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Author Topic: D&D 5e: Adventurers of the Lost Isle OOC (Full up!)  (Read 112098 times)

kj1225

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #210 on: February 24, 2015, 01:31:45 pm »

Time to do what a rogue does best, hide and then strike from an advantageous postion when everyone is dealing with their frineds.
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #211 on: February 24, 2015, 05:18:03 pm »

Fire Bolt at Risey's back.

Samara sneers, extending her first and second fingers at the supposed shopkeeper, "Oh, I remember your sort well, stripling. Burn!"
We can kill her after, if need be. We need some people to focus on the upcoming bandit raid...
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My Name is Immaterial

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #212 on: February 24, 2015, 05:22:38 pm »

That's why I'm incapacitating, so she doesn't escape.

Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #213 on: February 24, 2015, 05:49:00 pm »

1d10 costs nothing and isn't going to kill her. Unless the elf spy is actually a 1st level Commoner with bad luck.
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #214 on: February 24, 2015, 05:57:32 pm »

She's a herbalist. Fighter, she ain't - we don't know how much health she has. Maybe not a lot.

Can your flamebolt crit?
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kj1225

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #215 on: February 24, 2015, 06:01:16 pm »

Why fight when you can run away and get the drop on your enemies later?
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scriver

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #216 on: February 24, 2015, 06:05:32 pm »

HONOUR
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Criptfeind

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #217 on: February 24, 2015, 06:07:16 pm »

Because we can't hope to outrun them for real, they have dogs that are certainly faster then us. And elves in the woods man. Better we prepare (especially since we are in a clearing now I believe) to meet them head on than get stabbed in the back.

So. Basically.

TACTICS
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #218 on: February 24, 2015, 06:24:32 pm »

She's a herbalist. Fighter, she ain't - we don't know how much health she has. Maybe not a lot.

Can your flamebolt crit?
Only on a natural 20.

And that's only the OOC reasoning why it's not terrible. In character Samara is just a self-centered ass whose natural response to being betrayed is to start flinging pain around and sort out the corpses later.
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scriver

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #219 on: February 24, 2015, 06:55:23 pm »

Only on a natural 20.

You say that as if there was any other way to crit :P
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Criptfeind

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #220 on: February 24, 2015, 07:03:17 pm »

Fighters with the champion archetype can crit on a 18-20!

Which is just such a random ability when I think about.... Seems sorta weak as well... Maybe if it came with the barbarians greater crit things.
« Last Edit: February 24, 2015, 07:05:13 pm by Criptfeind »
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #221 on: February 24, 2015, 08:31:37 pm »

Apparently fighter champions are pretty weaksauce.
Quite a shame it's the only fighter archetype i havee access to.
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My Name is Immaterial

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #222 on: February 24, 2015, 08:36:01 pm »

I can send over the relevant text, if you want. PM me, if you're interested.

Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #223 on: February 24, 2015, 09:02:31 pm »

Only on a natural 20.

You say that as if there was any other way to crit :P

See below: random-ass archetypes.
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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game started)
« Reply #224 on: February 25, 2015, 09:19:45 am »

Yeah, you got to be a special kind of Fighter to get access to be able to do basic combat stuff like parrying, tripping, or feinting. But I guess everyone else can still do it with a common attack roll and descriptive DM:ing ;)

No, it's just unlikely anyone else will be able to do a ranged trip at this point. Doesn't seem the rest have any whippy things or hooked polearms. But that doesn't mean you couldn't try...also, what does melee range matter in a game with no maps, or defined distances? Flavor.

See, the thing is, alot of this stuff is not stated really directly in the rules. It's left up to the GM and players about how to implement however complicated they want it to be-it's more open ended. Like, you could try a feint, right? Even tho I'm not sure what it does. I'm sure we could figure out something. :P

Anyway, the things with gilg with done more or less on the fly, over PM discussions-no one else bothered to contact me and  to try and work these experimental custom things out, so what do you expect. If I end up making anymore of those decisions, I'll put them somewhere in the OP for everyone to read.
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