#46
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The ol' fogey's COMPLETE! (Now with improved orc-jargon.) ![]() |
#47
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Just want to mention that Gareth (my character) should be "complete." I've more or less decided on what I'm going to purchase as listed in the notes section, I just need to tally up the weight and make sure it won't put me into encumbrance.
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Playing: Echoes of the Abyss | The Gates of Firestorm Peak | Thieves in the Forest | Twin Oddities |
#48
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Sheet is done, linked through Jorven's name in the app. Let me know if there's any issues or something I missed.
Also, a question: IIRC, you cannot cast spells with somatic components while using a heavy shield (assuming your other hand is holding a weapon). Is this correct? If I'm wrong, then I'd like to switch my light shield to a heavy one. Last edited by JasonWFD; Sep 3rd, 2013 at 08:08 PM. |
#49
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Quote:
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#50
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Which means that, if holding a heavy shield and a weapon, you cannot cast spells. Ok, just making sure, thanks.
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#51
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@Jason: 3.5e had a feat called Somatic Weaponry that let you cast with weapon in hand (or hands). PF might have an equivalent. Other than that, there's the lesser AC option of swapping heavy shield for buckler, thus always having a hand free.
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#52
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Just a heads up for those who aren't as obsessive about refreshing their games every five seconds as I am, the game threads are up
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Last edited by sethdot; Sep 4th, 2013 at 03:08 PM. |
#53
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@sethdot: How would you like us to handle our rolls. Do you prefer inline, via tooltip, method, or a roll in the die thread with a link to it.
I guess with the link the player would at least know what he rolled and the other, the player wouldn't. I find that both types are used in most games. Just wondering what are your preferences? |
#54
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I would prefer you clearly label your rolls in the dice threads and then either link to the rolls at the end of your post or tool tip the results within your post. Like 27 att, confirmed critthis. This way you can be a little more descriptive with your posts.
On that note, to bring this into the general discussion, what do you guys think of me letting you know the AC of enemies so you can write more descriptive posts than "I swing at". Anyone have any experience with a game like that? Also: If you guys have general questions like this I ask that you ask them in this thread for everyone's benefit.
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Last edited by sethdot; Sep 4th, 2013 at 11:36 PM. |
#55
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I would prefer not to know. I believe it makes the game more fun IMO.
This is because it gives the player an opportunity to try and figure out the AC, and not knowing whether he has hit or not might, affect the players gameplay. To better explain, in my opinion, it would take some fun away from the game, in the sense that, Oh, I know what I need to do here, so ill use my true strike potion, or some spell, because I know the enemy has a high AC. On the other hand, if the player doesn't know the AC, he may mistakenly underestimate his opponent. In a sense it would reward players for paying more attention to the game and really think out their strategies for said enemy. Does this make sense? Sort-of allows for sharper thinking and strategy in a game. That's my two cents, though. |
#56
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I have personally played in two games like that. It out worked pretty well in those two games, so I am kind of a fan of that method
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#57
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It also seems more fun to not know the value of things, like gems etc...because it gives players a chance to use skills they don't normally use, like Appraise, Knowledge, Profession, etc....
Especially magical items. Player would have to use detect magic, knowledge(arcana), spellcraft or some other means, when "the rogue discovers a +1 magical dagger", doesn't have the same appeal. Basically, anything that a player wouldn't normally realize, through common knowledge, let them have fun figuring it out. But like I say, that's just me. I'm fine either way. |
#58
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I totally agree with the above statement, however in pbp knowing an enemies HP and AC, something they will figure out after the first round or two anyways. Gives the writer a chance to be much more flavorful with their descriptions. Not only for describing hits and misses, but for describing killing blows as well.
Not only that, but it helps keeping the battle flow in PBP running smooth. I don't know how many times I have seen the first person in the round kill an opponent only to have the next three people in the initiative sequence attack the same opponent. Because their characters didn't see the monster die until after the round summery. So it happens like this. Round 1, initiative 1 kills monster A. Initiative 2 and 3 attack monster A. Round summery, Initiative 2 and 3 give me an alternative action,.. wait for reply. Initiative 2 kills Monster b. Initiative 3 also attacks B Initiative 3, I need an alternative action. So one round takes 2-3 times as long due to the confusion and on a medium like PBP, anything that slows the game down that can be avoided is something good for the game itself. Both for the players and for the dm.
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Last edited by GrassMonkey; Sep 4th, 2013 at 11:54 PM. |
#59
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Ahhhh, good point.
One can see, I'm new to PbP and that makes perfect sense. |
#60
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I guess it comes down to a balance between game and narrative.
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