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Switch to Forum Live View [D&D 4e] Chaos Scar IC - Chapter 2: Another Brick in the Wall
1 year ago  ::  Mar 15, 2012 - 11:35AM #461
Rich_The_Mad
Date Joined: Aug 27, 2009
Posts: 3,029
Path keeps a wary eye on the melee as he circles around towards the symbol on the floor.  The spirit panther circles as well, to the other side of a spear-wielder, and strikes out visiously.

Mechanics Show


Move: Path to H:14, SC see conditional orders.

Standard: Stalker's Strike (see conditional orders)
Atk: (1d20+6=21) vs Fort (+2 if enemy is bloodied)
Hit: (1d10+5=8) dmg, and SC can flank with allies UENT

Minor: Look over symbol for traps or effects
Perception: (1d20+5=23)
Religion: (1d20+14=31)

Conditional Orders: I will attack the dragonborn with the most damage done to it, aiming for bloodied if possible for +2 to hit.  My SC moves adj to the enemy I'm attacking, in a position flanking or setting up a flank.  Beyond that its not important.

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1 year ago  ::  Mar 21, 2012 - 9:16PM #462
swmabie
Date Joined: Dec 8, 2009
Posts: 8,236
Next Up: Alain

One of the spearfighters evades Vitya's attack; the other avoids Euthyphro, but both Durmindin and Path prove to be better at getting past its defense, and injuring it.

Mechanics Show

Durmindin: Hits #2.

Vitya: Misses #1.

Euthyphro: Misses #2.

Path: Per conditionals, SC moves to (F,15), and attack is @ #2 (though it's not bloodied yet).  Hits; now it's Bloodied.
• Path sees no traps or anything else with regard to the symbols, neither new nor old.


Map Show



Map Notes:
Illumination: Wall torches provide bright light throughout.
Ceiling: 10' high
Stairs: Difficult Terrain
Floor: The floor has a downward slope from right to left.  It is not significant enough to cause any issues that you are aware of.
Crevasse: 2' wide, can be easily stepped over.
Skeletons: Sculptures, not real skeletons.  There's a skull on a small pillar in (D,13) which has been rotated somehow.
Double Doors: There are two large granite doors at the upper end of the room (Strength, DC 12, to open). 
Sludge: Quickly oozing out of the holes in the walls; this is part of the trap.  Difficult terrain.


Status Show

15 Trap
14 Dragonborn Spearfighter 1 (D,13) {x-16} Status: Marked(V,eont); Used:
14 Helsa (I,13) {21/33} Status: ; Used: 2/7 Surges, 1/1 AP
5 Dragonborn Spearfighter 2 (F,14) {x-39} Status: Bloodied; Used: Lightning Breath
5 Durmindin (H,15) {29/40} Status: Beast Form; Used: 6/11 Surges, 1/1 AP, Bear's Strength, Savage Frenzy, Flowing Swarm, AP
5 Vitya (E,13) {24/45} Status: +2 damage, +2 strength abil, +2 Athletics, +40# carryUsed: 2/13 Surges, 1/1 AP, Sweeping Blow
5 Euthyphro (G,14) {25+4/33} Status: ; Used: 2/7 Surges, 0/1 AP, Assassin's Strike, Strike from Shadows
5 Path (I,11) {31/34} Status: ; Used: 1/8 Surges, 0/1 AP, 2/2 Healing Spirit, Spring Renewal Strike
5 Alain (F,12) {24/40} Status: +2 Damage, Regen 2, Bloodied; Used: 2/7 Surges, 1/1 AP, AP, Longtooth Shifting


Other Stuff:
Spirit Companion (E,13,1): Adjacent allies get +4 to damage rolls vs Bloodied.  SC can flank with allies until end of next turn.
Swarming Locusts (E-G,14-16): Enemies in zone grant CA.



Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• Ad Hominem — Attacking the person's circumstances, not addressing the argument.
Ad Hominem Abusive (Personal Attack) — Insulting the person, not addressing the argument.
• Ad Hominem Tu Quoque — Saying the person's inconsistent, not addressing the argument.
Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition — Using emotion instead of Fact.
Bandwagon — Use of peer pressure.
• Begging the Question — Assuming premises which haven't necessarily been agreed to.
Biased Sample — Using a sampling which may not properly represent the whole.
• Burden of Proof — Shifting it to the wrong side.
• Circumstantial Ad Hominem — Attacking the person's interests in supporting their argument.
• Composition — Assuming that the whole has the same qualities as individual parts.
• Confusing Cause & Effect — Assuming that one thing causes another because they appear in conjunction.
• Division — Assuming that the individual parts have the same qualities as the whole.
• False Dilemma — Assuming that only two options exist.
• Gambler's Fallacy — Assuming the odds have changed because of past occurances
• Genetic — Assuming a perceived defect in the origin of a claim is proof of a defect in the claim.
• Guilt by Association — Attacking others who agree with the claim.
• Hasty Generalization — Assuming a quality based on too small a sample size.
• Ignoring the Common Cause — Assuming there is no outside cause of two connected things.
• Middle Ground — Assuming the midpoint of two extremes must be correct.
• Misleading Vividness — Assuming a colorful anecdote outweighs statistical evidence.
• Poisoning the Well — Using unprovable claims about the person instead of addressing the argument.
• Post Hoc — Assuming that something caused something else simply because it happened first.
• Questionable Cause — Assuming that one thing causes another.
• Red Herring — Using irrelevant evidence to divert a discussion.
• Relativist Fallacy — Asserting that a claim may be true for some but not for the speaker.
• Slippery Slope — Assuming the inevitability of one event based on another.
• Special Pleading — Claiming exemption without justification.
• Spotlight — Assuming individuals that get the most attention to be indicative of the whole.
• Straw Man — Misrepresenting the opposing argument.
• Two Wrongs Make a Right — Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.

Response to those who like to compare 4e to a Video Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play.  As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.

In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills.  You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end.  Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear.  Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.

Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created.  Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting.  Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point.  But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.

In WoW, you choose a class and you're done.  No multiclassing or hybridization, no way to mimic one class with careful building of a different one.  There is a firm dividing line on what is a WoW class.  No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it.  You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do.  It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.

Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them.  Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is.  Any Assassination Rogue will always have the same powers as another, etc.  All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point.  Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection.  Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.



Most honest/open response on why DDN needs to be Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game.   I've never felt though that making a game that was inclusive within a group was very useful or even desirable.   DM's and players can decide amongst themselves what options or restrictions they want for their games.  I tend to lean to the DM to make most of those decisions but again that is a group specific thing.

Having said that.  I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires.  It's almost like they are an oppressed minority from a gaming perspective.   I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.

Do a lot of you feel this way?

Just for clarification...here are some examples...
1.  Alignment restrictions as an option.
2.  Alignment Mechanics
3.  Martial healing
4.  Races being included or not.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.

I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.

The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.

I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.

In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

Quick Reply
Cancel
1 year ago  ::  Mar 22, 2012 - 5:23PM #463
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,589
Shuffling to the side of the press, Alain thrust between his allies

Mechanics Show
Standard Action - Hack and Hew
Move Action - Shift to E:12
Attack F:14 - 1d20+8+2=18
Hit - 1d10+4+2=15
Effect - Make a second attack.
Attack D:13 - 1d20+8=19
Hit - 1d10+4+2=15
Effect - If either target was hit, gain 1 temp HP.
Effect - Both targets are marked.

Other - If I hit F:14, use Centered Flurry of Blows on D:13 to push him to C:13 and deal 5 damage.
Other - If I miss F:14 but hit D:13, use Centered Fl;urry of Blows on D:13 to slide him to D:12 and deal 5 damage.


Current Stats Show
AC: 19 Fort: 16 Reflex: 17 Will: 14
HP: 24/40
Bloodied Value: 20
Healing Surges: 8/10
Surge Value: 10
Status:
Speed: 6
Initiative: +4
Other Relevant Information:
Action Points: 1

[]Second Wind
[X]Hack and Hew
[]Rain of Blows
[X]Centered Flurry of Blows
[X]Longtooth Shifting

[]Villain's Menace
[]Weapon of Myrdoon's Shard (Daily)
Other Relevant Combat Information Show
Combat Challenge - Mark foes you attack. They get a -2 penalty to attaqcks against targets other than you. Make a melee basic attack against the target if it shifts or makes an attack not including you.

Combat Superiority - Gain a bonus to opportunity attack rols equal to your wisdom modifier (+3). If you hit an opponent with an opportunity attack, the movement ends.

Fighter Talent (Arena Training) - Gain proficiency with the Greatbow and Greatspear. Gain a +1 bonus to AC when in light armor. Gain proficiency and increased damage with improvised weapons.
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Stop by, join us, and sign up for some games while you are there

Cookie Collection Show

Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

Quick Reply
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1 year ago  ::  Mar 24, 2012 - 1:58PM #464
swmabie
Date Joined: Dec 8, 2009
Posts: 8,236
Next Up: Helsa

As more mud floods into the room, the less injured spearfighter blasts Vitya and Alain both with electrified mist, then dances around the weaponmaster's spear while jabbing with his own.  Once out of reach from the shifter, the dragonborn crosses the room for a new position.

Mechanics Show

Alain: Missed with both; both marked.

Fight/Flight: Nada

Trap:
Standard: Next section fills with muck.

Dragonborn Spearfighter 1:
Minor: Dragon Breath @ (E-G,11-13) (rolls here & here)
• @ Alain: 24 vs Reflex hits for 9 lightning damage & is Bloodied
• @ Vitya: 21 vs Reflex hits for 9 lightning damage & is Bloodied
• @ Helsa: 14 vs Reflex misses
Standard: Tratnyr @ Alain — 22 vs AC hits for 7 hp damage & shifts 2 to (C,11)
• Alain: Combat Challenge @ Spearfighter: 10 vs AC misses
Move: Walk to (I,10) avoiding OAs


Map Show



Map Notes:
Illumination: Wall torches provide bright light throughout.
Ceiling: 10' high
Stairs: Difficult Terrain
Floor: The floor has a downward slope from right to left.  It is not significant enough to cause any issues that you are aware of.
Crevasse: 2' wide, can be easily stepped over.
Skeletons: Sculptures, not real skeletons.  There's a skull on a small pillar in (D,13) which has been rotated somehow.
Double Doors: There are two large granite doors at the upper end of the room (Strength, DC 12, to open). 
Sludge: Quickly oozing out of the holes in the walls; this is part of the trap.  Difficult terrain.


Status Show

15 Trap
14 Dragonborn Spearfighter 1 (D,13) {x-16} Status: Marked(A,eont); Used: Dragon Breath
14 Helsa (I,13) {21/33} Status: ; Used: 2/7 Surges, 1/1 AP
5 Dragonborn Spearfighter 2 (F,14) {x-39} Status: Marked(A,eont), Bloodied; Used: Dragon Breath
5 Durmindin (H,15) {29/40} Status: Beast Form; Used: 6/11 Surges, 1/1 AP, Bear's Strength, Savage Frenzy, Flowing Swarm, AP
5 Vitya (E,13) {15/45} Status: Bloodied, +2 damage, +2 strength abil, +2 Athletics, +40# carryUsed: 2/13 Surges, 1/1 AP, Sweeping Blow
5 Euthyphro (G,14) {25+4/33} Status: ; Used: 2/7 Surges, 0/1 AP, Assassin's Strike, Strike from Shadows
5 Path (I,11) {31/34} Status: ; Used: 1/8 Surges, 0/1 AP, 2/2 Healing Spirit, Spring Renewal Strike
5 Alain (F,12) {8/40} Status: +2 Damage, Regen 2, Bloodied; Used: 2/7 Surges, 1/1 AP, AP, Longtooth Shifting


Other Stuff:
Spirit Companion (E,13,1): Adjacent allies get +4 to damage rolls vs Bloodied.  SC can flank with allies until end of next turn.
Swarming Locusts (E-G,14-16): Enemies in zone grant CA.


Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• Ad Hominem — Attacking the person's circumstances, not addressing the argument.
Ad Hominem Abusive (Personal Attack) — Insulting the person, not addressing the argument.
• Ad Hominem Tu Quoque — Saying the person's inconsistent, not addressing the argument.
Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition — Using emotion instead of Fact.
Bandwagon — Use of peer pressure.
• Begging the Question — Assuming premises which haven't necessarily been agreed to.
Biased Sample — Using a sampling which may not properly represent the whole.
• Burden of Proof — Shifting it to the wrong side.
• Circumstantial Ad Hominem — Attacking the person's interests in supporting their argument.
• Composition — Assuming that the whole has the same qualities as individual parts.
• Confusing Cause & Effect — Assuming that one thing causes another because they appear in conjunction.
• Division — Assuming that the individual parts have the same qualities as the whole.
• False Dilemma — Assuming that only two options exist.
• Gambler's Fallacy — Assuming the odds have changed because of past occurances
• Genetic — Assuming a perceived defect in the origin of a claim is proof of a defect in the claim.
• Guilt by Association — Attacking others who agree with the claim.
• Hasty Generalization — Assuming a quality based on too small a sample size.
• Ignoring the Common Cause — Assuming there is no outside cause of two connected things.
• Middle Ground — Assuming the midpoint of two extremes must be correct.
• Misleading Vividness — Assuming a colorful anecdote outweighs statistical evidence.
• Poisoning the Well — Using unprovable claims about the person instead of addressing the argument.
• Post Hoc — Assuming that something caused something else simply because it happened first.
• Questionable Cause — Assuming that one thing causes another.
• Red Herring — Using irrelevant evidence to divert a discussion.
• Relativist Fallacy — Asserting that a claim may be true for some but not for the speaker.
• Slippery Slope — Assuming the inevitability of one event based on another.
• Special Pleading — Claiming exemption without justification.
• Spotlight — Assuming individuals that get the most attention to be indicative of the whole.
• Straw Man — Misrepresenting the opposing argument.
• Two Wrongs Make a Right — Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.

Response to those who like to compare 4e to a Video Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play.  As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.

In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills.  You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end.  Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear.  Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.

Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created.  Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting.  Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point.  But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.

In WoW, you choose a class and you're done.  No multiclassing or hybridization, no way to mimic one class with careful building of a different one.  There is a firm dividing line on what is a WoW class.  No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it.  You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do.  It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.

Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them.  Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is.  Any Assassination Rogue will always have the same powers as another, etc.  All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point.  Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection.  Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.



Most honest/open response on why DDN needs to be Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game.   I've never felt though that making a game that was inclusive within a group was very useful or even desirable.   DM's and players can decide amongst themselves what options or restrictions they want for their games.  I tend to lean to the DM to make most of those decisions but again that is a group specific thing.

Having said that.  I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires.  It's almost like they are an oppressed minority from a gaming perspective.   I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.

Do a lot of you feel this way?

Just for clarification...here are some examples...
1.  Alignment restrictions as an option.
2.  Alignment Mechanics
3.  Martial healing
4.  Races being included or not.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.

I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.

The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.

I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.

In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

Quick Reply
Cancel
1 year ago  ::  Mar 24, 2012 - 2:39PM #465
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,739

Helsa grips the kopesh and makes to swing at the dragonborn in front of her.  At the last second she pulls her blow, seeing that Vitya is in the path of the arc of her swing.  She blows a wisp of hair off of her forehead before bellowing at the dwarf.  "Quit crowding me, would ya?"



mechanics Show


Standard:  MBA on F-14 for 10 +2 for CA is 12 but it really doesn't matter.  :P




Stat  block Show

 


Helsa Eumenides


Female Unaligned Shadar-kai Wizard (Bladesinger) Lv. 3


Vitals: Medium, 5'7" tall, 120 lbs


Senses: 11 Insight, 11 Perception, Low-light Vision


Encounter Powers
[X] Action Point
[_] Second Wind
[_] Takedown Strike
[_] Bladesong


[_] Shadow Jaunt


[_] Daunting Presence


[_] Moonstride


Daily Powers
[_] Skewering Spikes


[_] Twilight Falls



HP:
HS:
AC:

Fort:
Ref:
Will:


Core
33
7
21
13
17
14


RndX
21
2



Temp:
0 hp
Surge: 8 hp
Init: +4
Speed: 6


Resist: none
Saves: +2 against unconscious condition
MBA: +9 vs AC,1d8+8 damage



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1 year ago  ::  Mar 28, 2012 - 8:23PM #466
swmabie
Date Joined: Dec 8, 2009
Posts: 8,236
Next Up: Durmindin, Vitya, Euthyphro, Path, Alain

The spearfighter returns Helsa's attack with one of his own, but it's just as successful (or, rather, not) as hers was, the bladesinger nimbly dodging his spear as he dances around her.

Mechanics Show

Helsa: Missed.

Dragonborn Spearfighter 2:
Standard: Tratnyr @ Helsa — 11 vs AC (forgot -2 for mark) misses.
Move: Shift to (G,13)


Map Show



Map Notes:
Illumination: Wall torches provide bright light throughout.
Ceiling: 10' high
Stairs: Difficult Terrain
Floor: The floor has a downward slope from right to left.  It is not significant enough to cause any issues that you are aware of.
Crevasse: 2' wide, can be easily stepped over.
Skeletons: Sculptures, not real skeletons.  There's a skull on a small pillar in (D,13) which has been rotated somehow.
Double Doors: There are two large granite doors at the upper end of the room (Strength, DC 12, to open). 
Sludge: Quickly oozing out of the holes in the walls; this is part of the trap.  Difficult terrain.


Status Show

15 Trap
14 Dragonborn Spearfighter 1 (I,10) {x-16} Status: Marked(A,eont); Used: Dragon Breath
14 Helsa (I,13) {21/33} Status: ; Used: 2/7 Surges, 1/1 AP
5 Dragonborn Spearfighter 2 (G,13) {x-39} Status: Marked(A,eont), Bloodied; Used: Dragon Breath
5 Durmindin (H,15) {29/40} Status: Beast Form; Used: 6/11 Surges, 1/1 AP, Bear's Strength, Savage Frenzy, Flowing Swarm, AP
5 Vitya (E,13) {15/45} Status: Bloodied, +2 damage, +2 strength abil, +2 Athletics, +40# carryUsed: 2/13 Surges, 1/1 AP, Sweeping Blow
5 Euthyphro (G,14) {25+4/33} Status: ; Used: 2/7 Surges, 0/1 AP, Assassin's Strike, Strike from Shadows
5 Path (I,11) {31/34} Status: ; Used: 1/8 Surges, 0/1 AP, 2/2 Healing Spirit, Spring Renewal Strike
5 Alain (F,12) {8/40} Status: +2 Damage, Regen 2, Bloodied; Used: 2/7 Surges, 1/1 AP, AP, Longtooth Shifting


Other Stuff:
Spirit Companion (E,13,1): Adjacent allies get +4 to damage rolls vs Bloodied.  SC can flank with allies until end of next turn.
Swarming Locusts (E-G,14-16): Enemies in zone grant CA.
Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• Ad Hominem — Attacking the person's circumstances, not addressing the argument.
Ad Hominem Abusive (Personal Attack) — Insulting the person, not addressing the argument.
• Ad Hominem Tu Quoque — Saying the person's inconsistent, not addressing the argument.
Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition — Using emotion instead of Fact.
Bandwagon — Use of peer pressure.
• Begging the Question — Assuming premises which haven't necessarily been agreed to.
Biased Sample — Using a sampling which may not properly represent the whole.
• Burden of Proof — Shifting it to the wrong side.
• Circumstantial Ad Hominem — Attacking the person's interests in supporting their argument.
• Composition — Assuming that the whole has the same qualities as individual parts.
• Confusing Cause & Effect — Assuming that one thing causes another because they appear in conjunction.
• Division — Assuming that the individual parts have the same qualities as the whole.
• False Dilemma — Assuming that only two options exist.
• Gambler's Fallacy — Assuming the odds have changed because of past occurances
• Genetic — Assuming a perceived defect in the origin of a claim is proof of a defect in the claim.
• Guilt by Association — Attacking others who agree with the claim.
• Hasty Generalization — Assuming a quality based on too small a sample size.
• Ignoring the Common Cause — Assuming there is no outside cause of two connected things.
• Middle Ground — Assuming the midpoint of two extremes must be correct.
• Misleading Vividness — Assuming a colorful anecdote outweighs statistical evidence.
• Poisoning the Well — Using unprovable claims about the person instead of addressing the argument.
• Post Hoc — Assuming that something caused something else simply because it happened first.
• Questionable Cause — Assuming that one thing causes another.
• Red Herring — Using irrelevant evidence to divert a discussion.
• Relativist Fallacy — Asserting that a claim may be true for some but not for the speaker.
• Slippery Slope — Assuming the inevitability of one event based on another.
• Special Pleading — Claiming exemption without justification.
• Spotlight — Assuming individuals that get the most attention to be indicative of the whole.
• Straw Man — Misrepresenting the opposing argument.
• Two Wrongs Make a Right — Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.

Response to those who like to compare 4e to a Video Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play.  As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.

In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills.  You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end.  Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear.  Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.

Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created.  Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting.  Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point.  But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.

In WoW, you choose a class and you're done.  No multiclassing or hybridization, no way to mimic one class with careful building of a different one.  There is a firm dividing line on what is a WoW class.  No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it.  You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do.  It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.

Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them.  Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is.  Any Assassination Rogue will always have the same powers as another, etc.  All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point.  Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection.  Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.



Most honest/open response on why DDN needs to be Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game.   I've never felt though that making a game that was inclusive within a group was very useful or even desirable.   DM's and players can decide amongst themselves what options or restrictions they want for their games.  I tend to lean to the DM to make most of those decisions but again that is a group specific thing.

Having said that.  I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires.  It's almost like they are an oppressed minority from a gaming perspective.   I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.

Do a lot of you feel this way?

Just for clarification...here are some examples...
1.  Alignment restrictions as an option.
2.  Alignment Mechanics
3.  Martial healing
4.  Races being included or not.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.

I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.

The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.

I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.

In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

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1 year ago  ::  Mar 29, 2012 - 11:18AM #467
Brys
Date Joined: Jan 10, 2008
Posts: 4,539
Vitya spits on his hands, regripping his axe.  The dwarf batters his shield against the spear, throwing it out of position before cutting horizontally with his axe.  The spear dips slides with the blow from the shield and the dragonborn uses the butt to catch the axe haft before the blade gets anywhere near him.
Mechanics Show

Minor: Second Wind: Spend surge, regain 11+3 (armor) hit points; +2 to defenses
Move: Shift to F,12
Standard: Shield Feint vs Spearfighter 2 (w/CA): 13 vs AC (miss)
3(1d10) = 3; 2(1d20) +9 +2 = 13; 2(1d12) +7 +2 = 11
Effect: Spearfighter 2 is marked by Vitya.

Combat Statblock Show

AC: 22 Fort: 17 Reflex: 13 Will: 12  + 2 to all until start of next turn (Second Wind)
HP: 29/45
Bloodied Value: 22
Healing Surges Left: 10/13
Surge Value: 11
Initiative Modifier: +1
Status:
Other Relevant Information:
Action Points: 0.5 (0 used this encounter)

Melee Basic Attack Show
+9 vs AC
Hit: 1d12+7 damage
Challenge-Seeking Battleaxe +1: +1d6 to damage rolls against enemies at maximum hit points.

Ranged Basic Attack Show
+9 vs AC (Dwarven Thrower Waraxe)
Range: 6/12
Hit: 1d12+7 damage

Crushing Surge Show
+9 vs AC
Hit: 1d12+7 damage and you gain 4 temporary hit points

Shield Feint Show
+9 vs AC
Hit: 1d12+7 damage and you gain a +3 power bonus to your next attack roll against the target before the end of your next turn.

[X]Second Wind (Minor Action) Show
Spend a healing surge.  Regain 11 HPs and gain a +2 bonus to all defenses until the start of your next turn.

[ ]Full Extension (Minor Action) Show
The reach of the next melee weapon attack you make before the end of your next turn increases by 1.

[X]Distracting Spate Show
+9 vs AC
Hit: 2d12+7 damage, and the target grants combat advantage to you until the end of your next turn.
Effect: The target is marked.

[ ]Surprise Strike Show

No Action
Trigger: You hit an enemy granting combat advantage to you with a basic or an at-will attack power.
Effect: The enemy is dazed until the end of your next turn.

[X]Sweeping Blow Show
+11 vs AC
Close Burst 1
Hit: 1d12+7 damage.
Effect: The enemy is marked until the end of your next turn.

[ ]Comback Strike Show
+9 vs AC (Reliable)
Hit: 2d12+7 damage and you can spend a healing surge


[ ]Dwarven Thrower Waraxe Show

Free Action
Trigger:  You hit a Large or larger creature with an attack using this weapon.
Effect:  You deal 2 additional damage.

Other Relevant Information Show

Combat Challenge Show
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.

+5 bonus to savings throws against poison
Second Wind is a minor action
Move 1 less square on forced movement
Can make a savings throw to avoid being knocked prone
Low-light vision
Gain additional 1d10 when you spend your second wind while bloodied (Battleforged Armor)


Triggered Actions Show

Combat Challenge: Immediate Interrupt; Make an MBA against a marked enemy that shifts or makes an attack that does not include Vitya as a target.

The first time Vitya hits a creature granting combat advantage to him with a basic or an at-will attack, he will use Surprise Strike to also daze the creature until the end of his next turn.
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1 year ago  ::  Mar 29, 2012 - 11:42AM #468
Orbin
Date Joined: Feb 9, 2007
Posts: 3,281
The swarm that is Durmindin steps up to the wounded dragonborn and parts of it swarm overtop of it causing it great distraction.
 
Mechanics Show
Move Action: Move to G,14

Standard Action:
Swarming Locusts (G-I, 11-13, 0-2)
  Attack: Swarming Locusts vs Dragonborn Spearfighter 2 (Ref Attack) (1d20+7=14) ???
  Damage: Swarming Locusts Damage (1d8+5=10)
  Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.


Combat Stat Block Show
AC: 15 Fort: 15 Reflex: 14 Will: 18
HP: 29/40
Bloodied Value: 17
Healing Surges Used: 5/11
Surge Value: 8
Initiative Modifier: +2
Status:
Other Relevant Information:
* Current Aspect: Aspect of the Hunter
* Current form: Creepy crawly creatures (swarm)
* While in beast form, reduce the damage I take from melee and ranged attacks by 4 (con)
Action Points Used: 1/1
[] Second Wind
[X]
Pursuit of the Hunter
[]
Scattered Form
[] Surefooted Stride
[x]
Flowing Swarm 
[X] Bear's Endurance
[X] Savage Frenzy
Item Powers:

[] Panther Slippers
[] Death Fang Totem

[] Healing Potion
 
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1 year ago  ::  Mar 30, 2012 - 9:58AM #469
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
Once again, Euthyphro moves in an out quickly. This time he puts a bit more strength behind his blow, but at the cost of accuracy. He is obviously quite frustated at the group's inability to take down these two opponents quickly. "I guess we are going to be doing this for a while... "

Mechanics Show

Start of turn: -
Minor: -
Standard: Quick Lunge on DS2 (+2 CA). Shift to F14 before the attack 
Quick Lunge (1d20+10+2=15, 1d8+1+1d8=16)
Move: Shift back to G15
End of turn: -

GWAAAAAA!!!!! I rollz 16 on Damage but only after I rollz a Nat 3 on Hit. GRUMBLE!!!!GRUMBLE!!!!GRUMBLE!!!!

Combat Stat Block Show
Euthyphro Eumenides
Male, Shadar Kai, Gloomwrought Emissary, Executioner Assassin 3rd Lvl
Vitals: Medium, 5'7.5" tall, 150 lbs Senses: 12 Insight, 17 Perception, Low-Light Vision
Encounter Powers
[_] Second Wind
[X] Assassin's Strike
[X] Strike from the Shadows
[_] Shadow Jaunt

Daily Powers
[_] Action Point

Items
[_] Elusive Leather Armor
[_] Lucky Charm

Poisons 1/day (!=selected)
[_] Id Moss Powder
[_] Nitharit Poison !


HP:
HS:
AC:

Fort:
Ref:
Will:
Core
33
7
19
16
17
15
RndX
25
5

Temp
: 4
Surge: 8 hp
Init: +0
Speed: 6
MBA: +10 vs. AC, 1d8+5 (rapier
+10 vs. AC, 1d4+5 (dagger)
Resist: none

Saves: +2 vs. Unconsciousness, +2 death saving throws,
+2 to escape checks (armor)
Combat Round X Notes

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1 year ago  ::  Apr 02, 2012 - 12:01PM #470
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,589
Not feeling at his best, Alain simply fires a quick flurry of thrusts at the nearest opponent

Mechanics Show
Standard Action - Rain of Blows on G:13
1st Attack - 1d20+8+2=20
Hit - 1d10+1=6
2nd Attack - 1d20+8+2=19
Hit - 1d10+1=5
3rd Attack - 1d20+8+2=16
Hit - 1d10+1=6
Effect - I'm choosing not to mark the target.


Current Stats Show
AC: 19 Fort: 16 Reflex: 17 Will: 14
HP: 10/40
Bloodied Value: 20
Healing Surges: 10/10
Surge Value: 10
Status:
Speed: 6
Initiative: +4
Other Relevant Information:
Action Points: 1

[]Second Wind
[X]Hack and Hew
[X]Rain of Blows
[]Centered Flurry of Blows
[X]Longtooth Shifting

[]Villain's Menace
[]Weapon of Myrdoon's Shard (Daily)
Other Relevant Combat Information Show
Combat Challenge - Mark foes you attack. They get a -2 penalty to attaqcks against targets other than you. Make a melee basic attack against the target if it shifts or makes an attack not including you.

Combat Superiority - Gain a bonus to opportunity attack rols equal to your wisdom modifier (+3). If you hit an opponent with an opportunity attack, the movement ends.

Fighter Talent (Arena Training) - Gain proficiency with the Greatbow and Greatspear. Gain a +1 bonus to AC when in light armor. Gain proficiency and increased damage with improvised weapons.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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