@ScienceVersusAdventure maybe in the next battle maps you can add something like a chessboard numbers and letters, to help identify specific squares a bit better? Of course if that's easy for you to do. I think it would simplify things a bit if we could just say that "X moves to H8"
^^ Looks good to me. The IC thread exists for our story. All of the narrative 'fluff' of what/how/and why the characters are doing what they are doing. I will respond in the IC thread with the results and/or consequences of those actions. Of course, though, since this is a game, sometimes a quick OOC comment is needed if the IC was not clear. If ever in doubt, a quick little OOC at the end of an IC post is the way to go.
[And if I have a question for you ... I won't be shy ... I'll typically just ask the question here in the OOC thread.]
@Miglasezis, in the current round Toadstool did not need any additional movement to complete the move described in the post.
You are welcome to do the move as written without using the adrenaline rush special ability, or you can keep the post as-is ... just letting you know.
Since using the adrenaline rush also grants the 2 temp hp, I figure that may have been the whole point of using the ability.
Well maybe I did the movement math wrong, but it seemed that with 30 ft of movement I can't get where I want. How do you count diagonals? 5-10-5-10?
Anyway - I will leave it as is, because it seems appropriate for an orc to get a rush after attacking. Specifically a pacifist that has been suppressing his orc blood for quite a while.
In 5E, 1 square = 5 feet. Up, down, left, right, diagonal ... just 5 feet. It's not 'realistic' but it's simple.
Caveats. Occupied squares are considered difficult terrain. You may move through non-hostile occupied squares. You may not, barring a size difference of two categories, move though hostile occupied squares. You may not end your turn in an occupied square.
[for most folks, those caveats will remain true, but there are racial abilities, class abilities, and feats and such that offer adjustments to these rules]
The 5-10-5 from earlier editions is more 'true to life' but in this edition exists as an optional rule (one this tale is not using) in the DMG.
A list of the variant rules and optional rules in play can be found here.
I am a big fan of running the game with as few tweaks as possible.
That said, there are some rules in XGtE that I am fond of. But most of them are DM-facing (as in, this is how the world works) and not necessarily player-facing (as in, this affects your rolls so you must put it on your sheet) so I didn't think it was necessary to go through the book and list each one.
I do have one addition for if/when we ever get to creating magic items, scribing scrolls etc ...
On Crafting Magic Items
There are two sets of rules for crafting magic items (the DMG and XGtE). I am willing to have both of these rules in effect, and, when someone opts to craft a magic item ... they may use whichever method is advantageous for that situation.
With regard to house rules ... I will make the following tweak:
-When using the DMG method for crafting magic items, the cost and time needed are halved for items that are of a consumable or one-time-use nature (potions, scrolls, etc).
^^ And when the tale gets to the hexcrawl exploration stages of the game, I have a supplement that expands on / replaces the rules for exploring & getting lost.
That bridge shall get burned when we get there. :)
@SunDial365, When using two-weapon fighting, you don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. So additional 2hp added to the roll will be discarded. On the upside, however, you forgot to add in the damage from sneak attack ... so you get to add in another 1d6 damage on that hit.
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If there is ever a need to clarify what I mean by something, please let me know in the OOC and I will do my best to explain it a different way.
Gotcha. Then I'm doing option A, and then getting as close as I can to the fight. If I can dash as my action, great. If not, that's OK too.
Understood. Yaudara will still spend the action to move safely in this round, but will still not be able to dash. This was already discussed.
@ScienceVersusAdventure maybe in the next battle maps you can add something like a chessboard numbers and letters, to help identify specific squares a bit better? Of course if that's easy for you to do. I think it would simplify things a bit if we could just say that "X moves to H8"
I agree it is a good idea.
However, neither the map I am using for this encounter, nor the DDB Maps function of this website support that feature you have requested.
We'll just have to do it the old fashioned way, describing the movement intended: "I move next to Joe" or "North three, West two squares."
For the purposes of our maps, let's just agree that north is always up.
Not an issue. We can always discuss anything unclear. Loving this so far :D
Hey I'm actually not sure if I did it right. This is actually my first time playing this sort of game. Let me know if I gotta fix anything
Okay, the world presents some problems and we don't know what to do / You've come to find your feelings aren't exactly what you knew.
Chin up! / Don't bet on sinking ships because they'll turn your chips to trash. / You've got to set your sights and hopes on setting not to crash!
The truth can seem quite bleak if you don't make your plans unfurl / But I would not let that mar my opinion of the world!
^^ Looks good to me. The IC thread exists for our story. All of the narrative 'fluff' of what/how/and why the characters are doing what they are doing. I will respond in the IC thread with the results and/or consequences of those actions. Of course, though, since this is a game, sometimes a quick OOC comment is needed if the IC was not clear. If ever in doubt, a quick little OOC at the end of an IC post is the way to go.
[And if I have a question for you ... I won't be shy ... I'll typically just ask the question here in the OOC thread.]
@Miglasezis, in the current round Toadstool did not need any additional movement to complete the move described in the post.
You are welcome to do the move as written without using the adrenaline rush special ability, or you can keep the post as-is ... just letting you know.
Since using the adrenaline rush also grants the 2 temp hp, I figure that may have been the whole point of using the ability.
Well maybe I did the movement math wrong, but it seemed that with 30 ft of movement I can't get where I want. How do you count diagonals? 5-10-5-10?
Anyway - I will leave it as is, because it seems appropriate for an orc to get a rush after attacking. Specifically a pacifist that has been suppressing his orc blood for quite a while.
In 5E, 1 square = 5 feet. Up, down, left, right, diagonal ... just 5 feet. It's not 'realistic' but it's simple.
Caveats. Occupied squares are considered difficult terrain. You may move through non-hostile occupied squares. You may not, barring a size difference of two categories, move though hostile occupied squares. You may not end your turn in an occupied square.
[for most folks, those caveats will remain true, but there are racial abilities, class abilities, and feats and such that offer adjustments to these rules]
The 5-10-5 from earlier editions is more 'true to life' but in this edition exists as an optional rule (one this tale is not using) in the DMG.
Oh ok, got it! That's why I could get there. Anyway - let's leave my actions as is, because it really seems appropriate.
I had only played 5E with 5-10-5, so I thought it was a rule (non optional).
Speaking of optional rules - do we do flanking? If no, then my bonus action was really pointless :D
The short answer is no.
A list of the variant rules and optional rules in play can be found here.
I am a big fan of running the game with as few tweaks as possible.
That said, there are some rules in XGtE that I am fond of. But most of them are DM-facing (as in, this is how the world works) and not necessarily player-facing (as in, this affects your rolls so you must put it on your sheet) so I didn't think it was necessary to go through the book and list each one.
I do have one addition for if/when we ever get to creating magic items, scribing scrolls etc ...
On Crafting Magic Items
There are two sets of rules for crafting magic items (the DMG and XGtE). I am willing to have both of these rules in effect, and, when someone opts to craft a magic item ... they may use whichever method is advantageous for that situation.
With regard to house rules ... I will make the following tweak:
-When using the DMG method for crafting magic items, the cost and time needed are halved for items that are of a consumable or one-time-use nature (potions, scrolls, etc).
^^ And when the tale gets to the hexcrawl exploration stages of the game, I have a supplement that expands on / replaces the rules for exploring & getting lost.
That bridge shall get burned when we get there. :)
Yes, yes, I'm aware of your additional rule list. Just was wondering whether you consider flanking "defaultish".
Not a problem at all! Toadstool will just wait for opportunity attacks if necessary.
Apologies. I thought maybe you had missed it.
Ok, so no flanking to get advantage. Bummer for us, but also a bummer for our enemies, so it'll probably even out in the long run.
Hey! C1 is already dead from the 1st round of combat. Which one will taste your blade next?
@SunDial365, When using two-weapon fighting, you don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. So additional 2hp added to the roll will be discarded. On the upside, however, you forgot to add in the damage from sneak attack ... so you get to add in another 1d6 damage on that hit.