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[DnD] D&D Discussion & Enlistment (Save Ends)
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Zergrinch
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Old Aug 27, 2010, 06:15 PM Local time: Aug 28, 2010, 07:15 AM #126 of 1196
No, the one whose HP is being replenished.

Your scale proficiency's coming from the "Armored Warlord" feat.

Hawk, Garr can make use of the sword if he buys a longsword for 15GP and transfers the enchantment for 175GP.

What kind of toxic man-thing is happening now?
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Old Sep 3, 2010, 02:16 AM Local time: Sep 3, 2010, 03:16 PM #127 of 1196
Pang, just curious. What does a tent do? I thought there'd be at least a brief description, but it's only a line of text in the PHB item list.

Is it merely a 20-pound alternative to lugging around five 5-pound bedrolls?

FELIPE NO
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Old Sep 3, 2010, 03:38 AM Local time: Sep 3, 2010, 04:38 PM #128 of 1196
I see!

Piece of junk.

Since the sun always shines and it never rains. As long as we don't go on boats.

What, you don't want my bikini-clad body?
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Old Sep 3, 2010, 04:19 AM Local time: Sep 3, 2010, 05:19 PM #129 of 1196
Fortunately none of us caught pneumonia from th-a-aa-choo!

Jam it back in, in the dark.
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Old Sep 3, 2010, 08:19 PM Local time: Sep 4, 2010, 09:19 AM #130 of 1196
Looks very nice and clean, Pang. Text is good - lets you search for stuff. I guess I'll have to find a way to help you port over Cal's inventory list

It would be nice to see the ability score modifiers listed, perhaps as a separate row or adjacent table. There are a few powers that use these modifiers (for example Cal's utilities). Not that it's that hard to memorize (2), but it'd be handy.

It will add to the text, but I think you may want to list racial or class features in a separate section. Some of them can be quite tricky to remember especially when split between feats and powers (Garrmondo's Combat Challenge skills list comes to mind).

And also, maybe a way to distinguish trained skills from untrained ones. I understand certain actions keyed to a skill can only be triggered if you have trained in it (Acrobatics to reduce falling damage, for example). I've indicated this by bolding and italicizing them, but you may have a better implementation.

Finally, will you just put temp HP in parenthesis just as you used to? Not that we have any way of getting them with the current party though.

As you would have seen on my own implementation, I prefer the Monster Manual 3 style of listing powers. Having Traits, Standard, Minor, and Immediate Actions listed helps me strategize better than having a listing of At-Will, Encounters, and Dailies (since we have to pick from a pool of different types of actions each turn). Of course, it's a matter of personal preference; go with whatever the group as a whole prefers.

As for the check mark, having one explicitly sort of ugly-fies the layout. How about putting a big "X" as cell background on the descriptions of used powers? Not sure if this is possible via mediawiki though.

There's nowhere I can't reach.
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Old Sep 3, 2010, 10:08 PM Local time: Sep 4, 2010, 11:08 AM #131 of 1196
If you plan to have a separate biography page, certain info under "Racial & Class Traits" block that aren't really referred to that often (if at all) can be transferred there. These include:

- Ability Scores
- Skills
- Defenses
- Origins
- For Gra-fa-zut's elemental manifestations, I'd put in a separate Traits block since both of them give conditional modifiers
- Action Points are a kind of an expendable resource, so I'd lump it together with Health

I'd also move the Health Block up, since as a player, health is the very first thing I'd check. Since there'd be a missing block, I would propose reducing the number of columns for Skills & Ability Checks. Maybe there's a way to combine this with the Ability Scores block?

As level scales up, I'd expect the number of attacks hitting NADs and inflicting statuses to ramp up. Once, you even had someone with over 6 status effects all at once. Will the "Conditions" field in the health block be adequate?


P.S. What's in the room that supposedly shoots at you? You also laid down several story seeds about drows and tarrasques. Were you planning to drop us into drowland if we proceeded north?

This thing is sticky, and I don't like it. I don't appreciate it.
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Old Sep 8, 2010, 12:48 AM Local time: Sep 8, 2010, 01:48 PM #132 of 1196
Pang, I was wondering if you could repost this particular DDi article. Don't wanna wait a month for the compiled torrent to possibly come out.

Muchas gracias.

I am a dolphin, do you want me on your body?
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Old Sep 8, 2010, 01:37 AM Local time: Sep 8, 2010, 02:37 PM #133 of 1196
Ah. That explains why the Arena skill challenge in Round 1-2 seemed too easy. I was using DMG1 values.

I was speaking idiomatically.
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Old Sep 8, 2010, 06:25 PM Local time: Sep 9, 2010, 07:25 AM #134 of 1196
Still got 6 hours left before the 48-hour mark though, boss.

What kind of toxic man-thing is happening now?
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Old Sep 8, 2010, 06:48 PM Local time: Sep 9, 2010, 07:48 AM 1 #135 of 1196
Also I have a plan to ease some of the excessively long wait times in my backup queue, but I can't put it into practice until the current adventure finishes.
Almost forgot, had Zeph not talked about delays. Care to share the details of your plan?

How ya doing, buddy?
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Old Sep 9, 2010, 10:26 PM Local time: Sep 10, 2010, 11:26 AM #136 of 1196
I've been exploring ways to port over the sheets for the Arena game in wiki format (the Excel page doesn't look very good IMO), so I guess that's the motivation right there.* If it's worth doing, it's worth overdoing right?

The technicolor is more of a placeholder, really. Definitely there should be some standardized color scheme. I've just finished tweaking the item template to my satisfaction, though I'm too lazy to type in Cal's items.

Although I wanted to have a user-friendly layout, I concede it's biased towards the DM's benefit. Those sections are really only in place to make updating easier (no crazy scrolling or destroying the whole page when updating), and I wish there's a way to auto-hide the section list by default. Most frequently updated stuff all in one place (Inventory; Vital Statistics) as opposed to stuff which gets updated every level or so (Powers, Checks).

Good point with the Multi-use powers. Here's how I was thinking it might work. Under resource tracker, indicate the number of times it can be used. Decrement every time it's used, until the power is spent. So, for healing word:

Full: Healing Word (2/2)
1 used: Healing Word (1/2)
Expended: Healing Word (2/2)

I've suggested changing font colors (to black) to indicate power use, but it's also not the most intuitive. Since cell background is not an option, maybe a strikethrough? Blink? Maybe you folks can improve on it (it's a wiki after all).

* And maybe! Just maybe it's a Xanatos Gambit to get Pang to share some of the maps he's made. Because if there's one thing I've learned from running the "Arena" game, it's that I really suck at battle mapmaking

What, you don't want my bikini-clad body?
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Old Sep 10, 2010, 02:35 AM Local time: Sep 10, 2010, 03:35 PM #137 of 1196
I guess port = driver's side of a vehicle in the U.S. should be a good enough analogy, since simply saying "left" or "right" is rather subjective depending on your viewpoint.

I'm not sure what you're going about, Skills. I agree with you. Just saying the port/starboard thing can be explained with that analogy.

Jam it back in, in the dark.
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Old Sep 10, 2010, 03:37 AM Local time: Sep 10, 2010, 04:37 PM #138 of 1196
Zeph, readying actions is a Standard Action. Just in case you didn't wanna spend an action point doing so.

There's nowhere I can't reach.
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Old Sep 10, 2010, 03:45 AM Local time: Sep 10, 2010, 04:45 PM #139 of 1196
Nope. Readying an Action is a Standard, no matter what type of action you're readying.

Also, you can only ready one action per round. As Gordok found out during the Framarth fight.

---

Though, I guess Pang can house rule it if he wants to encourage more use of "Ready an Action"

How ya doing, buddy?
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Old Sep 13, 2010, 06:40 PM Local time: Sep 14, 2010, 07:40 AM 2 #140 of 1196
Technically speaking, it's more like throw with a 'melee improvised weapon' than a pull that moves, if the quarry is to be thrown overboard by the end of the sailors' turns, right?

I am a dolphin, do you want me on your body?
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Old Sep 13, 2010, 09:31 PM Local time: Sep 14, 2010, 10:31 AM #141 of 1196
Zerg stop undermining my authority and finish finalizing your wikisheet so I can steal your work
Ehh, at the end there's no narrative difference. Heck, on retrospect, throwing someone or forcibly dragging someone are both standard actions, so mechanically the same too.

Why did I even reply

I'm basically done. What else is there to do, Pangy

Additional Spam:
Cal Prone in the water! DROWNING. (awesome)
Puyet turns a sailor into red mist!
You dick

Lousy sailing ships with railing-less forecastles.

I was speaking idiomatically.
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Last edited by Zergrinch; Sep 13, 2010 at 09:34 PM. Reason: This member got a little too post happy.
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Old Sep 14, 2010, 01:25 AM Local time: Sep 14, 2010, 02:25 PM #142 of 1196
I tried putting the FEATS section in a collapsible table - hopefully with a Traits section, there's not much of a need to refer to it constantly. Unfortunately, it didn't work too well. Dunno why, so the changes were reverted.

Also, I think it's best to have the resource power tracker always visible, instead of having to click to expand it. Though, it does increase vertical space requirements, so... your call.

Finally, I'm still kinda on the fence whether to mark expended powers with a strikethrough or through different colors.

Other than that, I'm all done.

What kind of toxic man-thing is happening now?
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Old Sep 15, 2010, 09:21 AM Local time: Sep 15, 2010, 10:21 PM #143 of 1196
I suspect kicking you in the head would be entirely up to Skills.

FELIPE NO
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Old Sep 16, 2010, 11:26 AM Local time: Sep 17, 2010, 12:26 AM #144 of 1196
I guess packrat, Soluzar, Araes, lurker, and Maris ought to get their characters ready.

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Old Sep 16, 2010, 11:54 AM Local time: Sep 17, 2010, 12:54 AM #145 of 1196
No, that's the worst attack you got. But I do believe a TPK is still likely, climb checks notwithstanding. Barring a run of bad luck dice for you, and a run of good luck dice for us, the discrepancy is too much (they hit us on low rolls - with a huge amount of static damage, while we need high rolls to hit them).

Though, I AM starting to get tired of just poking arrows at everything that moves. Though I wish I'd get the chance to finish Cal's story, I'm also looking forward to toying around with leader/controller powers six months from now...

P.S. What goodies did Essentials bring for Archer Rangers? I'm guessing no Quarry Damage every turn, huh?

Jam it back in, in the dark.
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Old Sep 17, 2010, 08:45 PM Local time: Sep 18, 2010, 09:45 AM #146 of 1196
Puyet can heal people, but just twice.

My talk of TPKs aside (I've always underestimated on how resilient PCs can be, especially for the Arena), it's still very swingy. A run of excellent rolls on our side and terrible rolls on their side (those 2 fours are a start) can still turn this around. Still, assuming everyone rolls averages, Pang would win. The marauder has been standing around doing nothing, and yet nigh everyone has been bloodied

There's nowhere I can't reach.
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Old Sep 20, 2010, 01:29 AM Local time: Sep 20, 2010, 02:29 PM #147 of 1196
The guild system is great for participation and refreshing the party members every now and then. Though, I'm quite curious as to how Pang intends to balance the encounters. Since it's basically a mix-and-match now, you're bound to have people at different levels, and some with more stuff than others.

I didn't edit my posts to make you look silly. I edit my posts because I'm indecisive and haven't decided anything yet!

How ya doing, buddy?
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Old Sep 20, 2010, 01:32 AM Local time: Sep 20, 2010, 02:32 PM #148 of 1196
I don't think you're the highest damage striker he means though.

I act useful, Deni and Skills tell me off for being so serious. I act useless, Pang criticizes me.

Though, I'd argue Glenn is a better striker than Cal. Sneak attack though situational far outpaces quarry damage now, and there's usually no problem gaining combat advantage for rogues.

I am a dolphin, do you want me on your body?
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Old Sep 20, 2010, 02:01 AM Local time: Sep 20, 2010, 03:01 PM #149 of 1196
Yeah. Bunch of little kids, aren't they? Canadians.

You could always arbitrarily enforce the two-adventures per person, and slot the next guys in line right in. More turnover and still fair.

I was speaking idiomatically.
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Old Sep 20, 2010, 10:27 AM Local time: Sep 20, 2010, 11:27 PM 1 #150 of 1196
Just in case the rest of you are interested in trying your best to avoid a TPK, here's the enemy stats as far as I can calculate (it is entirely possible I might have missed some damage).

Monitor: 29/110 HP (26%) <-- priority target; kill to prevent more warder reinforcements
Marauder: 85/110 HP (77%) <-- has the ability to knock weapons off. Your melee hit may well be a miss.
Warders: 1 HP each. <-- secondary targets; kill to prevent marauder flanking

Suggested Actions: (P.S. you should know your characters more than me. I disclaim responsibility for failed plans.)

Puyet: Flattening Charge vs. P10 (Glenn activates Guided Shot if practicable). If charge hits, Furious Assault. Inspiring Word on GFZ. And you still got a move/minor left.

Glenn: Delay till after GFZ.

GFZ:
Option 1 (Eliminate Minions) Stand up, Sword Burst. If all miss, Blades of Fiery Wrath. Aegis of Assault on N6.
Option 2 (Escape) Teleport to Q10 with Rubicant Blade (include Puyet in teleport to O10 for flank bonus). Booming Blade monitor with -2 prone penalty. On miss, Blades of Fiery Wrath. Aegis of Assault on P10.

Glenn:
Option 1 (Eliminate Minions) Blinding Barrage from P8; Fast Hands switch to Sword in preparation for melee. You'll be very exposed if the minions/warder don't go down though.
Option 2 (Eliminate Warder) Fast Hands switch to Sword. Move to Q11. Clever Strike P10, Nasty Backswing on miss. Both attacks with combat advantage.

P.S. Pang, the last picture was entitled "You could have saved him". I don't see how though

What kind of toxic man-thing is happening now?
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