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Switch to Forum Live View [D&D 4e] The Unhallowed Gate IC
8 months ago  ::  Oct 07, 2012 - 11:05AM #11
FallenIrishPhoenix
Date Joined: Nov 25, 2010
Posts: 150
Magic crackles along Ruhk's blade as he strikes at the cultist before him.

Melee Basic Attack vs Cultist @ P08
Attack Roll Spoiler: Show

1d20+9=26
Damage if hit: 1d8+7=9
Effect if hit: Dazzling Sunray- +4 radiant damage and target takes -2 penalty to attack rolls until the end of my next turn



Combat stat block Spoiler: Show

AC: 20 Fort: 14 Ref: 15 Will: 13
HP: 22/28
Bloodied:14
Healing Surges: 7/7
Surge Value: 7
Initiative Modifier: +9
Status:
Other Relevant Information:
Action Points: 1

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

(Encounters)
[] Bladesong

[] Chameleon's Mask
[] Shadow Jaunt
[] Moonstride
[] Shield

(Daily)
[] Burning Hands

[] Grasping Shadows
[] Quick Rapier Daily Power

(Consumables)
[][][] Poition of Cure Light Wounds


Those who will not fall Spoiler: Show

Markhu Spoiler: Show

Name: Markhu
Initiative: 12             Senses: Perception +10
HP: 88/88; Surge Value: 22; Surges/Day: 10/10
AC: 27; Fort:26 ; Ref:24 ; Will:18
Resist: 5 fire
Speed: 6
APs: 1
MBA: Spoiler: Show

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

Encounter: Spoiler: Show

[] 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


Daily: Spoiler: Show

[] Thunder Hooves Rage
[] Silver Phoenix Rage
[] Oak Hammer Rage
[] Tremor Step
[] Blackflock Robe Daily Power
[] Scarblade Daily Power
[] Feyleaf Vambraces Daily Power
[] Boots of the Dryad Daily Power


Dantus Spoiler: Show

Dantus Ironhoof
AC: 23 Fort: 20 Ref: 14 Will: 16

HP: 90
Bloodied: 45
Surges: 14 Surge Value: 22
Initiative Modifier: +4

Status:

Other Info:
Action Points: 0

MBA- +13 vs AC 1d10+10
RBA +4 vs AC 1d4

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 []


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8 months ago  ::  Oct 08, 2012 - 6:08PM #12
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,574
Both quick counter attacks strike true on the onrushing cultists, inflicting deep wounds, yet they slowly clamber to their feet to throw themselves at you again. Still, their pushing and shoving is not without some benefits, as Shana dodges another arrow fired from the archers.

Mechanics Show
Elkantar - Saving roll suceeds.

2 - Archer
Standard Action - Attack Shana - Miss


Liana is up.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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8 months ago  ::  Oct 08, 2012 - 11:56PM #13
thiotes
Date Joined: Apr 10, 2009
Posts: 1,458
Spoiler: Show

Will you announce when enemies are bloodied? The condition is part of a triggered power of mine.


Liana feels some strange kind of pressure on her body. She changes her form slightly, bringing out an assortment of wooden claws and spikes, but the pressure persists. Foul magic.

Then she starts distributing an itching pollen amongst the attacking figure, breaking out to the side where she can get a better look on the archers.

Spoiler: Show

start of turn: taking 5 damage
minor: wild shape into beast
standard: attack blast K7-P9, two targets
Swarming Locusts M7, M9, first damage counts (1d20+7=13, 1d8+6=14, 1d20+7=15, 1d8+6=12)
against reflex, creates zone in which enemies grant CA
move: shadow step to R9
AP: attack blast P6 to R8, three targets
Swarming Locusts, P7,P8,Q8, first damage counts (1d20+7=23, 1d8+6=13, 1d20+7=12, 1d8+6=13, 1d20+7=21, 1d8+6=11)
against reflex, creates zone in which enemies grant CA

save vs ongoing force (1d20=6)

triggeres reaction: should a bloodied enemy attack me or an adjacent ally i may attack him or charge him (will only charge if no OAs triggered)
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8 months ago  ::  Oct 09, 2012 - 3:19PM #14
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,574
-- A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 1 2 3 4 5 6 7 8 9 0
01| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |  
02| | | | | | | | | |X|X|X|X|X|X|X|X|X|X| | | | | | | | | | | | | | | | |  
03| | | | | | | | |X| | | | | | | | | | |X|X| | | | | | | | | | | | | | |  
04| | | | | | | |X| | | | | | | | | | | | |X| | | | | | | | | | | | | | |  
05| | | | | | | |X| |@| | | | | | | | |@| |X| | | | | | | | | | | | | | |  
06| | | | | | | |X| | | | | | | | | | | | |$| | | | | | | | | | | | | | |  
07| | | | | | | |X| | | | |1|1|!|1| | | | |X| | | | | | | | | | | | | | |  
08| | | | | | | |X| | | | |!| |R|1|1| | | |X| | | | | | | | | | | | | | |  
09| | | | | | | |$| | | |!|1|L|K|A|1|I| | |X| | | | | | | | | | | | | | |  
10| | | | | | | |X| | | |!|E| | |1|!| | | |X| | | | | | | | | | | | | | |  
11| | | | | | | |X| | | |1|1|1|S|!| | | | | |X| | | | | | | | | | | | | |  
12| | | | | | | |X| | | | | |!|!|1| | | | | | |X| | | | | | | | | | | | |  
13| | | | | | | |X| | | | | | | | | | | | | | | |X| | | | | | | | | | | |  
14| | | | | | | |X| |@| | | | | | | | |@| | | | | |X| | | | | | | | | | |  
15| | | | | | | |X| | | | | | | | | | | | | | | | |X| | | | | | | | | | |  
16| | | | | | | |X| | | | | | | | | | | | | | | | |X| | | | | | | | | | |  
17| | | | | | | |X| | | | |#|#|#| | | | |#|#|#|#|#|X| | | | | | | | | | |  
18| | | | | | | |X| | | | |#|6|#| | | | |#| |3|2| |X| | | | | | | | | | |  
19| | | | | | | |X| | | | |#|#|#| | | | |#|4| | | |X| | | | | | | | | | |  
20| | | | | | | |X| | | | | | | | | | | |#| | | | |X| | | | | | | | | | |  
21| | | | | | | |X| | | | | | | | | | | |#|5| | | |X| | | | | | | | | | |  
22| | | | | | | | |X| | | | | | | | | | |X|X|X|$|X| | | | | | | | | | | |  
23| | | | | | | | | |X| | | | | | | | |X| | | | | | | | | | | | | | | | |  
24| | | | | | | | | | |X| | | | | | | |X| | | | | | | | | | | | | | | | |  
25| | | | | | | | | | | |X| | | | | | |X| | | | | | | | | | | | | | | | |  
26| | | | | | | | | | | | |X| | | | | |X| | | | | | | | | | | | | | | | |  
27| | | | | | | | | | | | | |X| | | | |X| | | | | | | | | | | | | | | | |  
28| | | | | | | | | | | | | | |X| | | |X| | | | | | | | | | | | | | | | | 
29| | | | | | | | | | | | | | |X| | | |X| | | | | | | | | | | | | | | | | 
30| | | | | | | | | | | | | | |X| | | |X| | | | | | | | | | | | | | | | |  
31| | | | | | | | | | | | | | |X| | | |X| | | | | | | | | | | | | | | | |  
32| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |  
33| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |  

Map Key
X - Impassable
@ - Burning Brazier
# - Elevated areas. Difficult terrain to move onto, but not down from.
! - Mystical Engravings
$ - Door

Characters
A - Anyanka - Avenger|Seeker - swmabie
E - Elric  - Rogue - Garrdragonsbane
L - Lilith - Bard - Blanket_Thunder
K - Elkantar - Assassin - Hocus-Smocus
R - Ruhk - Wizard - FallenIrishPhoenix
I - Liana - Druid - Thiotes
S - Shana - Paladin|Warden - VoyRager

Initiative
23 - 4 - Archer -
21 - 1 - Cultist - (M:7 and M:9 are granting CA)
18 - R - Ruhk - 22/28 - Vicious (save ends)
18 - K - Elkantar - 28/28 -
17 - 2 - Archer -
16 - I - Liana - 22/27 - Ongoing 5 force damage (save ends)
14 - 5 - Archer -
13 - 3 - Archer -
13 - E - Elric - 30/30 - Resilient (save ends)
11 - A - Anyanka - 21/29 - -2 to defenses (save ends)
11 - L - Lilith - 35/35 - Vulnerable (save ends)
07 - 6 - Wizard -
02 - S - Shana - 20/34 - Weak (save ends)

Notes
Due to magical disorientation, each character is under a random effect, explained below if necessary. These are

(save ends) effects.
Vicious - You have a +5 bonus to damage rolls
Unlucky - Cannot score a critical hit
Reslient - You have Resist 5 All
Vulnerable - Increase damage die rolled against this character by 1 size
Weak - Reduce damage rolls by this character by one size.

Liana's swaming insects wash over the cultists, biting and injuring them all, though they don't seem set off from

their attack yet. Two more arrows fire blindly into the press, against narrowl missing Shana.

Mechanics Show
5 - Archer
Standard Action - Attack Shana - Miss

3 - Archer
Standard Action - Attack Shana - Miss


Elric, Anyanka, and Lilith are up. I'll definitly announce bloodied.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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8 months ago  ::  Oct 09, 2012 - 5:45PM #15
Blanket_Thunder
Date Joined: Mar 22, 2011
Posts: 1,159
  Lilith snarls with a bestial glee, slashing with both of her clawed hands. The fiend connects two solid blows on the first cultist she sees. With a roar, the forked-tongued enchantress burns the cultist with her hellish body temperature, as well as burning claws, and a boom of thunder can be heard erupting from her victim's wounds, leaving him off balance. She invokes a dirge of death from Hell itself, one that all of the Bards of Mephistopheles' court are taught, one that strengthens the devils allies so thay they do not have to fight. Looking to the cultist, she delves deep inside herself for that language she heard, that she has not spoken in almost fourteen years and brings it to light again. In common, she says, "Die... swine!" with a Hell-laden voice of malice.
Mechanics Show
Minor: Skald's Aura: Activated
Move-Minor: Bolstering Speech: Adds THP effect to Aura.
Standard: Unarmed MBA vs. 1(M9): (1d20+8)=11 vs. AC; (1d6+5)=7 fire damage, and Shana gains 4 THPs.
AP: Standard: Unarmed MBA vs. 1(M9): (1d20+8)=11 vs. AC; (1d6+5)=11 fire damage, and Anyanka gains 4 THPs.
Free: Lesser Ringing Weapon: 1(M9) takes 5 thunder damage, grants CA, and cannot benefit from conceealment until my EONT.
EoT: (1d20)=3: No save.

Stats Show
Name: Lilith Guaricana
Initiative: +2                Senses: Perception +7; Low-Light Vision
HP: 35/35; Surge Value: 8; Surges/Day: 8/8
AC: 19; Fort: 13; Ref: 17; Will: 17
Speed: 6
APs: 0

Skald’s Aura Benefits: (Aura 5)
- An ally in the aura can spend a Minor action to spend an HS + 1d6 HP.
- An ally in the aura gains 4 THPs when I hit an enemy. 


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:
[Active] Skald’s Aura (HS Used: {} {})
[X] 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)


Spoiler: Show
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8 months ago  ::  Oct 09, 2012 - 8:54PM #16
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,574
OOC - Actually, thats two hits. They are granting CA right now, so you hit them. Surprise
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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8 months ago  ::  Oct 09, 2012 - 9:11PM #17
Blanket_Thunder
Date Joined: Mar 22, 2011
Posts: 1,159
Spoiler: Show
Oh wow. Low AC. I like!
"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)


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8 months ago  ::  Oct 10, 2012 - 8:27AM #18
GarrDragonsbane
Date Joined: Sep 15, 2009
Posts: 398
Deciding to stay quiet for the moment, Elric stabs his shortsword deftly into the back of one of the cultists that didn't notice him there. He shifts quickly away from that one when he notices Shana close to be surrounded by more of the creepy people. He again makes another quick jab into the next unsuspecting cultist.

Mechanics Show
Standard: Acrobatic Strike on the cultist at M9 with a shift to N10;1d20+10=23, 1d6+5=10, 2d6=11

AP: Clever Strike on the cultist at N11;1d20+10=28, 1d6+5=6, 2d6=10

Save against Resilient: 1d20=5


Stat Block Show
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
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8 months ago  ::  Oct 10, 2012 - 5:13PM #19
swmabie
Date Joined: Dec 8, 2009
Posts: 8,224
Mechanics Show

Minor: Encaging Spirits — Push: (P,8) to (O,7); (Q,8) to (Q,7); (Q,9) to (R,10); and (P,10) to (Q,11); all four targets are Slowed (end of my next turn).

Minor: Oath of Enmity @ Wizard

Standard: Mischief Spirits @ Wizard — 29 crits! for max damage (1d10+1d6+8 =) 24 + crit damage 3 = 27 hp damage, and if the Wizard moves on his next turn, he falls prone at the end of his turn.

End of Turn: Save vs AC penalty — 19, it ends.

Anyanka seems nonplussed at the change of venue, the sudden appearance of new enemies and allies.  Her madness allows her to absorb it all in the blink of an eye.

They aren't dropping.  Why, Mistress?  Who are these who seem between death and life?

Twirling her bow about her, jabbing the attackers in their knees and legs in order to give herself some space and hinder their movement, if only for a moment, Anyanka focuses her eyes on the robed figure who was doing all the shouting, primarily about having them killed.  Her thought process runs quickly:  On the one hand, he seems to have found a balance between the two.   On the other, he wants us dead.  Kill or be killed....  "It's him, he's the one behind it," she says aloud.  "Kill him."

Sehanine, guide this arrow into thy enemy.  She fires an arrow into a thigh, apparently hitting a major blood vessel, from the way his leg nearly buckled.

StatBlock Show

AC: 17 | Fort: 14 | Ref: 16 | Will: 18  (+1 to all when Oath of Enmity target is Bloodied)
HP: 21/29 | THP: 4 | Surges: 7/7 | Surge Value: 7
Init: +3 | Speed: 6 | PPer: 21 | PIns: 21
Action Points Remaining: 1

Conditions:
• Oath of Enmity: Wizard (6)

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.

Standard: Avenging Shackles | Biting Swarm | Grappling Spirits | [x]Mischief Spirits | [_]Persistent Arrow(Pri) | [_]Second Wind

Move: [_]Distracting Flare

Minor: [x] Encaging Spirits(H) | [_]Eyes of Night | [x]Oath of Enmity(H) | [-]Persistent Arrow(Sec) | [_][_]Potion of Healing | [_]Seeker Longbow +1 Util | [_] Skald's Aura | [_] Skald's Aura Healing

Opportunity: N/A

Interrupt: N/A

Reaction: N/A

Free: [_]Action Point | [_]Inevitable Shot(H)

Null: N/A
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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8 months ago  ::  Oct 17, 2012 - 5:43PM #20
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,574
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Map Key
X - Impassable
@ - Burning Brazier
# - Elevated areas. Difficult terrain to move onto, but not down from.
! - Mystical Engravings
$ - Door

Characters
A - Anyanka - Avenger|Seeker - swmabie
E - Elric  - Rogue - Garrdragonsbane
L - Lilith - Bard - Blanket_Thunder
K - Elkantar - Assassin - Hocus-Smocus
R - Ruhk - Wizard - FallenIrishPhoenix
I - Liana - Druid - Thiotes
S - Shana - Paladin|Warden - VoyRager

Initiative
23 - 4 - Archer -
21 - 1 - Cultist - (M:7 and M:9 are granting CA, M:9 cannot gain concealment and grants CA until end of Lilith's turn.)
 - - - - - - - - - - (O:7, Q:7, R:10, and Q:11 are slowed until Anyanka's turn.)
18 - R - Ruhk - 18/28 - Vicious (save ends)
18 - K - Elkantar - 19/28 -
17 - 2 - Archer -
16 - I - Liana - 22/27 - Ongoing 5 force damage (save ends)
14 - 5 - Archer -
13 - 3 - Archer -
13 - E - Elric - 26/30 - Resilient (save ends)
11 - A - Anyanka - 21/29 -
11 - L - Lilith - 31/35 - Vulnerable (save ends)
07 - 6 - Wizard - 27/??? (1 shroud, Oath of Enmity, falls prone on moving next turn.)
02 - S - Shana - 20+4/34 - Weak (save ends)

Notes
Due to magical disorientation, each character is under a random effect, explained below if necessary. These are (save ends) effects.
Vicious - You have a +5 bonus to damage rolls
Unlucky - Cannot score a critical hit
Reslient - You have Resist 5 All
Vulnerable - Increase damage die rolled against this character by 1 size
Weak - Reduce damage rolls by this character by one size.

Lilith and Elric continue to pound on the cultist, but the fanatcis refuse to go down despite the brutal punishment they are taking.

On the podium, the wizards takes an arrow to the thigh, and raises his staff in a fury. "Burn, outworlders!", he cries as a stream of flames erupts from his staff to

strike at Elkantar, before splashing onto everyone nearby.

Mechanics Show
6 - Wizard
Standard Action - Stream of Fire
Attack Elkantar vs. Reflex - Hit
Damage - 9 fire damage and everyone adjacent takes 3 fire damage


Shana is up.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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