No I think that's a good idea. Quite often find myself not wanting to post with the story so we have to wait for others. Maybe also have agreed upon sessions where everyone is available to rapid post? Allows for engaging combat that doesn't take weeks
This campaign is a rare gem where the engagement is incredibly high, and I am afraid to stifle that. I can sympathize with feelings of not being able to keep up or wishing I had been around to interject at a different spot, but I'd rather have this than a campaign that has gone dry because we're waiting on people.
At the same time, I found the break over the weekend to be refreshing (Although I checked in periodically just to make sure I wasn't missing something--paranoia, I guess).
In PbP, it's hard to find a balance for RP, much like it's hard to manage a player with a reaction-based action economy (to react to something in PbP, you have to post very quickly after someone else. Think about the Protection fighting style imposing disadvantage once per round and trying to intervene in the DM's posts to try to do that, and in a timely enough manner as to not throw off everyone else's posts). It involves a lot of ret-conning to involve everyone. It would also require posts to be less drawn out and more concise.
I think RP tends to take two forms: 1. direct dialogue - we should never try to impede direct dialogue because restricting a player's posts could drag on a side conversation for OOG days. 2. party dialogue - this requires patience by a player who treats this as direct dialogue, so other party members can participate.
Another exception I would make to any sort of post limit, should one be imposed, is "if it's your turn" -- If it's your turn (esp. in combat), just go. No post limit should ever keep a player from doing this, even if they participated in RP recently.
Finding balance is difficult I agree, but I think there is a middle point between waiting for weeks or months for a combat to continue and not allowing someone 2 hours to post it’s actions and it’s own initiative. I am the first one to give heads up if I am not beign able to post in 24 hours or more and I have no problem with my character beign controlled by the GM or the rest of the players in that case, but, again, I think there is a middle point between weeks and hours. We are not talking here that the GM has been forced to play for a character for it has been absent for weeks, we are talking of less than 2 hours.
I am not saying that this pace is bad, as I stated in my first sentence is that I feel that I cannot keep it up. Perhaps the problem is only mine :)
I understand your complaint. Since this campaign has been going at a above average pace, how about... In RP situations, I will wait for a player to post for 12 hours and then go ahead. Unless of course, the players disagree. The reason I rolled Val's initiative for Val is because initiative doesn't require any player input besides rolling dice.
And I keep saying. Initiative and combat have little to do with combat RP. Even if Combat begins, you can still try to talk to your opponent. For talking, it doesn't cost anything and you don't even need to wait for your turn.
As for missing RP chances, retrospective things are still a viable option.
Retrospective RP is your friend. You can still say what you would've done before they attacked. If it dissuades them, then the attacks against Elsara and Folki will be retconned. Retconning is not a problem at this point.
Don't think it's very clear, but this is the bit on hiding from PHB:
HIDING
The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
Passive Perception. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.
For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.
What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured as explained in chapter 8, “Adventuring.”
Depending on your interpretation, it might be that you are hidden until you leave your current square, or perhaps until you leave your current place of cover, or something else.
Yeah. It doesn't really say much about moving through an area that is already hidden from view without ever passing a square which is in sight of your enemy. I may have write another house rule for that.
I would say if you have to actively keep yourself hidden then treat it as moving while prone, if (like the goblins behind the table) you don't have to crouch, duck etc then normal movement . What do you think?
Okay I'm back. Like I said in the main thread, I'm saying this bomb is the type with the fuse so Feather Fall didn't work. However, for future reference, what do you guys think? Should bombs be affected by Feather Fall?
If it's a traditional "ye old TNT stick" style bomb, then yeah it won't work. Perhaps something in a vial, like alchemist's fire and alchemist's acid it might have some standing.
I think its a creative use of the spell, but its something that should be closely monitored so we don't just cheese everything.
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Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
That bomb is the kind of “light the fuse, Throw it, Run the hell out of there” kind. So I thinki you decided well :) (It says “ you light it “ on the description.)
As per the spell... well it’s a creative way to use it, but that kind of power is meant to be more the area of influence of Telekinesis. It’s true that you are not controling the object, just making it fall reeeal slow... but then again, the Feather Fall is designed to be used in creatures, saving them from the falling damage of a sudden fall. Me beign the DM would have say no, the center of the spell is “self” and up to five creatures, you cannot “throw” the effect towards a falling object. Also I picture it as a “bed of magic air” that the spell creates just below the caster, aiming at a throwing object could be very tricky to say the least.
Could just mage hand it to catch it. It'll still blow up because fuse though.
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Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
Anyway it wouldn't have stopped it from falling, just slowed it down, and if you take the standard 6 second round its still falling at 10ft per sec which is still quite fast
Oh yeah! I missed the obvious in my rush. So the final ruling for all future instances is: the bomb is the fuse type so Feather Fall and Mage Hand wouldn't stop it from blowing up.
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No I think that's a good idea. Quite often find myself not wanting to post with the story so we have to wait for others. Maybe also have agreed upon sessions where everyone is available to rapid post? Allows for engaging combat that doesn't take weeks
This campaign is a rare gem where the engagement is incredibly high, and I am afraid to stifle that. I can sympathize with feelings of not being able to keep up or wishing I had been around to interject at a different spot, but I'd rather have this than a campaign that has gone dry because we're waiting on people.
At the same time, I found the break over the weekend to be refreshing (Although I checked in periodically just to make sure I wasn't missing something--paranoia, I guess).
In PbP, it's hard to find a balance for RP, much like it's hard to manage a player with a reaction-based action economy (to react to something in PbP, you have to post very quickly after someone else. Think about the Protection fighting style imposing disadvantage once per round and trying to intervene in the DM's posts to try to do that, and in a timely enough manner as to not throw off everyone else's posts). It involves a lot of ret-conning to involve everyone. It would also require posts to be less drawn out and more concise.
I think RP tends to take two forms: 1. direct dialogue - we should never try to impede direct dialogue because restricting a player's posts could drag on a side conversation for OOG days. 2. party dialogue - this requires patience by a player who treats this as direct dialogue, so other party members can participate.
Another exception I would make to any sort of post limit, should one be imposed, is "if it's your turn" -- If it's your turn (esp. in combat), just go. No post limit should ever keep a player from doing this, even if they participated in RP recently.
Check out my Extended Signature here
Finding balance is difficult I agree, but I think there is a middle point between waiting for weeks or months for a combat to continue and not allowing someone 2 hours to post it’s actions and it’s own initiative. I am the first one to give heads up if I am not beign able to post in 24 hours or more and I have no problem with my character beign controlled by the GM or the rest of the players in that case, but, again, I think there is a middle point between weeks and hours. We are not talking here that the GM has been forced to play for a character for it has been absent for weeks, we are talking of less than 2 hours.
I am not saying that this pace is bad, as I stated in my first sentence is that I feel that I cannot keep it up. Perhaps the problem is only mine :)
PbP Character: A few ;)
I understand your complaint. Since this campaign has been going at a above average pace, how about... In RP situations, I will wait for a player to post for 12 hours and then go ahead. Unless of course, the players disagree. The reason I rolled Val's initiative for Val is because initiative doesn't require any player input besides rolling dice.
And I keep saying. Initiative and combat have little to do with
combatRP. Even if Combat begins, you can still try to talk to your opponent. For talking, it doesn't cost anything and you don't even need to wait for your turn.As for missing RP chances, retrospective things are still a viable option.
It doesn’t makes much sense now trying to convice them not to attack... but thanks for your understanding : )
PbP Character: A few ;)
Retrospective RP is your friend. You can still say what you would've done before they attacked. If it dissuades them, then the attacks against Elsara and Folki will be retconned. Retconning is not a problem at this point.
By the way, what is the RAW for moving while hiding? I couldn't find it.
Don't think it's very clear, but this is the bit on hiding from PHB:
HIDING
The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
Passive Perception. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.
For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.
What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured as explained in chapter 8, “Adventuring.”
Depending on your interpretation, it might be that you are hidden until you leave your current square, or perhaps until you leave your current place of cover, or something else.
Yeah. It doesn't really say much about moving through an area that is already hidden from view without ever passing a square which is in sight of your enemy. I may have write another house rule for that.
I would say if you have to actively keep yourself hidden then treat it as moving while prone, if (like the goblins behind the table) you don't have to crouch, duck etc then normal movement . What do you think?
I just finished writing up a house rule for stealth. Please check it out and tell me if you have any objections.
Okay I'm back. Like I said in the main thread, I'm saying this bomb is the type with the fuse so Feather Fall didn't work. However, for future reference, what do you guys think? Should bombs be affected by Feather Fall?
If it's a traditional "ye old TNT stick" style bomb, then yeah it won't work. Perhaps something in a vial, like alchemist's fire and alchemist's acid it might have some standing.
I think its a creative use of the spell, but its something that should be closely monitored so we don't just cheese everything.
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder
I'm relatively new to DnD as a whole so what kind of bomb is the Bomb?
Okay... After some more googling, I found this. Though don't know how reliable this site is in terms of rules and DnD worlds.
https://dnd-wiki.org/wiki/Bomb_(3.5e_Equipment)
The link doesn't work if you click it. Just paste it into the address bar.
That bomb is the kind of “light the fuse, Throw it, Run the hell out of there” kind. So I thinki you decided well :) (It says “ you light it “ on the description.)
As per the spell... well it’s a creative way to use it, but that kind of power is meant to be more the area of influence of Telekinesis. It’s true that you are not controling the object, just making it fall reeeal slow... but then again, the Feather Fall is designed to be used in creatures, saving them from the falling damage of a sudden fall. Me beign the DM would have say no, the center of the spell is “self” and up to five creatures, you cannot “throw” the effect towards a falling object. Also I picture it as a “bed of magic air” that the spell creates just below the caster, aiming at a throwing object could be very tricky to say the least.
Just my two cooper.
PbP Character: A few ;)
Could just mage hand it to catch it. It'll still blow up because fuse though.
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder
Yeah i agree, Feather Fall is just for beings.
Anyway it wouldn't have stopped it from falling, just slowed it down, and if you take the standard 6 second round its still falling at 10ft per sec which is still quite fast