Busy in the salt mines rn, post later
Busy in the salt mines rn, post later
<NEW FIC!> Revolution #9: Somewhere out there, there's a universe in which your mistakes and failures never happened, and all you wished for is true. How hard would you fight to make that real?
[11:20:46 AM] GlowStiks: lucina is supes attractive
[12:40] Lace: lucina is amazing
[12:40] Neir: lucina is pretty much flawless
The thing about improvising an action, I think the reason most players shy away from it is that it's so DM-dependent. It can be a really inefficient idea to even try with some DMs, who will just defer to RAW or give a result that wasn't worth the effort. We had that a lot in our previous campaign, the Wizard would try to improvise things (including using his spells differently) and often the result would be lackluster for what he put into it (sometimes using several rounds of prep and spell slots). By the time it got to me to DM, no-one wanted to try and improvise, even as I attempted to encourage it.
On the other stuff
here's your :thonking: you asked for mAc
Spoiler:
<NEW FIC!> Revolution #9: Somewhere out there, there's a universe in which your mistakes and failures never happened, and all you wished for is true. How hard would you fight to make that real?
[11:20:46 AM] GlowStiks: lucina is supes attractive
[12:40] Lace: lucina is amazing
[12:40] Neir: lucina is pretty much flawless
I've been yearning for character conflict (to experience it, not necessarily to instigate it) for a long time, but my IRL group just can't handle it.
I sorta regret not joining one of mAc's groups now.
don't quote me on this
We managed to have an in-person session instead of over Skype for once.
There were parties, contests, large scale combat against dozens of enemies, multiple dragon attacks antagonists from characters back stories appearing, evil angels and an unpredictable escape plan made by the wizards that saved them and every NPC (they cared about) from a potential TPK.
They said it was their favourite session yet.
Quest of Fate
Apocrypha Universe Fate Quest Project
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Beast's Lair Discord Server For Fate Quests
Hermes Servant Collection Master Post
wait which part
the conflict or the regret (you narcissist)
Quest of Fate
Apocrypha Universe Fate Quest Project
---
Beast's Lair Discord Server For Fate Quests
Hermes Servant Collection Master Post
undisputed advantage of 5e over PF:
can be played inebriated at 4 am with previous 8 hours of session without losing track of anything
[04:55] Lianru: i3uster is actuallly quite cute
my group can't play 5e sober at 10 am and keep track of things
well not our spellcasters anyway
filthy wizards
What was the session.
Also I noticed that too, Five, that you kind of flipped from "fight fight fight" to investigative mode.
He never sleeps. He never dies.
Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.
just got back from the first session I have had in seven weeks!! was getting antsy without my dice rolling heroin
It was the first session of our 2-3 session adventure before Curse of Strahd starts. We're all criminals in a large capital that makes all convicts fight in a coliseum, in team battles. All level 8, I'm an Eldritch Knight who was arrested for assaulting a noble who abused their servants, we've got a Fallen Aasimar Shadow Sorceror who killed a man for abusing his wife, a Vengeance Paladin who killed a corrupt lord, and another Fallen Aasimar, who is a Hexblade that assassinated several political figures on the instructions of our patron.
We were briefed on the rules of the battle (four teams of four go in, one leaves) and told to make things theatrical as the audience members would throw gold to us to purchase magical items with. We are also told that the collars fitted on us prevent us taking any action that would a) remove the collars, b) cause harm to someone without a collar, or c) allow us to escape. In order to get our usual starting equipment, we had to agree with one of the guard dudes to give him ten percent of our earnings, everyone did so (I especially had to since I needed both armour and my sword). For the enemies, the DM told us in this setting most magic comes from enchanted items that give the wielder the abilities of particular monsters, the first we saw was a man with a chestplate that gave him Banshee powers (so he had a Banshee stat block).
In our first fight, we were up against the 'Banshee' and his three peasant teammates, a group of all peasants, and a group of 4 "Chuul" warriors. I got a zero for initiative (1 - 1) with my teammates having 7, 7 and 4. And yet the Chuul team only managed to beat me for initiative.
So the Banshee does the scream, the entire arena is within range for it and everyone but my team fails the save (thanks to our Paladin's aura). So we've got every enemy but the Banshee frightened, and I'm just sitting behind the Banshee so no-one can come close to me. Our Paladin and Sorceror start, the Paladin decides he won't attack unless he sees someone who is unjust and holds his ground, the Sorceror casts Haste on himself and misses with his crossbow attack because he has shitty Dex. Our Hexblade jumps right into the fray, attacking the Banshee and then getting attacked by two of the Chuuls and taken down to half health. One Chuul is already injured, so he just goes after some of the peasants (who have formed a peasant scrum in the corner, punching each other to death) and the last starts going after the Sorceror.
I cast Enlarge on myself and use my action surge to get off a Scorching Ray against a few Chuuls and the Banshee since I couldn't get into melee range. As I'm doing this I'm describing what I do as dramatically as possible for the crowd appeal. The Banshee starts attacking the Hexblade, who is really not doing too well. The Paladin uses Compelled Duel on a Chuul, the Sorceror starts talking with their guide who disapproves of their violence as they hit people with Chromatic Orbs and quickened Firebolts. Our Hexblade casts Blink and is able to phase out to safety. I get into melee with the Banshee and kill it with my Booming Blade, and the crowd goes wild. I am able to reach the Chuul that the Paladin compelled, so I hit it with my bonus action attack, ending the effect. The Paladin is not happy. Two Chuuls go for the peasant scrum, one against the Sorceror and one against the Paladin. Sorceror Misty Steps away and continues pelting the one that hit him, the Paladin uses his Vow of Emnity and smites the Chuul against him.
On my turn, I want to keep hitting the same Chuul, but the Paladin tells me off for taking his kill so I go attack the other one. The Hexblade keeps blinking in and out, attacking the Paladin's Chuul until he kills it. At this point, the Paladin sits out of the combat, saying there is no honour in this and it's just slaughter. I kill my Chuul, the Sorceror also sits out, as his spirit guide is advising him to think harder about his actions. The third Chuul is killed by the Hexblade as the peasant scrum is mostly depleted, leaving one peasant and the injured Chuul left. Our Hexblade then uses his action to insult the Emperor of the capital and the overseer of the arena, who goes from jovial to furious. I toss an axe at the last peasant and behead the Chuul (after asking if he'd fight with us, he tells me to just end it).
The lord wants our Hexblade to bow so that our whole group avoids punishment, he refuses, the guards come and beat us since our collars don't let us fight back. However, I am still declared the crowd favourite and we get our gold. Our Paladin is beating unconscious as he takes the Sorceror's beating as well. Back to our rooms, we pay the corrupt guard our ten percent, except for the Hexblade who originally refuses to do so and only relents after some arguing. Then we get to buy magic items - a stone of luck for the Sorceror, a helm of telepathy for the Paladin, a cloak of protection for the Hexblade, splint armour and an +1 Great Axe for me (that also increases my Max HP by my level). We're given four days before our next match, so the Paladin and I have the exact same goal: try to find out who our next opponents are, and what they're in here for. After finding out that the guards know this, I talk to a pair while the Paladin uses his helm of telepathy to read their surface thoughts. We learn what some individuals are in for, including one guy who is actually innocent.
After that, we're told we can spend the rest of our downtime training a particular skill for a +2 bonus if we succeed (by rolling a 5 or 6 on a D6 after the training). Only I succeed, gaining a +2 to Athletics checks (gonna start grappling people while enlarged). While doing that, I form a friendship with the innocent guy and find out that he isn't fighting as the same time as us, which I tell the Paladin. On the morning of our match, our sleep is interrupted by four other gladiators approaching our room, the Paladin used his helm of telepathy to Detect Thoughts and realized they were out to get us. We left that session there with the initiative roll, and we've decided to put these sessions in-between the Curse of Strahd campaign so we don't have to rush it given that the start was so delayed. For me it was pretty fun, I just enjoy D&D combat a lot but having a high int character meant I could do stuff out of combat that my Barbarian couldn't.
edit: aww jeez this is always such a wall of text
<NEW FIC!> Revolution #9: Somewhere out there, there's a universe in which your mistakes and failures never happened, and all you wished for is true. How hard would you fight to make that real?
[11:20:46 AM] GlowStiks: lucina is supes attractive
[12:40] Lace: lucina is amazing
[12:40] Neir: lucina is pretty much flawless
In preparation of entering an icy wasteland we had to get furs and supplies so we did some odd jobs. Since I am the skill monkey as Bard it was up to me to get some robbers to think we're tasty prey, had our Paladin who posed as my guard fuck them up, got our cash for that, helped out some farmers to have a place to stay by giving them some furs we got from murdering innocent bear cubs.
This whole part took most of the session
In the wasteland we then had a huge ass monster fight, got acquainted with a dragonborn tribe that was the enemy of my companions tribe so we elected to let them die to said huge ass monster, found a ruin, the entrance of which got fucked up by the huge ass monster.
Exited and now we're stuck in some kind of time loop. Session ended there because the guy who plays my dragonborn companion almost fell asleep.
my main gripe is that i keep forgetting inspiration exists and since im the guy on the table who is the most into not smacking things dead (most of them are TRPG beginners) i always get it and then realize i already have one
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lucky btw is a dumb feat
i already carry skill rolls just fine by having basically all of them semi-trained as a bard with that i just dont fuck up anymore
who thought this was a good idea
[04:55] Lianru: i3uster is actuallly quite cute
heh
we were talking about builds for CoS
the previous Wizard was going to take Tavern Brawler feat as a variant human druid, but then decided he'd probably just take lucky because it's so good
myself and the two others (including the DM) talked about how powerful the feat was and how it'd be better for a character you want to feel super lucky
he just said "whatever I can flavour myself as being lucky that's easy"
I don't think I'd ever take it myself
Well, Ability Scores generally seem way more powerful than they are in PF and enough Feats still give you +1 but regardless rerolls on command are just too good.
We at least don't use RAW for Lucky regarding disadvantage and just make it so you can call lucky after your first roll to keep it so it's not quite as stupid, but the way it interacts with even your death saves just makes a character with it much more resilient and better at basically everything whenever it really counts.
[04:55] Lianru: i3uster is actuallly quite cute
oh yeah raw Lucky is just dumb
I still think it's one of those 5E things are just obviously too good. I really dislike how they made certain abilities just flat out better than your other choices, like Fireball compared to other damaging spells. They've admitted this is deliberate, and it bugs the shit out of me.
We're pretty well-stacked in the melee department (2 fighters 1 vengeance paladin) so Dissonant Whispers ends up being the real murder spell for me.
[04:55] Lianru: i3uster is actuallly quite cute