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(5.24 PBP) Vault Redux (OOC) Fitz's Refresher
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<blockquote data-quote="FitzTheRuke" data-source="post: 9694274" data-attributes="member: 59816"><p><strong>Team Lake</strong></p><p></p><p>I would call that a very successful Round 1. I hope it's exciting for you! You managed to avoid any damage this round, so it might seem like it's easier than it is - but that's only because of very successful rolls, and smart movement. Good job!</p><p></p><p>Not being able to tell where is safe in the river is, I think, a bit of a feature (not a flaw), but for a guideline * each of the Hazards, like the Kayaks themselves ** are Large-sized, so they take up 2x2 squares. The Swift Current has "Reach" *** so it Threatens 10ft around its own 10ft space, or imagine a big 4x4 square around the #4 - that's the danger zone. Oh! I've failed to mention - the Swift Current, unlike the other Hazards, is "safe" to move <em>through</em> (the others you'd crash into) - so your best bet is to go through, and try to be out the other side. You CAN "dash" in the Kayaks to get extra movement, as long as you don't have to fend off another hazard (well, you could do that anyway, if you're willing to risk an OA, and it might be safer than leaving yourself vulnerable to an attack on the hazard's turn). If you "dash", you DO have to make a 2nd successful check for movement for the round, though. (You can also dash if your first two attempts at movement fail, to avoid letting the river take you where it will).</p><p></p><p>* Again, upon request, I can put little squares around them - or if you like, I'll post an extra map here that shows what I'm seeing, but leave the regular posted map in the IC "clean".</p><p>** Other than Loklafd's, which is M-sized (yes, the bow and stern stick out of its "space" on the map, which I'm sure doesn't help with accurate mechanical visualization, but I don't want everything to be "squares" like we're playing minecraft!)</p><p>*** Which Loklafd underestimated, and left himself vulnerable to it. It was the only "attack" that the Hazards managed on their turn, and came with a Saving Throw (which Loklafd made) but it still pulled him 20ft eastward. He's in a bit of a rotten spot at the beginning of Round 2. We'll have to see how he does.</p><p></p><p>Any questions? I still maintain, this is all simpler than it sounds when I explain it. I don't know if that's because I'm doing a poor job of explaining, or if it's just the nature of doing something slightly out of the norm with D&D. There's a LOT to consider.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9694274, member: 59816"] [b]Team Lake[/b] I would call that a very successful Round 1. I hope it's exciting for you! You managed to avoid any damage this round, so it might seem like it's easier than it is - but that's only because of very successful rolls, and smart movement. Good job! Not being able to tell where is safe in the river is, I think, a bit of a feature (not a flaw), but for a guideline * each of the Hazards, like the Kayaks themselves ** are Large-sized, so they take up 2x2 squares. The Swift Current has "Reach" *** so it Threatens 10ft around its own 10ft space, or imagine a big 4x4 square around the #4 - that's the danger zone. Oh! I've failed to mention - the Swift Current, unlike the other Hazards, is "safe" to move [I]through[/I] (the others you'd crash into) - so your best bet is to go through, and try to be out the other side. You CAN "dash" in the Kayaks to get extra movement, as long as you don't have to fend off another hazard (well, you could do that anyway, if you're willing to risk an OA, and it might be safer than leaving yourself vulnerable to an attack on the hazard's turn). If you "dash", you DO have to make a 2nd successful check for movement for the round, though. (You can also dash if your first two attempts at movement fail, to avoid letting the river take you where it will). * Again, upon request, I can put little squares around them - or if you like, I'll post an extra map here that shows what I'm seeing, but leave the regular posted map in the IC "clean". ** Other than Loklafd's, which is M-sized (yes, the bow and stern stick out of its "space" on the map, which I'm sure doesn't help with accurate mechanical visualization, but I don't want everything to be "squares" like we're playing minecraft!) *** Which Loklafd underestimated, and left himself vulnerable to it. It was the only "attack" that the Hazards managed on their turn, and came with a Saving Throw (which Loklafd made) but it still pulled him 20ft eastward. He's in a bit of a rotten spot at the beginning of Round 2. We'll have to see how he does. Any questions? I still maintain, this is all simpler than it sounds when I explain it. I don't know if that's because I'm doing a poor job of explaining, or if it's just the nature of doing something slightly out of the norm with D&D. There's a LOT to consider. [/QUOTE]
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