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dmw71
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Re: OOC I

#261 Post by dmw71 »

GreyWolfVT wrote: Honestly Dave I have no idea I made the character a long time ago picked the spells and that was on his sheet from way back then and was approved upon creation so if my selecting it was a fluke then i can fix it. Dust Devil was the only 2nd level spell he took and what you have here says 1 2nd level spell. So it was probably me not understanding that part.
We'll revisit, if necessary.

For now, we have a pretty significant battle to work through.

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Re: OOC I

#262 Post by Zhym »

What are the orcs that just threw spears wielding now? I assume it's not spears anymore.
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Re: OOC I

#263 Post by dmw71 »

They haven't produced another weapon yet, but you do notice they have at least swords dangling from their belts.

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Re: OOC I

#264 Post by dmw71 »

Note:
I added a revision to the latest round 7 update, here. I forgot to include the Dust Devil spell that Delgrot cast in round 5.

It manifested itself in the same spot Delgrot originally picked; roughly centered in the updated map.

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Re: OOC I

#265 Post by shiffd »

dmw71 wrote:
GreyWolfVT wrote: Honestly Dave I have no idea I made the character a long time ago picked the spells and that was on his sheet from way back then and was approved upon creation so if my selecting it was a fluke then i can fix it. Dust Devil was the only 2nd level spell he took and what you have here says 1 2nd level spell. So it was probably me not understanding that part.
We'll revisit, if necessary.

For now, we have a pretty significant battle to work through.
The two shots I took for the last round (not the ones I just rolled) the first was good to hit an AC 3 I believe...but that's a miss so I take it the leader is well armored. Can we see what kind of armor he is wearing?

I've poked the bear it seems.

REALLY hope that wagon had guards that are going to help us LOL
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Re: OOC I

#266 Post by dmw71 »

shiffd wrote:The two shots I took for the last round (not the ones I just rolled) the first was good to hit an AC 3 I believe...but that's a miss so I take it the leader is well armored. Can we see what kind of armor he is wearing?
Your first roll was a 14.

All 1st-level characters in 2e have a THAC0 of 20, so that would only hit an AC of 6. Even with just some tattered hide armor it has an AC higher lower than 6.

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Re: OOC I

#267 Post by dmw71 »

dmw71 wrote: I added a revision to the latest round 7 update, here. I forgot to include the Dust Devil spell that Delgrot cast in round 5.

It manifested itself in the same spot Delgrot originally picked; roughly centered in the updated map.
I'm not going to actually update the post again, but, now with some direction, I allowed the Dust Devil to make an attack in the round it appeared.

It missed.



It will make an attack again in this current round (8th) and the following round (9th) before dissipating. Ed, if you want to make the attack rolls (THAC0 19), feel free; otherwise, I will make them for you.

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Re: OOC I

#268 Post by GreyWolfVT »

I can roll them whatever makes it easier for you Dave. Also I'm a bit mixed up so directing the summoned creature can Delgrot still make an attack or action or is he stuck focusing on the creature and giving it direction? (Been a while on my part in summoning a creature as a priest.)
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Re: OOC I

#269 Post by dmw71 »

GreyWolfVT wrote:I can roll them whatever makes it easier for you Dave. Also I'm a bit mixed up so directing the summoned creature can Delgrot still make an attack or action or is he stuck focusing on the creature and giving it direction? (Been a while on my part in summoning a creature as a priest.)
I, honestly, don't know?

What I do know is, spell casting in 2e is a LOT more restrictive/intensive than it is in 5e. I mean, they can't even be moving when they're casting or risk having it interrupted (which causes the magic-user to lose it).

But what about after the spell has been cast, but is still active?

The 'Duration' definition doesn't cove it:
Duration wrote:Duration: This lists how long the magical energy of the spell lasts. Spells of instantaneous duration come and go the moment they are cast, although the results of these spells may be permanent and unchangeable by normal means. Spells of permanent duration last until the effects are negated by some means, usually by a dispel magic. Some spells have a variable duration. The caster cannot choose the duration of spells, in most cases. Spells with set durations (for example, 3 rounds per level of the wizard) must be kept track of by the player. Spells of variable duration (for example, 3+1d4 rounds) are secretly recorded by the DM. Your DM may warn you when spell durations are approaching expiration, but there is usually no sign that a spell is going to expire; check with your DM to determine exactly how he handles this issue.

Certain spells can be ended at will by the caster. In order to dismiss these spells, the original caster must be within range of the spell's center of effect--within the same range at which the spell can be cast. The caster also must be able to speak words of dismissal. Note that only the original caster can dismiss his spells in this way.
Given how strict spell casting is in 2e, and how the spell description says that the dust devil "moves as directed by the priest," I'm just going to rule that it will require your concentration to maintain. I will let you move, if you want to reposition yourself, but not make any other attacks until the spell dissipates or your dispel it.

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Re: OOC I

#270 Post by GreyWolfVT »

Fair enough with that going on i surely can roll the attacks the.
Sounds like a fair compromise since you already have a lot to do as the DM.
:)
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Re: OOC I

#271 Post by shiffd »

dmw71 wrote:
shiffd wrote:The two shots I took for the last round (not the ones I just rolled) the first was good to hit an AC 3 I believe...but that's a miss so I take it the leader is well armored. Can we see what kind of armor he is wearing?
Your first roll was a 14.

All 1st-level characters in 2e have a THAC0 of 20, so that would only hit an AC of 6. Even with just some tattered hide armor it has an AC higher lower than 6.
Because of dexterity my effective thac0 with a bow is 17. 14 hit's ac 3.

I'll make sure to post my effective Thac0 with the rolls. I think I had but sometimes I forget.

Thac0 was shitty (why it got phased out) but I found the most effective way of using Thac0 was to determine the effective Thac0 of an attack before rolling. Otherwise you add bonuses to a roll then calculate Thac0 versus armor class. By calculating effective Thac0 first all you have to do as DM is calculate the roll with Thac0 to see what AC the character hit (no addition necessary)...

Easiest overall is just to calculate AC versus Thac0 before attacks are made and then you know the target number....

Again, there is a reason Thac0 got phased out in later editions.
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Re: OOC I

#272 Post by Zhym »

Dave,

I interpret 2e spell casting as requiring concentration (including standing still) to cast a spell, but not to maintain the spell unless the spell description says otherwise. Some spells explicitly say that the caster has to maintain concentration—such as, for example, the Phantasmal Force that Nexus is currently maintaining. The wizard version of Conjure Elemental does, too. Since some spells say the caster can't move, it follows that spells that don't include explicit restrictions on movement allow movement. So I'd say that a cleric who has cast a dust devil can do other things after the dust devil has appeared, and can even attack and direct the dust devil. Otherwise, it's just too limiting, IMO, to reduce a cleric to being able to do nothing but control a dust devil for several rounds. It's not that powerful of a spell to require that restriction.

OTOH, I would have said that a specialty cleric who gets bonus spells still doesn't get higher-level bonus spells at first level. Letting a 1st-level cleric cast a 2nd-level spell was awfully generous of you—generous enough that it makes some sense to require the cleric to stand still and concentrate on maintaining a spell that can usually only be cast by someone two levels higher. :)
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Re: OOC I

#273 Post by dmw71 »

shiffd wrote:Because of dexterity my effective thac0 with a bow is 17. 14 hit's ac 3.
Then please include that modifier in your roll.

In fact, It's probably a good idea for everyone to make macros for the weapons they use the most.

How I understand it, your THAC0 is 20. Period. It doesn't adjust down. You subtract the target's AC from your THAC0 to determine your target number (so to hit an AC of 6, for example, you need to roll a 14 or higher).

  • I know what the THAC0 for each character is
  • I know the target AC


What I need from the players is the total number of their attack roll.

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I've gone ahead and deducted the extra 2 points of damage.

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Re: OOC I

#274 Post by Rex »

Your understanding on THAC0 Dave is how we have always played it. Modifiers are to your dice roll not THAC0.
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Re: OOC I

#275 Post by shiffd »

dmw71 wrote:
shiffd wrote:Because of dexterity my effective thac0 with a bow is 17. 14 hit's ac 3.
Then please include that modifier in your roll.

In fact, It's probably a good idea for everyone to make macros for the weapons they use the most.

How I understand it, your THAC0 is 20. Period. It doesn't adjust down. You subtract the target's AC from your THAC0 to determine your target number (so to hit an AC of 6, for example, you need to roll a 14 or higher).

  • I know what the THAC0 for each character is
  • I know the target AC


What I need from the players is the total number of their attack roll.

---


I've gone ahead and deducted the extra 2 points of damage.
OK going forward I'll add those plus numbers.
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Re: OOC I

#276 Post by dmw71 »

GreyWolfVT wrote:Also I'm a bit mixed up so directing the summoned creature can Delgrot still make an attack or action or is he stuck focusing on the creature and giving it direction?
Granted, a dust devil is only a weak air elemental, I found this in the Monster Manual:

Monstrous Manual > Monsters > Elemental, Generic Information > Controlling an Elemental
"In calling an elemental, a person must remain perfectly still and focus all of his attention on controlling the being."
So, yes, controlling it will be the only thing Delgrot will be able to do (and he technically should not have been able to move as far as he did) or risk it not being summoned... or even turning on the party!

All that said, where things stand is where things stand.

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Re: OOC I

#277 Post by GreyWolfVT »

That works for me Dave I'll just keep posting the directions I am having the dust devil do then. Thanks.
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Re: OOC I

#278 Post by shiffd »

No joke, Dorobo is running. He has not the fortitude to toe to toe with a baddie of that nature. NOt trying to screw the party, just RPing a level 1 theif of questionable moral fiber.
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Re: Session 5: Beliard

#279 Post by dmw71 »

shiffd wrote:Dorobo runs
How is he fleeing?

  • Chapter 9: Combat > Movement in Combat > Retreat
Retreat
To get out of a combat, characters can make a careful withdrawal or they can simply flee.

Withdrawing:
When making a withdrawal, a character carefully backs away from his opponent (who can choose to follow). The character moves up to 1/3 his normal movement rate.

If two characters are fighting a single opponent and one of them decides to withdraw, the remaining character can block the advance of the opponent. This is a useful method for getting a seriously injured man out of a combat.

Fleeing:
To flee from combat, a character simply turns and runs up to his full movement rate. However, the fleeing character drops his defenses and turns his back to his opponent.

The enemy is allowed a free attack (or multiple attacks if the creature has several attacks per round) at the rear of the fleeing character. This attack is made the instant the character flees: It doesn't count against the number of attacks that opponent is allowed during the round, and initiative is irrelevant.

The fleeing character can be pursued, unless a companion blocks the advance of the enemy.

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Re: Session 5: Beliard

#280 Post by shiffd »

dmw71 wrote:
shiffd wrote:Dorobo runs
How is he fleeing?

  • Chapter 9: Combat > Movement in Combat > Retreat
Retreat
To get out of a combat, characters can make a careful withdrawal or they can simply flee.

Withdrawing:
When making a withdrawal, a character carefully backs away from his opponent (who can choose to follow). The character moves up to 1/3 his normal movement rate.

If two characters are fighting a single opponent and one of them decides to withdraw, the remaining character can block the advance of the opponent. This is a useful method for getting a seriously injured man out of a combat.

Fleeing:
To flee from combat, a character simply turns and runs up to his full movement rate. However, the fleeing character drops his defenses and turns his back to his opponent.

The enemy is allowed a free attack (or multiple attacks if the creature has several attacks per round) at the rear of the fleeing character. This attack is made the instant the character flees: It doesn't count against the number of attacks that opponent is allowed during the round, and initiative is irrelevant.

The fleeing character can be pursued, unless a companion blocks the advance of the enemy.
As soon as it was clear the monster was charging him he would have run. Given the choice I would not wait to have been engaged in melee to begin with. I'm not sure the exact order of events. His intent was to fire on the beast until it was dead or until he was attacked. He would have run the second he saw it charging his direction.
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