Holding up the line
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I think this whole situation improved considerably when everyone became invisible. See? No one is around now, combat complete
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A d20.
โ
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A d20.
โ
๏ธI think itโs a d12 and then some 3rd grad math homework I didnโt do.
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Thatโs if you hit them. You gotta see if you hit them first.
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Thatโs if you hit them. You gotta see if you hit them first.
Ohhh, thatโs the d20 and then uuhhhhhโฆ 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 Iโve 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.
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 โDoes it have fire resistance? Yes: Magic Missile / No: Scorching Rayโ
The really annoying wizards are the Summoners, because โitโs 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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I did but then the sorcerer changed the whole situation with his bullshit!
sorcererDMIโll also spot you that turn one is generally basic bitch shit.
Itโs 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 theyโre fumbling around for options.
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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.
Iโm in a weird spot rn where Iโm nostalgic for playing on roll20 because I wanted the โgenuine experienceโ of playing in person.
your turn should be no more than 1 minute at the longest
โI cast Invisibilityโ
โYou canโtโ
โYes I canโ
โNo, you canโt, youโre in the Antimagic Fieldโ
โNo, Iโm not. Iโm on the edge of the field. Look at the table.โ
โThereโs still a corner of the field in the square.โ
โThen I donโt stand in that corner.โ
โThe rules say it doesnโt matter.โ
โNo they donโt. It has to occupy at least 40% of the square.โ
โYes it does. Look, its right here in the DMโs guide.โ
โThatโs the 4.32 manual. You need to check the rules updates from 4.71โ
โIโm not using 4.71 rules.โ
โYou referenced a 4.82 rule just a turn ago!โ
โNo I didnโt, that was a house rule.โ
โThatโs not anywhere in the house rule guide! I was just reading it before I cast my spell.โ
โWell, I sent out an email two months ago.โ
โGUYS! Just make a decision and move ON!โ
โOkay, fine. I take a five foot step and cast Invisibility.โ
โMy hydra gets an AoO. I roll a 43 and deal 290 points of damage. Your wizard dies.โ
โTHIS IS BULLSHIT!โ
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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 โwithering 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 thatโs just โroll the dice, pass the turnโ is a waste of everyoneโs 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.
Your GM must be some kind of tactical genius then, seeing as how theyโre playing all the monsters and probably donโt need to spend all that much time deliberating all their individual turns.
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Your GM must be some kind of tactical genius then, seeing as how theyโre playing all the monsters and probably donโt need to spend all that much time deliberating all their individual turns.
Itโs more the sorcerer and warlock using magics that alter the very fabric of reality.
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Itโs more the sorcerer and warlock using magics that alter the very fabric of reality.
Yeah, Iโm sure eldritch blast gets more complicated after the first dozen times.
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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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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 โyouโre 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 kidnapperโs 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 didnโt 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 wouldnโt have the time to fully analyze the situation and arrive at a plan of action by committee.
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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 โyouโre 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 kidnapperโs 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 didnโt 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 wouldnโt have the time to fully analyze the situation and arrive at a plan of action by committee.
Meanwhile, the necromancer is standing on shore saying, โI really donโt want to get my robes wet. Take your time, bring me the kid, and Iโll take care of it.โ
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Depends on the players. Some want to play pretend. Some want to play XCOM with dice.
themoken@startrek.website Some want to play XCOM without dice, and get really pissy when the dice say โnoโ.
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Hilarious! Appropriating this for redistribution!
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Yeah, Iโm sure eldritch blast gets more complicated after the first dozen times.
Why are you like this?
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Can I use my sneak attack? No? Damn. Ok does an 8 hit. What does before modifers mean?
what i love is when the DM hasnโt read the rules on how sneak attack works, so when you ask if you can use sneak attack they always say no.
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