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12 months ago ::
Jun 12, 2012 - 7:07PM
#11521
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Date Joined:
Jun 17, 2010
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Unless you pull off being a Drunken Master.
D&D Next = D&D: Quantum Edition
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12 months ago ::
Jun 13, 2012 - 1:19AM
#11522
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Date Joined:
May 21, 2012
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Hello all,
I hope I'm posting this in the right place, and I sincerely apologize if I am not or failed to find the answer; I've only been playing D&D for a year, and I've only been on the forums for a few weeks.
How does one properly simulate getting drunk while roleplaying? My DM told me it correlates to one's CON score and that it acts similar to a poison effect (since barfing would count as taking damage), but he didn't seem to know much else. I'm roleplaying on a forum with my fellow groupmates inbetween sessions and I think it'd be fun to do this right, so what do I do?
Thanks for bearing with me if this is a stupid question. ^^;
There are no rules for it. You just roleplay it, and your DM will probably give you penalties to anything you try to do.
Sounds reasonable, thank you. Nice avatar, by the way (though I prefer Pinkie Pie personally).
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12 months ago ::
Jun 13, 2012 - 4:11PM
#11523
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Date Joined:
Dec 29, 2011
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I have a question regarding DC. Lets say a DC is 15. Is it like the skills check? Do I add a base of 10? All my players make every single DC. A Thievery DC 15 and I have a clerk who passes that without a problem.
I was doing it if it said DC15, its a 15. Am I doing it right?
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12 months ago ::
Jun 13, 2012 - 4:24PM
#11524
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I have a question regarding DC. Lets say a DC is 15. Is it like the skills check? Do I add a base of 10? All my players make every single DC. A Thievery DC 15 and I have a clerk who passes that without a problem.
I was doing it if it said DC15, its a 15. Am I doing it right?
When you have a skill check with a DC listed, the PC rolls a d20 and adds their skill bonus (if any) to the roll.
For instance, a Rogue might have +10 to Thievery. So, in order to pass a DC15 Thievery check to disarm a trap (for instance) the Rogue will roll a d20 and add 10 to it. In this case, if they roll 5 or higher, then they succeed on the skill check. If the Rogue only had a +5 to Thievery (WTH?) then they would need to roll 10 or higher to pass.
If you find that the PCs are passing skill checks easily, make sure you are setting appropriate DCs for the checks involved. Some things will require a much higher DC (such as trying to climb up a smooth Obsidian wall) than others (such as climbing a ladder.)
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12 months ago ::
Jun 13, 2012 - 4:35PM
#11525
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Date Joined:
Jan 17, 2010
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The bonuses they should be adding for the skill checks are Ability modifier and skill training if they have it, and 1/2 of their level. There may be other bonuses, depending on theme, race, feats or the like, but for the most part it's just the ability modifier and the training bonus.
So, a level 2 human rogue with a dexterity of 18 and training in thievery would get 1d20+10: +4 from dex modifier, +5 from training bonus, which is always +5, and +1 from half level.
A level 2 human cleric with a dexterity of say, 13 and no training would get 1d20+2: +1 from dex modifier and +1 from half level. He would need a 13 or better on his d20 to get the DC of 15.
Does that help any?
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12 months ago ::
Jun 13, 2012 - 7:25PM
#11526
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Date Joined:
Dec 18, 2010
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regarding the base ten - - passive perception, passive insight for example are skill modifiers as mentioned above and ten - - - a stealthy monster makes a stealth roll against passive perception and stealthy characters, roll their D20 + stealth skill modifiers against passive perception of the monsters (which would be their perception skill (frequently only the wis moidifier) +10) - - - if you suspect hidden creatures you can make active checks which is roll d20 and add modifiers - - -you are by no means guaranteed to get more than passive perception (which uses 10).
So yes sometimes you add ten - but that is instead of the D20 die roll - - - the ten is the base if the players arent suspicious, their basic alterness etc.
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12 months ago ::
Jun 14, 2012 - 10:23AM
#11527
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When using a Ki Focus through a Light Blade, do you still get the benefits of Light Blade Expertise or similar feats?
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12 months ago ::
Jun 14, 2012 - 10:29AM
#11528
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Date Joined:
Jun 17, 2010
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Yep. As long as it's a weapon attack, you're using both the weapon and the ki focus.
D&D Next = D&D: Quantum Edition
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12 months ago ::
Jun 14, 2012 - 12:16PM
#11529
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Date Joined:
Jun 22, 2010
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This just occured to me while building a swordmage: Is there anything to prevent a swordmage using a versitile weapon (longsword, bastard sword) from wielding it two handed when they make attacks (for the +1 damage) and taking the second hand off the weapon the rest of the time (for the extra +2 AC from Swordmage Warding)?
As a DM I honestly can't think of a reason not to allow it. If you have nothing else in your 2nd hand, switching between 1-handed and 2-handed wielding of a versitile weapon has always been a free action in my game, and I think that jives with RAW.
It's only 1 damage, so I guess it doesn't matter much either way, but it still kinda *feels* like a loophole, you know? No shield using class can do this trick without using extra actions (to fuss with the shield), and the Swordmage Warding is clearly designed as a substitute for shield proficiency.
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12 months ago ::
Jun 14, 2012 - 12:18PM
#11530
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Yes, you can.
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