Hi Guys,
Great to play again the other night, do miss it. been reading the players strategy guide and I think its surprisingly interesting, I first thought it would be a load of crappola but on the contrary most of the content is worth at least one read over for everyone playing, alot of how to ‘set’ your attitude for 4th ed.(Which our group does exceptionally well). Also did a few of the cosmo and cleo type multi answer quizs and was surprised at my results; although I love exploring and acting my results show I’m a power gaming slayer!! So, to embrace myself and to follow up on an interesting call to Luke I hear you’re all levelling up and looking close to 7th too.
Talis: When I return the party will be back to 3 Defenders, you’re perfectly suited as a Charisma build Pally to go for Ranged attacks ( read up on close bursts too)which there are many in the Divine Companion book both for Enc’s and Dailies. This allows you to Challenge from a distance but still ‘attack’ the mark; this in turn allows you to stand with Sturm and Ben protecting them with your metallic good looks and laying on Hands nice and close. Of course you’ll have some At-Wills, Blessed weapon etc that will work in mellee aswell so you’ll be no-weaker necessarily but will clear the front ranks of over marking. The upside is you may get hit less too which keeps your Aasimar bonus on and leaves your healing for others.
A re-read through of Paladin Divine Challange says it triggers only on the ‘first’ attack a mark makes in a round, so only once for Thorn and Talis.
I’ve a theory about Headsmans Chop feat from phb3 ( if allowed at the table? would be good to get clarification on Dragon content too as some people have powers from there, you can manage content in the char builder by unclicking which books are allowed) and the equivalent one for ranged attackers vs prone targets (can’t remember its name). Its a whopping +5 damage vs prone targets…remembering its only a move to stand up (which Dazed conditions can give them a quandry!)...Jet and ben already have powers that prone a bunch of goons, played well thats 2 rounds of Headsmans chop damage. In a few levels i can add one or two more proneing attack powers; everyone have a look to see if their classes can do any knocking down attack powers ( or a 2nd lvel utility in the case of warlords). Clerics have 3rd level Command, which handily stacks with the Pacifist build Sturm rolls with. My thoughts are, if the party were willing to ‘burn’ the feat for Headsmans chop for the melee guys and then all have a few Enc or a daily that prones guys (and or Stuns them once they’re down)then we could go 6-8 rounds doing an extra 5 points each! ( 2 if the ranged guys feat up too); theres no point in any one person doing it because when you prone someone with a hit, the enemy has stood up by the time you get to follow up on the loving, so it relies entirely on timing, positioning, delaying etc…the added bonus is it keeps the enemy away from the wusses…just a bit of “group powerplay” and a strategy to think about; and of course makes up for a 7th striker in the group-damage wise.
Hope to see you the other side of bloodfrenzy!
Chur.
Great to have you on board, love the ranged cleric build. It’s just a shame you need to stay closse to the fighting to be near enoough to provide support.
Cant agree more that was AWESOME! I’ve missed this fun a lot man thanks for giving me the spot!
hopefully I am painting my iron man cleric to a more lively color this week.
So what do we do? We send back the Devil? I would gladly try that. I was wondering if we can ask some cool items from him before we send him back, maybe he has the power to summon some magical items? forexample an Orb that would summon some lesser deamons for us to control would be just awesome ehehhe.
Great game 22/4/10, lots of laughs and action, thanks alot Dave, really really enjoying the campaign so far and the group of players. Can’t wait to see what happens every week.
Chur.
Sam
Woo! Go the Healing Heavies! 3x Healing Defenders, 2x Healing Leaders. maybe we should force Luke to make Ben take a multi-class Bard feat for extra healing! ( It’ll be a race to see if we can run out of Healing Surges before we run out of Healing Powers!). Nah, anyhow, Ritual casting with the Cleric is real helpful. Remember everyone, the warlord Oryeh is still, if not more effective healing-wise, at least equivalent to the new Cleric, so be nice to both of them.
For the paladins, call in Jets and the 2 leaders encounter healings before ‘burning’ lay-on-hands if you can, that way we can recharge spent heals in short rests and maintain the ‘daily’ expendatures of the paladins lay-on-hands.
Excusing my poor door lore on thurs to broken thumbage, I’d like to discuss a system of door and room exploration that will proceed quicker, especially for large empty dungeon crawls.
Something like this:
Round1;Listen at door ( Jet and Talis),Round2: check for traps ( Jet and Talis)disarm by Ben if needed(add additional rounds, formation changes to clear immediate area, likewise with locked door),Round3: open door(Jet, everyone else fanned to side, with 2 ranged attackers behind Jet), check for encounter, check for immediate traps or hazards, enter and break into two groups to search ( To be confirmed), search first for hiding nasties ( incl under beds: as thats where all monsters lurk, but don’t tell your kids that!)Roll appropriate Lore Skills, roll appropriate Perception skills, one person on rear’watch’ at door ( someone without contributing lore or searching skills?). Round 4 or more:Find information, assist and discuss( briefly and quietly); find loot, discuss briefly and quietly; choose exit/s, close or leave open entrance.
I know this is uptight ( and probably too unlike my characters demeanor which is a little more ‘barbarically rash’), but we can characterise it like a Delta Squad action, gestures, nods, waves, whispered commands etc. Dave will know the flow diagramme, and can move the figures and discribe the flow of events and information gathered in a pure story way that can actually build up tension and reward his descriptive flair? We’ll feel like we have the paranoid basics of dungeoneering covered without repeating ourselves, everything will flow quicker ( in real time as well as game time); and most importantly we won’t need to clamour to be heard, speak out of order etc…
Whaddaya think?
Awesome gaming – loving it! Go the defender party – really wicked set up.
I’ve recommended Erinc plays a striker, controller or leader role as most suitable. So will let you know what he goes for all find out on Thursday. Looking forward to the pre-aster session – may have make a concerted effort to provide as many bottle caps as possible.
Aha! The Ol’ secret skill challenge without knowing its a skill challenge thang, the best way to play it. Must say the groups Perception and Nature checks are great…Been looking at the ReaperMini website and keen to order some figures soon, anyone else want to share postage on a single order? They have a beaut Search function that lets you choose weapon or armour or race themes and flip through the thumbnails, mainly dynamic postures too which are really top notch.
Ha ha! Orcs don’t come at 1st, thats Kobolds, and they’re deadly! Orcs are mid heroic tier savage bastards, hence the need for the Uthgar barbarian savages to keep a buffer between them and civilised folk…but I’m a pedant, you’re right, it is nice to kick some butt and be the boss man on occasion, make the npcs wet their pee-pants for a change! Dave: I must say, its nice having alot of NPCs who are both capable and respectful to the Heroes (us); I’m used to playing amongst NPC demi-gods who tolerate the PCs barely, never say please or thank you, and could easily mop up the mess but are a tad busy so the heroes will have to do..!
I think ‘mobility’ might be a weakness of the group make-up, no skirmishing movers in our crew, though a shift and charge is useful, it doesn’t lock down like a healthy mark. Glad you’re finding it tricky! Try rolling like a Real Dungeon Master!!! I reckon Artillery that hits will be an issue, with the standard mix of other enemy make-ups. try some Terrain effects, combat traps, multiple waves etc, draw out all that healing and save action then enter the solo! Theres a cool 4th ed mini-scenario where the party is on a cart, ambushed by voodoo cultists, during the chase, the cartand ground collaspses into a giant ant nest ( wave 2), then once you’re set amongst the bugs, the dead cultists arrise as zombies! ( wave 3). Then along comes the Queen Ant ( solo wave 4!!). Alot of alternative open-source publishers are halving the HPs and doubling the damage output of monsters. Really enjoying the battles, I feel I need to describe my powers more and ‘banter’.
Heh – I’ll see what I can do to spice up your life underground !!
But seriously, your party makeup of 3 defenders,one leader and one striker is a surprisingly hard nut to crack, With overlappng Paladin and leadrer support you are pulling saving throws and healing out of nowhere and it has made your ability to survive quite incredible.
I think your next player choice is wise open really, you are great on defence and non-too shabby on offence. A controlller might be nice but anything else thrown into the pot now is a bonus. . . .hmmmmm I wonder how you’ll do against some old fashioned tricks ‘n’ traps ??? :-) Maybe a rogue would be nice . . . .
We were lucky against those vines, if they had hit us the first round ( they rolled 3’s and 2’s, I think they were hitting alot of us on 6’s?, depending on the Defense), when we were not adjacent to them, and/or hit Ben, our ability to escape the grabs, and save against the restraining would have been severely hampered. Very cool enemy, nice Random Monster Encounter ( vivid memories of 1st ed AdnD in 2nd form, all dying to a random Gnoll encounter…). Keen to see what awaits below. Also thinking about a new class for a new player: Rogue or warlock or bard for Thievery Skills, or Controller for range and Rituals, we definately don’t need defenders, or even leaders, though Leaders rock.
cool goodies DM!
here is the essentials update that will effect 4th ed, happily only 2 pages and pretty minor stuff, great news for non melee 1/2 elves too!
http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/20101105
genius:
http://dimpost.wordpress.com/
all hail the spider god. never knew national was in league with the drow…
just a quick link to world famous Leeeeeroooooooy Jenkiiiins, http://www.youtube.com/watch?v=LkCNJRfSZBU
Hi Guys, Great to play again the other night, do miss it. been reading the players strategy guide and I think its surprisingly interesting, I first thought it would be a load of crappola but on the contrary most of the content is worth at least one read over for everyone playing, alot of how to ‘set’ your attitude for 4th ed.(Which our group does exceptionally well). Also did a few of the cosmo and cleo type multi answer quizs and was surprised at my results; although I love exploring and acting my results show I’m a power gaming slayer!! So, to embrace myself and to follow up on an interesting call to Luke I hear you’re all levelling up and looking close to 7th too. Talis: When I return the party will be back to 3 Defenders, you’re perfectly suited as a Charisma build Pally to go for Ranged attacks ( read up on close bursts too)which there are many in the Divine Companion book both for Enc’s and Dailies. This allows you to Challenge from a distance but still ‘attack’ the mark; this in turn allows you to stand with Sturm and Ben protecting them with your metallic good looks and laying on Hands nice and close. Of course you’ll have some At-Wills, Blessed weapon etc that will work in mellee aswell so you’ll be no-weaker necessarily but will clear the front ranks of over marking. The upside is you may get hit less too which keeps your Aasimar bonus on and leaves your healing for others. A re-read through of Paladin Divine Challange says it triggers only on the ‘first’ attack a mark makes in a round, so only once for Thorn and Talis. I’ve a theory about Headsmans Chop feat from phb3 ( if allowed at the table? would be good to get clarification on Dragon content too as some people have powers from there, you can manage content in the char builder by unclicking which books are allowed) and the equivalent one for ranged attackers vs prone targets (can’t remember its name). Its a whopping +5 damage vs prone targets…remembering its only a move to stand up (which Dazed conditions can give them a quandry!)...Jet and ben already have powers that prone a bunch of goons, played well thats 2 rounds of Headsmans chop damage. In a few levels i can add one or two more proneing attack powers; everyone have a look to see if their classes can do any knocking down attack powers ( or a 2nd lvel utility in the case of warlords). Clerics have 3rd level Command, which handily stacks with the Pacifist build Sturm rolls with. My thoughts are, if the party were willing to ‘burn’ the feat for Headsmans chop for the melee guys and then all have a few Enc or a daily that prones guys (and or Stuns them once they’re down)then we could go 6-8 rounds doing an extra 5 points each! ( 2 if the ranged guys feat up too); theres no point in any one person doing it because when you prone someone with a hit, the enemy has stood up by the time you get to follow up on the loving, so it relies entirely on timing, positioning, delaying etc…the added bonus is it keeps the enemy away from the wusses…just a bit of “group powerplay” and a strategy to think about; and of course makes up for a 7th striker in the group-damage wise. Hope to see you the other side of bloodfrenzy! Chur.
PS3 move looks pretty amazing, I am very tempted to buy one in 6 months probably.
Here is the new trailer for MMORPG version, knights of the old republic, fresh from the E3 2010
http://www.youtube.com/watch?v=ItUuxMVV0ZI&feature=channel
Here is the trailer for For unleashed II, enjoy :)
http://www.youtube.com/watch?v=DS8OsKILj1I
http://blog.prospect.org/blog/ezraklein/Rickbig.jpg
A full quorum tonight? I’ll try and be on time this time! Chur.
Turkish delights came!! pity it just missed the game, but hey next week!
We! need! session log!! we! need! session log!! :D (pretty please???)
Great to have you on board, love the ranged cleric build. It’s just a shame you need to stay closse to the fighting to be near enoough to provide support.
Cant agree more that was AWESOME! I’ve missed this fun a lot man thanks for giving me the spot! hopefully I am painting my iron man cleric to a more lively color this week.
So what do we do? We send back the Devil? I would gladly try that. I was wondering if we can ask some cool items from him before we send him back, maybe he has the power to summon some magical items? forexample an Orb that would summon some lesser deamons for us to control would be just awesome ehehhe.
And we are still after the bandit leader right?
Great game 22/4/10, lots of laughs and action, thanks alot Dave, really really enjoying the campaign so far and the group of players. Can’t wait to see what happens every week. Chur. Sam
Woo! Go the Healing Heavies! 3x Healing Defenders, 2x Healing Leaders. maybe we should force Luke to make Ben take a multi-class Bard feat for extra healing! ( It’ll be a race to see if we can run out of Healing Surges before we run out of Healing Powers!). Nah, anyhow, Ritual casting with the Cleric is real helpful. Remember everyone, the warlord Oryeh is still, if not more effective healing-wise, at least equivalent to the new Cleric, so be nice to both of them. For the paladins, call in Jets and the 2 leaders encounter healings before ‘burning’ lay-on-hands if you can, that way we can recharge spent heals in short rests and maintain the ‘daily’ expendatures of the paladins lay-on-hands. Excusing my poor door lore on thurs to broken thumbage, I’d like to discuss a system of door and room exploration that will proceed quicker, especially for large empty dungeon crawls. Something like this: Round1;Listen at door ( Jet and Talis),Round2: check for traps ( Jet and Talis)disarm by Ben if needed(add additional rounds, formation changes to clear immediate area, likewise with locked door),Round3: open door(Jet, everyone else fanned to side, with 2 ranged attackers behind Jet), check for encounter, check for immediate traps or hazards, enter and break into two groups to search ( To be confirmed), search first for hiding nasties ( incl under beds: as thats where all monsters lurk, but don’t tell your kids that!)Roll appropriate Lore Skills, roll appropriate Perception skills, one person on rear’watch’ at door ( someone without contributing lore or searching skills?). Round 4 or more:Find information, assist and discuss( briefly and quietly); find loot, discuss briefly and quietly; choose exit/s, close or leave open entrance.
I know this is uptight ( and probably too unlike my characters demeanor which is a little more ‘barbarically rash’), but we can characterise it like a Delta Squad action, gestures, nods, waves, whispered commands etc. Dave will know the flow diagramme, and can move the figures and discribe the flow of events and information gathered in a pure story way that can actually build up tension and reward his descriptive flair? We’ll feel like we have the paranoid basics of dungeoneering covered without repeating ourselves, everything will flow quicker ( in real time as well as game time); and most importantly we won’t need to clamour to be heard, speak out of order etc… Whaddaya think?
Hi, Looks like we may have a laser cleric joining the ranks. If so, this will be an even tougher unit!
Awesome gaming – loving it! Go the defender party – really wicked set up.
I’ve recommended Erinc plays a striker, controller or leader role as most suitable. So will let you know what he goes for all find out on Thursday. Looking forward to the pre-aster session – may have make a concerted effort to provide as many bottle caps as possible.
Aha! The Ol’ secret skill challenge without knowing its a skill challenge thang, the best way to play it. Must say the groups Perception and Nature checks are great…Been looking at the ReaperMini website and keen to order some figures soon, anyone else want to share postage on a single order? They have a beaut Search function that lets you choose weapon or armour or race themes and flip through the thumbnails, mainly dynamic postures too which are really top notch.
It was gonna be a simple beat ‘em up fight, but your nature rolls were too high and you missed the easy one !!
Ha ha! Orcs don’t come at 1st, thats Kobolds, and they’re deadly! Orcs are mid heroic tier savage bastards, hence the need for the Uthgar barbarian savages to keep a buffer between them and civilised folk…but I’m a pedant, you’re right, it is nice to kick some butt and be the boss man on occasion, make the npcs wet their pee-pants for a change! Dave: I must say, its nice having alot of NPCs who are both capable and respectful to the Heroes (us); I’m used to playing amongst NPC demi-gods who tolerate the PCs barely, never say please or thank you, and could easily mop up the mess but are a tad busy so the heroes will have to do..!
Can I just say I think there’s nothing wrong with bumping into a patrol of first level Orcs and kicking the crap out of them every once in a while.
I think ‘mobility’ might be a weakness of the group make-up, no skirmishing movers in our crew, though a shift and charge is useful, it doesn’t lock down like a healthy mark. Glad you’re finding it tricky! Try rolling like a Real Dungeon Master!!! I reckon Artillery that hits will be an issue, with the standard mix of other enemy make-ups. try some Terrain effects, combat traps, multiple waves etc, draw out all that healing and save action then enter the solo! Theres a cool 4th ed mini-scenario where the party is on a cart, ambushed by voodoo cultists, during the chase, the cartand ground collaspses into a giant ant nest ( wave 2), then once you’re set amongst the bugs, the dead cultists arrise as zombies! ( wave 3). Then along comes the Queen Ant ( solo wave 4!!). Alot of alternative open-source publishers are halving the HPs and doubling the damage output of monsters. Really enjoying the battles, I feel I need to describe my powers more and ‘banter’.
Heh – I’ll see what I can do to spice up your life underground !!
But seriously, your party makeup of 3 defenders,one leader and one striker is a surprisingly hard nut to crack, With overlappng Paladin and leadrer support you are pulling saving throws and healing out of nowhere and it has made your ability to survive quite incredible.
I think your next player choice is wise open really, you are great on defence and non-too shabby on offence. A controlller might be nice but anything else thrown into the pot now is a bonus. . . .hmmmmm I wonder how you’ll do against some old fashioned tricks ‘n’ traps ??? :-) Maybe a rogue would be nice . . . .
See y’all next week!
We were lucky against those vines, if they had hit us the first round ( they rolled 3’s and 2’s, I think they were hitting alot of us on 6’s?, depending on the Defense), when we were not adjacent to them, and/or hit Ben, our ability to escape the grabs, and save against the restraining would have been severely hampered. Very cool enemy, nice Random Monster Encounter ( vivid memories of 1st ed AdnD in 2nd form, all dying to a random Gnoll encounter…). Keen to see what awaits below. Also thinking about a new class for a new player: Rogue or warlock or bard for Thievery Skills, or Controller for range and Rituals, we definately don’t need defenders, or even leaders, though Leaders rock.
Hurrah a fight, good to kick the tyres and see what these boys can do.
Chur to the chur for session alpha neo . Looking forward to more defender heavy action! Thanks DM.