LMoT - Rules Clarifications

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Feb 14, 2018 1:33 am
Bump for rule 3 -will go into effect after the current combat is concluded.
Feb 20, 2018 8:47 pm
Bump for add
Feb 22, 2018 2:25 pm
Could everyone please add up their gear, armor etc. and place the value on their sheets for encumbrance
Feb 22, 2018 5:43 pm
Added:

Total Weight [ 60.47 / 165 ]

PS. If you need those weights per item - I can just screenshot from sheet on roll20 where it was autocalculated :)
Last edited February 22, 2018 5:45 pm
Feb 22, 2018 8:08 pm
Kuroi says:
Added:

Total Weight [ 60.47 / 165 ]

PS. If you need those weights per item - I can just screenshot from sheet on roll20 where it was autocalculated :)
You are good...can you generate characters for free on roll20 or do you have to pay? I've never used it
Feb 22, 2018 8:16 pm
My encumbrance is listed at the bottom in the 'about' section.

I'm pretty sure it is free but have no experience with its character builder so take that with a grain of salt.
Feb 22, 2018 8:26 pm
roll20 is free
They have paid features, but those are completely optional.
Feb 22, 2018 8:48 pm
I use dicecloud.com (it is free), as well as here. It can be kind of confusing to use at first though.
May 3, 2018 10:13 am
Question on ruling :)
Leylin has Light Step talent:
Quote:
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
Would you rule as it affects his jumping, eg. decrease running start distance or increase overall jumping length/height? In case it would become useful :)
May 4, 2018 12:35 am
I think it would be fair to say that you can benefit from a standing jump as if it were a running jump. If you take a running jump you can increase the distance by half your strength score.
May 4, 2018 11:03 am
Cool, thank you - more ninja-esque :)
Nov 23, 2018 2:51 pm
Rolls for others...

In order to speed up combat and the game in general...feel free to add d20's for rolls you know need to made as a result of your action

If you do something that causes an npc to roll a saving throw just make the roll and I can apply the modifier later...will help out wiht things...I am also going to start rolling saves for PC's when its convenient to also help speed things up on my end.


For movement on grid please identify up down left righ or north south east west...for diagonal movement please combine the letters in order to make clear where you are heading ur for up right or ne for northeast...both of these accomplish the same result.
Jan 18, 2019 6:30 pm
Update to the Rules:

I have decided to make two minor rule changes to the way I run games based on recent conversation and observation:

1) Crits - instead of automatically doubling dice I have decided to allow rolling of the additional dice per phb rules. However, if the crit is missed by the originally pc and I, as DM, catch it, i will roll the dice. If neither of us catch it and then next round progresses then the crit will subsequently be ignored and not retconned.

2) Grid movement: I have always been partial to the diagonal movement variant of 5'-10'-5'-10'...however I have decided that in the interest of simplicity that I am now going to employ the simple rule of every square in any direction is 5'...while this becomes inaccurate at greater distances diagonally...I just don't care so much anymore since it applies to both sides of the table equally both good and bad.

I have updated my little rules doc to reflect these changes.

Thank you and good day!
Jan 19, 2019 1:24 am
The fist change doesn't change much but helps to avoid both the extremely massive cricital hit and the almost insignificant one.

I actually like and agree with the thought process behind the second change. While I switched to hexs instead of squares in my games to avoid it, simplicity and symmetry in rules are usually a good thing.

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