Okay...1st round of combat has officially begun. Since I was not as clear as I could've been before those characters who have already attacked did so, I will let those attacks stand. I will also keep the initiative rolls that have already been rolled.
The volley of arrows tries to find purchase in the priest's flesh, but Isan is already prepared. By the time the arrows have begun to descend from their arc, Isan has already stationed himself in a spot where he could avoid the worst. Spotting the archers along the shore, Isan calls to mind one of the most basic spells bestowed upon him by Tempus. With a roar, he unleashes the might of the Foehammer. A silvery-blue spear of divine light materializes in the air and immediately strikes one of the archers.
~ Radiant Lance (Evocation) = Attack Roll: 1d20+6  Damage Roll: 1d8+4 radiant damage  Range: 50 feet ~ Light (Evocation) = Isan touches an object, which then produces bright light in a 20-ft-radius sphere for 1 hour. The light can be any color of Isan's choice. ~ Death's Door (Abjuration) = Isan touches a dying creature, and it is automatically stabilizes.
~ Crusader's Strike (Evocation) = Make a melee weapon attack against a creature within range. On a hit, the attack deals an extra 2d6 holy damage. On a miss, the target takes 1d6 holy damage. ~ Turn Undead (Necromancy) = Each undead creature (w/ HP maximum below 25) within 20 feet of Isan that can see/hear him makes a Wisdom saving throw. On a failed save, that creature cannot attack, cast spells, or willingly move closer to Isan until it is attacked or until the end of Isan's next turn. This effect can be extended through the expenditure of an action, so long as at least one creature is affected. If Isan moves within 5 feet of the creature, it must move at least 5 feet away on its turn if possible. ~ Cure Light Wounds (Conjuration) = A living creature Isan touches regains 1d8+4 Hit Points. ~ Bless (Enchantment) = Any number of creatures in a 20-ft radius with 50 feet of Isan gain a +1 bonus to attack rolls for one minute.
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it."
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!
We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and....
One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
Just a quick note on the MMORPG as an insult comparison...
MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development.
TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment.
You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
Attack: Rapid Shot Attack Roll:1d20+7=14, 1d20+7=27 Damage Roll: Attack 1 = 2 Damage (1d8=5); Attack 2(crit) = 4 Damage Deadly Strike:1d6=2 on first attack if it hits, if not 6 damage to the second attack Total damage: (if first attack hits) 4 damage to first target, 4 damage to second target (if first attack misses) 0 damage to first target, 10 damage to second target
Senses: Normal Vision Languages: Common Initiative: +4 Speed: 30' Armor Class: 15 HP: 12/12 Hit Dice: 1d10
Weapon: Longbow Attack: +7; Damage: 1d8+4 Piercing Weapon: Short Sword Attack: +4; Damage: 1d6+5 Slashing Rapid Shot As an action, you can make two ranged attacks with a weapon with which you have proficiency. The damage of each of these attacks is halved.
You gain a single expertise die, a d6. You can spend an expertise die to use a combat maneuver that you have mastered. A maneuver involves either rolling the die or simply expending it. You must be able to take actions to spend an expertise die. At the start of each of your turns, you regain all of your spent expertise dice. Combat ManeuversShow
When you hit a creature with a weapon attack, you can spend expertise dice to add to the attack’s damage against that creature. Roll any expertise die you spend in this way, and add its result to the damage. If the attack is a critical hit, maximize the expertise die.
When you are damaged by an attack while you are wielding a weapon or a shield, you can spend expertise dice to reduce the damage. Roll any expertise die you spend in this way, and subtract its result from the damage against you. If the damage drops to 0 or lower, you are still subject to any other effects of the attack.
When you make a ranged attack against a creature that has half cover or three-quarters cover, you can spend a single expertise die. Roll the die, and add its result as a bonus to your attack roll. If the target has half cover, the maximum bonus from this die is +2. If the target has three-quarters cover, the maximum bonus from the die is +5.
Syga's first shot hits squarely, but at first seems to do little to the archer on shore. A moment later, however, he drops forward, his face landing in the water's edge. The second shot's effects are immediately known, as the archer it hit is thrown backwards two feet and lands flat of his back. Initiative Order:
Good enough, he thinks. He heard the sounds of the first volley above, along with one of the priests yelling something unpleasant. There's more to do, so he heads above.
Years spent as being one both on the giving and recieving end of ambushes, Peren sizes up the situation pretty quickly. Looks to be an archer on the far end of the shore yet, as well as some in the water, so he takes aim and fires a rapid volley at both.
Sneak Attack Once per round, I can Sneak Attack a creature that I hit with an attack. I either need advantage against or have 2 friendly creatures within reach of the target. This extra damage is 2d6. Thug Tactics I can sneak attack creatures within the reach of 2 or more creatures friendly to me. Skill Mastery I can use my skill modifier or +3 for skill checks. Additionally, I can either use the die roll or 10 on skill checks.