Chat & Questions

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Sep 9, 2021 5:30 am
Hang in tight Demagor!
Sep 9, 2021 2:17 pm
Thanks, all! Your support and kind words are truly appreciated!

Fortunately, I was able to carve out a few moments to create a backpost, then a current post.
Sep 10, 2021 2:22 pm
Btw, Demagor, Tilma really has a metal pot in her bag. Lol
She has the Cook's utensils
Sep 10, 2021 4:32 pm
Peindora says:
Btw, Demagor, Tilma really has a metal pot in her bag. Lol
She has the Cook's utensils
HA!!!!

I was just trying to portray her as a sardonic and sarcastic woman, who knew!?
Sep 15, 2021 5:18 am
I love Angry Jon! LOL!
Sep 15, 2021 11:10 pm
Just to confirm, initiative is d20 + dex bonus? In that case mine is +3
Sep 16, 2021 12:52 am
Yes, initiative is 1d20+DEX bonus.

There are special features and magic items that can boost this further but none of the PCs have any of that stuff (yet?).

So Berry's initiative in this battle is actually 17 rather than 14.

And Tilma's should be 7, not 3. But I believe the initiative order for this fight basically stays the same.

Len

Sep 16, 2021 2:13 am
Yep, thanks for the corrections everyone - noted for next time. As Jabes says, it won't change the outcome this time as the Partridge Family is going on initiative 11.
Sep 16, 2021 2:56 am
Combat Primer

Our first combat!

On your turn, you can move a distance up to your speed and take one action.

You decide whether to move first or take your action first. Your speed —also called your walking speed— is noted on your character sheet.

Some of the most common Actions are shown in the graphic below. Many Class Features and other Abilities provide additional options for your action.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge action, Ready action, or the often underutilized Help action.

Like Len said, you can read the example combat he and I played through here. And you can learn more at the links below. As always, please don't hesitate to ask questions!

Handbooker Helper: Combat Actions (video)
D&D 5E Basic Rules: Combat - Your Turn

https://cdn.discordapp.com/attachments/368611537012916238/705080818720309308/DD_5e_action_economy_cheat_sheet.png
Sep 16, 2021 5:41 pm
Allow me a few moments to process the "action timeline" if you will. I'm still aligned to the 3.5 version of how events transpire in a turn.

I did want to seek some clarification however- the Bonus Action states it's available "when granted"; I take it that if/when it's been granted, it would be obvious to us? Or, is there a factor/condition/signal that lets us know automatically that we DO have it (or don't)?
Last edited September 16, 2021 5:42 pm
Sep 16, 2021 5:53 pm
Certain class abilities grant a bonus action; exactly how is detailed in the descriptions of those abilities. Certain spells have a casting time of 1 bonus action. Most, if not all of you, will gain these as you level up. Tilma already has the Fighter ability, Second Wind, which allows her to use a bonus action to regain hit points equal to 1d10+fighter level.

Off the top of my head, the only sort of bonus action that's available to all characters regardless of class and level when wielding two weapons. Anyone can wield two weapons and attack twice on their turn as long as both weapons are light, one-handed melee weapons. You use your Action for the main attack, and a Bonus Action for the "off-hand" attack. It's a little more involved than that; we can get into it if you're interested.
Sep 17, 2021 3:53 am
Lol, since we're diving straight to combat...

https://i.imgur.com/La14XEL.jpg
https://i.imgur.com/YVv241i.jpg
Sep 17, 2021 4:15 pm
Demagor says:
OOC:
WOOT! ...as kids say these days (do they still say that?). How do crits work on Nat 20s?
Our first crit! Awesome!
Quote:
Rolling 1 or 20
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this section.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.
Quote:
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
In this particular case, roll another d8 of damage for Jasera's shot!

Source: PHB page 194 and 196.
Or https://www.dndbeyond.com/sources/basic-rules/combat#Rolling1or20 and https://www.dndbeyond.com/sources/basic-rules/combat#CriticalHits
Sep 17, 2021 4:17 pm
Oh and feel free to add to your post a description of just how awesome that shot is!
Sep 17, 2021 6:12 pm
Jabes.plays.RPG says:
Oh and feel free to add to your post a description of just how awesome that shot is!
Challenge accepted!
Sep 18, 2021 10:27 am
And Tilma's horrible rolls are back ... +8 attack bonus and I still miss...
Sep 18, 2021 10:29 am
Also sorry for taking so long. You should have given me a kick in the ass to tell me that you were waiting on me.

Len

Sep 19, 2021 12:01 am
Demagor, regarding your questions about 5 foot steps and weapon swapping:

Rules as written, is no similar mechanic to 3.5's five foot step for all characters in 5e. Some classes have built-in abilities to do something like this, however. For example, rogues have the "Cunning Action" class ability that allows them to take the Disengage action, but it uses up their bonus action. Monks eventually can spend ki points to do this. Rangers can select the Escape the Hoard feature at level 7 as a defensive tactic, which makes all opportunity attacks against be made with Disadvantage.

I think the five foot step was deliberately omitted from 5e. If you can take a five foot step, it is almost always the right thing to do for an archer in that situation. Without the five foot step, you have a more tense decision to make: Do you fire at point blank range but with disadvantage? Do you pull back and risk the opportunity attack? Or do you switch to a melee weapon that is probably not your specialty? Maybe you are incentivized to design your character to excel at one of these backup options through class features, feats, multiclassing, magic items, etc.

As far as swapping weapons, I usually house rules it as okay. Rules as written, you'd have to drop your bow (costs no action) and then draw your melee weapon with a free action. But, on your next turn you could just drop your melee weapon and pick up your bow as a free action, so unless you are moving around a lot, there is a goofy-looking weapon swap within the rules. For me that interferes with the fiction of competent martial heroes to drop weapons and pick them up again, whereas it sounds pretty cool to switch weapons with a cool flourish. That's my reasoning anyway.

Len

Sep 19, 2021 12:06 am
Peindora says:
Also sorry for taking so long. You should have given me a kick in the ass to tell me that you were waiting on me.
I recommend checking the game forum daily, or at least five days a week, which are the stated expectations of the game. I will give you kick in the ass if necessary, but I'd rather you spare my foot the trouble 😁.

Len

Sep 19, 2021 2:35 am
Knife, here is the sneak attack rule. I've bolded the important part that grants it to you in this situation, even though you didn't have advantage:
Quote:
Beginning at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Jasera was within 5 feet :)

Do you want to narrate the killing blow?
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