We're going to use some common sense here. Since Dagryl is separated from the rest, he doesn't have to wait to post his action, for example. Also, since Spark has not been attacked in this round, he can post his action now or after Wethun's, etc.
Last edited by Adamant Sunrise : 09-01-2012 at 01:37 PM.
Okay... how'd they get past Dagryl? Coming in from the other side? Also... can I see any enemies from where I am?
The ones on the ship didn't get past Dagryl. They attacked from the water, behind him. But I guess you're right that he should be able to see some of them by now. From his position, he can see there are two more monstrous figures climbing up to deck, approximately 30 feet away. Dagryl would be able to intercept them as a move action, though that would require a climb check (getting back up to deck).
The ones on the reef are keeping behind cover while archers strafe the ship from range. Covered behind the keel as he is, Dagryl can't get a good look at them. They're beyond the range of his darkvision and have concealment. However, Spark, who has a much better view, is raining down eldritch blasts that give a good idea of where they are, partly hidden among the tall rocks to the north, on the starboard side of the beached ship, on a rise in the reef about 100' distant.
Last edited by Adamant Sunrise : 09-01-2012 at 08:42 PM.
As I said before, this is my first attempt at running a D&D game on a forum. After some reflection, I've decided to implement a house rule that I hope will make it more enjoyable for you all. This post is duplicated on Page 1 of the thread:
First House Rule: Stunting
In the interest of moving this game along and keeping it interesting, I'm going to import a mechanic from one of my favorite game systems called stunting. Here's how stunting is described in the core rulebook of the Exalted game system:
The rules of Exalted reward players with additional dice for describing their characters’ actions in an evocative manner. The out-of-game rationale for a stunt bonus is that well-described actions keep the game interesting for everyone and help the Storyteller set the scene. In game, stunts represent the capacity of epic heroes to be truly spectacular when they take risks and act like heroes.
At the lowest level, one-die stunts require a good description of an action, adjudicated by the Storyteller. In return, the player gains one additional die, and the character may perform feats that border on impossible (such as running across the heads of people in a crowd, deflecting a blade or arrow barehanded and so on).
Example: Anoria snaps her razor-fan open with a soft click across the guard’s throat. She then watches over its bloody edge as he collapses in a gurgling heap at her feet.
Two-die stunts require that the character interact with the environment in some notable fashion, taking advantage of the scenery that the Storyteller has provided. This can be physical environment or things the character knows about the world, like an enemy’s phobias or a lover’s favorite fl ower. The player gets two bonus dice and may perform limited dramatic editing. No detail of the scene may be contradicted, but minor details may be “revealed” in the context of the character’s actions. For instance, a character might leap off a parapet to escape a hail of arrows, and the player could use a two-die stunt to reveal a banner fortuitously hung on the wall, which the character grabs to save himself. The Storyteller may veto any editing that he feels strains belief or is otherwise inappropriate (such as an edit that contradicts a major detail he has not yet revealed). Players cannot generally use a stunt to draw a “hidden” weapon from nowhere, although some assassins might well have shuriken or throwing needles hidden all over their person, leaving exact placement vague until a good stunt opportunity arises.
Example: Anoria watches the two guards charging her from each side, intending to pin her between them. At the last moment, she crouches and flips back against the wall. In the instant she stands horizontal, her fans fl ash out, catching both men in the face. She then falls through the double arterial spray, landing catlike as her two attackers crash blindly into one another.
Three-die stunts are singular acts of greatness, stunning bravado and visual poetry, defined by their capacity to leave the other players slack-jawed in astonishment. If any doubt exists as to whether a stunt merits three dice, it isn’t a three-die stunt. In addition to providing three bonus dice, these feats allow for the same measure of dramatic editing as two-die stunts.
Example: The demon swings his burning fist at Anoria, and she leaps straight up in a somersault, balancing in a tentative handstand on his massive hand. Her feet connect with the chandelier above, tilting it to pour oil on top of the spirit’s head. As she hoped, the glittering drops burst alight as they land on the creature’s superheated flesh. The flames do not hurt him, but distract him long enough for her to release a hand and grab a fan from her belt. Still balanced on the monster’s swinging arm, Anoria shoves her folded razor into the demon’s mouth, twisting it up through his brain.
Players should note that the preceding examples set the scene as well as providing the action. In the first, the stunt is the description of the attack as something more than “I hit him.” In the second, the stunt is Anoria’s use of the wall as a springboard and arranging for her opponents to crash together. In the final, it is her audacity to perform acrobatic feats while perched on her enemy as she sets him up to expose his one point of vulnerability. During play, the Storyteller should have already set the scene by the time a character acts, so a stunt does not need to be a five-minute narrative. Without exception, short and fl owing is always better than long and clunky. Merely stringing adjectives and adverbs together isn’t good enough. The description must be interesting, without interrupting the flow of play.
How we'll make this work is as follows: Players may stunt any specific action (an attack, a bluff check, a climb check, etc.), declaring their stunt attempt following the action. I'll determine whether the stunt qualifies as a +1 (one-die) stunt, a +3 (two-die) stunt, or a +5 (three-die) stunt. A +1 stunt will award a +1 bonus on any applicable role, or in the case of spellcasting, a -1 penalty to an opposing save. A +3 stunt will offer a +3 bonus, and a +5 stunt will offer a +5 bonus. These are my own experimental rules that I'm trying out for the first time, so I may have to make changes to this formula as time goes on.
Last edited by Adamant Sunrise : 09-03-2012 at 03:54 PM.
Well. These stunt rules sound amazing and I personally cannot wait to begin utilizing those. Get ready for flying summersault bastard sword sneak attacks and for epic world rending bellows of prayer followed by bone crunching pommel strikes of greatness.
Okay, assuming I have any players left, resuming game once again. I will do my very best to keep up a good pace, and we'll just treat the multiple combats separately so there's no need to wait for posting order.
Until Virtue can hop back in, we'll just assume Bryagh is fighting on her own and doesn't need help (sorry Wethun).