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4 posters

    Table Talk

    Chris
    Chris


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    Table Talk Empty Table Talk

    Post  Chris Sat Mar 21, 2020 8:42 pm

    sorry, I didn't make a topic for chat

    I would like to keep the ToA info thread for dungeon-specific info only, as a reference location.  There will be lots of things getting added as you progress. that topic is now locked



    @Josh - intention to play arcane or paladin
    Chris
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    Post  Chris Mon Mar 23, 2020 10:10 am

    @ Josh and Alan


    so it looks like it is just you 2 players. are you ready to proceed?

    we have a couple options, I leave it up to you

    2 players and 2 characters, I can lower the number of mobs to adjust, there are rules for such in DMG

    or

    2 players and 4 characters - you can each control 2 guys and with a party of 4, the dungeon would be perfectly balanced

    whit10
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    Post  whit10 Mon Mar 23, 2020 11:05 am

    I'll get back to you when I don't feel like our world is ending.
    navyik
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    Post  navyik Mon Mar 23, 2020 9:38 pm

    If everyone else really has bowed out, then I think making two characters would cheer josh up. 😷 Hang in there bud.
    navyik
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    Post  navyik Mon Mar 23, 2020 9:40 pm

    Josh can make his paladin. I will make a trap smith. Then we both have a fighter and a more cerebral character.
    whit10
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    Post  whit10 Mon Mar 23, 2020 10:36 pm

    I'm doing better Alan. Just had a bad couple days.

    I'm actually fine with playing two characters. I've got a Mage (that needs updating first) and the Pally. We have your tank; play anything at all and don't worry too much about the trap stuff... my mage can handle at least some of it
    navyik
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    Post  navyik Tue Mar 24, 2020 9:32 am

    I will come up with something. Maybe others will trickle in over the next day or two.
    Chris
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    Post  Chris Tue Mar 24, 2020 10:00 am

    cheers sounds like a plan!

    I am ready whenever you 2 are. 2 players as 4 characters should actually make for fast game
    whit10
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    Post  whit10 Tue Mar 24, 2020 12:44 pm

    I'm game if Alan is. Just about ready
    Chris
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    Post  Chris Tue Mar 24, 2020 12:52 pm

    reposting here



    CHOICE (better than random loot rolls) of the following:

    3 major uncommon items (adding Armor +1 to this table)
    1 minor rare item
    3 minor uncommon items
    2 common these are basically just cosmetic items or potions of healing (2d4+2 variety)
    *1st level scrolls are common items*

    from these tables

    Table Talk Tables10


    effectively that would give folks a +1 weapon, +1 armor and 1 misc item.  or a wizard could take a +1 war wand, +1 cloak of pro and a misc item.  
    most of the minor items are going to be consumables like scrolls or potions.
    whit10
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    Post  whit10 Tue Mar 24, 2020 6:19 pm

    thanks for re-posting that!

    Sir Edmund Blackadder and Baldric are ready to go (I'll finish minor magic items this evening or sooner).

    I've been watching Blackadder again lately and figured "screw it, I'm out of names anyway" lol
    Chris
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    Post  Chris Tue Mar 24, 2020 10:28 pm

    I will give them both a once over


    whit10 wrote:both characters should be done and ready to go (unless I'm forgetting mundane items)


    please DO include whatever items you are carrying.   as noted in the background info:  
    not one person to enter the tomb has returned.

    if you don't have 50 ft of rope on your character sheet, you don't have it  Evil or Very Mad

    this is a hardcore dungeon afterall  Twisted Evil


    study check pg 151 PHB

    dungeoneer's pack or something similar is probably all you need Wink

    Dungeoneer's pack includes: backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin and 50 ft of rope strapped to the side.
    whit10
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    Post  whit10 Wed Mar 25, 2020 1:43 am

    whoops, yes, you're quite correct. I will take care of that and then give a thumbs up. sorry, very good point
    navyik
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    Post  navyik Wed Mar 25, 2020 6:22 pm

    Kobold ranger/rogue coming up.
    Chris
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    Post  Chris Wed Mar 25, 2020 7:15 pm

    navyik wrote:Kobold ranger/rogue coming up.

    the blue avenger's long-lost cousin?
    whit10
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    Post  whit10 Wed Mar 25, 2020 7:39 pm

    that would be hilariously awesome!
    navyik
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    Post  navyik Wed Mar 25, 2020 8:29 pm

    The mantle of “The Blue Avenger” has passed to many a tiny but worthy pair of shoulders... Winged Boots ARE a major uncommon item...
    navyik
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    Post  navyik Wed Mar 25, 2020 8:39 pm

    Is magical ammo a single piece or say a bundle of 20?
    Chris
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    Post  Chris Wed Mar 25, 2020 11:28 pm

    A +1 bow/crossbow makes all ammo magical Wink
    Chris
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    Post  Chris Wed Mar 25, 2020 11:30 pm

    Do check out the crossbow expert feat, especially since little folk can't use a long bow
    I will have tk look yp the actual answer and get back to you
    whit10
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    Post  whit10 Thu Mar 26, 2020 11:20 am

    are you sure about the magical ammo/weapon thing?

    Why does the Arcane Archer seem to put such a premium on magical ammo otherwise? Just wanted to ask.
    navyik
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    Post  navyik Thu Mar 26, 2020 11:45 am

    The arcane archer sucks. Magic ammo is listed as a minor. A +1 crossbow is a major. I want to know whether the ammunition is a single arrow, or 50. It’s a question of economics in the limited choices of magic items I can start with.
    whit10
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    Post  whit10 Thu Mar 26, 2020 11:47 am

    I would have to agree with you Alan; I tried making one and the magical damage they get isn't worth it. Archer's aren't that great in this game without some sort of extra shot (although Chris says the Ranger is really good; I don't think I have the updated rules for them)
    Chris
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    Post  Chris Thu Mar 26, 2020 11:52 am

    whit10 wrote:are you sure about the magical ammo/weapon thing?

    Why does the Arcane Archer seem to put such a premium on magical ammo otherwise?  Just wanted to ask.

    yup 100%

    AA can make magical arrows if he doesn't have a magic bow Wink


    here is a technical explanation:

    In the weapons table in the PHB (p. 149), 1d8 is listed as the damage for a longbow, not for an arrow. Bows are weapons that specify that they require ammunition, and arrows are ammunition, not weapons.

    The resistance is against "bludgeoning, piercing, and slashing from nonmagical weapons" and if a +1 bow is a magical weapon, the damage bypasses resistance since it is from a magical weapon.


    admittedly, this was still a confusing issue, so they clarified it in the errata to the PHB and laid it out plainly

    Magic Weapons (p. 140). The section ends with a new paragraph: “If a magic weapon has the ammunition property, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.”



    so you might have a +1 bow, then find a handful of +2 arrows, which could bypass higher CR immunities\resitances
    Chris
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    Post  Chris Thu Mar 26, 2020 11:56 am

    navyik wrote:The arcane archer sucks. Magic ammo is listed as a minor. A +1 crossbow is a major. I want to know whether the ammunition is a single arrow, or 50. It’s a question of economics in the limited choices of magic items I can start with.

    ah, I see the issue.

    ammunition, as listed in the DMG says a single piece of ammunition, once used the magic is gone

    think of it like a scroll, one-time use item only. that is why it is a minor vs a resuable major
    Chris
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    Post  Chris Thu Mar 26, 2020 11:57 am

    whit10 wrote: (although Chris says the Ranger is really good; I don't think I have the updated rules for them)

    updated rules are UA, so not official, just for playtesting.

    a Ranger is really good as it is in the PHB, just don't go the path of the pet.  Hunter is fantastic with the right feat(s), so are other archetypes in expansion books

    they put out equal damage to a full-rage barbarian, from range and they get spells
    whit10
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    Post  whit10 Thu Mar 26, 2020 11:58 am

    oh, gotcha. I have those; I forgot that it was unofficial.

    They have spells that make up for losing the favored enemy stuff as well. I'll take your word for it that they're good archers
    Chris
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    Post  Chris Thu Mar 26, 2020 12:11 pm

    by 4th level, take Sharpshooter, -5 to hit +10 damage, ignore cover and range penalties

    archery style +2 to hit (effectively -3 to hit, +10 damage)
    hunter ability colossal slayer +1d8 if the target is wounded
    hunter's mark spell, bonus action, +1d6 damage, can move it as a bonus action

    so at full range, 16 dex, +2 prof

    +2 to hit, damage d8 +d8 +d6 +13 = average 25 damage per shot

    or no SS +7 to hit, damage d8 + d8 + d6 +3 (for high AC targets) = average 15 damage per shot

    2 shots at 5th


    that outscales a 2H barb with rage at the same levels with GWM

    ADV +0 to hit, damage d12 + 15 = 17 per hit

    though they always attack with advantage, so they will hit more often even with lower bonus
    chance to swing again if they crit\kill
    whit10
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    Post  whit10 Thu Mar 26, 2020 2:12 pm

    good build,

    You could probably even crunch it harder to have a higher Dex. Well done
    Chris
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    Post  Chris Thu Mar 26, 2020 2:57 pm

    whit10 wrote:good build,

    You could probably even crunch it harder to have a higher Dex.  Well done

    for sure, that is just core stuff

    human could have SS at 1 and dex 18 by 4th

    or Wood elf for extra skills, 35ft speed, free hiding in the woods

    or halfling with short bow, lucky, extra skills


    lots of fun options

    navyik
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    Post  navyik Thu Mar 26, 2020 11:08 pm

    The Blue Avenger will be ready tonight.
    Chris
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    Post  Chris Fri Mar 27, 2020 11:23 am

    it looks like everyone is ready

    post here a picture of each character so I can make your token for the map
    with your starting stat block
    whit10
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    Post  whit10 Fri Mar 27, 2020 12:13 pm

    Chris
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    Post  Chris Fri Mar 27, 2020 12:49 pm

    lol! great pics!

    map in Tomb of the Nine Gods updated with Josh's dudes
    MAS
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    Post  MAS Fri Mar 27, 2020 1:10 pm

    I'll be hopping on shortly with my Artificer.
    Chris
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    Post  Chris Fri Mar 27, 2020 1:26 pm

    MAS wrote:I'll be hopping on shortly with my Artificer.

    awesome!

    I was really hoping you would join us.  cheers

    Table Talk Pippen10
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    Post  navyik Fri Mar 27, 2020 8:12 pm

    Table Talk 1add7e10
    Table Talk E80d1d10
    Chris
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    Post  Chris Sat Mar 28, 2020 12:41 pm

    map is updated with 4 character tokens


    @Matt - please read the background info thread
    and post up your dude so we can get going bounce

    Acererack needs more souls for his phylactery Twisted Evil
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    Post  whit10 Sat Mar 28, 2020 1:00 pm

    Matt and Alan: we should take this opportunity to address party tactics (this has been a deficiency in our group for a while; not pointing any fingers at all)

    My guys:
    - Pally; remember, he confers +4 to all saves to those within 10' of him; he's equal parts tank/heal bot
    - Mage; all distance damage and concentration spells (so he should be able to buff someone at some point or use Dimension Door to help them teleport with him); he'll often be invisible (Greater Invisibility) so will be trying to avoid being targeted as often as possible

    both guys will normally have Dispel Magic and the Mage always has counterspell as well. Trying to make sure we can avoid the worst of the magical effects/spells
    navyik
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    Table Talk Empty Re: Table Talk

    Post  navyik Sat Mar 28, 2020 10:40 pm

    Tynman is a fairly disciplined unit. He’s a protector and typically only takes initiative regarding imminent danger to a friend. He’s familiar with squad coherence and teamwork.

    The Blue Avenger can be a loose canon but is predictable. You can count on him to attack creatures that are adjacent to friends. He tends to fly in combat and fly by and disengage when possible.
    whit10
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    Table Talk Empty Re: Table Talk

    Post  whit10 Sat Mar 28, 2020 10:46 pm

    ok - so we have two tanks, a hit and run guy and an area effects guy. Matt's guy is mostly area effects and buffs (I think).

    When he pipes in we should just talk about our approach.
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    Table Talk Empty Re: Table Talk

    Post  Chris Sat Mar 28, 2020 11:01 pm

    Oh Josh, you are assuming these same characters are going to survive long enough for team-fight tactics, silly Klingon

    Alan - great job describing your guys in a character-centric manner

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    Table Talk Empty Re: Table Talk

    Post  navyik Sat Mar 28, 2020 11:03 pm

    Did anybody get a bag of holding?

    Does anyone have a special benefit from advantage in combat.
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    Table Talk Empty Re: Table Talk

    Post  whit10 Sat Mar 28, 2020 11:33 pm

    yes, my Pally has one. Just in case

    no real Advantage in combat on this end....

    yes Chris, I'm trying to be optimistic.
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    Table Talk Empty Re: Table Talk

    Post  Chris Sun Mar 29, 2020 10:44 am

    Josh and Alan - you guys can go ahead and start.

    The idea was for this to be a face-paced group during quarantine bounce

    Besides. I am sure at forum pace, you will still be outside the tomb when\if Matt joins.

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    Table Talk Empty Re: Table Talk

    Post  Chris Sun Mar 29, 2020 12:59 pm

    I don't need full stat blocks outside of combat, but I do need Passive Perception.  

    Maybe just put character name and PP in the little box under your avatar?


    Baldric
    PP 14

    etc


    I see that everyone has Darkvision either by race or magic item, so I don't need that noted.

    ***EDIT***

    nevermind, I got it



    <<<<<<<
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    Table Talk Empty Re: Table Talk

    Post  whit10 Sun Mar 29, 2020 1:15 pm

    done
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    Table Talk Empty Re: Table Talk

    Post  Chris Sun Mar 29, 2020 1:56 pm

    whit10 wrote:done

    thanks, I got it in my character sheet area, so no need to post everytime now Wink



    and just so we are all on the same page....


    DMG p.103

       Use the characters' passive Wisdom (Perception) scores to determine whether anyone in the party notices a secret door without actively searching for it. Characters can also find a secret door by actively searching the location where the door is hidden and succeeding on a Wisdom (Perception) check. To set an appropriate DC for the check, see chapter 8.


    So what's the effective difference?


    Passive Perception

    This means that the character has to be in the square tile NEXT to the secret door to have a PP chance to spot it.  

    Active Perception - you can roll your Perception score, so a chance to score higher than your PP score and you can say something like, "I search the bookcase" or "I search around the throne"  or "I search the sarcophagus"

    this means that you are assumed to move around in that area and search for things and doesn't worry about your precise location


    what's the difference between Perception (WIS) and Investigation (INT)?  

    in general, perception tells you something is there, while investigation tells you how it operates

    for example:  as you walk down the hallway, Tynman notices that something looks odd about the wall  (PP beats secret door DC).  he suspects it is a secret door!

    However, Tynman doesn't know how to open it yet.

    Blue Avenger rolls investigation and finds the sconce on the far wall is a lever to open it.

    Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check.

    To explain further...  Investigation is based on Intelligence, so that means logic and deduction based on the clues you noticed (Wis\Perception)




    also, just to be transparent, note the following:


    Working Together
    Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In Combat, this requires the Help action.

    A character can only provide help if the task is one that he or she could attempt alone.



    pg 183

    Vision and Light

    The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few— rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.  A given area might be lightly or heavily obscured.

    In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on           Wisdom  (Perception) checks that rely on sight.  

    A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely.  A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

    Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

    Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full m oon might bathe the land in dim light.

    Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.




    Any questions?
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    Table Talk Empty Re: Table Talk

    Post  whit10 Sun Mar 29, 2020 2:22 pm

    thanks for the clarification.  That made me realize that the Wizard needed Investigation (meant to swap it out earlier for Medicine, which isn't that useful with the pally around)
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    Table Talk Empty Re: Table Talk

    Post  Chris Sun Mar 29, 2020 2:53 pm

    Good call! Investigation is one of the few out-of-combat skills that a Wiz can excel at!

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