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Holding up the line

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  • M mongostein@lemmy.ca

    Plan your next turn before itโ€™s your turn!

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    wrote last edited by kolanaki@pawb.social
    #46

    This almost never works out because by my next turn, the battlefield is completely different than what it was when I ended my previous turn.

    L 1 Reply Last reply
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    • C chuckleslord@lemmy.world

      I think this whole situation improved considerably when everyone became invisible. See? No one is around now, combat complete

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      wrote last edited by
      #47

      G 1 Reply Last reply
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      • SabataS Sabata

        Bold of you to assume I know what my fighter is rolling.

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        wrote last edited by
        #48

        A d20. ๐Ÿคทโ€โ™‚๏ธ

        SabataS 1 Reply Last reply
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          A d20. ๐Ÿคทโ€โ™‚๏ธ

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          Sabata
          wrote last edited by
          #49

          I think itโ€™s a d12 and then some 3rd grad math homework I didnโ€™t do.

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          • SabataS Sabata

            I think itโ€™s a d12 and then some 3rd grad math homework I didnโ€™t do.

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            wrote last edited by
            #50

            Thatโ€™s if you hit them. You gotta see if you hit them first.

            SabataS 1 Reply Last reply
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              Thatโ€™s if you hit them. You gotta see if you hit them first.

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              Sabata
              wrote last edited by
              #51

              Ohhh, thatโ€™s the d20 and then uuhhhhhโ€ฆ proficiency then ummmmmmm. Dose 11 plus 3 plus something else hit?

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                This is something I do find a bit annoying with other players Iโ€™ve played with. I can accept it if they are playing for the first time, but by level 10 you should already know what spells you took and what they do at minimum.

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                underpantsweevil@lemmy.world
                wrote last edited by
                #52

                by level 10 you should already know what spells you took and what they do at minimum

                As often as not, the control wizard is trying to figure out if they can drop the AoE template to just hit the bad guys. Blaster Casters tend to have less of a problem because every turn is โ€œDoes it have fire resistance? Yes: Magic Missile / No: Scorching Rayโ€

                The really annoying wizards are the Summoners, because โ€œitโ€™s my turn so let me add another 1d4+1 turdlings to the battle field and take 6 attacks with the gumbas currently out hereโ€.

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                • spittingimage@lemmy.worldS spittingimage@lemmy.world

                  I did but then the sorcerer changed the whole situation with his bullshit!

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                  underpantsweevil@lemmy.world
                  wrote last edited by
                  #53

                  sorcerer DM

                  Iโ€™ll also spot you that turn one is generally basic bitch shit.

                  Itโ€™s turn seven, when the wizard has gone through six prior Save or Sucks only to find out the DM has introduced another creature on which none of them work that theyโ€™re fumbling around for options.

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                  • A alwaysnownevernotme@lemmy.world

                    Unless some cataclysmic event has befallen the battlefield or a primary target or ally just died your turn should be no more than 1 minute at the longest.

                    Iโ€™m in a weird spot rn where Iโ€™m nostalgic for playing on roll20 because I wanted the โ€˜genuine experienceโ€™ of playing in person.

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                    underpantsweevil@lemmy.world
                    wrote last edited by
                    #54

                    your turn should be no more than 1 minute at the longest

                    โ€œI cast Invisibilityโ€

                    โ€œYou canโ€™tโ€

                    โ€œYes I canโ€

                    โ€œNo, you canโ€™t, youโ€™re in the Antimagic Fieldโ€

                    โ€œNo, Iโ€™m not. Iโ€™m on the edge of the field. Look at the table.โ€

                    โ€œThereโ€™s still a corner of the field in the square.โ€

                    โ€œThen I donโ€™t stand in that corner.โ€

                    โ€œThe rules say it doesnโ€™t matter.โ€

                    โ€œNo they donโ€™t. It has to occupy at least 40% of the square.โ€

                    โ€œYes it does. Look, its right here in the DMโ€™s guide.โ€

                    โ€œThatโ€™s the 4.32 manual. You need to check the rules updates from 4.71โ€

                    โ€œIโ€™m not using 4.71 rules.โ€

                    โ€œYou referenced a 4.82 rule just a turn ago!โ€

                    โ€œNo I didnโ€™t, that was a house rule.โ€

                    โ€œThatโ€™s not anywhere in the house rule guide! I was just reading it before I cast my spell.โ€

                    โ€œWell, I sent out an email two months ago.โ€

                    โ€œGUYS! Just make a decision and move ON!โ€

                    โ€œOkay, fine. I take a five foot step and cast Invisibility.โ€

                    โ€œMy hydra gets an AoO. I roll a 43 and deal 290 points of damage. Your wizard dies.โ€

                    โ€œTHIS IS BULLSHIT!โ€

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                    • lime!L lime!

                      this is why ttrpgs should not be so combat-focused.

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                      underpantsweevil@lemmy.world
                      wrote last edited by
                      #55

                      I tend to find an 2:1 or 3:1 combat/non-combat gives people a good mix of the action/adventure elements and the high drama. Combat just tends to take longer than drama, so even when you try to minimize it, you can often find yourself in a time-suck.

                      I also tend to feel that any โ€œwithering encounterโ€ should resolve as soon as the players are more-or-less assured of victory (like, 2-3 turns, unless things go disastrously wrong for the players). Big center-piece boss battles can take longer, but need some kind of high drama element (exploding volcano, NPC dangling off a cliff, evil wizard powering up a death ray, etc) that (a) gives players a puzzle or drama point to resolve and (b) gives someone an opportunity to do something passionate or wacky (swinging in on a chandelier, flinging themselves on a hand grenade, asking their beau to marry them in the middle of a sword fight).

                      Any encounter thatโ€™s just โ€œroll the dice, pass the turnโ€ is a waste of everyoneโ€™s time, IMHO.

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                        This almost never works out because by my next turn, the battlefield is completely different than what it was when I ended my previous turn.

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                        ltxrtquq@lemmy.ml
                        wrote last edited by
                        #56

                        Your GM must be some kind of tactical genius then, seeing as how theyโ€™re playing all the monsters and probably donโ€™t need to spend all that much time deliberating all their individual turns.

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                        • L ltxrtquq@lemmy.ml

                          Your GM must be some kind of tactical genius then, seeing as how theyโ€™re playing all the monsters and probably donโ€™t need to spend all that much time deliberating all their individual turns.

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                          wrote last edited by
                          #57

                          Itโ€™s more the sorcerer and warlock using magics that alter the very fabric of reality.

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                            Itโ€™s more the sorcerer and warlock using magics that alter the very fabric of reality.

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                            ltxrtquq@lemmy.ml
                            wrote last edited by
                            #58

                            Yeah, Iโ€™m sure eldritch blast gets more complicated after the first dozen times.

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                              chonglibloodsport@lemmy.world
                              wrote last edited by
                              #59

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                              • P phdepressed@sh.itjust.works

                                From Jessica Jones, the guy has a superpower where what he speaks is treated as a command by the one hearing it.

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                                samus12345@sh.itjust.works
                                wrote last edited by
                                #60

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                                • C chonglibloodsport@lemmy.world

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                                  mic_check_one_two@lemmy.dbzer0.com
                                  wrote last edited by mic_check_one_two@lemmy.dbzer0.com
                                  #61

                                  I know this may be a joke, but I have used timers to great effect in the past. One instance comes to mind:

                                  My players were looking for a missing child. They suspected a kidnapping. The Druid had transformed into a wolf, and was using scent to track the suspected kidnapper. The trail led them to the edge of a lake. In the middle of the lake, they could see a man in a rowboat. He had rowed out to the middle of a lake, and was in the process of dumping a squirming sack overboard. The players heard my description of how the sack hit the water, floated for a few seconds while it thrashed around, then sank below the surface.

                                  The players fell into analysis paralysis. Would it be best to row out and stop the kidnapper? Focus on retrieving the sack that obviously had the kidnapped child in it? Risk splitting the party to do both simultaneously? While they were bickering about what to do, I quietly started a timer and set it in front of my DM screen. It was a not-so-subtle โ€œyouโ€™re all wasting time arguing while a child is literally drowningโ€ reminder.

                                  The party saw me set the timer down, a silent beat passed as the realization hit, and then the entire party immediately sprang into action. Everyone piled into the rowboat on shore, while the paladin was asking to make a strength check to shove off and get the boat into the water. He rolled a natural 20, so the boat skipped a few times across the surface before the warrior took over rowing with a constitution check. He rolled a natural 19. They made it to the middle of the lake very quickly. The Druid wildshaped into something aquatic (I think a dolphin?) to go diving for the child, while the warrior and sorcerer piled into the kidnapperโ€™s boat to prevent his escape. While all of that was going on, the paladin was making constitution saving throws to swim out to the middle of the lake (in heavy armor, I might add) to be on standby in case the child needed healing.

                                  I didnโ€™t actually intend on using the timer for anything. But the simple fact that I had it running pushed them into action. It was a powerful reminder that their characters wouldnโ€™t have the time to fully analyze the situation and arrive at a plan of action by committee.

                                  W 1 Reply Last reply
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                                  • M mic_check_one_two@lemmy.dbzer0.com

                                    I know this may be a joke, but I have used timers to great effect in the past. One instance comes to mind:

                                    My players were looking for a missing child. They suspected a kidnapping. The Druid had transformed into a wolf, and was using scent to track the suspected kidnapper. The trail led them to the edge of a lake. In the middle of the lake, they could see a man in a rowboat. He had rowed out to the middle of a lake, and was in the process of dumping a squirming sack overboard. The players heard my description of how the sack hit the water, floated for a few seconds while it thrashed around, then sank below the surface.

                                    The players fell into analysis paralysis. Would it be best to row out and stop the kidnapper? Focus on retrieving the sack that obviously had the kidnapped child in it? Risk splitting the party to do both simultaneously? While they were bickering about what to do, I quietly started a timer and set it in front of my DM screen. It was a not-so-subtle โ€œyouโ€™re all wasting time arguing while a child is literally drowningโ€ reminder.

                                    The party saw me set the timer down, a silent beat passed as the realization hit, and then the entire party immediately sprang into action. Everyone piled into the rowboat on shore, while the paladin was asking to make a strength check to shove off and get the boat into the water. He rolled a natural 20, so the boat skipped a few times across the surface before the warrior took over rowing with a constitution check. He rolled a natural 19. They made it to the middle of the lake very quickly. The Druid wildshaped into something aquatic (I think a dolphin?) to go diving for the child, while the warrior and sorcerer piled into the kidnapperโ€™s boat to prevent his escape. While all of that was going on, the paladin was making constitution saving throws to swim out to the middle of the lake (in heavy armor, I might add) to be on standby in case the child needed healing.

                                    I didnโ€™t actually intend on using the timer for anything. But the simple fact that I had it running pushed them into action. It was a powerful reminder that their characters wouldnโ€™t have the time to fully analyze the situation and arrive at a plan of action by committee.

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                                    woodscientist@lemmy.world
                                    wrote last edited by
                                    #62

                                    Meanwhile, the necromancer is standing on shore saying, โ€œI really donโ€™t want to get my robes wet. Take your time, bring me the kid, and Iโ€™ll take care of it.โ€

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                                    8
                                    • T themoken@startrek.website

                                      Depends on the players. Some want to play pretend. Some want to play XCOM with dice.

                                      KichaeK Online
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                                      Kichae
                                      Forum Master
                                      wrote last edited by
                                      #63

                                      themoken@startrek.website Some want to play XCOM without dice, and get really pissy when the dice say โ€œnoโ€.

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                                        grimpen@lemmy.ca
                                        wrote last edited by
                                        #64

                                        Hilarious! Appropriating this for redistribution!

                                        1 Reply Last reply
                                        0
                                        • L ltxrtquq@lemmy.ml

                                          Yeah, Iโ€™m sure eldritch blast gets more complicated after the first dozen times.

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                                          Jรคnnรคt
                                          wrote last edited by
                                          #65

                                          Why are you like this?

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