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Old 17th October 2008, 10:15 PM   #81 (permalink)
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the thing managed to get in several psychic attacks before the PC's even knew there was a combat going on!.
This was sucky for the characters, but fun for the players! Once the first person took damage from examining it, we started handling it gingerly (with gloves on), washing our hands, and otherwise taking these precautions... unaware that no, this was not some kind of poison going on. Once we realized, "Hey, wait! That thing is moving!" we rolled for initiative, sure, but it was neat having the characters' "hey, wait!" match that of the players'.
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Old 18th October 2008, 12:06 AM   #82 (permalink)
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Perception skills were already very important in 3e. Combining the three skills (Search, Spot, Listen) into one and adding tracking to its game functions has just made it that much better - making Perception the most important 4e skill IMO. High Perception means not being surprised, being able to spot & attack hidden creatures, finding hidden treasure or clues, avoid traps & other concealed dangers, being able to track an adversary... all highly important abilities in the adventurer's line of work.

Last edited by Spatula; 18th October 2008 at 10:30 AM.. Reason: forgot that Insight absorbed Sense Motive, not Perception
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Old 18th October 2008, 12:29 AM   #83 (permalink)
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Sounds very awesome, I may have to steal that doll for my own campaign. Would work perfectly with my Louisiana-Bayou centred, Voodoo-mixed-with-Devils/Demons setting.
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Old 18th October 2008, 05:22 AM   #84 (permalink)
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Quote:
Originally Posted by Spatula View Post
Perception skills were already very important in 3e. Combining the four skills (Search, Spot, Listen, Sense Motive) into one and adding tracking to its game functions has just made it that much better - making Perception the most important 4e skill IMO. High Perception means not being surprised, being able to spot & attack hidden creatures, finding hidden treasure or clues, avoid traps & other concealed dangers, being able to track an adversary, knowing if this important figure is lying to you... all highly important abilities in the adventurer's line of work.
I Insight killed Sense Motive and took its stuff, not Perception. Nonetheless, Perception is a great skill.

In any case, I'm very interested to keep reading how this game goes!
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Old 18th October 2008, 01:40 PM   #85 (permalink)
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Wow, this sounds like a veritable font of good ideas waiting to be stolen

One question though, after looking through the wiki and checking the posted characters, do you use a house rule for hitpoints? Because it seems like everyone doubled there starting hitpoints and then added their Con modifier. For example:

Dr. Elijah Caldwell
Ranger
Con 11 (+0 mod)
Toughness as feat (+5 hitpoints)
Ranger normal starting hitpoints - 12 + Con

The above should thus result in 17 Hitpoints. Instead according to his character sheet he has 28. Since the wiki doesn't mention this houserule I was curious if it was to compensate for the lack of a healer.

Anyways carry on everyone, hope you have fun!
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Old 18th October 2008, 01:44 PM   #86 (permalink)
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The above should thus result in 17 Hitpoints.
No, it shouldn't. At first level, you add your Constitution score (in this case 11), not your Constitution modifier.

His hit points are 12 (Ranger) plus 11 (Con) plus 5 (Toughness).

-Hyp.
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Old 18th October 2008, 02:10 PM   #87 (permalink)
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Wow, thanks Hypersmurf... I totally read over the part where it mentioned score. I guess old habits die harder than I thought. Thanks again!
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Old 19th October 2008, 09:06 PM   #88 (permalink)
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Can't disagree with that!

Actually, my rogue was already in the water; the boat wasn't big enough for the whole group, and since he's a decent swimmer, he volunteered to swim along behind while tethered to the boat by a rope. The croc went for him first (though it missed with its bite).
Ahem! You seem to have forgotten that Toiva (the Paladin) jumped into the water to attack the Croc (while holding the side of the boat). Is that Drama enough for you?
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Old 19th October 2008, 10:37 PM   #89 (permalink)
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Let it be known that in this last game I did my best to label Cobalt with the nickname "Bait." He.. err.. vociferously objected.

I've just upgraded the wiki to a more graphical format, for anyone who cares about such things. I've also started the game writeups. I'll get several done before starting to post them as a story hour.
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Old 20th October 2008, 10:25 AM   #90 (permalink)
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Let it be known that in this last game I did my best to label Cobalt with the nickname "Bait." He.. err.. vociferously objected.

I've just upgraded the wiki to a more graphical format, for anyone who cares about such things. I've also started the game writeups. I'll get several done before starting to post them as a story hour.
He just said the magic words, everyone.
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Old 20th October 2008, 06:23 PM   #91 (permalink)
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Let it be known that in this last game I did my best to label Cobalt with the nickname "Bait." He.. err.. vociferously objected.

I've just upgraded the wiki to a more graphical format, for anyone who cares about such things. I've also started the game writeups. I'll get several done before starting to post them as a story hour.
I was just looking at Character sheets, and Toiva the Paladin was noticeable, because she seems to be missing out a little! Her Will defence should be +1 higher (because of her racial benefit) and her Bluff skill should be +2 higher (again because of racial benefit).

Also Strontium appears to be missing the +2 class bonus to Will defence?

Cheers
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Old 20th October 2008, 07:27 PM   #92 (permalink)
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I can't speak for Toiva, but it looks like I made an error on Stron's sheet last night before I posted it. Thanks - I'll fix that will defense.

And for people amused by statistics, here's the breakdown of our party. The identity of the statistician will be hidden to protect the innocent...

-- o --

For abilities, our average stat is 13.03.

We're a strong, quick group, with an average STR and DEX of exactly 15. We're fairly smart, with an average INT of 12.4, and with good personalities - average CHA of 12.2. But we're not particularly wise, nor are we hearty, with average WIS and CON scores of 11.8.

Elijah has the fewest weaknesses, the lowest best score, and the highest total ability score sum. He has no score below 11 or above 16.

Cobalt is the other extreme: his lowest three scores are the lowest of the group (8, 10, 12), and his best three scores are the highest (18, 16, 13).

We are most varied in our Charismas, with scores of 8, 10, 12, 13 and 18. (Standard Deviation of 3.76)
We are least varied in our Constitutions, with scores of 11, 11, 12, 12, and 13 (Standard Deviation of 0.83)


For skills, we actually have pretty decent coverage across the board, with just a couple of gaps. The only skills for which NONE of us have at least +5 on our rolls are Endurance (only Strontium has even a +3) and Dungeoneering (only Elijah has even a +4).

Our best scores are:

Toiva's BLUFF (+11)
Logan and Cobalt's ACROBATICS (+9)
Toiva's DIPLOMACY (+9)
Toiva's INSIGHT (+9)
Toiva's INTIMIDATE (+9)
Logan and Cobalt's STEALTH (+9)
Logan and Cobalt's THIEVERY (+9)
Strontium's ARCANA (+8)
Elijah, Logan and Cobalt's ATHLETICS (+8)
Strontium's HISTORY (+8)

All in favor of Toiva being the party spokedoppel, say "Aye!"

A similar breakdown: best and second best for each skill:

ACROBATICS: Logan 9, Cobalt 9
ARCANA: Strontium 8, Elijah 3
ATHLETICS: Elijah 8, Logan 8, Cobalt 8
BLUFF: Toiva 11, Cobalt 6
DIPLOMACY: Toiva 9, Elijah 3
DUNGEONEERING: Elijah 4, Toiva 2
ENDURANCE: Strontium 3, Elijah 2
HEAL: Elijah 7, Toiva 2
HISTORY: Strontium 8, Elijah 3
INSIGHT: Toiva 9, Strontium 6
INTIMIDATE: Toiva 9, Cobalt 6
NATURE: Elijah 7, Strontium 6
PERCEPTION: Elijah 7, Logan 5
RELIGION: Toiva 5, Elijah 3, Strontium 3
STEALTH: Logan 9, Cobalt 9
STREETWISE: Cobalt 6, Toiva 4
THIEVERY: Logan 9, Cobalt 9
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Old 20th October 2008, 08:27 PM   #93 (permalink)
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Old 20th October 2008, 08:36 PM   #94 (permalink)
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Man, somebody is a geek!


Yeah? So?

Er, I mean, not that it was me necessarily. It could have been anyone.

But still: so? Wanna make something of it?
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Old 20th October 2008, 09:31 PM   #95 (permalink)
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Yeah? So?

Er, I mean, not that it was me necessarily. It could have been anyone.

But still: so? Wanna make something of it?
You mean and set up the most popular Story Hour writer at ENW as my nemesis? I have enough negrep as it is.
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Old 20th October 2008, 09:43 PM   #96 (permalink)
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Great stuff.

I'll be curious to see how some stuff plays out for your group. I haven't started my 4e game yet, but we did play through Keep on the Shadowfell for 6 sessions as our 'try-out'. We enjoyed it immensely, but I think the thing that takes the most adjustment is how healing works. I like that hit points sway up and down, but it takes some mental adjustment (as does the fact that healing potions feel...well, weak).

And while I know that grab is far weaker than 3e's grapple...it worked fast and still managed to allow us to avoid a TPK and beat the final boss in KotS, so it's all good.

I'm interested about hearing about the Pledgestones, myself.
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Old 20th October 2008, 09:47 PM   #97 (permalink)
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I was just looking at Character sheets, and Toiva the Paladin was noticeable, because she seems to be missing out a little! Her Will defence should be +1 higher (because of her racial benefit) and her Bluff skill should be +2 higher (again because of racial benefit).

Cheers
I don't actually think anything is missing. The Character Sheet I am using hides a couple of the bonuses and so it looks like they are not included. However, I am pretty sure that if you check the final numbers, the bonuses have been included in the final sums.

I will likely try to fix this at some point when I have some time.

Cris

PS: If you still think I am wrong, please say so.
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Old 20th October 2008, 10:00 PM   #98 (permalink)
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I'm interested about hearing about the Pledgestones, myself.
Stron (+8 History for the win!) would be able to tell you about those. They were erected more than a thousand years ago by the first Emperor. Huge plinths carved with a pledge of fealty, their runes establish a country's boundaries and pledge the Emperor's Peace to all within it so long as the country remains loyal. They aren't particularly magical as far as anyone can tell, but even as symbols they may do some good; countries who have rebelled in the past have often fallen to monsters, and countries which have expanded beyond their initial borders tend to find that this additional territory is hard to keep secure. Hard to say, really.

When the only way to easily find out will bring down the Empire's armies upon your head, experimenting doesn't make a lot of sense.
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Old 20th October 2008, 10:02 PM   #99 (permalink)
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You mean and set up the most popular Story Hour writer at ENW as my nemesis? I have enough negrep as it is.
I don't see what Sepulchrave has to do with any of this.
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Old 20th October 2008, 10:49 PM   #100 (permalink)
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I don't see what Sepulchrave has to do with any of this.
Never heard of 'im.
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