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    OoG Discussion

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    Chris

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    Re: OoG Discussion

    Post  Chris on Tue Apr 10, 2018 12:29 pm

    trouble7332 wrote:Not sure how it will effect, but if there is a way to clear Nok out but leave the group intact, I should be able to land up to 11hits on my next turn. If there is any kind of bonus attack someone can press on me, then I could hit do that twice in one turn. I just want to get Nok out of the blast zone. I can still navigate 8 hits if he's still in there, but I need as many of them within 5feet of the initial hit without our comrades in a 5ft connecting space from the arrow hit.


    sounds like a plan!

    Nok will Disengage and clear out of there so Ara and Cyc can bomb the area
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    Chris

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    Re: OoG Discussion

    Post  Chris on Tue Apr 10, 2018 2:25 pm

    Nok told me to it's easy to get in over your head when you are only 3ft tall. Getting in trouble is Nok's speciality Twisted Evil
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    MAS
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    Re: OoG Discussion

    Post  MAS on Tue Apr 10, 2018 5:34 pm

    I can heal at a range of 60 ft as a bonus action, no problem. Just remind me you need it.

    I can also supplement AoE and provide direct damage fire support against spellcasters or key targets.

    As you've seen, my blast cantrips also move enemies and trigger attacks of opportunity as a result, which means I can activate extra attacks for you up front melee guys.

    You have a Targeting suggestion for healing, damage, or and AoO pull/push - CALL IT OUT, that is what Quxx is built to do, stand back and provide fire/heal support!
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    Chris

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    Re: OoG Discussion

    Post  Chris on Tue Apr 10, 2018 5:50 pm

    MAS wrote:I can heal at a range of 60 ft as a bonus action, no problem. Just remind me you need it.

    I can also supplement AoE and provide direct damage fire support against spellcasters or key targets.

    As you've seen, my blast cantrips also move enemies and trigger attacks of opportunity as a result, which means I can activate extra attacks for you up front melee guys.

    You have a Targeting suggestion for healing, damage, or and AoO pull/push - CALL IT OUT, that is what Quxx is built to do, stand back and provide fire/heal support!

    Heal Nox, please
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    Chris

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    Re: OoG Discussion

    Post  Chris on Tue Apr 10, 2018 5:51 pm

    lol!


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    Whitey

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    Re: OoG Discussion

    Post  Whitey on Tue Apr 10, 2018 5:56 pm

    MAS wrote: that is what Quxx is built to do, stand back and provide fire/heal support!

    But is he built to take his turns in a timely manner!? Sleep
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    Chris

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    Re: OoG Discussion

    Post  Chris on Tue Apr 10, 2018 5:59 pm

    Whitey wrote:
    MAS wrote: that is what Quxx is built to do, stand back and provide fire/heal support!

    But is he built to take his turns in a timely manner!? Sleep

    affraid

    scratch

    lol!
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    MAS
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    Re: OoG Discussion

    Post  MAS on Tue Apr 10, 2018 6:07 pm

    That's a player problem not a character problem, wrong department. Wink
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    Josef909

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    Re: OoG Discussion

    Post  Josef909 on Tue Apr 10, 2018 6:15 pm

    Fyi Matt, AoOs aren't triggered by an enemy simply going out of melee range. They need to use their movement, action, or reaction to do so. Many spells and cantrips change enemy placement without triggering opportunity attacks.
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    MAS
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    Re: OoG Discussion

    Post  MAS on Tue Apr 10, 2018 7:01 pm

    Josef909 wrote:Fyi Matt, AoOs aren't triggered by an enemy simply going out of melee range.  They need to use their movement, action, or reaction to do so.  Many spells and cantrips change enemy placement without triggering opportunity attacks.

    Good catch, rule P195 PHB supporting your point:

    "You can avoid provoking an opportunity attack by
    taking the Disengage action. You also don’t provoke an
    opportunity attack when you teleport or when someone
    or something moves you without using your movement,
    action, or reaction. For example, you don’t provoke an
    opportunity attack if an explosion hurls you out of a foe’s
    reach or if gravity causes you to fall past an enemy."


    I'll have to find other ways to make that movement useful. Hopefully, the battlefields continue to have wells to drop people in, lol!


    Dumb rule though. Breaking contact without covering your ass either does or doesn't leave an opening. My 2 cents, YMMV.
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    Josef909

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    Re: OoG Discussion

    Post  Josef909 on Tue Apr 10, 2018 7:12 pm

    It is still worthwhile to create space for allies to move into, I suppose. Additionally, a gm might rule that being slammed into a wall would incur damage
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    MAS
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    Re: OoG Discussion

    Post  MAS on Tue Apr 10, 2018 7:23 pm

    Josef909 wrote:It is still worthwhile to create space for allies to move into, I suppose.  Additionally, a gm might rule that being slammed into a wall would incur damage

    Yeah, I was just excited to use it as a cheap buff for the party's action economy. Rest assured I'll find another hack!
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    Chris

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    Re: OoG Discussion

    Post  Chris on Wed Apr 11, 2018 12:42 am

    Sending 1 enemy flying into another is a good trick, pulling them off a ledge like we have on this map, into a fire or other hazaard.... still lots of great uses for telekinetics!
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    Robyo

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    Re: OoG Discussion

    Post  Robyo on Wed Apr 11, 2018 8:36 am

    EDIT: nevermind. I found Celestial patron in Xanathar's Guide.

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    MAS
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    Re: OoG Discussion

    Post  MAS on Wed Apr 11, 2018 8:57 am

    Wasn't on my laptop and could not find it in a web resource last night, and just wanted to get the post up. I'll try to backfill that stuff into my sheet if I get some time.
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    MAS
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    Re: OoG Discussion

    Post  MAS on Wed Apr 11, 2018 10:34 am

    Chris wrote:Sending 1 enemy flying into another is a good trick, pulling them off a ledge like we have on this map, into a fire or other hazaard....  still lots of great uses for telekinetics!

    All good stuff, there is no shortage of creative/utility crunches- as you saw with my first use to put an enemy into the open well. My intent was also to trigger mechanical crunches - but I have not devoted the focus/time required to really cement the concept.
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    trouble7332
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    Re: OoG Discussion

    Post  trouble7332 on Sat Apr 14, 2018 11:57 am

    Somebody blast this mucker in front of me...he can't have much left. Rolling Eyes
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    MAS
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    Re: OoG Discussion

    Post  MAS on Tue Apr 17, 2018 10:31 am

    A potential approach to game mechanics for telekinetic movement attacks:

    Operating assumptions =

    The movement ends the target adjacent to space with a "hard surface" (stone, metal, ice, et all)

    Telekinetic movement equals the rate/speed of "falling"

    Being picked up bodily and thrown against something is at least the equivalent of being punched or kicked.

    Existing mechanics that can be utilized to support the desired effect

    Unarmed strike: 1d4 dmg
    Falling: 1d6 dmg per 10ft


    We end up with =

    1d4 bludgeoning for a 5ft move against a hard surface (stone, ice, metal, et all)
    1d6 for a 10ft move against a hard surface (stone, ice, metal, et all)

    I could see this best being offered as a feat.

    It allows you to use a pull/push cantrip as a bonus action but requires a second attack roll. With a hit, the caster could choose to inflict the damage appropriate to the range of the throw or inflict the "prone" condition on the target.
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    Chris

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    Re: OoG Discussion

    Post  Chris on Tue Apr 17, 2018 10:55 am

    I agree that it would require a feat to add "falling" damage to the push\pull. The spell description doesn't describe the speed of the push\pull but since there is no bonus damage, I have to assume that the movement is so slow it does not cause any damage by itself. LIke Rob said, off a cliff or into a fire would be a different matter.

    A feat would be a cool option. I could even see the feat giving you the option of double distance moved or increased speed (to cause damage or prone)

    another way to look at it is that at 5th level, the damage of the spell increases, so you could re-color the extra damage to be increased speed or something, I suppose. Or maybe you could trade the extra die of damage for a chance to inflict 'prone' though they should get a save since its still only a cantrip.

    PF has several spells of 1st and higher that do the same thing - Force Push, Force Wave (I forget all the names) where you make a CMD opposed roll to bull rush or knock over the target with your force spell
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    Robyo

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    Re: OoG Discussion

    Post  Robyo on Tue Apr 17, 2018 11:15 am

    Multiclass with Sorcerer. In 5e, metamagic is closely tied-in with the sorcerer class. While a feat is a good idea, Sorlock will probably get you more mileage for your "force push" spells.
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    MAS
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    Re: OoG Discussion

    Post  MAS on Tue Apr 17, 2018 3:22 pm

    Chris wrote:I agree that it would require a feat to add "falling" damage to the push\pull.  The spell description doesn't describe the speed of the push\pull but since there is no bonus damage, I have to assume that the movement is so slow it does not cause any damage by itself.  LIke Rob said, off a cliff or into a fire would be a different matter.

    A feat would be a cool option.  I could even see the feat giving you the option of double distance moved or increased speed (to cause damage or prone)

    another way to look at it is that at 5th level, the damage of the spell increases, so you could re-color the extra damage to be increased speed or something, I suppose.  Or maybe you could trade the extra die of damage for a chance to inflict 'prone' though they should get a save since its still only a cantrip.

    PF has several spells of 1st and higher that do the same thing - Force Push, Force Wave (I forget all the names) where you make a CMD opposed roll to bull rush or knock over the target with your force spell

    I like those variations - I think perhaps PF is where my inspiration is coming from?
    I'll take a look at Sorceror, thanks.





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    Chris

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    Re: OoG Discussion

    Post  Chris on Wed Apr 18, 2018 12:01 pm

    whit10 wrote:Drusus will casually move to N-10 and hit the last froggy with a Fire Bolt (hopefully he actually does something this time)


    you used all your hot dice in the multiverse game staying on the back of that helicopter Twisted Evil



    @Matt - Nok is fine for now
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    MAS
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    Re: OoG Discussion

    Post  MAS on Wed Apr 18, 2018 3:28 pm

    Chris wrote:
    @Matt - Nok is fine for now

    Cool, saw the cyc covered him. Quxx still has 2 "Healing Light" dice for bonus actioning a ranged heal, but I figured I'd save them for later, as that pool only refreshes after a long rest.

    I'll try to shadow the party's main body a bit closer, but I am also trying to stay away from Cyc/Whitey so that both of our healers don't go down in a single AoE/debuff burst.
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    Robyo

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    Re: OoG Discussion

    Post  Robyo on Wed Apr 18, 2018 3:43 pm

    MAS wrote:
    I'll try to shadow the party's main body a bit closer, but I am also trying to stay away from Cyc/Whitey so that both of our healers don't go down in a single AoE/debuff burst.

    Mwa-ha-ha-ha-haaa Twisted Evil
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    MAS
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    Re: OoG Discussion

    Post  MAS Yesterday at 7:35 am

    Robyo wrote:
    MAS wrote:
    I'll try to shadow the party's main body a bit closer, but I am also trying to stay away from Cyc/Whitey so that both of our healers don't go down in a single AoE/debuff burst.

    Mwa-ha-ha-ha-haaa Twisted Evil

    You are not supposed read this quit cheating, lol!
    Wink

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