Group 1: Discussions

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dmw71
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Re: Group 1: Discussions

#41 Post by dmw71 »

Regarding the 'Booming Blade' cantrip:
dmw71 wrote:
dmw71 wrote:'Booming Blade,' from the Sword Coast Adventurer's Guide, is a new spell to me, too, but it requires a melee attack (hence, my having you use your two short swords). Per "On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn.," I interpret its effects going into effect if either of your dual-wielding attacks hit.
I'm having some second thoughts about this.

I've done a bit of research on this already (I want to do a bit more to solidify my understanding of it), but, even though the spell requires a melee attack, it still uses the 'Cast a Spell' action, not 'Attack' action.

This is an important distinction.

The two-weapon fighting you're utilizing reads:
[b][url=https://www.dndbeyond.com/compendium/rules/phb/combat#TwoWeaponFighting]Two-Weapon Fighting[/url][/b] wrote:"When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand."


The second attack requires the Attack action, not 'Cast a Spell' action.

It's a confusing spell, but I'm fairly certain when you cast the cantrip, you can only make a single attack (not both).
I honestly don't see myself having time to dive into it any deeper than I already have.

Casting a spell, even when a requirement of it is a melee attack, will require the 'Cast a Spell' action.

There may be some strange configuration that I'm not yet aware of, but the general rule is that a spell can only be accompanied by a single melee attack, not multiple attacks.

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Re: Group 1: Discussions

#42 Post by Rex »

I am not sure how the bonus actions work. I have 2 healing spells I can use, 1 takes a bonus action and the other an action. I want to heal my fallen friend and am not sure which to cast, ideally it would be cure wounds since it heals more damage. But if healing word is faster or can take place sooner that would be my choice.
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Re: Group 1: Discussions

#43 Post by dmw71 »

Rex wrote:I am not sure how the bonus actions work. I have 2 healing spells I can use, 1 takes a bonus action and the other an action. I want to heal my fallen friend and am not sure which to cast, ideally it would be cure wounds since it heals more damage. But if healing word is faster or can take place sooner that would be my choice.
In theory, you could cast both. Both 'Cure Wounds' and 'Healing Word' are 1st level spells, and both would use a 1st level spell slot. But, because 'Cure Wounds' requires an action (e.g. Cast a Spell), and 'Healing Word' only requires a bonus action; they could both be case in the same turn.

Another notable and important distinction between the two is their range; 'Cure Wounds' is a touch spell, while 'Healing Word' can be cast at any target within 60-feet.


---

This link will be particularly helpful: Your Turn.
Your Turn wrote:"On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed — sometimes called your walking speed — is noted on your character sheet.

The most common actions you can take are described in the "Actions in Combat" section later in this chapter. Many class features and other abilities provide additional options for your action.

The "Movement and Position" section later in this chapter gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat.""


Then there are these rules: Bonus Actions.
Bonus Actions wrote:"Bonus Actions
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."


Finally, there are also Reactions:
Reactions wrote:"Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.

When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."

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Re: Group 1: Discussions

#44 Post by Rex »

Thanks Dave.
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Re: Group 1: Discussions

#45 Post by drpete »

This is maybe a dumb question about going to zero hp/ being healed, but...

If a character is healed...

Before their turn in initiative order, they can act as normal, starting from prone...

After their turn in initiative order, they do a death save, but otherwise lose their turn.

Is this right?
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Re: Group 1: Discussions

#46 Post by dmw71 »

drpete wrote:If a character is healed...

Before their turn in initiative order, they can act as normal, starting from prone...

After their turn in initiative order, they do a death save, but otherwise lose their turn.

Is this right?
I'm going to respond to this in the general 'OOC' thread for everyone's benefit.

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Re: Group 1: Discussions

#47 Post by dmw71 »

I have edited my most recent update to include the updated footer information to reflect their new 2nd level status.


When you get a chance, can you please spend some time and review the information for your character. Make sure to check for your 2nd level updates (hit points, new features, etc...). I will freely admit that I am not yet familiar with some of the classes (and domains, etc...) that are being used in the game, so I may have missed some things.

Plus, we have our first multi-class! (Gerrin elected to add a level of wizardry to his previous fighter.)


Once you've had a chance to review your information, please let me know -- here or in your private forum -- if there are any errors, or anything you'd like added; or, to sign off on the details because everything looks good (which is the eventual goal).


Thanks!

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Re: Group 1: Discussions

#48 Post by ravenn4544 »

For Bren, all looks good but I think at 2nd level he gets 3 1st level spell slots vs. 2 (in addition to knowing 3 spells at 2nd level as well).

thanks!
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Re: Group 1: Discussions

#49 Post by Rex »

Strega looks good. You have her at 1 spell left, I assume she adds her new spell slot after a long rest? Rumble's HD says 1 but HP say 24. So far we look fairly close on HP's across the group.
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Re: Group 1: Discussions

#50 Post by drpete »

Oskar looks good. He used his inspiration, though.
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Re: Group 1: Discussions

#51 Post by dmw71 »

ravenn4544 wrote:For Bren, all looks good but I think at 2nd level he gets 3 1st level spell slots vs. 2 (in addition to knowing 3 spells at 2nd level as well).
I updated your spell slots from 2 to 3 (the post is still in edit mode as I write this, so the changes won't be reflected until I actually submit it -- just in case you check before I finish all my updates).

As for 2nd level spells, you shouldn't get those until you reach 3rd level.

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Re: Group 1: Discussions

#52 Post by ravenn4544 »

Thanks. You're right - 1st level spells only (my typo!)
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Re: Group 1: Discussions

#53 Post by dmw71 »

Rex wrote:Strega looks good. You have her at 1 spell left, I assume she adds her new spell slot after a long rest? Rumble's HD says 1 but HP say 24. So far we look fairly close on HP's across the group.
Her HD have been updated.

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Re: Group 1: Discussions

#54 Post by dmw71 »

drpete wrote:Oskar looks good. He used his inspiration, though.
I am going to make sure everyone kicks off the next start of the adventure with inspiration, anyway, but you certainly earned it back through his leadership.

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Re: Group 1: Discussions

#55 Post by drpete »

To be clear, we have, in addition to the 50 gp each, I think...

2 potions of healing
1 healers kit (the bag of bandages was one of these, right?)
21 gp
20 sp
Battle axe (Rumble took this?)
Longsword

So we get an extra 4 gp & 6 sp, and we have a few extra things to distribute.

I agree with the idea of not giving the healing stuff to Strega, since that is redundant. Maybe one portion each to Bren and Tannaris, and give Oskar the healers kit? I figure Rumble ought to concentrate on "threat reduction".

Sound reasonable?
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Re: Group 1: Discussions

#56 Post by Rex »

Looks good to me. I will add the 4gp and 6sp. I don't have a healers kit (I have a cartographers kit and a herbalist kit). I am not sure what you mean by threat reduction for Rumble.
Last edited by Rex on Wed Feb 06, 2019 12:10 am, edited 1 time in total.
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Re: Group 1: Discussions

#57 Post by drpete »

Rex wrote:Looks good to me. I will add the 4gp and 6sp. I already have a healers kit. I am not sure what you mean by threat reduction for Rumble.
I meant that if people are going down, he should concentrate on killing the enemies, instead of helping people :)
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Re: Group 1: Discussions

#58 Post by Rex »

Good idea, if we pick up more potions of healing it wouldn't hurt to give him one at some point. I am sort of building Strega into a support type.
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Re: Group 1: Discussions

#59 Post by Gerrin »

Tannaris Vethykos

Sounds good.
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Re: Group 1: Discussions

#60 Post by Monsieur Rose »

Rumble approves of this plan.

Also, I don’t need the battle axe if someone else wants it. I don’t know if it’s worth selling.
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