spell - Bread and butter of spellslingers. Note that some spells have an alternative casting time (Such as Hex with a casting time of one Bonus Action or Ceremony with a casting time of one hour.
*** Dash - Immediately move up to your Movement speed.
*** Disengage - Carefully move out of combat. Typically prevents an opportunity attack.
*** Dodge - Move defensively, causes all attack rolls against you (spells or melee swings) to be made with Disadvantage.
*** Help - Harass an enemy in combat granting the next attack roll against them Advantage. The enemy must be within 5 feet of you in order to do this.
*** Hide - Make a Dexterity (Stealth) check to try hiding. If successful, you may gain some advantages in combat.
*** Ready - Prepare to take a certain action when a specific event occurs. For example "I ready an action to attack if a goblin comes close to me." This event consumes your reaction when the trigger occurs. If you prepare to cast a spell (which must have a casting time of 1 action) and the trigger doesn't occur, there is some debate. Originally, it was widely accepted that if your trigger doesn't occur, the spell is wasted. Apparently a 2018 errata seems to make it possible that you could indefinitely hold a spell. I'm not 100% settled on what I think on this.
*** Search - Use Intelligence (Investigation) or Wisdom (Perception) to devote your attention to finding something.
*** Use an Object - Interacting with something in the environment such as drinking a potion, digging something out of your backpack, flipping levers, and pushing buttons.

d. Movement - On your turn, you can move up to your speed. This movement doesn't have to be taken all at once, meaning you could walk into a room, stab a goblin, and then walk out of the room.

e. Bonus Action - Certain actions can be done as a bonus action. For example, if you are holding light weapons in each hand, you can use your bonus action to take a swing with your second weapon. This doesn't scale up with Extra Attacks for fighters, barbarians, and the like.

f. Reaction - The only action you are allowed to take NOT on your turn. Reactions have specific triggers and you may take a single reaction in a round. One of the most common reactions is the opportunity attack. Triggered when someone leaves your reach using their movement, action, or reaction (so being thrown away from someone by a spell doesn't trigger). You can then make a single attack swing. The Warcaster feat allows you to take OAs with spells that take 1 action to cast and only target a single creature.

2. Initiative
Combat is kicked off by all parties rolling initiative in some fashion. This is typically a dexterity check, though some classes and items provide features that further modify this. Typically, at the table, everyone rolls and then the turns proceed from highest to lowest in order.

Typically in Play by Post, I will have the initiative broken into large groups (such as Enemies vs. Players) to help speed things up. I adjudicate this by rolling a single time for each group, using the average of the group's initiative bonuses. Character features that give advantage or bonuses to initiative ARE taken into account.

3. Surprise
Unlike previous editions, there isn't a "Surprise Round". Instead, the DM will determine who is Surprised at the start of combat. The first round then plays through. Anyone Surprised is unable to take Actions or use their Movement on their first turn, and cannot take their Reaction until AFTER their first Turn is over.

4. Order of Events
On your turn, you can take your Action, Bonus Action, and use your Movement as you'd like. There are certain Actions/Bonus Actions that can only be done at certain times. For example, the Bonus Action for Two Weapon Fighting requires you to take the Attack action first. Otherwise, it's your choice what to do when on your turn.

5. Play by Post Quirks
a. Because of the nature of play by post speed, sometimes we have to retcon (retroactive continuity for those unfamiliar with the term) the story to deal with players taking reactions and altering the flow of combat.

b. Using Inspiration for Advantage. Typically you make the decision to use this BEFORE taking the turn. Given how the forums work, I tend to let people use Inspiration retroactively. Once you see your roll, then you can make the decision to use it to try a second roll.

c. "Combat Stats". For those that have played with me, you're familiar with the Combat Stats that I post after my character's turns in combat. I do this to keep a running flow in the story of some vital pieces of information to make my life easier reading back through the story.

Example:
Movement to get next to Bob the Dying. Casting cure wounds as a first level spell.
22/22 HP | 18 AC | Lay Hands 10/10 | Divine Sense 2/2
1st 1/2
Currently Prepared ([$] indicates concentration):
1 - [Radiant damage if used to Smite - 2d8]: Cure Wounds, Bless[$]


d. Visualization. I tend to use a more Theater of the Mind approach to combat, with approximations of distance and not as much precision with spell placement and the like. However, if players prefer, I will usually try to do SOMETHING of a map to let players take more precision control.
I THINK that's it. Obviously, if I screwed something up in the stuff above, please let me know those in the know. ;-).
Oct 2, 2019 2:25 pm
Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.

Death Saving Throws
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
Oct 2, 2019 4:23 pm
D&D 5e doesn't use negative HP anymore, so Maighan is at 0 HP.
Oct 2, 2019 4:27 pm
Good to know. First time I've actually gone unconscious in a 5E game, so it's all new to me.
Oct 4, 2019 1:48 pm
ae_dd says:

Combat over?
It is for me :)
Oct 6, 2019 5:23 pm
I will be on a family trip from 6 Oct through 11 Oct, and will have limited access. I should be able to check in at least once a day when back at the hotel, but my participation will be otherwise diminished.
Nov 4, 2019 4:22 pm
Hello all, sorry for the short notice on this. However, due to some real world stress and busy-ness, I need to take a step back for a few weeks to focus on that. I miss and have much love for all of you, so I will be back. ;)


Absence Post Here: https://gamersplane.com/forums/thread/1260/?p=648966#p648966
Nov 5, 2019 7:54 am
Hope everything gets back to normal soon :)
load next

You do not have permission to post in this thread.