OOC IV
Re: OOC IV
Let's, -2 modifier be damned! (-1 for waiting, -1 for dex)
Re: OOC IV
Marodin and Semele haven't named their horses yet. Still waiting for some tendencies of theirs to shine through and give me ideas.
Re: OOC IV
If a couple more of us mounted party members are able to get ahead of the gnolls, we may be able to slow them down enough for Innana and Tratiln and the archers/slingers to catch up.Finglas wrote:Bregalad the elfriftstone wrote:Thordin the dwarf, seeing the gnolls flee, will re-mount and take his pony, Surrounded by Elves (or Jake, not sure which) and charge ahead of the gnolls. He will get inbetween them and the castle (their desired location), dismount and wait for them with both swords out.
Bregalad sees the others trying to catch the gnolls from the behind, and will do his best to slow the beasts down. He will do the same as Thordin: ride ahead of gnolls, get between them and the castle, dismount, and then meet them with his spear and shield.
Re: OOC IV
If enough of us get in front of them and they melee with us, I certainly don't want any archers/slingers firing at them. Never range into melee when there is a chance of hitting party members.Finglas wrote:If a couple more of us mounted party members are able to get ahead of the gnolls, we may be able to slow them down enough for Innana and Tratiln and the archers/slingers to catch up.Finglas wrote:Bregalad the elfriftstone wrote:Thordin the dwarf, seeing the gnolls flee, will re-mount and take his pony, Surrounded by Elves (or Jake, not sure which) and charge ahead of the gnolls. He will get inbetween them and the castle (their desired location), dismount and wait for them with both swords out.
Bregalad sees the others trying to catch the gnolls from the behind, and will do his best to slow the beasts down. He will do the same as Thordin: ride ahead of gnolls, get between them and the castle, dismount, and then meet them with his spear and shield.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: OOC IV
Hurrah, Tratiln! Your spell was successfully cast in battle! It was cool to see it in action!thirdkingdom wrote:Round Four
.....Tratiln is able to act in the split second before the gnolls lope out of range. He chants arcane syllables and weaves his hands before him. To all those watching the contrast between air and land seems to intensify for a moment, to the point where it is almost possible to see the individual rays of light illuminating the dust hanging above the ground. A pulse like a heartbeat and the sun's rays erupt in a coruscating prism of light that surrounds the fleeing gnolls......
Great description, TK!
- thirdkingdom
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Re: OOC IV
AND I actually beat something on initiative! Woot!!thirdkingdom wrote:No kidding. About time, there, Bouv/Tratiln!
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Re: OOC IV
Well, actually you tied the gnolls with a modified 1. I rolled to determine how many would actually be within range when casting the spell, and you lucked out with two. They are unconscious for 2d4=3 minutes.Bouv wrote:AND I actually beat something on initiative! Woot!!thirdkingdom wrote:No kidding. About time, there, Bouv/Tratiln!
Re: OOC IV
Sull, I don't think it matters whether the monster is armored, only if it is armed (and armed specifically with melee weapons). From DD Rulebook p. 51:sulldawga wrote:Not sure if the gnolls are armored or not so...
Masterwork Warhammer (specialized, vs armed opponent) +5, d6+2
Masterwork Warhammer (specialized, vs unarmed opponent) +4, d6+2
-2 AC bonus vs two attacks per round from unarmed opponents
Opponent Types
"Although some weapons are equally effective against any opponent, weapons intended for warfare are often more effective against other opponents armed with melee weapons; whereas weapons intended for hunting are often more effective against unarmed opponents. In the weapon descriptions in this chapter, each weapon has its effectiveness indicated against each type of opponent separately. Note that opponents wielding missile weapons use the same values as opponents who are completely unarmed or using natural attacks such as claws."
Lanny - Level 3 Elf - In Search of Adventure
Re: OOC IV
You're right . Another reading comprehension fail on my part.frobozz wrote:Sull, I don't think it matters whether the monster is armored, only if it is armed (and armed specifically with melee weapons).sulldawga wrote:Not sure if the gnolls are armored or not so...
Masterwork Warhammer (specialized, vs armed opponent) +5, d6+2
Masterwork Warhammer (specialized, vs unarmed opponent) +4, d6+2
-2 AC bonus vs two attacks per round from unarmed opponents
- thirdkingdom
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Re: OOC IV
FYI there is a chance to hit a compatriot if firing into melee. On a miss I essentially roll a d100 and assign a chance based upon several factors. I have been doing this in the past.
So, you are thusly warned. Again.
So, you are thusly warned. Again.
Re: OOC IV
Firing ranged weapons into a melee is always a bad idea.thirdkingdom wrote:FYI there is a chance to hit a compatriot if firing into melee. On a miss I essentially roll a d100 and assign a chance based upon several factors. I have been doing this in the past.
So, you are thusly warned. Again.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
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Re: OOC IV
Moot point now, as I stopped everyone's actions once the final gnoll got netted. You guys can either insta-kill it or keep it alive.
Re: OOC IV
I know we go through this regularly whenever we put creatures to sleep, but Lanny is really not in favor of taking prisoners here. For one, these are gnolls, creatures of no redeeming value as far as the elf is concerned. Second, he also thinks it is not right to take prisoners, try to get all kinds of answers out of them, and THEN execute them. I think we should consider that gnolls and other wandering humanoids do regularly and randomly appear in nature - Lanny is not particularly surprised by their presence here or anywhere else. He would rather quickly dispatch the netted gnoll and then dispatch the other gnolls while they are unconscious, which he considers more humane (elf-ane?) than prolonging the inevitable. He also does not anticipate being able to communicate with the gnolls. Additionally, there is the OOC reason of wanting to get on with the adventure rather than have to go the unsavory approach of using torture or threats of torture to try to get information. I do acknowledge that there ARE circumstances in which we would want to take prisoners for questioning... I just don't think this is one of them.
What do you guys think?
What do you guys think?
Lanny - Level 3 Elf - In Search of Adventure
- thirdkingdom
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Re: OOC IV
And for various reasons, I would rather avoid having PCs torturing captives.
Re: OOC IV
Tratiln only likes to question captives if there is a possibility of them having inforamtion the party can use (like the first set of goblins). These gnolls aren't going to have muchin the way of information so he's ok with executing them.
Re: OOC IV
Guys, I was reviewing the rules on both the "Attack" action and the "Cast Spell" action on p. 133 of the DD Rulebook. In both cases, it really reads as if one cannot change their action after declaring it, although one can choose simply to forgo their action if the circumstances have changed by the time it is the PC's turn to act in the initiative order.
Furthermore, it also reads as if one can only use their normal per-round movement rate during an "Attack" action, but not during a "Cast Spell" action. According to the rules, the casting is assumed to start at the very beginning of the round and goes on until the caster's turn in the initiative order. Again, if needed, the caster may willingly forgo their action if the circumstances have changed by the time it is the PC's turn to act in the initiative order (thereby keeping the spell for future use), but if their spell casting is actually disrupted by being damaged in combat before their turn in the initiative order, the spell is lost.
Not sure if TK wishes to use these slightly more restrictive rules, but I have no problem with them myself. In fact, I think it gives a little more balance to the combats and would make us really incorporate the protection of our spellcasters into our battle strategies.
Furthermore, it also reads as if one can only use their normal per-round movement rate during an "Attack" action, but not during a "Cast Spell" action. According to the rules, the casting is assumed to start at the very beginning of the round and goes on until the caster's turn in the initiative order. Again, if needed, the caster may willingly forgo their action if the circumstances have changed by the time it is the PC's turn to act in the initiative order (thereby keeping the spell for future use), but if their spell casting is actually disrupted by being damaged in combat before their turn in the initiative order, the spell is lost.
Not sure if TK wishes to use these slightly more restrictive rules, but I have no problem with them myself. In fact, I think it gives a little more balance to the combats and would make us really incorporate the protection of our spellcasters into our battle strategies.
Lanny - Level 3 Elf - In Search of Adventure
Re: OOC IV
Agreed. Same goes for having slaves, which people apparently try to do on occasion...thirdkingdom wrote:And for various reasons, I would rather avoid having PCs torturing captives.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: OOC IV
But, but, but... then why are there kobolds in the game?Alethan wrote:Agreed. Same goes for having slaves, which people apparently try to do on occasion...
