|
11 months ago ::
Jul 18, 2012 - 7:59AM
#11
|
|
|
Hey Lin did you realize we have the same theme, lol I had to laugh when I read your mechanics and realized you did what I was planning on doing, just with a range of melee instead.
|
|
|
|
11 months ago ::
Jul 18, 2012 - 8:16AM
#12
|
Date Joined:
Sep 17, 2010
|
Yeah I had noticed that when you submitted your character  Pretty funny, because I think it's the first time I've ever seen it used, and for two characters at once! I fluffed it as just another 'natural' power though, instead of an actual curse  Pretty much because Margrave entire 'life' is a curse.. haha
|
|
|
|
11 months ago ::
Jul 18, 2012 - 9:03AM
#13
|
|
|
Good call, it makes more sense that way with Margrave.
|
|
|
|
11 months ago ::
Jul 18, 2012 - 12:31PM
#14
|
|
|
I am sorry my post in the IC thread is so lame, but it was all I could figure out how to do so far!
|
|
|
|
11 months ago ::
Jul 18, 2012 - 1:25PM
#15
|
Date Joined:
Jan 28, 2012
|
Hello.
You said you were new to Dungeons and Dragons in general, correct?
The description of the actions isn't bad, but there are some things with turns and the rules of the game that need doing. Sorry if this sounds like I am talking down, but I am just unsure of how familiar you are with the rules now so I’ll work from the basics.
Every round in combat, there is an order of things that can be done. There are standard actions, move actions, and minor actions.
Standard actions are the main actions in combat. Attacks tend to be standard actions, as is using a second wind. You generally only get one standard action with every turn you have.
Move actions involve movement from one area to another. Examples would be walking, running, or shifting. Like standard actions, you get 1 every turn.
Minor actions are smaller actions. They tend to facilitate other actions. Drawing a weapon would be a minor action, for example. As a bard, you have some special minor actions you can use in combat, Healing Word. You get one minor action every turn as well.
Putting it together, lets look at what you did for your turn might look like in this structure. Your character wanted to prepare the party for the incoming wolves, so you decided to bolster their spirits (with the Inspiring Refrain). However, it is a melee attack and you are using a longsword. This means that you will need to get next to an enemy to use it. Due to your armor and the mud, the only wolf you can get to is the one immediately south of you (Ravenous Wolf #3), so you move up to it (A Move Action). Moving up to the wolf takes 4 of your 5 squares of movement, where that other square of movement is just unused. Then, you set to inspiring your allies, which is accomplished here with an attack with your longsword (A Standard Action). To determine what the attack does, we look at the power entry. It says it is a Charisma-based weapon attack versus AC. Your Charisma modifier is +4, and since it is a weapon power, you also add the proficiency bonus of your longsword, which is a +3. You have no other bonuses, so this means that you would roll a 20 sided die (a d20) on an online roller, and add a 7 to the result. Since the attack is versus AC, I would then compare your result versus the wolf’s AC to determine whether you hit or not. If your attack hits, you also deal damage to the creature, looking again to the power. It says it deals 2W+Charisma modifier damage on a hit. Since you are using a longsword, the 2W means you deal 2d8 damage, and your charisma modifier again is +4. Total result: 2d8+4. With your other powers, the damage says it is 1W+Charisma modifier. For these, it would instead be 1d8+4. This means you roll 1d20+7 to determine if you hit, and deal 2d8+4 damage as well as give the bonus to your allies if you do hit. For these purposes, you can just always roll the damage, assuming you do hit, and I'll just apply it as needed. That is a short primer on using powers and a round of combat. If you have any questions about this or anything else, don't hesitate to ask. Lots of people here would be willing to help answer your questions, probably better than I.
|
|
|
|
11 months ago ::
Jul 18, 2012 - 2:00PM
#16
|
Date Joined:
Sep 17, 2010
|
I don't think I could have done it better than that on such short notice  Shakh, it's probably best if you find some way to get the Player's Handbook on your hand asap (make sure it's 4th edition!) and start familiarising yourself with the basic rules. Just read a bit every day and you'll catch on fast  We can explain a lot via posts, but the book will often explain stuff much quicker and better. Meanwhile, of course, we'll help out wherever we can!
|
|
|
|
11 months ago ::
Jul 18, 2012 - 2:04PM
#17
|
|
|
Thanks! I edited my post accordingly.
|
|
|
|
11 months ago ::
Jul 19, 2012 - 7:12PM
#18
|
|
|
By the way, should I take another turn in combat like Ronin, or wait for Loric and yourself, DM?
|
|
|
|
11 months ago ::
Jul 19, 2012 - 7:23PM
#19
|
Date Joined:
Jan 28, 2012
|
Ronin did not take another turn, where what he did was instead something special called an immediate action.
Immediate actions are like the minor/move/standard outlined before, except they occur on any turn except your own, and all immediate actions are special powers that are explictly called out as being immediate. They also are unique in that they cannot be used whenever: they have special conditions that must be met before they can be used. Ronin got his because he had a special ability to make an attack if an enemy shifts when next to him.
Defenders tend to have the most powers they use as immediate actions, like Ronin's Battle Awareness, Eelen's Combat Challenge, and stuff like that.
Most other classes tend not to get them, or they tend to be things like defensive abilities to temporarially raise defenses against an attack, or something like that.
|
|
|
|
11 months ago ::
Jul 19, 2012 - 8:53PM
#20
|
|
|
Thanks for the explanation!
|
|
|