Jeff
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Post by Jeff on Jun 16, 2015 6:58:55 GMT -4
No. Forced movement never does provoke opportunity attacks.
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Brian
Melethos (tiefling)
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Post by Brian on Jun 16, 2015 7:01:00 GMT -4
Okay. Thanks.
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Jeff
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Post by Jeff on Jun 17, 2015 11:03:42 GMT -4
Darren: In Kal's proposed plan, is he speaking of a short rest (1 hour) or a long rest (beyond 8 hours)? On his own, Condign will wake in 1d4 hours.
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Jun 17, 2015 11:14:01 GMT -4
I was speaking of an 8 hour plan. If Histra proposes moving faster, we can decide if that's what we want to do.
When Condign wakes up, how many hit dice does he get back?
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Jeff
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Post by Jeff on Jun 17, 2015 11:19:01 GMT -4
Well, he can't really do the bind wounds and generally take rest stuff (even a short rest) until he's awake. That's 1-4 hours until he wakes up on his own. Then he can begin a short rest and spend as many hit dice as he has to spend.
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Brian
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Post by Brian on Jun 17, 2015 11:20:39 GMT -4
Well, he can't really do the bind wounds and generally take rest stuff (even a short rest) until he's awake. That's 1-4 hours until he wakes up on his own. Then he can begin a short rest and spend as many hit dice as he has to spend. Which is 5d10.
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Jeff
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Post by Jeff on Jun 17, 2015 11:22:11 GMT -4
Sorry, I should have posted this in the chapter Q&A thread. And as I stated earlier, remember, if you want to go for the benefits of a long rest, you need to wait quite a few hours before even beginning the 8 hours of a long rest. So it's a big difference right now, choosing between a short rest and a long rest.
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Brian
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Post by Brian on Jun 17, 2015 11:25:03 GMT -4
For what it's worth, if/when Condign wakens, he is not tapped in terms of feats and abilities like the rest of you. He still has a some reserves should we encounter any combat.
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Dave W.
Adamant (Warforged)
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Post by Dave W. on Jun 17, 2015 19:06:40 GMT -4
sorry, I fell behind a bit...
Hey Jeff, Divine Sight (what used to be Det Evil) isn't targetable, right? Addy can't look at the baby and detect if it specifically is evil.
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Jeff
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Post by Jeff on Jun 18, 2015 6:11:19 GMT -4
Dave, it's all there in the description:
So if the baby was celestial, fiendish, or undead then he would detect its location (there in his arms), but it doesn't identify actual alignment.
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Dave W.
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Post by Dave W. on Jun 22, 2015 7:52:07 GMT -4
Two quick questions....
Adamant got life drained earlier... His max is still 58 until a long rest, right?
Do we have to declare how many dice we are rolling up front? Or can we roll them one at a time until we're either satisfied or out of dice?
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Jeff
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Post by Jeff on Jun 22, 2015 9:04:43 GMT -4
Yup, still lifedrained until a long rest.
You may roll each before deciding whether to roll more. And you get to add your Con modifier to each roll.
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Brian
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Post by Brian on Jun 22, 2015 9:16:19 GMT -4
Jeff said:
I didn't add the Con modifier to Condign's rolls. At +2, that means he would add an addition ten points should the group agree to wait an hour. I'll edit my last post to reflect this.
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Jun 22, 2015 10:41:47 GMT -4
Is there a reason to not use all of them? I don't really understand how this whole hit dice thing works.
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Jeff
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Post by Jeff on Jun 22, 2015 10:57:30 GMT -4
Kal is 27 hit points shy of his maximum. If he rolled only 4 of his hit dice and got "6" on each roll, he'd heal 24 hit points and be only 3 hit points shy of his maximum. THen he could save the other 4 hit dice for later if a short rest is needed.
But you can roll each hit die first and see what you get. If you roll low on them, then you might well want to use most if not all of your hit dice. Make sense?
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Dave W.
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Post by Dave W. on Jun 22, 2015 13:30:36 GMT -4
I'm just being cautious. I guess I just hate to use the last of something until we're close to replenishing it. I can't make a strong argument for holding anything back...
in 4e there were things that got used when you rested (refreshes? Or something... sorry I don't have the rules any more... I gave them to my daughter) and you could use them during combat (second wind, iirc) but they could also be taken if you got poisoned (or was it life-drained?)... I don't know of anything in 5e that could do that with HD but I'd like to have one handy if we do.
Or if Adamant gets knocked out again (and doens't die, though he's still not 100% sure he isn't dead now...) and gets brought to consciousness he could rest an hour and get at least one back... though I think if Addy gets knocked out again, we probably need to long rest pretty immediately...
Just call me unnecessarily conservative...
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Jeff
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Post by Jeff on Jun 22, 2015 14:57:05 GMT -4
Yes, 4E had scads of insta-heals, I mean healing surges. I rather like the hit dice as rest/healing source idea better, though it's clearly an evolution of the same.
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Jeff
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Post by Jeff on Apr 15, 2016 10:23:17 GMT -4
All right, guys. Level 9 commences!
The immediate thing is that everyone's proficiency bonus goes from +3 to +4. So you're suddenly all better at the stuff you're proficient with. We can also handle hit points now. The rest, any class features and such, will kick in when you've had a short or long rest. Which you can decide on once you see where in Stormreach you're reappearing. So stay tuned on that front.
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Dave W.
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Post by Dave W. on Apr 15, 2016 10:38:06 GMT -4
Oh! I think I get 3rd level spells! I'll have to look it up later... So do we just roll the hp; I'm trying to remember if there are any house rules...
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Jeff
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Post by Jeff on Apr 15, 2016 10:39:04 GMT -4
Yup, here's how I do hit points:
You get a choice: You can either accept a square number (a 7 if you normally roll a d10, a 6 if you normally roll a d8, and a 4 if you normally roll a d6). OR you can try your luck with the Rolz site and try rolling for new hit points, but then you have to accept a lower roll as well. If you roll a 1, you can reroll. Otherwise, it's final. And of course if you have a Constitution modifier, that gets added to whatever.
To avoid doubling our work or crossing wires, once things like hit points are determined, let me make the adjustments on your sheets.
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Dave W.
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Post by Dave W. on Apr 15, 2016 10:53:43 GMT -4
thanks Jeff. Just because I'm lazy today, I'm going to take the 7. Plus 2 for CON and Adamant gains a total of 9 hp.
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Jeff
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Post by Jeff on Apr 15, 2016 10:56:16 GMT -4
Okay! You didn't change anything on the spreadsheet, right? Just need to be sure.
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Brian
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Post by Brian on Apr 15, 2016 11:10:23 GMT -4
Same here: I'll take the seven points plus Condign's +3 CON modifier. I haven't added them to his sheet.
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Jeff
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Post by Jeff on Apr 15, 2016 11:27:12 GMT -4
Okay, Condign's new max hit points is 90, and the 10 he just gained will go to his current hit points as well.
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Dave W.
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Post by Dave W. on Apr 15, 2016 11:31:37 GMT -4
Okay! You didn't change anything on the spreadsheet, right? Just need to be sure. No, I have a "look, don't touch" attitude to the spreadsheet.
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Jeff
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Post by Jeff on Apr 15, 2016 11:44:57 GMT -4
Just glancing through the PHB, I can see that aside from proficiency and hit points... Streko will gain another 4th-level spell slot, but more importantly, gains access to 5th-level spells (in the form of one spell slot). Hello Raise Dead—a very uncommon thing in Eberron, accessible only among those rare high priests that exist and of course House Joraso. He's the best of both worlds. Condign will gain the Indomitable class feature, wherein between long rests he can choose to reroll one failed saving throw. (Thus decreasing his chances of being possessed, eh, Brian?) Adamant will indeed gain access to 3rd-level spells in the form of two spell slots. Yay, Revivify, the poor man's Raise Dead. This can actually really be super useful. Not to mention Remove Curse, for all your getting-Condign-out-of-trouble needs. Shorak will get even more deadly with Sneak Attack (5d6 extra damage now) and will get to be even sneakier when choosing to be stealthy, even while moving (as long as he goes half speed). His career as a guide has now leveled him up to spy extraordinaire. (House Phiarlan is hiring.) Kal will get another sorcery point, learn another spell, and gain access to 5th-level spells in the form of one spell slot! Dude, these are starting to get powerful. Cone of Cold is a good hit-a-bunch-of-enemies-at-once thing. But there's also the fun of Telekinesis to pick up your foes and move them around as you please. This is going to be a tough one. And of course Belarin can learn a new spell—and it can be a 5th-level spell, too. Like Kal, he needs to be choosy about this one. Contact Other Plane or even Scrying could be some fun game-changers to work with. Anyway, just some thoughts. Again, you guys need a rest before these things all kick in anyway. But get thinking now. And if you want more suggestions or have questions, ask away. Now's the time.
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Brian
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Post by Brian on Apr 15, 2016 12:11:11 GMT -4
Condign does get the Indomitable class feature. Jeff, I went ahead and updated his maneuver DC and his attack roll modifiers for his weapons, as well as his spell DC and attack modifiers, to reflect the increase in his proficiency. You might want to double check my numbers, just to be sure.
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Ken
Belarin Malizia
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Post by Ken on Apr 15, 2016 12:39:27 GMT -4
Jeff, I have a question about adjudicating a one-two punch with the Hex spell. With it, Belarin can impose disadvantage on one attribute's saves; concentration is required. Now, if he follows up with another spell that requires concentration (say, Hold Monster), would the Hex effect continue for that specific action (i.e., impose disadvantage on the monster's save against the hold) and then fade as Belarin shifted concentration to maintaining the Hold Monster effect?
I'd think it would (concentration is required for the maintaining of the spell, not its initial casting), but I'd like to know your thoughts before I make choices. Thanks.
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Jeff
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Post by Jeff on Apr 15, 2016 14:07:05 GMT -4
I don't know about that, Ken. That doesn't feel right to me; even if you can work out a precise rules wording workaround, it doesn't feel like that's rules-as-intended to me. In spirit, that sort of falls in the spirit of trying to get one spell to do another spell's effect as well.
The main quote is:
To me that reads that the instant you begin another concentration-fueled spell, the previous one is relinquished. If any of that wording was suggestive of some kind of grace period, I'd consider it. But it feels very black and white to me. Probably just because 5E is intended to streamline, and if you've got overlapping effects, it gets more complicated and the game slows down. Possibly even moreso in a play-by-post. Note it doesn't say "you lose concentration on a spell if you maintain concentration for another spell." It's all about the moment you even begin casting another spell that requires that level of concentration.
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Ken
Belarin Malizia
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Post by Ken on Apr 15, 2016 14:10:25 GMT -4
Fair enough. Thanks.
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