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[Tabletop] Enter Iris - Page 39

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jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
January 07 2015 16:57 GMT
#761
On January 08 2015 01:56 Requizen wrote:
Show nested quote +
On January 08 2015 00:12 Chexx wrote:
Asmo let me know when you do it so the event can be added to the calender!

We mainstream now.

Asmo party decision when?


cashing in our eFame bucks

and I assume once both one shots are done
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Requizen
Profile Blog Joined March 2011
United States33802 Posts
January 07 2015 17:01 GMT
#762
I didn't finish last night's VOD, will there be a part two as well?

Then they're not really one-shots...
It's your boy Guzma!
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2015-01-07 17:04:30
January 07 2015 17:03 GMT
#763
your party fought much too difficult enemies, our party spent a good 10-20 minutes with setup and mic issues and another 10 trying to catch a squirrel. both ended up not going through the encounter in time.

thats not asmos fault he was using these as practice to figure out combat and encounters anyway. he under estimated just how long it'd take for a group.
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
January 07 2015 17:13 GMT
#764
fights always take longer than expected

especially when one group is scared to jump in a glowing hole, and the other spends time trying to catch wildlife
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Lord Tolkien
Profile Joined November 2012
United States12084 Posts
January 07 2015 17:16 GMT
#765
On January 08 2015 02:13 jcarlsoniv wrote:
fights always take longer than expected

especially when one group is scared to jump in a glowing hole, and the other spends time trying to catch wildlife

*tossing* wildlife

tossing squirrels is a Tiefling tradition rarely understood by other races.
"His father is pretty juicy tbh." ~WaveofShadow
Gahlo
Profile Joined February 2010
United States35174 Posts
January 07 2015 17:18 GMT
#766
On January 08 2015 02:16 Lord Tolkien wrote:
Show nested quote +
On January 08 2015 02:13 jcarlsoniv wrote:
fights always take longer than expected

especially when one group is scared to jump in a glowing hole, and the other spends time trying to catch wildlife

*tossing* wildlife

tossing squirrels is a Tiefling tradition rarely understood by other races.

And that's really the core of why the war starte din the first place.
Goumindong
Profile Joined February 2013
United States3529 Posts
January 07 2015 20:14 GMT
#767
My comments on the session: We have a need for speed. Things are happening slowly for various reasons

Things players needed to do:

1) Know the rules that they plan to use: Some rules are obscure (tripping, grappling, pushing, helping) but some rules are not. Knowing what you can do within an action is super important to making your turn swiftly. Read chapter 9(combat) through, read chapter 7(ability checks) through. Know that outside of combat you can still use all these options (like the help option)

Particularly important is the box "interacting with objects around you" on page 190, "Moving between attacks" also on page 190, and the effects of being in melee range. Knowing this will make decisions like "when to disengage, and how far to move" etc much swifter. If you have a ranged attack roll you should know what does and doesn't grant cover (I.E. yes you can definitely shoot through allies, its just a -2 penalty to attack)

2) Know your characters: Some characters are more complicated than others. That is OK. But you should still read your character/race section to know precisely what you can do. Knowing before hand which spells you can cast, and which spells you have prepared is super important to doing things swiftly. The thing that makes games slow down the most (and this was the biggest gameplay issue in 3.5) is that knowing all your spells and options and being able to make decisions swiftly is difficult.

One way to make this go faster is to create a flow chart. You don't have to write it down, but just thinking about how you would take your actions before hand. A combat round is 6 seconds. Ideally you can make your decision on how to act within those 6 seconds. If you are thinking things through much more than 30 seconds then either you don't know your character well enough or you should just do one or the other thing. Because 5e is much more complicated than 4e in terms of action economy* I don't expect that turns go this fast

Things the DM could do better

1) Be Prepared(with tokens): Ok this was a one shot and not part of the main campaign. No big deal. But its pretty easy to have tokens and having tokens and backgrounds makes things more interesting and faster. It lets you incorporate more details into the scenery which means more interesting combat. It might have meant that instead of 3 perfectly flat clearings we had various fights on the path, in canyons, etc. Plus having tokens ready makes setting up the combat a lot faster. The more time you spend preparing the more material you can get through. (if you have to use pre-published adventures that is OK, in my experience most of them work really well)

2) Design the session: This is mainly a player psychology issue but also a campaign structural issue. The goal, mainly, is the keep players moving/acting. This can be done by limiting options, making the tradeoffs in options clear, or closing the encounter space.

Limiting options is simple, the fewer choices the less players will debate them. Obviously 1 option always is a little boring, but forcing the plot forward with NPC actions is not a bad way to handle things. Additionally when things are assumed then there doesn't need to be a question. A good example could be seen at the edge of the forest. As the game is set up we really don't have an option. We either enter the forest or go back on our word from like an hour ago and negate the premise of the one shot. While negating the premise of the one shot is an option, its not really an option. Feel free to narrate that we leave our horses and enter the forest.

Making tradeoffs clear is probably the most important thing: The worst offender is the paths in the forest. We don't have a clue where any of them go, we don't have much of a reason to follow them. We are, mainly, forced to just guess and go. Players really do not like doing this because it feels like the adventure is out of their hands. It also runs afoul of the very common risk aversion in players. Even in situations when players must make a decision this makes it harder for them to do so. But if you make the tradeoffs clear players can make decisions much faster. A good example of this is the first fork. We have a path north, a path south, and a magical path. If we knew the path north and south were to a specific place we might know to avoid them. If we see tracks in the magical path we might know to go there. What happens if we don't go the magical path? Is that even really an option?

The one shot, as I saw it had a more reasonable answer than the one we took. But also one that I didn't think was what you wanted to happen. That is, the players enter the magical woods, they're lost, they leave; session over. As a plot point being lost is OK, so long as the goal, once you're unlost, is not also lost.

Closing the encounter space basically means making it clear that its a dungeon. You have 4 options, you take 1 you now have 3 left. Making a mistake isn't a big deal because we don't continue on forever. You could condense this into the idea that if your goal is unknown, then the amount of space you have to search in it should be known. And otherwise the goal and path should be, more or less, clear. For us, in the forest we had a very open ended structure with no clear idea of where the end goal was, either the guy we were searching for, the spirit of the woods, or what not. This meant that we were either given false choices(all paths lead to the same encounter, which is OK as a DM tool, but players don't want to feel that way) or we were just hoping that we advanced the plot.

As a DM your task, basically, is to railroad players in a way that doesn't feel like they're being railroaded. This sure as shit isn't easy, but its key.

*In 4e because you only got one attack per turn and very few bonus actions the ability of characters to have conditional actions was much lower. In 5e you can attack, if you kill the creature move to another creature and attack again. One of the reasons i drew my double hand axes in the game was because i was expecting to have a situation where i might kill the wolf in front of me, and given that i hit, i would move to the other wolf and attack it. So while in 4e you could just roll everything at once after you stated your action in 5e the rest of your turns may depend on your success.


------------------

Aside: if you don't mind i would like to request a rule change/character functionality change. If possible i would like to take "protection" and use it without a shield. This will let me protect characters a bit better but reduce my damage by a bit.

jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
Last Edited: 2015-01-07 20:41:38
January 07 2015 20:40 GMT
#768
While I don't necessarily disagree with wanting to keep things somewhat contained and linear in a one shot, I don't agree with railroading for the sake of railroading and trying to make it seem like you're not railroading. That's entirely up to the DM. If he wants it to be open world-ish, then letting the players do what they want is important, and they can explore tons of different scenarios. If this ends up leading to a situation of the players being in a place they really shouldn't, that's ok if it's what the DM allows.

Making tradeoffs clear is probably the most important thing: The worst offender is the paths in the forest. We don't have a clue where any of them go, we don't have much of a reason to follow them. We are, mainly, forced to just guess and go. Players really do not like doing this because it feels like the adventure is out of their hands. It also runs afoul of the very common risk aversion in players. Even in situations when players must make a decision this makes it harder for them to do so. But if you make the tradeoffs clear players can make decisions much faster. A good example of this is the first fork. We have a path north, a path south, and a magical path. If we knew the path north and south were to a specific place we might know to avoid them. If we see tracks in the magical path we might know to go there. What happens if we don't go the magical path? Is that even really an option?


You walk into a forest you've never been in. There are unmarked paths, why would you know where they go? You're looking at it as a decision the players have the make, but I see it more as a decision the characters have to make (which really boils down to a disagreement in how each of us thinks the game should be played).

Aside: if you don't mind i would like to request a rule change/character functionality change. If possible i would like to take "protection" and use it without a shield. This will let me protect characters a bit better but reduce my damage by a bit.


No. You have intentionally avoided taking a shield so that you can take advantage of the supposed "mind sets" of enemies and their aggro. You forgo any bonuses with shield because you have done so.

(obviously this is up to Asmo)
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
wei2coolman
Profile Joined November 2010
United States60033 Posts
January 07 2015 20:43 GMT
#769
Obviously since this is one-shot I don't think Asmo planned out history of special items, or general knowledge stuff. But world building is going to be really key once the real campaign and games start. One thing I really liked from PX was he was constantly forcing checks to get more knowledge, smart careful play is what'll prevent your character from doing outrageously stupid shit, like punting a squirrel.

Also, not sure how 5e deals with it, but are you guys accounting for size of your character in weapon usage and attack rolls?
liftlift > tsm
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
January 07 2015 20:46 GMT
#770
As far as I know, 5e doesn't care at all about weapon usage with characters of varying sizes.

I think something that is 2 sizes larger than another creature gets advantage (and vice versa with disadvantage), but I could be making that up/confusing that with something else.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2015-01-07 20:49:30
January 07 2015 20:48 GMT
#771
On January 08 2015 05:46 jcarlsoniv wrote:
As far as I know, 5e doesn't care at all about weapon usage with characters of varying sizes.

I think something that is 2 sizes larger than another creature gets advantage (and vice versa with disadvantage), but I could be making that up/confusing that with something else.

IIRC like a "long sword" for a small character has a smaller damage roll compared to a long sword of a large character, and stuff like that. I think being small relative to a big person also adds on to their AC? I don't remember the specifics.
liftlift > tsm
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2015-01-07 20:49:21
January 07 2015 20:49 GMT
#772
EDIT: double post.
liftlift > tsm
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
January 07 2015 20:52 GMT
#773
On January 08 2015 05:48 wei2coolman wrote:
Show nested quote +
On January 08 2015 05:46 jcarlsoniv wrote:
As far as I know, 5e doesn't care at all about weapon usage with characters of varying sizes.

I think something that is 2 sizes larger than another creature gets advantage (and vice versa with disadvantage), but I could be making that up/confusing that with something else.

IIRC like a "long sword" for a small character has a smaller damage roll compared to a long sword of a large character, and stuff like that. I think being small relative to a big person also adds on to their AC? I don't remember the specifics.


Nope, none of that stuff. 5e did away with a lot of the +/- x adjustments to attacks in favor of (dis)advantages.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2015-01-07 20:58:56
January 07 2015 20:56 GMT
#774
On January 08 2015 05:48 wei2coolman wrote:
Show nested quote +
On January 08 2015 05:46 jcarlsoniv wrote:
As far as I know, 5e doesn't care at all about weapon usage with characters of varying sizes.

I think something that is 2 sizes larger than another creature gets advantage (and vice versa with disadvantage), but I could be making that up/confusing that with something else.

IIRC like a "long sword" for a small character has a smaller damage roll compared to a long sword of a large character, and stuff like that. I think being small relative to a big person also adds on to their AC? I don't remember the specifics.

No. but the size of the weapon matters.

if its a long sword made for goblins its not going to be as powerful as a long sword made for giants. its scale of weapon not creature.

also keep in mind with goumindongs interpretation of PnP adventures every character is aware of the game and the game mechanics down to understanding how dice rolls work. so its not that you are in a world, but you are in a game with a world to him.
wei2coolman
Profile Joined November 2010
United States60033 Posts
January 07 2015 20:58 GMT
#775
On January 08 2015 05:56 PrinceXizor wrote:
Show nested quote +
On January 08 2015 05:48 wei2coolman wrote:
On January 08 2015 05:46 jcarlsoniv wrote:
As far as I know, 5e doesn't care at all about weapon usage with characters of varying sizes.

I think something that is 2 sizes larger than another creature gets advantage (and vice versa with disadvantage), but I could be making that up/confusing that with something else.

IIRC like a "long sword" for a small character has a smaller damage roll compared to a long sword of a large character, and stuff like that. I think being small relative to a big person also adds on to their AC? I don't remember the specifics.

No. but the size of the weapon matters.

if its a long sword made for goblins its not going to be as powerful as a long sword made for giants. its scale of weapon not creature.

also keep in mind with goumindongs interpretation of PnP adventures every character is aware of the game and the game mechanics. so its not that you are in a world, but you are in a game with a world to him.

yeah, that's what i meant, sorry if i wasn't clear.
liftlift > tsm
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
January 07 2015 20:59 GMT
#776
smart and careful play is only right as long as you play a smart and careful character
A backwards poet writes inverse.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
January 07 2015 21:01 GMT
#777
On January 08 2015 05:58 wei2coolman wrote:
yeah, that's what i meant, sorry if i wasn't clear.

yeah giant's longsword would be considered either a greatsword or a ultra greatsword (mercurial greatsword?) to a human. depending on the scale the world has for giants. Most weapons are in reference to the medium size. a medium sized dagger is 1d4 damage a small dagger is 1d3 and a large dagger is 1d6. but unless specified its pretty much always medium.
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
Last Edited: 2015-01-07 21:04:26
January 07 2015 21:03 GMT
#778
as far as i understood there is no more "small sized weapons" where for example a halflings longsword would do less damage than a humans. there is rules for small creatures wielding heavy weapons but not much else size related to weapon damage.

e: oh which section is that info in px?
BW pros training sc2 is like kiss making a dub step album.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2015-01-07 21:14:49
January 07 2015 21:10 GMT
#779
I guess it doesn't specifically mention weapons. just differently sized "equipment". that clothes/armor made for a halfling would have to be resized for humans. you don't normally assume that a halfling is carrying a smaller than normal dagger, just that in an insular society of halflings its likely what they call a short sword and long sword would look very different to what an insular society of humans would call it.

apparently instead of having these specific die changes they just want people to bump the weapons up or down a type in the list.

the dice rolls i used were just stuff thats been long standing in DnD since at least 2.0
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
Last Edited: 2015-01-07 21:14:31
January 07 2015 21:13 GMT
#780
If i understand correctly 3.5 was the only one to have the different sized weapons do different damage (by 1 die size like you described). in 3.0 the size just meant which creature could use it one handed if i recall correctly, so small creatures could use medium weapons with 2 hands or w.e. were you were tossing around medium sized daggers last night?
BW pros training sc2 is like kiss making a dub step album.
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