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frobozz
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Re: OOC

#641 Post by frobozz »

Makes sense to me. Actually, under point #2, Lanny might even get a -1 to his initiative roll in that instance (if he waits until he spots someone trying to cast a spell before targeting them). But it still might be worth it for him to try it anyway, just for the chance to spoil an enemy spellcaster's spell (if Lanny does manage to win the initiative).

Good stuff to know. Thanks!
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Re: OOC

#643 Post by Finglas »

zebediah wrote:Drudsa the dabbler

Being directly threatened by the creature Dudsa steps back and tries to cast a sleep spell.
Bregalad the elf

Drudsa, is your Sleep spell able to be targeted on one creature only? Or must it affect everything within its area? If so, it may put our own party members to sleep, too!

edit -- Ahh, nevermind. I see Thirdkingdom's response!
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Re: OOC

#644 Post by zebediah »

Yup, didn't think about that when I posted it. :roll:
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Re: OOC

#645 Post by frobozz »

rremedio wrote:
question: do the arrows become useless after we shoot them or can we get them back?
I think I might be able to answer this one. From the Dark Dungeons Rulebook, Page 112:

"At the end of a combat, a character will only be able to recover half (round down) of the arrows fired during that combat. The rest are either lost or unusable."

Magic arrows are treated differently. From the Dark Dungeons Rulebook, Page 315:

"Magical ammunition can only be used for a single shot, and is then broken, bent or otherwise useless."
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Re: OOC

#646 Post by thirdkingdom »

frobozz wrote:
rremedio wrote:
question: do the arrows become useless after we shoot them or can we get them back?
I think I might be able to answer this one. From the Dark Dungeons Rulebook, Page 112:

"At the end of a combat, a character will only be able to recover half (round down) of the arrows fired during that combat. The rest are either lost or unusable."

Magic arrows are treated differently. From the Dark Dungeons Rulebook, Page 315:

"Magical ammunition can only be used for a single shot, and is then broken, bent or otherwise useless."

This is correct. So, if a character fires one arrow none can be recovered. If two or three are fired one can be recovered.
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Re: OOC

#647 Post by rremedio »

Thank you! I always used this one rule in my games, but I couldn't find it written anywhere.
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Re: OOC

#648 Post by frobozz »

@TK: Do you consider slings to be two-handed weapons? I know they only require one hand to fire, but I always assumed they required two hands to load (like most missile weapons). If so, then Grey Jake may be the best fit for carrying the group's lantern, since he is the only one that does not use any two-handed weapons and/or have both hands occupied during combat.
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Re: OOC

#650 Post by thirdkingdom »

Oh, and just to clarify, both Lanny and Grey Jake have only had their injuries attended to by non-magical means. If sulldawga or Makofan posts otherwise, we can retcon a bit of magical healing.
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Re: OOC

#651 Post by frobozz »

sulldawga wrote:Marodin the Cleric will look over Grey Jake's wounds while giving Semele a play-by-play on how to do it correctly.

"I think you'll be ok with this all bandaged up now, but let me know if it still hinders you and I'll call upon the Divines to heal you further. Same goes for you, Lanny."

Marodin looks around the room, his nose crinkled in disgust.

"Otherwise, I agree that it's high time to move north and get away from this stink."
Happy to drop a Cure Light Wounds if Makofan or frobozz wants it.
Lanny is good to go, thanks! Grey Jake would stand to benefit much more from a healing potion or spell.

@TK: Does one have to have First Aid skill points to be able to perform First Aid? Semele would be an ideal backup for First Aid, and has a good wisdom score too, but I noticed that she does not have any First Aid skill points. Does this matter?
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Re: OOC

#652 Post by thirdkingdom »

Yes, one does need the First Aid skill. It certainly would make sense for Semele to have the First Aid skill; it seems I never added skills for her. I shall address that this evening.
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Re: OOC

#653 Post by frobozz »

Bouv wrote:Tratiln, peering & listening into the room, whispers"Should one of the scouts go ahead into the room before the rest of us?"
@Everyone: How do y'all want to handle the use of "scouting ahead" in the dungeon? Personally, I would favor having one of the thieves scout ahead only in special circumstances, rather than at every possible opportunity. If they scout ahead at every possible opportunity, it's true that they may help to reduce the chance of the party being surprised, but they may also increase the likelihood that they themselves will be caught off guard and ambushed. Also, there is the issue of game mechanics - if we always have to wait for the reaction of one PC, and that player is not able to post for a while, it could slow down the game. But I definitely would want the scouts to be able to scout ahead in any situation in which they specifically wish to do so.

Now, having said all that, I am in favor of implementing a "standard operating procedure" (SOP) to have the party pause and be silent for a moment at every possible intersection or door, to allow the Thieves the chance to use their "Hear Noise" skill.
Last edited by frobozz on Mon Apr 15, 2013 1:29 pm, edited 2 times in total.
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Re: OOC

#654 Post by Makofan »

If we do "scout ahead", we should probably do it in pairs somehow. I also think it should be specified "Lanny and Jake will check out the bend before we proceed" rather than a SOP
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Re: OOC

#655 Post by Makofan »

frobozz wrote:Lanny is good to go, thanks! Grey Jake would stand to benefit much more from a healing potion or spell.
Grey Jake still has 5 hits left; should be good if he is careful
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Re: OOC

#656 Post by rremedio »

I agree with frobozz. I'm good with the SOP for hearing things. It doesn't mean that the thief needs to automatically scout ahead. Scouting ahead should be done in a case by case basis, imo. For instance, if a thief go to scout in the dark and the special goggles are not available, a trio of those lizards could appear above him, in the ceiling, and he would be in big trouble. So I think it's better if he decides whenever is safe and worthy to scout ahead.
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Re: OOC

#657 Post by Bouv »

Works for me too. A simple "listening check" or someone with darkvision/infra-vision just looking in (with the torches/lanterns moving back) would be good enough.
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Re: OOC

#658 Post by frobozz »

Bouv wrote:Works for me too. A simple "listening check" or someone with darkvision/infra-vision just looking in (with the torches/lanterns moving back) would be good enough.
Unless I am mistaken, I think there needs to be a complete absence of light in order for darkvision/infravision to kick in, so I'm not sure that would be achieveable when using normal lanterns and torches. However, if we exclusively use the shuttered lantern, I think it would be possible to do that. If desired, we could make the "shuttering of the lantern" a part of the SOP (at the same time that we are stopping to listen for noises) whenever we come to an intersection.

By the way, it looks like both Drudsa and Grey Jake have volunteered to carry Saul's shuttered lantern. If Drudsa's sling can be loaded one-handed, and Drudsa only needs one hand to cast spells, then I would probably nominate Drudsa to carry the lantern, since he is much less likely to get into a melee situation where the lantern could get accidentally damaged.
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Re: OOC

#659 Post by Bouv »

frobozz wrote:
Bouv wrote:Works for me too. A simple "listening check" or someone with darkvision/infra-vision just looking in (with the torches/lanterns moving back) would be good enough.
Unless I am mistaken, I think there needs to be a complete absence of light in order for darkvision/infravision to kick in, so I'm not sure that would be achieveable when using normal lanterns and torches. However, if we exclusively use the shuttered lantern, I think it would be possible to do that. If desired, we could make the "shuttering of the lantern" a part of the SOP (at the same time that we are stopping to listen for noises) whenever we come to an intersection.

By the way, it looks like both Drudsa and Grey Jake have volunteered to carry Saul's shuttered lantern. If Drudsa's sling can be loaded one-handed, and Drudsa only needs one hand to cast spells, then I would probably nominate Drudsa to carry the lantern, since he is much less likely to get into a melee situation where the lantern could get accidentally damaged.
That's what I meant by the torches moving back. In our current situaton, say Tratiln will stay where we are, at the room, and everyone else would move back with the light so he's in the dark and can use his darkvision. Then he could go back to the party and report and everyone can then move back up and go in.
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Re: OOC

#660 Post by frobozz »

Bouv wrote:That's what I meant by the torches moving back. In our current situaton, say Tratiln will stay where we are, at the room, and everyone else would move back with the light so he's in the dark and can use his darkvision. Then he could go back to the party and report and everyone can then move back up and go in.
I suppose that would work well enough. Although that would still leave one person on their own (if only for a brief moment). Whereas if we only used the shuttered lantern, and just shuttered it to put us in darkness, we could all stay in formation. It just depends on whether or not we want to keep a torch lit as well (which I think would be more for purposes of igniting oil than for actual light, since we already have the lantern).

Btw, if Tratiln himself is carrying a torch, he may not be able to use his shield if we are attacked, as the torch would occupy one of his hands. I would suggest that if we want to use both a lantern and a torch, I would say give the lantern to Drudsa and the torch to Jake (since they both have a free hand to spare).
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