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Post by reiphil on Jul 21, 2014 10:26:04 GMT -8
It begins...
Subdual Damage
Subdual intent must be made clear before attack/damage rolls.
Melee weapon restrictions: Subdual damage cannot be easily performed without a bludgeoning type weapon. Attempting to subdual in melee with piercing or slashing reduces effectiveness of the weapon by 2 dice sizes, to a minimum of 1d4.
Ranged weapon restrictions: Subdual damage cannot be easily performed without a bludgeoning type weapon. Attempted to subdual with an arrow or crossbow bolt will be considered a "Called" shot, targeting non-lethal but restraining attack. Ranged attacks for subdual will increase the target's AC by 2 (essentially giving them cover).
Spells: Dependent on spell damage type, subdual damage may not be performed. This will be on a case by case basis, and intent must be made with styled RP. For example, ray of frost could possibly encase most of an enemy in ice, unless RPed that you ray of frost the enemy in the head.
Plot Coupon
Plot coupons will still be granted after 2 consecutive turns of missed attacks. Plot coupons are no longer an auto hit but will grant advantage on next attack (or disadvantage for saves for your target[1 target if multiple targets in an attac]) until you hit. For example, Baern the dwarf misses attacks two turns in a row. Until he scores a hit, every attack he performs will now have advantage.
"Help" out of combat
The aid ally/help command cannot be used out of combat for skill checks. If you have proficiency in an ability and would like to aid someone in making a check, you can forgo rolling and add +2 to their roll. If multiple characters have proficiency, the bonus can be added multiple times. IE Adran, Baern, and Corra are trained in history and would like to make a check. They can each roll separately with a +0 to their roll, or "discuss" amongst themselves and allow 1 character to roll with a +4 bonus.
Please note you cannot "discuss" multiple times for the same check so you may want to discuss, or roll separately dependent on the situation.
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Post by The Keeper on Jul 24, 2014 9:57:18 GMT -8
It begins... Subdual DamageSubdual intent must be made clear before attack/damage rolls. Melee weapon restrictions: Subdual damage cannot be easily performed without a bludgeoning type weapon. Attempting to subdual in melee with piercing or slashing reduces effectiveness of the weapon by 2 dice sizes, to a minimum of 1d4. Ranged weapon restrictions: Subdual damage cannot be easily performed without a bludgeoning type weapon. Attempted to subdual with an arrow or crossbow bolt will be considered a "Called" shot, targeting non-lethal but restraining attack. Ranged attacks for subdual will increase the target's AC by 2 (essentially giving them cover). Spells: Dependent on spell damage type, subdual damage may not be performed. This will be on a case by case basis, and intent must be made with styled RP. For example, ray of frost could possibly encase most of an enemy in ice, unless RPed that you ray of frost the enemy in the head. Plot CouponPlot coupons will still be granted after 2 consecutive turns of missed attacks. Plot coupons are no longer an auto hit but will grant advantage on next attack (or disadvantage for saves for your target[1 target if multiple targets in an attac]) until you hit. For example, Baern the dwarf misses attacks two turns in a row. Until he scores a hit, every attack he performs will now have advantage. "Help" out of combatThe aid ally/help command cannot be used out of combat for skill checks. If you have proficiency in an ability and would like to aid someone in making a check, you can forgo rolling and add +2 to their roll. If multiple characters have proficiency, the bonus can be added multiple times. IE Adran, Baern, and Corra are trained in history and would like to make a check. They can each roll separately with a +0 to their roll, or "discuss" amongst themselves and allow 1 character to roll with a +4 bonus. Please note you cannot "discuss" multiple times for the same check so you may want to discuss, or roll separately dependent on the situation. I agree with calling subdual intent before any attack rolls or damage rolls are made. I never thought that it made sense to be able to do it after the fact in 4e but I guess that was the mechanic or maybe was generally accepted after 4e had run its course as a system for so long. Also I would argue that subdual should be nigh impossible (DM discretion) if the damage dealt to the creature brings it to negative 1/4 health or something like that. Otherwise doing that much damage in a single stroke really doesn't convey the subdual intent does it? I would argue that crits being able to do subdual damage should be up to DM discretion as well. Subdual intent itself means you're trying your hardest not to do much harm to the creature and purposefully holding yourself back. As far as slashing and piercing weapons being less than adept at performing subdual damage I'd have to agree. These types of weapons were not created (in the real world and game world) to EFFICIENTLY perform subdual damage but are still capable of it. I would argue using them in such a capacity relegates to using them as an improvised weapon for that specific subdual situation and so warrants some sort of damage debuff. Hitting a creature with the hilt or flat of a sword is perfectly doable but at that point it becomes an oddly balanced/shaped club. The wielder should not receive the long sword's normal damage die as he/she is not using it in the normal manner. The blade of the sword does 1d8, not the flat or hilt. I believe that DnD's new damage typing (piercing, slashing, bludgeoning) supports this differentiation as certain damage types do more or less damage to different kinds of enemies. IE skeletons take extra from bludgeoning and less from piercing. In 4e it would be harder to make this subdual debuff argument as damage was damage was damage unless it had elemental typing. It might be said now that bludgeoning weapons are inherently better than piercing and slashing weapons as they receive no debuff during subdual damage. While that may be true, you can make the same argument for trying to use a bludgeoning weapon to cut something/someone. Oh man we need to cut off the villager's arm because it has been infected by rot/disease/poison. Well all I have is this mace but I'll try anyway. BAM. WHACK. I removed the villager's arm saving the rest of his body from the spreading infection but he also has a bloody pulverized stump. Each item has its time and place to use it effectively and efficiently. Using either kind wholesale in 5e just doesn't make sense. There is no reason a character should feel relegated to only using a sword or only using a club. Switching weapons in combat now is apparently a free action AND individual weapon types no longer have different proficiency bonuses. Its all the same now. If you can use melee you can use anything in that category equally well proficiency-wise. In the end, ROLEPLAY by explicitly explaining your intent and how you interact with the scene and then allowing the DM to make a ruling is what the game is about. He/she is the DUNGEON MASTER for a reason. Trust in your own roleplaying abilities and the DM's judgment. That's all this game really is in the end: a cooperative storytelling session.
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Post by earthwizard on Jul 24, 2014 18:01:47 GMT -8
Can I subdue with "in-your-face-ugly" damage?
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Post by reiphil on Jul 27, 2014 7:30:36 GMT -8
Can I subdue with "in-your-face-ugly" damage? Yeah I guess your face could induce fainting.
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Post by earthwizard on Jul 27, 2014 12:34:50 GMT -8
Can I subdue with "in-your-face-ugly" damage? Yeah I guess your face could induce fainting. Yeah, I have that effect of some people
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Post by frobones on Aug 5, 2014 21:50:49 GMT -8
Character BackgroundsGiven the link above about making your own Character backgrounds... will we be able to do this in your campaign?
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Post by reiphil on Aug 7, 2014 6:05:30 GMT -8
Yes.
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Post by reiphil on Aug 8, 2014 12:26:26 GMT -8
SUPPORT YOUR MOM & POP STORES!
The DND phb is out now. But only at WOTC retailers. If you buy it now, you may (after letting me know your changes) use the book to modify your character.
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Post by reiphil on Aug 11, 2014 9:20:56 GMT -8
OK, going to add some House Rules for current switching of classes from PHB.
First off, I want to state, I want everyone to be happy with their characters they are playing. I also want to remind everyone that this initial adventure (that still has 2-3 more sessions in it) is meant to be a rules opener to let everyone get used to the game. See my plans for the future, but once this adventure ends and the next begins, you will be given an opportunity to switch characters.
HOWEVER. With the new PHB, there are a bajillion new exciting opportunities.
If you happen to have a PHB at the moment you'll know that they released sooo many more opportunities. I don't want you guys to feel trapped with your current locked classes.
So here are the rules for re-tooling at the moment:
1) Characters must stay the same in terms of background, name, gender, and race. Attributes may be redistributed. 2) Classes must be similar to current class. IE if you're "martial" you should probably stay martial or use a class that is similar to "martial". That means, fighter could go Eldritch warrior to paladin to hexblade, but shouldn't change to full on sorceror. 3) You may completely change how your character levels up - this is a moot point for players changing classes but for players sticking with their class, they do not have to follow the back of the sheet for leveling up. They can pick other spells instead of those listed or other paths. 4) As above - if you are staying with your class, you can rework everything. If you're a wizard, for example, you can change schools of magic and starting spells/cantrips. 5) All changes must be run through me. If you are changing anything, you take full responsibility of printing and filling in a new player sheet so I can check over. I would suggest PMing/emailing/texting your changes to me so I can approve them.
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Post by kore on Aug 11, 2014 10:51:12 GMT -8
OK, going to add some House Rules for current switching of classes from PHB. First off, I want to state, I want everyone to be happy with their characters they are playing. I also want to remind everyone that this initial adventure (that still has 2-3 more sessions in it) is meant to be a rules opener to let everyone get used to the game. See my plans for the future, but once this adventure ends and the next begins, you will be given an opportunity to switch characters. HOWEVER. With the new PHB, there are a bajillion new exciting opportunities. If you happen to have a PHB at the moment you'll know that they released sooo many more opportunities. I don't want you guys to feel trapped with your current locked classes. So here are the rules for re-tooling at the moment: 1) Characters must stay the same in terms of background, name, gender, and race. Attributes may be redistributed. 2) Classes must be similar to current class. IE if you're "martial" you should probably stay martial or use a class that is similar to "martial". That means, fighter could go Eldritch warrior to paladin to hexblade, but shouldn't change to full on sorceror. 3) You may completely change how your character levels up - this is a moot point for players changing classes but for players sticking with their class, they do not have to follow the back of the sheet for leveling up. They can pick other spells instead of those listed or other paths. 4) As above - if you are staying with your class, you can rework everything. If you're a wizard, for example, you can change schools of magic and starting spells/cantrips. 5) All changes must be run through me. If you are changing anything, you take full responsibility of printing and filling in a new player sheet so I can check over. I would suggest PMing/emailing/texting your changes to me so I can approve them. Just to put a fine point on this post, these re-tooling rules apply only if we want to keep our overall character as an entity in the world, not if we plan on introducing someone completely new, correct?
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Post by reiphil on Aug 11, 2014 12:43:18 GMT -8
Just to put a fine point on this post, these re-tooling rules apply only if we want to keep our overall character as an entity in the world, not if we plan on introducing someone completely new, correct? Not only. You can retool now and still introduce a new character at the start of the next arch. Any large character changes like a completely new identity will only happen at the end of the current arch. You can remodel your current character to play around or get a feel of other classes as long as any retooling matches the above. Does that make sense? IE: Feel free to retool now, provided the above. Feel free to bring a new character when we end this arch and start the next one.
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