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Author Topic: D&D 5e: Braving The New World OOC (Chucked into firepit)  (Read 28254 times)

My Name is Immaterial

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Spoiler: Player Status (click to show/hide)
My current form is Earl.

Flying Dice

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I thought that he was asking when the tides would be right for us to go ashore.
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Dwarmin

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I thought that he was asking when the tides would be right for us to go ashore.

He asked both. Because the ship is leaving by high tide tomorrow afternoon.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Flying Dice

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I thought that he was asking when the tides would be right for us to go ashore.

He asked both. Because the ship is leaving by high tide tomorrow afternoon.
Not quite. Due to the fact that Luna orbits the Earth, tides are offset by ~50 minutes each day. Given that Nepathica has three moons with erratic orbits I'd assumed that the tides would be even less predictable for laypeople -- and it's not as if Ker knows how tides work. There's also wonky stuff which happens with the specific qualities (coordinates, salinity of the water, depth of the water, &c.) of any given port or anchorage that can massively affect local tidal conditions, but that can be handwaved for the sake of brevity.
« Last Edit: May 11, 2015, 05:19:46 pm by Flying Dice »
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Dwarmin

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The tide is right to head out now, right?

Yeah, the waters low enough to just wade out.

Not quite. Due to the fact that Luna orbits the Earth, tides are offset by ~50 minutes each day. Given that Nepathica has three moons with erratic orbits I'd assumed that the tides would be even less predictable for laypeople -- and it's not as if Ker knows how tides work. There's also wonky stuff which happens with the specific qualities (coordinates, salinity of the water, depth of the water, &c.) of any given port or anchorage that can massively affect local tidal conditions, but that can be handwaved for the sake of brevity.

Magic.

Let's just say Ker is confused, and so am I, but we both know the ship is going to leave tomorrow after noon at some point.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

GiglameshDespair

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My Name is Earl?
Thought they cancelled that show.
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No one wishes to go on...

Dwarmin

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My Name is Earl?
Thought they cancelled that show.

I liked that show...

*enters deep Depression spiral*
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Flying Dice

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Spoiler: Player Status (click to show/hide)
My current form is Earl.
My Name is Earl?
Thought they cancelled that show.
Not in our hearts and dreams.
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My Name is Immaterial

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*having no idea what we're talking about intensifies*
*googling intensifies*
That sounds like a good show.

Dwarmin

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Gone from the charts but not from our hearts!

...Anyway, back to Earl's New World.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

UXLZ

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Are you going a bit of a more high-fantasy element with lots of magic in this campaign, Dwarmin? Or will it (mostly) be 'wild' magic in the New World rather than stuff controlled by wizards and so forth?

Though more seriously, do you think you'll be doing the thing where Monks can get enchanted gloves/fistweapons (Katars, Cesti, etc.)
Ispil's #1 goal is obtaining fire-enchanted adamantium bladed finger gauntlets.
« Last Edit: May 11, 2015, 08:50:45 pm by UXLZ »
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Flying Dice

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Man, any DM who doesn't give the Monk a way to enchant their Unarmed Strike is ebul.
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My Name is Immaterial

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Monks get magic strike at ~level 6, don't they?

UXLZ

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Well, I can get an enchanted shortsword, but that's way less cool. (And isn't effected by Unarmed Martial Arts.)

Even just for flavor, I'd prefer being able to use fist weapons, honestly. The only thing it might get unbalanced by is the bonus attack and flurry of blows stuff, since normally that only uses unarmed (which can't be enchanted.)

Still, you can tweak the rules on the fly for stuff like that if necessary without really breaking immersion, and being more powerful than normal 5E characters won't be too much of an issue since we'll all be operating solo rather than as a group with others. (Or mostly solo, I dunno about Natalie and Nigma. There's also the chance of us grouping with NPCs but *shrugs*)

@Immaterial: Their fists can hurt stuff immune to normal weapons, yes, but they don't get, say... Bonuses to hit, or damage, or so on.



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Ahhh~ She looked into your eyes,
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Don't try to save yourself,
The circle is complete.
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