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12:01 AM
@HotRPGQuestions The grapple rules are just hard to pin down.
 
12:38 AM
8
Q: Where is a warlock's soul?

Wise ManIn a campaign that I am running, we came upon an interesting question. Where is a warlock's soul? This came about when my players were trying to sneak into a restricted area. In my world, there is a sort of disease that marks the soul. There are also what's known as seers, who can see the soul ...

 
1:14 AM
So I'm trying to think of where I saw these rules before but I feel like I remember there being special rules for being able to move through a hostile creature's space by making certain checks (ie acrobatics or athletics)
can anyone help me find it? I'm 99.99% sure it existed
 
2:09 AM
@Himitsu_no_Yami Which system?
 
@JohnP how'd the tournament go?
 
Ben
2:26 AM
@HotRPGQuestions Did you try asking his wife?
Afternoon everybody
 
@NautArch sometimes I forget this site is for more than just d&d 5e. Anyway I found it somewhere in the DMG
It was the overrun and tumble rules though
 
Ben
3:12 AM
I remember something like that
9
Q: Consequences of a Tumble and Overrun

daze413Page 272 of the DMG states: Overrun When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature Tumble A creature can try to tumble through a hostile creature's space, ducking and weaving p...

P. 272 of the DMG
 
 
3 hours later…
5:51 AM
Finally finished writing a long answer:
0
A: Does the Slow spell limit the number of Eldritch Blast beams?

V2BlastYes, because eldritch blast consists of multiple attacks. The rules on making an attack are as follows: Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. Choose a target. Pick a target...

 
6:21 AM
@V2Blast Yeah, but I tend to disregard tracking increments separately because it seems (and to date, always has been) a bit pointless
 
6:37 AM
True
ostensibly it's for some sense of "verisimilitude"
published adventures often toss in all sorts of coins in all sorts of weird and arbitrary amounts
 
 
1 hour later…
8:06 AM
Yeah, I guess some people would find it weird for eg. a low level group of thugs carry lots of gold coins aince most of their targets are other commoners
 
8:48 AM
tl;dr the D&D economy is horribly broken
 
9:07 AM
@kviiri As if high-level thugs carrying gold coins in a medieval/feudal setting isn't as weird . . .
 
@vicky_molokh Hehe :)
Well, they could've plausibly struck big once or twice. But that'd more likely be stashed away, not carried on person.
 
10:05 AM
Quiet...to quiet! ;-)
@KorvinStarmast Thanks Korvin, that helps!
@BESW Thank you for that tidbit.
Hopefully the edit will make my Dungeon temperature acceptable? Critiques?
You can't "hold" this question...well actually (sniffles), you guys can & did. Which is good. ;-)
 
 
2 hours later…
12:01 PM
Feels more suited to getting good answers from Worldbuilding.
 
12:16 PM
yeah, worldbuilding is probably a better fit for it as is.
 
 
2 hours later…
2:04 PM
Y'all will tell me if I'm pushing to many old questions to the active page at same time right?
 
@Someone_Evil Someone will, probably.
(Though weekends tend to be a bit quieter than the US work-week.)
Which has two implications: there'll be less other activity to sprinkle your edits among, and there will be a longer expected lag-time before someone says "whoa, hold your horses!"
I usually try to limit myself to batches of a half-dozen or so, then wait around a bit and see how long before another dozen "natural" edits come through.
 
2:27 PM
Not really looking to go to Worldbuilding, as I'm really more concerned with balance to be fair to the player. Dungeon temperature. Acceptable? Maybe moderate then.
 
if you're changing it to what a "balanced" temperature is mechanically that's dramatically changing the focus of the question and invalidates a good answer you already had
 
@Zarus I'd say that "most average dungeon inhabitants are going to have similar preferences to adventurers, although a few things are oddballs"
 
@Carcer Nah, the last part of his answer covers it. Though he could keep the rest as a bonus. Thought he may need to edit a bit.
@Carcer Thanks for pointing that out it helped my edit. As my intent was not to take away from minnmass's answer.
 
2:47 PM
no worry
 
@Carcer Thanks. Stuff like that makes me feel bad. It's like yanking the carpet out from under someone's feet.
@Shalvenay Thank you for the info.
 
3:10 PM
ITAG.
 
user15026
3:40 PM
ITAG?
 
@Ash <Insert Timezone Appropriate Greeting>!
 
user15026
Ah, neat :)
 
4:51 PM
@Zarus I have an RPG supplement which answers your question in a science-respecting manner, but it's not a D&D/PF/other_D20 supplement. Are you interested?
Oh wait, apparently it won't add much, if anything, to your specific question since others already gave answers in the same vein.
 
In my current D&D 4e campaign, there's a boss who was just brought back from the dead after centuries. My players all fear the idea of having to fight it, but it's there, at the end of a vertical shaft, mining some otherworldly ore. Until they attack it, it does not react, however he keeps doing damage and dragging towards him whoever is in sight, so they ponly have one round to position and then they attack it.
The wizard makes a good arcana roll and I tell them everything the boss can do. Huge aura that pulls and deals damage, two full turns per round, big area attacks, minion spawning at the end of each turn.
They are very worried.
Then combat starts. One turn has passed, one guy has taken around 50 damage, one has taken 20, the remaining two people have lost 5 and the monster is bloodied already.
 
5:18 PM
Players: "Seriously?"
 
5:39 PM
They still had all their dailies?
 
@Glazius most
And action points
which some are not using
I mean, "we all make one standard action after this guy has been critted" plus "the wizard makes huge AoEs" and "the enemy can't help but create 1d4+2 minions twice a round" is playing right into their hands.
Also, the melee guys are not even trying to run away from the damage aura, they are adyacent so the aura won't pull them, or I could have them pulled towards the ground where at least the minions could hit them
The only one on the ground is the warlock, but he has the highest to hit and defenses of the whole party save maybe for the berserker's AC
And players still hit on a 3+ and get hit on a 19+ except for the warlord which got hit 4 times on 8 attacks by a weakened monster.
What kind of advice is "the monster uses both action points when he feels he can fell one enemy in a go" if he's not going to survive half the second round...
So I went all in... for 70 damage (and I'm doubling the number of damage dice for all monster-to-player attacks)
 
6:02 PM
Oh, this is a pre-MM3 solo monster?
 
6:19 PM
@Glazius reworked
I'll post stats later
 
6:41 PM
Ooh, action points. Lovely mechanic that I often forgot to use
I find that getting a few free extra actions a day is a good innovation, to balance out those inevitable frustrations when things are going too slow otherwise.
 
@kviiri The warlord's epic destiny's capstone is that he can use more than one action point per round, and every time he uses an action point he recovers a power, so the strategy is: round one, make it so all characters get extra attack whenever someone crits; round two, you and an ally try hitting the same enemy, if you both hit it's a crit. Action point, again.
So I foresee that for every two combats there will be an encounter that only lasts two rounds.
 
Two rounds is super fast in epic tier :>
 
7:01 PM
And it's a 4-people party, not the traditional 5-people one
the tiefling pyromancer usually plays safe, keeping the distance and slowing enemies and making unfriendly damaging areas with holes for allies. A staff of the architect ensures that he hits most things on the tactical map, dealing unresistable fire/radiant damage (radiant is good against undead and turns most insubstantial creatures hittable at full force for a round.) He's the minion cleaner and wears the ring of once per turn, make a small AoE where an enemy died.
The genasi warlord uses minor actions (and a ring of free time to gain more minor actions) to buff attacks and damage of the whole party, then makes them hit more often and provides general movement and healing.
The warforged hexblade prevents people from healing, always hits, goes insubstantial and is a bag full of HP with high defenses, high damage and high to hit
The bugbear berserker with a Brutal 2d8 weapon and several 5W attacks is the other big damage dealer, but he often misses because his to-hit is not that high.
 
7:21 PM
@Glazius This guy made reworks of all monsters in the adventure. Ours is the solo on page 35. SPOILERS!
I started with the reaction and it missed both the warlord and the berserker. Then as suggested by the tactics section of the adventure I tried hitting with Mindquake and meteoric shockwave, missing again both times against both PCs.
On my second turn that round, I hit the warlord with mindquake, missed again with the shockwave and attacked with 6 slams using both action points. Two hit, four missed.
 
7:51 PM
Meanwhile, @Ash, I've been reading the conversation between you, Trogdor and BESW about, how to call them, guilty pleasure reads? I have questions, but I want to keep this site as pristine and kid-friendly as I can. Where could we head?
 
@vicky_molokh Any information you think might is helpful in the least is greatly appreciated.
 
8:10 PM
be helpful* Sigh.
 
user15026
8:31 PM
@Zachiel As I am guessing you're referring to romance novels etc as that is what our discussion was (call them what they are, there's no shame in their existence or anyone's reading of them!) - I'm reachable in a number of spots. Discord is probably easiest.
 
user15026
(If that doesn't work for you, let me know your contact method of choice, I likely can spin up whatever's needed.)
 
@Zachiel Oof. Missing your damage dealers with the weaken pulse is probably what sunk that.
I mean, I would suggest half damage and weakened EONT? It really doesn't feel like a solo should be whiffing on anything but a multiattack.
 
9:14 PM
@Zarus GURPS Underground Adventures (which tries to approach underground facts close to how they are in reality, through a playable lens) recommends starting cave temperature as nearing the yearly average of the region, then says that temperature rises 1ºF per 82.5’ of depth, or 64ºF per mile, and notes that deep mines [deep dungeons] are likely to need massive artificial cooling. And some places may be hotter.
 

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