Well... if everyone volunteers to stay behind, Evans will pick Elsara (Because she has the lowest HP and if things go wrong, surround and pound tactics will work wonders.)
Only guild quests? Or are there other arbitrary quests like the village asking us to clear the goblin threat or Evans asking us to setup trade with Camenose?
Actually, the things you are doing is technically steps of the first Guild Quest (Albeit unplanned ones). I divided quests into 2 categories: Guild and World. World quests are encountered through exploration. Completing any quest will award XP at the end of it. Some exceptions will be made like a multi-day dungeon and random encounters.
(I assume now that we are back in a town, we can replenish any water we used up while in the goblin den? Is that something we need to explicitly declare every time? If so, it would be nice to receive periodic updates about our water levels and usage.)
Nah. Whenever you're in town, I assume you restock water. And I notify you of your water level whenever it increases or decreases. You guys didn't really spend long enough in the Goblin base (In case of Dungeons, time is calculated in days than hours) to worry about food and water.
Sorry I missed the speech and all that. Weekends generally aren't a good time for me to hop online.
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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
Nah, its fine. I think what needs to be said was and that Gym won't have anything extra to add. He's not so good at the persuasions anyhow.
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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
Just so you know, I'm still around player-wise, just my character isn't there. I'm not planning on reading over it so I can't know what happened unless explained IC... Assuming the party comes back to pick me up, that is ☺.
A quick question: How do you guys feel about PCs coming back from the dead? I have already nerfed these types of spells. Should I also add limitations to how many times a revival spell can bring back a dead PC?
I think it greatly depends on how a PC dies. Otherwise, I wouldn't mind methods of bringing them back.
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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
I was thinking about nerfing it by making this rule: When you cast a revival spell in combat (or immediately after combat), it doen't have most of the restrictions (besides the curing disease part). When you don't do it however, each time you cast this spell, the spell requires more money to cast.
1000 gp --> 2000 gp ---> 4000 gp ---> 8000gp and so on.
I'm not sure about this so I'm asking for you guys' opinion. I'm just worried that at later levels, death would become a minor inconvenience than a cause for worry.
So doubling the cost on the recipient's required diamond each time? Seems plausible. I've seen other systems where it's 3 strikes, you're out, among other rules. Another example the cost is proportional to the power of the person being revived (so 1000 * character level, for example). I'm happy with whichever you feel is easier. We can always use the additional notes on our character sheets for keeping a death tally for if such a thing comes up.
No. Not doubling for the recipient's cost. Doubling the casters cost. Since Resurrection and True Resurrection are both Cleric spells (as far as I know), it would make sense for a deity to get somewhat pissed that one guy keeps asking him to bring his friends back over and over again. So each time the cleric casts that spell, the cost doubles. In the first few stages it won't cause too much of a problem. If your party has 10K gp and the cost to bring one guy back is 1 or 2K, it won't effect you too much. However, it will soon raise and make resurrection essentially unusable. 6 times used = 32K. Reincarnation got a buff though so you can always use that.
It's still better than the old rules of costing xp of the caster and the recipient.
The reason I put the recipient is mainly that I saw it along the line of "your spirit's tether to this world gets weaker each time you come back. Something is left on the other side and it calls to you." sort of vibe. It seems slightly harsher on the person who died once after the party healer raised "that one guy" eight times, and their first resurrection now costs 128K. Though to be honest, if you have someone that falls over that much, they may just be left wherever they fell.
It also restricts us from hunting out NPC clerics who haven't raised as many people, meaning that when our team healer is at their limit we don't just go, "Oh, you're less useful now, let's grab this NPC and make them our main healer because the resurrection is cheaper".
Oh you can't do that. NPCs can't be brought back. Again, there are some exceptions that's detailed in the campaign page. So what do you guys think? Is the heavy nerfing worth it? And yes if you've resurrected someone more than 4 times, it's time to re-think your limited revives. Also Revivify is unaffected and as long as you resurrect during or immediately after battle, you don't need to pay extra.
Well... if everyone volunteers to stay behind, Evans will pick Elsara (Because she has the lowest HP and if things go wrong, surround and pound tactics will work wonders.)
Whats the exp gain total for the dungeon, I'm still on 35XP. Are we doing everyone gets the same or individuals get for own task
Same. And XP is awarded upon quest completion
Only guild quests? Or are there other arbitrary quests like the village asking us to clear the goblin threat or Evans asking us to setup trade with Camenose?
Check out my Extended Signature here
Actually, the things you are doing is technically steps of the first Guild Quest (Albeit unplanned ones). I divided quests into 2 categories: Guild and World. World quests are encountered through exploration. Completing any quest will award XP at the end of it. Some exceptions will be made like a multi-day dungeon and random encounters.
(I assume now that we are back in a town, we can replenish any water we used up while in the goblin den? Is that something we need to explicitly declare every time? If so, it would be nice to receive periodic updates about our water levels and usage.)
Check out my Extended Signature here
Nah. Whenever you're in town, I assume you restock water. And I notify you of your water level whenever it increases or decreases. You guys didn't really spend long enough in the Goblin base (In case of Dungeons, time is calculated in days than hours) to worry about food and water.
can i assume that the unconscious Folki got a long rest in the wagon?
Yes. Everyone got a long rest in time between going from the base to the village.
Sorry I missed the speech and all that. Weekends generally aren't a good time for me to hop online.
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
Well... You can still give your speech in Retrospect
Nah, its fine. I think what needs to be said was and that Gym won't have anything extra to add. He's not so good at the persuasions anyhow.
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
Just so you know, I'm still around player-wise, just my character isn't there. I'm not planning on reading over it so I can't know what happened unless explained IC... Assuming the party comes back to pick me up, that is ☺.
A quick question: How do you guys feel about PCs coming back from the dead? I have already nerfed these types of spells. Should I also add limitations to how many times a revival spell can bring back a dead PC?
I think it greatly depends on how a PC dies. Otherwise, I wouldn't mind methods of bringing them back.
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 was thinking about nerfing it by making this rule: When you cast a revival spell in combat (or immediately after combat), it doen't have most of the restrictions (besides the curing disease part). When you don't do it however, each time you cast this spell, the spell requires more money to cast.
1000 gp --> 2000 gp ---> 4000 gp ---> 8000gp and so on.
I'm not sure about this so I'm asking for you guys' opinion. I'm just worried that at later levels, death would become a minor inconvenience than a cause for worry.
So doubling the cost on the recipient's required diamond each time? Seems plausible. I've seen other systems where it's 3 strikes, you're out, among other rules. Another example the cost is proportional to the power of the person being revived (so 1000 * character level, for example). I'm happy with whichever you feel is easier. We can always use the additional notes on our character sheets for keeping a death tally for if such a thing comes up.
No. Not doubling for the recipient's cost. Doubling the casters cost. Since Resurrection and True Resurrection are both Cleric spells (as far as I know), it would make sense for a deity to get somewhat pissed that one guy keeps asking him to bring his friends back over and over again. So each time the cleric casts that spell, the cost doubles. In the first few stages it won't cause too much of a problem. If your party has 10K gp and the cost to bring one guy back is 1 or 2K, it won't effect you too much. However, it will soon raise and make resurrection essentially unusable. 6 times used = 32K. Reincarnation got a buff though so you can always use that.
It's still better than the old rules of costing xp of the caster and the recipient.
The reason I put the recipient is mainly that I saw it along the line of "your spirit's tether to this world gets weaker each time you come back. Something is left on the other side and it calls to you." sort of vibe. It seems slightly harsher on the person who died once after the party healer raised "that one guy" eight times, and their first resurrection now costs 128K. Though to be honest, if you have someone that falls over that much, they may just be left wherever they fell.
It also restricts us from hunting out NPC clerics who haven't raised as many people, meaning that when our team healer is at their limit we don't just go, "Oh, you're less useful now, let's grab this NPC and make them our main healer because the resurrection is cheaper".
Oh you can't do that. NPCs can't be brought back. Again, there are some exceptions that's detailed in the campaign page. So what do you guys think? Is the heavy nerfing worth it? And yes if you've resurrected someone more than 4 times, it's time to re-think your limited revives. Also Revivify is unaffected and as long as you resurrect during or immediately after battle, you don't need to pay extra.