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RAWR!

(2nd post) David, 4th chair is yours... so taking a little time to iron out your background will be good. here's my plausible scenario for your psion... when Athas merged into Eberron, your points of reference in the wastelands had been removed.. the merging was some 9+ months ago and in that time you had managed to wander from the interior of the landmass towards the west where lotsa malign lava fields bubble.  Avoiding that shit leads south towards the Blood Crescent community with its abundance of seedy activity that was easy for you to read into.  Local law enforcement opening opportunity for vigilantes to earn a fair wage lived up to its promise but also attracted considerable attention from the local thugs.  When a new drug started showing around town, it was easy enough for Vid's psion to read who was distributing it in town... after a few quick arrests word got around taht it was time for Vid to leave town for a while... the trail of origin led to Rotting Blade which Vid easily followed, and after taking a look around set up business here instead with Sheriff Grant's blessing... that's when he hooked the 4 of you together to deal with the murder problem in town. There's a lot of sore thugs not too far from here that would be happy to see Vid get his dues... ... and that, to me, makes for a very smooth story arc tying Vid into the team's current circumstances and still allowing for some 2 or 3 levels worth of activity left unaccounted for Vid to fill in over time. Thoughts?
(3rd post) Great time again, team.  So, we're looking ahead to the mermaids messing with local fishers, facing off again against Graal the Rage for the orphans... and then AGAIN for the ag combine rematch, the pirates are poking around taking an interest in your team as well as the Dwarven Defiler skulking the spirit world.. Varis brewing vats of Spirit Tea and Droaam military parking in Blood Crescent... Things are starting to heat up. daVID-- since  the psion "stops" at 5th level until playtest expands it, what's your plan for your character build level 6+?
I'll be sure to check roll20 more often, the background sounds good and seems like you're already running with it. Let's homebrew something for level 6 for now, no class really gets anything significant at 6. Psi points levels up very oddly as is; 2, 8, 3, 10... I'd be fine with like 31 psi points, max 5 points spend and one generic Psion ability from a  3.5 list . Something like, Spend 3 Psi points 'As an action, you target a creature you can see and that you can communicate with using your Psychic Mind feature. The target makes an Intelligence saving throw. On a failed save, the target forgets 1 memory spanning 1 minute in length. You may spend additional psi points to increase the length of time by 1 minute per point.  On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest. De Ja Vu is interesting , Detect Hostile Intent is useful , both are low level and   would fit along with my ' Mind discipline. '   Something more drastic ' your emotions manifest in a  psicrystal ,' which is a cross between a pet, familiar, and a sentient magic item. Or whatever you deem reasonable.
Good add to the notes, Vid. For level 6... let's see if anything stands out in the next session or two that would represent a new talent manifesting.
Hey check it out.. D&D5e is starting prestige classes.. <a href="http://media.wizards.com/2015/downloads/dnd/UA_Run" rel="nofollow">http://media.wizards.com/2015/downloads/dnd/UA_Run</a>... .. and while the Rune Magic PrC may not be flavored right, Mahewa should take a look at the Pennant of the Vind Rune on page 5... that would be a fantastic set of powers for the Cleric of Air to pick up.
I'll be putting some minor prep into night time hijinx as you work to keep Graal awake, and the event the next day... also thinking towards integrating more story arcs for the cleric and psion into future events. Both these characters have pretty thin history before current events that are currently defaulting to a sort of Vagabond status. Anything in particular Mah and Vid that you two want to develop about your characters?
Those runes are pretty cool, and I'd be interested in picking up any of them. &nbsp;Unfortunately they'd be limited to their simple properties, since I have nowhere near the intelligence required to multiclass into Rune Scribe. As for what to develop on my character, I'm afraid I'm nowhere near as imaginative as you, so nothing immediately springs to mind. I'll think it over.
yeah... the PRC as a whole wouldn't really be useful to you because of all the elements, Vind is the only one you could reasonably take without being smote by the gods... but I'd grant access to JUST Vind at the cost of a feat.&nbsp; It's thematically appropriate and adds a bit more versatility to your skill set. activating would be more a gesture than actually carving runes in stuff... so Vind is totally available if you want it. ... i'll open up ideas for the cleric (and anyone else) to the team as a whole if anyone has any particular thoughts they'd like to contribute.. but I'll also start asking the dice about weaving something in to the story as we proceed.&nbsp; I feel like Loper and George have a good lead on their characters being a bit more rounded, but we're only 8 episodes in, and while there's (I think) no particular rush, I want to be sure all 4 on the team feel they're integral to the evolving story as a whole... so bleeding more individual elements into the game is important to me and the longevity of the campaign.&nbsp; also-- in relation to the psion Vid is playing- there's feedback on the playtesting from the unearthed arcana worth noting... Mainly 2 points. 1. the psi blast targeting int as "ac" instead of an intelligence saving throw has been a concern abroad... but it hasn't been unbalanced in my opinion so far... the ability packs a hella punch, but is expensive to use, and I think we've exhausted your battery in game twice so far... so that tells me we're doing it right. 2. the read object ability is a real plot-killer for revealing information before the story is ready for it.&nbsp; So far I've been keeping that ability in mind when sculpting timelines that actually lets me shortcut some narrative elements... but i agree with the consensus that it's too easy for the psion to glean info.. so my solution (which I have already began to implement) simply allows you to use the object to make skill check rolls from its perspective.&nbsp; bad rolls can mean no info / bad info and requiring additional time and checks to find good objects to read an area is also intentionally obstructive to give reason for more rolls and to not just give up everything at the press of a button. Hopefull this is recognized as an effort to keep the mechanics of the game intact while still making the ability uber useful in the game.&nbsp; I like the ability.&nbsp; Just better to have it as an opportunity for more skill checks instead of an on-demand data dump. that's all for now. :)
double post wupah! to reiterate:&nbsp; I'll be on vacation Oct. 24th through Oct. 31.&nbsp; No DM on Oct. 25th. Normal gaming restored on Nov. 1 anyone else have any planned absenses?
Not anything soon. &nbsp;I'll probably be out the 2 Sundays after Christmas. &nbsp;The Sundays before and after Thanksgiving are iffy.
So, I found this line of the PHB, which I think validates my way of using spiritual weapon: "Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise." (p.203). &nbsp;When spells do this, they're very explicit (see e.g. Tenser's Floating Disk,&nbsp;Mordenkainen's Faithful Hound, and Leomund's Tiny Hut (apparently spells with their creators' names tend to have this property)). &nbsp;So, I guess this is one of many possible ways I could terrorize an orphanage. I was partially wrong about the limitation. &nbsp;There's nothing stopping me from having multiple spiritual weapons. &nbsp;So, in theory at level 9 (when I'd have enough spell slots) I could have 10 badass steel fans hovering around at once. &nbsp;But since evoking and using the weapons requires a bonus action, I wouldn't ever be able to attack with more than one per turn.
Also, a note of Armor of Agathys, the cold damage only stays around so long as you have the temporary hit points given by the spell. &nbsp;
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Mahewa T. said: So, I found this line of the PHB, which I think validates my way of using spiritual weapon: "Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise." (p.203). &nbsp;When spells do this, they're very explicit (see e.g. Tenser's Floating Disk,&nbsp;Mordenkainen's Faithful Hound, and Leomund's Tiny Hut (apparently spells with their creators' names tend to have this property)). &nbsp;So, I guess this is one of many possible ways I could terrorize an orphanage. I was partially wrong about the limitation. &nbsp;There's nothing stopping me from having multiple spiritual weapons. &nbsp;So, in theory at level 9 (when I'd have enough spell slots) I could have 10 badass steel fans hovering around at once. &nbsp;But since evoking and using the weapons requires a bonus action, I wouldn't ever be able to attack with more than one per turn. Also, a note of Armor of Agathys, the cold damage only stays around so long as you have the temporary hit points given by the spell. This all sounds good. &nbsp;Thanks for the research! And ya... the AoA provides temp HP and when they are depleted the passive damage on hit effect ends.. I was keeping that in mind... though it woudl be easy for me to just research a private use of the ability to use where i please as DM caveat allows. I DO appreciate the research and discussion on mechanics. &nbsp;I'm still getting a grip on the nuances.
David said: I'll be sure to check roll20 more often, the background sounds good and seems like you're already running with it. Let's homebrew something for level 6 for now, no class really gets anything significant at 6. Psi points levels up very oddly as is; 2, 8, 3, 10... I'd be fine with like 31 psi points, max 5 points spend and one generic Psion ability from a&nbsp; 3.5 list . Something like, Spend 3 Psi points&nbsp;'As an action, you target a creature you can see and that you can communicate with using your Psychic Mind feature. The target makes an Intelligence saving throw. On a failed save, the target forgets 1 memory spanning 1 minute in length. You may spend additional psi points to increase the length of time by 1 minute per point. &nbsp;On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest. De Ja Vu is interesting , Detect Hostile Intent is useful , both are low level and &nbsp; would fit along with my ' Mind discipline. ' &nbsp; Something more drastic ' your emotions manifest in a&nbsp; psicrystal ,' which is a cross between a pet, familiar, and a sentient magic item. Or whatever you deem reasonable. 32 points total (as per DMG p. 289 maximum used at once remains 5 disciplines known remain 3 (there are no other disciplines currently.. accessing a new one would seem senseible around level 7) ... do you want a psicrystal? &nbsp;level 6 feels like there should be a universal "all psions" benefit. .. also: if you plan nn progressing psionics through 20 we'll have to look at the "next tier" of powers that will be available to you around level 7... like, "greater disciplines" that are going to require 7, 9, 13 points per use taking you to level 14ish... then a something "ultra disciplines" for like 11 15 19 points through level 20.. we'll have to wing it pretty hard, and balance is gonna be a really big challenge.&nbsp; I'd rather see you multiclass into something different and rebuild as the class ets approved through higher levels in playtesting.. no idea how fast that's gonna be. &nbsp;but things like mindthrust for 18d8 damage doesn't feel balanced, so there's gotta be cap limits taht will beimposed, but I don't necessarily know how to do it. &nbsp;:/ thoughts?
I would personally be surprised if psions even get a max of 10 psi points even at level 20. The thing about multi-classing is nothing really synergies with the current psion. It would literally be rogue just so I can use bonus actions.
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David said: I would personally be surprised if psions even get a max of 10 psi points even at level 20. The thing about multi-classing is nothing really synergies with the current psion. It would literally be rogue just so I can use bonus actions. Keeping the max psp at once low is fine with me... the amount you accumulate in total is scaling exactly with magic point system in the dmg.. so theoretically that is solvent. What about "looping back around" and adding the other discipline from level 6-10? while still expanding your total PSP to not burn out as fast? ... looking for your input.
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I'm honestly fine at the moment, they crammed a lot of stuff into the early levels of psion. In 3.5, Broken Will and Occluded Mind (the ability to control people) was a pretty high level thing. Adding more disciples to burn would just be more stuff to burn. Level 6 for now I'm fine with additional psi points. I'd rather be unique and think around the situation than burn 10 psi points on the one time I have to use a dagger to attack somebody. Granted that's like a +2 Magic Dagger that deals d4 + 5d10 + 1..
David said: I'm honestly fine at the moment, they crammed a lot of stuff into the early levels of psion. In 3.5, Broken Will and Occluded Mind (the ability to control people) was a pretty high level thing. Adding more disciples to burn would just be more stuff to burn. Level 6 for now I'm fine with additional psi points. I'd rather be unique and think around the situation than burn 10 psi points on the one time I have to use a dagger to attack somebody. Granted that's like a +2 Magic Dagger that deals d4 + 5d10 + 1.. Alright.&nbsp; Happy Players; Happy DM. we'll just go with the extra points for now and keep reassessing as the character progresses.&nbsp;
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Hey Fil, I remember you saying there would be some kind of consequences if I used the animate dead spell, but I can't remember what those were. &nbsp;Could you remind me? I feel like having up to 4 undead minions supporting us could be worth it. Or, you know, I could just find an orphanage and tell them to go kill everyone inside and then go on my way. &nbsp;Apparently I have lots of options to do that.
Mahewa T. said: Hey Fil, I remember you saying there would be some kind of consequences if I used the animate dead spell, but I can't remember what those were. &nbsp;Could you remind me? I feel like having up to 4 undead minions supporting us could be worth it. Or, you know, I could just find an orphanage and tell them to go kill everyone inside and then go on my way. &nbsp;Apparently I have lots of options to do that. undead have a chord of dark energy that tether them to the plane of shadow. Anyone/thing in the spirit world that was so inclined could follow those tethers to the corpses that are anchoring them.... if the spirits wrestle control away from you, then they will become free-willed undead... potentially still just skeletons or zombies in their level of danger... but they could "evolve" under their free will into any sort of corporeal undead. Alternatively, the attracted spirits could ignore the 'easy path' of claiming a vacant corpse and attempt to possess anyone living around them. If, for example, your undead brutes were to attract the attention of Shades, 5 or 8 could follow the strands; your 4 servants are wrestled away from you and become Wights and the remaining few shades that aren't given an easy target attack anyone alive nearby along with the Wights. You could then attempt to take control of the evolved wights and shades, or destroy them with divine channelling.. taking control of them would just make for a thicker chord of shadow energy, potentially attracting even more dangerous spirits. Creating undead isn't an intrinsically evil act... but the consequences can lead to many additional unwanted deaths.&nbsp; THIS is what makes undeath "evil".&nbsp; basically, it's socially irresponsible unless you are really well trained. The Karnnath military far east of where the team is at is most famous for animating their own troops and the dead of their enemy.. control them to keep fighting but also to just unleash a dirty bomb of cascading necromantic evolution tearing through the camps of their enemies
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That all sounds bad, but my experience in this campaign has been that something awful's going to come at us, so if it takes on a particular flavor because I gain a benefit, that's not such a big deal. &nbsp;Especially when what would be coming would be things that I'm most effective at fighting. When you say it can lead to unwanted deaths, can you expand on this? &nbsp;I wouldn't ever let these things out of my sight. &nbsp;So while there might be a fight triggered where we have to defend ourselves, it's not like doing this would cause people somewhere else to be killed somehow, right? And can you give me an idea of what the community reaction would be to me having 1-4 skeletons and/or zombies following me around carrying my things? Edited to add: Actually, I feel like you said at one point that, given my elemental domain, we could treat this more like the air is animating their corpses as opposed to necromancy. &nbsp;Does that have any impact?
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Thanks for the compliment! unwanted deaths as in if evil spirits are attracted to the town becuase you ar animating corpses, they may skip the obviuus skeletons and instead perhaps bewitch some poor mother to eat her children while her husband sleeps. &nbsp; the undead made are a beacon of danger. &nbsp;Very Bad in general. &nbsp; Plus,&nbsp;animated skeletons and corspes would freak people out so you'll need to disguise them SUPER well if you go that route. &nbsp;id recommend skeletons because they are more easily decorated, have things clipped to them, etc. hell, if you decorate them REALLY well you can probably pass them off as high-end automatons.&nbsp; i think the elemental route would be more fun personally.. little dust devils following you around wherever you go is really flavorful . &nbsp;they be statted out appropriately for balance&nbsp; plus... command air elementals would give you a lot of authority over long distance vessels without necessarily needing to know how to pilot a ship. &nbsp;I think that above all else is going to really serve you well.&nbsp; believe it or not, i really never thought through how fucking powerful elemental priests can be in the eberron campaign... now I'm on a tear about future encounters! if you were to use your powers with the flavor of elementals,&nbsp;your turning would be vs earth elementals and your command would be over air elementals. healing etc would be unchanged but it just changes how you interact with elementals vs undead. i am wary to make it "both" automatically because of the amunt of utility elemental command / destroy has at sea. hmmm a feat for access to both would be feasible I think... espeially if there were some perks tossed in to make it really feat worth, like, permanent spirit sight at will and something else maybe.
So I know Fil said we could talk tomorrow anyway, but before then I'd already made plans since I knew he wouldn't be available. &nbsp;Happy to talk on here or Skype though. Frankly, I'm at a loss of how to proceed. &nbsp;Now that Graal has solidified his strategy of leaving a bird we can't beat and running like a bitch, that path doesn't seem very fruitful. &nbsp;And to the extent we have leads on any of the other plots, they seem to all lead to the Burning Keep, which seems like a suicide run.
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All paths are certainly leading to the Burning Keep.&nbsp; Assuming you survive Poodle,&nbsp; I hope you guys are ready for a field trip on Sunday...
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Hey Fil, please create 6 additional character sheets I can control when you have a chance. How do you want to handle summoned creatures HP? The book gives both a rolled HP (that I could max out like we do for our HP) and a flat number that represents the average roll. Lastly these are my proposed reskins for my conjure minor elementals: For CR2 - Take Azer (MM. Pg. 22) Replace with Storm Soldier Replace fire damage immunity with lightning damage immunity Replace Ignan language with Auran Heated Body becomes Electrified Body, damage type is lightning instead of fire Heated Weapons becomes Electrified Weapons, damage type is Lightning For CR1 - Take Fire Snake (MM pg. 265) Replace with Wind Emu Replace cold damage vulnerability with force Replace fire damage immunity with thunder Replace Ignan language with Auran Heated Body becomes Concussive Body, damage type is thunder instead of fire Tail attack is replaced with claws. Damage type is slashing instead of bludgeoning.
reskins are great ideas. &nbsp;you'll have sheets shortly
Thanks! &nbsp;My Wind Emus are going to rock some bad guys.
lol I'm going to have to start throwing bad guys at y'all to fight then i guess?
<a href="http://media.wizards.com/2015/downloads/dnd/DX_0907_UA_RangerOptions.pdf" rel="nofollow">http://media.wizards.com/2015/downloads/dnd/DX_0907_UA_RangerOptions.pdf</a> here is a link with a possibke admenment to the current range in 5e... hasnt been fully play tested but is deffinatly more along the line of what i was thinking when i decided ranger... take a look and let me know what you think
cool i like it implement level 1-5 for yourself and we'll figure out how to take it from there.&nbsp;
So now you're going from a CR 1/8 blood hawk to a CR 1 giant eagle? &nbsp;A nice step up. &nbsp;I'm assuming you're sticking with a bird, though you don't have to, of course.
<a href="http://static.damnlol.com/pics/521/f98dc125c9e9301" rel="nofollow">http://static.damnlol.com/pics/521/f98dc125c9e9301</a>... I saw this and immediately thought of Loper.
lol recoil is such a bitch
Saw this coupon and immediately thought of Loper <a href="https://i.imgur.com/dcWT228.jpg" rel="nofollow">https://i.imgur.com/dcWT228.jpg</a> More deals here... <a href="https://imgur.com/a/Ka0eq" rel="nofollow">https://imgur.com/a/Ka0eq</a>
Loper man; keeping an eye out for you. &nbsp;Hope you are well.
Hey sorry i missed the game yesterday ended up in bed sick all with the rest of my household all day.... not the most ideal family time.. looking foword to being back on sunday.
At the same time: a big pile of loper family sick-bundled does sound like the american dream. I'll try to catch you on skype at some point this week.
a norman rockwell meets jackson pollock inspired work, i'm sure. "Loper Family Time" (2015) (mixed media on canvas, mucus & NyQuil)
next week is Dec 20. &nbsp;George will be gone but hopefully Loper will be back.&nbsp;
Alright, Team. We've been at this for a while, so it's a good time for me to sit back to reevaluate. For now, I'm primarily interested roleplaying - getting to know the community as a whole, earning and cashing favors puzzle/traps - falconry, skill challenges, etc. I think fall in this category combat - a bit of the "ultraviolence" investigation / intrigue - digging into the reasons behind the reasons unit command / resource management - land/business ownership, commanding a ship, forging a nation (did I miss something?) I think it should be pretty evident by now that as a DM, I skew towards-- investigation/intrigue, roleplaying, puzzle/traps, command/management, combat&nbsp; --in that order. I'd like to see how everyone else ranks these different categories as well... and if what you truly enjoy is diverging strongly from how I've been structuring the game, then that's an opportunity for us to visit current assumptions.&nbsp; If I can have feedback before the next game, I'd appreciate it... As an incentive; anyone who replies before game starts 12/20 is gonna get a randomized magic item out of the Sheriff's desk to keep or use or whatever as you please. You could literally get ... anything.&nbsp; May be a massive game changer (but that's what we're discussing: game changes.) Thanks!
1. roleplaying 2. investigation / intrigue 3. puzzle/traps & combat 4. unit command / resource management explanation: 1. the thing i get the most giggles out of is being part of a story i have a limited hand in shaping. when someone asks me on monday "What did you do this weekend ?" my first response isn't going to reference the nat 20 i got. "i intimidated the shit out of a boat full of pirates." ... notice the "i did that." ... taking full credit for Feng's good fortune keeps me from punching people on public transportation all week long. 2. figuring out what makes the world go 'round and how our actions affect the greater scheme of things. why do the weird bastards we run into do the things they do. chances are good they have an agenda, either prepared or rolled up and determined on the spot. i want to know. it turns the world into a 3d headspace. and i enjoy the fact the npcs we run into have their own thing going on, regardless of whether we're around or not. 3. puzzles , traps and challenges are the same as combat to me. combat is just another equation to be solved that involves someone or something being turned to mango chutney. if us roleplaying and figuring shit out in order to play out the story is the meat of the game, challenges of any kind (mental/physical/social) are one way to steer us in a direction we want to take. and i'm not gonna lie. rolling a crit hit or crit failure is amusing as fuck. but a game that is comprised of a seemingly endless successions of combat scenarios haphazardly glued together with some semblance of a story isn't worth me playing anymore. it would feel like too much COD, not enough saturday morning cartoon / hong kong action flick. 4. unit command/resource management ... depending on the resources available to the party some of this is going to be unavoidable. especially with a larger powerbase and a few more levels under our respective belts. but micromanaging the daily operations of a farm or garrison takes time away from our characters actually doing stuff. whatever that stuff may be. i like the handwaving of cash resources in favor of .. well .. favors. i'd rather do skill checks and pick up a gig as an improv band then to dig through character sheets to see if we have enough gold left over to rent a room for the night. my overall opinion is that the rules of the game and all related dicerolling are tools that exist in order for all of us to have a common frame of reference to allow for the story to be told (and that was some real pretentious shit i just spouted, i know that ... don't feel like rephrasing though). after all i'm in it for the lulz.
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1, Combat - I'll admit to being one of the dreaded number crunchers, I just personally enjoy DnD most with a fast group, tension, and 'danger.' When I was DMing, one of the things I personally found most enjoyable was creating maps and enemies. How would this army of orcs act, what would they be doing in their off time, whose their leader. How can I use all of that to create the atmosphere of the situation, how could I use that for the combat. One of the simple maps I put hours of work into. Orcs, goblins, gnolls, and trolls all working together set up a camp in a cave. There's a body of water that they build a bridge over because there's something that they cannot kill in it, changes in elevation, piles of cloths for trolls to sleep on, different sized tents. Goblins are on patrol, I had the trolls arguing over a burning deer when the player first see them. Gnolls were resting to the east but hear the commotion to ambush them from the bridge. In various tents you'd find malnourished naked woman chained up. I describe piles of mundane weapons and gear thrown aside, orcs care about practicality 'blade sharp enough to stab?' Something else I played around with during combat was Con saves against weapons that were rusted from a mixture of blood, flesh, and feces. Cave walls and stagmites so that people could take advantage of them with dynamic lighting, fires giving off light. Different types of Orcs, ranged, heavy armor, shamanistic, worg trainers, berserkers, brute strength. 2. Roleplay - I wouldn't mind going through 4 hour long games not breaking character and interacting with NPCs and the party, but it primarily falls upon the players as opposed the DM to really keep it going. 3. Investigation 4. Command At the end of it all, I think&nbsp; Critical Role has set a new standard for role playing games, and I generally try to keep to their example. Every character is unique in their own way. Each NPC is unique and some of them there's actual development whether or not that's just because you're forced to party up with them. There's a nice balance between role-playing and combat and it's rewarding, you spend 3-4 sessions finding out information on a NPC you fight them in an hour long fight where different classes excel in their own unique way. Barbarians are the front line taking 20-30 hits and knocking down people, clerics have to balance support/damage/healing, rogues use their mobility to their advantage, spell casters are decimating groups of people with powerful but limited spells. People are running out of spells, health is dropping, people are making death saves, you have to forgo attacks to try and save your party members, the satisfying killing blow, and the magic items that you get to play around with after. The majority of the game is through theater of mind when describing areas and landscapes, but when combat does happen it's a nice organized flushed out map. They use character quest lines as the primary drive of the games, and when it isn't there's a clear quest/objective. 'Go kill this dragon' may be simple, overused, and boring but it's an issue that must be resolved and gives the players something to look forward to. A vampire who married a necromancer murdered my family in cold blood, claimed my castle, took my sister as hostage, infiltrated a city, turned our allies against us, corrupted a village, used my sister as bait, is using my castle as a base for god knows what, we fought giants, armies of skeletons, wraiths, I'm losing control of myself to a demon, etc etc, at the end of it all an epic fight. Every single player goes through all that develops their own opinions, but it all ends with "how do you want to do this," and everybody erupts in cheers and shouts. Afterwards they let out a sigh of relief, "we've been through some SHIT, and we got through it." I'm not against having a dynamic world, but in your case you feel as though we're just tagging along for the story. Well we're small, insignificant and we don't have much impact in the world, whatever we do something else is happening somewhere else that we have no control over. It wouldn't hurt to put some stuff on pause while we resolve something else. We spend 20 days traveling away from Rotting Blade that doesn't mean that you HAVE destroy Rotting Blade just because 'well you weren't there to stop it.' Something as simple as background music/ambiance adds a lot to the game, I'm primarily playing in 2 games at the moment neither of which use any music. It wasn't the DMing style, the voices of the other players, their character tokens, but the lack of music that I immediately noticed and quite frankly it annoyed me, because there are those stupid moments of absolute silence.&nbsp;
I don’t feel like I can rank roleplaying or combat above each other. To be honest, I’m kind of disappointed when we finish a full session without any kind of significant battle. We’re not playing Life: Medieval Edition. We’re adventurers, and part of an adventure is dealing with bad guys. Conversely, four straight hours of battle would probably make me want to kill myself. To be really enjoyable for me, there has to be a meaningful balance and pacing between the two. I don’t feel like there’s a need to map out every single place someone might throw a punch, but I do feel like fairly detailed maps can help a lot in major battles. I also feel like one of the best aspects of roleplaying is learning character histories and developing them more, but that’s more on the characters than the DM. I really enjoy puzzles and challenges, but not quite the type I think you mean. When the challenge is just making ability checks, I don’t really get much out of that. What I really like is things that are more like riddles or other things that can be solved by the players actual ingenuity, creativity, etc. This can even include things like actually talking oneself out of a situation rather than making any kind of roll. It can be similar with investigation and intrigue. It doesn’t do much for me to roll to find out if we learn anything. I’d rather walk through the process. An example could be us choosing to go into one of the bars we’re aware of, and you describing 4-5 people that we could approach and try to talk to, and then actually walking through those conversations. I also think it makes sense to forego rolls in these situations when the characters make a really good argument or say something really stupid. Treat those as crit success or fails and roll for things in between. For unit command and resource management, I will start by saying that I very much appreciate how you don’t make a big deal over things like making sure we’re tracking how much food and ammo we’re carrying, unless it makes sense (like extensively wandering a desert). That absolutely drives me crazy. I have no real interest in dealing with these kinds of things. I like what David had to say about the “Go kill a dragon” plot quest. I don’t mind that this is a dynamic world without a linear plot. But I feel like you get frustrated with for not knowing what to do next sometimes, when that’s a natural consequence of this type of campaign. There was a point where we had about five different plots lines going on and to the best I could tell there was no way to progress on any of them. I don’t know if that’s because we’re talking past each other, the players are missing what you feel are obvious options (or the players have gotten the impression that the obvious option is suicidal), we’re not retaining essential information, or something else.
Fantastic feedback! really appreciating. I think we're all in agreement I'm providing too much raw information without enough guidance-- which is a really manageable condition. We've established that Havoc wants you to go clear the Droaam military out of FriendFell, which is effectively "go kill a dragon". I'm glad we're already naturally aligning with that desire, and I'm content with continuing to prioritize specific tasks for you as you complete another while still providing awareness of other things that are... "ripening".. for you to deal with next. This should resolve the hesitance on what to focus your attention on and I can invest some prep time in mapping and tokens to give you something to chew on more often. There's plenty of opportunities for combat that i rarely push, but since we've got at least 1/2 the team really wanting it then I will definitely integrate more violence into the narrative. Maheva's suggestion of treating a really good RP moment / brilliant notion as a nat 20 and the opposite as a 1 is a really good suggestion I suspect I will enjoy implementing. While I will remain consistent with my aloof 3rd person narrative, that should be no obstacle to anyone wishing to play in character or embellishing your own role with your characters. Further: I am happy to have conversation with as many as who wish to participate about integrating characters' personal background into the bigger events unfolding around us, At least, that feels like a good start. Be welcome to further the conversation if you wish. again: I really appreciate the feedback.
Might be A little Late To the Party But had some massive family shit go dow and now my grandfater is going into surgery its just been a crazy shit storm.... That being said.... I have a lack of Expirence, with this being the longest game i have been apart of. In that time i have grown to favor combat and role playing over the rest. This is then followed by puzzles and chalenges tho not just dice roll and force fail suceede. i understand that roll checks are supose to be a big part of how these games are supose to play; however, i dont thing that a subpar roll should completley rule out the options. There have been times where i find my self either not knowing the options of what to do or that the options ahead of us all seem like they will result in a reroll and start over, or we pay atention to a plot line and come to find out that is the line that has no influence on what is going on because the other less apealing or more deadly option was the better choice. I really Dont have A hole lot to say because i am inexperienced so i really dont know what i like, but the little i do know i put here.
oh man Lo... sorry for the family hurt. :/ Glad you are well, though!&nbsp; Are you back in the mix or just ducking in quick to give us a confirmed pulse and update? Adding in more violence will not be an issue, just obviously hasn't been my priority... easy fix. As for RP... I am all for integrating more character background into the live story, that will require a bit team discussion about the characters and their pasts which i am happy to entertain as side threads or PM's. &nbsp; We may have all 4 of us if Maheva is in the mix... but i think it is realistic for 3 of you to start picking at Friendfell as you've been tasked to do by Havoc.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
wb Loper, good to hear you're still alive and kicking grats on your Festivus pole, Mahewa. i just heard about it from Fil. looking forward to witnessing your airing of grievances and feats of strength.
word from Loper is: he's not sure when he'll be able to return. so we'll pick up a new 4th player and carry on.&nbsp;
New summary is up.. i would suggest that the GateKeepers won't be content until the admiral and/or !st Shaman are interrogated to verify the Flight Officer's story given to Feng and Issah. &nbsp;If tthe team reports back now, they will likely be told to turn around and go get more info... but so mch time will ahve passed it may be more difficult to catch them Droaam off-guard. &nbsp; Georg and David ran out of time before they could sneak onto the Command Ship to get the rest o the story... i'd suggest we continue this line of action for now, uless the team has a better plan of action they want to pursue. &nbsp;&nbsp; If y'all can let me know what your plans are for me to prep some appropriate violence for you... that would be appreciated. :)
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Hey team! I'm going to hand-wave dealing with Droaam on FriendFell... I could drag it out and make it a headache , but I think a change of scenery will be appreciated by Georg and Maheva... and give Thunder opportunity to cement his position in the story more firmly. I'll be bumping the timeline a few days+ and spritz in some exposition to help get you guys up and running right away in Blood Crescent.&nbsp;&nbsp; we'll have a new team member next week to fill the David's spot &lt;edit&gt; scratch above. FriendFell feels like it'll be too much fun to skip over... so we'll keep the timeline, have J4 jump into the thick of it and let it take however long it takes.