Your turn in initiative, Merkas is waiting until after you go. He’s also tumbling across the ground trying not to get trampled by multiple larger beasts.
We might need to focus better in combat. As now we spread out the damage and suffer unessesary damage.
To illustrate take 4 ogres with 40 hp. Against a party of 4 characters. Both sides deal 40 hp damage each round. Each character and ogre deals 10 hp damage.
Example with spreading out the damage and assume characters win intative.
1st round. Each ogre take 10 hp. Brings them too 30 hp each. Each ogre deals 10hp for total 40.hp
2nd round. Each ogre take another 10 and brings them too 20 hp each. The ogres deals out new 40 hp damage
3rd round. Each ogre is down to 10 hp and deals 40 hp in damage.
4th round all ogres dies
Total damage dealt by ogres is 120 hp
Next example if the charactets focus on one enemy at the time.
1st round. 1 ogre is killed. 3 other Ogres deal 30 hp damage
2nd round another ogre dies. The reaming 2 deals 20 hp damage.
3rd round another ogre dies. The remaning deals 10 hp damage
4th round. Last ogre dies.
Total amount of damage dealt by ogres is 60 hp.
Just to illustrate that if we not focus we suffer. And if we was to combat clever and battle experienced oposition that use this AGAINST us. We easy be defeated.
I understand what you are saying. I was also acting upon the narrative the DM had given, he Explicitly said the fight had gone out of the Strider, so in an attempt to act along the lines of both the battle and the narrative I chose to assist Hastos with his enemy while our other three combatants could finish off this one or the narration could have it flee. I am not sure which just that it seemed naratively accurate to attack the other instead of pouring it onto the enemy in front of me.
I understand what you are saying. I was also acting upon the narrative the DM had given, he Explicitly said the fight had gone out of the Strider, so in an attempt to act along the lines of both the battle and the narrative I chose to assist Hastos with his enemy while our other three combatants could finish off this one or the narration could have it flee. I am not sure which just that it seemed naratively accurate to attack the other instead of pouring it onto the enemy in front of me.
That's good RP. And Larskolstad is correct. Both are appropriate ways of perceiving the battle. And some of you received private messages based on your skill checks regarding which creature is the bigger threat.
But combat strategy is factored into the ECL of the encounters I give you. I rolled for an encounter and got a balanced encounter, and I'll admit, I pulled 1 punch. Early on, I might do that from time to time, while your group learns how to fight as a unit. Most of my monsters don't use the combat tactics I've given you (like skill-based-feats, and skill "attacks"), unless they have class levels reflecting formal training in their field. Even then, you're likely to not face many enemies that have as firm a grasp on those abilities as you do, and will use them less effectively or less frequently. If I did, the party would've died in Santekh, because currently no one fully understands the capacity of the house rules as well as me, since I made them. But real tough battles are on the way. I'm still testing the waters to see what this party considers an actual challenge. So, some of them may be too tough, and others may be a pushover. But once I've calibrated, you'll need to focus on battle tactics to win the day with as little damage to the party as possible.
Consider the terrain. Consider what your skill checks have informed you of, consider Initiative order (to remove threats before they have a chance to attack and therefore stack your attacks better) and consider the house rules that grant you advantages in combat. Like in any turn-based RPG, if you have Hero, Hero, Monster1, Hero, Monster2, consider knocking out Monster1 before you worry about Monster2, so that next round, you get Hero, Hero, Hero, Monster2, and can just barrage the monster with rapid fire assaults before it gets another chance to attack.
Rolling Insight for combat strategy can also grant you a certain kind of intuition about how my monsters will attack, and which one the bigger threat is. A stat block will give you a basic idea of what you're fighting, but some of the stats may be tweaked to add spice to the encounter. Magic weapons, consumables, higher/lower HP, etc will impact how hard a monster is to defeat and what kind of tricks they have up their sleeves. A great example so far was Duncan's fire-bomb combo. His basic stats aren't very impressive, but armed with a utility belt full of secret weapons, and he could pose a severe threat (so long as he has time to prepare). And his knowledge of alchemy and magic items grant him a near endless supply of healing and buffing items (again, if he's had time to prepare).
I mean, it does count as a monk weapon. Not that he's too fond of edged weapons, but I'm sure there's a way to deliver non lethal damage with it. But probably someone's gonna use that thing.
I mean, it does count as a monk weapon. Not that he's too fond of edged weapons, but I'm sure there's a way to deliver non lethal damage with it. But probably someone's gonna use that thing.
Also, Merkas made a friend in town that may be able to help you upgrade, for a cost. This quest is necessary for opening up resources in Santekh, which are mostly depleted. During the settlement's startup, they are relying mostly on trade to remain fed and supplied. They have tons of wealth, but no sustainable agriculture (due to the drought) and very little coal for the fires to craft weapons and armor. Alchemical ingredients and magical stones that provide heat are keeping the forges lit for now, so people like Kasi can continue their work, but production is limited. Santekh isn't a guaranteed safe-zone, and the people of Santekh may be forced to leave if they can't find a way to sustain their presence there. Right now, the desolation is working to their advantage. The Dragon Army has no interest in a foolishly placed trade outpost. But that advantage turns against them when supplies run low and residents get hungry.
I should also say, nonlethal and lethal damage can be dealt with anything classified as a "weapon." Improvised weapons and tools may also (in many cases) deal lethal and nonlethal damage. You just have to declare it. Now, the final blow is what counts for lethal/nonlethal damage, and lethal is always assumed unless otherwise declared.
But you can also make called shots. Slicing the hamstrings hurts like hell and can drop a target to the ground without killing them. Bonking them on the head can make them dizzy or knock them out. Lopping off a limb can be terrifying but is certainly one way to end a fight if the opponent has any sense in them. Also, you can attack the weapon specifically to disarm or break the weapon. I think there are rules on hardness to break a weapon somewhere. Probably in the DMG. I know they existed in 3.5 because Sunder was such a useful skill when you need to defeat, but not kill, a target.
Or you can just slap them with the flat of a weapon. It stings, and sometimes leaves small cuts and bruises, but for friendly sparring, or to prove that you are the better fighter, so maybe they'll get discouraged and surrender/retreat it's certainly one way of fluffing the combat to be nonlethal.
Historically, the Bo was considered to be every bit as lethal as a sword. A well-trained Bo warrior could smash skull-and-helmet with a single, well-placed strike. Their length was beneficial for reach, and they were surprisingly fast. Those who trained their balance could even climb a Bo and use it to see over walls, cavalry, and other mid-height obstacles, and could be used to pole-vault your body over difficult terrain, like rocky outcroppings, or brooks. They were less useful in tight spaces than swords, but their thrust attack still hurts (I know I've been hit in the gut by a few, and wow... even a pulled punch during spar time with a padded Bo means you need to take 10 to catch your breath).
Yeah, but you know, the dude had his throat sliced a bit ago. Definitely not enough for a dwarf to forget about it. Not that he's too squeamish or would have issues with other people using them. It's a violent world out there, after all, people gotta defend themselves. It's just that he's not too keen to use one right away, and might get into his thoughts about it and inner monologue if he gets a hold of one eventually.
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Rolled a 16+4 = 20 for the dex save
You take half damage.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Nat 19 for the DC. Damage has been logged
Character: Hastos, Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread
Your turn in initiative, Merkas is waiting until after you go. He’s also tumbling across the ground trying not to get trampled by multiple larger beasts.
Loyalty Begets Honour
All yours! Tear ‘em up!
Character: Hastos, Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread
We might need to focus better in combat. As now we spread out the damage and suffer unessesary damage.
To illustrate take 4 ogres with 40 hp. Against a party of 4 characters. Both sides deal 40 hp damage each round. Each character and ogre deals 10 hp damage.
Example with spreading out the damage and assume characters win intative.
1st round. Each ogre take 10 hp. Brings them too 30 hp each. Each ogre deals 10hp for total 40.hp
2nd round. Each ogre take another 10 and brings them too 20 hp each. The ogres deals out new 40 hp damage
3rd round. Each ogre is down to 10 hp and deals 40 hp in damage.
4th round all ogres dies
Total damage dealt by ogres is 120 hp
Next example if the charactets focus on one enemy at the time.
1st round. 1 ogre is killed. 3 other Ogres deal 30 hp damage
2nd round another ogre dies. The reaming 2 deals 20 hp damage.
3rd round another ogre dies. The remaning deals 10 hp damage
4th round. Last ogre dies.
Total amount of damage dealt by ogres is 60 hp.
Just to illustrate that if we not focus we suffer. And if we was to combat clever and battle experienced oposition that use this AGAINST us. We easy be defeated.
I understand what you are saying. I was also acting upon the narrative the DM had given, he Explicitly said the fight had gone out of the Strider, so in an attempt to act along the lines of both the battle and the narrative I chose to assist Hastos with his enemy while our other three combatants could finish off this one or the narration could have it flee. I am not sure which just that it seemed naratively accurate to attack the other instead of pouring it onto the enemy in front of me.
Loyalty Begets Honour
That's good RP. And Larskolstad is correct. Both are appropriate ways of perceiving the battle. And some of you received private messages based on your skill checks regarding which creature is the bigger threat.
But combat strategy is factored into the ECL of the encounters I give you. I rolled for an encounter and got a balanced encounter, and I'll admit, I pulled 1 punch. Early on, I might do that from time to time, while your group learns how to fight as a unit. Most of my monsters don't use the combat tactics I've given you (like skill-based-feats, and skill "attacks"), unless they have class levels reflecting formal training in their field. Even then, you're likely to not face many enemies that have as firm a grasp on those abilities as you do, and will use them less effectively or less frequently. If I did, the party would've died in Santekh, because currently no one fully understands the capacity of the house rules as well as me, since I made them. But real tough battles are on the way. I'm still testing the waters to see what this party considers an actual challenge. So, some of them may be too tough, and others may be a pushover. But once I've calibrated, you'll need to focus on battle tactics to win the day with as little damage to the party as possible.
Consider the terrain. Consider what your skill checks have informed you of, consider Initiative order (to remove threats before they have a chance to attack and therefore stack your attacks better) and consider the house rules that grant you advantages in combat. Like in any turn-based RPG, if you have Hero, Hero, Monster1, Hero, Monster2, consider knocking out Monster1 before you worry about Monster2, so that next round, you get Hero, Hero, Hero, Monster2, and can just barrage the monster with rapid fire assaults before it gets another chance to attack.
Rolling Insight for combat strategy can also grant you a certain kind of intuition about how my monsters will attack, and which one the bigger threat is. A stat block will give you a basic idea of what you're fighting, but some of the stats may be tweaked to add spice to the encounter. Magic weapons, consumables, higher/lower HP, etc will impact how hard a monster is to defeat and what kind of tricks they have up their sleeves. A great example so far was Duncan's fire-bomb combo. His basic stats aren't very impressive, but armed with a utility belt full of secret weapons, and he could pose a severe threat (so long as he has time to prepare). And his knowledge of alchemy and magic items grant him a near endless supply of healing and buffing items (again, if he's had time to prepare).
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
I hope it's ok, but I rolled damage for you, since that kick landed.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Oh, yeah that's alright, I thought it had missed. Much appreciated, I'll edit the post to reflect the changes.
We start suspect Sharn have a cursed quarterstaff..
If Sharn use it for firewood it be understandable. Have he hit ANY thing with it? ;)
Not a once. He should probably stop digging in the dirt with it. Must be caked with some shit at its bottom.
That and Merkas is working on a trinket for Sharn. May be a nice addition.
Loyalty Begets Honour
Woops! I started writing something out of initiative order and almost gave something away! 😅
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
I mean, it does count as a monk weapon. Not that he's too fond of edged weapons, but I'm sure there's a way to deliver non lethal damage with it. But probably someone's gonna use that thing.
What edged weapon. 👀 I don't see an edged weapon. Don't worry about it. Nothing fancy to see here.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
It’s also light which works good with bonus action two weapon fighting.
Loyalty Begets Honour
Also, Merkas made a friend in town that may be able to help you upgrade, for a cost. This quest is necessary for opening up resources in Santekh, which are mostly depleted. During the settlement's startup, they are relying mostly on trade to remain fed and supplied. They have tons of wealth, but no sustainable agriculture (due to the drought) and very little coal for the fires to craft weapons and armor. Alchemical ingredients and magical stones that provide heat are keeping the forges lit for now, so people like Kasi can continue their work, but production is limited. Santekh isn't a guaranteed safe-zone, and the people of Santekh may be forced to leave if they can't find a way to sustain their presence there. Right now, the desolation is working to their advantage. The Dragon Army has no interest in a foolishly placed trade outpost. But that advantage turns against them when supplies run low and residents get hungry.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
I should also say, nonlethal and lethal damage can be dealt with anything classified as a "weapon." Improvised weapons and tools may also (in many cases) deal lethal and nonlethal damage. You just have to declare it. Now, the final blow is what counts for lethal/nonlethal damage, and lethal is always assumed unless otherwise declared.
But you can also make called shots. Slicing the hamstrings hurts like hell and can drop a target to the ground without killing them. Bonking them on the head can make them dizzy or knock them out. Lopping off a limb can be terrifying but is certainly one way to end a fight if the opponent has any sense in them. Also, you can attack the weapon specifically to disarm or break the weapon. I think there are rules on hardness to break a weapon somewhere. Probably in the DMG. I know they existed in 3.5 because Sunder was such a useful skill when you need to defeat, but not kill, a target.
Or you can just slap them with the flat of a weapon. It stings, and sometimes leaves small cuts and bruises, but for friendly sparring, or to prove that you are the better fighter, so maybe they'll get discouraged and surrender/retreat it's certainly one way of fluffing the combat to be nonlethal.
Historically, the Bo was considered to be every bit as lethal as a sword. A well-trained Bo warrior could smash skull-and-helmet with a single, well-placed strike. Their length was beneficial for reach, and they were surprisingly fast. Those who trained their balance could even climb a Bo and use it to see over walls, cavalry, and other mid-height obstacles, and could be used to pole-vault your body over difficult terrain, like rocky outcroppings, or brooks. They were less useful in tight spaces than swords, but their thrust attack still hurts (I know I've been hit in the gut by a few, and wow... even a pulled punch during spar time with a padded Bo means you need to take 10 to catch your breath).
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Yeah, but you know, the dude had his throat sliced a bit ago. Definitely not enough for a dwarf to forget about it. Not that he's too squeamish or would have issues with other people using them. It's a violent world out there, after all, people gotta defend themselves. It's just that he's not too keen to use one right away, and might get into his thoughts about it and inner monologue if he gets a hold of one eventually.