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3:00 PM
@goodguy5 yeah, extractions, deletions, etc. are often the purview of paid software.
 
@SirCinnamon "should", if you prefer. More as an exercise to keep problem players focused.
 
Are players not currently actve in a turn paying attention? Or are their phones out, etc?
 
@NautArch Well, I had this app on my old phone, but I can't find how to redownload it. PDFMAX Pro or something
 
@goodguy5 Maybe I can try and work my players there
@NautArch Yeah we do occasionally have phone issues
I dont know if thats the entire cause of the problem though
It my be something of a symptom - "turns taking too long, i'm bored, lets check my phone"
 
@SirCinnamon Unless someone is accessing their phones for emergencies and/or reference (Dndb, etc.), then I'd ask folks to put their devices down. When it's not your turn, you should be paying attention and/or figuring out what you will do on your own turn.
 
3:02 PM
@SirCinnamon This is also something that might be partially caused by encounter design.
 
@NautArch Yeah i ought to start doing that. That particular problem is mostly one player
 
Encounters with lots of mooks to kill have a sense of progress, but encounters with a single powerful monster or such often degenerate into a slog.
 
@SirCinnamon The first thing I think is to make sure you've spoken to them about it before.
 
@SirCinnamon generally is :)
 
Step one: Tell them to plan their turns ahead of time (preferably mentally and not out loud). Encourage them to not be on their phones.
Thanks for the advice!
 
3:05 PM
Yeah, single powerful monsters don't work well for several reasons:
-Action economy: Unless the monster is very strong, it dies
-Concentrated firepower: If the monster is very strong, it usually hits hard and PCs start dying
-High defenses: If the monster is strong, it typically also has a lot of health and armor, so it takes a long time to whittle him down
The ideal powerful monster has a lot of HP but is relatively easy to hit and doesn't hit that hard but can target multiple PCs
 
@SPavel This is why i find "single enemy" encounters so hard to balance - at least RAW
 
@SirCinnamon Single enemies will almost always lose. The Action Economy is not in their favor. Hence mooks.
 
the CR system doesnt lend itself to that. Higher CR hits harder (often too hard, especially in the lower levels)
 
@SirCinnamon There are definitely monsters that work fine, if you look for ones with AoE or multiple target attacks.
If it can threaten many PCs at once, you don't need the bulk, and can use a lower CR one with less HP and AC
 
Yeah, I guess maybe I'm using the XP encounter values too literally in those cases
 
3:08 PM
For example, hydras aren't bad for this.
Just don't focus all the heads on one PC.
 
don't forget that you can throw in mooks.
 
@goodguy5 Hydras can't throw mooks, they don't have arms
 
I always throw in mooks
 
Giants could throw mooks, though
 
>.>
 
3:09 PM
A giant throwing stones but the stones are Small Earth Elementals, roll initiative
 
Several goblins and a bugbear is much more interesting and difficult than just two bugbears
@SPavel noted, stolen, and planning
 
@goodguy5 Two bugbears, but the bugbears are just three goblins in a trenchcoat
 
+1 ^
 
@SPavel And the goblins are just 3 imps in a small tenchcoat
 
I'm 100% doing that as well.
Well... maybe not the imps
 
3:10 PM
And those imps? Bug swarms in a tenchcoat
 
@SirCinnamon That's a lot of trenchcoats. Where did they get them all?
 
So, let me get this straight.
 
@GreySage Burlington Coat Factory
 
@GreySage High CHA Bard came through with some merch
 
We have some number of bugs filling up a trenchcoat to look like an imp.
Then, we have three "imps" in a trenchcoat to look like a goblin
Then we have three "goblins" in a trenchcoat to look like a bugbear.
Then we have two "bugbears"

So. that's 18 trenchcoats, right?
Weirdest math word problem ever
well except for all that shit about "how many bananas does Johnny have after selling 3 apples to Susie for crack", or whatever
 
3:13 PM
@SPavel How about a bug and a bear in a trenchcoat.
 
@kviiri Well, there's already bugs in the "imps"
 
@goodguy5 "A train is heading towards Berlin from Paris at 50 miles an hour. At the same time, an adventuring party is heading towards disaster from Waterdeep at 30 feet per round..."
 
@SPavel I had to try really hard not just just laugh out loud at my desk.
 
3:30 PM
rpg.stackexchange.com/questions/118734/… So Xanathar really has rules for players getting jailed without offering any idea on how that should play out without being unfun?
 
@kviiri Well, we also have rules for PCs dying without ideas for making it fun...
 
@kviiri I think they're just trying to simplify the experience. Jail as encounter/RP would still use the base time/cost option but could let the DM do more as with any storyline.
 
@Szega Yeah, but that enjoys an unfortunate grandfather position I guess.
@NautArch It's not like they give good ideas about time management either
 
@kviiri I mean there's lots of downtime options for a party to breeze through a few days if they have nothing else to do - depending on the exact punishment
 
I'm going through and trying to make sure I don't have any/many house rules I want to implement in my 5e game.
Mainly just a minor tweak to beastmasters,
Something with critical hits (min damage of 8 on a crit d8, for example)
and Inspiration can be used after the roll.
 
3:43 PM
@SirCinnamon I'm not really a fond of downtime activities as a solution either without some time tracking scheme to back that up
Time is basically free in most tables, or if not free, tracked without enough rigor to make informed choices about when to spend it and when not.
 
afk
 
@kviiri I have literally never played a campaign with downtime in it. In my experience you are either actively trying to resolve the plot, or you're just not playing and you skip ahead 3 months to when something interesting happens.
 
Downtime tends to be when the prepared casters go "ok time to mint gold" and the non-casters take 90 days to make 1 wooden stick
 
@GreySage We only had downtime in one campaign using Deadlands:Reloaded where wounds take weeks to heal
 
@GreySage There are good ways and bad ways to implement downtime in a campaign. Sometimes the adventure needs a breather period, so the players don't get burnt out from constant challenge. But if there's too much downtime, it makes the setting seem too static, and only responsive to player actions (e.g. the evil overlord is about to invade... eventually... when the players are ready for it).
 
3:54 PM
I guess I never really got the point of downtime activities
To me, downtime is best gotten over with quickly. I have to give credit to WotC including some rules regarding though, lest novice GMs assume it's their duty to fill a researcher's day in the city library with random skill checks.
 
@SPavel In some systems, the casters will spend the first X days (which they will calculate using math) to make magic woodcrafting items for the non-casters. Then the non-casters can complete their wooden stick more efficiently!
 
@kviiri GM fixes it
 
@MikeQ Downtime should be between adventures, the evil overlord should invade on his own time schedule
 
@SPavel But what if the evil overlord also needs downtime, so he/she/they can make their own wooden stick?
 
@SPavel "After dealing with that nest of zombies, you all take a few weeks downtime. While you are relaxing, the evil overlord that you knew nothing about because you're all level 3 invades the kingdom and kills everyone. Everyone roll a new character."
 
4:03 PM
@MikeQ The overlord has elite blacksmiths who can make sticks out of metal
 
4:34 PM
A friend who owns Xanathar's checked, the jail time is one week per 25gp of attempted damages. That's a lot.
But to be fair, 200gp is enough money that any medieval person actually trying to steal something that valuable would probably be facing the chopping block.
 
The gap in average wealth between the average adventurer and literally any non-adventurer person is astounding.
To the point where every 1st-level adventurer should probably also have a title.
 
Well, they did have those flavor titles in earlier editions. Not that I remember any of them
Apart from level 1 fighter being "veteran" - that's a good illustration that level 1 adventurers are, by intent, already quite a lot beyond normos.
 
4:49 PM
By "title", I meant "nobility".
 
Historically, noble status didn't necessarily come from wealth - It's more likely that an NPC would have access than a player to political power, military power, or land entitlement. And finding lots of gold in a dungeon doesn't make you a successful merchant. So a level 1 fighter with a lot of gold is just a wealthy fighter.
 
Sid Meier's Pirates! gave us this jewel:
> You attained the rank of a DUTCH ADMIRAL, making you an AVERAGE member of the society.
 
@kviiri The way I view level 1s is that a level 1 fighter is a grizzled veteran, your Master Sergeant or perhaps Captain if he is an officer. Meanwhile, the wizard at level 1 is a bumbling apprentice barely keeping a handle on his cantrips.
This helps with the "guy at the gym" fallacy
The guy at the gym is a level 0 peasant with 12 Strength
 
Then again, we're talking about settings with gelatinous cubes and owlbears and catperson wizards, so we can't really draw comparisons based on historical realism...
 
@MikeQ Gelatinous catowl wizards!
 
4:57 PM
@SPavel What's the guy at the gym fallacy?
 
@MikeQ guys go to the gym?
 
@GreySage Oh, I think you're missing out. I have a group where we've got the site- and floor-plans for our castle shared, we've got noted in there which treasures from which of our adventures are decorating which rooms, we've even got decent sketches of lots of it. Largely constructed during downtime and paid for by the mining concern we run as a hobby business.
 
@MikeQ It's a common mistake related to D&D, where what is reasonable for non-magical characters is essentially defined by "what can a guy at the gym do" and what is reasonable for magical characters is thrown out of the window because it's magic.
So you have DMs houseruling penalties on fighters to make them "more realistic" and banning content like Tome of Battle because it's "not realistic"
 
@SPavel I determine what is reasonable for magic characters with "is there an app for that?".
 
Meanwhile, the wizard casts end the universe out of 1st level slots
 
5:01 PM
@SPavel I'm a proponent of the view that Fighters represent legendary warriors whose powers may or may not be completely natural in origin
 
@kviiri This is a good view. Consider that the meekest (Ex) ability - Darkvision - picks physics up by the scruff of its neck and spanks it like a small child.
 
I don't understand this fallacy. Does it assume that each gym has a fixed level of strength, i.e. "You must be exactly this strong to be a member." ?
 
> Wizard: "I use Firebolt to build a campfire."
> DM: "Is there an app for that?"
> Wizard: "... Tinder?"
> DM: Close enough.
 
@MikeQ It has nothing to do with any particular gym.
 
Ah, are you referring to the issue of trying to apply the restrictions of real life onto abstractions and game mechanics?
 
5:03 PM
Consider this example: the Rogue uses Evasion when inside a locked room to dodge a fireball that engulfs the entire room. "How did he dodge that? He should have taken damage!" some people will argue, and demand the rogue explain how he did it.
Meanwhile the wizard just violated conservation of energy, but nobody asks him how, because magic, full stop.
 
"'Tis simple! I wet myself at the first moment, protecting me from the worst burns!"
 
@MikeQ That is only the case in Pokemon
 
@SPavel Is it not assumed that the rogue was able to duck out of the way, or was able to quickly hide behind a small rock, or something like that?
 
@GreySage "You must be this strong AND have an advanced lack of understanding of the Rock-Paper-Scissors mechanic woven into the fabric of the very cosmos to be a member."
 
@MikeQ See, you are trying to explain it already.
It doesn't matter what he did.
 
5:06 PM
I think it matters to the player
They want to feel badass
 
@SirCinnamon They can feel badass for dodging the fireball, they don't need to justify how they did it.
 
They want "You deftly weave between the waves of fire avoiding the brunt of the flames" not "you take less dmg"
 
@SirCinnamon Again, missing the point.
 
@SPavel Right, their ability to evade doesn't need a specific explanation. But the assumption is that they somehow used some (non-magical) way to avoid the effect.
 
@SPavel The game doesn't NEED roleplay at all - but it is vastly improved by it
 
5:09 PM
@SirCinnamon Continuing to miss the point. Rerouting. In four hundred meters, bear left.
 
@SirCinnamon Look out for the bear!
 
@SPavel Then what is the point? Rules obviously determine what happens but flavouring that is the heart of the game
 
@SirCinnamon The point is that everyone asks how Evasion lets you dodge fireballs but no one asks how a wizard can cast Fireball in the first place.
 
@SirCinnamon The point is that a character using an ability should never have to justify how the ability works.
 
@SPavel I'm agreeing - the DM has to justify it. The player can choose to if they want to describe their actions
 
5:12 PM
@SPavel Or have the effects of their ability turned off because DM Fiat.
 
I'm going to side with Sir Cinnamon here. It's true that the player doesn't need to justify it, but the flavor really does help. It can feel jarring when people are trying to get invested in the narrative, and people make references to the mechanics.
 
There's no sides here. They're arguing across each other, not with each other.
 
For example, if a player tries to persuade an NPC into doing something unusual, and they roll well, it seems a bit... jarring? unnatural? if they dismiss the entire social encounter in terms of the mechanics. If the GM asks "How do you persuade the guard into letting you pass?", the answer "I rolled a 20" will seem lazy.
 
@SPavel's point is completely orthogonal to @SirCinnamon's point.
 
@Yuuki yes thank you
 
5:14 PM
Or vice-versa, I guess.
 
I'm not arguing @SPavel's main point, but I am arguing the "It doesn't matter what the rogue did to dodge"
It matters to the players and it matters to the story
 
@SirCinnamon You are confusing "it doesn't matter what the rogue did" and "it doesn't matter how the rogue dodged"
WHAT matters to the story and the world. HOW doesn't.
 
It does not matter to the rules - the rogue takes less damage, full stop
@SPavel I absolutely disagree
 
Just as it doesn't matter HOW the wizard turned bat poop and hand waving into flesh-consuming flame
 
If the players were fighting a rogue and he evades the damage and they shout "How?!" i'm going to describe what actions he took, not "the rules say so"
 
5:17 PM
@MikeQ Wouldn't seem lazy to me. I generally don't expect my players to be quick of wit just because they play a character who is
 
@SirCinnamon What actions he took are WHAT he did. Not HOW.
 
@SirCinnamon What if the players get hit by a fireball and shout "how?!"
 
Likewise, I don't consider it lazy that I don't get smitten by an actual sword when GM'ing a fight scene. Quite the contrary, the lack of bodily injury is a welcome part of the hobby for me!
 
@SirCinnamon Right, but if they have a pretty awful description, then it still happens.
 
Let's say my character is Super Mario. He has the power to double-jump - push off thin air as though it were flat ground? How does he do that? Doesn't matter. Double jump is his ability.
 
5:18 PM
@SPavel The actions he took are HOW he dodged
 
@SirCinnamon Wrong.
 
@SPavel Yes but saying "That is his ability" is bad storytelling
 
What does my car do? It runs. How does my car run? Complicated stuff with internal combustion engines.
Unless your story is the hardest hard sci-fi, the how is not important.
 
The mechanic "just happens". How someone describes it is the 'fluff'. It's nice to have fluff and it makes it more interesting/engaging - but it's not a requirement for the mechanics.
 
@SirCinnamon Then "the wizard cast Fireball" is bad storytelling is what they're saying.
 
5:19 PM
If you think it is important, you are confusing how with what.
 
@SPavel Unless the players enjoy the description and the detail
 
Well, to turn this around @SirCinnamon - What happens / should happen if the rogue doesn't provide any narrative detail when they successfully evade?
 
@Yuuki The wizard taps into the weave of magic and using his magic rod conjures a massive ball of flame
 
@SirCinnamon Not an argument. If the players enjoy something, they will do it.
 
@MikeQ The DM provides it
 
5:20 PM
@kviiri As a person who is uncomfortable with seducing random guards and who plays a sorcerer, I thank you
 
Just like a player doesn't actually have to make a persuasive speech to use Persuasion. We're roleplaying here. The dice do their work, and then we try narrate the effects. But it's also possible that someone wants to narrate it and do it - and a DM may give inspiration/advantage, etc. for their explanation and roleplaying effort.
 
@SirCinnamon How does he tap in the weave of magic? What empowers his magic rod to conjure a massive ball of flame?
What is "the weave of magic"?
 
@GreySage Playing a charismatic character is the best time to practice seducing random guards.
 
@Yuuki Suspension of disbelief
 
"You, me, bunga bunga." rolls 35
 
5:21 PM
The point is that whenever there is a nonmagical ability, there's a tendency to try to enforce real-world physics on it.
 
Would you look at that, me and he bunga bunga.
 
@SirCinnamon Then the rogue's Evasion functions off the same suspension of disbelief.
 
@SirCinnamon Exactly. But that works for other abilities (like uncanny dodge, etc.) as well.
 
Just because magic exists nothing should be justified ever? No storytelling effort should be made because there is magic therefore i guess magic did everything?
 
@Yuuki Maybe, but again, that's up to the players' expectations of the narrative. If the rules say it happens, then it happens, even if it happens without an interesting description.
 
5:22 PM
@SPavel Sounds good to me.
 
@SirCinnamon That is a preposterous exaggeration of what is being said.
@GreySage Of course it does, I got a 35
 
@SPavel You're saying why its pointless to describe how anything happens because magic isnt real so non-real things happen so why even pretend anything happening could possibly be real
 
@SirCinnamon That's not even close to what I'm saying.
 
@SPavel Now I'm imagining pickup lines where someone just references their +10 to persuasion or something
 
@SirCinnamon Just because you might not have ever encountered this, there do exist occasions where a DM has said "Evasion? You're in an enclosed room and the Fireball engulfs it, there's nowhere for you dodge, you can't Evade."
 
5:24 PM
@GreySage hey baby, I have a 10... modifier to charisma.
 
@GreySage Perhaps a tinder profile that's just a character sheet?
 
@Yuuki Then that DM is wrong - I'm not at all arguing that
 
@SPavel I've read about wizards casting Conjure Object, selling said object, and then skipping town.
 
@SirCinnamon That's my point. You guys are not even talking about the same thing.
 
Let's take a step back everyone. I think we're all mostly talking past each other.
 
5:25 PM
@Yuuki I agree in principle, but there's also GMs who say stuff like "Cast fireball? UNDERWATER? Hahahaha enjoy your wasted spell slot".
 
@kviiri Actually that's in the rules, it becomes a steam ball
Same damage and everything, only steamier (so it gives a bonus on the seduction check from earlier)
 
@SPavel I remember seeing that, but I don't recall what the book did.
 
@SPavel Not in 5e, in 5e you still get fire (but the target, if immersed, has automatical fire resistance).
 
@SPavel Is it super-effective against valves and their production capabilities?
 
@Yuuki Of course it's super-effective against Valve, it's a 3rd level spell
 
5:26 PM
@SPavel And as we all know, Valve is weak to anything with a 3 in it
 
Also, I'd 100% be willing to work with a player to change spell mechanics based on things like water. If anyone knows what a pistol shrimp is, fireball underwater? You create a thermobaric explosion that immediately collapses on itself, allowing you to send a shockwave forward.
 
@MikeQ At this point, I want them to release a Half-Life 4 and have a completely noticeable gap in the story.
And everyone just has to imagine a Half-Life 3 that bridges the gap.
 
@Yuuki The plot of HL4 is that the Combine stole all copies of HL3, and now Gordon Freeman has to get them back
 
@Yuuki valve is no longer a video game company, it's a platform company
 
It’s no longer a video game company. With the availability of movies on Steam, it is now a video/game company.
 
5:31 PM
Anyway, I still think that asking players to give some form of narrative description is beneficial. Imagine a James Bond movie where he's put in a trap, about to die, then cut to the next scene and Bond is doing something else. Yes, we assume that he escaped somehow, but the narrative suffers a bit if the only explanation given is "Well he's James Bond, he always escapes."
 
@MikeQ Agreed. Narrative makes it fun and engages the players and the table into the scene. It should be to help bring it together, but should not be a requirement of making something work.
 
@NautArch Right. Nobody here is arguing that.
 
@MikeQ @NautArch Exactly - If anything the reverse - Narrative is required by the fact that it works
 
@MikeQ Just stating the obvious :) It's what I do.
 
It worked, the rogue did it because the rules say so. narratively, describe how he did it.
 
5:34 PM
And if the rogue's player doesn't explain, then someone else (presumably the DM) should provide that detail.
 
My timing, however, is usually not good. Sort of like suggesting to my wife that she wear slippers after she slips down the stairs.
 
@NautArch Fall damage?
 
@NautArch Wouldn’t slippers make her slip down the stairs though?
They’re for slipping after all.
 
@SirCinnamon Thankfully it was less than 10'. No damage.
@Yuuki hehe.
*was not something my wife said after I made that suggestion.
 
@NautArch Except to NautArch after he made the slipper comment
 
5:39 PM
@Yuuki No, just the opposite. Slippers specialize in slipping. So if you wear slippers while on a staircase, the slippers will slip and fall instead of you.
 
Is there still a hold action in 5e?
 
@goodguy5 Delay?
 
sure. that
 
@goodguy5 If you mean something that allows you to move your intiative and take your action at that time: no
closest thing is Ready
 
I thought "ready" needed a trigger?
 
5:41 PM
The trigger could be "After X's turn"
 
@goodguy5 Yes, but it's the closest thing to delaying your in action in 5e.
 
@goodguy5 it does, but it is the closest thing
 
Do you have to define your ready trigger when you take the action?
 
@SirCinnamon actually, maybe not. It has to be observable by the character so I would not allow that kind of meta trigger.
 
@goodguy5 Yes. If the trigger doesn't occur, you've lost your action (including a spell slot if you were doing that.)
 
5:43 PM
Also, you can’t take bonus actions after your Ready action.
 
@Yuuki can't you?
 
And you can’t take Extra Attack because you used a Ready action, not an Attack action.
@Rubiksmoose Well, you can’t take bonus actions after your Ready action triggers.
 
@Yuuki oh ok. yeah.
 
Yeah, casting Shield of Faith and then readying an action is perfectly fine.
 
I've been wondering, what's there to stop a savvy player from defining their trigger as "absolutely anyone does anything" and just use their reaction whenever they please?
 
5:46 PM
@Yuuki ah okay. I thought you meant you couldn't bonus action and ready action on your turn.
 
@kviiri Needs to be pretty specific.
 
@kviiri becuase once any vaible trigger happens they have to decide to use the reaction or lose the readied action completely. Can't choose triggers
 
@kviiri Because I think Ready action triggers on the next event that fulfills its criteria, not at player discretion.
 
for "absolutely anyone does anything", i'd have the trigger occur immediately. Because somebody is doing something ALL THE TIME.
 
@Yuuki Nope, you can choose to not trigger it.
@Rubiksmoose The rules don't say this do they?
 
5:48 PM
@kviiri True. But you would still lose your reaction/spell slots if any.
 
@kviiri Could you provide source for that? I'm pretty sure that a trigger is automatically triggered when the conditions are met.
 
@kviiri Rules say it must be visible (I think he was typing that and not viable)
 
@MikeQ PHB page 193, where the Ready rules are. Says explicitly you can ignore the trigger.
@NautArch Well, anyone does anything "perceptible" is practically equally wide.
 
@kviiri But choosing not to trigger means you lose the action, not that you can save it to trigger later I thought?
 
@kviiri yes, you can. But you lose the action if you do.
 
5:49 PM
@Yuuki You can use your extra attack if you Ready an Attack action.
@Rubiksmoose How come?
 
@kviiri Right, but that just means it'd trigger immediately. Because you see someone doing something (breathing, moving a body part, etc.)
 
I mean, doesn't seem to me the rules say anything of the sort.
 
@kviiri I'm actually double checking this now lol
 
@NautArch I thought you didn't lose the spell if you decide not to complete the trigger
 
@goodguy5 Nah, the spell slot is spent the moment you Ready.
(and you have to even concentrate on it!)
 
5:51 PM
@kviiri Ah, but I am right that you can’t Extra Attack with a Ready but I used the wrong reason.
29
A: Do you get to use the extra attack as well when you ready an attack action?

ThyzerNo The 'Extra Attack' feature is worded so you only benefit from it when you attack in your turn. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn Reacting to something is not in your turn, it's in the turn of the triggering ...

 
@kviiri Because the action you used on your turn was to set a reaction. Action spent. Trigger occurs, you now have choice to use your reaction or not. (I was wrong on reaction being spent no matter what...it'sjust the action)
@goodguy5 You don't use your Reaction, but the spell was being held at the Readied Action event.
 
Ready action. The rules says you can ignore the trigger, because yes, you can ignore it. You can try again if it is open-ended enough. #DnD https://twitter.com/TySQL/status/861723786655223808
darn you are right it looks like. Why did I think that so strongly?
 
@NautArch But nowhere in the rules does it say you lose your reaction for ignoring the trigger.
oh boy, seems that lord JC agrees with me.
Must ablute.
 
@kviiri Right, I tried to unwind that in the same sentence you replied to :)
 
Ready action: the trigger is key. E.g., if you say you'll attack an enemy that comes within your reach, you choose which enemy, if any. #DnD https://twitter.com/NowredEQ/status/861678298878889986
 
5:54 PM
I feel like he might operating on good faith though, ignoring the “I react to anything ever” trigger.
 
Probably so.
 
@Yuuki well yeah, but before we can consider the case with extra cheese I needed to clarify the rules lol.
 
@Yuuki Still requires an enemy to get within your reach. So you're limited by enemies within your reach.
 
This idea is so cheesy I'd require them serve me crackers just for hearing it.
 
@Rubiksmoose It’s so cheesy that I need to be warned to take a lactase pill beforehand.
 
5:56 PM
But yes, you could ignore the first enemy within your reach trigger in the hope that a different target comes in. If none comes in, you've missed your trigger? Don't know if you can back up.
 
@NautArch Schrodinger’s Ready Action?
 
You can't. Something needs to fire the trigger before one's next turn.
 
yea, but what about the text for longer casting times?
If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.
 
@Yuuki Just not sure if you say "going to ignore that creature's entrance into my reach" and then go back and say "no one else came in, so I want to use my reaction toa ttack that guy"
 
@NautArch definitely not allowed
reactions are taken immediately after their trigger or not at all
@NautArch that was exactly what I meant btw
 
5:59 PM
@goodguy5 You can only ready spells with casting time: 1 action (I think)
 
@goodguy5 The difference is that the spell you ready is already cast to end, just unreleased.
@GreySage This is correct, yep.
 
But you're not taking the "cast a spell" action, you're taking the "ready action"
sure, you can only ready spells with a time of "one action", but you're stretching.
 
@goodguy5 who is this in response to?
 
@goodguy5 nono, the Ready Action is using your Action (cast a spell) AND a reaction should you accept the trigger.
 
Just realized, you could cast a bonus action spell on your turn, then ready another spell with your action.
 
6:03 PM
@NautArch So, you're admitting that we're changing the spell's time to be "one action and one reaction"
@Rubiksmoose unsure.
 
@goodguy5 The rules state that you cast it as normal when readying it, so you lose the slot even if you don't wind up using it.
 
@GreySage a cantrip, but yes
 
@goodguy5 It's more like "one action and MAYBE one reaction"
 
Hrm... feels fishy that you can spend 7.9 hours casting hallow, lose focus at the last second and drop it (but not lose the slot), but not hold onto a magic missile for 6 seconds
I can't view sage at work.
what's this say?
https://www.sageadvice.eu/2015/09/25/how-does-readying-a-spell-work/
 
@goodguy5 But one case is where you've never completed the casting of the spell and the other you have completed it.
 
6:08 PM
@goodguy5 Why wouldn't you lose the slot?
 
@goodguy5 "A readied spell's slot is lost if you don't release the spell with your reaction before the start of your next turn."
 
@MikeQ for Hallow? Because that's how long spells work. You don't "cast" the spell until the end of the timer.
sage, moose, arch. Noted. I accept that as RAW.

Note to self for House rules:
You can hold a spell indefinitely, so long as you keep concentration.
 
@wachunga As a DM, I would allow the caster to use his or her action on a subsequent turn to keep the spell ready.
 
@goodguy5 Really? I thought the slot is used when you begin casting, and then the effects occur when you finish casting.
 
from PHB under concentration (don't have page number)
If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.
@Rubiksmoose exactly
 
6:10 PM
@goodguy5 Huh. Then you're right. That is fishy indeed.
 
@goodguy5 so that appears to be something JC is ok with allowing as well. I'd be fine with that too. Really it is a very poor use of action economy most of the time.
 
@goodguy5 How do you reconcile that with Ready rules, additional actions, etc. Would you forego another action if they are still 'holding' that spell?
Do you start keeping track of rounds from the point of casting?
etc.
 
I'm not sure I understand what you're saying but:
If it is your next turn and you have not cast/lost the spell, you may cast it with that action, or continue to ready with it.

If it somehow every got abused, I might put a limit on the rounds like con modifier or something.
 
@MikeQ I think it makes complete sense honestly, but in the end the rules were made in this case to make readied actions risky. Hence the difference.
@goodguy5 I would not allow it to be cast on their turn unless their predetermined trigger occurs.
 
@goodguy5 Will you allow trigger changes?
 
6:14 PM
The Lone Ranger wouldn't
 
but yeah allowing them to spend their action again to keep the same trigger going seems fine.
 
@GreySage So if you choose not to trigger your ready action, you have to spend a reaction to release otherwise your spell slot fizzles?
 
@NautArch Hrm..... Not trigger changes. You can either continue the trigger or cast the spell during your turn.
 
@goodguy5 Again, I do not think you should allow the casting on their own turn.
 
@goodguy5 So really the only change is that you can 'extend' your readied action beyond your turn.
 
6:15 PM
@NautArch and that you can finish casting the spell on your turn.
 
Which seems okay enough, but it does break how the turns kind of work.
@goodguy5 I would suggest that targets be defined within the trigger (which they generally are.)
 
@Yuuki RAW, if you don't act on the trigger, the spell is lost at the start of your turn. If you have the trigger as something that happens at the start of your turn then you can cast it.
 
@Rubiksmoose Again, if it gets abused, I'll address it then. I don't see how casters basically skipping turns to spend spells could get out of hand.
 
@GreySage That sort of happened in one of our D&D campaigns in high school.
After dealing with that nest of zombies, you all take a few weeks downtime. While you are relaxing, the evil overlord that you knew nothing about because you're all level 3 invades the kingdom and kills everyone. Everyone roll a new character
 
If you do that you remove the risk of the readied action completely, which is one of the things they are designed specifically to have.
@goodguy5 Here's one way: it would make the spell impossible to counterspell.
 
6:18 PM
The BBG was heard of in rumors, and we were going up in level. Then we ran into some undead and our cleric didn't turn any of them. We lost some levels. We finally found a weapon that would kill the BBG (per the legends, etc) and drew a specter from Deck of many Things
 
@Rubiksmoose howso?
 
Lost levels trying to defeat it.
BBG's army/plot continued to grow. So we tried to find him and kill him.
 
@KorvinStarmast You mean the Deck of Many Ways to Wreck a Campaign?
 
We got our arse handed to us by his second layer of defenses
TPK, roll new characters
We died striving valiantly!
And then we started playing in a different DM's dungeon, since three of the players got pissed at the DM for the TPK.
 
@goodguy5 when you ready a spell you have already cast it. Counterspelling must be done when the spell is first readied (not released). Allowing a caster to get back to their turn and allow the spell to complete like normal would mean they could start their turn (still holding a completed spell) walk around wherever they want, then release the spell with no fear of repercussions (no counterspell, no readied actions)
 
6:20 PM
@MikeQ If there was evern an embodiment of Chaos, in D&D, it is the Deck of Many THings
In second place is the Wand of Wonder
@MikeQ DoMT isn't all that bad in a sand box, but in a more railroad/plotty campaign, it can throw some curve balls.
 
@Rubiksmoose @goodguy5 That's the concern, well said.
 
@KorvinStarmast You could scare the players by giving them a Deck of Manly Things. Every card makes them grow a beard.
 
Or just make one of them play a Wild Sorcerer, 5e style. That is a wand of wonder walking on two feet
 
@KorvinStarmast No, it's a wand of wonder temporarily walking on two feet, until they accidentally transmute themselves into a jellyfish or floating disembodied head
 
Or a potted plant.
 
6:23 PM
@MikeQ Our Dwarf lost his beard due to a bad accident.
 
@NautArch Yikes, that sounds like it was a close shave
 
@MikeQ I was in a 1e campaign where my hobbit/halfling had a wand of wonder. Some of the zaniest capers we had were due to that ill advised activation of that wand under duress.
 
@Rubiksmoose house rule 5.a - a spell readied for more than one turn may be counterspelled.
 
My favorite was: aim the wand at an Ogre. A fountain of butterflies comes out. Ogre laughs and smacks hobbit for a max damage attack, nearly kills him.
 
@goodguy5 What about walking around with a fireball readied so the PC can open any combat with a devastating attack regardless of initiative order?
 
6:27 PM
Cleric refuses to heal the idiot Halfling after the fight was over.
 
afk
@kviiri AND I'LL DEAL WITH IT LATER GAWD (winky face)
 
@kviiri Sounds like a sailor getting some shore leave after a few months at sea ...
 
@goodguy5 shrug if it works for you then go for it. I just don't see any problem with these rules as they are (though I would allow a pc to re-ready on their turn with the same trigger but all other rules must be met.) Seems too messy otherwise.
 
@MikeQ Pretty embarrassing for a dwarf. Stubbling through interactions with other dwarves.
 
@kviiri RAW: readied actions can only be taken once the battle starts (after initiative is determined).
 
6:29 PM
@NautArch Can the dwarf even be heard over all of the snickering by the other dwarves?
 
@KorvinStarmast Maybe - but only because he's riding a unicorn.
 
Dwarf on a unicorn: sounds incongruous, but fun!
 
@Rubiksmoose Well, you could unleash it as a reaction once the order is determined anyway.
 
@KorvinStarmast Gift from his god (he's a cleric of Pholtus) after we destroyed a great evil.
Which was fine by me as I generally let him use my mount from Find Steed.
Which then opened up my use just in time for Find Greater Steed (helloooo pegasus!)
 
Work is stalling, signing off for some Into the Bräach. Nitey
 
6:34 PM
The setting takes place on the continent of Soburin, an Eastern themed land that lies beyond the Great Divide, keeping Soburin and the rest of the world (mostly) apart. This changed in what is known as the War of Kaiyo; a war brought to the shores of Soburin by the flying gunships of Ceramia. An end to the war and the destruction of the world did not immediately free Soburin.
 
@NautArch did you see my question on pegasi? you can let them be controlled or independent (but they still follow your orders). Super nice. :)
 
@NautArch Make sure you have a ring with feather fall when you are flying on that Pegasus ... lesson learned the hard way ...
@NautArch Coolest air battle I've had in DD& was my fighter on an Ebony fly against a bad guy on a hippogriff. Both of us were pilots who were familiar with basic air combat maneuvering, though we were trying to fit that into OD&D rules for aerial combat.
Clunky, but since we both could think in 3d it worked pretty well.
 
... do a barrel roll?
 
No, that's a defensive maneuver. I used the vertical to get my cross bow shots at the bad guy, but he came up with a different tactic: try to kill my fly.
Which he did, with a critical hit. And I had no ring of feather fall. So I falled.
 
@Rubiksmoose I did not, but we've handwaived a lot of the mount rules for ease of play.
@KorvinStarmast yeah...no. I don't. It's a risk, but I generally don't get up too high.
float 15' off the ground and kite with my halberd.
 
6:43 PM
As long as youre out of melee range thats likely all you need
Getting out of spell range would be tricky
and might as well be done horizontally
 
@NautArch How do you kite with a halberd? I don't think it has enough surface area to get significant lift force does it?
 
@Yuuki Hooks it on his kite shield\
 
@Yuuki I have horrible farts.
 
@NautArch That's cool, but what about their question? :P
 
related or non-sequitor? you be the judge.
 
6:47 PM
Sorry, that random post up there was from the blurb on Mists of Akuma that popped up on a feed here.
 
@MaikoChikyu FYI, for your roll for shoes game, if you're implenting ideas you mentioned in that post and in your earlier questions that indicate modifications of the skill system, I suggest making clear in your eventual ad that the game's RFS-derived and not actually RFS. You'd be doing a favour to yourself, your prospective players, and the RFS community (inasfar as one might exist).
It's a super neat system, and super open to being modified. Those modifications are quite substantial though and it's worth making clear that there are modifications and that you're playing a modified version. (They're substantial enough I feel like it only retains 1/3 of RFS: its dice resolution system keyed off numerical scores. In my mind I wouldn't actually mentally categorise that as a RFS game at all, just RFS-inspired.)
 
7:01 PM
@NautArch Email sent, this time to all three, with thoughts on tactical plan.
 
7:48 PM
@Rubiksmoose Maybe you're right. I just don't like the "I ready and have six seconds to pop this or it disappears into the ether"
 
@goodguy5 Think of it more like "I'm expecting this thing to about to happen, so I'm going to do that thing if it does". Each turn is self contained, so if this thing didn't happen, then that thing can't.
 
@NautArch I'm expecting [something bad] to happen so I'm going to [complain loudly] if it does.
if no new bad things happen, pick an existing bad thing to complain about
 
@NautArch yea. I dig it. Alright. House Rule amended
 

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