The paladin's aware of the current rule. Barring a short rest, only someone with Identify or something similar could've determined the potion's abilities, and I haven't looked at anyone's character sheet, so I don't know if anyone in our party can do that, but that was the point of my statement. I'm just trying to prevent someone from randomly drinking a potion that may or may not benefit them.
I was just correcting the assertion that the paladin lacked the ability to figure it what an item is (he doesn't), and that doing the taste test was ill-advised (it isn't).
I don't mind IC fluff about what characters know or don't know ... but this one was in direct contradiction of one of the rules.
I don't mind one bit if you guys haul stuff back to town to be examined, I was just letting the group know that it was not a built-in limitation in this edition as it was in others.
Many moons ago, I started with AD&D 2nd edition ... and that's where I internalized a lot of those rules and baseline assumptions of the game. First learned is best learned, I suppose.
When I made the jump to 3.5, I had some serious unlearning to do. That game had rules for everything.
I stopped playing for a while. In my opinion, 3.5 got unwieldy. The sheer amount of crunch required to create a character — often a game breaking min-maxed, uber god — made the game un-fun for me.
In any event, when I returned to the game for 5E, I had another round of 'unlearning' to do.
I'm pretty happy with how streamlined the ruleset is now (and how it is far less focused it is on making a character that can break the world).
So the iron doors are north of where we came in, by the trees, and to the south of the summoning circle? I think we were aiming for the NW iron door, if I've got things figured correctly.
Not quite. The facts have been spread out over a few posts, I'll combine them here.
In the previous dimly lit hexagonal chamber, there is a closed stone door. This door is locked (and was not able to be picked) and looks like it has not been used in quite some time.
In the brightly lit summoning chamber, there are three exits the northern door is stone and the other two are iron.
The western exit from the square room is an open iron door, this door connects the two chambers.
To the north and south in the square room, the doors are closed. The northern door is stone, locked and also looks like it has not been used in quite some time.
The southern door is iron and has not been examined yet.
Each of the stone doors (the northern door in each room) appear to be little used.
@Miglasezis, Survival had no bearing on the situation so I applied the results of the roll to a Wisdom (perception) check instead. The result was less than Toadstool's passive perception of 13 and with the result of 13 he still did not notice the trap.
The scene has developed quite a bit since the encounter ended.
I don't want to leave players in the dust. I will wait to update again until either tomorrow or Samhain and SunDial have each had a chance to weigh in.
The paladin's aware of the current rule. Barring a short rest, only someone with Identify or something similar could've determined the potion's abilities, and I haven't looked at anyone's character sheet, so I don't know if anyone in our party can do that, but that was the point of my statement. I'm just trying to prevent someone from randomly drinking a potion that may or may not benefit them.
Fair enough.
I was just correcting the assertion that the paladin lacked the ability to figure it what an item is (he doesn't), and that doing the taste test was ill-advised (it isn't).
I don't mind IC fluff about what characters know or don't know ... but this one was in direct contradiction of one of the rules.
I don't mind one bit if you guys haul stuff back to town to be examined, I was just letting the group know that it was not a built-in limitation in this edition as it was in others.
This is incorrect. A little taste is enough to tell the taster what a potion does.
Once treasure starts getting divvied up, please let me know who is going to take what.
Aha. Never too old to learn something new, especially at 5am where I'm apparently not yet awake enough to read the entire post. :D
Thanks.
No worries.
Many moons ago, I started with AD&D 2nd edition ... and that's where I internalized a lot of those rules and baseline assumptions of the game. First learned is best learned, I suppose.
When I made the jump to 3.5, I had some serious unlearning to do. That game had rules for everything.
I stopped playing for a while. In my opinion, 3.5 got unwieldy. The sheer amount of crunch required to create a character — often a game breaking min-maxed, uber god — made the game un-fun for me.
In any event, when I returned to the game for 5E, I had another round of 'unlearning' to do.
I'm pretty happy with how streamlined the ruleset is now (and how it is far less focused it is on making a character that can break the world).
Based on the IC, I have divvied up the loot and added them to your sheets.
As follows:
Balen - Keoghtom's Ointment
Ichep - Scroll of Protection Against Undead
Toadstool - Bhaal Rubies (11)
Yep, the 5e rules are pretty good. I did the original "blue book", and then AD&D, and then took a break till 5e. It's good to be back.
So the iron doors are north of where we came in, by the trees, and to the south of the summoning circle? I think we were aiming for the NW iron door, if I've got things figured correctly.
Not quite. The facts have been spread out over a few posts, I'll combine them here.
In the previous dimly lit hexagonal chamber, there is a closed stone door. This door is locked (and was not able to be picked) and looks like it has not been used in quite some time.
In the brightly lit summoning chamber, there are three exits the northern door is stone and the other two are iron.
The western exit from the square room is an open iron door, this door connects the two chambers.
To the north and south in the square room, the doors are closed. The northern door is stone, locked and also looks like it has not been used in quite some time.
The southern door is iron and has not been examined yet.
Each of the stone doors (the northern door in each room) appear to be little used.
@Miglasezis, Survival had no bearing on the situation so I applied the results of the roll to a Wisdom (perception) check instead. The result was less than Toadstool's passive perception of 13 and with the result of 13 he still did not notice the trap.
The scene has developed quite a bit since the encounter ended.
I don't want to leave players in the dust. I will wait to update again until either tomorrow or Samhain and SunDial have each had a chance to weigh in.
True! There has been a massive development YOU BASTARD!!!!!!!!!
You guys can all still post whatever and whenever you want by the way.
I'm just going to hold off on adjudicating any actions or moving the story forward until most of the players have had a chance to respond.
Sorry I won't be like super active today. Happy Easter y'all.
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
No worries at all. This is a huge holiday weekend. Enjoy your Easter.
Also, I added the net to Balen's belongings.
Cool, happy Easter!
And thanks for the oinment. Rolled super low tho.
Rolling low is what we excel at :D
Fact. Just rolled a critical success for arcana, but then low on perception. We know all the things, but can't see a thing.
hehe. I'm telling you, it's going to be nothing but 20s from here on out.