[OOC] Tavern Talk

Leitz
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Leitz
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[OOC] Tavern Talk

#1 Post by Leitz »

DM Action posts will be Monday and Thursday. These posts will move the game forward. The first "Move Forward" post will be Monday, 7 Dec, 2020.

Other posts are at your chosen speed and level of story-telling. I'll answer questions as fast as I can, but the "move forward" posts will usually be Monday and Thursday.

With each post, include two d20 rolls, two d6 rolls, and one d% roll. Roll however you like, but put the numbers there. They will be used to respond to things quickly. If you use the US Dice Roller, an easy macro is:

Code: Select all

Two d20 [1d20][1d20] Two d6 [1d6][1d6] One percentile [1d100]

If you want to use the US Dice Roller, the Campaign ID is 887.

With each post, state whether your combat posture will be "Bold", "Steadfast", or "Cowardly". The first means you're up front and in the action as soon as it starts. The second is where the clerics and missile types usually go; they get the shield wall effect and can do other stuff. The last one is for mages and rogues; it takes time to deliver your special brand of awesomeness. However, a character can be forward or back, as they wish. It will influence the flow of battle.

I'm using some of my original dice. :)

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Leitz
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Re: [OOC] Tavern Talk

#2 Post by Leitz »

I'll be using a "Next Step" post so that you know what the upcoming action will entail, and what other information you might need to include in your posts.

For example, player Fred has a ranger named, um, Fred. The "Next Step" says that you will leave the wood and cross a field. Player Fred posts "Fred does a quick look for tracks as they go." I'll ensure that gets a response in the next action post, or sooner if necessary.

This also lets you decide when to cast preparatory spells, change weapons, or kiss your holy symbol goodbye.

Remember that the PCs and NPCs know each other well; you have adventured together for more than a year. Provide the other players what they would know about your character's action. For example, player Sally has a fighter named, um, Sally. Sally (the player) decides that Sally (the PC) has a running i-killed-more-than-you competition with Dale. They are neck and neck starting this adventure, so Sally (the player) posts "Sally will push ahead of Dale, and go into the cave first. She'll engage the enemy as quickly as possible." Sally (the player) knows that Dale will reciprocate and be right beside her. She doesn't have to worry about being in the middle of a bunch of smelly kobolds while the party dickers about whether or not they're going to fight this battle.

Make it easy for your party members to support you.

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GreyWolfVT
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Re: [OOC] Tavern Talk

#3 Post by GreyWolfVT »

Alright so I think my character is polished though he has tons of coin left over unless I am buying magical items I think that is about all I need or want without buying pack animals.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Leitz
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Re: [OOC] Tavern Talk

#4 Post by Leitz »

Okay, if you have anything you want taken care of before going into the dungeon, today is a great day to post it!

This evening I'm going to start drafting the first action post. Monday AM I'll make changes, based on any actions or questions you've taken care of. Remember to include two rounds of combat rolls (to hit, damage), the action will start early. :)

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Leitz
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Re: [OOC] Tavern Talk

#5 Post by Leitz »

The DM's assumed marching order. Comment if you want your character elsewhere:

Code: Select all

               MONSTERS




Tinwendil                    Rialto


                 Kurzuk
                 Xavril


            Parnell     Dale
               Stephanos

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GreyWolfVT
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Re: [OOC] Tavern Talk

#6 Post by GreyWolfVT »

Leitz wrote: Sun Dec 06, 2020 2:48 pm Okay, if you have anything you want taken care of before going into the dungeon, today is a great day to post it!

This evening I'm going to start drafting the first action post. Monday AM I'll make changes, based on any actions or questions you've taken care of. Remember to include two rounds of combat rolls (to hit, damage), the action will start early. :)
So will that be Init, Hit, Dmg? in one macro?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Leitz
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Re: [OOC] Tavern Talk

#7 Post by Leitz »

GreyWolfVT wrote: Mon Dec 07, 2020 2:23 pm
Leitz wrote: Sun Dec 06, 2020 2:48 pm Okay, if you have anything you want taken care of before going into the dungeon, today is a great day to post it!

This evening I'm going to start drafting the first action post. Monday AM I'll make changes, based on any actions or questions you've taken care of. Remember to include two rounds of combat rolls (to hit, damage), the action will start early. :)
So will that be Init, Hit, Dmg? in one macro?
Yup. Even more fun for bow users, who get two shots per round. In this case you'll have two surprise rounds, which are one segment in time length. For a combative, that acts as a round. For a spell caster each segment is just a segment, so it can alter casting times.

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Re: [OOC] Tavern Talk

#8 Post by Leitz »

Okay, user dmw71 posted early but has gotten swamped. I'm going to start the action and we'll retcon in his character as soon as he's ready.

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Re: [OOC] Tavern Talk

#9 Post by Leitz »

The kobolds are AC 8 while surprised, then AC 7. For 3rd level fighters that's a 10 while surprised, 11 afterwards. (10/11) For 2nd level fighters and 1-3rd level clerics it's 12/13/ For 1-4 level thieves its 13/14. Don't forget your Dex bonuses with missile, and Str bonuses with melee weapons. Kobolds are 1/2 hit die, so max of 4 hit points.

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Re: [OOC] Tavern Talk

#10 Post by Leitz »

DexterWard wrote: Mon Dec 07, 2020 11:30 pmNOTE: Looks like we have another Cleric. If my character would be better served as a Fighter, I'd be happy to change. Either way I'm good :)
Whatever you prefer to play is fine by me. Don't over-think this, and just have fun. :)

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Re: [OOC] Tavern Talk

#11 Post by DexterWard »

Leitz wrote: Tue Dec 08, 2020 12:16 am Whatever you prefer to play is fine by me. Don't over-think this, and just have fun. :)
I'm fine with that, and that's the plan...I'm all about the fun :D

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Re: [OOC] Tavern Talk

#12 Post by GreyWolfVT »

Sry Leitz I went and made my macros "pure" didn't add any mods from anything I shall correct this. :)
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Leitz
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Re: [OOC] Tavern Talk

#13 Post by Leitz »

GreyWolfVT wrote: Tue Dec 08, 2020 3:24 pm Sry Leitz I went and made my macros "pure" didn't add any mods from anything I shall correct this. :)
No worries! It's a dark and confusing battle. :)

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Marullus
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Re: [OOC] Tavern Talk

#14 Post by Marullus »

Hello everyone! Excited to be joining in, and making a gnome illusionist/thief as quick as possible. (It has been 30 years since my 1st ed PHB has been flipped this much!)
cybersavant wrote: Sat Dec 05, 2020 10:53 pm Level 0
bluelight
distract
dry
firefinger
footfall
freshen
gather
knot
mute
ravel
smokepuff
sneeze
tangle
unlock
untie
warm

Level 1
armor
burning hands
charm person
comprehend languages
detect magic
grease
magic missile
read magic
shocking grasp
sleep
spider climb
I am glad we are using cantrips and 1st level spells. I love cantrips! I'm having a hard time figuring out how many spells to pick. Anyone more familiar with 1e able to provide insight? (Level 2 Illusionist with 17 Intelligence)

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Re: [OOC] Tavern Talk

#15 Post by Leitz »

Marullus wrote: Tue Dec 08, 2020 7:36 pm Hello everyone! Excited to be joining in, and making a gnome illusionist/thief as quick as possible. (It has been 30 years since my 1st ed PHB has been flipped this much!)

I am glad we are using cantrips and 1st level spells. I love cantrips! I'm having a hard time figuring out how many spells to pick. Anyone more familiar with 1e able to provide insight? (Level 2 Illusionist with 17 Intelligence)
1st level illusionist gets 3 spells, since "Read Magic" isn't required. For this game, pick 6 more, don't bother rolling % for comprehension.

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Re: [OOC] Tavern Talk

#16 Post by Marullus »

Ahhh, okay!

And cantrips are given per page 80:
The number of magic-user cantrips available to illusionists in each category
is as follows:
Useful cantrips: One per point of intelligence, up to intelligence minus
3; i.e., an illusionist with 18 intelligence can choose 15 useful
cantrips from the magic-user list.
Reversed: 2-5 Personal: 2-5
Legerdemain: 3-6 Haunting-sound: 5-8
Person-affecting: 2-5
Or bought as 4 cantrips for one 1st-level spell? (page 45)

Also, so I'm clear... It only lists "cantrips per day" for 0-level apprentices. For 1st level and above it says "two per round" - they're allowed to be used without expending daily slots? (Wonderful color RP options if this is accurate! :) )

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Re: [OOC] Tavern Talk

#17 Post by Leitz »

Marullus wrote: Tue Dec 08, 2020 8:21 pm Also, so I'm clear... It only lists "cantrips per day" for 0-level apprentices. For 1st level and above it says "two per round" - they're allowed to be used without expending daily slots? (Wonderful color RP options if this is accurate! :) )
I don't have UA; what does everyone think?

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Re: [OOC] Tavern Talk

#18 Post by The Bindoner »

CANTRIPS
Cantrips are the magic spells learned and used by apprentice magicusers
and illusionists during their long, rigorous, and tedious training
for the craft of magic-use. An aspiring magic-user or illusionist may
use 1 cantrip per day as a 0-level neophyte (-2000 x.p. to -1 001 x.P.), 2
cantrips per day as a 0-level initiate (-1 000 to -501), and 3 cantrips per
day as a 0-level apprentice (-500 to -1). Cantrips must be memorized
just as higher-level spells are.
Most cantrips are simple little spells of no great effect, so when the individual
becomes a 1 st-level magic-user, the knowledge and information
pertaining to these small magics are discarded in favor of the
more powerful spells then available. However, a magic-user may opt
to retain up to four cantrips in place of one 1st-level spell. This assumes
that the magic-user has, in fact, retained his or her book of
cantrips - a tome as large as a good-sized book of higher-level
spells.
All cantrips are 0 level, have a 1 “ range, have a generally small area
of effect, require only soft, simple verbal and somatic components,
and are cast in a very short time (VIO to VZ segment). Only those which
involve living creatures afford any saving throw. Individuals in a state
of extreme concentration (such as when casting a spell) do not have
that concentration broken by person-affecting cantrips. The effects of
cantrips, and the people and items affected by them, radiate a very
faint magical aura.
The Casting of Cantrips:
Cantrips are basically cast the same way that spells are cast. Note
that despite their simple components and short casting times, only
two cantrips can be cast during any round by a single magic-user or
apprentice. Furthermore, the segment of the round in which the cantrip
is cast is dependent on the usual factors: surprise, initiative, and
so on. After the first of the two cantrips is cast, the magic-user must
roll a four-sided die to determine how many segments later he or she
will be able to cast the second cantrip (if so desired). It is not possible
for a magic-user to cast both a spell and a cantrip during the same
round, no matter how short the casting times are. Cantrips are
grouped according to general effect or purpose into six categories -
useful, reversed, legerdemain, person-affecting, personal, and
haunting-sound - plus a seventh available only to illusionists, minor
illusion cantrips. Any magic-user or illusionist has the potential to
know cantrips in all of the categories.

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Re: [OOC] Tavern Talk

#19 Post by Marullus »

Right. +1!
The way I'm reading that is that you can keep cantrips in your spell book at a 4-to-1 ratio, and at 1st level above cast two cantrips per round. I'm checking to make sure that's correct.

As a wizard, I only get two 1st-level spell slots per day, but creative and/or flavorful use of cantrips adds a lot to the roleplay.

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Re: [OOC] Tavern Talk

#20 Post by cybersavant »

what i did was take the max spells as per Int stat, then converted the bonus spells over that limit provided by the DM into cnatrips retained at 4:1; i think back then we played that you could cast 4 cantrips/day instead of a 1st level; but i can't find a specific rule for that

p65 has Illusionist cantrips
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