Discussion of Scotley's upcoming 4e Swashbuckler Game

Above reported. I also realized I messed up my att bonus. it should be higher by 1.

Dex 5 + level 2 + Ki Focus 1 + Feat 1 = 9

So he has

Handcrossbow +11
Bola and Blowgun +12
 

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Initiative in PBP is always tricky. I'm in the process of switch to group initiative in my games, since it really seems to make combat go faster.
 

For now we'll continue with initiative order, but I'll consider alternatives. I'm lumping the monsters together to keep things a little easier.
 

Initiative in PBP is always tricky. I'm in the process of switch to group initiative in my games, since it really seems to make combat go faster.
I do something similar.

Enemies are either grouped or have just one initiative.

Players that roll better than them gain their actions and then I just alternate between monster and heroes.
 

I just decided a long time ago to let go of any expectations that PbP will move quickly. It's made me much happier in my gaming all around.

My biggest gripe with group initiatives is that it almost completely devalues feats and abilities that improve initiative. As a result of this, it also devalues class and feat abilities that rely on acting before one's opponents. Not a problem for the tanks, but as I much prefer to play light, mobile, fast characters it usually hits me pretty hard.

EDIT: WD's solution takes care of this (I'm pretty sure - but it's too much thinking for me today to actually run it through and see).
 

This is why higher initiative gives in effect an extra round in my system.

For the order of action I try to keep posting order as long as it makes sense and gives the players the most benefit.
 


Adding a move action to the character's standard action EACH round makes the order of play much more important in 4e than compared to 3e. I'm still waiting for the style of play to sink in, so the extra moves can be used in a useful manner.
 

Shayuri, can you explain the +11 mod to your damage please? I feel pretty puny next to you and want to see if there is some cool trick I'm missing, thanks.

I currently only add 6 (dex mod + weapon enhancement) to my attacks.

You do 9 (dex mod 5 + 1 weapon enhancement + 1 TWF + 2 weapon finesse) normally and did 11 with you last posted (I thought this was because of Acrobat's trick, but you used escape artist's).

The executioner starts to seem quite weak next to the thief.
 

My fighter feels pretty week next to everybody else too. LOL. Is this a design goal of 4E? To more evenly match all of the classes in combat?
 

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