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    Robyo

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    Post  Robyo on Wed Jun 29, 2016 6:05 pm

    Mirrored some of the relevant links from the general discussion thread to this thread:



    Matt's Website: http://echoesofshadowandlight.weebly.com/gazetteer.html



    D&D 5e Basic Rules: http://media.wizards.com/2014/downloads/dnd/playerdndbasicrules_v0.2.pdf

    SRD: http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
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    Re: Information

    Post  MrBrownstone75 on Wed Jun 29, 2016 11:00 pm

    Matt, are we rolling stats or using point buy?
    Hit points max?
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    MAS
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    Re: Information

    Post  MAS on Wed Jun 29, 2016 11:21 pm

    MrBrownstone75 wrote:Matt, are we rolling stats or using point buy?
    Hit points max?

    Max hit points
    27 point ability buy
    See this thread for anything I may have missed so far!
    http://lodgestgaming.forumotion.com/t297-summer-game#16292
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    Re: Information

    Post  Chris on Wed Jun 29, 2016 11:28 pm

    MAS wrote:
    Chris wrote:GM - any restrictions on backgrounds?

    Off-limit Backgrounds -

    Acolyte
    Guild Artisan
    Noble
    Sailor




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    Re: Information

    Post  Chris on Thu Jun 30, 2016 12:04 am

    GM,

    under Hermit it lists the following:

    Skill Proficiencies: Medicine, Religion
    Tool Proficiencies: Herbalism kit

    but I am guessing Religion is out as a skill, since the gods are dead?


    also, there is a feat called Healer

    H e a l e r
    You are an able physician, allowing you to mend wounds
    quickly and get your allies back in the fight. You gain the
    following benefits:
    • When you use a healer’s kit to stabilize a dying creature,
    that creature also regains 1 hit point.
    • As an action, you can spend one use of a healer’s kit to
    tend to a creature and restore 1d6 + 4 hit points to it,
    plus additional hit points equal to the creature’s maximum
    number o f Hit Dice. The creature can’t regain
    hit points from this feat again until it finishes a short
    or long rest.


    however, there is no actual "healer's kit" listed under Tools, only the Herbalim Kit.

    The skill "medicine" has similar wording

    Medicine. A Wisdom (Medicine) check lets you try to
    stabilize a dying companion or diagnose an illness.


    Would you be ok with dropping religion for the ability to use Medicine + Herbalism Kit to perform the "healing kit" action described above?   It would be an herbal and medical way to perform some minor healing, absent divine healing.  

    Perhaps that could even be the nature of a Hermetic Discovery?

    F e a t u r e : D i s c o v e r y
    The quiet seclusion o f your extended hermitage gave you
    access to a unique and powerful discovery. The exact
    nature o f this revelation depends on the nature o f your
    seclusion. It might be a great truth about the cosmos,
    the deities, the powerful beings o f the outer planes, or
    the forces o f nature. It could be a site that no one else
    has ever seen. You might have uncovered a fact that has
    long been forgotten, or unearthed some relic o f the past
    that could rewrite history. It might be information that
    would be damaging to the people w ho or consigned you
    to exile, and hence the reason for your return to society.
    Work with your DM to determine the details o f your
    discovery and its impact on the campaign.


    mechanically, it would trading 1 skill + 1 class feature for 1 feat

    perhaps he is the only "doctor" ?
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    Re: Information

    Post  Robyo on Thu Jun 30, 2016 12:09 am

    Healer's kit is in the equipment list.

    "Healer’s Kit. This kit is a leather pouch containing
    bandages, salves, and splints. The kit has ten uses. As
    an action, you can expend one use of the kit to stabilize
    a creature that has 0 hit points, without needing to make
    a Wisdom (Medicine) check."
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    Re: Information

    Post  Chris on Thu Jun 30, 2016 12:16 am

    cheers thanks Rob, I am still new to this book

    Robyo wrote:Healer's kit is in the equipment list.

    "Healer’s Kit. This kit is a leather pouch containing
    bandages, salves, and splints. The kit has ten uses. As
    an action, you can expend one use of the kit to stabilize
    a creature that has 0 hit points, without needing to make
    a Wisdom (Medicine) check."

    drunken  so it's a substitute for the medicine skill, but not a "Tool"?


    Question to Gm still stands - medicine + Herbalism + healer's kit + (lost skill) + Hermetic Discovery = Healer Feat ability?

    (we prolly need some healing or it's gonna be a short campaign)
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    Re: Information

    Post  MAS on Thu Jun 30, 2016 5:45 pm

    CHRIS -

    I will allow the proposed trade - but understand you will need to burn materials (use of a healing kit) to perform the effect.

    As to your comment about healing, I understand your trepidation about not having healing! Be certain to read the rules on "rests" to see how HPs are handled in a fundamentally different way in 5e. There is a strategic time management component to party HP and spell slot management in addition to a tactical one, supported by the "short and long rests''.

    Another option for replacing your "religion" skill slot would be Astrology. I can generate specifics later, but will give the ability to forecast celestial events and their timing. Higher levels will add bonuses or deferments from event modifiers.





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    Re: Information

    Post  Chris on Thu Jun 30, 2016 6:23 pm

    MAS wrote:CHRIS -

    I will allow the proposed trade - but understand you will need to burn materials (use of a healing kit) to perform the effect.

    As to your comment about healing, I understand your trepidation about not having healing! Be certain to read the rules on "rests" to see how HPs are handled in a fundamentally different way in 5e. There is a strategic time management component to party HP and spell slot management in addition to a tactical one, supported by the "short and long rests''.

    Another option for replacing your "religion" skill slot would be Astrology. I can generate specifics later, but will give the ability to forecast celestial events and their timing. Higher levels will add bonuses or deferments from event modifiers.

    It's totally up to you if that fits into your world view or not.  I am fine either way and can roll with Astrology if you prefer.  We would still need to come up with the "discovery" in the later case.

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    Re: Information

    Post  Robyo on Thu Jun 30, 2016 6:41 pm

    Matt, I posted a little backstory for Tungo, below his stats. Basically, he tracked some gnolls back to the Shielding, after they murdered his clients on a guide. Let me know if that's okay...


    I'm really looking forward to see how the party gels with this ruleset. I understand where Matt's coming from on the pacing for rests/heal-ups. But it doesn't hurt to buy some PoH's at the earliest possible convenience!
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    Re: Information

    Post  Chris on Thu Jun 30, 2016 6:43 pm

    Robyo wrote:But it doesn't hurt to buy some PoH's at the earliest possible convenience!

    except... there are no gods, so no clerics, so nobody to make any Potions of Healing Wink
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    Re: Information

    Post  Robyo on Thu Jun 30, 2016 6:44 pm

    goodberrie wine!
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    MAS
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    Re: Information

    Post  MAS on Thu Jun 30, 2016 6:46 pm

    [/quote]

    It's totally up to you if that fits into your world view or not.  I am fine either way and can roll with Astrology if you prefer.  We would still need to come up with the "discovery" in the later case.

    [/quote]

    I am cool with either choice - just wanted to ensure that it was clear that the ability will require components. If that is what you want, I am ok with you making the proposed trade.

    As to Healing Potions...Druids can make them. But that doesn't mean they are going to grow on trees, either.
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    Re: Information

    Post  Chris on Thu Jun 30, 2016 10:15 pm

    Using 1 "use" of a healer kit is fine, assuming they can be bought easily or made with Herbalism + medicine?

    [/quote]

    As to Healing Potions...Druids can make them. But that doesn't mean they are going to grow on trees, either. [/quote]

    So there are Druids?   How common?  How well accepted?  Did they just replace all priests?  What is the source of their divine magic in your world?

    So medicine wouldn't be a lost "discovery" then if there are healers in the Shielding.

    I was under the impression there was zero divine presence at all, my bad. drunken
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    Re: Information

    Post  MAS on Thu Jun 30, 2016 10:55 pm

    Chris wrote:Using 1 "use" of a healer kit is fine, assuming they can be bought easily or made with Herbalism + medicine?


    As to Healing Potions...Druids can make them. But that doesn't mean they are going to grow on trees, either. [/quote]

    So there are Druids?   How common?  How well accepted?  Did they just replace all priests?  What is the source of their divine magic in your world?

    So medicine wouldn't be a lost "discovery" then if there are healers in the Shielding.

    It might help if you could write out a bit more information about the world.  I was under the impression there was zero divine presence at all.[/quote]

    Yes, as Druids are not a restricted class, there are a few of them around. They did not replace priests, and their power source is not "divine" per say, derived from natural life force rather than Gods. As revealed in the updated information on the Gazetteer - The Shielding is created and protected by Druidic magic. http://echoesofshadowandlight.weebly.com/gazetteer.html

    As far as healing goes - 99% of the healing available in The Shielding is mundane - and functions as it does in the rules - skill checks, rest, and kits. The PCs might get access to some Potions or somesuch, at some point.

    Medicine (as you are describing it) wouldn't be a true, groundbreaking civilization discovery - people have that ability. But I think you are more concerned with the having the mechanic to heal within the party, correct?

    So to answer your questions about Druids specifically -
    How common? Not very, there may be a few around, just like there are only a few of any particular PC class as opposed to NPCs.
    How well accepted? Respected. The arch-druid atop the tower is highly revered.
    Did they just replace all priests? No. There are not enough of them, they are not organized, and the belief system doesn't support that.
    What is the source of their divine magic in your world? Natural life forces. And a nutritious breakfast.

    As far as availability of healer kits. Not exactly a common item, but not quite a premium item. You should be able re-stock them at any of the four major locations in the Shielding. In the wild, that may take skill checks and some creative crafting. We'll say a fully stocked healing kit with 10 uses is a pretty bulky item, so carrying more than one full kit along with other gear would be impractical.


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    Re: Information

    Post  Chris on Thu Jun 30, 2016 11:22 pm

    MAS wrote:
    Medicine (as you are describing it) wouldn't be a true, groundbreaking civilization discovery - people have that ability. But I think you are more concerned with the having the mechanic to heal within the party, correct?

    As far as availability of healer kits. Not exactly a common item, but not quite a premium item. You should be able re-stock them at any of the four major locations in the Shielding. In the wild, that may take skill checks and some creative crafting. We'll say a fully stocked healing kit with 10 uses is a pretty bulky item, so carrying more than one full kit along with other gear would be impractical.

    1) Well, yes and no.  I thought (in a world with no healing at all) that it was cool to tie the discovery of medicine with the (otherwise worthless) background feature and substitute Religion skill of a Hermit.  Sort of a Shielding version of Imahotep.   If regular doctors are available, then healing the party also is not a big concern.

    2)  lol, ok, you da GM  study (its a leather pouch that weighs 3lbs per the book) scratch

    hmmm.... I'll think about it Sleep
    still going sorcerer though
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    Post  Robyo on Fri Jul 01, 2016 12:18 am

    IMHO Sorceror has decent flavor, especially the Wild Magic type, but they get the least known spells of any caster. I do like their sorcery points though, for added metamagic.

    Wizard is badass. Or Bard, if you want a CHA-based caster, who also doesn't have too many known spells, but at least can choose a few spells from ANY list. Warlock is flavorful too. Sorlock is intriguing. Haven't played a Druid or seen one yet.
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    Re: Information

    Post  Chris on Fri Jul 01, 2016 1:26 am

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    Re: Information

    Post  MAS on Fri Jul 01, 2016 5:11 pm

    Chris wrote:

    2)  lol, ok, you da GM  study (its a leather pouch that weighs 3lbs per the book) scratch

    h

    Fair enough, I didn't look at the book for actual size - we'll roll with the book's stats.

    That seems a bit small in my POV - In my mind I see the size of a combat medic's first aid kit, and they are pretty big. The materials you need to be constantly bandaging and splinting and sopping blood and stitching and cutting etc - pretty extensive. A 3 lb leather pouch sounds like a small collection of tylenol tabs and some band-aids, lol!

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    Re: Information

    Post  Chris on Fri Jul 01, 2016 5:19 pm

    MAS wrote:
    That seems a bit small in my POV - In my mind I see the size of a combat medic's first aid kit, and they are pretty big. The materials you need to be constantly bandaging and splinting and sopping blood and stitching and cutting etc - pretty extensive. A 3 lb leather pouch sounds like a small collection of tylenol tabs and some band-aids, lol!

    that's some +3 tylenol and high quality H2O cheers
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    Re: Information

    Post  MAS on Fri Jul 01, 2016 6:00 pm

    Chris wrote:
    MAS wrote:
    That seems a bit small in my POV - In my mind I see the size of a combat medic's first aid kit, and they are pretty big. The materials you need to be constantly bandaging and splinting and sopping blood and stitching and cutting etc - pretty extensive. A 3 lb leather pouch sounds like a small collection of tylenol tabs and some band-aids, lol!

    that's some +3 tylenol and high quality H2O cheers

    Lol! That would explain it!

    So - the real benefit to the party of taking the healing ability is that it might help cut down on the amount of short rests needed, and it does not burn a spell slot. The longer a party can go without being forced into a rest - the better.

    That being said - I am going to flesh out the "Astrology (WIS)" skill this weekend. The ability to predict and manipulate environmental buffs/debuffs has some potential worth considering!
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    Re: Information

    Post  Chris on Fri Jul 01, 2016 8:05 pm

    MAS wrote:
    Lol! That would explain it!

    So - the real benefit to the party of taking the healing ability is that it might help cut down on the amount of short rests needed, and it does not burn a spell slot. The longer a party can go without being forced into a rest - the better.

    That being said - I am going to flesh out the "Astrology (WIS)" skill this weekend. The ability to predict and manipulate environmental buffs/debuffs has some potential worth considering!

    Right, 1d6+4 (or whatever it was) is a HUGE at 1st-3rd level. It's effectiveness drops off considerably later on though. I am largely the "support" character currently and I am happy to fill that role, with the occasional blast of arcane energy to boot. Twisted Evil

    I am leaning towards Hermit with this kit, but Sage is the other option I see that would fit. Would Astrology be an option for a Sage? (in place of History\Arcanna).

    farao Vozz is calling himself a "Mystic" regardless of the official background name of Hermit\Sage.

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    Re: Information

    Post  MAS on Sat Jul 02, 2016 11:27 am

    Chris wrote:
    MAS wrote:
    Lol! That would explain it!

    So - the real benefit to the party of taking the healing ability is that it might help cut down on the amount of short rests needed, and it does not burn a spell slot. The longer a party can go without being forced into a rest - the better.

    That being said - I am going to flesh out the "Astrology (WIS)" skill this weekend. The ability to predict and manipulate environmental buffs/debuffs has some potential worth considering!

    Right, 1d6+4 (or whatever it was) is a HUGE at 1st-3rd level.  It's effectiveness drops off considerably later on though.   I am largely the "support" character currently and I am happy to fill that role, with the occasional blast of arcane energy to boot.    Twisted Evil

    I am leaning towards Hermit with this kit, but Sage is the other option I see that would fit.  Would Astrology be an option for a Sage?  (in place of History\Arcanna).  

    farao Vozz is calling himself a "Mystic" regardless of the official background name of Hermit\Sage.  


    Yes, Astrology being a "home brew/campaign world" option, you can sub that for history / arcanna.

    And you can call yourself whatever you want - memories of the "world that was "before" the fall" are hazy at this point. People are probably quite impressed and somewhat in awe of your abilities.
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    Re: Information

    Post  Chris on Sat Jul 02, 2016 11:36 am

    In terms of the culture of the Shielding....

    are there any groups of mystics\sages?

    how is arcane viewed by the general folk?

    is arcane use as common as any other class? (of the adventuring classes)

    how about Astrology - common, accepted, etc?

    if one was a hermit, where would one be 'in seclusion'? given the setup of the shielding
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    Re: Information

    Post  Robyo on Sat Jul 02, 2016 11:49 am

    Like the new image for the thread! Made me go Whoah  Shocked
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    Re: Information

    Post  MAS on Sat Jul 02, 2016 12:34 pm

    Chris wrote:In terms of the culture of the Shielding....  

    are there any groups of mystics\sages?

    how is arcane viewed by the general folk?

    is arcane use as common as any other class?  (of the adventuring classes)

    how about Astrology - common, accepted, etc?

    if one was a hermit, where would one be 'in seclusion'?  given the setup of the shielding

    Perhaps a dozen spellcasters live in the Shielding. A few wander amongst the Goliaths, a few live in the Genasi communities, but most live at The Tower.

    Any sort of magic is revered, feared and distrusted all at the same time. It is known that great magics accompanied the destruction of the world as Dark and Light fought to the doom of civilization. It is also known that great magic is the only thing that protects The Shielding and keeps everyone alive and safe.

    Spell use is uncommon. Non-spellcaster class PCs are more common.

    Astrology is a very common practice, and superstition is common. The common folk do not necessarily know the details of all of the Astrological Events, but they do seek to know when "Bad" or "Good" stars in effect, and when Lunar Power Cycles wax and wane they pay attention. When the Dark moon is full folks tend to keep their heads down and avoid important events (weddings, business agreements, etc) and if one was born under a full dark moon people will be quick to attribute any bad fortune or evil that they do to this fact. Conversely, a Full Light moon is a good sign!

    As a hermit, I would say that Voz has probably grown up and and spent his whole life at The Tower. There are others there, so he has not been entirely alone, but living in a cloistered environment away from "normal" society" amounts to the same thing. It is here that he has the best access to lore and learning, and magic, and secrets!
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    Re: Information

    Post  MAS on Sat Jul 02, 2016 12:34 pm

    Robyo wrote:Like the new image for the thread! Made me go Whoah  Shocked

    Glad you dig it!
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    Re: Information

    Post  Chris on Sat Jul 02, 2016 12:55 pm

    MAS wrote:

    Perhaps a dozen spellcasters live in the Shielding. A few wander amongst the Goliaths, a few live in the Genasi communities, but most live at The Tower.

    Any sort of magic is revered, feared and distrusted all at the same time. It is known that great magics accompanied the destruction of the world as Dark and Light fought to the doom of civilization. It is also known that great magic is the only thing that protects The Shielding and keeps everyone alive and safe.

    Spell use is uncommon. Non-spellcaster class PCs are more common.

    Astrology is a very common practice, and superstition is common. The common folk do not necessarily know the details of all of the Astrological Events, but they do seek to know when "Bad" or "Good" stars in effect, and when Lunar Power Cycles wax and wane they pay attention.   When the Dark moon is full folks tend to keep their heads down and avoid important events (weddings, business agreements, etc) and if one was born under a full dark moon people will be quick to attribute any bad fortune or evil that they do to this fact. Conversely, a Full Light moon is a good sign!

    As a hermit, I would say that Voz has probably grown up and and spent his whole life at The Tower. There are others there, so he has not been entirely alone, but living in a cloistered environment away from "normal" society" amounts to the same thing. It is here that he has the best access to lore and learning, and magic, and secrets!

    I will incorporate this into Vozz's background
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    Re: Information

    Post  MAS on Sat Jul 02, 2016 5:43 pm

    Check out the new post on "Rules in Play" to see why it is dangerous to go outside of warded areas, and why no one has left the protection of The Shielding.

    http://echoesofshadowandlight.weebly.com/rules-in-play.html

    And why might people want to avoid contact with Angels, aren't they supposed to be "good"?

    Sure. And their standards are...a bit strict. Plus they have agendas and expectations that may not align with your best interest or chances at survival. They might not attack you on sight, but they are dangerous beings in their own right...
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    Re: Information

    Post  Chris on Sat Jul 02, 2016 7:39 pm

    not to mention the behavior of angels, absent their god, might not be "as expected" either. though the converse may be true of devils\demons (which are they?)

    Dogma, Sandman and Prophecy come to mind as movies\stories with Angels\Devils acting on their own agendas and with unique behavior.
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    Re: Information

    Post  MAS on Sat Jul 02, 2016 9:29 pm

    Chris wrote:not to mention the behavior of angels, absent their god, might not be "as expected" either.  though the converse may be true of devils\demons (which are they?)

    Dogma, Sandman and Prophecy come to mind as movies\stories with Angels\Devils acting on their own agendas and with unique behavior.

    All spot on. Outsiders = Danger!

    They are Devils - lawful, oppressive, ordered evil.

    Chris, when you decide between sage and hermit, let me know. If we have a secret discovery to come up with, we'll discuss it off-forum.
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    Re: Information

    Post  Chris on Sun Jul 03, 2016 12:42 am

    Hermit, with the medicine stuff
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    Re: Information

    Post  MAS on Sun Jul 03, 2016 6:41 pm

    Chris wrote:Hermit, with the medicine stuff

    Ok - FYI - this may affect your decision - Bronson is playing a Druid. I'll email you and we can talk about your "discovery".
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    Re: Information

    Post  Chris on Sun Jul 03, 2016 10:23 pm

    MAS wrote:
    Ok - FYI - this may affect your decision - Bronson is playing a Druid. I'll email you and we can talk about your "discovery".

    YAY! Bronson's back.

    Ok, cool, if he can do some healing, then I will go Hermit with Astrology farao
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    Re: Information

    Post  MAS on Tue Jul 05, 2016 6:31 pm

    Looking to kick this thing off this coming weekend!
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    Re: Information

    Post  Chris on Tue Jul 05, 2016 6:48 pm

    MAS wrote:Looking to kick this thing off this coming weekend!

    sounds great! I am excited to give 5e another whirl as a caster

    feel free to email anytime to chat about Discovery or you can just add it to his character page as backstory (unless it's a secret)
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    Re: Information

    Post  MAS on Tue Jul 05, 2016 10:29 pm

    Astrology skill information added to the "Rules in Play" page. Copy pasta =

    Skill: Astrology (Wis)
    "Read the Skies"
    Upon successful skill check, predict astrological events occurring in the future -
    Over the next week: Difficulty 10
    Over the next month: Difficulty 15
    Over the next six months: Difficulty 20
    Over the next year: Difficulty 25
    Over the next two years: Difficulty 30

    "Seize the Signs"
    Upon successful skill check, activate astrological "All day party effect".
    Difficulty 13

    ​"Mastery of the Possible"
    Upon successful skill check, modify "All day world effect" rolls by adding half of your ability modifier (including proficiency) rounded down. Effect does not stack.
    Difficulty 20
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    Re: Information

    Post  Chris on Tue Jul 05, 2016 10:48 pm

    MAS wrote:
    Skill: Astrology (Wis)

    "Seize the Signs"
    Upon successful skill check, activate astrological "All day party effect".
    Difficulty 13

    ​"Mastery of the Possible"
    Upon successful skill check, modify "All day world effect" rolls by adding half of your ability modifier (including proficiency) rounded down. Effect does not stack.
    Difficulty 20

    scratch I have no idea what that means lol!

    cheers but it sounds awesome !
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    Re: Information

    Post  MAS on Wed Jul 06, 2016 8:45 am

    Chris wrote:
    MAS wrote:
    Skill: Astrology (Wis)

    "Seize the Signs"
    Upon successful skill check, activate astrological "All day party effect".
    Difficulty 13

    ​"Mastery of the Possible"
    Upon successful skill check, modify "All day world effect" rolls by adding half of your ability modifier (including proficiency) rounded down. Effect does not stack.
    Difficulty 20

    scratch I have no idea what that means lol!

    cheers  but it sounds awesome !  

    See the Astrological events on the gazetteer page. http://echoesofshadowandlight.weebly.com/gazetteer.html
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    Re: Information

    Post  Chris on Wed Jul 06, 2016 10:25 am

    MAS wrote:
    See the Astrological events on the gazetteer page. http://echoesofshadowandlight.weebly.com/gazetteer.html

    scratch I did.... but I still have no idea what it means

    I am going to assume the GM will keep track of the day, the phases of all the moons and tell us what effects they have.  

    For the 2 checks, I make the first, if successful, I can attempt the 2nd to modify the effect of whatever (shooting star, etc) is active for that day?
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    Re: Information

    Post  MAS on Wed Jul 06, 2016 11:07 am

    Chris wrote:
    MAS wrote:
    See the Astrological events on the gazetteer page. http://echoesofshadowandlight.weebly.com/gazetteer.html

    scratch I did.... but I still have no idea what it means

    I am going to assume the GM will keep track of the day, the phases of all the moons and tell us what effects they have.  

    For the 2 checks, I make the first, if successful, I can attempt the 2nd to modify the effect of whatever (shooting star, etc) is active for that day?

    Yes, the GM is tracking the calendar. Players can too.

    The effect of a moon phase on the corresponding school of magic =
    *Full moon - Advantage to concentration, targets have disadvantage to saves vs spell/power.
    *New Moon - Disadvantage to concentration, targets have advantage to saves vs spell/power.
    *Other phases - No modifiers.

    As far as astrological events, look at the list of events, and look at the calendar. If there is an "all day party effect" event on that day -

    1) You have to predict it for the characters to know it is happening.
    2) You have to activate it to take advantage of its effects.

    With all "world effects" - they happen whether you identify them or not.
    Under a solar eclipse, ALL forms of power are amplified = All Schools of Magic and Divine or Psionic powers gain advantage to concentration checks, targets have disadvantage to saves vs spell/power.

    Under a "Morning or Evening star" = ALL rolls are at advantage or disadvantage during that time of day, depending on whether Light or Dark moon is more powerful that day.

    So making a "Mastery of the Possible" astrology check adds a bonus to the any roll's result, regardless of what what side of the roll the Character is on (advantage or disadvantage).

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    Re: Information

    Post  Chris on Wed Jul 06, 2016 11:24 am

    MAS wrote:

    Yes, the GM is tracking the calendar. Players can too.


    So making a "Mastery of the Possible" astrology check adds a bonus to the any roll's result, regardless of what what side of the roll the Character is on (advantage or disadvantage).


    maybe you can use an "effect block" that you c\p like we do with character info? I really like the detail you are putting into the calendar, but that is a huge amount of stuff to keep track of, especially on the forum.

    Mastery - so a positive effect gets increased and a negative effect is minimized, right?
    So for example, if 1/2 my bonus is +2, then a positive event goes from +2 -> +4 and a negative effect goes from -4 -> -2
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    Re: Information

    Post  MAS on Wed Jul 06, 2016 1:10 pm

    Chris wrote:
    MAS wrote:

    Yes, the GM is tracking the calendar. Players can too.


    So making a "Mastery of the Possible" astrology check adds a bonus to the any roll's result, regardless of what what side of the roll the Character is on (advantage or disadvantage).


    maybe you can use an "effect block" that you c\p like we do with character info?   I really like the detail you are putting into the calendar, but that is a huge amount of stuff to keep track of, especially on the forum.

    Mastery - so a positive effect gets increased and a negative effect is minimized, right?  
    So for example, if 1/2 my bonus is +2, then a positive event goes from +2 -> +4 and a negative effect goes from -4 -> -2

    Not huge at all. No more than two moons (total of 4) are ever full or new at the same time, and there is only ever one astrological event per day. A spell caster (and GM) needs to know what day it is, and look at the calendar, then take that into account when casting. Some days, a type of magic is easier to cast and harder to resist, other days the reverse.

    If your bonus is Wis ability bonus +2, the modifier is +1. If the character is proficient in the skill, the modifier can be much juicier!

    With advantage, you roll 2x d20 and keep the highest result.
    With disadvantage you roll 2x d20 and keep the lowest result.

    In both cases, you then add the modifier from "Master the Possibilities" (and any other relevant mods).

    "Master the possibilities" gives you an edge in both situations, if you make your skill check.
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    Re: Information

    Post  Chris on Wed Jul 06, 2016 3:49 pm

    MAS wrote:
    Not huge at all. No more than two moons (total of 4) are ever full or new at the same time, and there is only ever one astrological event per day. A spell caster (and GM) needs to know what day it is, and look at the calendar, then take that into account when casting. Some days, a type of magic is easier to cast and harder to resist, other days the reverse.

    Like I said, I love the detail, it just seems overwhelming up front drunken

    every day:
    4 moons - 4 schools of magic (spells, enchanted items, SLA, etc)
    1 party event (possible)

    every 12 hrs:
    morning star = adv\dis
    evening star = adv\dis
    *depending on Lunar dominance

    possibly - 1 world event


    So does the morning\evening star affect ALL rolls during each 12hr cycle?
    How does that work when combined with moons? for example dis to saves for a moon + adv to all rolls for evening star
    do they cancel each other out?
    what if there are double adv or dis?
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    Re: Information

    Post  MAS on Wed Jul 06, 2016 7:06 pm

    Chris wrote:
    MAS wrote:
    Not huge at all. No more than two moons (total of 4) are ever full or new at the same time, and there is only ever one astrological event per day. A spell caster (and GM) needs to know what day it is, and look at the calendar, then take that into account when casting. Some days, a type of magic is easier to cast and harder to resist, other days the reverse.

    Like I said, I love the detail, it just seems overwhelming up front  drunken

    every day:
    4 moons - 4 schools of magic (spells, enchanted items, SLA, etc)
    1 party event (possible)

    every 12 hrs:
    morning star = adv\dis
    evening star = adv\dis
    *depending on Lunar dominance

    possibly - 1 world event


    So does the morning\evening star affect ALL rolls during each 12hr cycle?  
    How does that work when combined with moons?   for example dis to saves for a moon + adv to all rolls for evening star
    do they cancel each other out?
    what if there are double adv or dis?

    I dig it - if we were in person it'd be cleared up in 2 minutes, lol! It is intended to add a level of detail to spellcasting and arcane, it should fall into a groove pretty easily once we start play. Let me address these questions and clear them up -

    The big key here is to look at the calendar, because it will clear up 95% of your confusion. You'll see that there is a maximum of 4 full or new moons, but it is often 3.

    You will also see that morning and evening stars do not occur every day, so it is not every 12 hours. It is an occasional 12 hour block of a day. They are infrequent, like other astrological events. That being said -

    Yes, a morning or evening star effects ALL d20 rolls! They are powerful times of good or evil. Avoid them or use them to your advantage!

    As for advan/disadvan conflicts or stacks, that is already covered by the rule set - PHB Chp 7 pg 173

    "If multiple situations affect a roll and each one grants
    advantage or imposes disadvantage on it, you don’t roll
    more than one additional d20. If two favorable situations
    grant advantage, for example, you still roll only one
    additional d20.

    If circumstances cause a roll to have both advantage
    and disadvantage, you are considered to have neither of
    them, and you roll one d20. This is true even if multiple
    circumstances impose disadvantage and only one grants
    advantage or vice versa. In such a situation, you have
    neither advantage nor disadvantage."

    SO - each day, you have 3 or 4 full or new moons, and you may also have an astrological event that generates a party or world effect. That is it.





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    Re: Information

    Post  Chris on Wed Jul 06, 2016 9:50 pm

    study thanks for the explanation, Mr. GM!

    That makes a lot more sense now.  I have been looking at the calendar, I just interpreted some things a bit differently than they were intended as written.

    scratch Hmmm.... the number-cruncher in me is thinking Rob might have been right about Wizard, especially if you can pick and choose spells to match\avoid the daily lunatic cycle.   Concept wouldn't change:  Hermit, astrologer, arcane, etc.  Though I love CHA-based casters, being stuck with 1-2 known spells in this dynamic system might not be as much fun.  afro
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    Re: Information

    Post  Robyo on Wed Jul 06, 2016 11:30 pm

    Warlock and Bard are also CHARISMA casters, but Bard and Wizard are probably the toughest overall spellcasters in 5e. Cleric and Warlock make pretty good gish options.

    I really like Sorcerors in Pathfinder. The bloodlines is really flavorful and adds some extra spells to their paltry spells known list.
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    Re: Information

    Post  Chris on Thu Jul 07, 2016 10:31 am

    Robyo wrote:Warlock and Bard are also CHARISMA casters, but Bard and Wizard are probably the toughest overall spellcasters in 5e. Cleric and Warlock make pretty good gish options.
    I really like Sorcerors in Pathfinder. The bloodlines is really flavorful and adds some extra spells to their paltry spells known list.

    Yeah, I gave Warlock a long hard look up front with Sorc. I gotta say that I think that class is really underwhelming. Their casting ability is terrible since they don't get spell slots per level, just total spell slots (so 1/2 as many spells or fewer) and I don't think the other 'gifts' make up for it.

    I have never been a big fan of bards, unless it's a self-buffing combat buff, which really needs higher levels to achieve.

    I would have thought Sorc in 5e would get +1 spell slot per day over Wizard to offset the restricted spells. They seem a little underbalanced, imo.

    spell slots are the same
    Metamagic < school specific stuff (since a sorc has to power it with their recovery pts)
    sorc recovery < arcane recovery (need pts for mm)
    bloodline\wild magic ~= more spells known, flexibility to change daily
    CHA skills > INT skills

    I do really like the Wild Magic though...... talking to myself in circles here
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    Re: Information

    Post  MAS on Thu Jul 07, 2016 12:26 pm

    CHRIS -

    Feel free to shift into Wizard if you like.

    ALL -

    Christian has mentioned interest in making a character, so I am going to give him some time to do so.

    We will get started no later than Sunday regardless. This gives folks time to edit or rebuild characters if they like - folks who are new to the ruleset might discover something that makes them want to change.

    If you have any questions about anything - system or setting, go ahead and lay them out here in the information thread.

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    Re: Information

    Post  Chris on Thu Jul 07, 2016 12:39 pm

    I have read the 5e book, but sometimes they put things in places that I am used to looking (compared to PF, 4e, SW, etc)

    Do casters get any bonus spells per day (spell slots) based on a high casting stat?

    Does a high INT give extra skill slots? extra languages?

    is there any way to gain new skills as the character progresses? (ie, not the 2 chosen at lvl 1)

    feats are only gained in exchange for attribute pts every 4th level?

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