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Post by lowkeyoh on Feb 9, 2015 12:02:26 GMT -8
So the weekly nitpick. Bane: You don't roll the d4 when you cast bane. You roll a d4 every time a creates attacks, saves, or takes a skill check. It's not a blanket -4, it's a new d4 each die roll. Casting spells with a duration of Concentration breaks your concentration on previous spells. Bane wore off when Bill used Hunter's Mark. tyler 's Shield of Faith wore off when he cast it on Bill, and that Shield of Faith wore off when he used Magic Weapon. This isn't Vancian Fire and Forget spells. You can't just stack a bunch of effects. Dash is an action. Using a heal check is an action. Bruce could not dash to Kris, and then use a heal check to heal her. Bruce: Why aren't you passing out Bardic Inspiration? It's free bonuses! Or, if you don't want to pass them out, use Cutting Words. Cutting Words lets you subtract a d6 from enemy attacks or saving throws. Those 16's and 17's to save vs your spells should have been -1d6, meaning a 50% chance they'd have hit. Or maybe use it on targets that save against Faerie Fire, so they are also lit up? Bill Roper and Kimi kept talking about how they are protecting each other against all attacks. That's not how the Protection fighting style works. To use Protection, you have to spend your turn's reaction. It's not a blanket disadvantage, it's impose disadvantage on one roll. Otherwise, what's to stop a phalanx with Kimi the middle, with Tyler and Kris on the outside, Kimi takes a dodge actions and has Protection up, and now three characters can't be attacked normally. That situation is broken, and illustrates why protection only works once per turn. No one spell in the Paladin list provides as much bang for your buck as just using Divine Smite. Kimi, why you no use Action Surge? As for optional, fidly rules that Bruce keeps bringing up, those are all in the DMG. PHB RAW is a very simple combat system. Stuff like massive damage, skills critting or not, and called shots are in DMG. As for called shots, just make it an attack with disadvantage. If you want to be super hard, have called shot disadvantage stack with normal disadvantage. The only monster vulnerable to Radiant Damage are Shadow Demons. Also, Stu Venable, we need more rhinos
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tyler
Journeyman Douchebag
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Post by tyler on Feb 9, 2015 22:25:29 GMT -8
We were using bane correctly. Stu rolled the d4 before every attack. I think they way we were discussing it might have made it sound otherwise.
We caught most of those other things (Except for Bruce's Inspiration and Kimi's Action Surges) either towards the end of the combat or shortly after we stopped recording.
In the past, I've played in games where one player incessantly tells other people what to do on their turns, so I am hesitant to remind players at the table of their options. I think I've got the most d20 experience at our table though, so I'll try to do my best to speak up with an occasional "Action Surge, damn you!".
And no, we don't need more rhinos. I'm starting to think keeping the two we did is a bad idea, because Stu is going to tune encounters assuming we will use them, and if we don't use them, we are screwed.
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Post by archmagezemoc on Feb 10, 2015 7:34:56 GMT -8
You guys are learning the system pretty quick, most of the stuff Lowkeyoh mentioned I didn't notice (. . . much ) the game seems to be running pretty smoothly for you guys tho so I don't see a problem lol. I love the Rhinos. Thoughts on designing your encounter to deal with the Rhinos from an evil tactician. Try having the fight indoors, or incorporate a staircase of some kind, I know Cows can't walk down stairs so it would follow Rhinos may have issues with short\stubbier legs? Even worse try a ladder!! As a favor to the group I wont mention my other ideas, but here's one dirty trick for Stu; Give the Wights poisoned arrows, and throw in a ghoul or two (they paralyze on-hit [Save allowed]) and they fit very well with what I know of your necro-cult so far. Once I've re-listned and got my coffee I might have something intelligent to say tho. So i'll probably be back.
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Post by Bill Roper on Feb 10, 2015 12:27:43 GMT -8
So the weekly nitpick. Bane: You don't roll the d4 when you cast bane. You roll a d4 every time a creates attacks, saves, or takes a skill check. It's not a blanket -4, it's a new d4 each die roll. Casting spells with a duration of Concentration breaks your concentration on previous spells. Bane wore off when Bill used Hunter's Mark. tyler 's Shield of Faith wore off when he cast it on Bill, and that Shield of Faith wore off when he used Magic Weapon. This isn't Vancian Fire and Forget spells. You can't just stack a bunch of effects. Bill Roper and Kimi kept talking about how they are protecting each other against all attacks. That's not how the Protection fighting style works. To use Protection, you have to spend your turn's reaction. It's not a blanket disadvantage, it's impose disadvantage on one roll. Otherwise, what's to stop a phalanx with Kimi the middle, with Tyler and Kris on the outside, Kimi takes a dodge actions and has Protection up, and now three characters can't be attacked normally. That situation is broken, and illustrates why protection only works once per turn. No one spell in the Paladin list provides as much bang for your buck as just using Divine Smite. As was previously noted, we were using Bane correctly this session. I believe we used it incorrectly a previous session and fixed it. Stu was definitely rolling a LOT. Great note on the duration of Concentration spells. Still learning the new system with this, so I'm sure we'll all get better at the mechanics. Kimi and I only use Protect once per round and NOT against every and all attacks. If you listen very hard you'll even hear us say we're protecting each other and then not being able to apply that effect when we're assaulted by multiple enemies. We're definitely only using it once per turn. As for Paladin spells, I could munchkin out and only use Divine Smite, but there are other reasons that straight yup damage to use spells: - Thunderous Smite not only is FREAKING EPIC due to the thunderclap, but it can know down opponents, pushing them into the prone state.
- Wrathful Smite: 1d6 extra psychic damage plus frightened of you if the enemy fails the WIS save. And if the enemy wants to break the frightened condition it must waste its action to do so, and it’s a WIS check, NOT a save when they do, which means that the enemy can’t add its proficiency bonus to escape it.
- Searing Smite: I agree this feels like a waste, unless I'm fighting extremely flammable foes!
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Post by Stu Venable on Feb 10, 2015 12:58:25 GMT -8
There is probably a misunderstanding here. Our most recent game session gets released TOMORROW. They're talking about the previous. I don't remember how we did it then.
I do remember rolling the d4 a fuck-ton in our last session.
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tyler
Journeyman Douchebag
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Post by tyler on Feb 10, 2015 14:37:17 GMT -8
Oh.
Listen to the next episode, Lowkey. We address your concerns.
Except for inspiration and action surge.
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kevinr
Journeyman Douchebag
Posts: 158
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Post by kevinr on Feb 10, 2015 16:25:55 GMT -8
The Rhino's really shouldn't add that much of an advantage as mounts are pretty limited in what they can do. While being controlled by a rider. "It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge" If it is allowed to act independently "it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes."
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Post by archmagezemoc on Feb 10, 2015 18:26:43 GMT -8
Well I'm of the opinion they are using the Rhinos right, cus it's making me laugh wicked hard. If they haven't mounted the 2 large swords on the rhinos for massive style points then I don't know what this world has come to.
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tyler
Journeyman Douchebag
Posts: 226
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Post by tyler on Feb 10, 2015 21:29:30 GMT -8
The Rhino's really shouldn't add that much of an advantage as mounts are pretty limited in what they can do. While being controlled by a rider. "It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge" If it is allowed to act independently "it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes." We're making allowances for war trained mounts. In this episode, we actually discussed the mounts and what happens when we dismount. Our current rule of thumb is "They attack who we point them at. If we aren't pointing them at something, they attack whoever is hurting them. If no one is hurting them, they assume a defensive posture."
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Post by archmagezemoc on Feb 11, 2015 11:26:49 GMT -8
Now to go re-listen to Episode 6.
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kevinr
Journeyman Douchebag
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Post by kevinr on Feb 11, 2015 15:51:03 GMT -8
That's totally valid if they were War Rhinos....However I am pretty sure these where gentle riding rhinos that belonged to a little old Goliath lady who only rode them to church on Sundays. She lent them out to her great grandsons early one morning so they could go out to the hill and collect new stones to repair her outhouse. While gathering stones they were brutally slaughtered by a band of wandering murderhobos who stripped their corpses and left them for the crows. Quite probably a racial hate crime.
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Post by Stu Venable on Feb 11, 2015 19:03:15 GMT -8
And Momma Goliath is probably out looking for those murderhobos.
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Post by archmagezemoc on Feb 11, 2015 19:09:28 GMT -8
And Momma Goliath is probably out looking for those murderhobos. Momma Goliath also rides a Mammoth. . . . ( >.>)
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Post by Stu Venable on Feb 11, 2015 19:41:18 GMT -8
I like that idea so. much.
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Deleted
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Post by Deleted on Feb 12, 2015 7:20:28 GMT -8
I like that idea so. much. Up until the point at which the PCs kill Momma Goliath and acquire the mammoth.
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