A crack of thunder echoing in the distance. A wave of nasuea and dizziness leaving you reeling. A brilliant flare light blinding you followed by perception vanishing into absolute silence and darkness as you are consumed by oblivion.
Then, as suddenly as it all went, it returns and you find youorself blinking to clear your vision. All around you near nude figures dance around flames, ominous chanting echoing through the carvern through air that reeks of magic.
Nearby, a top a stone slab, a robed figure points. "Again we have failed. Destroy them!"
As suddenly as everything else, the dancers jerk to a stop and start rushing towards you as if you overwhelm you in a single mad rush. Worse, just a short distance away, a handful more people lift bows and begin to take aim on you.
OOC - Roll some initiative and we'll get this show on the road!
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Anyanka blinks, confused for a moment by the sudden change of location. On hand goes for her bow, the other an arrow, as she tries to orient herself among her new surroundings, to determine friend or foe.
AC: 17 | Fort: 14 | Ref: 16 | Will: 18 (+1 to all when Oath of Enmity target is Bloodied) HP: 29/29 | THP: 0 | Surges: 7/7 | Surge Value: 7 Init: +3 | Speed: 6 | PPer: 21 | PIns: 21 Action Points Remaining: 1
MBA (Rapier): +4 vs AC, 1d8 RBA (Avenging Shackles): +6 vs Will, 1d8+7; if Oath target, also Slowed (eont). RBA (Biting Swarm): +9 vs AC, 1d10+8, & target and each adjacent enemy take -2 to attacks (sont). RBA (Grappling Spirits): +9 vs AC, 1d10+8, & target is slowed & can't shift (eont). RBA (Mischief Spirits): +9 vs AC, 1d10+1d6+8; if target moves on its next turn, it falls prone at end of turn.
• 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 GameShow
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 InclusiveShow
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.
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.
Elkantar's eyes slowly open, still burning from the bright flash of light. As he hears the ominous chanting, he immediately thinks he's been found by the priestesses from Menzoberranzan that almost killed him before he left the Underdark and draws his Falchion, ready for the incoming attack. Initiative RollShow
Ruhk's eyes, eyes that had been born of the Shadowfell, danced with spots as the flash of light cleared. The Bladesinger drew his rapier as he attempted to rub the spots clear for a moment. He was uncertain of where he was or more importantly what had happened to Koba. The blink dog wasn't a pet so much as a companion. His eyes cleared slowly as he tried to determine friend from foe.
Melee Basic Attack: +9 vs AC 1d8+7 Ranged Basic Attack: +5 vs AC 1d4+4 Magic Missle: Range 20 Damage 7 -Bladespell Powers Dazzling Sunray Frost Bite Unseen Hand
Scarblade Bastard Sword 1d20+18 vs AC. 1d10+8 Damage Hungry Spear Greatspear+3 1d20+19 vs AC. 1d10+9 +2d8 to damage in Bersker Fury.
Ranged Basic Attack: Hungry Spear Greatspear+3 1d20+19 vs AC Damage: 1d10+9
Jarring Smash: MBA + target grants CA until end of my next turn.
Run Down: MBA + target is slowed until end of my next turn.
Defender Aura: Aura 1. Enemery takes -2 to attacks rolls that do not include me or ally with this aura active. Marked enemies not subject
Vengeful Guardian: OA. Enemy subject of defender aura either **** or makes attack that targets an ally without targeting me or ally with active defender aura. MBA+2d8 extra damage.
Badge of The Berserker- The movement of charge attacks does not provoke OA
[] Stone Panoply [X] Savage Cut Used [] Brutal Slam [] Second Wind [X] Nomad's Rush Used [] Earthforger's Passage [X] Furious Assault Used [] A Thousand Ways to Die [] Curtain of Steel [] Hungry Spear Encounter Power
Encounter: Roots of Stone [] Rough Strike [] Mountain Hammer [] Form of Winter’s Herald attack [] Goring Charge[x] Mark of Thunder [] Elven Battle Hide Armor [] Boots of Free Movement []
Daily: Form of Winter’s Herald [] Boiling Cloud: [x] Boiling Cloud Attack: [] Endure Pain [] Treacherous Ice []
Once the effects of the sudden teleportation wear off, Elric looks around to get his bearings. Noticing the naked people charging, he sighs, having gone from one fight to another and whispers a single word before pulling a short sword from under his cloak. Hoping the people nearest aren't foes, since they are wearing something. He brandishes his weapon towards the charging mob. OOC: Did this on my phone at work on break. Hope it worked! InitiativeShow
AC: 18 Fort: 14 Reflex: 19 Will: 16 HP: 30/30 Bloodied Value: 15 Healing Surges: 7/7 Surge Value: 7 Initiative Modifier: +5 Status: Other Relevant Information: Artful Dodger: Add Cha mod to AC against opportunity attacks.
Action Points: 1
[]Second Wind (Encounters) []Fox's Gambit []Agile Footwork []Pommel Smash(Dailies) []Majestic Word []Treasure Sense []Skald's Leather Armor (Item Properties) [][][]Potion of Cure Light Wounds (Consumables) [][]Potion of Healing Other Combat Relevant Information
Nimble Blade: +1 to attacks with light blade and combat advantage. Skilled Feint: +2 to Bluff feint checks; gain extra sneak attack die after successful feint. First Strike: At encounter start, gain combat advantage against foes that haven't acted yet. Sneak Attack: +2d6
Lilith grows angry at the summons. At first, she thought it was her father, but when she smelled no sulfur, no brimstone, no fire, and no forges, the half-fiend realized she was wrong. She looks to see rushing cultists, speaking in a tongue she has not heard since she was a child. Dropping her forge hammer, the half-fiend cracks her knuckles, not wanted to draw her sword yet. She accepts a battle stance, her forked tongue flickering curses at the on-coming attackers in the Supernal tongue.
Basic Attacks: (All Melees can be Fire Damage from Ki Focus) Unarmed: +8 vs. AC; 1d6 + 5 damage. Scimitar: +8 vs. AC: 1d8 + 5 damage (1d8 + 13 damage). Dagger (M/R): Ranged 5/10; +9/+6 vs. AC; 1d4 + 5/1d4 + 2 damage.
Powers Used: [] Skald’s Aura (HS Used: {} {}) [] Infernal Wrath [] Lesser Ringing Weapon [] Moment of Escape [] Words of Friendship [] Daily Power [] Bottled Twilight
Ammunition: 10/10 Daggers
"It's dangerous to go alone, Jerk-wads!" (Borderlands 2)
“All right, I've been thinking. When life gives you lemons, don't make lemonade! Make life take the lemons back! Get mad! I don't want your damn lemons! What am I supposed to do with these? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!” (Portal 2)
Liana sniffs the air first, smelling cave and fire. It alarms her and brings her back to her senses that much quicker. She thought that thrice cursed desert she just walked through was a menace. Damn mages never can get anything right. How do the humans say? Out of the pan and into the fire.
She squints her eyes open to see an onrush of naked figures. At least I'll get something else to eat than dried meat now.
Shana surprised by her new whereabouts and the unfolding events leading to it, respond to what she was witnessing unfolding around her. The strong woman quickly started adjusting her feet to a battle stance while slipping her shield onto her arm. IntiativeShow
Status: Other Relevant Information: Targets under Shana's Divine Challenge conditions are also subjected to her Nature's Wrath conditions and triggers also. Action Points: 1
(At-Will - Stances) [i]Versatile Armor Item (i = Inactive) Enfeebling Strike Strength Of Stone [2]Handaxes (# = Amount Remaining)
(Encounters) []Second Wind []Spirit of Athas []Bastion Of Mental Clarity []Thunder Ram Assault []Divine Counter (Dailies) [][x]Action Point []Form Of Mountain's Thunder → [] Mountain's Thunder Attack Power []Preservation Shield Item Power
Basic Weapons Attack: Bastard: +9 vsAC; 1d10+5 damage Widow's Knife: +8 vsAC; 1d4+4 (Ranged - 5/10, +4 vsAC; 1d4 damage) Gauntlet: +8 vsAC; 1d6+5 Handaxe (x2): +7 vsAC; 1d6+4 (Ranged - 5/10, +7 vsAC; 1d6+4 damage) Challenge-Seeking Weapons: When dealing damage to a target that is at maximum hit points this weapon deals an additional 1d6 damage. Versatile Armor: As a Minor Action Shana can take a -1 AC penalty to ignore penalties to speed and checks caused by armor. This item power persists until Shana use a minor action to return the armor to normal. Warden Grasp's w/Dancing Leaves: When using warden’s grasp at-will power is triggered, Shana can teleport up to 2 squares to a square closer to the target instead of sliding the target 1 square.
@MTG Forums. Contestant: A Contest Like No Other hosted by Fakeartist. An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.
@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
Notes Due to magical disorientation, each character is under a random effect, explained below if necessary. These are (save ends) effects. Vicious - +5 bonus to damage rolls Unlucky - Cannot score a critical hit Reslient - Character has Resist 5 All Vulnerable - Increase damage die rolled against this character by 1 size Weak - Reduce damage rolls by this character by one size.
Even as you prepare to defend yourselves, an arrow skips off the stones at Shana's feet before the dancers swarm your location. Luckily, their rusty knives and bare hands are unable to inflict much harm even
1 - Cultists Move Action - Move in Attacks Shana - Hit - 7 Shana - Miss Shana - Hit - 7 Elric - Miss Elric - Miss Lilith - Miss Liana - Miss Liana - Miss Ruhk - Hit - 7 Ruhk - Miss Anyanka - Hit - 8 Anyanka - Miss