Triskelion will walk in on the heels of Tetrevess and cast Slow on the remaining 3 orcs.
DC 19 WIS save.
"Let's all take a minute, I mean there's no reason to be hasty here!"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
The orcs are slowed by Trisk's spell. The bug guy rebuffs the illusionist, "You come to tak. No take Kilrog's mear!" With this, he brings down his greatsword on Trisk.
<I've been thinking maybe adding a little mechanics here, but all player-facing rolls. Everything the players do autohits and they all do max damage. Monsters already do static damage. Just have players roll saves to avoid attacks. I still don't know what I'd have you roll (which die, what modifiers, what's the target), but would people be on board with this idea, generally? >
Trisk will cast Shocking Grasp to rebuke the Half-Ogre's offense and receive a Blessing of the Raven Queen to teleport away and gain resistance to all damage until the start of his next turn.
"I'm not sure if my stomach could handle what you eat Kilrog!"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Here is a reference for how the proposed system works. I designed the system, but I did use AI to write this explanation.
# Player-Facing Dodge Rolls - Quick Reference
## How It Works
**Instead of the DM rolling to hit you, YOU roll to dodge!**
### Your Dodge Bonus
**Dodge Bonus = Your AC - 10**
Examples:
- AC 12 → Dodge Bonus +2
- AC 15 → Dodge Bonus +5
- AC 18 → Dodge Bonus +8
- AC 20 → Dodge Bonus +10
### When Attacked
1. DM announces the attacking monster
2. DM tells you the **Dodge DC** (11 + Monster's Attack Bonus)
3. Roll 1d20 + your Dodge Bonus
4. **Meet or beat the DC = You dodge the attack!**
5. Roll under the DC = You get hit
## Example Combat Scenarios
### Fighting a Goblin (Low-level threat)
- **Monster:** Goblin (+4 attack bonus)
- **Dodge DC:** 15 (11 + 4)
- **Your roll:** 1d20 + Dodge Bonus vs DC 15
### Fighting an Adult Dragon (High-level threat)
- **Monster:** Adult Red Dragon (+14 attack bonus)
- **Dodge DC:** 25 (11 + 14)
- **Your roll:** 1d20 + Dodge Bonus vs DC 25
## Quick Reference Table
| Your AC | Dodge Bonus | vs Goblin (+4) | vs Orc (+5) | vs Giant (+8) | vs Dragon (+14) |
| 12 | +2 | Need 13+ | Need 14+ | Need 17+ | Need 23+ |
| 15 | +5 | Need 10+ | Need 11+ | Need 14+ | Need 20+ |
| 18 | +8 | Need 7+ | Need 8+ | Need 11+ | Need 17+ |
| 20 | +10 | Need 5+ | Need 6+ | Need 9+ | Need 15+ |
On the system:
It preseves the value of your AC and the monsters' bonus to-hit. It should be mathematically identical to the normal 5e system, except the player rolls instead of the DM. Nothing about any stat blocks needs to change, you just need to know your Defense Modifier (AC-10), and add it to your 1d20 roll. I show how the Target Number is determined, but that's on my end. Anything that changes your AC also changes your Defense Modifier. So, if you have +2 to AC from haste, then you get a temporary +2 to the defense roll. I don't use DDBs character sheets to roll, so I dont know how hard this will be to implement for those who do, but I am curious about it.
Per Claude:
## Why This System?
- **You stay engaged** - always rolling dice in combat
Sam: make a Dodge Roll, (described above: 1d20+ {your AC} -10,) DC 19 or take 23 slashing damage.
<incidentally, this system is proving very useful for converting from 3.5e l. So, even if we don't end up using it at all, it still works for this purpose.>
While Kilsog swings, Trisk grabs the ogre by the wrist, sending a shock through the barbarian's body.
As Triskelion teleports away, Kilsog sees him vanish just in time tonreveal the approaching firebolt Tess launched his way, too late to avoid it.
I think this system needs initiative to get people posting. I'll call it here.
Looking ahead, the majority of battles are going to run with normal 5e rules. The original (3.5e) CR cutoff (perhaps coincidentally) is CR10. Anything under that, we're just using the narrative system for, but there aren't many more of them.
Sam stands his ground and presses the assault in the hungry hakf-ogre. Sam's glaive strikes Kilsog's sjoulder as he turns into the attack, ramming his massive body into the Fang of the World Serpent.
Sam uses the other end of the glaive the smash the raging barbarian's stomach, whereupon he exhales a deep groaning "Ghwaaeehh!"
"Perhaps this will sate your hunger," Sam quips, turning the glaive to point the blade straight down, choking up on the weapon's neck as he lofts the long handle above his head, exposing himself to attacks, but leaping, before the giant-kin can counter, into the air and shoving the glaive down Kilsog's throat, the blade bursting feom his backand driving into the mortar of the stonework floor, pinning his corpse to ground.
The room is quiet. A door to the sourh leads to a hallway, which leads to a set of stairs that descend to the east. The passageway leading to the west is unused, full of cobwebs, dust and debris. It should be obvious to the characters that all the traffic in this area heads east, down the stairs.
<technically you can go west. There's nothing there. Youd get a random encounter and id rather not right now. I do mean random in the sense that there are pre-written encounters to ppace around the castle, and whoxh one you get is determined randomly.>
The double doors leading into this wide corridor is locked. The passageway leading to the west reaches an apparent dead end after 15 feet. A shallow, stagnant pool of water flows from this passageway to the east, underneath the double doors. This water forms from condensation and small leaks in the west wall,l.
A small alcove at the end of the western corridor conceals a secret stone door, which isnt very well hidden at present, as it is frequently used and has left a lot of scrapes on the floor, making it relatively easy to find.
This room is full of large crates, barrels, and leather bags piled along the walls. Two elevator shafts pass through the center of the room. The descending shaft is choked with rubble, making it impassable. The ascending shaft, along the far wall, appears to be in working order.
The crates are full of average-quality shields, simple weapons, tents, dried rations, and other basic supplies. These goods bear the marks of various trading companies, making it difficult to sell them legally in Greyhawk. The barrels and crates in front of the east wall of the room are full of blankets and rough woven cloth, making them relatively light.
The ascending shaft contains a hand-operated elevator that ascends up the Tower of War, making stops on both the second and third floors. Once on the first level, characters must find their way to the stairs leading up to the surface ruins.
The elevator shaft going down has collapsed and cannot be traversed without first digging out the entire shaft.
The water trickling into this room comes from underneath the west wall, flowing down the shaft and into the rubble behind the southeastern door.
There are also double doors in the southwest corner of the room, but someone has piled up a number of heavy crates in front of them.
This post has potentially manipulated dice roll results.
<Ok, rather than "initiative" we're going to call this the "spotlight". So, I'll say who I'm asking "what do you do?" They can respond and indicate the next person to get the spotlight, or I'll move it myself. Just because the spotlight is not on you doesn't mean you're not on stage. You can still say or do anything. It's not one person's turn. Its just that I am asking one person "what do you want to do?" But anyone can respond to it if it makes sense.>
<ooc: @shimshon123 is Picollo around/ foing to dhow up at some point. Im using d4 for this, but if shes not there im switxhing to d3. It actually landed on her just now.>
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<this explorarion bit, its the main part of the game as I see it. Like, the other pillars are there to keep this pillar straight. Anyone can do anyrhing they want here. You've got crates and suspicious looking things and elevator shafts and unexplored doors. Just pick something to do. It's not a puzzle. It's not a maze. Its exploration. >
Triskelion will walk in on the heels of Tetrevess and cast Slow on the remaining 3 orcs.
DC 19 WIS save.
"Let's all take a minute, I mean there's no reason to be hasty here!"
The orcs are slowed by Trisk's spell. The bug guy rebuffs the illusionist, "You come to tak. No take Kilrog's mear!" With this, he brings down his greatsword on Trisk.
<I've been thinking maybe adding a little mechanics here, but all player-facing rolls. Everything the players do autohits and they all do max damage. Monsters already do static damage. Just have players roll saves to avoid attacks. I still don't know what I'd have you roll (which die, what modifiers, what's the target), but would people be on board with this idea, generally? >
Plauers are up.
(like the story first aspect.. but it's also good to have some rolls in there. No firm opinion from me I guess)
T firebolts the big orc, and backs away from the front line
Sam carefully goes from orc to orc gutting them with his glaive
Trisk will cast Shocking Grasp to rebuke the Half-Ogre's offense and receive a Blessing of the Raven Queen to teleport away and gain resistance to all damage until the start of his next turn.
"I'm not sure if my stomach could handle what you eat Kilrog!"
Here is a reference for how the proposed system works. I designed the system, but I did use AI to write this explanation.
# Player-Facing Dodge Rolls - Quick Reference
## How It Works
**Instead of the DM rolling to hit you, YOU roll to dodge!**
### Your Dodge Bonus
**Dodge Bonus = Your AC - 10**
Examples:
- AC 12 → Dodge Bonus +2
- AC 15 → Dodge Bonus +5
- AC 18 → Dodge Bonus +8
- AC 20 → Dodge Bonus +10
### When Attacked
1. DM announces the attacking monster
2. DM tells you the **Dodge DC** (11 + Monster's Attack Bonus)
3. Roll 1d20 + your Dodge Bonus
4. **Meet or beat the DC = You dodge the attack!**
5. Roll under the DC = You get hit
## Example Combat Scenarios
### Fighting a Goblin (Low-level threat)
- **Monster:** Goblin (+4 attack bonus)
- **Dodge DC:** 15 (11 + 4)
- **Your roll:** 1d20 + Dodge Bonus vs DC 15
### Fighting an Adult Dragon (High-level threat)
- **Monster:** Adult Red Dragon (+14 attack bonus)
- **Dodge DC:** 25 (11 + 14)
- **Your roll:** 1d20 + Dodge Bonus vs DC 25
## Quick Reference Table
| Your AC | Dodge Bonus | vs Goblin (+4) | vs Orc (+5) | vs Giant (+8) | vs Dragon (+14) |
| 12 | +2 | Need 13+ | Need 14+ | Need 17+ | Need 23+ |
| 15 | +5 | Need 10+ | Need 11+ | Need 14+ | Need 20+ |
| 18 | +8 | Need 7+ | Need 8+ | Need 11+ | Need 17+ |
| 20 | +10 | Need 5+ | Need 6+ | Need 9+ | Need 15+ |
On the system:
It preseves the value of your AC and the monsters' bonus to-hit. It should be mathematically identical to the normal 5e system, except the player rolls instead of the DM. Nothing about any stat blocks needs to change, you just need to know your Defense Modifier (AC-10), and add it to your 1d20 roll. I show how the Target Number is determined, but that's on my end. Anything that changes your AC also changes your Defense Modifier. So, if you have +2 to AC from haste, then you get a temporary +2 to the defense roll. I don't use DDBs character sheets to roll, so I dont know how hard this will be to implement for those who do, but I am curious about it.
Per Claude:
## Why This System?
- **You stay engaged** - always rolling dice in combat
- **Same probabilities** as standard D&D
- **More dramatic** - you control your fate
- **Faster combat** - no waiting for DM rolls
- **Critical moments** - nat 1s and 20s create memorable tactical situations
*If players like them, optional rules for Crits.
## Critical Results
### Natural 20 Defense (Critical Dodge Success)
**You perform an amazing dodge that turns the enemy's attack against them!**
**Ranged Attacks - Ricochet:**
- Attack misses and bounces toward a target of your choice within 30 feet
- Original attacker makes the same attack roll against the new target's AC
- You choose the ricochet target (enemy, ally, object, etc.)
**Melee Attacks - Choose One:**
*Redirect:*
- Attack misses and the attacker must immediately attack a different creature within their reach
- You choose which creature the attacker targets (cannot be you or the attacker itself)
- Original attacker makes the same attack roll against the new target's AC
- If no other creatures are within reach, the attack simply misses
*Topple:*
- Attack misses and the attacker trips, falling prone
- Attacker makes a Constitution save: DC = 8 + your dodge bonus
- Large creatures get advantage on the save, Huge+ creatures are immune
**Special Cases:**
- Large creatures get advantage on topple saves, Huge+ creatures are immune
### Natural 1 Defense (Critical Dodge Failure)
**You stumble badly while trying to dodge!**
**Risky Stumble:**
- The attack automatically hits, regardless of your total roll
- You stumble and any creature within 5 feet can use their reaction to make one melee attack against you
- This represents you being off-balance and vulnerable
<I almost forgot, I'm calling this mechanic a "Dodge Roll" 🙂🫨🙃🫠😵💫>
Sam: make a Dodge Roll, (described above: 1d20+ {your AC} -10,) DC 19 or take 23 slashing damage.
<incidentally, this system is proving very useful for converting from 3.5e l. So, even if we don't end up using it at all, it still works for this purpose.>
While Kilsog swings, Trisk grabs the ogre by the wrist, sending a shock through the barbarian's body.
As Triskelion teleports away, Kilsog sees him vanish just in time tonreveal the approaching firebolt Tess launched his way, too late to avoid it.
Players can still act. If Sam doesnt move or kill Kilsog, hes just going to keep attacking Sam.
I think this system needs initiative to get people posting. I'll call it here.
Looking ahead, the majority of battles are going to run with normal 5e rules. The original (3.5e) CR cutoff (perhaps coincidentally) is CR10. Anything under that, we're just using the narrative system for, but there aren't many more of them.
Sam stands his ground and presses the assault in the hungry hakf-ogre. Sam's glaive strikes Kilsog's sjoulder as he turns into the attack, ramming his massive body into the Fang of the World Serpent.
Sam uses the other end of the glaive the smash the raging barbarian's stomach, whereupon he exhales a deep groaning "Ghwaaeehh!"
"Perhaps this will sate your hunger," Sam quips, turning the glaive to point the blade straight down, choking up on the weapon's neck as he lofts the long handle above his head, exposing himself to attacks, but leaping, before the giant-kin can counter, into the air and shoving the glaive down Kilsog's throat, the blade bursting feom his backand driving into the mortar of the stonework floor, pinning his corpse to ground.
The room is quiet. A door to the sourh leads to a hallway, which leads to a set of stairs that descend to the east. The passageway leading to the west is unused, full of cobwebs, dust and debris. It should be obvious to the characters that all the traffic in this area heads east, down the stairs.
<technically you can go west. There's nothing there. Youd get a random encounter and id rather not right now. I do mean random in the sense that there are pre-written encounters to ppace around the castle, and whoxh one you get is determined randomly.>
The double doors leading into this wide corridor is locked. The passageway leading to the west reaches an apparent dead end after 15 feet. A shallow, stagnant pool of water flows from this passageway to the east, underneath the double doors. This water forms from condensation and small leaks in the west wall,l.
A small alcove at the end of the western corridor conceals a secret stone door, which isnt very well hidden at present, as it is frequently used and has left a lot of scrapes on the floor, making it relatively easy to find.
So, do you want to follow the water under the double doors leading east or check out the secret door leading south (you're coming from the north)?
Secret door, it is:
This room is full of large crates, barrels, and leather bags piled along the walls. Two elevator shafts pass through the center of the room. The descending shaft is choked with rubble, making it impassable. The ascending shaft, along the far wall, appears to be in working order.
The crates are full of average-quality shields, simple weapons, tents, dried rations, and other basic supplies. These goods bear the marks of various trading companies, making it difficult to sell them legally in Greyhawk. The barrels and crates in front of the east wall of the room are full of blankets and rough woven cloth, making them relatively light.
The ascending shaft contains a hand-operated elevator that ascends up the Tower of War, making stops on both the second and third floors. Once on the first level, characters must find their way to the stairs leading up to the surface ruins.
The elevator shaft going down has collapsed and cannot be traversed without first digging out the entire shaft.
The water trickling into this room comes from underneath the west wall, flowing down the shaft and into the rubble behind the southeastern door.
There are also double doors in the southwest corner of the room, but someone has piled up a number of heavy crates in front of them.
There is also a door in the southeast corner.
The hallway beyond this door has collapsed
What do you want to do?
<Ok, rather than "initiative" we're going to call this the "spotlight". So, I'll say who I'm asking "what do you do?" They can respond and indicate the next person to get the spotlight, or I'll move it myself. Just because the spotlight is not on you doesn't mean you're not on stage. You can still say or do anything. It's not one person's turn. Its just that I am asking one person "what do you want to do?" But anyone can respond to it if it makes sense.>
Spotlight: 2
Sam, what do YOU want to do?
<ooc: @shimshon123 is Picollo around/ foing to dhow up at some point. Im using d4 for this, but if shes not there im switxhing to d3. It actually landed on her just now.>
Trisk is starting to think this is some kind of maze and... "Maybe we should make a map of the path just to keep from doubling back by accident?"
You came in from the north. Those grey squares are the wlevator shafts. Thst hallway at the top continues east to double doors.
So, what does anybody want to do? Especially...(checks notes) Samogri?
<this explorarion bit, its the main part of the game as I see it. Like, the other pillars are there to keep this pillar straight. Anyone can do anyrhing they want here. You've got crates and suspicious looking things and elevator shafts and unexplored doors. Just pick something to do. It's not a puzzle. It's not a maze. Its exploration. >
Options:
Take the elevator up
Search for secret door
Leave the room and take the other door in the hallway
T will search for secret doors or anything unusual..23 investjgation