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[FULL] OOC: Dichotomy's Age of Worms Redux [FULL]


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some cone shapes. you can get all of the possible ones by mirroring these so the start at different corners of R's square.

Code:
10' foot cones:
  | | | | |
  ---------
  | |R| | |
  ---------
  | | |x|x|
  ---------
  | | |x| |

  | | | | |
  ---------
  | |R| | |
  ---------
  | |x| | |
  ---------
  | |x|x| |

15 foot cones (the ones that matter i'd guess):

 | | | |x| | |
 -------------
 | | | |x|x| |
 -------------
 | | | |x|x|x|
 -------------
 | | |R| | | |
 -------------
 | | | | | | |
 -------------
 | | | | | | |
 -------------

 | | |x|x| | |
 -------------
 | |o|x|x| | |
 -------------
 | | |x| | | |
 -------------
 | | |R| | | |
 -------------
 | | | | | | |
 -------------
 | | | | | | |
 -------------

The "o" there i'm not sure should be covered or not... after some thought, i'm pretty sure that it should be there. Players handbook will confirm these (or not).
 
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Sick of editing. In other words, it's gonna be pretty tough for Breth to hit 1 and 3 while missing alexis. He'd need to move on the other side of A and 1, provoking for moving there (and casting).
 

So, while worthley makes a new character, I'd like to discuss our options here. I've been talking to michael_noah and Ti about this some already.

The adventure is difficult. Those wolves were an EL 3 encounter. This is, obviously, above you guys, but still within the limits set by the DMG. In short, while you wouldn't want every encounter to be like that, it really was winnable. But, in any case, the game is going to degenerate fast if we lose a character every encounter. And there WILL be encounters more difficult than three wolves.

There are three obvious ways to deal with this: 1) make you guys more powerful somehow; 2) make the encounters less difficult; 3) make the party bigger. Option 1 doesn't seem logical. I guess we could retroactively increase the point-buy, but I don't think that would do it. I haven't thought about it much though. Option 2 is ill-favored by both me and mn. If there's no sense of challenge, I suspect things will get boring. And, again, the encounter with the wolves could have gone much better. It makes me think of what happened against the swarm the first time compared to the second. Sure, adding burning hands to the mix helped, but the biggest change was tactics. In my opinion, the same thing happened with the wolves. (Well, the early problems were because of tactics; later it was just a stream of bad rolls.)

So, in my opinion, we should add a 5th character to the party. It wouldn't make things unbalanced. Hard stuff will still be hard. But there will be another set of hitpoints to take a beating and another set of actions that could turn a bad situation around. If you guys agree that we should add a 5th, we need to decide how to do that.

1. Find a specific person to join us
I don't think we know anyone else in RL that would be interested/motivated sufficiently to get involved. If you know of anyone, let me know.

2. Getting someone from here
We could open a recruiting thread and try to find someone to join us. In the alternative, Ti suggested perhaps specifically asking someone we played with before to join us. Here's the thing (and if anyone from the EN World community is reading, this is only my experience), unreliability abounds and is easy to mask. As Ti can attest, I painstakingly chose the players for the first time I ran this adventure here. Everyone seemed rock solid. At the end of the day, each and every one of those players (that I didn't personally know) ended up dropping out. I also play in other games here, and, it bothers me to say it, but in my experience such unreliability is the rule, not the exception. There is no way to sufficiently screen for that sort of thing. If you guys want to go this route, we can try it, but I'd be leery.

3. The horrible, always-to-be-avoided DMPC
I think we sufficiently know what bad things can happen with a DMPC (I know worthley remembers "Kitty"). I also think that it MIGHT be our best option at this time.

Thoughts?
 

Oh, and
Code:
 | |x|x|x| | |
 -------------
 | |x|x|x| | |
 -------------
 | | |x| | | |
 -------------
 | | |R| | | |
 -------------
 | | | | | | |
 -------------
 | | | | | | |
 -------------
is a 15' cone straight ahead.
 

Is that what the PHB says? 'Cause that can't be right; at least one of the squares in the furthest away row is more than 15' from the casting. Oh well, it looks prettier.
 

It's the template in the back of the DMG. I'm not sure, but I think the reason it seems screwed up is because cones start at an intersection. But, unlike every other cone, a 15' cone going straight ahead is only 1 square wide at its base. Well, I'm not really sure, but whatever.
 

Well, my point still stands (some of the cone in the template extends further than 15'). I think exactly where the cone can be placed is also questionable, but probably not too important.

In response:
1) Weiss has no real connectivity, and he'd have to learn everything. We don't know any other people.

2) Yeah. I just agree with everything you said here.

3) It turns out I agree again. This probably is our best option. An additional reason why: it doesn't add the need to wait for another person to post. Another: if we decide that it's not working, or that it's no longer needed, etc. I'd guess that we can get rid of a DM PC with a lot less fuss/hurt feelings, etc. than other options.

Additionally, I think we players can mitigate some of the problems by being smarter. In the first swarm battle, we really did a lot of dumb stuff (like me moving next to everyone). In this wolf battle, we also did some dumb stuff (like Alexis getting in the way of Trenton's charge at #2). We need to stop doing dumb stuff. I'm not sure if it's because we're not around a table, or what, but it seems that we're completely lacking a lot of tactics. I don't want to have 20 minute planning sessions between each round of combat (not to mention that that just wouldn't work in PbP format), but we should do more.
 

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