I know we're missing one vote, but it seems like majority is good with free feat so go ahead and add that to your character builds!
soises says:
quilltid says:
From what I understood from the rules, there has to be at least 2 players on opposite sides of an enemy within 5 feet doing melee attacks for flanking to work. If this is incorrect, please let me know!
Completely correct. :)
Flanking rules can be a part of the game. I will keep that in mind for the fights and if maps are included to help you with that.
soises says:
How will the building legos skill be implemented? What is the attribute to build a flight of stairs? A catapult? A raft? If someone posses the prof. in smith tools, mason tools, carpenting tools, ... does that help in any way? Could you give us an example, please?
Yes, good question! You can add one inspiration to your character sheet if you like to remind you that you have a build left. You will get an additional build available with each scene, which will be a new thread to help keep track. Total of six scenes expected if that helps you to plan.
I was thinking that you guys explain what you would like to build and I would let you know what 1d20 roll would be needed for success based on the situation, what you are building, and if you can source your bricks (like it might be difficult to make a catapult if you are in a field with just a tent at your disposal). You can certainly explain in what you are building that you have the tools or proficiency in it, which may lower the number needed to roll a success.
Rolling below the number needed for success would be a failure and you may not get the results you were aiming for. Meeting the number would be a partial success so you get what you wanted, but a complication may pop up. Rolling above the number will be a success and you can describe to the group what successful result occurs!
Please let me know if you think there is a better way to implement this or what would make the builds more fun for you guys.
Example: I would like to build a rickshaw to cart an NPC. DM sets success roll to be 10 and up. I roll a 1d20. Roll 1-9 would result in a failure, which could be something like I end up only having enough bricks to build a unicycle instead. Roll 10 would be a partial success, which could be something like you make your rickshaw but the enemies are inspired to make their own builds and improve their bows to crossbows to chase you. Roll 11-20 would be a success and the DM lets me describe the amazing success I decide on, which is to cart the NPC away and run over one enemy for some damage.