[OOC] Heroes of the Middle Reaches : Wandering Star


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For narrative purposes we can assume that there's a five minute break after the prior encounter. During this time Charlotte listens at the door with Horto standing guard over her shoulder, Jorje and Varilar chase down the thief and bring him back, some rudimentary questioning can occur and a five minute rest can be taken.
 

Sorry about the long delay getting the next encounter started folks. Things have been a bit busy on my end. Hopefully things will go a bit quicker now.
 

Once again I've updated the game tools. The Current Encounter Maps link now goes to an html page that gives you a choice of going to different maps. Why did I make this change? Because it'll make things easier to handle when we have encounters that span multiple levels of a structure.

Please let me know if you have some sort of problem with the link. Don't forget to hit the refresh button.
 


OOC Can I ask if it would be possible to have some way of recording the enemy defences and current wound levels. I don't mean what they've got left as we shouldn't know that, but just something on the conditions board like

Guard A: blinded; wounds 19, bloodied; Marked by Varilar; AC18, Fort 17, Ref 21, Will 16

That way we can know right away if an attack hits and can post accordingly, including use of Action Points etc. Also it may help us to target accordingly. I am in other games that use this or similar methods and it does help to speed things up.

Yeah. I don't have a problem with this. In the games I run IRL I generally don't divulge what the defense scores are. That's only to maintain some suspense and also to keep players from meta-gaming their attacks too much. In this case, since it would improve speed I'm willing to go for it.

Anyone have any suggestions or thoughts?
 

Ummm. Not to be a pain, but how do you usually handle delaying? I was waiting for an opportunity to step in and attack one of the prone enemies, which was possible when Charlie moved, but you jumped right past that and gave them an action. I guess I should have spoken up, but there wasn't much time between the two posts.
 

Ummm. Not to be a pain, but how do you usually handle delaying? I was waiting for an opportunity to step in and attack one of the prone enemies, which was possible when Charlie moved, but you jumped right past that and gave them an action. I guess I should have spoken up, but there wasn't much time between the two posts.

Well, usually I have people delay until after a specific initiative count so that there's less confusion. If you want to go back and go right after Charlie but before the guard got up, go ahead. It shouldn't change things too much. If it does, we'll deal with it. :)
 

I've just had a quick look at some of the games I am in and every GM does it differently!

I suppose the most detailed is Mal in our '24' game (Jack Bauer meets the Warlocks!) at http://www.enworld.org/forum/playing-game/244392-24-d-d-4th-edition-style-2.html

although to be honest I think he may go a little too far. He gives HP for the enemies and lookups for all the die rolls. I personally always trust my GMs so I don't need Invisible Castle lookups. Just tell me I'm dead!

Equally I prefer not to know the exact HP of the enemies as it does add greatly to the tension. Knowing that they are bloodied I think is important as some characters have powers that kick in at that point.

And as I said in my OP, knowing the defences is important. After all, most classes have a variety of powers targetting different defences, so I think it is assumed that adventurers kinda know these things.
 

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