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Elysium Squad OOC

BTW - just to recap since this is the first time I've used the colors and I know there are some players who don't want to read what they shouldn't:

Sienna - Used when a party splits up. Thext that follows a Sienna list of names applies to only those names. If more than one group is addressed, there will be more than one Sienna group of names.

Medium Turquoise - Used for Sblocks that only pertain to certain people. This color will always precede an Sblock. This means that only those listed in the Medium Turquoise list should read the Sblock.
 

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Whew ... that was a tough first combat round post because of all the movement. So - let me explain my rationale in case anyone had a question as to why I did what I did:

BTW - if anyone has a lantern lit, those equal to or behind them for 60 feet are allowed to use the run action according to my adjudication. For some reason I confess I forgot who is providing light besides Brother Ray. So, these are assuming Ray is the only light source for the moment.....

Ray - I did not allow Ray a run action since his light only extends out 20 feet and when running 20 feet is not alot of distance. Since the PHB says running is only an option when you can see where you are going, I did not allow a run. Instead, I did allow a double move.

Cassient - I did allow Cassient to run as long as Brother Ray's light was far enough ahead to give him perspective. However, now that Cassient has caught up with Ray, running will not be an option since the light will only extend 20 feet ahead, and that is not much distance when running. Thus, unless light is farther down the tunnel, Cassient will be limited to a double move as his maximum range.

Yavarin - To Skirmish, you must move 10 feet within the current round. However, you may want to alter your round 2 attack given this knowledge and the map in the IC thread. If so, go right ahead and post a new round 2 action. I understand it is a bit difficult to figure things out without a map.

Geeo - Geeo was able to run for the first round, but as Ray (the only source of light I am currently aware of) heads down tunnel Geeo will not be allowed to run without some light. (The PHB says running is only allowed if you can see where you are heading.) If I somehow lost Eva's light and her lantern is still lit ... then Geeo can run so long as he can stay within 60 feet of her.

Eva - Eva was allowed to run for round one, but will not be able to run again unless a light source is brought near. If Eva's bullseye lantern is lit, the previous sentence is in error and she will will be able to run indefinately (until she would become fatigued, of course). If her lantern is lit, well, let me know. No problems there, I just lost track of her lantern for some reson.

Kiera - So long as Kiera can provide 60 foot illumination (or stay within 60 feet of Eva if her lantern is lit) Kiera will be allowed to use the run action.
 
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Why, yes ... yes they are. This is the reason spreadsheets are bad. My spreadsheet automatically knocked Geeos' speed down to 15 - except that he is Aetos ... so that goes back up to 20. I'll update the map, thanks for keeping me honest.

Edit: Change corrected, JonnyFive. And, since Geeo had initiative over Eva, he was able to get to the spot beside Yavarin before her. So technically he is ahead of her - unless you would like Geeo to allow her to go first. If so, I can re-edit! :) [Depending on light sources - that might not be a bad idea]
 
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Hmmm. I'm not sure what your take is on initiative, and how far actions complete themselves within their own initiative count.

I realise it doesn't normally make much difference, but in this case it does since both Yavarin and Cassient are waiting for Ray to complete his move before they do anything themselves. If we were playing table top we wouldn't be waiting - Ray would go before us, and we'd act based on the information his turn revealed. But because this is PbP the DM's descriptive account of the actions and their results doesn't usually come until after everybody has stated their actions - which implies that Cassient and Yavarin would actually be forsaking their actions this turn entirely.

I'm assuming that won't happen, but what exactly is you preferred solution here NLF? Will you just post a brief account mid-turn of what we see as Ray charges down, or do we need to post contingent actions (as Fenris did)?
 

Typically, I don't require everyone to post for a full round before putting the round of actions up. As in this last round, I posted everyone's movement except Kiera's because Ferrix hadn't posted by the time I got on. What I try to do to keep combat moving is post through the combat as far as the Init order allows me to go as per who has posted and who hasn't.

In terms of init and the round, Ray does have init over every PC except Yavarin. So Ray wil be moving prior to everyone except Yavarin. Of course, I always allow people to hold/ready and action as in the case of Yavarin this round. As per Fenris' stated post, I will consider this a held action until after Ray continues down the tunnel. Of course, that'll drop Yavarin in the Init Order until afte Ray. But I don't think having a held action is really what you are loking for since Cassient technically comes after Ray in the Init Order anyway.

In the end, I typically suggest a conditional post such as this for these situations: (This is only a suggestion, feel free to change it to fit the context of character/situation)
[Sblock]A. Cassient will pause for a moment to let Ray get out front a little bit and then follow Ray as quickly as he can. If Ray doesn't come upon the enemy, Cassient does a double move if necessary to remain behind Ray.

B. If Ray comes upon the adversaries and Cassient has only taken a single move action, then he will cast ______. [Remember, Shorttooth gave the party a pretty good idea that these were gnolls the party was facing]

C. Any other conditional action you can think of ... etc.[/Sblock]

Conditional actions such as that allow me to pick the one that makes the most sense using any information that comes up during the round - and keep the round going. As a DM, I really appreciate conditional actions especially when the player is hem-hawing between what to do and new information could really impact that choice. Ultimately, I'm not looking to make player's actions or movements look stupid. If new information is revealed in other characters' turns that has a significant impact upon another player's action and that player hasn't posted conditional actions, I typically stop the round in that person's Init place and give them a chance to update their action. I try to be pretty fair about it. Of course, stopping at everyone's init place can make the rounds long - which is why I love conditional actions.

Especially in circumstances like this - you know, charging down the hall after the enemy, blind because you can't see, and at any moment that drag ... I mean gnoll ... might appear out of the darkness. ;) See, pretty fair indeed! :D
 
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Yup. Conditional actions are a good way to handle things. And, obviously, there are times when the GM must allow the PC to change, or simply do what he thought the PC might have done.

I had a PC drop mid combat, and no one was prepared, but his closes ally still had his action that round, and I had him move and administer a healing potion instead, since I thought that might be appropriate.

Basicly, the GM has to be free to do a little of the PC's thinking since sometimes it's hard to predict the flow of the combat.
 

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