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  #91  
Old 06-05-2012, 03:23 PM
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I was just doing the colors just because I thought it looked good. But I'll switch to doing bold for anything my character says out loud, and we should totally use colors for languages.
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  #92  
Old 06-05-2012, 04:07 PM
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Agreed with the above.
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  #93  
Old 06-05-2012, 04:17 PM
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I figured it was flavor, as the colors really fit your characters. I'll find the list of language colors that was listed on the other OOC page.

Edit:
Common
Elven
Draconic
Thieve's Cant
Deep Speech


Others?

Last edited by kdtompos; 06-05-2012 at 04:22 PM.
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  #94  
Old 06-05-2012, 05:23 PM
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I don't see a need to hash out the rest of the colors unless it comes time that we use them. Unless our DM wants to hash it out now, so that he can make a standard that both groups adhere to.
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  #95  
Old 06-05-2012, 05:41 PM
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@jimothy Matthias' house is one of the homes with open doors.
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  #96  
Old 06-05-2012, 06:04 PM
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If it would be helpful I can make a language chart and put in the house rules thread.

If anyone here finds something that they find to be useful, feel free to post it int he resource thread. I've also been thinking about giving magic items and artifacts I'ts own thread.

Last edited by elementalist; 06-05-2012 at 06:04 PM.
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  #97  
Old 06-06-2012, 09:17 AM
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A language chart might be an idea, so it acts as an official ruling and people can refer to it without rifling through the ooc thread.
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  #98  
Old 06-06-2012, 01:06 PM
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Ha, great rolls Robotbear. It always feels really important to crush rolls when a game first starts... like your successes and failures are your first impression. "Am I going to come off as a character that benefits this group, or hinders it."
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  #99  
Old 06-06-2012, 02:43 PM
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Heh, pretty much. Although for the sneak check "Knack for Success" was pretty much the reason it was any good. Yay for the ultimate utility power.
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  #100  
Old 06-07-2012, 02:30 AM
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Good job all around. I've been quite impressed with how this group is handling the situation.

If Inuvash does not show up soon, we may have to add a replacement, or hopefully a sixth member, to group2. You will probably need it.

Last edited by elementalist; 06-07-2012 at 02:31 AM.
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  #101  
Old 06-07-2012, 03:05 AM
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I wasn't to sure how you wanted to handle combat, so I figured if I readied an action, and rolled for it. It allows for the story to continue with out some one else needing to roll for me, and then if the action isn't carried out, I can edit my post by crossing out the dice rolls.
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  #102  
Old 06-07-2012, 06:57 AM
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First lousy roll is mine, but in fairness it's hard to be stealthy when you wear a metal jacket. At least he redeems himself with respectable perceptiveness.

Not entirely sure how readying actions works outside of an initiative order, but I've stated what Andstern's likely response to something happening is anyway.
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  #103  
Old 06-07-2012, 11:42 AM
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Games I've played, if it fit the character, we'vreadied actions before intrusive, or combat. The thought being there is always a decisive moment when combat starts. Weather your walking down a road, and get ambushed, or your having a heated argument in a bar. Using the bar example people may start putting hands on the hilts of there swords, a mage in the corner may have a spell readied, or even a thief may be holding on to a knife ready to throw it. In any case sometimes it has made sense to ready before initiative. But I can edit if element would like.
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  #104  
Old 06-07-2012, 09:12 PM
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I'll allow it for now, but I am probably going to count it as triggering during your turn in the initiative order.

Check out the top of the dice thread. it isn't the current map, but it should give you an idea of what they will look like.
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  #105  
Old 06-07-2012, 11:21 PM
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It looks like I'll need initiative rolls from group 2.

Last edited by elementalist; 06-07-2012 at 11:22 PM.
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