OOC

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Nov 24, 2016 9:26 pm
Cmbrian says:
"Aye," responds Parallel, "a ship...I hope they're friendly -- aren't we exposing our broadside by just tacking a few degrees? Besides, I'd think we would hear or smell a ship that size by now."

He searches his memory for the significance of those colors.
FYI, there are no cannons in this world. There are ballistae, so concern for a broadside is still applicable, but I wanted to clarify in case anyone wondered.
Nov 28, 2016 9:41 pm
First rule of ghost ships, nobody talks about ghost ships.
Nov 28, 2016 9:59 pm
LOL! Yeah.
Nov 28, 2016 11:36 pm
Happy Thanksgiving! Game is going great so far!
Dec 4, 2016 6:43 pm
It looks like we may be having a combat encounter soon. I've never actually done combat on the forum before, so can you please give us a rundown of how it works?
Dec 4, 2016 7:11 pm
I use side-based initiative, and when it's the players' turn you can all go in any order. For your action, describe what you're doing and include any necessary rolls, including damage (ie Longsword attack, 1d20+3, 1d8+1). If you cast a spell that requires a save, include the DC in the roll description (ie Poison Spray CON save vs DC 14, 1d12).

You can also describe your bonus actions and reactions if your character has any. I like seeing them written in your IC post, but I don't mind if you have to state OOC what you're doing.

I don't intend to use a battle map, just theater of the mind. I do try to describe ranges, however, as sometimes those become important. Your movement on the battlefield should be reasonable, and you can move, act, and move again if it fits within your character's Speed. If you wish to do something that might require a roll during your movement, like leaping over crates or parkour off the wall, add an Acrobatics or Athletics check. I may not actually use it based on what I think you're trying to do, but in that case we just ignore the roll.

Example:

D'artagnan rolled over the back of the fallen hobgoblin and ran to support his friends. Finding an opening, he thrust his rapier at the bugbear, then quickly tumbled backward out of the expected counterattack.
OOC:
Bonus action, Disengage

Rolls

Rapier vs Bugbear, Damage - (1d20+3, 1d8+1)

1d20+3 : (16) + 3 = 19

1d8+1 : (8) + 1 = 9

Dec 7, 2016 2:25 am
Cmbrian sent a note to CancerMan
Dec 7, 2016 2:34 am
CancerMan sent a note to Cmbrian
Dec 7, 2016 9:16 pm
How do you want to handle crits?
Dec 7, 2016 11:06 pm
Roll the weapon's damage dice again.
Dec 8, 2016 6:13 pm
How should I handle Parallel here -- is his turn over, or can he use 1/2 movement to get back up and continue? The point may be moot -- I'm not sure on the distance but can he get there in 1/2 of 25 movement anyway? If so, he'll attack, if not, next round.
Dec 8, 2016 6:16 pm
Similar questions: is it possible to cast Fire Bolt from prone this round? And can I get up this round?
Dec 8, 2016 6:17 pm
Your turn is not over. The Acrobatics check was in the beginning of your turn, so you could use 1/2 movement to get back up. You won't be able to reach them this round (I'll write how far away they are).
Dec 8, 2016 6:18 pm
You may cast Fire Bolt, but your attack roll is made at disadvantage.
Dec 8, 2016 6:26 pm
And if I spend 1/2 movement to get up first, can I then cast as normal (no disadvantage)?
Dec 8, 2016 6:27 pm
Yes!
Dec 10, 2016 6:46 am
It just occurred to me that I selected Chromatic Orb as one of Naozar/Jandral's spells without consulting you. Are you going to handwave the diamond component? If not, can I change the spell?
Last edited December 10, 2016 6:52 am
Dec 10, 2016 9:08 pm
I will still require the material component, but usually I just figure the caster has knowledge of the spell and just needs to find or buy the right ingredients.

Since this is the first combat and still relatively "fresh" in the campaign, I will allow you to change the spell out for a different one.
Dec 10, 2016 9:15 pm
Nah, I'll keep it. Thanks!
Dec 13, 2016 1:57 pm
How are we handling experience? Do you just tell us when we level up?
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