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Apr 10, 2022 8:18 pm
I lean towards B, but not with those distances. There are spells that specify if the result can be heard up to 300 feet away, so the verbal definitely shouldn't reach that far.

I think of whispered being unintelligible beyond 5-10 feet even in the quietest rooms. So I would put it at "must be stated loudly enough to be clearly understood at 30 feet in a quiet room. Observers can make a perception check to hear beyond that" something like that. Kind of like having a conversation in a reasonable conference room.
Apr 11, 2022 2:40 am
I think it all depends on the spell as each one has sort of different descriptions. The spell command says something about the creature has to know the language that is spoken so for that one it seems like if it is not loud enough for that creature to hear then it wont take effect. Other spells like dissonant whisper says you whisper that only the victim hears so it sounds like that one it doesn’t have to be loud enough to be heard the magical word just need to be spoken. Spells like earthquake do not target a person and have a range of 500 ft so it would look like to me that it doesn’t have to be a certain loudness but just words that have to be spoken. I think like Jeremy said up to the DM to determine if it could be whispered or not. Hmm this is a tricky one for play by post. I lean a bit towards option C but some spells are needed to be heard especially spells that says the victim needs to hear it. All others I think could be said at any volume level. In a tense situation like we are in now maybe it is impossible to not be noticed unless a successful stealth check was made. But as always im down for whatever as long as its spread over equally.
Apr 11, 2022 4:01 am
The group I used to play in a lot had this to say about spell casting. Loud enough for the gods to hear. Otherwise anyone you could see would know you casted with a verbal component and a few around the corner. On the thought that the verbal component must be spoken clearly and whispering and mumbling just isn't there. This applies to Cantrips as well as Spells.

Understanding what was casted is a different ballpark. In previous editions, it was very difficult to know what was casted, but 5e I believe leaves it rather open.

5e avoids using range deterioration. They like it cut and dry. My general thought was everyone around you always hears what you say unless it is specially said to be a whisper to someone right next to you.
Last edited April 11, 2022 4:10 am
Apr 11, 2022 6:10 am
[ +- ] Probably too late and everyone already "this DM is such a jerk". But I want to explain the reason I do this.
@Tasrek in the quote above I read game designer insist that spells like command consist of two separate audible things:
1. Verbal components - mystic words
2. The singe command word
You must do both for spell to trigger.
I do not have issue if everyone but target of "dissonant whispers" only hearing mystic words and nothing else. I will not allow the spell to ignore the mystic words verbal component. That was not the question, The question is - how loud mystic words should be pronounced.

@GeneCortess everyone hearing mystic words does just it. They could assume you are casting spell. They can't be certain you cat it and there is no way for them to recognise the spell.

I would prefer indeed to not use range deterioration. In the game you are usually either around your target or hiding away from it. If we will ever have something in between I will rule the way it is most beneficial for players.
Apr 11, 2022 8:14 am
As a non-caster (or so I plan at the moment) I would say either B or C (a chance to say the verbal component whilst an anvil strikes or something perhaps?)
Apr 11, 2022 1:29 pm
Sounds good to me 👍
Apr 14, 2022 6:40 am
Anyone need an easter break?
At least in Latvia we have easter holidays starting tomorrow and including Monday. I will be able to post though some delays are possible.
But if anyone need a longer break, please let me know, otherwise I treat Friday and Monday as normal working days for purpose of pushing game events forward.
Apr 14, 2022 7:29 am
Jim tries to egg the GM on. 'Holy Omelet'
Apr 14, 2022 8:14 am
I don't even get easter eggs :'(

I have some visitors over the next few weeks though - but it shouldn't affect my presence here I would think
Apr 14, 2022 10:32 am
Pretty much the same here, Friday/Monday are holidays but nothing that should effect here
Apr 14, 2022 12:01 pm
Im still at the beach house on vacation, so still slow posting until Monday, when I'm back for normal pacing.
Apr 14, 2022 12:01 pm
Im still at the beach house on vacation, so still slow posting until Monday, when I'm back for normal pacing.
Apr 14, 2022 12:39 pm
Good point in game chat - I want you to be able to double check if I make any mistake with attack of opportunity and such
[ +- ] Before gladiator move first round
Gladiator take 31 damage
[ +- ] After lgadiator move first round
Added damage from Bear (9) and Travers (12), 52 in sum

By the way, very impressive rolls! I did not expect this battle to end so quickly and with so lille KO PCs.

But now to the point: I will try to make this more transparent to you in future. I think I should add info about opportunity attack into the second table. Any better ideas?
Apr 14, 2022 1:05 pm
I do not have any better ideas than that. Adding to the second table sounds like a good idea. And I am fine with continuing as normal for Easter. Question how do you make a table in GamersPlane?

Also wanted to remind @Jim, @Pecan and @K'lahu that you have bardic inspiration in case you roll an attack and you think you are close but might not be enough.
Last edited April 14, 2022 1:10 pm
Apr 14, 2022 1:11 pm
I'm good with it being in the second table as well! Yeah, there have been some really great rolls so far. Nothing like fortunate rolls to start spinning mythical tales about the PCs' abilities
Apr 14, 2022 5:37 pm
Question about another rule. I saw you said spells are never non lethal so the question is if a killing blow is done to an enemy will the PCs have the opportunity to heal the enemy after they fall or once a lethal strike has been made and brings the enemy to Zero HP there is no way to prevent death?
Apr 14, 2022 5:47 pm
Tasrek says:
Question about another rule. I saw you said spells are never non lethal so the question is if a killing blow is done to an enemy will the PCs have the opportunity to heal the enemy after they fall or once a lethal strike has been made and brings the enemy to Zero HP there is no way to prevent death?
I'm just trying to follow DnD rules and that is how I read them. Happy to be wrong here, but that is the only way to knock out enemies that I am finding in the rules
Quote:
Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Here is a forum discussion that supports my view though
Apr 14, 2022 5:57 pm
That's correct that spells (unless they specify otherwise) cannot be changed to nonlethal damage. However, from death saving throws in the phb:
Quote:
Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
So you, as DM, could determine any NPC to be special enough to warrant a death saving throw if you wanted the players to have a chance to use resources to stabilize and heal them, for example.
Apr 14, 2022 6:00 pm
Yeah i was seeing that and it says the creature falls unconscious and is stable. I was just wondering if the other ways to give the enemy damage would be able to make the enemy fall unconscious and is not stable. Giving a round or two of possibly having the enemy not die. I dont see any rules for or against making the enemy fall unconscious and is not stable.
Last edited April 14, 2022 6:01 pm
Apr 14, 2022 6:01 pm
But actually I support that ruling. I believe spells are more powerful than martial, especially in games where a LR happens between almost any two battle encounters not to mention how OP some out of combat spells are (goodberry for example makes whole ToA survival stuff absolute).
So if there is just a tiny drawback that spells can not make less damage than their power is willing to deliver.... that is only fair.

But that is my as a player subjective feeling. I it does no influence my as DM decision. If only support my trust in DnD 5E rules being better that they may sometimes seem to be.
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