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Out-of-Character Out-of-character threads for the games going on above should be located here. OOC threads will expire after one year.

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Old 09-24-2012, 01:43 PM   Top  -  End  -  #1
Exeson
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Default The Island (OOC)

IC Thread

Welcome to the OOC thread! Please repost your sheets and stats in your first post in this thread so we have easy reference.

Considering that there are a lot of characters from the military I might write up some basic structure/history for you guys when I get a chance.

IC thread should be up once everyone (including me) is all sorted.

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Old 09-24-2012, 01:54 PM   Top  -  End  -  #2
Destro_Yersul
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Default Re: The Island (OOC)

Dayne Farey reporting for duty, sir. I've been looking forward to this game. Here's to exploring ruins and hopefully not dying horribly.
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Old 09-24-2012, 02:21 PM   Top  -  End  -  #3
Slii Arhem
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Default Re: The Island (OOC)

Maybe you should change your location from Rainy England to Scenic Germany, unless you're in hiding.

Anyway, here's The Knight, Hargrave Tash. That's the final copy of his sheet, so I guess I'm officially ready to start.
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Old 09-24-2012, 05:34 PM   Top  -  End  -  #4
Thragka
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Default Re: The Island (OOC)

Eckhard, finished but for writing in equipment and leftover money.

Fluff:
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I am hoping beyond hope that my new laptop will arrive tomorrow, after which nothing can stop my regularly posted contributions, mwa ha ha.
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Old 09-26-2012, 10:35 AM   Top  -  End  -  #5
Terumitsu
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Default Re: The Island (OOC)

And here we go. I'm ready more or less. May do some very minor shuffling of gold but I doubt it'll be that much.
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Old 09-27-2012, 05:57 AM   Top  -  End  -  #6
Exeson
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Default Re: The Island (OOC)

Hey guys, so I've put up some info on the military (the realms stuff is on my computer at home so I'll put that up this evening.)

I have a question for you guys, now that we have a 'healer' in the party I'm considering putting in some homebrew rules to use the heal skill to heal hit points. Firstly do any of you guys know and rules already existing for this and secondly how would you guys feel about that?
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Old 09-27-2012, 12:29 PM   Top  -  End  -  #7
Slii Arhem
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Well, you could implement a simple system where a Heal check of 10 would heal 1HP and take perhaps a round or so, but higher DCs and heal times would heal more damage, like a DC 20 healing 1d8 and a DC 15 healing 1d4/1d6. Obviously, the player would have to pick the DC ahead of time since they would be deciding how much time they are spending on treating that particular injury.

Also, it may make sense to put a cap on how much immediate healing can help someone, since just sewing up a wound won't make it entirely better. There's the Dragon Shaman's fastheal aura as precedent for that, since it only heals people up to half health. Basically past that you'd need to heal up naturally or use magical healing.

Edit: Also, looking at Wilhelm's sheet I can't help but think a Sling with homebrewed non-lethal pellets would do him a great service. It really wouldn't be too hard to rationalize small sewn bags full of heavy sand as sling-stone alternatives. It might warrant the same reduction in accuracy and damage as wielding it with regular old rocks, but being able to deal nonlethal damage as a roleplaying choice without taking massive penalties to combat effectiveness seems like a decent thing in my mind.

Wilhelm would also benefit from a dagger, and a club just in case. Knives are very useful in medicine, and a club is a free stick you can beat skeletons with.

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Old 09-27-2012, 04:33 PM   Top  -  End  -  #8
Thragka
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Default Re: The Island (OOC)

My 2c: I have no experience with DnD, so can't really suggest anything on the healing front.

I just wanted to add that.
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Old 09-28-2012, 06:19 PM   Top  -  End  -  #9
Destro_Yersul
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Default Re: The Island (OOC)

I can't recall any rules for that offhand, beyond what the skill already gives. It makes sense that you'd be able to patch up a few HP worth of damage with first aid, though obviously you'd have to limit the effect somehow, since as Slii says, putting a band-aid on something doesn't fix the actual inury. It's temporary.
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Old 09-29-2012, 05:31 AM   Top  -  End  -  #10
Exeson
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Default Re: The Island (OOC)

so I've found this:

http://www.dandwiki.com/wiki/Skill_B...ariant_Rule%29

Which seems a little overpowered, however I reckon it could be bashed into a nicer shape, especially as we are running E6.
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Old 09-29-2012, 09:54 AM   Top  -  End  -  #11
Terumitsu
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Default Re: The Island (OOC)

That variant looks interesting but it does look a bit more potent than the power we're looking at. Maybe just limit the highest level of healing spell avalible?

Alternately, maybe reduce the time needed to get the varying effects of care with the possibility that a dc15 or so check could act as a Cure Minor Wounds spell but only can heal up to half the damage taken. Or simply cannot be used to heal a person over half HP?
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Old 09-29-2012, 10:45 AM   Top  -  End  -  #12
Slii Arhem
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I don't honestly think anything we could adapt for our campaign would resemble that in the slightest. First off, it's healing as a standard action no matter what level you're healing at, which doesn't reflect the reality of surgery and other medical practices since more serious wounds will almost invariably take more time to properly treat.

Secondly and most importantly in my opinion, it's limited by uses per day. This makes it more akin to spells than anything else, and again doesn't reflect reality since a doctor isn't limited in the number of wounds they can sew per day so long as they can stand and move their hands with sufficient dexterity. If Wilhelm suddenly claimed "I can heal no more" but then later picked a lock with those same hands that he assured us couldn't lay another bandage, it might break immersion a bit. I can't see that variant being of much use since it was designed to substitute for potions of cure light wounds in a setting where they are plentiful.

If you want to tier things based on the Cure spells and other healing related spells, let me try to flesh out my own suggestion a bit more firmly so you can look at it and judge it against that one.

First Aid
Take 10? Yes
Take 20? Yes
Retry? Yes
Spell EquivalentHeal Ranks RequiredDCTime Required
Cure Minor Wounds110Standard Action
Detect Poison210Full Round
Close Wounds3152 Rounds
Cure Light Wounds4204 Rounds
Delay Poison5205 Rounds

That's a small example because it's only relevant up to five ranks, but it could be extended to 9 ranks since that's the highest anyone's rank in the Heal skill would be. Now for some particulars that aren't reflected on the chart.

-Close Wounds is a 1st level healing spell from the Spell Compendium that I'm using as an equivalent low level treatment. It wouldn't be used to prevent damage as described in the spell, but it's smack dab in between Cure Minor and Cure Light in terms of effectiveness at 1d4+1/level.

Speaking of per level effects, it might be wise to adjudicate them as per half the character's heal ranks, or just leave them as level dependent. This only makes a difference at higher levels, as half of 9 (max heal ranks in this campaign) rounds down to a +4 on a successful check rather than the +6 you'd get from your level.

I was also debating leaving detect poison in there, as without magic detecting the presence of poison in food or water would be more of an alchemical task requiring sample-taking and litmus tests, but that's ultimately up to you Frankie.

Let me know what you folks think. The numbers can be swapped around, this is just an example of what I think a first aid system could look like, tailored for this campaign.
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Old 09-29-2012, 11:32 PM   Top  -  End  -  #13
goblinpaladin
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Default Re: The Island (OOC)

Dierna Decebalus

Character Sheet.

Description:

Spoiler


Personality:

Spoiler


Background:

Spoiler


Thematic Notes:

Spoiler
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Old 09-30-2012, 01:33 PM   Top  -  End  -  #14
Exeson
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Quote:
Originally Posted by Slii Arhem View Post
*snip*
Hmmm, I think that could work. I'm tempted to still give access to higher level healing at higher levels, however maybe requiring a feat to unlock? Thoughts?
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Old 09-30-2012, 02:11 PM   Top  -  End  -  #15
Terumitsu
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I'd be fine with the feat thing. Would make sense to me at least.
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Old 09-30-2012, 05:46 PM   Top  -  End  -  #16
Destro_Yersul
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Default Re: The Island (OOC)

Sure, that sounds alright.

Also, are we all here now? Can we expect an IC thread soon-ish?
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Old 10-01-2012, 02:18 AM   Top  -  End  -  #17
Exeson
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Default Re: The Island (OOC)

Aye, now that everyone is present and accounted for the IC thread should be up this evening depending how much work i have to do.
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Old 10-02-2012, 03:26 PM   Top  -  End  -  #18
Exeson
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Default Re: The Island (OOC)

IC Thread is up here

Sorry about the delay, yesterday was hectic and ended with me going to the second largest beer festival in Germany, so I wasn't really in a state to put up the thread when I got home yesterday. Some more fluff on the Realms went up a while ago as well in case you haven't seen it yet.

Also please be sure to add your fluff and anything else relevant to this thread as the recruitment thread won't be around forever.

I'm going to use the Prologue to test out Slii's suggestion for healing rules as well(if none of you have any objections). At the moment I'm going to say expected post rate of once every 3 days as I'm pretty busy at the moment.

One last thing, I'm still fairly inexperienced to GMing (GP might remember the last game I tried to GM, with was actually a very early incarnation of this game), so if you have any suggestions or criticisms for me they would be gladly appreciated.
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Old 10-02-2012, 10:05 PM   Top  -  End  -  #19
Slii Arhem
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I don't mind using my suggested DCs and things, but I'd like to fiddle with it and change it around a bit first, if you don't mind. I was a bit rushed when first making it, and it's not exactly balanced in my opinion.


First Aid
Take 10? Yes
Take 20? Yes
Retry? Yes
Spell EquivalentHeal Ranks RequiredDCTime RequiredHeals
Cure Minor Wounds110Standard Action1HP
Detect Poison212Full RoundN/A
Close Wounds3142 Rounds1d4+1/level(max 5)
Delay Poison4165 RoundsN/A
Cure Light Wounds5184 Rounds1d8+1/level(max +10)
Cure Moderate Wounds6221 Minute2d8+1/level(max +10)
Lesser Restoration7242 Minutes1d4 ability damage+fatigue
Cure Serious Wounds8265 Minutes3d8+1/level(max +10)

That would be more along the lines of what I envisioned, along with the following:

First Aid healing, except in the cases of the two levels that emulate Cure Moderate and Cure Serious Wounds, cannot bring a person up past half of their total hitpoints. In the case of Cure Moderate, you can heal a person up to 3/4's of their total (rounded down) and in the case of Cure Serious, you can heal them up to their maximum hitpoints.

That would ensure that the easy to perform, fast first aid can't be abused infinitely for free healing, but that once we get into later levels we have the ability to heal up more fully if we've got the downtime for it. At 5 minutes for the highest level healing, taking 20 to ensure success makes it take a prohibitive amount of time unless we're already on downtime, and trying at that DC will amount to a coinflip otherwise, so it's bound to take five to ten minutes for each patchup.

You might consider taking uses of healing kits for the Lesser Restoration and other higher level ones to represent medicines being used up, but that might be needlessly restrictive. It's up to you in the end.

Let me know your thoughts on which system is better/worse. Designing these kind of things is mildly fun on my part, so I'm open to suggestions and tweaking as we playtest.
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Old 10-03-2012, 12:10 AM   Top  -  End  -  #20
Destro_Yersul
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Well, Exeson, I do have a bit of friendly advice for you on the GM side of things.

Try to seperate which characters are speaking, somehow. You're not using coloured text, which is fine. I don't do that myself, either. I can see it getting a tad confusing as to who's saying what, though, unless you seperate them out somehow.
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Old 10-03-2012, 02:51 AM   Top  -  End  -  #21
Exeson
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Quote:
Originally Posted by Destro_Yersul View Post
Well, Exeson, I do have a bit of friendly advice for you on the GM side of things.

Try to seperate which characters are speaking, somehow. You're not using coloured text, which is fine. I don't do that myself, either. I can see it getting a tad confusing as to who's saying what, though, unless you seperate them out somehow.
Yeah I was struggling with that, it has been a long time since I have had to write prose. Any suggestions to keep avoiding 'he said' and 'whispered back' etc?
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Old 10-06-2012, 11:11 AM   Top  -  End  -  #22
Destro_Yersul
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Default Re: The Island (OOC)

Have the character do something. Use a spyglass, aim their weapon, point at something, any sort of general small action that indicates who it is that's currently talking, since I at least generally associate speech with the most recent character mentioned. If two people are talking back and forth, double space between their dialogue. 'He said' and so forth are fine too, when scattered around, you just don't want to be using them all the time.
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Old 10-08-2012, 05:07 PM   Top  -  End  -  #23
Exeson
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Default Re: The Island (OOC)

So 3 days are up, even accounting for forum downtime. However, because it's the beginning of the campaign and I want for everyone to get a post in at least before moving on I'm going to leave the update till tomorrow.
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Old 10-08-2012, 07:48 PM   Top  -  End  -  #24
Slii Arhem
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Speaking of which, I'm back from Canadian Thanksgiving, and ready to get back going on this. Sorry about the length of my last post, I was pretty rushed to get it out on Saturday with the forum only just coming back on and my getting ready to go that morning. I wound up cutting off a paragraph I had planned, but I think it turned out alright anyway.
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Old 10-09-2012, 02:50 PM   Top  -  End  -  #25
Exeson
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Default Re: The Island (OOC)

ill, so no post. sorry guys
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Old 10-10-2012, 06:49 AM   Top  -  End  -  #26
Exeson
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Default Re: The Island (OOC)

Right, initiative rolls please. Map will be up when I get home from work.
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Old 10-10-2012, 07:31 AM   Top  -  End  -  #27
Slii Arhem
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Default Re: The Island (OOC)

If I could make a recommendation, it's often better to make all the initiative rolls at once as the GM in a PbP, so that everyone immediately knows what number they've got and no one is waiting on the last person to roll init before posting their actions.

But with that suggestion out of the way, I might as well roll while I'm posting.

Initiative: Hargrave(1d20+2)[16]

Some notes that apply to this fight, Hargrave is not wearing his armor on deck, so he has AC 15 for this fight. I find it better to keep track of such things as we go.

Last edited by Slii Arhem : 10-10-2012 at 07:32 AM.
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Old 10-10-2012, 08:38 AM   Top  -  End  -  #28
Exeson
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Default Re: The Island (OOC)

Quote:
Originally Posted by Slii Arhem View Post
Some notes that apply to this fight, Hargrave is not wearing his armor on deck, so he has AC 15 for this fight. I find it better to keep track of such things as we go.
That reminds me, Just as a housekeeping note if you could state with each IC combat post (in a spoiler) You actions, you current AC and HP and any modifiers you have

e.g.

Spoiler


As for initiative rolls, I was originally going to do them myself but I'm still holding out hope that our two missing players will be spurred into action.
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Old 10-10-2012, 01:12 PM   Top  -  End  -  #29
Thragka
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Default Re: The Island (OOC)

Initiative: (1d20+2)[6]
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Old 10-10-2012, 01:40 PM   Top  -  End  -  #30
Destro_Yersul
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Default Re: The Island (OOC)

Here's Dayne's initiative. (1d20+3)[18]

18, huh? That's not bad.
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