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General Discussion

This forum is for discussing anything that does not fit in any of the other forums.
The time that we're starting at has changed right? we're starting hour later? 8pm central?
Correct. The new time will be 8:00 p.m. CST and we'll go for around 3 hours.
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Ok, I'm drooling. The 5e Player's Handbook and the Hoard of the Dragon Queen are both due to arrive tomorrow. I've been using the Hoard of the Dragon Queen online supplement to set up the monsters on the table and I bought and downloaded the adventure maps from the cartographer's web site. I'm about half way through getting both set up. Is everyone still on for meeting up on Wednesday (at 8:00 p.m. CST) to work out character creation? I see Dan has not yet joined the new campaign so I may have to PM him. Edit: I've got the campaign area map loaded up so you guys can see it on the table. It's a sharp looking map and the ruler should be pretty much to scale. There is no scale on the map showing so I used an older Sword Coast map as a reference.
Thanks! I'm excited to get the book tomorrow too. I'm still good and will be on Wednesday night.
What Josh said!
Alright! I finally have the PHB in my grubby little hands. Wow, there's a lot of interesting builds in that book that I'd like to try. See you guys tomorrow night.
I got mine tonight as well - crazy! I would've changed some minor things mostly in organization of the book for easy of flipping through, (for example, why make it very light brown text on the lower right by the page numbers describing section...) I have a couple of builds i want to try as well - can't wait for tomorrow
Amazon dropped the preorder price on the Monster Manual to $29.97
Here's a Rules question. Didn't know in what thread to put it since the rules interpretation one is closed. So here it is: certain spells require an "attack roll", how does that work. And how about the spells requiring "touch" for distance, how do they work? The two paragraphs pertaining to it in the PHB are very short, mentioning the spellcaster's attack modifier but not the defender's target DC. Should I assume it's the defender's Armor Class? Example 1: sneaky drow wizard (Int: 16, and prof. +3) casts Melf's Acid Arrow at a heavily armored dwarf fighter. DM rolls for the wizard: +3 int. bonus +3 prof. bonus = +6 on the attack roll. Dwarf has an AC of 19 (full plate, a shield, and protection fighting style). The d20 result is a 12, a miss. Is this right? And what about "touch"? Is that a dex-based attack roll vs. the target's AC?
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Attack Rolls: Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated Your spellcasting ability modifier depends on the class: charisma for bard, sorcerer, or warlock wisdom for cleric or druid intelligence for wizard Your example looks correct. The difficulty class (DC) would be AC for creatures, PCs, or NPCs. The DC could also be a value assigned by the DM for an object. Touch range is a melee spell attack and you would have to be within reach (5 feet for us normal size folk). It still uses the same attack roll as any other spell would that requires an attack roll. The need for an attack roll will be in the spell's description. If the spell's description asks for the target to make a saving throw: Saving Throws: Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. For attacks with weapons melee attacks use the strength modifier and ranged the dexterity modifier. There are other rules below on thrown melee weapons and finesse. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Someone correct me if I got anything wrong.
Thanks Wayne! That looks clear to me.
Sorry for being quiet the last couple of days. I've been out of town. I went to see a Packers preseason game with my brothers. Wayne has it pretty much covered in his post. It's simply a spell that requires an attack roll, touch or otherwise, uses your casting ability as a modifier and is vs. the target's AC unless specified otherwise.
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I'll be inviting everyone via PMs to Wednesday night's one-shot, for whomever's interested and available. I'm bringing you into the new campaign, so PM me back if you want to start a new character or keep your existing one from the last one-shot. We'll be moving up to level 2, and anyone creating a new character will create one for level two. Join the game as soon as you can, and I'll get you set up. Edit: I'll plan on starting at the new regular time, 8pm Central.
I'll be playing Lander again. I've updated his information and should be ready to go on Wednesday.
Lander and Urgnot (Wayne and Marcin) are transferred into the new game, ready to be leveled up. Thanks!
Hi guys, Mo here. What is the level two one-shot? Is it like a one dungeon mini-adventure? Dm'ed by Aladar? Or is he a player? I'd love to get in on it. Cheers!
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Yup, a mini adventure run by me while Aladar works on the new campaign. Hopefully he's back from his travels in time to join us as a player :) I hope you will join in as well! Game starts at 8 central standard (GMT - 5), and I hope to be on an hour early to answer questions or help create characters as needed. Movan, I've added a character sheet for you, if you want to start thinking about / building your level 2 character. Thanks!
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Much thanks, Josh! I just returned to Seoul from vacation. So I am ready to roll some dice. I can whip up a level 2 character pretty quick. Was reading a bit on bards and love the versatility! If there is room for him, a half-elf named Twocoins will be joining the party.
Josh B. said: Lander and Urgnot (Wayne and Marcin) are transferred into the new game, ready to be leveled up. Thanks! roger! ty
Thanks to all of you for making the one-shot last night, it was a great time! And long! I wanted to get a note out that the Thursday night group hasn't run this yet, so no spoilers in that forum please! :) XP and Treasure writeup if you're interested: Room 1: Sacrifice Skeletal Mage 200xp Book of Necromancy, Vial of softly glowing blue liquid, Shatterstorm Amulet (+1 AC, Fire resist, all intelligent creatures within 30ft of wearer understand dwarven language, written and spoken), green jewel, 4 gold, 18 silver Rooom 2: Knowledge Green ooze x2, cave spider x3 1050xp 30 gold Hall & Storm Spores: Fire traps, Storm Spores encounter 200xp Cave Hunter's Short Spear (imbued with 3 charges of Web spell) Room 3: Averice Deep Flame Serpent 700xp Room 4: Home Mind Maze Parasite x1, Energy Leeches x3 200xp 8 Glyphstones, Map to Anvilheart Hall Room 5: Clan Great Sea Fiend 700xp Alchemical creature components (80g), Chest (Finely wrought silver stein, Starstone [spherical sunrod], 900 electrum, 8 platinum, 5 blue quartz [7g each]), Tribute from the fish people (250g total in mixed coin, trinkets, and sparklies) Final Treasure Vault: Anvilheart's Final Word (magically runed +1 war hammer, steel with mithril inlaid dwarves runes. A tablet with the hammer tells you that it was created to be key that unlocks Anvilheart hall. Runes glow softly underground, casting 10ft light. Unknown sack of metal ore, white with red veins. Final XP: 3,050 762.50 xp per character
Thanks for running the game Josh, it was great fun, and thanks for the info above.
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As for Tyranny of Dragons, I started a forum for discussing all things Adventurers League related. I also started the campaign session log forum with an initial prologue entry to introduce everyone tot the game. Make sure to read it as it is the lead in for our first session. I'm looking forward to it.
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I've now copied all the spell descriptions I had in the Cormyr campaign over to the Tyranny of Dragons campaign so you can link to them. I'll add others as they become needed.
Josh B. said: Thanks to all of you for making the one-shot last night, it was a great time! And long! I wanted to get a note out that the Thursday night group hasn't run this yet, so no spoilers in that forum please! :) XP and Treasure writeup if you're interested: I'll be updating urgnot's sheet to say 1062 xp, so i'll boost him to level 3 (barbarian paths!). For the treasure - if urgnot's the only one that can use the warhammer, I'll write that in as well just for any future one-offs.
Aladar said: I've now copies all the spell descriptions I had in the Cormyr campaign over to the Tyranny of Dragons campaign so you can link to them. I'll add others as they become needed. that is awesome - it really helps speed things up -- I have the book, but its definitely faster with the links. thanks. and I was not expecting dragons this soon haha -- nice beginning! PS: I thought I had mentioned it, but I will be redoing my character (current thought is tempest cleric). But, I have filled out the druid a little bit already -- do you mind creating another character sheet for the new one?
Marcin K. said: PS: I thought I had mentioned it, but I will be redoing my character (current thought is tempest cleric). But, I have filled out the druid a little bit already -- do you mind creating another character sheet for the new one? I'll pop out and add a sheet for you shortly.
I was looking at tempest domain today and it seems like all the deities associated with them in forgotten realms are evil... :/
hmm ok, we got sorcerer / rogue / bard -- i need to go some frontline melee dude still. fighter / paladin / cleric. can a paladin not be lawful good?
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Marcin K. said: hmm ok, we got sorcerer / rogue / bard -- i need to go some frontline melee dude still. fighter / paladin / cleric. can a paladin not be lawful good? Sure. According to the paladin section of the PHB, a paladin swears to uphold justice and righteousness. From the PHB, "...a paladin's power comes as much from a commitment to justice itself as it does from a god". Nowhere do the rules force an alignment on the paladin. Also from the PHB, "As guardians against the forces of wickedness, paladins are rarely of any evil alignment". It doesn't say never, but rarely, leaving open the possibility of an evil paladin. I imagine a player wanting to be an evil paladin would need to have a good back story as to why he's evil and a good explanation of how the evil alignment they take fits in with the Sacred Oath they choose. As a DM, I think a paladin needs to first decide what Sacred Oath they will take at 3rd level, decide which deity they will follow, then choose an alignment they will be able to role play to match the first two choices. Most any combination would be possible, some obviously more than others, and some combos would be hard to pull off.
Marcin K. said: I was looking at tempest domain today and it seems like all the deities associated with them in forgotten realms are evil... :/ Well, the domains listed for the deities in Appendix B are labeled as "suggested", so I believe they left open the option of assigning domains differently from the appendix. If you want a cleric with the tempest domain we can work something out. That said, if you are planning to use your PC in official WotC public play games then we'd have to check the character build options and see if they put any restrictions on domains.
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Ok I just read up on the official adventure league rules (page 3), and it looks like a cleric can choose one of the deities suggested domain's or the Life domain. am I reading that right? can I be a tempest cleric that worships a deity from the life domain? Looks like only Death domain is disallowed. My idea is that this cleric was sent by a lord as part of a larger troop/army to barbarian lands to stop their raiding and to bring peace, and while he heals and treats the wounded, he needs to show a little (divine) power more often than not to get respect. Someone like Eldath, goddess of peace, (neutral good), life / nature, might be a really good fit. Nature for the lightning / thunder powers and life for the healing aspects. To the ultimate goal of bringing 'peace' to the region [I don't know enough about fearun to say where barbarian lands might be] Let me know what you think.
See my latest post in the Adventurers League Discussion forum Marcin. I'm leaning towards dropping the Adventurers League stuff and just playing this as a home game so we can tweak things however we want. But I want to know how you guys feel about it. In the mean time, I''ll go through the Adventurers League info I have and see what I think.
Marcin K. said: Ok I just read up on the official adventure league rules (page 3), and it looks like a cleric can choose one of the deities suggested domain's or the Life domain. am I reading that right? can I be a tempest cleric that worships a deity from the life domain? Looks like only Death domain is disallowed. My idea is that this cleric was sent by a lord as part of a larger troop/army to barbarian lands to stop their raiding and to bring peace, and while he heals and treats the wounded, he needs to show a little (divine) power more often than not to get respect. Someone like Eldath, goddess of peace, (neutral good), life / nature, might be a really good fit. Nature for the lightning / thunder powers and life for the healing aspects. To the ultimate goal of bringing 'peace' to the region [I don't know enough about fearun to say where barbarian lands might be] Let me know what you think. You read that right Marcin. In the Adventurers League a cleric (or PC with the acolyte background) needs to pick a deity from the Forgotten Realms deity list, then choose a domain listed for that deity OR the life domain. Death is disallowed unless the rules for the Adventurer's League storyline season being played allows it. Tyranny of Dragons does not allow it.
Marcin K. said: My idea is that this cleric was sent by a lord as part of a larger troop/army to barbarian lands to stop their raiding and to bring peace, and while he heals and treats the wounded, he needs to show a little (divine) power more often than not to get respect. Someone like Eldath, goddess of peace, (neutral good), life / nature, might be a really good fit. Nature for the lightning / thunder powers and life for the healing aspects. To the ultimate goal of bringing 'peace' to the region [I don't know enough about fearun to say where barbarian lands might be] Let me know what you think. We can make this work Marcin. Let me see the response I get to dropping the Adventurers League stuff first so I know what we have to work with going forward.
I just read the new posts in this thread. I didn't realize the Adventurers League rules would interfere with "non-tangible", role-playing flavors of characters. The exception would be the alignment restrictions on chaotic evil and neutral evil characters. In this case, I'd definitely be in favor of swinging towards home base rules. But I'm firmly against players rolling for attributes.
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awesome - i'm going to start filling out the sheet
Don't forget we start at 7:00 P.M. CST this week (Chicago Time).
Naz, did you see anything in the Q&A rules session that contradicted what we thought about drawing/sheathing weapons? I think you interpreted the rule the same way the Devs did. Then I reread the feat on Two Weapon Fighting and it kind of confirmed it for me too. Attack order let's you sheathe/draw in about any combination (two weapons, or a weapon and a shield, etc.) for your attacks. Then you can sheathe/draw ONE more (not two weapons, and not a weapon AND a shield, but either one) with the Move order on your turn. Also of interest. The discussion of the Hide order. Coming out of hiding to attack, meaning that the Attack order automatically brings you out of Hiding. Rogues get Cunning Attack, so only they can Attack and attempt to Hide on their turn. Correct?
Movan said: Naz, did you see anything in the Q&A rules session that contradicted what we thought about drawing/sheathing weapons? I think you interpreted the rule the same way the Devs did. Then I reread the feat on Two Weapon Fighting and it kind of confirmed it for me too. Attack order let's you sheathe/draw in about any combination (two weapons, or a weapon and a shield, etc.) for your attacks. Then you can sheathe/draw ONE more (not two weapons, and not a weapon AND a shield, but either one) with the Move order on your turn. Also of interest. The discussion of the Hide order. Coming out of hiding to attack, meaning that the Attack order automatically brings you out of Hiding. Rogues get Cunning Attack, so only they can Attack and attempt to Hide on their turn. Correct? Drawing\Sheathing Weapons : Page 190 of the PHB has a breakout section titled "Interacting with Objects Around You". The first sentence says, "Here are a few examples of the sorts of thing you can do in tandem with your movement and action:". Since it said movement AND action I interpret that to mean you may do one of those things in tandem with your move and one in tandem with your action. The first item on the list is draw or sheathe a sword. So,if you start with bow in hand and shoot (Action) you may then sheathe\stow the bow as part of the attack action. You then move into melee (movement) so you may draw a weapon while moving. I have ruled that a shield may be substituted for a weapon in these situations. The Dual Wielder feat's third bullet point says "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." The key is it specifically says one-handed weapon which limits it to one-handed weapons, not a bow, not a shield, not a greatsword, etc. So the same example with the Dual Wielder feat technically wouldn't change. You have a bow ready and shoot (action) then stow the bow as part of the attack action, this is all that is allowed since a bow is a two-handed weapon. You then move into melee (movement) and draw a one-handed weapon so the feat would allow you to draw another one-handed weapon but not a shield since a shield is not a one-handed weapon. Personally, I don't see any real difference between drawing a weapon and readying a shield so I'd allow a shield to be treated as a one-handed weapon. So during the move with the feat a one-handed weapon and a shield could be readied. That said, in the Q&A there was this: W hat would the action sequence be like for sheathing one weapon, drawing another, and attacking? Is that all 1 action? Answer : yeah - the intent is to avoid punishing players for that stuff by charging an action. -M The designer's answer here allows one weapon to be sheathed and another drawn and used to attack as one action. From what I read and ruled this is contradictory unless you include movement as part of the action, which maybe the designer is doing. Even so, with the designer stating "the intent is to avoid punishing players for that stuff by charging an action" I'm going to go with the intent of the designers. Therefore, going forward I'm ruling the following (the words sheathe and stow may be used interchangeably): A shield counts the same as a one-handed weapon for determining the ability to draw\sheathe a weapon or ready a shield. Normal Turn : A player may sheathe or draw any one weapon in tandem with their movement AND their action (two weapons max). Dual Wielder Feat : Same as a normal turn unless the weapon being drawn or sheathed is a one-handed weapon, in which case a second one-handed weapon may be sheathed or drawn as well. For your last question I'm assuming when you typed Cunning Attack you meant Cunning Action. Of the top of my head, since Hide and Attack are both actions, only the rogue and fighter could make an attack and try to hide as part of the same turn. The rogue would attack and then use cunning action to hide, the fighter could attack and use action surge to hide if they choose since action surge gives the fighter an additional action without specifying the type of action it must be. Bottom line, it takes two actions (not a bonus action) to attack and hide so any creature capable of taking more than one action in a turn, or with a class feature similar to Cunning Action, could do it.
On the WOTC boards Steve Winter clarified a few things with HotDQ. I didn't read it because I don't want to see any spoilers. Just thought it might be helpful for running the adventure: Link
I came across that thread last night only Steve hadn't chimed in yet. I probably wouldn't have gone back so thanks for the heads up Wayne.
I like Hoard of the Dragon Queen but it's clear it was being written as the rules were going through changes. It's a good story but I'm finding I have to add a lot of my own elements to spice it up a bit to keep it from being a bit bland. I just realized the MM is due to arrive on the 30th. I'll be jonesing to build my own stuff once I get that in my hands :-)
They did a summary of his replies on EN World. Of course players should avoid reading them. As a side note someone on the Reddit for D&D Next converted I6 Ravenloft to 5e. That would be a fun one to run.
I'll have to find the Ravenloft conversion. That's one of my all time favs.
Sweet! I have the conversion, I already bought the original. I'll have to read through it in my free time. Thanks again for the heads up Wayne.
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Wow! I found Ravenloft maps on the Cartographer's Guild site. Very nicely done and pretty much table ready from the looks of them. I'm definitely going to have to run this for you guys at some point. It would be a multi-session deal though unless we schedule a marathon session sometime. Holloween is a little over 7 weeks away....what do you guys think. A little Ravenloft for Holloween? I still have some use or lose time I need to take at work anyway so I should be able to get it ready. Maybe plan 2 or 3 long sessions over the weekend of October 31st (Friday). What does your Friday and Saturday look like that weekend? Just an idea? Edit: Actually, I'd probably be leaning toward a long session on that Saturday (11/1/14) and then schedule a 2nd if necessary to finish or whatever.
I would have to check on that date, but I'm in if I don't have family stuff going on.
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I would DEFINITELY be up for it. Ravenloft has a legendary status in my mind, and yet the extent of my knowledge of it is that it involves a notorious villain. (I won't spoil). What level would we have to be for it? And would it be with our low-level characters or a one-off?
Designed for 6 characters of 5th level. I'd ask Nick (Hogar, also runs Thursday game for Movan, Marcini, and I) to joins if he could too.
If we have room for a 6th, I'd love to ask Phunk if he can handle old Ravenloft.